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Messages - SCO

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Personal Projects / Re: Final Fantasy I Redux [COMPLETE]
« on: April 26, 2017, 08:30:47 pm »
There are plenty of things that turn-based rpgs and (especially) srpg do that make little sense from a simulationistic viewpoint even with the fad that crowd has of considering simulation 'better' than other approaches.

Frankly, i think they're wrong. A game like say, Gungnir, even with its badly documented, but well thought out and unique systems stands head and shoulders above most other cargo cults of Final Fantasy Tactics (Hoshigami Remix for example, though that game has a single engaging system on its knockback puzzles).

In this situation i can well understand the viewpoint that makes a battle more entertaining if you have to think about your moves at least one step in advance. It's not enough to turn it 'super entertaining' to me, because that sort of effort is not variable or attention grabbing enough to not get tedious in a heavy random encounter game.

I'd support a scheme like that for a actual tactical simultaneous turns game (not turnbased, Frozen Synapse for example), ie: games where 'missing' is natural, and planning ahead several turns is made more complex by it; but on TB rpg with no movement and few combatants it feels both superfluous and something i won't bother with because it's no great penalty, so i personally agree it might as well go away.

Personal Projects / Re: Final Fantasy I Redux [COMPLETE]
« on: April 25, 2017, 05:16:35 pm »
The page and the readme needs to mention that the base hack and all of the fixes of that base hack is included. This is not  only for accreditation, cause as a luser, i don't care; but because when i was deciding which one to use i had to come to the forum topic to see 'ahhh, it bundles the rest, this is the one'. It's in your best interest to advertise you stand on the shoulders of giants.

ROM Hacking Discussion / Re: PSX romhacks and ECC Data:
« on: April 15, 2017, 06:37:12 am »
Uh. I didn't know about ECCRegen so i then asked here for a tool like that, and someone provided:

Used it to fix the brigantine grand edition translation (out of site) and the iS - internal Sector translation (in-site) so they worked on retroarch mednafen.

Personal Projects / Re: Zill O'll infinite plus english translation
« on: April 09, 2017, 10:45:26 am »
I opened a bug report:

the color issue is (probably) a known issue with a possible workaround, but for the black screen, they need someone with the game willing to help debug to step forward.

If the black screen exists on the original game on ppsspp ofc, not the translated version only ;)

It shouldn't be too hard to find one volunteer with the game willing even if Mugi doesn't have the time.

Please increase at least the minor version number when you re-release. Lots of people think that a 'minor bug' is not worth increasing the version if they 'removed the link', but that's what it is for, and not a great deal of effort, unlike the chaos that two different versions with the same name can cause.

I know this is just common sense, and you probably know this, but you'd be surprised how often it happens.

I'm writing specifically about SNES hacks. In those every new hack i've seen (or at least every i can remember) uses no-intro as a basis and thus requires no header. There is a sizable backlog of SNES romhacks that do require a header (or a badly dumped rom that is not equal to the no-intro version). It's the confusion between these two i'm writing about.

When many addedum to some headered patches require no header it would be good if the previous patches had a no-header version on the site (it would be good anyway imo with tools like ipsbeheader)...

The one thing i think would be a problem is the readmes would be wrong, mentioning wrong requirements, sizes or crc, so a alternative like this would need to be idiot proof.
Oh well, i can just keep applying ipsbeheader as required. I just find the waste of manhours (years if you count everyone downloading) this caused over the years tragic.

Headers are never needed for snes ips patches compatibility. You can always just use ipsbeheader on any ips that requires a header, if both patches are otherwise compatible.

In fact, i don't even understand why RHN doesn't do this automatically for any snes ips that requires it other than 'it's always been this way'. Even the notion to 'archive the originals' can the mantained by offering both versions.

It would certainly reduce confusion and user errors. I know about it very well and still trip myself occasionally, besides being a waste of precious minutes.

Although i would prefer every DS version enhancements already mentioned here, i have to ask: Any chance of getting the music player hack into this? I've read some people here were trying to make it more modular/easier to reuse.

Fortunate this was bumped now. I just had downloaded the old version because this one is not on the archive here yet.

Personal Projects / Re: Legend of Zelda: OoT/MQ & MM - Gamecube to N64
« on: January 25, 2017, 11:39:17 pm »
BTW, i wanted to ask, are you ever going to make a .n64 version of the hack? I know that the gamecube dumped roms are .z64 but no-intro datsets want everything on .n64 (i'm not sure what they actually are, but sure isn't .z64).

I converted the roms naturally, because converting the patches would lead to a patch as big as the rom, but its bothering my OCD, on retroarch, where it looks ugly to have a (U)[!] style rom among others instead of the saner (USA) (Gamecube).

Personal Projects / Re: Legend of Zelda: OoT/MQ & MM - Gamecube to N64
« on: January 24, 2017, 12:13:37 pm »
Why only post the MM patches to the archive when this also has master quest and OoT versions?

BTW, the MM patch is also slightly outdated compared to the version on Everdrive64 forums.

ROM Hacking Discussion / Re: [PSP] Last Ranker Main Story Translation
« on: January 12, 2017, 09:37:57 am »
Honestly, between patch size and emulator ability to softpatch, i will choose the second everytime. This is not really a problem with PPSSPP since it has zero ability to softpatch, but in general, when i see 'requires custom patcher' that is just informing me i will have more work to make a softpatch from it (or a reversal to default patch).

Thanks, i was outdated. I also suggest bumping minor versions whenever a public release is modified. Stealth updates might sound less troublesome, but they're actually harmful.

It's possible it's this:

I'd assume not, considering that the first disc doesn't have trouble. But the guy that happened to can check with the console output during the crash (or you).

December 23, 2016, 12:12:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
BTW could you give the last md5 of the isos after hardpatching so i can check if i patched with the last version or not? I patched about last week but forgot the day exactly.

This patch is a complete mess. Apparently, not satisfied with forbidding their patch to be redistributed, and using a obscure format, they also decided not to link or mention in the readme or forums what and where is the tool to apply the patch, and decided that it was a fine idea instead to threaten in the readme to 'stop releasing new versions if we find a patch redistributor' because 'it's plagiarism' (guess they did ahah).


Furthermore, i've researched and by all accounts, even if i manage to apply the patch, i'm rewarded with broken audio in movies, engrish everywhere when it is not Japanese (i was told) and a non translated ending which i'm supposed to follow with a script text. Finally the team disintegrated years ago, so even if i do all that, that's the best that the patch can be forever.

 :cookie: nice effort but i'm holding out for a new translation.

Sorry to bump this but the download link for this is dead, and as respected the wishes of the authors not to host their patch, there are essentially no versions of it i can find on the net.

Moreover, there seems to be a russian 'patch to the patch' if my google wanderings are correct, 'Front mission 2 patch brill fix v 1.1' although deciphering what is actually fixed is beyond me. That patch seems to only have a obviously bot generated link in a google docs document, that is more likely to be a pirate iso wrapped in malware than anything else (*checks* yes. Yes it is).

So where to get the actual patch(es). 70% 'done' is harsh too.

I believe Hoshigami Remix for the DS could be much improved just by a usability rom hack that disabled some animations (the 'xp gained one' on every single attack for instance) and separating the knockback and attack functions in different buttons (currently it presents a 'minigame' of press the button at the right time, which is just annoying and turns a already slow game slower).

Gaming Discussion / Re: Avernun Escape from the Pit is a masterpiece
« on: January 01, 2013, 01:45:34 pm »
Geneforge 5 is a masterpiece. Multiple factions (8 or so), multiple endings, multiple ways of delaying faction choice (most notably, the stealth 'path') and stealing stuff.

Avernum and Avadon are boring sequential grinders. Exile is supposed to be better than all of them and they're the remake and the remake of the remake.

In fact, i stopped playing Spiderweb Software when i realized Avernum 6 has the quest targets marked on the map. I don't hold with quest compass.

News Submissions / Re: Translations: Energy Breaker English V1.00
« on: October 08, 2012, 10:17:23 pm »
For the former, it might have been because the character who delivered the finishing hit had a full inventory. If your inventory is full, you don't get enemy drops.

The second might have been because it's actually possible to give the items to the girl before the topic actually comes up on the rightmost menu... a easy mistake to make in the pin case, because after all... she's obviously the girl the grandmother mentioned.

Found  your hidden text, nice retrospective.

News Submissions / Re: Translations: Energy Breaker English V1.00
« on: October 08, 2012, 02:14:50 am »
That happens all the time, the left-most conversation menu corrupts easily. Fortunately it doesn't seem to have any consequences and it's easy to reset.
One thing i think i noticed was that some shinny pebbles rewards seemed missing (from the walkthrough). I think it was the second time you fought the 'security system' in the past, the main cannon was missing a shinny pebble reward when destroyed (and it was destroyed, unlike some boss appendages, which can be skipped, because the cannon was the 'boss').

Also i think i never got a shiny pebble for the giving the pin or the toy to the girl on the past (whose grandmother died).

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