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Messages - Bregalad

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This sucks. I never used Dropbox for something else than sharing files, ever, so I really do not see the point of having any non-public folders. Basically they're voluntary switching from a file sharing service into some kind of backup service, where they will of course look into people's file and somehow live on a commercial basis by spying people using their free service on the very sucessful Google/Facebook buisness model.

So I guess I'll have to find an alternative eventually to share files...

Gaming Discussion / Re: Good games with bad ports
« on: December 19, 2016, 11:14:56 am »
Yeah, the GBA was the first big handheld to be able to handle somewhat straighter ports visually (and remakes) of SNES games.
Which reminds me, that even though the GB/GBC wasn't able to, some developpers still tried to make ports of SNES games for them, and they systematically ended up horrible (in my personal opinion). I am specifically thinking about Contra III the Alien Wars and Donkey Kong Country, and MegaMan Xtreme.

If chinese pirates counts as "ports", then you have hundred of good games with bad ports here... Donkey Kong Country for NES, Final Fantasy VII for NES, Street Fighter II for NES... lots of awful shit ahead. But I don't think they'd count since they're pirates and weren't ordered by the legit company who released the original games.

Gaming Discussion / Re: Good games with bad ports
« on: December 19, 2016, 02:36:33 am »
There's so many I don't know where to start. The GBA is a goldmine when it comes to that, literally half of the system's games fell into this category.

The most hilarous bad ports is Castlevania for the IBM PC or Mega Man for DOS.

Programming / Re: How does FF7 PSX generate sound effects?
« on: December 15, 2016, 02:59:16 am »
I understand the concept behind sequence data saving space, but 750 effects - a lot of them lengthy - is not a trivial amount of data.  The timing data has to be somewhere and I just don't know how they have made it so small.
That makes it 68 bytes in average per effect, which is pretty reasonable and I'd even say large. Many effects are done in less than 20 bytes for example. Remember that for example in FF6 they had to store some 270 effects in only a few kilobytes, and they just kept using the same system.

Programming / Re: How does FF7 PSX generate sound effects?
« on: December 14, 2016, 05:05:34 am »
Thanks for that. It's really helpful. I had an inkling that some of the instr.all files were being used to generate the sounds (if you play instrument 0001 on a loop, it sounds like the noise effect too - and 0005 sounds like gunfire)...
You're probably missing out the small tight waveform loops. Instrument 1 is some kind of sine wave, and instrument 5 some kind of hi-pass white noise. The gunfire samples are number 9 and 10 if I remember well.

I remember finding the file where sound effects are stored but I don't remember it by heart and I don't have a FF7 disc right there, I'll check again later and update this post (or make a new post if someone posts inbetween). It's quite possible it's effect.all, I'll just need to double check.

The reason the sound effects takes so few space is because it uses the exact same byte-code system used to store music since the SNES days. The byte code system itself is not SNES compatible, but it is really similar in concept, and is able to store music data in a very efficient way, because the SPC700 in the SNES had few dedicated RAM (the more data was taken for music and effects - the less space was left for actual sound samples, and thus impacting directly music quality). On the PlayStation such a system of storing music and effects efficiently was not needed by the hardware - a system that would take a lot of space to store them would have been just as appropriate given the large disc and memory sizes - however they continued to use it by pure tradition I guess.

General Discussion / Re: The U.S. Politics Thread
« on: December 14, 2016, 04:55:50 am »
[Dictators] don't come from nowhere, and a lot of the time they had US backing to do so, or rose to power in vaccuums that the US created, or were *actively radicalized by US interests*
Exactly, although Castro was not heavily supported by the United States but by it's direct rival the Soviet Union, and the Soviet Union itself was heavily supported by Germany in its debuts.

Programming / Re: How does FF7 PSX generate sound effects?
« on: December 13, 2016, 05:16:56 am »
I am not a PSX programmer but I can tell you this : It generate sounds effect in exactly the same way as the SNES games (in particular the SNES Final Fantasy games) does, and do not do them the "PSX" way. In other words, sound effects are synthesized on the live using a simple set of sounds and changing their pitch/volume in real time as needed, combined with hardware effects such as volume enveloppe, noise and pitch modulation.

I was told that the PSX doesn't have  dedicated chip to generate sounds from data, so there must be some sort of streamed data samples on the discs, no?
No. This means that the PlayStation does not have the equivalent of a SPC700, a dedicated processor solely to handle sound, instead the sound is handled directly by the main processor. However it does have a dedicated DSP, which happens to be very similar to the SNES' exept it handles 24 channels instead of 8, and that there is added feature, and the BRR compression scheme was slightly modified - there is blocks of 28 samples coded in 16 bytes instead of blocks of 16 samples coded in 9 bytes, but the principle is exactly the same.

Also, I'll add that it seem many PlayStation games by 3rd party companies seems to use a "standardised" sound engine made by Sony (or maybe by Psy-Q ?), FF7 definitely does not uses it, it seems to use a somewhat direct port/evolution of the SNES Squaresoft sound engines coded by Minoru Akao. (This apply to other Squaresoft Playstation games too).

From what research I have done, Final Fantasy VII seems to use the first 24 instruments of INSTR.ALL for it's sound effects, those are used for music as well. combined with the other remaining instruments.

Programming / Re: Chrono Trigger NES hacking.
« on: December 05, 2016, 07:34:07 am »
Yeah. There was a Chrono Trigger game for the NES. It's an unlicensed Chinese pirate game.
Oh god. It looks and sounds so awful.

That music at 4:00, right after arriving in the past – isn't that from Phoenix Wright 1?

Gaming Discussion / Re: Is there a game you love but cannot beat or master?
« on: November 30, 2016, 06:22:50 am »
Which is something that must be done to complete the game. I win. :P
No. You said "without a guide". There is 100 ways to learn about it other than a guide.

Gaming Discussion / Re: Is there a game you love but cannot beat or master?
« on: November 30, 2016, 01:49:33 am »
If anyone tells me they beat the English version of that game without a guide I'd either call them a liar or [...]
There's no need for a guide, just someone to tell you about kneeing at specific points with a crystal equipped, which is the only part of the game that cannot be discovered by one's self.

Gaming Discussion / Re: Is there a game you love but cannot beat or master?
« on: November 29, 2016, 06:21:14 am »
There's so many games I couldn't know where to start. I am not particularly skilled with games.

Double Dragon series comes to mind. Arcade games I only beat by cheating using MAME and having virtually infinite money coins, I have to use probably some 60 coins to beat the games ! The NES games are all so hard I can only beat them using save states. Super Double Dragon is easier, but I still end up dying always at the same place I don't remember where exactly but it should be in level 4 or 5. It's also less good then its predecessors.

Then there is the Castlevania series. Actually I didn't beat that many legitimately, I beat Castlevania II, SOTN, the 3 GBA games and the 2 first DS games... and that's it. I never managed to beat the original Castlevania nor Castlevania III legitimately and I always get stuck at the same point, death's stage, in BOTH of those. I of course finished them using save states or easy mode hacks many times, but no matter how much I play them I can never beat death. Super Castlevania IV I got to Dracula legitimately but never beat him without save states. Dracula X... don't even get me started. I am currently stuck in Order of Ecclesia, the boss is so hard I don't think I'll ever manage to beat him.

I cannot conclude without mentionning NES Battletoads. Very great game, I beat the underground tunnel legitimately a lot of time, I think it's difficulty is overrated a lot on the net. However I cannot manage to beat the Rat Race legitimately.

The only game I can beat (legit) is Life Force (Salamander)
Wow, respect !! I beat Life Force many times with the 30 lives code, but I couldn't possibly imagine going further than the 2nd level without it.

And I agree about gradius games being hard but awesome.

Also Contra
Even I managed to beat the NES Contra without the 30 lives code, and I am not particularly good with action games. Super C on the other hand.... is much harder (and for the most part, much better).

General Discussion / Re: The U.S. Politics Thread
« on: November 26, 2016, 03:38:22 am »
P.S. I also answered your previous question as to what is a Hispanic.
Oh thanks, I missed it.

That is not a race but a nativity. Puerto Rico has people of all races. I saw one individual state that they were 65% black and 35% Puerto Rican, which makes absolutely no sense.
Well indeed it doesn't. Except if they mean "native American from the territory that forms today Porto Ricco".

General Discussion / Re: The U.S. Politics Thread
« on: November 25, 2016, 01:47:34 am »
Not Trump, so he has no more power than any other CEO in the U.S.
That's where you're completely wrong. We're not in the 20th century anymore. Any CEO of any large company, in the U.S. or elsewhere, is much much more powerful than any government, let alone it's president. Today's western capitalized world is ruled by companies, government have almost no decisive power exept for minor things.

General Discussion / Re: Guys, I need to talk.
« on: November 24, 2016, 04:08:59 pm »
I'd just add up to what the other said, you should focus on your health and recovery. They are nowadays doing wonders about arificial/fake teeth, so you're in a much better situation that people with broken teeth 40 years (or more) ago.

I'd never stress enough how important it is to make backups, and just as important, to verify that your backup actually works and is recoverable.

General Discussion / Re: The U.S. Politics Thread
« on: November 23, 2016, 03:56:40 pm »
As a Hispanic
I never understand who the Americans are calling hispanic. Supposedly it's a race between "white" and "black" but this makes no sense to me. Here in europe, Spaniards are considered white.

So my conclusion is that black or white American saw some people with mixed native american and spaniard ancestry speaking spanish, and called them "hispanic" as if they were a different goup of people. Is that true ?!?

Front Page News / Re: Utilities: GBAMusRiper released
« on: November 23, 2016, 01:45:02 am »
Ah, thanks for the info before I bashed my head against a wall for a couple hours trying to get it to work...  Maybe someday someone will have enough interest to rip those David Wise tunes, but it might depend on how many games Rare rolled their own sound engine for...
I am not 100% sure, but I believe the program VGMTrans can do a similar treatment to the SNES version of the Donkey Kong Country trilogy, whose music is infinitely superior to the GBA remakes.

General Discussion / wft?!
« on: November 23, 2016, 01:43:32 am »
I use dictonaries all the time when I write in a foreign language, but I rarely do it for my native language.

Front Page News / Re: Utilities: GBAMusRiper released
« on: November 22, 2016, 06:08:55 am »
Has anyone tried this with Donkey Kong Country 3?  It seems like it doesn't use sappy, but I'm not sure if I've 100% confirmed that or not.
None of the Donkey Kong Country remakes use sappy.

General Discussion / Re: The U.S. Politics Thread
« on: November 21, 2016, 02:09:45 pm »
So, did the expression "pussy grabber" already exist before, or was it just invented recently with the Donald Trump scandal ? I somehow cannot figure...

Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: November 19, 2016, 05:55:15 pm »
Oh thanks for the precisions. I am less confused now. I am still not very clear about it, this Blake Robinson guy is actually doing licenced work for Yasunori Mitsuda ?! That's quite surprising, but if it is the case then I'm definitely interested in purchasing them ! I am not used to those kind of medium though, last time I purchased any music was close to 10 years ago and it was on CDs. I legally purchased the Chrono Trigger original soundtrack album, yet I never use it anymore - it is just much simpler to play SPCs on my computer whenever I want to listen to Chono Trigger music. My CD player is still working but is in a corner in my room collecting dust - quite sad but the usefullness/encombrement ratio was just too small for it to continue to stay on my desk anymore.

If there is any need to, I could probably render Chono Trigger music in better quality than the original, although it would not be as good of quality than being done by more professional musicians I guess. I already proposed for Secret of Mana, but it didn't seem anybody was seriously interested. I could even post a sample of 2 if people are interested to how it'd sound.

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