Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Bregalad

Pages: [1] 2 3 4 5 6 ... 89
Gaming Discussion / Re: Origin of video game character's name
« on: September 30, 2016, 12:47:53 pm »
Well, yeah. The name John comes from the Hebrew name Yohanan, which became Ioannes in Greek. That eventually led to names like Ivan, John, Juan, Joan, Johan, and Giovanni.
Also Jean in French. Both Hans and Johan are in German shorcuts for "Johannes" which is the full gospel's name. It took me awhile to understand that :)

Gaming Discussion / Re: Origin of video game character's name
« on: September 30, 2016, 10:14:13 am »
I just found out that your screen name originates from Tolkien.
Indeed. (I didn't remember that much about the character itself, just that I picked up an Ent's name I liked randomly)

As for "Aran," the wikipedia article said it was a piece of the soccer player Pele's birth name that they saw, and clipped off. It also seems to be an island chain off the coast of Ireland, though.
Aran is a small village not very far to where I live, although it's most likely pure coincidence.

Mario is an Italian proper name.
Obviously, and so is Luigi. However, Wario and Waluigi were most likely made up. :) Yoshi is a genuine japanese surname (or is it a family name ? Or both ? I'm not sure).

The origins of names and words is a subject that fascinates me no end.
I also am fascinated by this.

There are a number of sites that some people use for looking up their family trees (genealogy).
Indeed, there is this site for example : http://worldnames.publicprofiler.org (note : use a fake email-adress or you'll be spammed).

However, it only works for family names and not for surnames. Also it does show the modern repartition and not origin, so migration will bias names a lot (as a random example, some Danish names might be more common in Canada than in Denmark due to former migration more than 200 years ago). Finally, it is lacking A LOT of countries, so its incomplete.

In this case it seems that Aran is an existing family name in Catalogna, no idea whether it's what they picked up when developped Metroid or not.

EDIT : There is also forebears which covers family names in most of the countries of the world. But again it is only for family names (I think), and how they got the data is questionnable, and probably very different for different countries across the world. Most of the time phone books are used, which comes with it's pros and cons as a mean to get count of family names per country (and do not necessarly indicate their origin).

Gaming Discussion / Origin of video game character's name
« on: September 30, 2016, 06:24:21 am »
I wonder if there is somewhere a centralized place where we can find where the video game character's name comes form. It's possible some names were simply made up, but many of them are real surnames or family names from various countries. Some names could even have been made up, but happens by coincidence to be an actual surname or family name in some country. Some names might also be common name from various languages.

For example "Seifer" in FF8 is a common German family name. "Tina", the original name of the heroine of FF6, is a common German female given name. "Belmont" is a real family name in France, etc...

I wonder if there is someplace where they checked the origin of names from many video game characters.

Gaming Discussion / Re: Games you want to love but can't
« on: September 28, 2016, 02:32:16 am »
Final Fantasy -- The first. Sluggish, ugly, tedious and aside from the class/spell system, it is a borefest compared to the later ones. I didn't play it during it's heydey to really see it when it was supposedly innovative.

Also the whole Dragon Quest series. The game themsevles aren't bad, and I like the look/feel/ambiance/athmosphere, however... I do not want to spend hours and hours grinding.

I'll also add the original Castlevania. As a fan of the series I should be a fan of the original... except I'm not, it is extremely hard and very short. Not bad per se, but it feels incomplete.

Gaming Discussion / Re: Will Nintendo target [b]here[/b] next?
« on: September 16, 2016, 02:24:29 pm »
Just in case, BBCode does not work in titles and was never supposed to.

ROM Hacking Discussion / Re: Please remove post, thank you.
« on: September 07, 2016, 03:19:34 pm »
You see - the moderators have some sort of grudge agains repro's...
No only the moderators, I am no moderator and also have a grudge against repros. And against people making profit off other's work in general.

Programming / Re: zsnes hdma mosaic bugs
« on: September 04, 2016, 11:01:24 am »
People still uses zsnes..? It's the nesticle of snes emulation...
Glad I'm not alone thinking this. Nevertheless, ZSNES lacks most of Nesticle's interesting debugging features. Nesticle is *still* the only emulator I think that enables you to chagne CHR-RAM or ROM on the fly during gameplay.

Oh sorry, I tought you were done already. Just please don't forget to give me the script once it's finish :) Compressing it is extremely simple but hacking the game to handle a compressed script can effectively be though I guess - especially with a packed fixed PRG-ROM bank.

So now that this is finished, have you considered compressing the script and see if it'd fit a geniune MMC3 ?

I looked into compressing the graphics, too. With FF1 that'd be easy but the problem is that with FF3 uses a very advanced system for its graphics, every metatile is loaded separatedly and every character is loaded separatedly for sprites. In battle, each monster is loaded individually, and the party's sprites are loaded dynamically as action goes on. This makes graphic compression very difficult for the most part. The ultra-crowded fixed PRG bank doesn't help either.

I'd still be curious to see what is possible to do with text compression.

Many of the games you listed do not use PCM. You even list for example FF1 which do not use DPCM and use noise only for sound effects. Your just listed random NES games. This doesn't make any sense.

The main thing that is killing the industry right now is greed.
This is nothing specific to video game industry, though. Apparently, for some reason, ultraliberalism and extreme greed is very popular among the 1st world elite, even if not su much within the 1st world population. I wonder why.

Also, I can't say if I agree or disagree since I know squat about modern video game industry, but such predictions have already been made over and over on this forum... and for now, they didn't happen.

It's kind of like the Simpsons. You see it as a kid being this amazing thing with massive potential only to watch as it dies a horrible non death and becomes a zombie of it's former self. You pray and pray for God to have mercy and simply kill it, but he never does.
Haha so true. But the same thing can be said about most series (games, comics, books, anime, films, whathever), and it's always the same. So logically the whole things also happens to "video game industry" as a whole...

Video games have stagnated in part because technology has stagnated.
I agree, probably related, the moore's law already ended. We continue to be able to make smaller and smaller chips, but they stopped to be more and more powerful, and massive parallelism is basically useless exept for very specific tasks.

Each generation of consoles was a big step up (or at least a big change) from the generation prior.
I'll also add that games on the same system but begin of life or end of life have almost nothing to do with eachother on earlier generations. Just compare Donkey Kong to Kirby's Adventure, both for the same console. Does early PS2 and late PS2 games have such a difference ? I'd say no.

What do you really get with a PS4 -- just slightly better graphics and/or 4k video.
But 4k video is completely useless for human beings, as the extra resolution isn't even perceptible to the human eye in the 1st place.

Other "innovations" such as immersive 3d or virtual reality are acually a resurect attempt at something that was already a huge commercial failure in the 80s...

Kind of wish this guy continued his video series on NES music tricks and techniques. That shit was really interesting.
Your link is broken.

Nintendo used it for a lot of sound effects (SMB2 and Zelda 1, for example, doesn't use it for music, but most of the sound effects are via DMC)
Such effects were typically done with the FDS channel in the original games, and a cheap, badly sounding, DMC equivalent was introduced in the NES versions.

The soundtrack was composed by Naoki Kodaka. Most NES composers would use the digital channel for sampled drums and the other channels for melodic content, but for Journey to Silius, Kodaka, with the programming assistance of Nobuyuki Hara, Shinichi Seya, and Naohisa Morota used the digital channel for a sampled bassline, and the triangle channel for a kick drum. (Source Wikipedia)
I cannot belive you found something true about Wikipedia when it comes to NES games. So yeah, what it says is exactly the truth, but most of the time, WP is a terrible "reference" when it comes to NES or retro stuff.

This looks very cool ! I look forward to be playing this !

Someone is making a fangame with enhanced graphics and music.


You wouldn't have the script somewhere would you? Just in case they would wanna go with a more accurate translation.
I clearly remember playing a Simons Quest remake on my PC, and it was not this one. It was great, and harder than the NES version.

2. Why do those games come in BIN/CUE files and not ISO images? (A little misleading, don't you think?)
Because games sometimes uses mode 2 sectors where correction data is used as actual data - for their FMVs most notably or for streamed audio music in XA format. Using simple ISO format would only rip the first 2048 bytes of the sector as if it was mode 1 and discard the rest, which would not work.

Programming / Re: GB ASM - Why use a command like 'ld a,a'?
« on: August 21, 2016, 03:52:03 pm »
I know squat about neither Z80 nor 8080 programming, and even less about Gameboy, but wouldn't this set the program status flag to the A register, for example set the zero flag is A is zero, or the negative flag if A is negative ?

Newcomer's Board / Re: What can I do with an expanded SMB1 rom?
« on: August 20, 2016, 10:01:06 am »
You're approaching the problem backwards.  Instead of saying "What can I do with expanded space", start with "what can I do" then you'll know whether or not you'll need to expand for it.  ;P

Reading back from VRAM? Could that cause slowdown/noticeable loading time?
Yes, just like any form of compression.

Don't you need for a fairly large amount of RAM to use LZ encodings? (I know the traditional is a 4KB window but that's a ton of space an NES game is not likely to have). (FF1 used only a small part of the SRAM for actually saving a game but it still used most of the rest of that space for other stuff I think.)
Not if you're compressing graphics, you can read back from VRAM. For any other use, yes, LZ77 is problematic on NES. 4k is an entiere tileset by the way, so the window is probably smaller - I don't remember my program automatically finds the optimal window size using brute force (i.e. compress data with different window sizes and keep the smaller data).

Pages: [1] 2 3 4 5 6 ... 89