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Messages - Nightcrawler

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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:

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.

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.

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).  :'(

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.

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. 

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.


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?

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.

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.

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.

The article is actually up and kickin':

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.

Happy New Year everyone!

Fantastic work, just wanted to drop Nightcrawler a big shout out for completing this. I don't know why the article I sent Nintendo Life remains unpublished, I will ask the editor why it wasn't published, this certainly is more than deserving of attention.

Did anything ever come of this? I appreciate the effort nonetheless. I imagine they probably don't want to associate with our hobby for various reasons.

General Discussion / Re: 2TB thumbdrive for 15$ from China
« on: January 04, 2017, 05:46:07 pm »
I'm sorry to say you've been duped. Real 2TB flash drives did not exist on the market until yesterday actually. Kingston just announced the world's highest capacity flash drive, which is 2TB and it's going to be WAY more than $15.


Site Talk / Re: Broken SSL cert
« on: January 03, 2017, 06:32:13 pm »
It's mostly used for some super secret admin services, and the one or two guys whom begged for some form of HTTPS access here. I reissued with corrections if you want to use it, but it won't make any difference. It's still a self-signed cert. We don't pay for a cert, and the two newly existing semi-free services have their own share of stupid limitations that make them unsuitable for use here. It would be nice to be on board with the HTTPS everywhere movement, but they need to get their act together first as it applies to small multi-domain, multi sub-domain servers.

I seen Escape from New York several times, it is a awesome action movie.

The other action films that he did that you should definitely check out is Big Trouble in Little China, The Thing and They Live.


Also, John Carpenter is also famous for the movie Halloween (the original, not the sequels or remakes). It is probably the best low budget horror I've ever seen. He did so much with so little. It's also a good movie in general. It's just standout due to the budget it was done on and the atmosphere created.

What's a "bad action/event"?
Immoral actions. It's mostly confined to stealing and being mean to people during conversation when given the option. It might also cover failing to greet Hermes, but I forget now.

Does using skills come with a cost of some kind (MP or HP loss, or something else), or can I use them all to my heart's content?
Mostly, they are cost free. However some abilities do come with unique penalties when used. One may cause you to fall asleep, or make your ally unconscious if you throw them at the enemy. Some can be used only at night to be effective. Quirky things like that. You'll have to try them out.

Is the "map" button (Y by default, as I understand) supposed to work right away, or will it only work after a certain point in the game? I'm close to the beginning of the game, and right now nothing seems to happen when I push the map button.
You don't have a map yet. When you get the 'Eye of the gods', you can call the map on the overworld.

The forecast command is owned by Heathery and the merchant is the character where the weather bug occurred first. I can also provide a screenshot of the yellow text on top of the screen which says something like blgitblg:blgitblg: tlefield:tlefield:tlefield: which seem to be variables.

Thanks. I figured out what it was now. :)

Is there anything like a manual or FAQ for this game in english that explains the game mechanisms? The only one on GameFAQs seems to be just a very basic walkthrough. I'm curious about what stuff like "FLV", skills, "area points", etc, mean, and I want to be sure that I'm not missing any menus or commands available. Or will the game itself explain it in due time?

No manual is available at present. The translator does have the original game manual and talked about a potential translation of it at one point, but it never happened for some reason. Perhaps I can inquire again if he would still want to do it.

'FLV' is the body's fitness level. Each body can get to a maximum of level 10. Their stats will go up with each level (this is on top of your character's regular level and stats) and their abilities will be unlocked.

Each body also has a skill level for a particular weapon type they are skilled with. This level is fixed and does not change. Later bodies will have higher skill levels. Some special bodies can are skilled with all and can use any weapon effectively.

The area points are a running stat like the kill count, bad actions etc. I don't think the effect the game in any way that I recall. for how much of the overworld you've covered. Why they decided to do it in point form like that doesn't make much sense to me.

Congrats on the release, NC! :beer: It's always a treat to see one of your projects come together! Really looking forward to Tenshi no Uta, whenever it comes.

Thanks. With some life luck, hopefully Tenshi will be ready for testing in a few months. The main hacking work is done. However, the translation work is getting a second pass. There were some significant things missing in the original dump, and the existing script work was done without the knowledge of those pieces several years back. So, it all needs a touch up from the translator. After that, I will need to do a hacking finalization pass with everything fully in place. As it stands, it's just 'mostly' playable with some very annoying missing/broken things. ;D

Good game and nice work! There seems to be some bug with the weather change during battle, since after performing it, there is some garbage text shown on top of the screen.

The amount of garbage seems to depend on who and which spell / action is used to change the weather (for example by using the Forecast command). Sometimes half of the screen gets full of garbage (with the weather change command of the fourth character that joins the party before arriving in Torantia Kingdom).

Can you give me more to go on? I'm not sure what character you're referring to.  I'm going to guess Cairo the merchant perhaps at that point? The weather can be changed by monsters, regular characters, and several inhabitable bodies. I don't know who specifically matches up with the 'Forecast' command that you saw.

Do you happen to have an image showing this character or savegame where this bug can be found?

Site Talk / Re: Demi got deleted from the credits?
« on: December 31, 2016, 04:16:37 pm »
Thanks for noticing and reporting this. There was a system problem with this. It has been fixed.  :)

...besides building those strings as graphics.

Right, if you want to build a 256 item list as graphics, you'd want an external utility to render them all. Any other manual piecemeal approach using in-game rendering/capturing with the SNES is not desirable to say the least. You can't even do font pre-shifting easily can you? No tile editors seem to do this the way you'd need. You can shift a font left/right, but it screws up the adjacent tiles when it runs over. There are no public utilities available to do these things that I'm aware of. It may encourage more people to do these types of things if someone made one.

Basically what Kingcom and I use for hacking with C/++ injection. :P

Great. Now go port that over to the SNES and then we can compare. :P

Thanks to all for the kind words. They are appreciated. :)

Will we see Dual Orb finally translated to complete the Dual Orb Series?
It's possible. I have some work in the tank for it, but I can't make any promises.

Very nice usage of an 8x8 proportional font. Was any of this achieved by prerendering some strings like byuu suggested years ago or with the other trick of preshifting tiles so that you only need to OR the outcome together?
Some key things were pre-rendered where appropriate and more feasible with vblank time to take advantage of it (transfer time rather than rendering time was the bottleneck in many cases). Speaking of which, you know no public utility presently exists to do all of this mass pre-rendering or preshifting (*hint* *hint*). It's a chore to prepare such data for hundreds of cases of preshifted letters, items, etc. There were enough other required utilities to work on that I was not interested in such endeavors. I was far more interested in developing a universal VWF modular system with it to work with all games. I believe I succeeded on that front and I shall never need to code another one again. :)

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