News: 11 March 2016 - Forum Rules, Mobile Version
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Nightcrawler

Pages: [1] 2 3 4 5 6 ... 50
1
ROM Hacking Discussion / Re: Screenshots
« on: November 20, 2017, 03:51:07 pm »
I think it would be a great thing if something like that were bundled up into a public library with example project. Or even better, a utility with some basic functionality like this. No such tools exist at present that I am aware of. I think it would help make these techniques more common place.

2
ROM Hacking Discussion / Re: Screenshots
« on: November 19, 2017, 11:53:52 am »
What did you use to generate the pre-rendering of items?

3
Newcomer's Board / Re: Submitting the translation for Tengai Makyou Zero
« on: October 20, 2017, 06:07:59 pm »
Yes, all of the listed files can and should be in a single archive file (zip is fine).

You can upload your files directly to RHDN's Scratchpad service and receive URLs which you can then use directly use on the submission form.
https://www.romhacking.net/scratchpad/

Upload the following to The Scratchpad:
1.) The main archive file
2.) The readme file (if in text format)
3.) English Title screen screenshot image
4.) At least one regular screenshot, but 4 are preferred so people can see how great your work is. Statistically people ignore translations without screenshots. Screenshot policy for reference.

The submission form contains submission guidelines and help icons for most fields if you have any other questions:
https://www.romhacking.net/?page=translations&action=addentrypage

Non-technical people sometimes have trouble with the ROM / ISO Information field. This field is necessary to identify the ROM so people know what your patch was designed for. You can just download snarfblam's ROM Hasher utility and copy and paste the output. It was made for exactly this purpose.
http://www.romhacking.net/utilities/1002/
https://www.romhacking.net/system/common/rominfo.html

Please write-up as much relevant information as you can in the Description field about the project. (Example). You can use the 'Preview' button to preview how your entry will look.


I will do you a favor and stop by on Sunday the 22nd if you submit it early and everything looks good. :)

4
No comments are necessary. We just ask that read the Patreon page and make your own decision.

5
News Submissions / Re: Site: RHDN 3.0 Site Refresh Launched!
« on: July 29, 2017, 10:35:07 am »
This is all misinformed and unrelated to 3.0. Be patient and there will be an informative news article shortly for those wishing to be supportive.

This topic needs to be kept on-topic to be relevant for the hand-off to the next person doing further design. It will be locked for that purpose.

6
Help Wanted Ads / Help Wanted Ads Additional Rules
« on: May 14, 2017, 11:10:37 am »
This forum section is intended to replace the main site 'Help Wanted Ads' section. This forum section may be subject to change as it gets going to better define itself. To start, it has inherited the guidelines from the main site section.

Overview:

Help Wanted Ads are intended for those seeking formal recruitment of another individual for help in their established project/s. Minor problems, informal help, and other regular forum inquiries should go in the ROM Hacking Discussion section or other more appropriate section. The topic creator may lock the topic when the Ad has been fulfilled.

Rules:

1. You should only use these Ads if you have done substantial work on a project and are looking for additional technical or translation help.
2. Ads are NOT for startup project advertising, anything involving money, help with utilities, or requests for somebody to do something for you.
3. Topic titles should be tagged with the type of help required as well as the platform such as '[Technical] [NES] Duck Hunt UFO Hack'
4. Help Wanted Ads should contain adequate information describing the project, what's been done, and what specific job you are seeking help with.
5. Comments should be kept to the subject of inquiry (ie what kind of work needs to be done, the current project's situation, etc.).  Talk about the actual work should be done in ROM Hacking Discussion, Personal Projects, or other more appropriate section.

7
Personal Projects / Re: KingMike's Translation projects.
« on: April 22, 2017, 02:36:03 pm »
Thank goodness! I've been waiting since I was promised this for March 1994! :crazy: As is typical for me, I can't help but like Shinseiki Odysselya II much better though. I've got a folder sitting around with early prodding on that one. If you hit anything you can't figure out, let me know. These false promises of old need to be set right! 


8
Congrats Zynk! I think you're starting to run out of Mega Man games to insert Roll into. You've been doing Roll for so long, what are you going to do next if you run out!? ;D

9
To those who were inquiring about a patch update, the patch got a version 1.1 update now. This version fixes the garbage tiles that may appear with weather/space changing commands. It also addressed the few reported grammar and consistency issues. Not worth making any new news or anything.

10
As mentioned previously, that cave is a challenge of 40 dungeons for all 40 fiends that Heracles mentions after you beat the game. Defeating all 40 will allow you to face a superboss. The dungeon will regenerate and be different each time you enter it for 40 iterations!

There area  few other very minor things to see if you travel the world. Some dialog changes, you can visit your prior companions, things like that.

11
Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 19, 2017, 05:41:24 pm »
Nightcrawaler, could you check that again?
...
Are you talking about these 00h-0fh:8000h-FFFFh and 80h-8fh:8000h-FFFFh?

Thanks for looking at the current SNES9x code. The expanded space would have been accessible at 90-9F:8000-FFFF. It would have been half accessible via the 8000-FFFF range which was the drawback of it. All of my work was done about 5 years ago now and I haven't touched my cart since. I can see that the current SNES9x source you posted doesn't map this region which kills much of that sail wind now. You're obviously content with what you're doing, and I'm not interested in further revisiting that project in more detail at this point. So, we can put it to bed. I do still hope to see available ways to play on the hardware, as well as a selection of emulators when the project is released however it is achieved though!

I'm sorry for stirring things up. I have that pesky FEOZ cart that keeps eying me from the shelf that needs a finished English conversion. I've been too close to the action on this project for too many years. I got started while aiding in some of the early ZSNES graphics pack capture work, and then when DeJap was on the case, and then transitions after that. So occasionally, many years worth of closet mothballs burst out at times. Carry on. :beer:

12
Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 18, 2017, 06:46:50 pm »
But in any case, it's not true that no other emulators will be able to play it. DougRPG just showed the translation working on SNES9X with modification already. It would probably just take one small update to the official release.

There was about 4 years between the latest release of SNES9x (1.54) and the previous release, (1.53), and about 2 years between 1.53 and 1.52. Even if you somehow succeed with a timely SNES9x official release, that's still just 2 emulators and a single flavor nonetheless (there are many versions of SNES9x). Knowing this, I would have done it in a compatible manner so it works with the existing emulators. I like to reach as wide an audience as possible, and give people options with my releases. That's just me I guess. *shrug*


Byuu and LostTemplar did the right thing about the expansion. There is no secret here. The game only has 1MB of "cpu rom" so it was expanded to 2MB, and in the right way.
We can expand the SPC7110 data block too, and there is only one way to do that. And the expansion was needed because the new script size.

The existing mapping already allows for a meg expansion (half is accessible) that also works on the original cart and SNES9x already. It probably works on other emulators too, but I don't have notes on that.  Do it however you'd like. No skin off my back. It's just a shame to have no way to run on real hardware nor run on any other official emulators when not necessary. So, I figured I'd offer another option.

Quote
Yes, but the problem here is the SPC7110. The expansion is very simple, like the expansion of any other game, but because we have the SPC7110 the emulators will need some patch. Snes9x for example checks for the SPC7110 and uses a custom map if it's found, so we don't have control to make it to work, so we need to release a new version.

As mentioned, the existing SNES9x already maps the additional free space that is also compatible with the real cart adding two wires. 90-9f:8000-FFFF.

I have asked Ikari the person who makes the firmware for the SD2SNES about this game if it will be supported. Funny enough the real time clock the sd2snes uses is based on the code for the spc7110. So yeah support for this game on sd2snes is pretty much guaranteed.

While Ikari did a great thing with designing the SD2SNES, unfortunately he has not been able to add any new special chip support in the past several years. SuperFX for instance has been in progress for years now. I don't see adding the SPC7110 decompression engine in the foreseeable future. Hopefully I'm wrong though.

13
Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 17, 2017, 07:55:53 pm »
This was necessary in Feoez because the game was expanded. This game uses the SPC7110 so it's not a normal game, so the xml contains the information about the expanded memory. This way Bsnes will know where to put the data in the Snes memory map.

I don't believe it is necessary. I proposed a mapping that would be compatible with the original cart, as well as already work with existing emulators back in 2012. But, byuu shot it down and insisted on doing things the BSNES locked-in way instead on grounds of needing more space for some super secret translation feature that never took place.

As it stands now, no flash carts, or emulators will play this. Only BSNES/higan (and probably only certain versions that are compatible with that particular version of the manifest file).  :'(

14
Gaming Discussion / Re: Final Fantasy Write-A-Review! :D
« on: January 15, 2017, 08:05:03 pm »
FF8 PC can also be patched to use the original PSX soundtrack or a remastered one. I believe you would want Roses and Wine. I've been out of the loop for awhile now though, so there may be something newer.

15
Gaming Discussion / Re: Final Fantasy Write-A-Review! :D
« on: January 15, 2017, 12:12:14 pm »
I don't know... from a few songs I've heard via Nightcrawler's links, I'm in the "PSX music is better" camp.

Well, you can also patch the PC version to use the original PSX soundtrack too. I only have the original PC version, but I believe the current steam version actually has an official patch for this now from SquareEnix. 

16
Gaming Discussion / Re: Final Fantasy Write-A-Review! :D
« on: January 14, 2017, 10:20:15 am »
I'm not SunGodPortal but Nameless Legacy updated some on youtube:
...
Those were however apparently recorded using an actual Yamaha synthesizer of a more recent model than those which were arround when FF7-PC came out. It was *not* recorded with the softsynth that came with the game. I suspect he selectively uploaded those who improved the most upon the playstation version.

Final Fantasy VII PC is my favorite version because it can be upgraded in all areas into what an FF7 remake should have been. A guy named FinalFanTim remastered the whole original soundtrack with higher quality, real instrument samples,  and remained true to the original soundtrack. I have that soundtrack integrated into my game. I think he did a great job. Tracks like Mako Reactor, Anxious Heart, and Tifa's theme sound about as good as they get to me.

https://www.youtube.com/watch?v=4ygBYMVNAAI&list=PLE1C3899D5F37CA3B
http://forums.qhimm.com/?topic=8160.0

17
Is there yet a time-frame for a bug fix patch that addresses the weather bug reported in this thread?

No time frame. It would probably be a couple of weeks before any followup would be issued compiling reported issues. There is a process to these things and multiple individuals involved. We are also working on some other things at the moment and won't be able to return to Heracles for a bit yet. There's nothing critical.

I'm such a glutton when it comes to new and/or peculiar skill/ability systems in games I tried the protagonist's Sword Arts ability the first chance I had, which was during the first random encounter the game threw at me. And doing so I noticed a brief glitching out of graphics in the combat HUD which immediately fixed itself up. Was that normal?

I don't see that issue with SNES9x 1.54.1 nor on real hardware on my end. I just ran 20 battles or so in that portion of the game, and even used your character name. Perhaps some setting in SNES9x affects the timing causing a frame to overrun or something.

Can you try BSNES/higan?

18
Congratulations on finishing this translation Nightcrawler. I've been following the scene since 1999 and I know this has been a long time in the making.

I know this might be a silly question, but I was wondering why the titlescreen hack didn't read as "The Glory of Heracles" in the title like all other translations for the other games in the series. Was it perhaps an artistic choice?

I don't remember exactly now. That was done a few years ago. I think it was because it's not in the literal title, it matches all of the existing references to it on wikipedia and similar sites, and most importantly the official localization of the NDS game also choose to translate it as such.

19
Another thing... Is there a manual scan or a snapshot of the GOH4 overworld available somewhere? I've been searching for quite some time and only found GOH2 and the gameboy GOH overworlds.

What's wrong with the in-game map? It shows the whole overworld and places of interest. I only have the virtual console version manual and there are very few images of any kind in that let alone a map.

I've contacted nanashi about his current feelings on a manual translation since people have mentioned it. We'll see what he has to say on that, and if their is a map in somewhere in his materials.


EDIT:
Here is a scanned copy of the map that came with the original game. It probably won't be of much use as the in-game map is better, I think.

20
The article is actually up and kickin':
http://www.nintendolife.com/news/2017/01/a_trio_of_super_famicom_rpg_classics_are_now_playable_in_english

Ah, good to see. I did some searches and was quite surprised to see how many more news outlets there are these days that cover this community. Much better than the old days! ;D Yay for progress!

I'd imagine 3 being a bit more of a pain due to, I'm almost sure a tilemap-based system (and that always-displayed HUD would probably further eat into available tile space).

GOH4 menus were an 8x8 tilemap-based system too. In any event, that project is not mine and I do not have any code for that project. So, highly unlikely there.

Pages: [1] 2 3 4 5 6 ... 50