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Messages - tryphon

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61
ROM Hacking Discussion / Re: PSX Games Text (Right to Left) ?
« on: April 28, 2016, 08:40:40 am »
To OP : what others didn't emphasize is that you must be aware that what you ask is probably (judging after your remarks) far above your level of competence.

Do you only know coding (any language)? Do you know assembly ? No ?

Then you'd better find someone who can.

62
I have not a lot of time right now but :

the .DAT files are archives ; each archive can be compressed (in a variant of LZ) or not. The file format is described on gazetadealgol and I believe I wrote something about it on the datacrystal wiki (I'll provide links later).

CUE has made a decompressor and a compressor (windows, command line). I think they are available on rhdn, if not I have them and will upload them. They work great. There's also a decompressor on gazetadealgol, but it has a rare but annoying bug (and no compressor IIRC).

I find you are little harsh with the remade soundtrack (yes, it has synthetical elevator timbre, but this soundtrack is intented to have artificial sonorities, so I didn't feel it insulting) but, like you, I prefer the original music and hope you'll succeed.

63
Gaming Discussion / Re: Sega embraces game modding.
« on: April 26, 2016, 07:17:59 pm »
 :banghead:

Are you aware that Sega fans are, for most of them, more than 30 yo and have something else to do that leading flamewars ?

64
To you, san and sama means low quality; to me, making up shit and omitting important stuff means low quality.

One doesn't exclude the other.

Removing -san and -sama is not omitting important stuff, except in the case of a very Japan oriented story, in which case it should be used, as Cargodin told. In other situations, it's, at best, ridiculous and deserves the translation.

The problem with Japan -> English/French translators is that they are quite rare, and so we "take what we have", even if they don't have good skills in their own languages. I'm lucky : I worked with 2 translators (Hiei- and Eien Ni Hen), and both of them did a marvellous job (go play Phantasy Star Generations  2 and Psy-O-Blade if you don't believe me), but I've played French translations so badly written that I switched to the English one : at least, if they were bad written, my English was not good enough for me to notice :)

65
Gaming Discussion / Re: Sega embraces game modding.
« on: April 26, 2016, 11:33:10 am »
I'm not the person speaking from apparent ignorance...

Yes you are. I'm still to read an intelligent comment from you.

Quote
or are you one of those people who thinks the Sega CD is on par with the SuperCD 2 (or that Genesis is on par with TG-16)?

Typical troll. I never said that.

Quote
You need to learn your hardware... and to do your research. MobyGames... use it.

 ::)

66
Gaming Discussion / Re: Sega embraces game modding.
« on: April 26, 2016, 10:37:11 am »
While there are a few Sega CD RPGs untranslated, about all those games are also for the TG-16 with much better graphics and sound. Most of the Sega CD games are interactive movie type stuff like was the rage in that era (until people realized nobody wanted them).

Since you're clearly trolling and showing you know nothing but stereotypes about MD library, what would you say about trolling elsewhere ?

67
Gaming Discussion / Re: Sega embraces game modding.
« on: April 25, 2016, 05:17:43 pm »
Surging Aura received a French translation some years ago. RedComet is handling the English one for er... some years.

The Hybrid Front is likely a good Sega game that remains untranslated (though I hacked the game intensively and asked for a translator several times - and got some non-serious answers).

Bahamut Senki too.

68
News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: April 24, 2016, 01:46:26 am »
They're not hyphenated, they're separated by a CR/LF. Hyphenated would mean I made the effort to insert hyphens. But that's just a quick one I did in a few minutes just for fun.

So I suppose your initial question was just a joke ?

69
News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: April 23, 2016, 06:28:59 pm »
You mean : with all the display bugs and bad hyphenated words ?

70
ROM Hacking Discussion / Re: How to increase interest in hacking?
« on: April 22, 2016, 12:49:08 pm »
How about animated tutorial videos coupled with text "homework" exercises?

It's a very good idea. Exercices are the right way to improve. But it takes time to create them.

71
Gaming Discussion / Re: Sega embraces game modding.
« on: April 22, 2016, 12:47:23 pm »
I think you're on the wrong forum  ::)

72
Gaming Discussion / Re: Comparing game localizations
« on: April 20, 2016, 12:20:16 pm »
How do you call "real" (i.e with apples AND alcohol) cider then ?

73
Personal Projects / Re: Princess Crown (Saturn) English Translation
« on: April 11, 2016, 01:56:17 am »
Wait! There's a duck named Saturnin saying "Coin ! Coin !" ?  ;D

There's a(n old) French guy in your team  ;D ;D ;D

74
Gaming Discussion / Re: Super Mario World disassembly
« on: April 10, 2016, 03:27:40 pm »
Thanks to both of you :)

Someone also dissassembled the game and remade it in C++, though I can't find the link.

If someone know more about that, it's definitely very interesting :)

75
tryphon: your method for handling collisions is very inefficient.

My method for handling collisions is coded in the engine, so I don't get what you mean. If you mean efficiency in terms of ROM usage, yes, you're right, it'd be better to keep the collision information with the tileset. But :

1) the engine was developped for a more complex game, where the collision map contains much more information that simply colliding ;

2) I can easily modify the script to merge tile information and collision information in a singla array. That was just an example.

Quote
Plus, why on earth are you programming the MD in C?  You should be writing in pure assembly to get the performance either way.

First, because I wanted to try SGDK.

Second, because coding in pure assembly from the start is premature optimization, and we all know it's the root of all Evil. I prefer design my engine in C, optimizing it the most possible at the algorithmic level, then rewrite some routines in assembler to get the maximum performance, if needed.

Quote
I have to go the custom route with the editor and there is no way around it sadly.

Good luck. Without knowing more of your project, it's hard to give you a proper answer, but I'd be really surprised if there weren't.

76
ROM Hacking Discussion / Re: Making hacking easier
« on: April 09, 2016, 04:14:13 pm »
IIRC free version only support very few processors, and not the 68000.

The graph view is this :



That said, I personnally don't use it.

77
That's how I should have written it  ;D

For example, I develop homebrews on MD. I design my levels with :angel: tiled  :angel: ,



(you'll notice that I have special layers for collision data or objects locations, I can also customize others layers if needed according to the game) then I run a python script that translates it into C code (or anything else) and copies the result in the releevant source dir :

Code: [Select]
#include "stagemap.h"

#include "level1_patterns_data.h"

extern const u16 level1_palettes[];

const u16 level1_a_map_data[] = {
0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0003, 0x0004, 0x0005, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001,
0x0001, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001,
0x0001, 0x0000, 0x0002, 0x0002, 0x0002, 0x0000, 0x0002, 0x0002, 0x0002, 0x0000, 0x0002, 0x0002, 0x0002, 0x0000, 0x0002, 0x0002, 0x0001,
0x0001, 0x0002, 0x0002, 0x0000, 0x0002, 0x0000, 0x0002, 0x0000, 0x0002, 0x0002, 0x0002, 0x0000, 0x0002, 0x0000, 0x0002, 0x0000, 0x0001,
0x0001, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0002, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001,
0x0001, 0x0000, 0x0002, 0x0002, 0x0002, 0x0002, 0x0002, 0x0000, 0x0002, 0x0000, 0x0002, 0x0002, 0x0002, 0x0002, 0x0002, 0x0000, 0x0001,
0x0001, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0002, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001,
0x0001, 0x0002, 0x0002, 0x0000, 0x0002, 0x0000, 0x0002, 0x0000, 0x0002, 0x0000, 0x0002, 0x0000, 0x0002, 0x0000, 0x0002, 0x0002, 0x0001,
0x0001, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0002, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001,
0x0001, 0x0000, 0x0002, 0x0002, 0x0002, 0x0002, 0x0002, 0x0002, 0x0002, 0x0002, 0x0002, 0x0002, 0x0002, 0x0002, 0x0002, 0x0000, 0x0001,
0x0001, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0002, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001,
0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0006, 0x0007, 0x0008, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001
};

const u16 level1_collision_data[] = {
0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001,
0x0001, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001,
0x0001, 0x0000, 0x0001, 0x0001, 0x0001, 0x0000, 0x0001, 0x0001, 0x0001, 0x0000, 0x0001, 0x0001, 0x0001, 0x0000, 0x0001, 0x0001, 0x0001,
0x0001, 0x0001, 0x0001, 0x0000, 0x0001, 0x0000, 0x0001, 0x0000, 0x0001, 0x0001, 0x0001, 0x0000, 0x0001, 0x0000, 0x0001, 0x0000, 0x0001,
0x0001, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001,
0x0001, 0x0000, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0000, 0x0001, 0x0000, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0000, 0x0001,
0x0001, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001,
0x0001, 0x0001, 0x0001, 0x0000, 0x0001, 0x0000, 0x0001, 0x0000, 0x0001, 0x0000, 0x0001, 0x0000, 0x0001, 0x0000, 0x0001, 0x0001, 0x0001,
0x0001, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001,
0x0001, 0x0000, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0000, 0x0001,
0x0001, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001,
0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001, 0x0001
};

const u16 level1_objects[] = {
0x01, 13, 10,
0x02, 3, 10,
0x03, 8, 1,
0x04, 15, 10,
0x00, 0, 0
};

const StageMap level1 = {
17,
12,
level1_palettes,
level1_patterns,
23,
level1_tileset,
level1_a_map_data,
NULL,
level1_collision_data,
level1_objects,
};

And I do the same with all other ressources.

If it's too much for your designer, you can edit the script so it launches tiled and makes the translation as soon as tiled is closed, for example.

But developping your own editor is very time-consuming, and is kind of reinventing the wheel (and you're already doing that too much if you develop for MD).

78
ROM Hacking Discussion / Re: Making hacking easier
« on: April 09, 2016, 03:45:31 pm »
One thing I'd like to get would be a FREE IDA, a little less complex and rom-hacking oriented.

BTW, do anyone know which algorithm IDA uses to draw its tree view ?

79
Gaming Discussion / Super Mario World disassembly
« on: April 09, 2016, 11:35:23 am »
I was wondering if a disassembly of the original SMW have been made ?

For the moment, I didn't find it, it seems some WIP was available at smwcentral but the link was removed.

An open-source reimplementation of the game (provided it's really faithfull) would interest me too.

80
ROM Hacking Discussion / Re: Making hacking easier
« on: April 09, 2016, 03:59:10 am »
A feature I've always wanted is the ability to see what the program counter was on the previous instruction or even the last handful of instructions. Sometimes a breakpoint happens right after a jump and it would be really useful to see where it jumped from.

quoted for truth :)

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