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Messages - Bregalad

Pages: [1] 2 3 4 5 6 ... 96
1
Newcomer's Board / Re: Help with Grond's Final Fantasy
« on: March 25, 2017, 01:01:54 pm »
My $2, but you could use dithering in order to "simulate" more colours, as long as they're shade of the same colour set it'll somewhat work. It won't look as good but it'll be fine.

2
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Sorry, I accidentally wiped out your initial post. :-[
That's not cool but I guess that happens. What is even less cool is that you replaced it with another message without explaining it's actually not me saying that. Basically you put words in my mouth and I don't like this very much.

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The US release of the game in question is quite clearly and indisputibly named "Final Fantasy II", as is depicted in all the box art, the manual, and even the in-game title screen.
The problem is - I don't care about the US release of "Final Fantasy II" specifically but I care about the whole series as a whole, and the game is known as "Final Fantasy IV" which is both it's original name and how all its re-release and remakes name the game. I live in Europe - and neither "Final Fantasy II" were ever released in original form, so it makes sense to use the remake's numbering.

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There's no good reason to go against this
Well, the naming convention on those sites is shitty as well then. I mean in 99.9% of cases, I'm fine using the official american names, but those 2 games are just exeptions to the rule, because their names bring confusion with NES games. So sorry but this is a good reason to go against this. Like I said in my "erased" original post - if you guys insist on using original american names I can sort of understand - if after all it's the names you fell in love with the game as teenagers I understand you are emotionally attached to them. But at least makes them unambigious, like "Final Fantasy II US" and "Final Fantasy III US" or something like that.

Just "Final Fantasy II" with "SNES" as platform does not make it clear enough it's not the famicom FF2, and it makes it look like it could be a SNES version of the Famicom game.

3
Doh!... clicked modify instead of reply and it wiped this post out, and nobody had quoted it. My apologies.

4
ROM Hacking Discussion / Re: Donkey Kong Country map screen sprite
« on: March 22, 2017, 04:22:50 pm »
I never noticed that before. :o
Neither did I !

5
Site Talk / Re: Recent outage and happenings.
« on: March 19, 2017, 05:25:38 am »
I'm glad the site is back up. Thanks for your effort !

6
Newcomer's Board / Re: E.V.O. Search for Eden SNES translation
« on: March 11, 2017, 09:21:52 am »
It seems you are viewing tiles in wrong format. You appear to see them in 2BP format but in reality they're probably 4BP since half of the tiles are either blank or a repetition of the tile before them.

7
Gaming Discussion / Re: Favorite Playable character of Chrono Trigger.
« on: March 09, 2017, 02:58:03 am »
Man, it's impossible to choose, I love them all so much. I'd say I like Frog and Magus a little less - but I still like them.

8
Gaming Discussion / Re: The hardest game you ever played.
« on: March 08, 2017, 01:08:23 pm »
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Battletoads requires exactly zero luck.
Except for the fireball and missiles at Volkmire Inferno's race, which actually are random. As well as possibily some bosses with partially random behaviour.

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The weapons in MM2 are ridiculously overpowered.  Everyone knows about spamming Metal blade and how most bosses are weak to it
It's pretty simple to refrain using weapons, though - I do that most of the time - I only use them when compulsory. Only Wood Man is actually very hard to beat without a weapon (and Crash Man is hard until you know how to exploit it's AI).

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MM2 is not only the easiest MM game by far, but it's also one of the easiest NES platformers period.
When I was starting to get interested in retro/NES games, it was the only game I could beat... so that means a lot of thigns :)

10
FamiTracker's music engine is completely incompatible with the engine used in MM2 or any other commercial game.
Not only that, but it also eats up way too much ROM, RAM and CPU time to be viable for most NES games, so even if you were ready to replace the whole soundtrack it wouldn't be feasible.

11
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We may not agree on Burst man being easy, but you gotta admit that some of the stages are easily the easiest in the series.
Ah, you meant the stages ? I though you meant the bosses. Yeah, in MM7 pretty much all stages are easy, but this is also the case for 6 NES games where, to be honnest, only the bosses are a major challenge in my opinion (except maybe in the original Mega Man game).

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Rockman FC [...] is not in english
Well, considering the story plays a very minor role in the game (Wily escaped from prison and wants to rule the world - let's fight him) I don't consider that to be a problem. Especially if you played Mega Man 7 before.

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but a stretch [...] for the game to have been re scaled to show that it could demonstrate the name of the hack.
Yes, I agree the hack's title is pretentious compared to what the hack seems to actually do (hence my 1st comment).

12
Well actually Chinese pirates made larger games but I don't think it counts pesonally.

13
If you can some helpful suggestions:

-The biggest problem with this game is; [...] make the game more zoom out than it is, like in the nes games.
I agree but that's basically asking for a brand new game, and this has already been done with a fan-made "Rockman 7 FC" game for Windows/PC.

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-Slightly alter Mega Mans sprite to make him slightly more skinnier and smaller, while keeping the serious nostalgic Snes 7 look. Doing the same with the enemies, give some classic enemies from the nes, more high quality, slightly refined, skinnier, smaller looks, like the old, but made new with SNES sprites. (This may be hard to accomplish).
Basically another wording of your 1st point.

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-Replace the health bars with the classic ones from the nes series.

-Make the weapon menu more classic and refined, being more zoomed out like the nes.

-Replace the boss menu(stage select) with a slightly more classic one.

-Make the slide and jump more smoother, like the nes ones.

-Give some stage areas more space, and make the boss rooms slightly more bigger.

-Make Burst Man and Junk Man more harder (and any other ones that are easy, I can't recall).
I disagree with all those points and I don't consider anything in these regards needs to be fixed. Junk and Burst man are already among the hardest master robots of the game (only Slash Man and Shadow Man are harder).
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**Mega Man 7 is notorious for having one of the hardest final boss in video game history. Don't nerf Wily. Just make him slightly more fair to avoid
Agreed.

14
Never been redumped?
I see it's been dumped twice on bootgod's site.
http://bootgod.dyndns.org:7777/profile.php?id=1276
It also has been redumped elsewhere because, I magically have a good dump on my computer and I didn't dump it myself.

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For the longest time thought it was just a REALLY big game, by NES standards.
512k is still really big by NES standards. Only Metal Slader Glory is geniunely 1024k (famicom only).

15
Gaming Discussion / Re: The hardest game you ever played.
« on: March 01, 2017, 02:02:04 am »
How in hell did the NES Battletoads miss this list? [...] Every other game mentioned in the thread can be beat if one gives enough tries, has patience and studies the game. Battletoads however? Forget it, you are not beating that game without an extreme amount of luck.
I didn't mention the game on purpose. Sure it is very hard but my opinion is that its difficulty is grossly exaggerated (by you and other people). I didn't beat BT myself but I reached level 10 (Rat Race) legimately, which is some 75% of the game (ok maybe not 75% of difficulties). There's so many games I cannot even beat level 1, so it'd be ridiculous for me to say Battletoads is harder than them.

Also the part about luck is completely wrong. Most of the game is very predictable and you just have to remember the exact movement you have to do and time it perfectly. A single mistake and you're dead. However it remains simple memorization. There is rarely more than 1 or 2 dangers simulteneously in BT, while some games throws dozens of bullets at you (i.e. Silver Surfer or King's Knight).

16
Front Page News / Re: ROM Hacks: Mega Man 7 Gets the Upgrade It Deserves
« on: February 28, 2017, 04:09:23 am »
Why does both this news article and the project's page read like an advertisement ?

17
Gaming Discussion / Re: Improvements by localizations
« on: February 25, 2017, 01:09:42 pm »
Battletoads had it's dificulty toned down in both the PAL and JAP releases (yes, Rare is a british company but for some reason the US release is the earliest one).

Final Fantasy X had some extra bosses (INFAMOUSLY strong variants of the normal aeons) in the PAL version.

I don't know whether that's considered better or not, but FF8 has the timer stop when you pick up Ifrit's name, so that you have all your time to explore the cave when going back. This is the case in neither tha JAP or PAL versions.

EDIT : I also don't know if that count but the JAP version of Contra for the Famicom added cutscenes and snow in Level 5 as opposed to the regular US version. Both versions were released almost simultaneously so it's hard to tell which one is the localization.

18
Programming / Re: How does FF7 PSX generate sound effects?
« on: February 22, 2017, 03:15:46 pm »
And I am disagreeing with you [...] I personally do not believe 50KB could do it for this particular game. [...] I think, like the music, it's in the executable.
I think I have not been clear enough : There is no belief nor areement nor thoughts going on, it's just a fact that EFFECTS.ALL contains all sound effect data from the game. Years ago I tried to reverse the FF7 sound engine bytecode by changing the hand cursor sound effect and it is located at 0x1000 in EFFECTS.ALL. The first 0x1000 bytes are pointers for each sound effects for the game, and then it is data. I failed to reverse the FF7 sound engine bytecode, however I succedded in locating the sound effects and affecting them somehow.

If you still do not believe me, just change the first pointer, not 0xFFFF but the one coming just after this, 0x0000 and 0x000b, each sound effect is 2 tracks, and use another pointer. You should be able to see other sound effects of the game playing when you move your cursor. You can also see the hand cursor sound effect is 0x16 or 22 bytes long - sure it's pretty short but it gives you an estimation to how many bytes are needed to store simple sound effects. Finally it seems there's 731 effects and not 750 as you claim.

19
Gaming Discussion / Re: Useless weapons and power-ups in gaming
« on: February 22, 2017, 01:57:48 am »
The <F> weapon in Contra. It's weak and makes it hard to shoot at anything accurately, it's worse than the default gun. At least they fixed it in Super C.

I'll also mention the knife subweapon in Castlevania series. Other sub-weapons all have their uses, their strengths and their weaknesses. However the knife is almost always useless.

20
Front Page News / Re: Utilities: GBAMusRiper released
« on: February 21, 2017, 03:47:26 pm »
I apologize for not answering earlier. The matter is - further improving GBAMusRiper is pretty low on my "to do" list right now, because I have many other things to do, ESPECIALLY in february where all my weekends were busy as ****. In March I'm going to get some free time, but I still do have more interesting matters to deal with. Basically I'm part of 2 music bands, learning 1 language, researching history for the 100th birthday of the great war, and also volunteering here and there frequently.

GBAMusRiper is completely free and open source, so anyone (including you) can look in its inner working and fix bugs. I know understanding someone else's code is incredibly hard, probably harder than writing one own's from scratch for some reason, but I'll gladly help if you have questions about GBAMusRiper's inner working. I'll also mention the existance of VGMTrans which is basically inspired by GBAMusRiper exept that it supports hundred of different sound engines from various games and platforms instead of being restricted to Sappy and GBA. The project is not complete (by definition it'll never be) but I suspect in the long term this program is going to absorb the integrity of GBAMusRiper and basically making it obsolete.

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