I use Opera, it works great.
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über realisticThe "über-" prefix usually transltes into english as "over-"
I've always thought his game was rather slow as well. Not sure how to begin fixing that; but I would recommend hacking the Japanese version instead of the US version. Both versions were rushed, but the Japanese version is the most complete.Quoted for truth. It's such a shame the game is so much rushed, if only they took the time to complete it it would have had been an amazing game! But as it stands, it's average at best.
Yeah for sure. Oddly, the Japanese version has a little bit more content and a extra feature or two.The japanese version was released later.
seriously, find me a piece of software, any piece of software, that cannot be exploited somehow.Anything too small and too simple to have bugs. The possibilities of bugs increase exponentially with the complexity of the program, so in anything very simple and bugs are extremely unlikely.
so still no snes9x for me, I prefer my emulators less acurate and more functional. I could never give up my frilly animated backgrounds even if my filesystem integrity depended on it.Snes9x is also extremely inaccurate, just like ZSNES, so if lack of accuracy is your requirement for an emulator both are pretty good ways to go.
So the vaunted FFVII remake is upon us.Why cannot you use standard, litteral english when creating a thread? Both the title and the content of your post makes absolutely no sense to me, and I've studied the language for 10 years. If you expect people to be able to reply, you should speak clearly in an understandable way.
Thoughts, opinions, squee ing?
Round 'em up!
I, for one, am overjoyed, I've wanted this for the longest time.
I assume that an MMC3 mapper is capable of more sophisticated graphics/palettes perhaps?Graphics, yes. Palettes, no.
How could this be taken advantage of to improve the game?The obvious change is that the size limit is 512KB PRG and 256KB CHR instead of 256KB PRG and 128KB CHR (Zelda II uses 128KB PRG and 128KB CHR). Doubling the PRG size is possible without mapper hack, not not the CHR size.
I would be okay with this, but I think a better solution would be for people to release scripts to ASM sources for their mapper hacks instead of patches. That way people could 1) see how it was done, and 2) change it however they'd like.I absolutely agree. Sounds like a very good idea
Bregalad, it might be of value to add a poll to this topic to tally up what people think.Yes, but polls are not the greatest thing for open debates as there is a finite amount of options...
Are you sure that Square has released also a german version of the game?!Yes, all 3 of Final Fantasy Adventure, Secret of Mana and Secret of Evermore were released in German, even where I live which is an officially french speaking region People probably had to go to France or find a shop that imported from France if they wanted a version in french (oh the irony).
What about submapper hacks? Say, a SNROM --> SKROM conversion of Zelda 1 for the express purpose of replacing CHR-RAM with CHR-ROM.1) It's not technically to call such a "conversion" a "submapper hack", because that'd bring confusion with NES 2.0 submappers
What it is improving is the ability to play the game on another mapper but I'm not so sure because I do agree that for a lot of common mappers anyone with skill can change them over if needed.No offense I think you seriously misundersood what a mapper is or what is the purpose of those hacks. Seeing what is the content of your posts it is obvious you have no clue what you are talking about. When playing a game on a flash cart or an emulator, the typical user has absolutely no clue what mapper the game is using, and if the mapper hack is properly done, this will make no difference at all.
Mapper hacks can be useful in theory. If you provide documentationI agree. Without documentation it's definitely useless as you'll first have to reverse engineer the hack, although normally it should be a very simple task.
Anyone who is capable of utilizing a mapper hack in any way is going to have to be a reasonably advanced hacker. A new mapper doesn't mean anything to anyone who only corrupts/mods game data. It's only useful to hackers that make considerable asm changes.Quoted for truth.
I don't see a need to ban them though.I wasn't necessary advocating a ban, but a sane discussion. The type of mapper hack you seem to be describing is absolutely fine, the large batch that was recently submitted is borderline useless.
"Resource" hacks?Sounds like a great idea to have a separate cathegory for that, regardless if "dumb mapper hack" are allowed or not. Other hacks would fit in this cathegory, and "advanced mapper hacks" such as those described by snarfblam would definitely fit here. Also many of my (and other people's) NTSC->PAL hacks could go here, because "bugfix" is also not a suiting cathegory for them, I just used that because previous NTSC->PAL hacks were already using that.
Every mapper has a limit. For mapper 2, 256KB for the largest known varient, I think.If you count games officially released by Nintendo, then mapper #2 has a limit of 256 KB. However mapper #2 itself is a theoretical entity whose limit is the 8-bits of the bankswitching register, that is 256 banks of 16 KB for a total of 4 MB. Such a mapper was never used in officially released games, but is easily reproducible with new boards.
While I do not care if exceeding that breaks repro compatibility , I do care if that at some point it breaks compatibility with accurate emulators.
If the volume of them is going to be such then what is the option for building a program to automatically do it, or at least do it and damn the fallout. Some said generic injection of cheat engines/RAM cheats into ROMs was not doable, until it was done. If you can point to a tool and say "use that" then it makes enforcement of the rule somewhat easierInteresting concept! Unfortunately it's not likely to happen because there is too much mapper (about 200 of them), so there is 40 thousand possible types of "conversions". Of course, it's not possible to convert to a mapper who lacks the features of the original, so this limits this number severly, but still.
I suppose it would depend upon how it is framed -- nobody would question a rejection for a basic palette hack where I make sonic's shoes greenHonestly this is about the same level of complexity as a mapper hack, assuming your target mapper has all the desired feature. If you should hack in pseudo-features (like, get arround no fine CHR banking, or replace IRQs with timed code) then it can become extremely though. This is not the case of mapper hacks that has been recently submitted.