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Messages - creaothceann

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The Prophet's "trumped-up, flowery" dialogue was as one would expect, and fit. Same for Magus as himself. When talking to the NPCs though it became a bit much though; some variation would've been nice.

Unfortunately I found only two Oboli. :(

EDIT: One thing I'd like to point out is that on the field map (normal view) Magus is gliding, but on the overworld map he's walking.

Newcomer's Board / Re: Introduction Topic
« on: January 12, 2008, 05:39:02 pm »
Big sig though. :o

News Submissions / Re: Site: RHDN Turns 2!
« on: December 27, 2007, 10:46:40 am »

News Submissions / Re: Utilities: TDP Released by DvD
« on: October 09, 2007, 12:58:41 am »
Nice! :o

Some people seem to take it a little to personally. They act like the translator came to their house and took a shit on their console.  :laugh:

Actually, to get the comparison right, they took the translator's shit, went home and pushed it into the cartridge. ;)


EDIT: [...] Also I hope you get it up and running with Zsnes softpatch.

has anyone tested it in anything but zsnes and snes9x?

bsnes r23 also gets it right. It's probably a ZSNES-specific phenomenon.

What!? That location wasn't FIXED!?

Oh jesus, that means I forgot to import the tutorial event .Flux file...Crap crap crap crap; I've got no choice but to covertly fix that and upload now. I swear, that battle tutorial is going to haunt me forever...

Shit happens, usually right before release. ;)

Well, I'm surprised that only a couple people (across the Chrono community, and one in the translation) have criticized the literal nature of the project, which is sort of stated clearly in the readme as KWhazit's goal... I thought I'd be spending today battling against that sort of thing.

Damn you CTR team leader, for being a different person than me!!!1

*cough* Yeah, I'd have written some things differently.

With ZSNES and soft-patching, the game doesn't display the extra start screen and hangs before showing Crono's room. The same ROM works fine in SNES9x though.

01: "special special"
02: "menas"
03: extra spaces
04: should be "no|yes"
05: overflowing
06: overflowing
07: overflowing
08: overflowing
09: overflowing
10: should probably read "can be revived" here
12: should probably read "woman"
13: extra spaces
14: extra periods
15: extra periods
16: extra periods
17: extra periods
18: extra periods
19: extra spaces

So, going further with your rationale, we should have a sword named True Religion instead of Masamune, every instance of katana changed to sword, same with wakizashi and dagger. And, uhh, bed instead of futon, sauna instead of onsen (or heck, open sauna, amirite?) etc...
There's a game that tried to do that, it's called Persona. It's prime example of why extreme localisation is a bad thing.

If the story's supposed to play in Japan (heck, any country in that area) then I'd have no problem with Masamune. But if there's no indication of that then a name from western mythology (preferably expressing something like "True Religion") is definitely more appealing to me. Even if it's a cliché like Excalibur.

In these cases, Japanese names detract from the setting IMO.

Personal Projects / Re: Sonic 1 Megamix
« on: August 23, 2007, 07:00:08 pm »
Great video! :thumbsup:

Personal Projects / Re: Sonic 1 Megamix
« on: June 30, 2007, 12:59:21 pm »
You could just refer to your homepage. ;)

If I save on every single write you'll end up getting ~8,000 file writes a second, infinitely more in games that use SRAM as added scratch RAM.

Isn't that covered by the drive cache? My guess is that it'd update in intervals of 1..3 seconds.

News Submissions / Re: Site: RHDN 2.0 Launches!
« on: June 02, 2007, 09:23:04 am »
Congrats! :)

When you've finished - some guys are doing a TAS of it. :)

You could always downscale the sprites. >:D

MAJOR thanks to anyone who can do this for me. I tried myself, and I failed miserably.


a cheap CRT that displays 1600x1200x32 at 120 Hz?

I'd like to see that. :o

Has anyone hacked the PAL version of Terranigma to make it have the NTSC refresh rate? It just looks choppy because ZSNES repeats every fifth frame to match it to my monitor's refresh rate. :\

You could try running in 100 Hz mode. (Kitchensync)

Next one:

Lmn Prt


[...] people should start working on making higher res sprites for 16 bit games in the same way... it has bugged me for a long time to see such low res graphics.

That would be absolute nightmare for the emulator developer(s).

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