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 ... 96
Gaming Discussion / Re: Improvements by localizations
« on: February 25, 2017, 01:09:42 pm »
Battletoads had it's dificulty toned down in both the PAL and JAP releases (yes, Rare is a british company but for some reason the US release is the earliest one).

Final Fantasy X had some extra bosses (INFAMOUSLY strong variants of the normal aeons) in the PAL version.

I don't know whether that's considered better or not, but FF8 has the timer stop when you pick up Ifrit's name, so that you have all your time to explore the cave when going back. This is the case in neither tha JAP or PAL versions.

EDIT : I also don't know if that count but the JAP version of Contra for the Famicom added cutscenes and snow in Level 5 as opposed to the regular US version. Both versions were released almost simultaneously so it's hard to tell which one is the localization.

Programming / Re: How does FF7 PSX generate sound effects?
« on: February 22, 2017, 03:15:46 pm »
And I am disagreeing with you [...] I personally do not believe 50KB could do it for this particular game. [...] I think, like the music, it's in the executable.
I think I have not been clear enough : There is no belief nor areement nor thoughts going on, it's just a fact that EFFECTS.ALL contains all sound effect data from the game. Years ago I tried to reverse the FF7 sound engine bytecode by changing the hand cursor sound effect and it is located at 0x1000 in EFFECTS.ALL. The first 0x1000 bytes are pointers for each sound effects for the game, and then it is data. I failed to reverse the FF7 sound engine bytecode, however I succedded in locating the sound effects and affecting them somehow.

If you still do not believe me, just change the first pointer, not 0xFFFF but the one coming just after this, 0x0000 and 0x000b, each sound effect is 2 tracks, and use another pointer. You should be able to see other sound effects of the game playing when you move your cursor. You can also see the hand cursor sound effect is 0x16 or 22 bytes long - sure it's pretty short but it gives you an estimation to how many bytes are needed to store simple sound effects. Finally it seems there's 731 effects and not 750 as you claim.

Gaming Discussion / Re: Useless weapons and power-ups in gaming
« on: February 22, 2017, 01:57:48 am »
The <F> weapon in Contra. It's weak and makes it hard to shoot at anything accurately, it's worse than the default gun. At least they fixed it in Super C.

I'll also mention the knife subweapon in Castlevania series. Other sub-weapons all have their uses, their strengths and their weaknesses. However the knife is almost always useless.

Front Page News / Re: Utilities: GBAMusRiper released
« on: February 21, 2017, 03:47:26 pm »
I apologize for not answering earlier. The matter is - further improving GBAMusRiper is pretty low on my "to do" list right now, because I have many other things to do, ESPECIALLY in february where all my weekends were busy as ****. In March I'm going to get some free time, but I still do have more interesting matters to deal with. Basically I'm part of 2 music bands, learning 1 language, researching history for the 100th birthday of the great war, and also volunteering here and there frequently.

GBAMusRiper is completely free and open source, so anyone (including you) can look in its inner working and fix bugs. I know understanding someone else's code is incredibly hard, probably harder than writing one own's from scratch for some reason, but I'll gladly help if you have questions about GBAMusRiper's inner working. I'll also mention the existance of VGMTrans which is basically inspired by GBAMusRiper exept that it supports hundred of different sound engines from various games and platforms instead of being restricted to Sappy and GBA. The project is not complete (by definition it'll never be) but I suspect in the long term this program is going to absorb the integrity of GBAMusRiper and basically making it obsolete.

ROM Hacking Discussion / Re: FFVI Sound Restoration Stuttering
« on: February 21, 2017, 03:38:37 pm »
Thanks for reporting. I have experienced issues when emulating Final Fantasy V sound restoration (namely sound clicks, especially when a dialogue box would open and close) but I didn't when emulating Final Fantasy VI sound restoration. In all cases, those uses highly modified and non-standard mixing code in order to have SNES-like sound quality and to be faster. They work on real GBA/DS hardware and were intended to be played on those devices. If emulators aren't accurate enough to emulate those properly, then I'd suggest contacting the emulator authors so that they attempt to fix emulation in order to be accurate enough to run the patch fine. It's not my job to fix emulators to fix my patches.

Also, as silly as it might sound for me to suggest not using my stuff, I'd consider emulating the SNES version directly on the PSP/PSVita.

Programming / Re: Question about using Normalization on a .Wav Track
« on: February 16, 2017, 03:20:31 pm »
Normalization is increasing the volume level until it barely saturates. The problem is that it's waveform dependent, a normalized square wave will sound much louder than a normalized sine wave, so it's a very weak technique to adjust volume accurately.

General Discussion / Re: Valentine's Day!
« on: February 14, 2017, 04:11:26 pm »
Welp. It's finally almost here again so I figured why not make a thread about it. Feel free to share your (potentially not) exciting plans for tomorrow here! <3
Tomorrow ? It's today, not tomorrow. And since I check this board daily, you didn't write this yesterday.

I've been deliberately avoiding a love life until I can be satisfied with where my life is heading on other fronts.
Oh for me it's a love life that has been deliberately avoiding me.  ;)

Gaming Discussion / Re: What. are you playing?
« on: February 13, 2017, 01:57:58 am »
Those days I'm playing Grandia. Just when I tought I was too old and that games didn't entertain me much anymore, I started this game, and just wow. It's amazing, it entertain me like if I was some little kid once more.

This package's estimated value is between $5,000 and $10,000
Was this value even declared when the package was sent ?

Gaming Discussion / Re: Electricity.
« on: February 10, 2017, 02:14:14 am »
Also, this isn't the 1800's, many people are conscious of how the environment is impacted by the things they do and try to take measures to lessen that impact.
:laugh: :laugh: :laugh:

Environmental impact of human activities is much, much worse today than it was 20 years ago, let alone in the 1800s. Paradoxally the most the problems are doccumented and mediatized.

Gaming Discussion / Re: Electricity.
« on: February 09, 2017, 04:07:30 pm »
A unit of electricity is one kilowatt hour. It is as it implies and is what gets used when you have one kilowatt going for one hour.
Personally I'd stick to use joules (watt * seconds) and decimal superlations of it. It's bad to use Watt Hours because 1) it's not standard and 2) it bring many people confusion, they think it's "watts per hour".

Gaming Discussion / Re: Electricity.
« on: February 09, 2017, 02:32:00 pm »
Video Games use electricity to function, which is not free.
In my opinion, electric power is way too cheap compared to the environmental damage it causes.

How do I measure power consumption of this stuff? My PC, my game systems, my CRT and LCD monitors?
There are plenty of devices dedicated to measure that. You can also have a good approximation by seeing how much heat an object generates, the more heat equals the larger power.

I know there are such things as Watts and Volts and Amps. I suppose I could ask Wikipedia, but does anyone here at RHDN have both the knowledge of power consumption measurement and the clarity and patience to give me the "for dummies" version?
It's extremely simple and it's the current*voltages*cos(phi) which gives you the power comsumption. Power*Time=Energy which is consummed.

I mean, I know what a 15 watt tube amplifier sounds like compared to a 50 or 100 watt tube amplifier, but...knowing the sounds is as far as I went in knowing about it.
Tube amplifiers probably consumme a as many watts they restitue to the output, the rest is dissipated as heat. It depends if the amplifier is Class A, Class AB, Class B and so on.

Programming / Re: How does FF7 PSX generate sound effects?
« on: February 08, 2017, 07:16:18 am »
Well, I can assure you 50kB can do it. A long effect do not necessarily takes more bytes than a short effect. Remember - they aren't streamed sounds but sequenced sounds so it's basically like storing music.

Gaming Discussion / Re: Dumbest Game Dialogue
« on: February 08, 2017, 05:59:53 am »
And he's only like the 2nd boss...
Yeah, but the 2nd boss of one of the most difficult games ever. Personally I never made it to the 1st boss without cheating - about as far as I could go was up the 1st elevator.

Gaming Discussion / Re: Dumbest Game Dialogue
« on: February 08, 2017, 02:28:01 am »
I guess Chin is so fond of himself that he tought he self was the greatest martial artist in the world, so when he get defeated then the person defeating him takes this title - even though it might not be a correct assumption that he was the greatest marial artist in the 1st place.

Gaming Discussion / Re: The hardest game you ever played.
« on: February 07, 2017, 04:35:16 pm »
It surprises me that nobody speaks of I Wanna Be The Guy......
I completely forgot about it, but yeah, THAT game is BRUTAL. It was mean to be as sadistic as possible.

Gaming Discussion / Re: The hardest game you ever played.
« on: February 07, 2017, 07:15:26 am »
Really, it's telling that Mega Man 2 is a much more balanced game. It's not easy, but it's a walk in the park compared to the first game.
Mega Man 2 is super easy and basically beat itself for you. The jap version is a bit harder and the "hard mode" of the western version is somewhat hard, though.

I always wondered what was so "double" about a one player game. A more fitting title would have been Alternating Dragons. Or Double If You Play the VS Mode Dragon.
It would be awesome if a game was titled "alternating dragons". I am not 100% sure but I suspect they wanted to have 2 player mode but couldn't due to time restrictions for development.

The worst part about Double Dragon III is that the game itself would probably be totally awesome if only it had more lives and more continues.

It's like the AVGN says, that game is like what would happen in real life if you decided to take on that many guys. You'd get your ass handed to you.
That's 100% true.

Gaming Discussion / Re: Dumbest Game Dialogue
« on: February 07, 2017, 05:59:35 am »
Good. Don't let anyone get you started on drugs They're a dead end.
Although it might be a bit out of context, this is not dumb at all but is excellent advice, and you should have followed it.

Gaming Discussion / Re: The hardest game you ever played.
« on: February 07, 2017, 04:32:04 am »
I guess it is possible to learn his pattern by heart, but it takes a lot of practice. Once you know that, I belive you can remember exactly how to time your jumps to avoid him entierely and he becomes easy. However if somehow your timing's off you're still dead.

Gaming Discussion / Re: The hardest game you ever played.
« on: February 07, 2017, 04:29:04 am »
You think the Yellow Devil in Wily Stage 1 is easy? :P Man you must be better at Nintendo than me.

Yellow Devil is that rock guy who keeps turning into rocks that fly across to the other side of the room...and when the rocks hit you they do a giant chunk of damage to you.

The Yellow Devil is almost impossible for me. You can cheat (fire the Elec Beam, press Select to pause the game over and over), but then you don't get to say afterwards that you actually, strictly speaking, beat Mega Man.
Oh yeah I forgot about that, I agree it's impossible to beat him but with the pause trick combined with the elec beam weapon it's relatively easy.

The hardest parts of Mega Man I are Ice Man's sage and the stage just before the "Yellow Devil" (I call him the "golem" myself), because of very unpredictable movable platforms combined with instant death traps (bottomless pit in Ice Man's, spikes in Yellow Devil's). Not only that but the moveable platform can also shoot at you. Thanks god the movable platform are predictable in other Mega Man games.

Pages: 1 [2] 3 4 5 6 7 ... 96