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Messages - Bregalad

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The text on the #1 screenshot is incorrect, it should be "Laura, dépèche-toi!" and not just "Laura, dépèche".
The text on the #2 screenshot makes no sense. "Foyer" means "fireplace", in this context she should probably say "salon" which means "living room".

If the entiere game is translated like that, then oh   :-[

Otherwise, it's nice that Hungarian language makes its entry on RHDN.

ROM Hacking Discussion / Re: Super Double Dragon Speed Up
« on: Today at 10:06:24 am »
I've always thought his game was rather slow as well. Not sure how to begin fixing that; but I would recommend hacking the Japanese version instead of the US version. Both versions were rushed, but the Japanese version is the most complete.
Quoted for truth. It's such a shame the game is so much rushed, if only they took the time to complete it it would have had been an amazing game! But as it stands, it's average at best.
Yeah for sure. Oddly, the Japanese version has a little bit more content and a extra feature or two.
The japanese version was released later.

Gaming Discussion / Re: ZSNES has been comprimised.
« on: June 28, 2015, 11:11:53 am »
seriously, find me a piece of software, any piece of software, that cannot be exploited somehow.
Anything too small and too simple to have bugs. The possibilities of bugs increase exponentially with the complexity of the program, so in anything very simple and bugs are extremely unlikely.

so still no snes9x for me, I prefer my emulators less acurate and more functional. I could never give up my frilly animated backgrounds even if my filesystem integrity depended on it. :P
Snes9x is also extremely inaccurate, just like ZSNES, so if lack of accuracy is your requirement for an emulator both are pretty good ways to go.

Gaming Discussion / Re: They see me remakin', they hatin'
« on: June 25, 2015, 06:08:26 am »
So the vaunted FFVII remake is upon us.

Thoughts, opinions, squee ing?

Round 'em up!

I, for one, am overjoyed, I've wanted this for the longest time.
Why cannot you use standard, litteral english when creating a thread? Both the title and the content of your post makes absolutely no sense to me, and I've studied the language for 10 years. If you expect people to be able to reply, you should speak clearly in an understandable way.

Site Talk / Re: Mapper hacks
« on: June 22, 2015, 04:04:33 am »
I assume that an MMC3 mapper is capable of more sophisticated graphics/palettes perhaps?
Graphics, yes. Palettes, no.

How could this be taken advantage of to improve the game?
The obvious change is that the size limit is 512KB PRG and 256KB CHR instead of 256KB PRG and 128KB CHR (Zelda II uses 128KB PRG and 128KB CHR). Doubling the PRG size is possible without mapper hack, not not the CHR size.

Another major difference is the finer CHR switch, you get 2k/1k banks instead of 4k. In the original game, the sprite graphics of Link are duplicated a lot of times, this could be removed and replaced with actually new graphics, without having to extend the CHR. Same for the letters in the background.

The thrid major difference is the presence of an IRQ counter, that could be used for graphical effect. One idea would be to replace the sprite zero hit for the status bar by an IRQ, and thus, freeing some extra CPU time for game. It could potentially reduce gameplay slowdown in situations where the CPU is just a little (but not too much) crowded.

However, the game was not programmed to take advantage of any of those features. All of them requires a lot of ASM hacks, and would be time consuming to implement in a meaningful way. In comparison, changing the mapper to MMC3 and changing the routines that switches banks is a joke to do.

Quote from: Gideon Zhi
I would be okay with this, but I think a better solution would be for people to release scripts to ASM sources for their mapper hacks instead of patches. That way people could 1) see how it was done, and 2) change it however they'd like.
I absolutely agree. Sounds like a very good idea

You should trace the main code that executes during those particular events, but I'd believe it's simple to change (in most cases, a single byte change in ROM).

Site Talk / Re: Mapper hacks
« on: June 20, 2015, 10:19:29 am »
Bregalad, it might be of value to add a poll to this topic to tally up what people think.
Yes, but polls are not the greatest thing for open debates as there is a finite amount of options...

You should first declare the array, then initialise all its elements. You cannot create an array and call the constructor on all its elements simultaneously, this requires a loop (as far I know, I might be wrong as my knowledge of C++ is quite basic).

Gaming Discussion / Re: E3 2015.
« on: June 16, 2015, 09:10:52 am »
Is this FF7 remake serious? On which platform? What sort of remakes (i.e. will the graphics be changed by any chances)?

Anyway there is high chances that it is either:
- Re-release, nothing changes (so not interesting, might as well play the original)
- Crappy remake, since Square Enix is not competent to make games anymore. TOSE was never competent, so if they outsource the remake to TOSE it'd only get worse.

Also if it's not a re-release I lost my bet that it would never be remade.

EDIT: Ok, according to GameFaqs forums it is for PS4 and PC. Also I am horrified at the low average IQ of posters, on the first ~6 pages only one post was actually a smart comment.

Wow, you blew out the # of possible answer in the poll! Let's see if there will be more answers than possible answers.

Anyway, my opinion is that the NES version is the superior one, and that the Mega Drive and SNES are mediocre ports (especially the later). The graphics are bigger and might be more detailed, it's true, but the controls are worse, and bigger sprites means that it's harder to know where your hitbox exactly is.

The NES version push the hardware to its limits. It has some of the best graphics ever seen on the console, also, it does so with a constant sprite palette which makes it even more impressive: It means you don't need to ever change the sprite palette during gameplay to get great graphics.

The SNES and MD version however are very average games compared to the bulk of other action/platformers that came to the same console the same year, and aren't really noticeable. Their best feature is a great remix of Level 1's music which was already great on the NES (one of the best 8-bit songs ever in my opinion).

Which version should be used for the poll? The NES, SNES or Genesis?

As for the game, it's ok. Basically, it's Battletoads II, and Double Dragon is a mere excuse. They messed up characters from DD series quite a lot, nevertheless at least they tried. I believe Level 3 is a major annoyance, so much loooooooong it is. Level 4 is also a major annoyance so much the controls are terrible and the boss battle is also loooong. So but the other levels are good.

Are you sure that Square has released also a german version of the game?!
Yes, all 3 of Final Fantasy Adventure, Secret of Mana and Secret of Evermore were released in German, even where I live which is an officially french speaking region :) People probably had to go to France or find a shop that imported from France if they wanted a version in french (oh the irony).

Site Talk / Re: Mapper hacks
« on: June 15, 2015, 03:54:39 am »
What about submapper hacks? Say, a SNROM --> SKROM conversion of Zelda 1 for the express purpose of replacing CHR-RAM with CHR-ROM.
1) It's not technically to call such a "conversion" a "submapper hack", because that'd bring confusion with NES 2.0 submappers
2) Although this would not be a mapper hack but a CHR-ROM -> CHR-RAM hack, it would have the same value as a mapper hack in my opinion, that is, very low: Any hacker that could make good use of this is likely to be able to do the hack by himself. However, good documentation (rather than a patch) about how to change a game from CHR-ROM to CHR-RAM, it can be valuable.

Site Talk / Re: Mapper hacks
« on: June 14, 2015, 12:10:28 pm »
What it is improving is the ability to play the game on another mapper but I'm not so sure because I do agree that for a lot of common mappers anyone with skill can change them over if needed.
No offense I think you seriously misundersood what a mapper is or what is the purpose of those hacks. Seeing what is the content of your posts it is obvious you have no clue what you are talking about. When playing a game on a flash cart or an emulator, the typical user has absolutely no clue what mapper the game is using, and if the mapper hack is properly done, this will make no difference at all.

Mapper hacks can be useful in theory. If you provide documentation
I agree. Without documentation it's definitely useless as you'll first have to reverse engineer the hack, although normally it should be a very simple task.

Anyone who is capable of utilizing a mapper hack in any way is going to have to be a reasonably advanced hacker.  A new mapper doesn't mean anything to anyone who only corrupts/mods game data.  It's only useful to hackers that make considerable asm changes.
Quoted for truth.

I don't see a need to ban them though.
I wasn't necessary advocating a ban, but a sane discussion. The type of mapper hack you seem to be describing is absolutely fine, the large batch that was recently submitted is borderline useless.

"Resource" hacks?
Sounds like a great idea to have a separate cathegory for that, regardless if "dumb mapper hack" are allowed or not. Other hacks would fit in this cathegory, and "advanced mapper hacks" such as those described by snarfblam would definitely fit here. Also many of my (and other people's) NTSC->PAL hacks could go here, because "bugfix" is also not a suiting cathegory for them, I just used that because previous NTSC->PAL hacks were already using that.

Personal Projects / Re: Final Fantasy Reconstructed
« on: June 14, 2015, 11:34:14 am »
There's probably a dozen of hacks already called "Final Fantasy Zero" of some sort. Also, it's not leggal to claim this to be YOURS (sic) because Final Fantasy is a registered trademark.

Site Talk / Re: Mapper hacks
« on: June 10, 2015, 04:38:05 am »
Every mapper has a limit. For mapper 2, 256KB for the largest known varient, I think.
While I do not care if exceeding that breaks repro compatibility :) , I do care if that at some point it breaks compatibility with accurate emulators.
If you count games officially released by Nintendo, then mapper #2 has a limit of 256 KB. However mapper #2 itself is a theoretical entity whose limit is the 8-bits of the bankswitching register, that is 256 banks of 16 KB for a total of 4 MB. Such a mapper was never used in officially released games, but is easily reproducible with new boards.

Site Talk / Re: Mapper hacks
« on: June 09, 2015, 04:28:08 pm »
If the volume of them is going to be such then what is the option for building a program to automatically do it, or at least do it and damn the fallout. Some said generic injection of cheat engines/RAM cheats into ROMs was not doable, until it was done. If you can point to a tool and say "use that" then it makes enforcement of the rule somewhat easier
Interesting concept! Unfortunately it's not likely to happen because there is too much mapper (about 200 of them), so there is 40 thousand possible types of "conversions". Of course, it's not possible to convert to a mapper who lacks the features of the original, so this limits this number severly, but still.

It is extremely hard to auto-detect mapper writes within a ROM, and replace them with other mapper writes as this is totally game specific. Yet, it is a very easy process once you have a working copy of FCEUltra debugger.

I suppose it would depend upon how it is framed -- nobody would question a rejection for a basic palette hack where I make sonic's shoes green
Honestly this is about the same level of complexity as a mapper hack, assuming your target mapper has all the desired feature. If you should hack in pseudo-features (like, get arround no fine CHR banking, or replace IRQs with timed code) then it can become extremely though. This is not the case of mapper hacks that has been recently submitted.

Another problem I know (by experience!) is that mapper hacks are likely to get rare random crashes. For example in a MMC3 target mapper, $8000 is written to by main code, then is interrupted, $8000 and $8001 are written to by interrupt code, it returns, and $8001 is written to by main code, switching in a bank in the wrong slot, resulting in a crash. It's easy for the hacker to release the hack without noticing this kind of bugs if he does not spend hours playing the hacked game, since in the original games, it wouldn't happen as writes were done by only one instruction.

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: June 09, 2015, 02:54:32 pm »
In order to avoid two parallel thread about the same thing I'd suggest continue to talk about this exclusively in the thread I made about it, and (potentially) talk only about other newly released hacks here.

I hope this will not be counted as a "acting as a moderator" rule violation for which I was already blamed in the past - but it shouldn't be this is no order, just a suggestion.

Site Talk / Re: Mapper hacks
« on: June 09, 2015, 02:49:50 pm »
There is already such a doccument, although I have no idea how "good" it is: http://www.romhacking.net/documents/157/

The difficulty of making it very from starting mapper, target mapper, and the game from extremely easy to downright impossible. I remember having a lot of trouble to mapper hack Gradius II to MMC3, and I was experiencing random crashes among other issues. However, changing from a simpler mapper to a more complex mapper is usually easy and very straightforward, assuming there is some free ROM space somewhere.

On a related note, mapper hacking mapper #2 games is not very sensible, as this mapper already offers virtually infinite PRG-ROM space - should some translation or hack expand the rom, the procedure is simple and do not require changing the mapper.

Site Talk / Mapper hacks
« on: June 09, 2015, 11:30:20 am »
Recently a large batch of mappers hack have been sumbitted on RHDN as "improvements". I must admit I did not even try to patch any ROMs with those hacks, but my point is, is there any point to hosting mapper hacks on RHDN?

  • Do not change the game in any perceptible way (other than potentially add bugs)
  • Have absolutely no purpose by themselves
  • Only encourage people doing the reproductions, with the controversy we already know. They are more likely to find a "donor board" with mapper hacks.
  • The amount of possible mapper hacks is basically infinite

However, I also see how they can be useful for example when extending the game to make a translation's script fit. So while the mapper hacks are totally useless by themselves, they are potentially useful for a second hacker that would base his hack off a mapper hack.

So does it make sense to store mapper hacks on RHDN? It's not up to me to answer. In all cases, should RHDN store mapper hacks, those should be their own category and not be "improvement", because they are not (by themselves) an improvement of the game in any way. There is no other category that fits them either - a "mapper hack" is the only category that would suit them.

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