90824680 visitors

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 7 ... 61
Gaming Discussion / Re: Most complete Fire Emblem SNES patches.
« on: January 02, 2015, 02:21:52 pm »
Look at the "status" tab of the translation, it says either "Unfinished" or "Fully Playable". This says it all.

There's no "fully playable" tanslation of Seisen no Keifu yet, but it seems both most recent patches are close enough to be playable, if you can accept some glitches and untranslated parts.

ROM Hacking Discussion / Re: Castlevania 3j Long Version with SRAM Support
« on: December 30, 2014, 04:29:24 am »
I don't get the interest for SRAM support, since you can use either passwords or save states already. This hack would be completely useless anyway.

And yes, trying to sell a patch is outrageous and illegal, although I don't care much since nobody would buy it. I am more worried about the illegal reproductions of ROM hacks.

Gaming Discussion / Re: Enix and the quality of their games
« on: December 29, 2014, 10:03:52 am »
Fist of all thank you I'm very calm, and sorry if the usage of bold made you belive I wasn't.

Second, it seems Enix was nothing else but a company that put their logo on games and sell them. They were however tightly coupled with Chun Soft who developped Dragon Quest, and that even if they "ordered" Dragon Quest to other companies later, we can consider Dragon Quest series as Enix games.

This is not the case for other games, for example by Quintet, as those has basically nothing to do with Dragon Quest or Chun Soft, they were just published by Enix.

Just like Breath of Fire I is not a Square game but a Capcom game, Terranigma is not an Enix game but a Quintet game

Gaming Discussion / Re: Enix and the quality of their games
« on: December 28, 2014, 03:11:18 pm »
First of all, all the games you mentioned outside DQ are not enix games. They were only published by enix, which means basically Enix just did the cover art and the marketing. (and possibly the english translation when it wasn't made by Nintendo).

As far I know the only non-Dragon Quest games ever made by Enix are Door Door and Just Breed. Portopia and it's sequel were also ported by Enix to the Famicom although they were developed by some other company for some random home computers.

I might have missed one game or two and got one fact or two wrong, but my point is : Acr Raiser, Robotreck, the Soul Blazer series, are NOT enix games, and more specifically were not developed by anyone who participated to Dragon Quest games. On the contrary of SaGa and Front Mission series which were developed roughly by the same team as Final Fantasy games.

ROM Hacking Discussion / Re: NES ROM Expansion Document
« on: December 23, 2014, 03:58:01 am »
I thought MMC1 could support 512KB PRG with CHR-ROM, but at the expense of halving the CHR limit (which would make it unusable for ROM hacking). Luckily the games I've done that on have used CHR-RAM.
Technically possible, yet. But I don't think any emu supports that. Normally when the ROM is expanded to 512kb, the top CHR bit is used for 256kb page selector and the bottom CHR bits for SRAM banking.

Front Page News / Re: Utilities: GBAMusRiper released
« on: December 22, 2014, 03:39:42 pm »
I just post to say there is currently an update in the queue. Once approved, the problems mentioned by loveemu with RPN/NRPN will be gone, and I use his supperior routine to detect sappy engine instead of my original way (which was too flawed, as it tended to have too many of both false positives and misses).

The Golden Sun synth instruments will now be (partially) supported. Doesn't sound exactly as good, but close enough.

ROM Hacking Discussion / Re: NES ROM Expansion Document
« on: December 22, 2014, 05:24:14 am »
It's pretty good, and was needed. It is about time someone ends the "NES ROMs can't be expanded" fallacy.

I think you should add the following :
1) In some cases, it's really impossible to exand the ROM (for example MMC1 can't support more than 512kb PRG-ROM, or 256kb PRG if CHR-ROM is used).
2) You say most of the time CHR-ROM is used, but you could also mention than in ~40% of the time games use CHR-RAM instead, and thus it's normal no CHR-ROM data is stored in the iNES dump. (just so that they don't complain "hey, where is the CHR-ROM ?")
3) You should definitely mention that the size of the PRG-ROM *must* be a power of two, so if you expand it, you must double it's size. I think many people will try to be smart and expand just one bank or something.

On an unrelated note, the power of data compression should not be forgotten. I should update my CompressTools so they don't require Java anymore, and pehaps add better doccumentation to them, so people will be more likely to use them.

General Discussion / Re: Recording Sound on a Cellphone :(
« on: December 19, 2014, 04:44:44 am »
I think he means DACs, digital to analog converters, although in this case it'd be analog to digital converters.

Recording anything (sound or video) without a dedicated quality device is a stupid idea. Cellphones are able to do a zillon thing but at terrible at all of them (even including telephoning) which is why I never use them.

Script Help and Language Discussion / Re: [GBA] Castlevania: Aria of Sorrow
« on: December 18, 2014, 04:03:20 am »
Personally I often have trouble differentiating between dakuten and handakuten with many fonts, they really looks almost the same.

Site Talk / Re: Font's "language"
« on: December 14, 2014, 09:24:49 am »
No I want to make it easier. Right now you don't know what to put under the "Language" thing, because a font has no language, so this makes no sense.

Pretty sure virtually none of our site users will understand this distinction.
Which distinction ?

Site Talk / Re: Font's "language"
« on: December 14, 2014, 04:19:45 am »
Base it on the Unicode blocks implemented? Most languages using a Latin script fit into Latin-1 just fine, for instance, though there are several extended blocks for more esoteric characters.
This could be an idea, but it's a bit overkill and too much complicated, especially for people not very knownledgable in the inner working of Unicode. For instance, one font implements some of the simpler Kanjis, without implementing all the Joyo kanjis. But I belive (correct me if I'm wrong) that all the Joyo kanjis form an unicode block, thus we would have to tell (incorrectly) that this block is implemented by the font, when it is only partially.

Right now there is no latin font for any other language than English, so I think renaming all of them to "Latin" would make sense. Or is it better to have dedicated font with space below and above the letters to add accents and other diacritic sign used by non-english language that use the latin alphabet ? Now that I think about it most of those looked terrible in 8x8 format, but I never seen a proper fix for that. I though the original game's code to write dakutens in Japanese should have been reused to draw accents, but nobody does that since their translations are always based on the english translation where the code for dakutens is removed. This is another debate though.

Site Talk / Re: Font's "language"
« on: December 11, 2014, 08:12:56 am »
So, something like this?
No, no, god no.

Just Latin alone, and the extended for various language typically only concern half-a-dozen characters, that anyone should be able to add themselves to their translation, hack or homebrews if there's a need to. This is what we have to do with the current system anyway, since nobody wants to take a "english" font, add a couple of characters and sumbit it again as a "french" or whathever font, since it's 97% the same.

Site Talk / Re: Font's "language"
« on: December 11, 2014, 04:32:09 am »

Sorry for the bump, but any ideas ? Shall we just leave this "font's language" nonsense as it ?

Gaming Discussion / Re: Suikoden 2 on PSN
« on: December 10, 2014, 08:43:38 am »
Oh I played this game last year and it was amazing. I'd recommend it to anyone. It has its flaw though. Good luck getting the good ending without explicitly looking to a guide... in fact this is downright impossible I'd say, so if you don't look at a guide (or cheat) you'll be getting one of the bad endings.

The tactical combats scenes were originally a good idea but performed horribly, you can clearly see the developers rushed them out in a few days before the release and couldn't implement them properly.

It's also a must to play Suikoden 1 before, because it's a direct sequel (don't worry both games are amazing and must plays)

As for the game itself. It's rough around the edges, typos, grammatical errors, etc. The localization was a product of its time and budget
I played the french version which suffers from this as well (probably more). Although it's not the worst game of the PS1 area, the french was mostly making sense but there was glitches instead of accented characters most of the time (like if they used the wrong encoding...)

Such a shame because both PS1 Suikodens are far superior than Final Fantasy VII any day of the week.
This make no sense to compare, both are superior to each other in many ways. If you mean "there is no pissing fanbase of Suikoden" then I agree, but the fan-base isn't what makes a game bad (despite what so many people say).

Both series contains many drama and plot twists, but FF is individual centred (the story resolves solely on a group of individuals, and the villain is an inidivual), while Suikoden is nation and war centred.

The story of Suikoden is therefore a little better, but the battle system is not always as interesting as in FF.

General Discussion / Re: Ralph Baer's passing
« on: December 08, 2014, 11:51:02 am »
I never hear of him before, but it's always interesting to see who invented the ancestors of home consoles !

It's sad he had to leave europe for america, and it's sad he didn't want to / couldn't come back to Europe afterwards.

General Discussion / Re: Bidimensional Wraparound Maps --> World Shape?
« on: December 07, 2014, 09:09:35 am »
You ignored my last paragraph
Yes I did, I am sorry for that I am sometimes too stressed to read things properly or something  ;D

Your version is interesting : The planet is normal, spherical, but the way the airship, dragon or other flying or sailing vehicles travel is not realistic and simplified for programming reasons.

However there is still problem with how distance maps to screen close to the poles. Normally the distances should become smaller and smaller for the same shape seen on the world map when you go close to the poles (this is the well know problem of Groenland which looks like it's the same size as Africa when seen on a Mercator's World Map, when in reality it's 10 times smaller).

General Discussion / Re: Bidimensional Wraparound Maps --> World Shape?
« on: December 02, 2014, 01:55:31 pm »
Most feature tropical areas near the equator and pine barrens at higher latitudes giving way to ice and snow at the poles.
There's no such thing as a pole in a world that wrap arround in both vertical and horizontal directions. The real worlds warps around only in horizontal direction. Canada and Russia are physically connected, but they're far apart on a world map. You can see that only in a polar projection, but then with this projection you can't only see the nothern hemisphere (and the regions close to the equator are extremely distorted).

Gaming Discussion / Re: Secret of Mana's wasted potential
« on: December 01, 2014, 02:28:10 pm »
I'm not surprised Chrono Trigger is a spiritual succsessor of Secret of Mana. The graphics, especially the sprites and how they are animated, are the same style. The girl of SOM and Marle are so similar looking they are almost one and one single character (and both are princesses who don't want to be princesses).

Even SD3 is further away from SOM, as the sprites are a little different in style - they are more cartoonish, and the weapon is not a distinct colour like it is in SOM and Chrono Trigger.

Gaming Discussion / Re: Windows 98 for Famicom
« on: November 29, 2014, 02:59:17 pm »
Sounds like a great fake.

ROM Hacking Discussion / Re: SNES sound samples
« on: November 29, 2014, 10:26:34 am »
In the SPC memory, the sample table is at $1f00, and contains both starting point and loops pointers. The pitch adjustment table is at $ff00, and is a byte per sample, but for samples used in music it starts at $ff40, since the samples for music starts at $40.

As for where those are stored in the game I have absolutely no idea but it should be simple to spot writes to these memory locations in the code.

Keep in mind some games like for example Final Fantasy 6/3us have data that specifies loop points.  This means the game manages the sample loop points itself.
No, this is hard-coded in the SPC hardware so all SNES games will work like that.

Pages: 1 [2] 3 4 5 6 7 ... 61