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Messages - tomaitheous

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81
General Discussion / Re: Logic puzzle
« on: January 20, 2012, 10:09:00 am »
Ok, my ascii art sucks:


Quote
I got stuck after trying to do it as though each letter represented its order in the alphabet, i.e., A = 1, B = 2, etc.

 Yeah, that won't work. You can't brute force it. Well... I would assume it would take a human forever to do it like that. Did you view the hint?

 Yeah, math is involved but there are plenty of steps that require observations and logical thinking. Once you decode one letter, then the rest becomes a little easier. And that first letter is given in the hint/spoiler of my first post (though not directly).

Some more hints:
Spoiler:
The key to solving these is first trying to identify 0 and 1. Then trying to identify if one letter is only +1 of another, regardless if you know the absolute values of either. And if some letters are greater than or less than others (usually look at the multiplication of each single digit). Here's another hint: O is greater than either N or D because you can see the resulting product of the multiplication yields more digits.

 Edit: Another hint:
Spoiler:
Also by process of elimination, you can sort out with letters are *not* 0 or 1. Just be looking at the product of each single digit multiplication

 I dunno. There was just something about these specific type of puzzles that reminded me, somehow, of hacking. And I found this one rather challenging compared to some others that I've done, so I figured you guys might get a kick out of it too.

82
General Discussion / Re: Hot Sauce Aficionados
« on: January 19, 2012, 10:55:43 pm »
I used a wide variety of hot sauces. I don't particularly care for Louisiana style hot sauces, but I do love red Tabasco on once-over-medium eggs. Tapatío is alright on those kinds of eggs too. Cholula is an ok "generic" hot sauce. Poblano hot sauce is decent. Mostly though, I usually use the local taco shop's hot sauce from around here (Tucson). Like Los Betos, Nico's, Potosino's, etc. When I make carne asada tacos at home, I tend to use a mango-type hot sauce. Heh, my fridge is stocked with tons of different types. Frank's red hot sauce (for wings) it pretty good in ramen soups (the more expensive ones, not that 10 cents stuff). I have particular hot sauce that I use quite a bit: Mezzetta habanero hot sauce. It's pretty damn hot, but not a strong flavor. I tend to use it to make other weaker hot sauce, but with good taste, hotter. I also like to boil my veggies in water mixed with it. Yum-yum spicy hot veggies with gravy. Hmm, I also tend to put it into gravy mixes too. Nom nom nom....

83
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 19, 2012, 09:53:29 pm »
Ok. Done and patch PM'd.

84
General Discussion / Logic puzzle
« on: January 19, 2012, 08:18:56 pm »
I guess these are nothing new, but I found this one as pretty fun:


Code: [Select]


----------
0123456789

          NOD
      /------
  NOEL|MONDAY
       OAOM
       ----
       ADMEA
       ANLYH
       -----
         ELAY
         EEDS
         ----
           LO

 Try to solve it: The letters are encoded numbers. If you can see the ascii make-shit symbol/art, it's a division sign (noel/monday=nod). Complete the decoding and place the letters to the corresponding values at the top to get the answer/word. Note: There is carry and borrowing in the math parts. No letters are repeat values (obviously from the 10 digital message above); every letter has its own unique value. Took me about 20-30mins. Kind of long compared to some others I've done.

Spoiler:
ADMEA - ANLYH is the first step or key to decoding the first letter

85
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 19, 2012, 10:40:05 am »
Yeah, at first glance it looks like the normal built in system card font. And maybe it was taken from that, but it's definitely not a GETFONT bios call. I already verified it in the ISO as well as the debugger (there are no calls to GETFONT and the block of tiles is loaded directly from the data track into VRAM).

 Also, I found the BAT (tilemap). It's 128x32 and uncompressed. Once it's loaded into vram, it isn't touched after that - so an easy edit for whatever 'bitmap' size we need for the replacement text.

86
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 18, 2012, 11:40:19 pm »
It looks like pemdawg is right. Some of the tiles are reused. I'll see what I can do for redoing the tilemap for a linear bitmap layout. If you want, use a 128x104 bitmap to make the message. Or 16x13 tiles or 20x10 (160x80). Use whatever font you want. I'll handle the conversion and insertion.

87
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 18, 2012, 03:12:54 pm »
'Dunno. Never used feidian. I use TMOD2 (under XP, with PCE modules) to dump and insert tile/sprites, usually, for on the fly stuff or just looking for GFX in general. Though it's a tile editor like TM, it at least has PCE sprite cell support that TM doesn't.

88
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 18, 2012, 12:05:50 pm »
Really? I never came across it when I was editing all the title cards. What address is it at?

 Title cards? You mean at the start of the stages? Those are in sprite cell format, which is completely different than PCE tile format (an odd thing for the system of its generation; sprite cells are completely different planar order than tiles).

 The whole chunk of tiles and sprites are loaded from ISO offset 0x1800 (sector 3 in LBA offsets) and it's $c000 bytes in length (that single load includes the tiles and sprite cells in a single load). The tile chunk themselves are in the ISO at 0x1800 to 0x4400.

89
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 18, 2012, 11:08:12 am »
Assuming I found the right one in the ISO, the billboard text is just uncompressed PCE tiles (not sprite cells). Though its setup a bit strange. It's two bitmaps; a 16 tile wide pair on either side. That's why it looks really scrambled. If you got a translation, I can insert it.

90
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 17, 2012, 10:52:20 pm »
Y'know, I translated those lines on the last page. >_>

 Yes, but only three of them because that's all I had posted at the time. The middle image, despite having similar text, is a different string and condition. I clipped/changed some because they didn't fit the character limit (not that it's permanent; I'm not the translator).

 Edit: The billboard needs to be translated for the mini stage?


(second pic has some text that the girl character says)

91
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 17, 2012, 01:15:10 am »
Those phrases go over the character limit. I might be able to hack it for more than two rows of 16 chars, but right now I'm happy as it is.


(it's hard to see, but he's throwing out items. And they get clipped by the text when they pass underneath it. Not a big deal though)

Burnt Lasagna: You can change the text, I just put that there as a place holder for now. I'll PM you the patch for this ferryman's text in a little bit.

92
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 16, 2012, 11:47:21 pm »
"Allow me to take you across"?

93
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 16, 2012, 09:25:39 pm »
Yeah, but I was just giving valid info ;) I have a feeling quite a few people are divided on the X thing, though that really isn't my concern.

Made some progress on the ferryman from stage 4':

Most SAT hacking that I've done so far (created a whole new SAT for it from scratch and put it in another place in memory). Also, the 6x12 code/hook was reused for this.

 Some other missed translation needed:

(give you health there)
Which is different than when he gives you the key:

^ Already had that one translated. Just showing it for the sake of difference and what it refers to.

 Also note: I modified the text to fit in the first pic. There's a 16 character limit per row and only two rows.

94
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 16, 2012, 06:33:04 pm »
Your RGB depth is too great on those title screen picks. The RGB stepping on the PC-Engine is 9bit depth (3bits for each R, G, B). Use Steps of 36 in PC app (24bit RGB photo app) or posterize to levels of 8 for the entire pic .

 Here's the same pick with PCE RGB depth and some dithering by hand (only on the mid to low part of the "C", the rest of the letters don't have it):


***Edit:

Quote
BTW, how many colors can the title graphic have maximum?
The existing title screen only used one sprite subpalette, and it's 15 colors per subpalette. There are 16 subpalettes for sprites on the PCE, so it's possible there are unused entries in the title screen area to be used for different parts (sprites) if the title graphic.

 ***edit:

some example dithering on the X

95
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 16, 2012, 01:59:43 pm »
A little off topic, but I need to give a nod to this:

(http://www.pcedev.net/rondo_translation/mednafen_debug18.png)
Mednafen release WIP 18's debugger has a better branch history window now. It makes things so much nicer for back tracking (circled in red). Light blue is the address the initiated the branch, purple is the address that was branched to, and yellow is if the branch was within a short loop (condenses the number of entries in the window).

96
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 16, 2012, 01:37:59 pm »

@Tom: Now that you were able to make the custom title graphics work how difficult would it be for me to insert my own graphics once the patch is out?

 Well, technically you can edit the new graphics/sprites cells that I inserted into ISO; it's no longer compressed data. But I completely removed the X slashing animation. And on top of that, I only inserted enough sprite cells to make the new screen and not all of vram - nor did I hack the SAT (sprite attribute table) remaining entries to show at the edges of the new title screen. So even if you did modify the title screen with just the existing sprite cells (probably removing the tall parts of the C), you'd still need to hack the SAT itself.

 If the game had been localized (by TTi) for the US Duo, however late in life for the system, I wonder what they would have done. Either way though, I not picky about it since the SNES "version" is the only related localized game to get the X in the title. If there's enough demand, I wouldn't have a problem creating an alt title screen. As it is, I think Burnt Lasagna is going to give the option to patch back in the original Japanese title screen - so hey, why not ;)

 Burnt Lasagna: PM'd second sign post patch.
Quote
What's going to happen with the credits?

 I was original gonna look at them next, but I think I might just tackle the ferryman text/problem first.

 Stage 4' ferryman text:

He gives the two extra screens of text if you persistently jump in and out of the boat again.

97
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 15, 2012, 11:10:43 pm »
Just tested it out.
Everything seems to work alright and the sign reads nicely (like the all caps font by the way). I like new translations for the signpost as well.

I noticed this also has the new font for the intro in it, which also looks great and is easy to read.
As always, magnificent work Tom :thumbsup:

 Ohh.. I must have used the original-original as the source against the new ISO for making the patch. Yeah, the intro needs more work still (consider that part  a WIP until all text related stuffs is finished). Just waiting for cubanraul to get a feel for it and see other support/tweaks it needs. But I have other stuff in the game to work on mean time to keep me busy.

98
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 15, 2012, 10:26:16 pm »
Burnt Lasagna: PM'd first sign port patch. New version is now finished (town of aljiba).



 

99
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 15, 2012, 04:35:50 pm »
Aljiba Town sounds fine to me. Tell me exactly what dimensions should the font have (16x16, 16x8) and I'll reduce the font to that size.

 Doesn't matter per se on the font size. Use whatever you want and whatever fits (and it doesn't have to be exactly aligned for both rows of text). Just makes sure the whole thing is within 16 pixels tall total and probably about ~56 pixels wide (64 is the max width but that might be too big for the bubble itself).

100
Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 15, 2012, 04:27:23 pm »
Could do:
Aljiba
Town

Or
Town of
 Aljiba

 Again, the height is only 16 pixels tall so it need to fit within that parameter. But completely doable. This sign post uses 4 sprites in a row, so that's up to 64 pixels wide (though that might be outside or just on the edge of the bubble parameter itself). If you're gonna have a double row like that, then don't even both with making sure each letter is 8 pixels wide - just treat it as a graphic asset and stay with the total wide/height guidelines.

 Edit: Also, for Death Canyon...

(scaled double pixel for show here)
 Something like that. 48 pixels by 16 pixel window guideline for sign post 2.

 

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