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Messages - Bregalad

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About 1), and 2) it's sad that it's hard to be implemented but in my mind that's how it was supposed to be. The time to be stopped when you are in castles because of the curse and to pass when you are in houses and churches
Make absolutely no sense. The other way around would make sense, since you can enter dungeon anytime, including in night (it makes no difference), so no problem if there is a day->night or night->day transition in a dungeon, you just miss the notice of the transition.

In a house or church however, you'd need to be ejected when night happen since you cannot enter them during night. This de facto forbid time to advance in a house or church.

Being a performer means I will likely meet many women if I'm successful.
But then they'll all think "oh I'm not worthy of this amazing guy" and you'll get none of them  ;D

Front Page News / Re: Utilities: GBAMusRiper released
« on: April 23, 2015, 11:35:52 am »
1) Instrument types are already described or the sappy sound engine information doccument.

2) The latest release of GBAMusRiper supports Golden Sun instruments, although one of them* (the one that is the melody of the battle themes) is not accurately reproduced. However your way to reproduce it is not accurate either. It's a square wave whose duty cycle permanently changes. How exactly it changes is complicated and mysterious, and independent of the pitch, so reproducing that in .sf2 is impossible.

The closest I could get is to have a sample of constantly changing duty cycle square wave, but it depends on the pitch, i.e. the duty cycle changes slower for low notes, and faster for high notes. In the real soundtrack it does not acts like this. Perhaps there is ways to make it "sound close enough" using completely different methods.

*) There is 3 types of Golden Sun instruments, 2 of them are simple (saw wave and triangle wave) and are accurately simulated with .sf2 format. I should mention this on the next update of my document.

ROM Hacking Discussion / Re: Secret Of Mana MSU-1 Help
« on: April 22, 2015, 04:43:39 pm »
Seriously man?
Of course no I wasn't serious (as indicated by this smiley). Did you think I was serious?

I know it's hard to magically find remixes that were never done. Don't get me wrong, some are nice, but for the majority there just isn't any suitable remix you'll find around no matter how hard you search, because they just never were made. Also, fans are more likely to do remixes than 1:1 remakes of original songs for various reasons, the most notable being instruments at disposable: If they're guitarists they'd want to play it on guitar, if they're pianists they'd want to play it on piano, etc... So it won't sound like the composer intended.

The Dwarf village music for instance, it's not very surprising. It's a matter of taste, but this particular song always took on my nerves after 2 second of hearing it. The fact you have to bear it for a very long time the first time you enter the village in the game probably worsen the problem. I have no idea if other SOM fans feels the same, but if they did this explains why there's no remake of the song : No fans felt like doing it.

ROM Hacking Discussion / Re: Secret Of Mana MSU-1 Help
« on: April 22, 2015, 04:33:24 am »
Thats the thing Most of these arent from OC remix or guitar. They are orchestral arrangements. I didnt just pick the first thing I saw.
Oh, you picked the second then  ;)

ROM Hacking Discussion / Re: Secret Of Mana MSU-1 Help
« on: April 21, 2015, 04:12:19 pm »
Just like the Mega Man X1 hack, it's a huge pile of random remixes which for the most part doesn't even remotely sound like the original. Remember, anything from OC Remix have to not sound like the original, because it's their policy, if it sounds too much like the original it's rejected. So any OC Remix is probably a terrible idea to instert in a hack.

I am also not a fan at all of this "hard rock heavy staturated guitars" remixes style. If there is no saturated guitars in the origianl there shouldn't be any in the remix.

I belive the songs should be remakes rather than remixes. I have a program that could extract 1:1 copy of FF5 music and it should be compatible with Secret of Mana. So technically it's possible to make 1:1 clones of the original songs with no errors in the music parts, while having the souud of a modern synth that is crispier and more realistic than the original. I could make such a thing quite easily, but since I'm not much into sound engineering it won't be top-notch. Maybe if someone can accept MIDI files that I'd have pre-processed and turns them by programming a modern synth better than what I can do it can result in an awesome soundtrack, while keeing 1:1 faithful to the original.

In order to have a preview of what I mean, here you are a few samples I did with Final Fantasy VI music to have this "more realistic, while 100% faithful" sound. Enjoy:
The Coin Song
The Day After
Johny C. Bad
Dancing Mad Part3

Again, a more professional sound engineer with better tools or knownledge could probably make them sound better.

It's true sadly. (also latency is the correct word, not lag, which would mean overall slowdown of the game), but it depends on the TV.

Before we had a simple Panasonic TV, and surprisingly enough, it was perfect even for retro games the latency was not noticeable and there was no issues whatsoever, so I wondered why everyone was whining over LCD TVs to be horrible for old games.

Unfortunately my dad had the great idea to give this TV to someone else and buy a new one, Samsung brand, very high end model, which has a zillion of functions for doing super-awesome signal processing etc... And man, there is a huge latency on analog inputs. Even if I disable all the effects the latency is still here.

I heard from a friend (which works involves doing electronics for this kind of stuff) that it's because of de-interlacing algorithm, and it cannot be disabled.

Now this is fine for playing RPGs (although a little annoying in the menus), but for action games you can forget immediately.

Finally my guess (I'm not 100% sure) is that, ironically : The cheapest and low-end is your LCD TV, the better it is to play retro games. High end models are those that will try to "correct" the input signal, and create a very noticeable latency.

Gaming Discussion / Re: Concerning NES Ninja Gaiden.
« on: April 20, 2015, 09:38:39 am »
The problem is that if you don't kill them they bump into you, making you fall through the holes. Oh god, it's incredible how this single thing ruins the game. However, if you managed to solve the problem, good for you :) I'll have to remember this next time I go through a playthrough.

but why "under the age of 40" ? Your argument only needs decrease of child mortality
It is very difficult for women to get kids after the age of 40, especially if it is their first.

Front Page News / Re: Utilities: GBAMusRiper released
« on: April 17, 2015, 05:51:59 pm »
Yes, but for some reason I did not include this in the root program "gba_mus_riper" because it's supposed to detect automatically the correct one and use it when calling "sound_font_riper".

You should use "sound_font_riper" directly, and use -s to set the sample rate you want to do. Now the easiest/simplest way to know which arguments you should use for sound_font_riper would be to recompile gba_mus_riper after uncommenting line 337, and see what is the command line command it uses internally, and change the -s argument.

Another (more proper) way would be to search for the address of the sound font manually in the ROM, using either the existing dump (with the wrong samplerate) or the sappy sound engine information I wrote as a basis.

Oh, and you are welcome :)

I mean, she's terrible in actual FFVII - one of the most useless characters in the entire franchise
Her limit breaks are very useful in order to quickly heal your party. And otherwise in FF7 the difference between different characters is minimized, because the materia you use to equip them matters more than the character itself.

ROM Hacking Discussion / Re: Help with Contra / Super C gfx...
« on: April 16, 2015, 05:01:40 am »
some time ago i made a small hack for Contra and Super (NES) that disabled lives entirely, i have been playing these games for sooo long and since nowdays i just play them for fun and not for the challenge (i can beat them blindfolded anyway) i got the idea of removing the "badge" gfx that represent the lives, it`s no longer needed and i prefer to have a clear screen. so i fired up yy-chr and loaded the ROMS and... i can`t see a damn thing... i must be going blind or something, tiles are so small that i can`t find the so called badges in that garbled mess...
Graphics are compressed in Contra (U), but are not compressed in Contra (J) nor any version of Super C, because those use CHR-ROM, so the graphics can't be compressed.

Replacing the medals by blank tiles would be a very lame way to remove them, because they'd still interfere with sprite flickering. A proper way would be to find the code that displays them, and replace it by NOPs for example, so that the medals are actually not displayed.

In order to do this, figure out which tile# is the medals, and watch writes to shadow OAM ($200-$2ff) until there is a write that correspond to the medal's sprite. Then trace up calls, and see what "jsr" call is responsible for this, replace it with 3 NOP instead (note : you might need some trial and error here, replacing a call too low in the call tree would have a radical effect such as disable many different sprites).

I think the problem with marriage in the US is that like most traditions, it has become way too commercialized and that it's all about the money etc.
Man, I cannot agree more. As someone whose life is based on the virutes of humility and sobriety, I cannot recognized myself in this kind of stuff. The most disgusting for me is how the religious celebrations of easter and christmas have turned into a huge capitalist feast of spending as much money as possible for many people.

@Dish : I don't disagree or anything (actually I'm quite on your side), but you're forgetting entirely (probably on purpose) the fact marriage is a very long lived tradition that goes back to at least 4000 years, and some people want to preserve that. It's also the sole tradition that is almost universal among different cultures/tribes of people around the whole globe.

However the "romanticization" of marriage is somewhat recent. In India for instances, the marriages are still arranged and aren't romanticized at all.

Newcomer's Board / Re: Uninvited (NES) translation problems
« on: April 13, 2015, 07:23:31 am »
I think it should not be too hard to expand the ROM to use 256k PRG instead of 128 and to bypass the compression algorithm to use uncompressed text instead.

Or alternatively, write a custom tool the compress the new text using the same algorithm (or another one) so that it fits :)

All 3 of those solutions require ASM hacking, though.

ROM Hacking Discussion / Re: How do you edit sounds in an NES rom?
« on: April 10, 2015, 05:32:38 am »
You change a pointer somewhere in the ROM.

General Discussion / Re: Trying to remember a nes game
« on: April 09, 2015, 04:58:17 am »
Adventure of Lolo maybe ?

Gaming Discussion / Re: New Fire Emblem 3DS
« on: April 07, 2015, 03:53:49 am »
As long as people grumble but then buy it anyway they'll happily continue to rip you off.
So true. I completely stopped buying new (new) games ~5 years ago.

Personal Projects / Re: Final Fantasy Reconstructed
« on: April 06, 2015, 11:49:08 am »
After looking at the FFIV screenshots I can see where the red might be just a little too bright, but it's the second darkest red choice that I have in the original game palette. Even changing it to the darkest red only changes it ever so slightly.
It's not just the colour of the center of the carpet that matters, but also the colours of the decorations that are in the border of it. They are currently way too bright and get in the way. Yes the original FF4 is also like that but it's not as bad, because there is only 2 decorations vertically, not on all four sides, and there is definitely no white outline of the carpet like there is in your screenshots.

Also I suspect part of the problem is because you used an emulator that do not reproduce the NES palette well and uses too bright colours for those screenshots. I might be wrong. Remember, the NES palette is somewhat undefined in the RGB colourspace (it is only defined in the YIQ colourspace) and thus, emus could use the value they want. Nestopia has the nicest palette I think.

Thorbardin/Dwarf Cave:
The mud on the ground in in my opinion too bright. Although it's not as bad as...

Marsh Cave B3
Those yelow sparks on the ground really gets in the way. It really is disturbing. I don't know, change them to green and leave only a couple of pixels to yellow, or change them to teal so at least it feels darker than this aggressive yellow. Just the skull should remain that bright/yellow.

I may be annoying but I'm really trying to help. Feel free to do whatever you want to.

Since you've worked with FF1 NES yourself, you know the color choices are pretty piss poor in some colors,
None of the work I did had anything to do with the graphics. (Also you can change the palette the game uses anytime.)

Personal Projects / Re: Final Fantasy Reconstructed
« on: April 05, 2015, 08:35:38 am »
I'm not sure I understood exactly what you meant about "too disturbing" and I would be interested to get more insight
What I mean is exactly that : The "floor" where you an walk is supposed to be dark, or at least darker than walls areas. If it cannot be made darker then it should at least be close enough to a single-colour area with little contrast in it.

If either of those rules are not respected, it makes the whole things hard on the eye and it's hard to figure out what the pixels on the screen represents, in particular where is the floor and where you can walk. Many of your screenshots, especially the Ice Cave, break this rule hard, and it's hard to see in the Ice cave what is going on.

For example in this image :

The purple floor is perfect, but the carpet is way too bright. It is absolutely not obvious that this carpet stands on the floor, and look like an obstacle. You should make it darker, so that it blends well with the purple floor, and do not blend with the brick walls. Ideally you'd add in a shadow of the walls as well, but that's not compulsory.

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