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Messages - Nightcrawler

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Our interface could be a bit better on that one, yeah. It can be done by anybody, but, IIRC, only when submitting a hack/translation/document/utility/review for it. I'd add it myself, but I don't have anything to submit, nor do I have the keys to the database.

It's not an interface problem. Game pages without any associated content are not desired. So, you can only add new games when submitting content that needs it. We don't need to collect reviews for random games that have no associated content. It doesn't add anything of value.

Site Talk / Re: My browser detects malware in one of the hack's page.
« on: October 14, 2015, 09:33:39 am »
This is starting to get ridiculous. False positives like this are popping up once a week. For awhile, they were associated with IPS.EXE, but it's starting to expand to other included patching programs. This FF3 one is a custom patching program...

Here are the results for this particular one. For the less technical out there, the majority of scanners find no problem, and the others identify it as nothing more than a generic 'suspicious' signature. It's harmless.

This stupid trend is starting to brand us as a malware site and has caused issues with our provider...

I think we're going to have to start requiring accounts for download to stop this type of thing.

Gaming Discussion / Re: RE: Licensed Lego Games
« on: September 29, 2015, 05:58:36 pm »
The ones that I enjoyed that you should check out are Lego Star Wars: The Complete Saga, Lego Indiana Jones and Lego Batman.

I agree. You can't go wrong with those. I'd play those first before any of the more recent lego games. They have started to get away from the humor and charm that made the other titles so good. LOTR takes itself too seriously for example.

Gaming Discussion / Re: Suggestions for PS2 RPGs
« on: September 27, 2015, 11:46:48 am »
Incidentally, since Lunar 2 is mentioned, I'd much more highly recommend the SegaCD version over the PS1 version. The changes from SegaCD to PS1 are both less and more dramatic than with Lunar 1; where Silver Star had fairly major plot divergences and was way less grindy on PS1, Eternal Blue on PS1 is essentially the same game but with less interesting dungeons. What's more, the translation was lazy and was mostly lifted from the SegaCD version, and even references mazes and puzzles that are no longer in the game.


I also think the PS1 version's enhanced graphics, expanded voice acting, and cut scenes are a worthwhile upgrade.

1. Super Castlevania IV sprite restore/uncensoring

The differences between the Japanese and US version are demonstrated here: https://youtu.be/AbAPvxI56GM?t=402

I'm amazed this has hasn't already been done (green goop vs. blood- come on!). I think it may be easier to just simply translate the Japanese version (it would be just the introduction that needs to be done), and then we'd get to play a much superior version of this classic without needless censorship.

It HAS been done

Personal Projects / Re: Friday the 13th (NES) Oziak
« on: September 19, 2015, 09:48:24 am »
It would be nice to include this palette fix for Jason as well.

Gaming Discussion / Re: What is the most disappointing game you played.
« on: September 09, 2015, 06:37:14 pm »
Chrono Cross
Chrono Cross. I was so excited for this game when it came out for PS that I bought it pretty much sight unseen. It was the first time I can remember thinking that Square had failed me.

That goes double for me as well. Definitely one of my most memorable stinkers. Very disappointing. I regret having bought it. It wasn't just because it was not the sequel to Chrono Trigger everybody wanted. It was just a bad game to me. The card board throw away characters stand out most to me. The music was great though!

Wild Arms 3
Wild Arms 3 is probably the biggest disappointment of all time for me. I love Wild Arms. It's one of my favorite game. Heck, I like most of the series. Wild Arms 4 and Wild Arms 5 were both standout stars as well. Wild Arms 3 got everything wrong in the most painful ways imaginable to me. I hated it. I should have quit many times over, but I kept thinking it couldn't possibly be that bad. It was.

Gaming Discussion / Re: Why I hate OoT
« on: September 09, 2015, 06:24:14 pm »
I don't care much for Ocarina of Time either. I played through to the beginning of the Adult Link/Dark World, and quit. I happen to like the fact that it had additional story compared to previous games though. The gameplay in general was too clunky for me. It really wasn't that fun compared to 2D zelda's. It was too slow. There was also way too much back tracking. The areas were very large, but didn't actually contain much, which made back tracking even more painful.  There was also too much focus on finding those gold beetles and other fetch-like questing. I agree there was too much waiting around with the day/night cycle too. It turned me off to playing any further 3D Zelda games. I have no idea if subsequent games improved upon these things or not. I thought about giving Twilight Princess a try, but never did yet.

Newcomer's Board / Re: Branching in Disassembled Code
« on: September 02, 2015, 06:16:06 pm »
Please, please, just use a disassembler and save yourself a ton of pain...

Right. Or better yet, use a debugger and step through the specific code in question so you can start to learn exactly what each instruction is doing.

ROM Hacking Discussion / Re: Lufia-Patches by Artemis
« on: September 01, 2015, 06:14:36 pm »
According to the readme
One recommendation by RHDN to check CRCs on Windows is to install HashTab. Then you can right-click on the file and click Properties and get the hashes on the menu.

I think the preferred and definitive source for this site should be ROM Hasher. The output can be copied and pasted right to RHDN submission forms meeting all guidelines. :)

Programming / Re: Getting Started on a VWF?
« on: August 09, 2015, 11:20:07 am »
There are a number of ways a VWF renderer can be 'glued' into the game. The best approach will vary depending on how you did your rendering, and what the game engine was already doing.

In general though, if you're doing dialog, and you're doing letter by letter display, then I'd probably suggest one of the following:

1.) Map a large region of RAM for rendering that can contain an entire dialog line or even full text window. Then, the tilemap doesn't change much. It's mapped once to the full line or window. It will reflect the letter by letter rendering in VRAM automatically that way. You don't have to do anything to tilemap during rendering.

2.) If you don't have the RAM to do that, you can write the tilemap each character iteration, advancing the index only when the tilespace is full. If you're doing 8x8 for example, you'd write the current tile, and second potential spillover tile to the tilemap each time. It would write the same two indexes until your tile was full, then it would increment to the next index and write the two tiles there.

You can do any variation of the above as well. You can write to the tilemap only when the tile is full, only after x number of tiles are done etc. There are lots of ways to handle it. I usually pick what I think is the easiest way to massage into the game with the least amount of code.

Newcomer's Board / Re: Spc Jukebox/player on real hardware/flashcart
« on: August 06, 2015, 05:41:03 pm »
This do not answer my question, I understand resetting the console is the only way to get out of SPC playing, but HOW is it done (in hardware). The 65816 can soft reset itself, but it also resets the SPC.

It can do this because the reset line is one of the cart pins. ;)

the flash cart resets it when you back out of playing the spc. Heck the newest firmware on the flashcart has in game reset using button combinations on the controller.

That's a bit trickier and less reliable. It does this via a global NMI hook, which can introduce glitches and problems in games where NMI timing is already tight. There is the ability to turn it off temporarily, but I would like to see as a full system option.

Newcomer's Board / Re: Spc Jukebox/player on real hardware/flashcart
« on: August 05, 2015, 08:18:21 pm »
This is hardly believable. The only way this can be technically achieved is by cloning the SPC chip in the cartridge and use the expansion sound pin. Perhaps that's what they did.

No, it is certainly believable. I have an SD2SNES. I can tell you approximately how it works. SPC files are basically savestates and contain the entire music engine for a given song, right? So, what they do is simply load in the state of the DSP, and the full SPC memory contents, and start execution. Presto! You're now playing back your given SPC file. Now, this method is of course only valid to play a single song. So, any time you stop playing, there is a quick screen flicker. I assume the system is being reset during this time. Since the SNES retains all of it's memory during reset, it recovers near instantly ready to load the next song in the list.

I imagine the PowerPak must do something similar.

Programming / Re: Getting Started on a VWF?
« on: August 02, 2015, 12:05:59 pm »
Congrats! Perseverance pays off in ROM hacking. Add another skill to your bag. :)

Site Talk / Re: Reviews for games
« on: July 27, 2015, 06:22:28 pm »
What I was upset about was that people were editing my reviews (or changing them entirely) and leaving my name on them. I don't mind at all if someone wants to replace them.

You do mind it involves edit abilities. You were also upset when people were allowed to freely edit/replace them as some people choose to change some and some, and then it got attributed to them.

Maybe I can go into all my reviews and replace them all with a "CHANGE ME". :)

I'm not sure exactly what you want to happen here. Please be more clear. The only way someone can replace them, is if the old ones are removed, which is why I suggested listing the offending reviews.

Site Talk / Re: Spoiler Tags unreadable if using Blue Monkey theme
« on: July 27, 2015, 06:13:53 pm »
This should be fixed now.

I thought there was one theme Nightcrawler had sort of hijacked as a forum mods testbed. Whatever was the least popular one. Can't remember which one it was though.

That was a long time ago now. That was only an issue when that theme was discontinued and re-purposed, and people still had their cookies set to use it.

Site Talk / Re: Reviews for games
« on: July 26, 2015, 12:02:33 pm »
Can we make an exception in my case? All my reviews are over a decade old and kind of embarrassing (as I'm sure many here would agree), and I really wouldn't have a problem with them getting replaced.

It used to be that way and then you were upset that people were editing your reviews and/or replacing it and keeping some for theirs, etc. It makes much more sense simply to keep the existing restrictions and remove offending reviews entirely so they can be replaced anew.

However, I don't think it's a good idea to remove them ALL. Many of them are just fine. There was a drive to remove some of your worst ones some time ago. At that time a number of people also said they liked your reviews and removing them all was not a good idea.

So, maybe just point out the ones that you think still should be removed and we can do that?

However,  should Game Reviews function like Romhack Reviews where only the authors (i.e. no staff access to it like romhack reviews) can solely edit them?

Game reviews are front facing on translation and game pages. Staff needs the ability to be able to edit these to fix typos or other problems with them. I don't see what the problem is allow staff to be able to edit these if necessary. It's a rare occurrence.

Site Talk / Re: Reviews for games
« on: July 24, 2015, 07:54:41 pm »
No one can edit reviews aside from the owner and Staff. The author should not change and nothing needs to be fixed.

If you, as staff, are editing someone else's review to hijack and make it your own, you're abusing the privilege and YOU should be fixed! :P

Programming / Re: 65xx Assembler Alpha release: Schasm
« on: July 22, 2015, 06:41:09 pm »
I use Notepad++ which allows you to set up syntax highlighting -- but it doesn't have auto complete.

Yes it does. Settings -> Preferences -> Auto-Completion

Also related to Notepad++ and SNES IDEs, I have used this setup a few times before. It's not your ideal SNES IDE, but pretty cool nonetheless.

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