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Messages - Bregalad

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Gaming Discussion / Re: NES games with the most ridiculous story?
« on: April 19, 2018, 02:19:22 am »
If it hasn't been mentionned yet, Cheetahmen (part of Action 52). It's storiy is ridiculously awful, but at least it's the only of the 52 games to have any.

Personal Projects / Re: Fire Emblem Gaiden: Retranslation
« on: April 14, 2018, 04:41:59 am »
I thought that part was actually a little bit clever. There are plenty of undesirable restrictions and side effects, alas, but the basic idea does work.
I really wonder what the "undesirable restrictions and side effects" are. I imagine you can only use the ~150 or so most common 2-letters combinations, so this sounds awfully restricting.

Personal Projects / Re: Fire Emblem Gaiden: Retranslation
« on: April 13, 2018, 02:35:53 am »
How is it even possible to write text using two letters per tile, being limited to only 256 tiles intotal ?! :o

Expand the ROM space available: apparently MMC4 has 1 swappable 16k PRG bank and 1 fixed 16k PRG bank, so unless the game decides to mirror the fixed bank into the swappable bank for some weird reason, a ROM expansion hack should be relatively straightforward.
The maximum PRG-ROM the MMC4 can officially handle is 256 KB and I'm fairly sure Fire Emblem Gaiden alredy uses this much. Of course you might try a 512 KB unofficial extension and some emulators might even support this, but it's a similar problem with Final Fantasy 3's oversize translation.

Programming / Re: Favorite flavor of Linux?
« on: April 12, 2018, 06:51:19 am »
Binary-only software is a blight, and should generally be avoided.

If there's software you need which is only available as a binary and not shipped solely as RPM/DEB, feel free to post it here and, if possible, I will test it against Adelie's gcompat support library.
That software in quesiton I was mentionning is Lattice Diamond. I agree binary-only software should be avoided, but in this case there's no alternative, as far as I know it's impossible to develop for any programmable logic with open source software for now (let alone free software, whose requirements are even higher than open source).

Gaming Discussion / Re: Current game squee: La-Mulana
« on: April 11, 2018, 05:59:14 am »
On which platform is this ?

Programming / Re: Favorite flavor of Linux?
« on: April 10, 2018, 02:01:39 am »
Wasn't there a program called Alien that can be used to convert RPMs to DEB?  Or does that not work very well?
Precisely, in the case of a particular piece of software I had to use which was RPM only, it did not work at all.

Programming / Re: Favorite flavor of Linux?
« on: April 09, 2018, 02:40:55 am »
Flavour is a pretty common slang term for variation, one I see used often enough with such things. In this case it would stand for distro/distribution.
When it comes to distribution my opinion is that it doesn't matter all that much, the main difference is the package manager, and where system files are/how it is organized.

I've used Debian and Archlinux which are both great - Debian has the largest software available typically. BUT sometimes you'll encounter software only available as a binary RPM, and then trying to convert it to a Debian package is futile, so using Fedora is the only viable alternative.

So yeah it really depends on which software you want to run.

Programming / Re: Favorite flavor of Linux?
« on: April 04, 2018, 04:13:33 pm »
There is no such thing a a "flavor" of linux. I don't know wher you got the idea such a thing ever existed.

If you mean "desktop" or something like that ?
KDE is rather nice but is bloated, Cinnamon is nice and closer to Windows in how it works, so I use either of those two. I don't like the other desktops much.

Gaming Discussion / Re: The most original NES games?
« on: April 04, 2018, 04:11:05 pm »
The Dragon and Princess (1982), Bokosuka Wars (1983, ported to NES in 1985), Ultima III (1983), BattleTech: The Crescent Hawk's Inception (1988) and Silver Ghost (1988) though a couple of them were real-time.
I don't know any of those games except for Ultima, and if I'm not mistaking, it is more of a regular RPG with a gird-based battle system but battles aren't as strategic as Fire Emblem as you can only move one step at a time OR attack so it not near as dynamic or strategic.
I'll have to check the other games you mentioned.

Intelligent Systems made Famicom Wars two years earlier. Fire Emblem was kind of like if they took that earlier game and added RPG elements.
Indeed, it looks exactly like it. It is a major improvement in almost every way you can think of, though. The gird is not visible anymore on the battle ground, which is much nicer to the eye.

Also, I haven't actually played the original Famicom Wars much. Did it have a "story" mode/ending or was it just single matches vs. the CPU or another player?
For me it's the other way around I only played the original really. (And the remake Super Famicom Wars but it's basically the same game ported to SNES, as opposed to a sequel).

There is absolutely zero story in either games.

Gaming Discussion / Re: The most original NES games?
« on: April 03, 2018, 04:28:22 am »
I'm surprised Fire Emblem hasn't been mentionned yet. Basically this game invented the tactical-RPG genre altogether. Sure by today's standard it's completely un-original because the concept was re-used to death, but back in the day moving your units on a chessboard and alternating between player and computer turns was a brand new idea (I guess).

Gaming Discussion / Re: Final Fantasy IV - Synthetic Origins
« on: March 26, 2018, 04:07:48 pm »
Yep, for once a MSU1 hack worth playing for a change.

Gaming Discussion / Re: NES games with the most ridiculous story?
« on: March 24, 2018, 01:31:46 pm »
Sorry to say something off-topic instead of answering the OP's question, but...

Lots of NES games basically threw up their arms and said "This processor/gpu/spu combo is still not sufficient to tell any kind of story" and rightly so; it is a little underpowered for things like that. NES carts could not hold a terrible whole lot of text when packed up with graphics files, instructions, control algorithms, and patches which repaired problems encountered during debugging.
This is completely wrong. The lack of story-heavy games for the NES is not really due to technical limitations, simply that story-heavy games were invented in the 90s when the console was already obsolete. Before that point when NES was at it's peak of popularity. In other words it's not a technical impossibility, but a cultural anachronism to have story-heavy games on the NES.

There however IS story-heavy games on the NES: Portopia and Metal Slader Glory comes to mind immediately (one very early and the other very late int he console's life) there's probably others though.

Programming / Re: Kirby's Adventure 7-6 questions
« on: March 23, 2018, 03:01:08 am »
The easiest approach would be to change the palette used normally, with no regards to the mechanics used in level 7-6. Or you can do it the "proper" way where you find where the game checks for level 7-6 and load a different palette, and make it load that palette at all times.

Using FCEU debugger this should be kinda easy.

ROM Hacking Discussion / Re: FF5 GBA ~ Expanding for Size?
« on: March 21, 2018, 03:43:31 am »
As I understand EXPANDING a GBA ROM is dead simple: just add more space to the ROM but USING that extra space would not be.
I assume the game's programming would have to be modified to direct it to read from expanded space.

Both expanding and using extra space in GBA ROMs are dead simple. Just make pointers point past the previous end of the ROM and it'll work. It's really dead simple compared to NES for instance.

Personal Projects / Re: Squaresoft BRR Database
« on: March 20, 2018, 01:30:20 pm »
I was fine with including in the list also those where Squaresoft was just the publisher and not the developer

Extracting from other non Squaresoft ROMs will likely not provide easily the 3 types of data required to make the sample sound good in FF6. So one avenue could be just ripping BRR sample by whatever method (SPC files, SNESSOR95, etc.) and then write manually the ADSR (like a default FFE0), pitch and loop data for each sample. [...] Ideally all game packages should have a list of FF6 compatible pitch data but for now it is the pitch data from the game samples were extracted.
Sorry but you're contradicting yourself here, man. Games developed by other companies and published by Squaresoft, such as Alcahest or Breath of Fire (U) are not using any of Akao's sound engine and are not going to be directly insertible in FF6's engine.

Same goes with games developed by Square but not using any of Akao's engines (Secret of Evermore, Seiken Densetsu III, Bahamut Lagoon and Super Mario RPG); also games using older versions of Akao's engine such as FF4, Romancing Saga, FF5, Secret of Mana and FF Mysqic Quest will have their pitch regulated by a single byte instead of two bytes (I think); FF4 doesn't even use ADSR at all and use volume lockup tables instead so ADSR won't be compatible either.

None of this prevents you to re-use/import any sample from any SNES game, though, however, as the loop data is hardware standard so all SPC engines are using the same format, just like the BRR itself. As for ADSR it's a non-issue since you can make your own up very easily, so pitch is the only really problematic instrument parameter when copying from another game - it's quite easy to fix an instrument with trial and error but this requires that other instruments are already correctly pitched.

Also considering how simple it is to convert a non-BRR sample to BRR thank to my amazing utility, I don't see why you would limit yourself to BRR smaples :p

ROM Hacking Discussion / Re: FF5 GBA ~ Expanding for Size?
« on: March 20, 2018, 01:21:47 pm »
Yes. The (E) version is already expanded as opposed to the (J) and (U) versions. (32 MB instead of 16 if I remember well), because they had to fit the script in 5 languages.

When exploring new locations to gather ingredients you will need to fight monsters. It's just that battles are not the main part of the game, more a side activity. Whether this is fun depends on one's tastes, really.
That's exactly what I love about Eternal Mana trilogy, you spend much, much less time in battle in proportion than in others JRPGs. Maybe it's 30% of the time at worst, while most JRPGS it's above 90%. Collecting new ingredients and discovering new places comes first.

Oh that and the soundtrack. THE SOUNDTRACK. OMFG. Puts all other videogames, period, to shame, including those well known for their great soundtracks.

This is a patch that shouldn't be overlooked by fans of the Atelier series and Gust's games
I'm definitely a fan of Eternal Mana trilogy, so I'll have to check this out ! Although I think the games sounds a lot less fun with alchemy only and without their RPG elements, but maybe I'm wrong.

Personal Projects / Re: Squaresoft BRR Database
« on: March 18, 2018, 04:42:44 pm »
The game that are "left to do" are Alcahest, Breath of Fire, Secret of Evermore and Treasure Hunter G.
None of them are Squaresoft games, exept SoE which was made by Squaresoft USA which was almost compltely distinct from Squaresoft japan.

Also is there any reason why limit the BRR database to Squaresoft games ?! Because most of those used sounds from regular synthesizers of the time, you could find similar sounds in other games too. The samples themselves were for the most part not made by Square (at best they were edited).

Gaming Discussion / Re: The hardest NES game.
« on: March 09, 2018, 09:34:02 am »
Battletoads is not so much a difficult game as an unfair one. Likewise Double Dragon 1-3.
Actually it's the opposite. Battletoads is a fair game, but very difficult. It gives a fair amount of challenge, but learning how to overcome it is possible.

Double Dragon 3 is definitely the example of an unfair game; it gives only one life/continue, period. It's predecessors however are ok.

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