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Messages - KingMike

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Before youtube, hearing the full Speed Bike track was beyond most people's skill.  ;D

I think the US cartoon may have used Super Mario Bros. 4 in its marketing at some point. I do have a commercial bumper calling itself "Captain N and Super Mario Bros. World".
I didn't watch Captain N originally but I read it was once an hour-long show later split into half-hour segments? Or was it more like two half hour episodes bridged together in original broadcast? (I think CBS had once ran Garfield and TMNT each in an hour format similarly.)
Well, regardless for its last season (and the last season NBC ran cartoons at all), "The New Adventures of Captain N" and Super Mario World was a shared half-hour timeslot.

ROM Hacking Discussion / Re: Akuma Kun Makai No Wana
« on: May 18, 2018, 10:10:14 pm »
I was about to add your name to the credits on RHDN but it looks like I never actually submitted the beta patch, I must've only made a dropbox or mediafire or something link.

I probably should edit up the readme, though. I recall I only actually half finished it and it contained the remains of a different game (Indra probably). :P
I did add the credit to my information, sorry about that.

ROM Hacking Discussion / Re: Akuma Kun Makai No Wana
« on: May 18, 2018, 01:00:17 pm »
My translation was mostly Tomato's really old script translation with only a few things I think really needed to be changed edited (as well as one entire text block, mostly battle text, which wasn't translated. I did with machine assistance as well as asking Tomato to do one major cutscene worth of text contained within that block).

Still though, it contains a crashing bug that affects just the beginning of the game.
If I recall it was trying to use Recover on the main (Select) menu but somehow fixes itself after a certain progress point.

Though I think even Tomato said he wasn't opposed to a full script re-do (as he was still a beginner when he did it and he translated without context), as well as perhaps re-checking the enemy names. Is that the idea here?

I wonder if it would be better to release my script inserter as well as the edited script dump (which took quite a deal of effort to modify from Tomato's original release to fit the inserter).

As aside from the Recover bug, it does contain a fair amount of ASM that I recall was not trivial to do, such as more text space (window size as well as single-spacing text windows to fit more text, as well as menu rearrangement).

Battle text is in pretty poor English, I know, as a result of having to wrap English text around a script engine designed for Japanese grammar. That would be another major bit of ASM work I think that I wasn't feeling prepared for after the rest of the work.

I recall I lost track of who did the title screen, though. Again, my apologizes and correct me so I can credit it.

ROM Hacking Discussion / Re: Screenshots
« on: May 15, 2018, 04:00:06 pm »
Making Rambard a playable character in ToP.

The only improvement I would expect is for the games on the Shonen Jump NES Mini, of which over half of them are Bandai games. (so, improvements to the Bandai mappers emulation, though I don't know if any of the games are EEPROM save games, which I thought was the biggest area fan emulators are lacking? Maybe the DBZ series was EEPROM?)

Gaming Discussion / Re: RIP Virtual Console.
« on: May 13, 2018, 11:10:17 pm »
Square-Enix similarly refused to support 3DS VC outside Japan.

I recall Square-Enix released fairly little on 3DS outside Japan, VC or otherwise.
I think they did physical releases the first year or so but otherwise I think just Theaterythm (or however it's spelled). I know the Dragon Quest remakes and Bravely Default games got released, but I think those were licensed to Nintendo? Okay, Final Fantasy Explorers made it out a couple years after the Japanese release (long enough that it was long after I had imported a JP copy).
They also didn't localize the eShop version of Final Fantasy 1, which would've seemed like a no-brainer considering they were releasing FF ports on almost everything else.

I though that had a fair amount more JP native 3DS games.
I at least recall there some anime-based catch-em-all RPG I only got when one site promoted it as being removed from eShop. (though did Square-Enix routinely pull digital release of physical games on eShop? I recall after getting a JP 3DS, I considered downloading a Puzzle Bobble game but I can't remember if it was completely pulled or just merely very overpriced. I mean, like full original retail for a game that was several years old and cheaper to buy JP physical, and almost nothing for its US counterpart. I know Sega pulled the digital releases of earlier Puyo-Puyo games almost certainly to push the newer ones.)

ROM Hacking Discussion / Re: Final Fantsy II NES ?
« on: May 11, 2018, 09:59:34 pm »
I remember a few years ago someone else, I believe his name was Chaos Rush, was working on expanding the names in FF2 but hit major roadblocks with changing the battle menus, suggesting major ASM work would be needed to properly expand the menus.

Ganso Pachinko Ou (Japan)
Gdleen (Japan)
Gekitou Burning Pro Wres (Japan)
Genjuu Ryodan (Japan) (NP)
Get in the Hole (Japan)

Surely you won't be able to play Get in the Hole as it uses its own infrared golf club controller. That was one of the most bizarre controllers that left even byuu wondered how to even emulate it.

Newcomer's Board / Re: Possible Sprite Editor for CPS3 games?
« on: May 11, 2018, 01:41:26 pm »
Yellow sounds probably normal (graphics usually are found without palette data) but pixelated, nope. Probably compressed/encrypted or else in an unrecognized format.

Script Help and Language Discussion / Japanese particle questions
« on: May 11, 2018, 02:44:51 am »
One of the things that has been most bugging me is ん used after the end of words.
Like, I don't know, just throwing out something randomly, いくんだ.
The dictionary I have says it could be a negative ending (so is the ん like a ない?), thought I think it specified an ending for ぬ verbs (though another dictionary says that しぬ is actually the only ぬ-ending verb when it describes... I think it was called One-Line and Five-Line Verbs. "One Line" being basically the -eru/-iru verbs (the "Vowel-stem" verbs, as my grammar book calls them) and Five Line being practically all others ("Consonant stem" as my grammar book calls them)
But anyways it also says ん after a verb could be a substitute for の or に as well?

Been starting to watch out for the って forms and using my understand of how they are constructed to narrow down what the base verb is (should only be at most a few possibilities for the verb ending which the "te" form replaces)
And remembering that "っている" is actually a って verb + いる, yes? A helpful thing to remember when it throws other verbs like おる or おこる in place of いる?

Another unusual ending I see is りゃ like "ありゃ!" which I had assumed it a form of "ある!"

If I have a modifier like そう, then would the correct thing to do to apply it to a verb be like taking the -ます form and replacing -ます with -そう to say "seems like ..."?

Gaming Discussion / Re: Games featuring grappling hooks
« on: May 11, 2018, 12:34:23 am »
It came up in an AVGN video, mostly due to being activated by a completely unintuitive button combination..
Not only unintuitive but also demanding the player stand in exactly the right spot, I recall he said.

Gaming Discussion / Re: RIP Virtual Console.
« on: May 11, 2018, 12:30:59 am »
I'm not going to argue after this post, so that the thread runs its course, but I would like to point out some facts. I'm pretty sure that assembly code is relatively, if not, very easy to learn for a programmer,

6502 ASM might be relatively simple, but not too a newcomer.

That is, someone who is introduced to C and can type "printf("Hello World!");" and see results might not be as able to learn that on the NES, to get anything on the screen, you need to:
- insert a CHR ROM with a font (easier) or embed the font in the PRG-ROM and write it to VRAM
- initialize the stack, RAM and at least the PPU registers
- initialize the nametable (so you don't get garbage)
- initialize the palette
- and then finally write a routine to copy the string to the appropriate place on the nametable
All of this of course would need to already know ASM.

Here are more games if you want to keep testing:

Emit Vol. 2 - Inochigake no Tabi (Japan)
Emit Vol. 3 - Watashi ni Sayonara o (Japan)
Esparks - Ijikuu kara no Raihousha (Japan)
Europe Sensen (Japan)
Famicom Bunko - Hajimari no Mori (Japan) (NP) Use ID 3F10

Farland Story (Japan)
Farland Story 2 (Japan)
Fighter's History - Mizoguchi Kikiippatsu!! (Japan)
Fighting Baseball (Japan)
Final Knockout (Japan)

Finalset (Japan)
Fire Pro Joshi - All Star Dream Slam (Japan)
First Queen - Ornic Senki (Japan)
Fishing Koushien (Japan)
Fortune Quest - Dice o Korogase (Japan)

Fighting Baseball is, oddly enough, the Japanese localization of EA's MLBPA Baseball with the player names changed and rather bizarrely I recall.

You could write an ASM hack to replace the code that initializes SRAM. But it's probably not going to be a copy-paste insertion.
That's probably the only way.

Dokapon 3-2-1 - Arashi o Yobu Yuujou (Japan) -- Looks fine but I can't start a new game because it's a minimum 3 Players game and I can't "emulate" the controller 3.

It seems to require only two controllers. When it gets to player 3's naming turn you should be able to just push 1P Start to move on to the next screen (where it asks to set the players as human or CPU, which is backwards from how they should've done it :P ).

This has been discussed before. Not really much new to say.
People will repro anything whether we like it or not. That is not an endorsement but a statement of fact. We can try to stop it but it's not probably going to be futile. Not unless the copyright owners sue the repro-makers or people stop buying them. Neither I see happening.

I agree that "let it go" and move on is the best option.

I was playing around with the Sound Menu in Tales of Phantasia (in Higan), when I noticed that the first song (intro song) is a fully voiced track! :o
I was very curious how in the world they accomplished that, so I looked it up.
I know it was in the Japanese GBA version as well, but they removed/disabled the song in the localized versions, replacing it with the overworld theme or a variation. (I wonder if they disabled the Sound Menu as well just to hide it? Can't have Japanese lyrics in an official localized game. :P )

Personal Projects / Re: Tengai Makyou Zero translation project
« on: May 06, 2018, 02:03:42 pm »
Tengai Makyo III was also planned for GameCube, perhaps explaining why Manjimaru was chosen as one of the games in Hudson's collection of older game remakes for the system.

Thanks Supa.

Desert Fighter is just the japanese version of ASP, which is broken even in Higan I think. hi-res ID only fixes the blurriness. If a menu goes of screen, then there's no ID that fixes that as far as we know.

"Deae Tonosama - Appare Ichiban (Japan) -- Some slowdowns when there are many enemies on screen."

Did you try -no-lowlatency? How bad are the slowdowns in Canoe because there's some slowdown on emus too.

Yes, ASP was byuu's poster example for emulation accuracy, I think.

I guess Canoe is doing something right then if it is booting Deae Tonosama. That is a game that on bad emulators would just boot to a copy-protection screen with a geisha girl (shown in EGM's preview back in the day even :D ).

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