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Messages - Bregalad

Pages: [1] 2 3 4 5 6 ... 47
1
Gaming Discussion / Re: Your #1 RPG you ever played?
« on: June 18, 2013, 01:20:41 pm »
I agree, the order plays a significant role, and the age at which you play too. If you play a game younger, you will enjoy more of it than if you play it while being older, because you already played dozen of similar games, and stuff that happens is not too special. You'll still enjoy a great game but will hardly be amazed by it any more.
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Have you guys ever played parasite eve
I played just for the opening and it scared me so I had to stop playing right after the opening. No, I'm not into horror stuff.

2
For a long time I was under the impression that the only difference between a game in japanese and in english or any other western language was the text which is written on the screen.
Of course I was completely wrong. I'm now extremely interested at the technical (non linguistical) differences.

With my thread about translating my game to japanese and the thread about comparing game locatlisations, I learned a lot of things.

No matter how simple or complex the games are, if some text is going to be written on screen in japanese, different technical choices about how the screen layout is done, etc... is going to be made. This also affects if a game is being translated form a japanese version.

1) If the game uses exclusively kana, it is not too different than english text. But still a lot more can be said in less screen space, and dialogue boxes will be smaller. It is extremely common to leave a blank tile line between 2 lines of text, in order to have the text more readable, but also in order to place dakutens and handakutens. Some games place them as raw characters, but then a space appears in the text, and it can be "weird" to japanese readers.

Kanas have in average more details than our letters, and for this reason they often need the entire 8x8 tile space, as opposed to letters which can easily be squeezed in 7x7 or even less, leaving some blank space for intelligibility. This is not possible with hiragana. However, this is also somewhat possible with katakana, so some games made the choice of using exclusively katakana, which apparently can be "weird" to japanese readers.

Also, even if only a single hiragana or katakana is loaded in the tileset, there is going to be a need for ~50 tiles for text alone, twice as much as what is required for only an alphabet. If both full alphabets will have to be loaded in the tileset, ~100 tiles will be required, almost half of the background tiles available for the NES. Usually this was considered too much huge of a sacrifice, and this path was seldom taken. However all first 3 Final Fantasy game made this choice, in other words, they sacrificed overall graphics quality in order to have more readable japanese text with both full alphabets.
This "sacrifice" is of course not apparent at all in the western version of FF1, which uses barely half the files. Some symbols and "concatenated" text have been made with the unused tiles though.

2) Some games uses several small 8x8 kanjis in their text. Ninja Gaiden for instance. Technically it just makes the game use even more tiles.

3) Finally, gamres which wanted to use fully kanji text had to make even more sacrifices. They can forgot about a 8x8 font, and usually made a 12x16 or 16x16 "VWF". This would turn out in games that have a VWF when being translated into english. Some games also have 8x16 kanas, and some 16x16 kanjus made with two characters in series.
Usually all the characters are the same width in japanese though, but they still made it "VWF" technically for unknown reason. For instance, in FF6, all chars are 12 pixels wide, but it's still apperntly a VWF like in the american version of the game, in the sense that the number "12" is stored a lot of times near the font, and that some rare characters have a smaller size (I think the small ya, yu, yo characters are in this cathegory).

Some games, such as Seiken Densetsu 3 went as far as to use a special high-resolution mode for text alone. This probably increased the readability of kanjis, which are very complex to draw even if they are 12x12 pixels.

This probably affects how the text is encoded and compressed in ROM too. Since there is about 2700 kanjis, we need at least 12 bits per characters, instead of only 8, before compression. Also chances are that different compression algorithms have to be used than with english text in order to be efficient.

3
Newcomer's Board / Re: How can you tell if a nes game uses Vram?
« on: June 18, 2013, 05:22:20 am »
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Palette RAM, in particular, is on the same bus as the rest of the VRAM.
It's not that obvious in fact. You access to palette RAM as if you access other parts of VAM (I mean name, attribute and pattern tables), but the address and data does not physically show on the bus, the PPU simply stores the data internally and blocks those read/writes to happen on the bus. Because the nametable chip is not entierely address decoded, it's data will mirror to $3000-$3fff and if any access to those areas would show on the bus, it would access mirrors of name/attribute tables. I know it's strange but that's what they did.

For SNES, GBA and probably many later Nintendo systems, the palette is separate form other VRAM (tilemap and tile data).

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This I would like to hear more about, but I think "quite complex"/"dirty trick" is the difference between "possible" and "suitable". The only possibility I can think of is building pre-rendered bits of VWF and pasting them together.
Well there is 2 things I had in mind :
1) If a dialog is very small and uses less than 8 letters per line, a VWF can be made with sprites
2) If a dialog uses the entire screen width and that the main game uses only a single nametable, and that the total VWF area (not including whitespaces) is not more than 30 pixels in heighth, it is doable with CHR-ROM and raster timing. By having a 4k CHR-ROM page where each tile is simply it's number shown in graphics (I'm not sure how to tell this, tile #0 would be blank, tile #1 would have only a single white pixel, and tile #255 would have a entiere horizontal line), it's possible to draw arbitrary graphics by changing the vertical scroll every line.

4
Newcomer's Board / Re: How can you tell if a nes game uses Vram?
« on: June 17, 2013, 06:01:01 pm »
Another optional VRAM is the 4-screen additional VRAM that a great total of 3 games used : Gauntlet 1, Rad Racer 2 and Napoleon Senki. If your game isn't in this list then it's not using 4-screen VRAM. However, it might use CHR-RAM or CHR-ROM. Many emulators, such as VirtuaNES and Nestopia, and even good old Nesticle, allows you to visualize this in a "Rom->info" dialog.

OAM and pallete are normally not considered part of VRAM in Nintendo's systems.

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Kawa no Nushi Tsuri uses CHR ROM, which isn't suitable for a VWF.
Actually CHR-ROM is suitable for VWF but it's quite complex and would require to pull off some dirty trick of the NES to make it work.

5
Gaming Discussion / Re: Your #1 RPG you ever played?
« on: June 17, 2013, 04:44:51 pm »
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I went all last week without touching any games.
I haven't been gaming for several months, save for one hour here and there. Should I be considered crazy ?

6
Personal Projects / Re: Final Fantasy VII NES Project
« on: June 15, 2013, 04:56:02 pm »
Yeah but it's not a mog doll either, even if both are pinkish white coloured.
Mogs have wings, while the doll have huge arms.

7
Personal Projects / Re: Final Fantasy VII NES Project
« on: June 15, 2013, 04:29:13 pm »
I don't remember there being any moogle's save for cait sith in ff7.

Nvm i see the construction sign
There is moogles in a minigame at the Golden Saucer, and also at the Choco/Mog summon. Cait Sith is not a moogle at all.

8
Gaming Discussion / Re: Your #1 RPG you ever played?
« on: June 15, 2013, 04:25:27 pm »
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Disgaea are love them or hate them games, and most people don't love grinding. I think Kaio once said "Disgaea is for people that like loli or grinding" and it's kind of true. I happen to really enjoy them, particularly Disgaea 2, but I don't think they're amazing, just good solid SRPGs with humor
Man, I was terribly disapointed with Disgaea 2 (never played 1). Everyone was like "this game is amazing", and I found myself playing a bad game with terribly outdated graphics, lame story, and a humor that was not mostly to my liking. Some times it was good, but most of the time it was like meh.

I still managed to reach the last boss, but not to beat him. And I'd never spend any minute grinding in such a lame game.

There were some good parts, like the jokes involving that funny frog characters, and good environments. Penguins that explodes when you toss them is really fun. I remember the game play to be very good in some of the areas, which was the saving grace for this game.

However, I hated that vilain guy which I don't remember if he was called Axel or Alex or something like that. You had to fight him 6+ times, and man he was annoying. One of the worst villains I can remember.
Also, the music was definitely horrible for the most part of the game.

9
Programming / Re: How to tell type of compression used?
« on: June 12, 2013, 02:55:32 pm »
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There is nothing special about graphics when it comes to lossless compression.
This is actually not true. The bidimentional nature of graphics can be heavily used for a better "prediction" of compressed data.

10
Site Talk / Re: Staff Crisis
« on: June 10, 2013, 03:04:22 pm »
I don't see how it is possible to sumbit 50+ things by day, let alone 200. Even if I was doing it all the day, I would get tired after 20 of them.

I think a limit of 3 submissions per day and per person is totally reasonable. Exceptions could be made if someone is massively importing something from a lesser known RHDN site, but then the person could ask the staff to do it at an appropriate time, and so that all the things are approved as a block and not as individual submissions.

Just my $2.

11
Site Talk / Re: Staff Crisis
« on: June 09, 2013, 04:12:06 am »
I have never experienced such a Karma system, but it sounds terrible to me. I think it's better to have staff which is objective and do their work correctly than something automated which will inevitably leads to a lot of low quality hacks or translations ending up on RHDN.

Currently I think this is is great because things a tidied correctly and documented well. For exemple if I look for a translation in English it will be in english, if I look for a translation in French it will be in french, etc, etc...

If things starts to be approved automatically, it could end up being a huge mess.

12
Site Talk / Re: Staff Crisis
« on: June 08, 2013, 04:10:00 pm »
Mmh, really ? Then what about the staff asking to mods if they want to become part of the staff ?

13
Site Talk / Re: Staff Crisis
« on: June 08, 2013, 02:47:08 pm »
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I don't like the idea of voting to determine what gets approved. Approval isn't a popularity contest
I agree with this.

Also it looks the staff is not that busy, because they have time to send me private message to reprimand me because I succumbed to someone's provocation in the thread about posts which consists of raw links. Seriously guys, you have nothing better to do ? If you have time to scold people who did nothing wrong, you have time to approve submissions.

14
ROM Hacking Discussion / Re: NES PAL to NTSC hacks
« on: June 08, 2013, 08:19:49 am »
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The problem is that the PAL NES stupidly has a slightly slower processor at 1.66Mhz vs the NTSC NES and Famicom's 1.79. If you thus play PAL NES games on a NTSC system (real hardware or emulators that don't emulate PAL mode) all aspects of a game will be 17% faster than it should be,
Wrong, the speed difference is because of the screen refesh rate (50 Hz <-> 60 Hz) and is not due to CPU speed. This is not specific to NES, too.

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which includes the music since the 2A03 sound processor is also the cpu.
However yes, the sound pitch is affected because of the CPU rate differences.This doesn't happen for example on SNES because the SPC700 have the same clock on both PAL and NTSC, but the screen refresh rates still affects the game's global framerate.

The sound tempo is affected in games that didn't compensate it manually, because most (i.e. 99.9%) NES games use vertical blanking to run their sound driver. On more modern consoles this is rarely the case anymore, therefore the sound speed is not affected by region.

15
Script Help and Language Discussion / Re: Some questions.
« on: June 07, 2013, 02:47:26 pm »
Mmh... interesting.

Anyways to me L and R are two radically different sounds, and I'm still unable to pronounce the japanese LR sound. Perhaps pronouncing a simple L, but exaggerating it a bit so it sounds a bit stronger, is probably the closest I can do, because a R sounds extremely far from it to me.

I should pay attention next time I hear Italian language to see if I can recognize the same LR sound... but I really don't recall hearing it, despite having the occasion to hear it fairly often.

I understand the notion of "real R" makes few sense, because it is always "real" in the sense of your native language.

16
Site Talk / Re: People making post which is a raw link
« on: June 07, 2013, 08:21:03 am »
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Other than that, are there really that many posts with only links in them?
Yes there are many.

17
Site Talk / Re: People making post which is a raw link
« on: June 07, 2013, 03:03:10 am »
@NEC5 : Seriously, go to hell. This is not funny.

18
Script Help and Language Discussion / Re: Some questions.
« on: June 07, 2013, 02:48:57 am »
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Wow. I wish he also invented 'ra, ri, ru, re, ro' with a dakuten so we could have a 'la, li, lu, le, lo'. It would really, REALLY help distinguish the Japanese's r's from l's.
I agree. In fact the japanese "ra ri ru re ro" sounds neither like a R or a L, and I am personally completely unable to reproduce this sound with my mouth. I don't understand how they manage to mix up R and L which are completely different sounds for me, I'd understand they'd mix up P and B for instance, but they don't...

In the end an "ideal" system would be something like this :

ら /  ラ = japaneese ra
り / リ = japaneese ri
る / ル = japaneese ru
れ / レ = japaneese re
ろ / ロ = japaneese ro

ら゛ / ラ゛ = la
り゛ / リ゛ = li
る゛ / ル゛ = lu
れ゛ / レ゛ = lu
ろ゛ / ロ゛ = lo

ら° /  ラ° = ra (with a real R)
り° / リ° = ri (with a real R)
る° / ル° = ru (with a real R)
れ° / レ° = re (with a real R)
ろ° / ロ° = ro (with a real R)

19
Site Talk / Re: People making post which is a raw link
« on: June 06, 2013, 02:47:21 am »
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At the very least, one can present their opinion or analysis on the linked material. Some select quotes are to entice the reader are an added bonus.
I'm not asking for that much.

Just something like "Here is a little video worth watching on this topic", or "here is a nice article that explain this". Just a few words is ok and infinitely better than a raw link.

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Sooo, don't click on such links?
That's what I do already, but those posts are still bothering me.

And no I'm not asking for moderation or anything, just wording that such posts are actually annoying, and explain a better way to post a link in a forum or discussion.

20
Site Talk / People making post which is a raw link
« on: June 05, 2013, 03:32:15 pm »
I don't know if it's me, but I find it extremely annoying when people make a post and just post a raw link, without any extra information about why they post it, what it links to and what is has to do with the main topic here.

I mean, when you post a link PLEASE just add a couple of words, it's not too complicated or difficult is it ? Not doing so may be belive it's some spam, or at the very least a link to something not work visiting.

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