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Messages - Bregalad

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Another plausible explaination would be that Faris actually isn't Lenna's sister at all. The game's events just tricked them both in believing they were sisters. Lenna's sister really died and Faris is someone completely else, much younger than Sarrisa was.

I don't remember it bother me, so it must have been something I missed, or didn't think about.
Yes I felt the same on my first 3 playthroughs, I didn't even notice this huge plot hole. How silly am I.

FF games before 6 had the bare minimum of dialogue
Compared to other games in the same area/system they certainly doesn't. Dragon Quest series or Illusion of Gaia series have much less dialogue for instance.

The story was of secondary effort for a very long time mainly due to space constraints.
No. By modern standards the story of FF4-6 might not be very developed, but by standards of the early 90s they were among the more developed in any video game. The storyline was Sagukashi's main motivation for directing the games, even before FF1 came out, which I agree sounds a bit ridiculous given the "storyline" of 3D-Worldrunner or Rad Racer (and even FF1, for that matter).

Sure there is Myst and other western games in this genre, whose story is probably more developped, but they are so different it's ridiculous to do a comparison.

And yes it's hard to avoid plot holes I guess. Even in the Ace Attorney series, which focus exclusively on the story, I found a few of them, especially in Apollo Justice. Ironically it's probably plying the Ace Attorney series that made me found plot holes such as Faris' one.

This happens on hardware too, but not as much as on VBA. And if by any means you or anyone can figure out the reason for it then I'll be very grateful and happy to fix it. This glitch is extremely annoying. I've spent hours and hours trying to find the reason for those clicks, in vain.

No existing GBA emulators had enough debugging features to give me any clue of what's going on, including the shareware version of no$gba.

My only guess is that somehow the DMA 1/2 channels are prevented to be reset properly when they reach the end of the buffer. However I absolutely did not touch code in regard to DMA1/2 channel filling, so I don't know if this happens in my hack why it happens in the original.

Site Talk / Re: Obsolete hack reviews
« on: September 04, 2014, 05:04:58 pm »
Ooh, we are talking about two completely different things !!

You were talking about the game's review, and I was talking about the hack's (or translation's) review !

This explains that.

Site Talk / Re: Obsolete hack reviews
« on: September 04, 2014, 04:59:38 pm »
What are you talking about ? For me the review panel is on the very bottom, below the author list. However, they are visible by default. I see that the translation you linked to has no review, so are they hidden to me ?

Site Talk / Re: Obsolete hack reviews
« on: September 04, 2014, 08:08:03 am »
Yes, you might be right, but the problem is that I'm not 100% sure if the new version of the hack really addresses what they were complaining or not. So it could also be annoying to ask the reviewers to download a new version and try again on a hack they already said they didn't like it very much.

Also nothing forces them to update the reviews, at best they will do it only if they care anymore. However if they don't update the good old problem of obsolete reviews remains the same.

The simplest solution I can think of is make reviews be related to a version of the hack / tool / whatever.
Yes, but if the reviewers don't do it, then there's nothing a hack author can do about it.

Perhaps it would be a good start if this information were automatically inserted into the text box when a user clicks "Add Review".
Good idea, but what about reviews which already exists now (and are already obsolete) ? They can do negative publicity for a hack, despite the fact the problems might have been corrected.

Ther's no simple solution to that problem alas :(

Site Talk / Obsolete hack reviews
« on: September 03, 2014, 05:25:17 pm »
There is a problem with the current review system, is that it is easy to fall into the following scheme :

1) A flawed hack is released on the site
2) A review comes and describe the flaws of the hack
3) The hacker updates the hack in order to adress the flaws that were here in the previous version(s) of the hack
4) Now the reviews describing the flaw of the old versions are still there, as their authors did not update the review alongside with the hack's update.

In my case right now I feel penalized by that, as people would be less inclined to download a hack with reviews describing flaws that were here in an old version, especially if it's not mentioned anywhere near the review that those flaws might or have been fixed.

Of course I could mention explicitly "ignore the reviews they are old" but that's not quite politically correct, and I doubt the approval staff would approve this (rightfully so).

I could also send a PM to the reviews author asking for updating, but that'd not be nice or polite.

So I have no idea what a good solution might be, but I'm not too happy with the current scheme, because it penalizes hack authors that release updates. It encourages people to either release a perfect hack on 1st try (which is almost impossible for large-scale project), or to never fixes what is wrong in a hack.

Someone casts Old on her when she's a baby, and the spell wore off eventually.
Impossible, the spell wears off at the end of a battle, so if cast outside of a battle, it would wear off instantly, having no effect at all.

Then again, does Lenna "talk" (make baby noises) at all in that scene?
Yes, precisely, in the japanese original she says : "Pa Pu Pa Puu"

I dunno, Faris could be 5 or 6 in that scene, and Lenna could be 4 or 5.
Impossible. We see Faris *carry* Lenna and take care of her *alone*, so she must be already 7-8 years old at least (but ~10 might be more likely) and Lenna should be newborn, it's impossible otherwise.

Faris should also have had amnesia when she was rescued, because she was old enough to know who her home was and who she was. (especially as a totally spoiled princess). The loss of some teeth in the accident probably explain the shift of pronunciation Sarissa -> Fariffa even at a relatively advanced age, and the growth of adult teeth explain why she talk normally again in the game.

I can't belive I never figured that out before now, but there is a major inconsistancy / impossibility in regard to the age difference.

According to the pirates themselves, when Faris was rescued she was barely talking and saying "Farisa" for her name. That would mean she should be about between 2 and 3 years old when she was rescued by the pirates.

However, in a flashback we see her at castle Tycoon being at scool and studying magic. She should be at least 7 years old in this cutscene, and she doesn't quite talk like a baby !

Also in this same cutscene we see Lenna which is clearly a newborn baby.

In the Final Fantasy wikia they say Faris' age is 20 and Lena's age is 19, but I don't know where those number comes from. Since Faris lies on her gender she could lie on her age as well.

The only scenario that "makes sense" in regard to the game, is that Faris was originally about 6 years older than Lena, but she magically became a baby again when she fell in the sea, and after that even she became younger by 5 years and had a 1 year old difference with her sister. However that does not quite make sense at all, even in an universe filled with magic.

PS : Also I've heard of people having blonde hair when they're small and it's becoming dark as they become adult, however, Faris and Bartz definitely are special cases. According to the flashbacks, Faris' hair turns from brown to purple, and Bartz' hair from green to brown. However, in an universe where people can have green / pink / purple hair, I guess that makes sense...

Front Page News / Re: Utilities: GBAMusRiper released
« on: August 31, 2014, 04:51:01 pm »
Thank you, I'll look forward to fix those glitches for the next release.

And no I have no repository, outside of my hard disks.

I tried to detect unused instruments because that would make even more garbage in the converted sound font than there already is.

General Discussion / Re: Need help finding Layla manga.
« on: August 29, 2014, 05:02:00 am »
I didn't understand, was the game based on the Manga, or the Manga based on the game ?

If the game was based on the Manga I'd definitely be interested in it, but the game is too good for being a simple licence title.

ROM Hacking Discussion / Re: Golden Sun (The Lost Age) MIDI/Sound Engine
« on: August 21, 2014, 08:22:21 am »
What exactly do you mean by "getting that reverb and synth outside of the game" ?

The tracks with no program assigned to them are exactly that in the original game. This is really weird. They appear to be silent in the game, but I guess they were supposed to be hearable with god-knows-what instrument, and that the team messed up when releasing the game. This is just my supposition.

Programming / Re: [NES] Need help for changing text place
« on: August 21, 2014, 05:51:45 am »
You should change the address that is written to $2006, to adapt to your new position.

ROM Hacking Discussion / Re: Golden Sun (The Lost Age) MIDI/Sound Engine
« on: August 20, 2014, 05:29:27 am »
The sound format used internally by Golden Sun (and the majority of other GBA games) is similar to MIDI, but is not exactly MIDI, as you seem to be thinking. For instance, there is no "controllers" in this format.
The format is described in the notes I have uploaded here.

GBAMusRiper by default does not do a 1:1 conversion of the data that is in the ROM, it makes them more usable : It logarithmizes the volume changes and the note velocities, and converts various commands to controllers, pitch wheels and RPNs. I think I also added a reverb controller at the start of every track if reverb was enabled for the song, this "controller" is not existant in the original data : The reverb is enabled song-wise : Either the reverb is enabled for all Direct Sound channels, or it is disabled. You can't enable it individually for each track. Again this is to make the resultant MIDI more "usable". Reverb depth is controller 91 by the way, I'm pretty sure this is General MIDI standard.

As for the special instruments this is a speciality of Golden Sun. They are not releated with RPNs in any way, this is just an extension to the normal sound engine that Camelot made in order to have those special instruments.

RPNs are produced by GBAMusRiper when the game change the pitch wheel's range, or when it uses detune command. Those have no controller equivalent in the General MIDI standard, so RPNs have to be used. Without them you can only have a range of +/- 2 semitones, which is not super cool to do the glissando effects very present in the Golden Sun's soundtrack.

Also, I pratically didn't look at a single line of ASM code to reverse the sappy sound engine back then. Just pointers modifications and experimentation :)

Newcomer's Board / Re: How do I tell if the sprites are compressed?
« on: August 20, 2014, 05:22:22 am »
In a save state, the palette is of course the palette in memory at the very time you took the save state. Other palettes used anywhere else in the game are not going to be present in your save state.

Newcomer's Board / Re: How do I tell if the sprites are compressed?
« on: August 18, 2014, 05:07:44 pm »
If anything is compressed in ROM it's decompressed while the game is running, and thus is shown decompressed in ZSNES save states.

Sprites looking garbeld could be due to compression, but I think it's just because you're looking at different parts of the metasprites without them being arranged.

As for you viewing with the wrong colour, wll, there is 8 different palette the SNES can use for sprites so you'll have to test them all.

General Discussion / Re: gbaMusRiper cmd help?
« on: August 18, 2014, 11:26:21 am »
1) There is absolutely no need to have the .exe file in the same folder as the GBA ROM.

2) You are right about the quotes, also, windows will add them automatically if you drag and drop the file in the command line (that's what I do - you don't have to do it that way)

General Discussion / Re: gbaMusRiper cmd help?
« on: August 18, 2014, 08:06:47 am »
The new version (2.0) does not use java anymore. Besides, even I have absolutely no idea what this error message is, sorry. I hope you'll be able to get it working with the new version rewritten in C++.

ROM Hacking Discussion / Re: SPC700: Importing samples and tuning?
« on: August 16, 2014, 03:06:38 pm »
In order to know if this is a "low-pass" you'll have to look at the frequency responce of the filter, which is pretty much the FFT of the coefficient.

In order to make your custom filter, you have to draw your frequency response, and take the FFT of it. Unfortunately you're limited to 8 coefficients, which makes it limitating in the sharpness of your frequency response.

I don't know that much with digital filter (what I just wrote is about as much as I know), so you'll have to contact or get information about someone more familiar with them. In all cases, this only affect the echoed sound, not the main one, so it's normally impossible to use this filter for crazy synth effects, it's just to give more realism to the echo hardware. The filter is applied on every echo pass, so each echoed version of a sound will get filtered more and more.

Personal Projects / Re: Final Fantasy V Advance Unnamed Hack
« on: August 13, 2014, 11:58:56 am »
Just for info, I'll be releasing a new Sound restoration patch soon, and it'll beat the current version by far. All music/sound effects will be converted directly from the SNES version so no errors/mistakes possible. It will also remove most in game lagging (like the current version does) but with better overall sound quality. (not as good as SNES though, sorry I'm no mage).

I hope to make it compatible with not only (E) but also (U) and (J) versions. But I can't promise that it'll work yet as I haven't tried.

Sorry for highhacking this thread and make publicity for my work but I felt like this was relevant.

As for this hack, it sounds strange that the whole point is to make a "challenge" easier, which goes against the very notion of a "challenge". Although I see why, depending on what the 4 jobs are, this challenge can be terrible, especially if the 4 jobs are hardwired to 4 different characters once you get them (I didn't understand if that was the case or not).

I think someone could confirm this, but I felt like the GBA version was much easier than the original SNES version. I have no idea why exactly though.

Gaming Discussion / Re: Game's that have caused you to feel emotion
« on: August 11, 2014, 06:11:02 am »
It might be out topic, but games tended to cause me much more emotions back when I was an early teenager than they do now. In fact today games hardly give me any emotion any more - I just see them as a funny real-time embedded system to play with. I should also note that I am not an horror game player, if I was, those would definitely give me emotions, but I'd be too much scared to play them anyways.

Final Fantasy VII, Final Fantasy IX, the sci-fi chapter of Live a Live and Chrono Trigger are probably the ones that gave me most emotion back then.

First visit to Zeal definitely gave me a LOT of emotion,
as well as the (very sad) destruction of Zeal

Nowadays I'm too used to it to get much emotions anymore :(

EDIT : And yes it's true that Tactics Ogre managed to get some emotion out of me even at 24. But I didn't think the choice at the end of chapter 1 was hard to make.
I never liked Vice anyways (because of his rudeness and stupid suicidal AI) so I had no problem betraying him and avoid killing innocent people.
The lost of Kachua was a much harder hit to me. I know you can save her but the requirements for doing so are ridiculous, and almost impossible to met without a walkthough guide.
Considering the emotions I had as an adult I would have been crying or so as a kid  :laugh:

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