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Messages - Bregalad

Pages: 1 [2] 3 4 5 6 7 ... 65
21
Personal Projects / Re: Final Fantasy Reconstructed
« on: April 04, 2015, 06:05:47 pm »
My $2 : I think that this hack looks promising. However, in some place, the floor pattern is way too bright/detailed/disturbing. I think usually walkable floor should be dark and simple, while other non-walkable background object should have a maximum detail. The original FF1 respects this convention pretty well so you'd better pay attention to this when hacking it.

As for sprites, I think it's weird to have reconizable characters such as Yang or Edge as "generic" monks/thieves.

22
ROM Hacking Discussion / Re: ROM-Dumper Recommendations???
« on: April 02, 2015, 10:53:12 am »

23
I agree I was a bit dramatic, but I didn't like the idea of having been "fooled" by the translation's authors (that is, J2E). They may have admitted making stuff up afterwards, but when the hack was released the readme.txt didn't mention anything like they made things up, on the other side, they mentioned doing a "proper retranslation".

Quote
I mean, the project is a relic of an era where fan-translation was at its baby steps,
It's year 2004 we're talking about. Aren't you confusing with the FF5 fan translation from 1997 or so ?

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Meaning で/ä would be 2 characters. Early Final Fantasy games (MSX, NES FF1) use DTE to make those a single character, but that's not true in general.
By 2 characters, do you mean 2 bytes ? Also, it's not because the original game use a lame compression that you should use the same one. DTE with recursivity (one of the byte pairs can point to another pair) usually compress text down to 1/3 of it's original size or less, while "normal" DTE can only compress to 2/3 of its original size, twice as much data. But I agree it's silly to waste 2 characters for a dakuten or umlaut, also I was pretty sure Final Fantasy games do not do this (since it's possible to code all kanas, including dakutens, in a byte).

Quote
(and anyways FF4 GBA with a SNES sound restoration hack is the superior version)
I'm honoured to hear that, but personally I think there is still a few things wrong about the GBA version that aren't related to sound. The worst one is that the game constantly lags and ignore input sometimes, so for example when selecting spells in the menus it is very slow to react. There are also problems with the battle turns, even in the European so-called "fixed" version. I am also sure the lags aren't related to the sound engine, compared to the lags in FF5a and FF6a that could partially be fixed by having a faster sound engine.

I perfectly understand why someone would rather play on SNES for authenticity.

24
The j2e translation is horrible, I said the details in a review left on this site's translation page.

The only way to have a quality translation would be to team up with a Jap->German translator. You could re-use the code for the hadokens to do the umlauts, also, something nobody ever did :(

You could also "re-insert german GBA scrip in the SNES" so that it gets the original speed/responsiveness and graphics with the new text.

25
Front Page News / Re: Utilities: GBAMusRiper released
« on: April 01, 2015, 09:22:16 am »
No, and an edit to remove it is in the queue since 2 days.

26
General Discussion / Re: What is an MMC5 conversion??
« on: March 30, 2015, 08:53:16 am »
I'd also add that Castlevania III is originally a mapper hack of a Konami VRC mapper, and that is barely uses the MMC5's super-awesome features. It uses the 3rd nametable in Aquarius when the water rises, and use the extra sprite tiles to get more detailed enemies in a few places (some enemies have very different graphics than the original game). If I am not mistaken, this is the only MMC5-specific features the game uses.

Quote
Ironically, this mapper was never used by Nintendo itself!
Yeah, this mystery always puzzled me.

27
General Discussion / Re: What is an MMC5 conversion??
« on: March 30, 2015, 04:10:16 am »
The NES games originally ran on a very limited hardware, ROMs could not be larger than 32KB PRG and 8 KB CHR for a great total of 40 KB.

In order to be able to store more data on the cartridge, and thus have larger games with better graphics, Nintendo and other companies included what is commonly known as Memory Mappers in cartridges. First the memory mappers were just a couple of discrete logic chips to get bigger ROM, but then it was so useful that they started to develop custom chips (ASICs) for the sole point of doing memory mappers.

Chips could have more features than purely discrete mappers, such as multiple banks of small size, IRQ generation, and even extra audio channels. Those were able to improve graphics even more than discrete mappers.

Among ASIC-based mappers are :
- The Nintendo MMC series
- The Konami VRC series
- Namco series
- Sunsoft series
- Jaleco, Taito, etc...

Many japanese companies made their own chips for Famicom cartridges. However, in the west only Nintendo was able to make cartridges (there is some exceptions in the US, though). Most games that were localized in the west were then usually "ported" to a MMC mapper (with the notable exeptions of a couple of games from Namco and Sunsoft, that were able to make Nintendo release games using their chip).

The MMC5 is the latest and most powerful of the MMC5 series by Nintendo. It is currently the most powerful mapper released, but was only used in a dozen of games, the majority of which are Koei strategy games. In addition to the features mentioned above, it includes a multiplier (allowing to process some CPU calculations faster), extra VRAM, and an extra graphic mode allowing to bypass a palette limitation of NES graphics, as well as using 16384 different tiles without software intervention (as opposed to normal 256). (Basically the "name table", or screen map, becomes 14-bit indexes instead of 8-bit).

A "MMC5 conversion" is basically hacking a game to replace it's mapper by Nintendo MMC5. It is a completely useless process if you don't hack something else to make usage of the MMC5 itself. Usage of the multiplier or extra graphics mode is not possible to use because the original game didn't account for them. So it completely useless unless you do some very extensive hacking that makes usage of the MMC5 somewhere (by very extensive I'd mean : Completely new graphics)

Some people just think that their favourite game using MMC5 sounds "powerful" or "cool" or something in the like....

EDIT : Here is a quick look on the features of the MMC5

28
Gaming Discussion / Re: Farewell tri-Ace =(
« on: March 26, 2015, 05:44:25 am »
The only Tri-Ace game I've ever played is Star Ocean (1) and honnestly I didn't find it that good. It was like a hack of Tales of Phantasia, minus the story and gameplay, and with the dungeons being even more labyrinths. The battle system in particular is awful.

I have no idea how it has improved in the following instalments, though.

29
Gaming Discussion / Re: N64 Classics - that never came to be...
« on: March 24, 2015, 05:37:16 am »
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I guess part of it for me is because I hate the N64. It may be the only system I can say that about. I really do hate it.
Oh really ? Why ?
Personally I never had a '64 and never cared much about it. However, I can not say I hate it. I don't think there is any system I hate, either I love them or I don't care. In all cases it's more the fans of the systems that are annoying than the system themselves. But yeah if you bought a system very expensive, had very high expectations and only later you figure it was shit and you were riped off, then I'd understand you'd hate a system. This never happened to me.

30
Gaming Discussion / Re: N64 Classics - that never came to be...
« on: March 23, 2015, 05:34:14 pm »
Action 64

(why is this even fun ? the same would work with the "super..." prefix)

31
Gaming Discussion / Re: N64 Classics - that never came to be...
« on: March 22, 2015, 05:37:16 am »
Fire Emblem 64

(it was actually planned to be developed)

32
General Discussion / Re: Gaming Blues
« on: March 21, 2015, 05:25:21 am »
Quote
Plus, you can never overdose and die from weed
Of course you can.
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And since drinking is already a horrible decision, the correct order is : making horrible decision, drinking, then dying. Starting by death is not a good idea :P
Yeah, also I doubt many people decides to become alcoholic. I'm no specialist here though. I think they just stop caring about themselves and gradually erases all their self-discipline in general, and bam.

Finally I don't understand. You guys says you are so addicted to games that if you had to stop you'd become alcohlic or drug addict ? Don't you think there is enough other worthy stuff in life ?

33
General Discussion / Re: Gaming Blues
« on: March 20, 2015, 10:15:51 am »
Actually I don't game much myself so you could consider I'm on a gaming break since 2-3 years or so.

There is plenty of other enjoyable activities out there, reading and learning new programming languages being relatively interesting.

34
The effect when you enter a city in Legend of Mana.

35
General Discussion / Re: RIP to Sir Terry Pratchett
« on: March 16, 2015, 04:39:31 am »
Is he the author of this book series with a flat world that lies on 4 elefants and a huge turtle ?

As far as I remember I didn't like the books too much because they were too much fantastic for my taste, yet I remember some parts were memorable.

Anyways RIP.

36
Front Page News / Re: Utilities: GBAMusRiper released
« on: March 15, 2015, 06:06:33 pm »
Ok now the next version 2.3 is in the process queue and it fixes the 2 bugs mentionned above, among a couple of others. I am still unsatisfied with the loop handling on the MIDIs, so I'll probably have to release yet another update later. This is an endless project :-X

37
Front Page News / Re: Utilities: GBAMusRiper released
« on: March 15, 2015, 05:37:50 am »
Thanks for reporting. The problem seems to be (again) that for some reason the game adds more bytes somewhere and the location of the sound table isn't where I expect it to be. RAAH. I'll have to fix that in the next version, hopefully without breaking any games that are working fine right now.

Quote
When allowing sappy_detector.c to go past the point were it stops by commenting the check I get the following result:
Well there's a reason I make it stop if it detects an anomaly :)

March 15, 2015, 01:49:08 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
In the meantime you can rip it by affecting the following 2 code lines :

In sappy_detector.c replace
Code: [Select]
uint32_t *data = (uint32_t*)(inGBA_dump + offset - 16);by
Code: [Select]
uint32_t *data = (uint32_t*)(inGBA_dump + offset - 32);
In gba_mus_riper.cpp replace
Code: [Select]
if(fseek(inGBA, sound_engine_adr - 16, SEEK_SET))by
Code: [Select]
if(fseek(inGBA, sound_engine_adr - 32, SEEK_SET))

Now I'd need to make it autodetect whether it should use 16 or 32 somehow.

38
You can read about Contra here:
http://en.wikipedia.org/wiki/Contra_%28video_game%29#NES

Apparently, both NES and Famicom versions were released on February 1988, but the Famicom had the MMC (VRC2) which allowed the inclusion of cutscenes.
Because of course that random WP page is totally accurate and reliable  :laugh:
However yeah, it sounds like one wasn't released significantly before the other, according to game faqs both were released on February 88 (very likely the WP page found info here, and very likely it's innacurate/wrong). This is quite strange.

39
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Some like Contra (no cutscenes in the USA release) and Castlevania III (increased difficulty), which in my opinion the Famicom versions were far superior to the american ones.
Correct me if I am wrong, but the original NES Contra is the (U) version (although the real original is the arcade of course), the (J) version with cutscenes was released later. Therefore there was no censorship or dumbed down or whathever for american audiences. The european Probotector is of course censored.

Also although Castlevania III has overall increased difficulty over Akumajô Densetsu, Death is much easier, for some reason.

As for the poll, of course it depends on the game. Sometimes, as in the case of Castlevania III/Akumajô Dentsetsu, it would even depend on the stage within the game.  :)

Potentially I'd play in either English, French or German, depending on what is available. English if no decent French translation is available, French if I just want to play in my mother language, and German if I want to practice that language while having more fun than doing exercises. Since so few people use German on internet I can't practice it like I can with English, so it's why my German is so poor :(

In the early Nintendo days, it was common for them to forget entierely about the french speaking part of Switzerland (where I am from) and release only games with German boxes and manuals, and in rarer cases, the game itself in German language. One would probably have to go to france to buy them in french.

Playing in japanese is only an option if the ingame text does not matter, or if I know the game so well I don't need to read what is going on anymore because I already know.

40
Well surprisingly enough this post made me try again, from work this time, and it worked.

Also it's the second thing that fixes it itself today. That's quite incredible.

EDIT:

OK I was able to successfully emulate this in Higan, this is awesome ! Thank you very much for this hack.

MMX1 however was less good as I find the musical remixes less fitting, too much hardrock-guitars style for MMX1. (This style of music would have fit MMX3's soundtrack, hironically.) I really think using Teck's remixes would be better but I think it is possible and rather easy to change this.

Another option would be to ask Teck directly about the hack, because I'm sure he's interested, and he could provide the missing tracks (he did almost the entiere MMX1 soundtrack, except the password/ending/etc...)

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