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Messages - Chpexo

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I've been using spc2it.exe for a little while now and I must say nice job. Because of this program, I can rip samples from games easier. Before I had to rip samples with ssor95, it would rip the larger samples but without the loop points, leaving me to painfully find my own loop point.

Since i like this program a lot, I'd like to point out some bugs. I see that your program cuts the file name off at the first period for the IT file, this leaves OST titles like "069 Dr. Andonuts' Lab.spc" to have the file name "069 Dr.it". This should be an easy fix.

Another problem I'd like to address is the fact that the samples are transposed at a certain note. Where are you getting these note values from? The transposing seems to vary from song to song for the same sample. I would prefer these to be consistent as I am reusing these samples in hacks and archiving them too. I also like to cover the songs in a program called snesgss and I set all my samples to B notes for this reason as stated from the snesgss readme:

It is supposed that WAV samples are resampled and looped in an external
audio editor, Wavosaur or similar. The samples should be 16 bit mono,
sampled at 8000, 16000, or 32000 Hz (the latter is preferable), with
melodic content preferably tuned to B (of any octave) +21 cent. In other
words, change pitch of a C-tuned sample 79 cents down. The reason behind
this is the BRR encoding that works with 16 sample blocks, with this
tuning a simple waveform will be a multiple of 16, improving looping
quality. Pitch table is calculated to map the B +21 sampled instrument
to actual C note on the C key, producing the standard tuning. To play
a sample close to its original sample rate, use B key.

These are some little things that I found, I hope to hear some feedback from you!

Gaming Discussion / Re: Yooka-Laylee
« on: May 14, 2015, 01:45:42 pm »
The character design isn't that great but I can't really speak for the rest of the game. I don't really like the music either; particularly David Wise has made much better music in the past on much more limited hardware.

Personal Projects / Re: Paper Mario 64 - General Hacking Tool
« on: May 14, 2015, 12:28:02 am »
Always nice to see some tools being made. Some advice I would give you would be to add a way to toggle what address the data is being read at, in case someone wants to move around the data in the game. I would suggest storing the addresses in an external file if you haven't already. Other than that you are doing a great job and keep up the good work!

ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: May 13, 2015, 10:47:19 pm »
Retron5 steals source code from FCEUX so I would assume it would work. Nanjing uses some unique mappers so some emulators have trouble emulating the ROM. I've even noticed that real NESes have a hard time running pirates. I have two NESes, one can run a pirated gimmick cart while another one has a glitched level one. You figure that one out!

Also this project hasn't been updated in a while so it might be dead.

Programming / Re: Google code shutting down
« on: May 12, 2015, 03:05:41 pm »
Never knew Google Code existed. Maybe they'll shut down Google+ while they're at it :laugh:!

I just took notice of these two within the last year or so. Love the music to Wolverine.
You should definitely check out Plok's OST if you haven't already.
I usually don't play hacks of games when I haven't played the original version first.  But if this is supposed to be an Asshole Edition, you should add Troll faces throughout the game, and "U MAD BRO?" text.  I'd play it, just for laughs.  You should call it Trolling Edition!  :laugh:
Even better:

Well first this should be in the newbie board and second RHDN has a lot of tools on the site worth checking out. Click "Utilities" on the left and search for some graphic editors. I would suggest tile layer pro.

Newcomer's Board / Re: X68000 Translation
« on: May 11, 2015, 09:21:31 pm »
I would suggest downloading XM6 Pro-68k as it is a great debugger. Though I haven't had any luck finding any text, maybe you will with it. It was removed from RHDN but is on MIJET's website.

Good point. At least both games have awesome music.
You can thank Tim and Geoff Follin for the rad Silver Surfer soundtrack! They usually composed for bad and mediocre games making it a redeeming quality for many of them.

So you're making an already asshole game have more asshole? Wonderful! I never thought the game could be any more more annoying!

ROM Hacking Discussion / Re: Megaman Origins for the NES
« on: May 10, 2015, 11:56:59 pm »
It's a shame to see that the patch was pulled you did a great job on it too, but it's your decision to remove it. Also a patch containing a whole ROM has been removed here before, it was an Earthbound hack called The Rate Race; it was reuploaded though.

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: May 10, 2015, 11:51:12 pm »
Real Mega Man 3 Intro (game mod/romhack)
This intro looks nice especially since you used the Mega Man cartoons as a reference. I would suggest adding stars with the scene with the three planets. In addition I would make the scene with the Gamma robot scroll up (excluding the text of course) to reveal more of the robot to make it more cinematic. Other than that great job. You also did great on syncing it up with the title screen music. I always thought the title screen music was for a cut intro because the director of the game said that he wished he added more stuff to the game but Capcom rushed him.

That video isn't showing up, but I looked up the intro myself. Those graphics are way to good for the Playstation 1, it has to be full motion video. I don't have the game myself, but you'll have to open up the disk image and venture through archives. Hopefully the video that's stored in the disk image can play on your computer. Hopefully files and folders are named and named well, look for keywords like intro or its Japanese equivalent.

Thank you for the compliments. And here's him facing different directions.

Okay I made one direction sprite so far today tell me what you think.

I will say that Yuga's pants color change from picture to picture. Sometimes they're green and sometimes they're blue. I have enough colors for either one.

Newcomer's Board / Re: X68000 Translation
« on: May 09, 2015, 07:10:43 pm »
It's nice to see some X86K games translated, I hope you do some others. What game are you translating?

Glad you like it! Updated the sprite so it uses 15 colors and looks more paint-like.

I got bored. The painting sprite was easy enough to reproduce. I might just do a 360 and help you out with the project more!

Well I wish you best of luck finding someone to contribute. This seems rather difficult but I would definitely check out Wizards and Warriors for a knight in armor sprite; tiny but you can use it as a reference and something to give you a general idea what the sprite should look like.

Hey I read your help wanted ad and would like some more details on the pixel art and music. What particular type of art would you want from Luigi's Mansion and the newer Zelda games? I am also a music composer I can make some .spcs for you but I have no idea how to even use AddMusicK; it's also not very friendly to use. If you have the MIDI files I can surely make some .spcs for you you so a music porter can look at it. The music composition should take a little under an hour if the MIDIs can import into my program but the art should take some time depending on how much you want and how complicated it is.

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