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Messages - tryphon

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ROM Hacking Discussion / Re: Walk faster in phantasy star 2
« on: January 29, 2016, 05:10:01 pm »
What I found while trying to do this is that I could get characters to move faster, but the camera would not keep up. I never did find the camera code.

Do the camera stop when you stop, or did it continue scrolling up to the moment you're in the center again ?

Also :

How does the camera reset itself when you step on the teleport tiles in dungeons?

and more generally, are collisions properly handled ?

Also :

For what it's worth, the Phantasy Star 2 version included in the Phantasy Star Complete Collection for PS2 has options to increase movement speed, EXP multipliers etc. The game basically runs using an officially sanctioned Sega Genesis/Megadrive emulator, so I'd wager they've got to be poking the emulated system's memory. It should be possible to get some useful info by disassembling this, though this might be a roundabout way of doing things.

It's overkill. If you really have to disassemble something, disassemble the Genesis game. But even that would be overkill, and lorenzo already did it anyway :)

ROM Hacking Discussion / Re: Walk faster in phantasy star 2
« on: January 19, 2016, 02:51:21 am »
If you change the number of frames but not the dx/dy, your character won't walk faster, but each step will go further.

Here, dx/dy is the amount added each frame (the speed, if you prefer), not the global amount added in the whole animation (which must always be equal to the tiles of the map size, here 16 pixels IIRC).

ROM Hacking Discussion / Re: Walk faster in phantasy star 2
« on: January 18, 2016, 11:33:03 pm »
It's doable but requires 68000 asm knowledge.

There is a disassembly available here. You need to find where the sprites positions are updated : a value of +/- 1 is added to x position or y position, change it to +/- 2. Then you must find where a step duration is stored. It should be 4 or 8 frames, reduce it to 2 or 4.

I did it for Phantasy Star 3, there were side effects when the party was moving automatically. I've yet to fix that.

What about a hack of Final Fantasy VII where everyone but Aeris die ?

Then she dies from boredom.

Personal Projects / Re: Tablelib ported to .NET
« on: December 10, 2015, 04:31:15 am »
Just to clarify, suppose the encoding is :

Code: [Select]
01: A
02: B
0102: C
And you have to analyze the following bytes :

Code: [Select]
01 02 03
What's the result of your algo ?

nothing (because of the 3) ?
or the two above ?
other ? (["A", "B", "AB", "C"] for example)

Or would the encoding be rejected because of ambiguity ?

Personal Projects / Re: Tablelib ported to .NET
« on: December 09, 2015, 03:40:37 pm »
Well, that's to be expected.  It's a lot easier and faster to find strings with a predefined encoding than with a custom one provided by the user.

Sorry, I don't know what this software is supposed to do but I don't understand why it's easier. Could you develop ?

Gaming Discussion / Re: The Classic Era and The Modern Era of Gaming
« on: November 20, 2015, 12:00:50 pm »
One thing that could be interesting is to know how old you were at the time you think it was the best era.

For me, it's around 1992. I was 15.

Gaming Discussion / Re: Misleading Box Art/Game Titles (Good and Bad)
« on: November 20, 2015, 01:24:17 am »
Basically any Atari 2600 game would be a candidate for this.

Any western Sega Master System too (and most Genesis).

Westerners are really bad at designing covers.

And if you listen to Igorrr's version, you'll be thinking it's taken from the game (or from some hidden boss with perruque in Street Fighter)  :crazy:

ROM Hacking Discussion / Re: Random crashes on a modded Playstation 2
« on: November 11, 2015, 07:26:38 am »
There's an elf in this game (as, I suppose, in every PS2 game).

Gaming Discussion / Re: Shovel Knight
« on: November 09, 2015, 01:57:49 pm »
From what I saw, the problem would be the same with MD. It functions the same way, the VRAM is 64 k(i)B, it would be quite a few for the backgrounds.

I don't think downgrading the graphics would be really nasty, it was the norm at the 8/16 bits era when converting from arcade.

But indeed, the backgrounds would likely need to be simplified.

That said, the MD can send new tiles from ROM to VRAM while playing the game (Alien Soldier or Ghouls'n Ghosts do that), that could help.

I'm right now coding a homebrew (much simpler) but I put this title on my project list (quite far to be honest), just to give a try (ressources are available on spriters ressource).

Gaming Discussion / Re: Shovel Knight
« on: November 09, 2015, 12:12:43 pm »
I think his point was it'd make lot of additional work for the team porting it. It's much quicker to just take original. If the downsize was a simple ration (640->320 for example), it'd be more manageable, but 640->256 likely means redraw everything.

So, it's likely much more suited for a Megadrive :p

Programming / Re: Line Leveling Problem
« on: November 09, 2015, 12:05:53 pm »
You mean you can adapt the frame width at will ? If so, yes it makes more sense.

Nonetheless, your least square criterium is not good. You'd better give a minimum line width, or a max number of lines.

Imagine "a b c d e f g h i j".

Do you prefer
Code: [Select]
a b c d e f g h i j(sum of squares : 361)
or :
Code: [Select]
(sum of squares : 10) ?

Gaming Discussion / Re: Phantasy Star Generation 2 Venting Thread
« on: November 09, 2015, 11:57:01 am »
Normally, the game should play flawlessly.

That was the case for Hiei- with his PS2, and it's the case with an emulator.

Did someone else experience flawless play on a regular PS2 ?

Gaming Discussion / Re: Shovel Knight
« on: November 09, 2015, 11:55:11 am »
He elaborated! The resolution is not the same.

That said, I'm a little surprised the original runs at 640. I'd have bet on about 320. Are you sure the pixels are not doubled ?

ROM Hacking Discussion / Random crashes on a modded Playstation 2
« on: November 07, 2015, 05:59:52 pm »
Concerning our beta-version of the English translation of Phantasy Star Generation: 2, people have reported random crashes (impossible to reproduce).

But they only occur with a burnt CD played on a modded PS2. Up to now, here are the different scenarii :

1) translation played with PCSX2 : no crash

2) translation played with a Playstation 2, on a USB key with software mod : no crash

3) translation played with a hardmodded Playstation 2, on a burnt disc : random crash

4) original game with a hardmodded Playstation 2, burnt disc : no crash

Scenarii 1, 2 and 3 share the same ISO file.

I'm still waiting for more data, but these results shows there's no problem with the game code (scenario 2), but there seems to be a problem with the translated ISO or the mod used.

So :

* are the mods used on Playstation 2 known to have some incompatibilities ?

* or are there particular specifications on how the ISO is generated for the result to be playable ?

* and if you don't know, do you know a board where specialists of the Playstation 2 could have an idea ?

ROM Hacking Discussion / Re: Final Fantasy Ultra
« on: November 07, 2015, 05:23:34 pm »
This kind of debate should stay in General Discussion section.

Personnally, I found them boring and stupid, like almost anything in General section, but I don't complain : I just don't read General Section. But if you start polluting other sections, since I don't want to lose my time with it, and get angry or anything, I'll just leave rhdn.

Not a big loss, but I may be not the only one. So please, open another topic in General Section and stay there. Thanks :)

Gaming Discussion / Re: Your favorite console and handheld.
« on: November 05, 2015, 06:23:21 pm »
Ask yourself :)

Gaming Discussion / Re: Your favorite console and handheld.
« on: November 05, 2015, 06:00:55 pm »
Including the audio  ;D

News Submissions / Re: Translations: New Translations Added to the Database
« on: November 05, 2015, 03:01:49 pm »
I'm currently doing it, while vivify is cleaning the script. Here's a comparison :

Before :

Now (still wip) :

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