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Messages - Tater Bear

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Personal Projects / Re: Ghostbusters Remastered (GB1, NES)
« on: June 26, 2017, 01:52:02 pm »
Is it the ghost food? I never played the NES version, but in the SMS version you can lay down ghost food to attract the ghosts during the staircase level. I suspect the ghostbusters famicom manual has the information telling us what all these graphics are suppose to be.

Personal Projects / Re: Super Mario Land 2 DX (WIP)
« on: June 26, 2017, 01:31:14 pm »

The hippo should be grey.

I are the hippo and turtle on the map suppose to be stone statues/structures?

Again, Nintendo can not do that for projects like this. Grimlock, Snarfblam and crew can[and very likely will] safely ignore any C&D Nintendo may send them. With AMR2, the whole project was a completely new work that included Nintendo owned IP. Projects like this are different in the regards that these folks are modding, rearranging and inserting content into an existing work[which has been ruled the world over as lawful].

But I digress, we're getting off topic a bit..

Wrong. In the U.S., you can still get sued and taken to court regardless of how frivolous the case is. Going to court and hiring a lawyer is expensive. Nintendo's lawyers know that most people will capitulate rather than go to court, due to them not being able to afford it.

Gaming Discussion / Re: Dumbest Game Dialogue
« on: February 07, 2017, 01:14:53 pm »
...this is not dumb at all but is excellent advice, and you should have followed it.


Any other dialogue bits from games of the era that can bring the CringeFeels?

All the dialogue from "Plumbers Don't Wear Ties".  :P

Personal Projects / Re: For the Frog the Bell Tolls DX (WIP)
« on: February 07, 2017, 12:57:11 pm »
I thought that it was obvious it worked that way, but maybe I should have used a better example.
Thanks! You're literally the first one to say something nice about it.

I'll just forget about the VWF for the time being, but I'm a bit headstrong so I don't completely rule out coming back to it again.

The one one the right looks great and is far easier to read  :thumbsup:. What font is that?

Again, putting aside whether the new dialogue is "better" or "worse", it rarely represents the original material except in the broadest strokes. I'll just link you to my writeup at TCRF:

To be honest I found the original Japanese script to be a bit dry and robotic at times. People repeating the same points and characters with little personality. WD script made the NPCs a bit more human and unique. I took a quick glance at your write up and chose a line of yours that clearly demonstrates how you missed the purpose of some of the script changes.

Quote from: Supper
The US version gets the point across, but suddenly not only have we lost the congruence among the different messages, we've invented new details about how this character is a guard who was assigned duties by Rainus/Lunn.

They are repeating nearly verbatim what the prior character said. Who talks like that? It is not natural and makes the people of each area have nearly the same feel... When you visit different areas the people should not mirror each other and should have their own unique characteristics. I love Lunar 1 and 2 (I own every console version), but the truth is that the Japanese scripts are not that well written and should not be treated like masterpieces that can't be tweaked. The games' scripts needed work and thankfully WD made the games a bit more "human", yet kept true to the overall point.

I like the idea behind this, but I also understand why sometimes games need to be made harder. If a game is too easy to beat then it becomes boring to play, but if a game is too hard then it is frustrating and not fun. Finding the right balance is hard. I beat Popful mail years ago pretty quickly without much issue, but last year I decided to boot it up again and was surprised by how hard the final boss was (I loaded up my last game save). On replay, I found the last boss to be fairly frustrating and I don't know how I managed to beat it so quickly when I first played the game (Maybe because I played it from the beginning it helped me to refine my skills to the point that the last boss wasn't all that hard). I think I have become a casual gamer over the years, thus leading to me to suck at playing non-RPG games :P .

Why does the readme say "completion date: 1/17/2017"? Will a bug free version get released in 3 days? LOL  :laugh:

I eagerly wait to play this on my NES!!!  :crazy:

Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 11, 2017, 05:16:34 pm »
They would be tsurugi on the sign. They look the kind of sword Higan carries on his back (albeit shorter). There is also an icon for katana, but it doesn't appear on the shop signs. It appears in the smaller item font, used for katana that had names that were too long to spell out. The size of that tiny font icon is so small that it's not possible to convey that slight sense of curvature for the katana icon, but it gets the point across (also, most items get their names spelled out in the item description, with a few exceptions).

Thanks for the reply! I look forward to the completion of this translation!!!  ;D

Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 08, 2017, 08:00:26 am »
Hope you enjoy seeing a brush on the sign when you play the game!

That would be great!!!  :woot!: . Earlier you mentioned swords were also going to be used. Were they going to be in the straight blade style of the "Tsurugi/Ken" or "chokutō" used before the 10th century in Japan or are they based on the curved blades used after the 10th century (Such as the Katana)?

Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 07, 2017, 01:15:20 am »
The publishing centers will have a paper and feather pen...

 Any chance of using a brush and paper? (Too keep with the oriental feel) :P

Super excited for this game. Is it being tested on the original hardware? (Not volunteering, but curious to know)

If possible, please add me to the credits as "Satoshi Matrix" rather than "SATOSHI MATRIX".

Unfortunately we're only going to have the use of uppercase characters due to tile limitations.

I am even more excited about the project. Revamping the sound will definitely make it feel like a new nes game instead of a hack of an old game.  :thumbsup:  :woot!:  :crazy:

Here you go:

SNES Original:

Sound restoration with Opera and Orchestra:

(Take into consideration the vid is from v1.1, 2.1 has a LOT of synch issues fixed, the sprites move with the vocals in such an amazing way.

To be honest, Nintendo has a lot of explaining to do if the restoration is compatible with real hardware.
I am amazed at how such music quality could fit into the ROM.

I'd like to ask Bregalad if he could do some sort of quick tutorial as to how to do a single sound/sound restoration from scratch.
From opening the ROM, to dumping the song and soundfont, to restoring the SNES music into the GBA one.

I want to give M1+2 a try to be specific, perhaps even the SMA titles too, but I am at loss as to how to use GBA Mus Riper properly. :/

Wow. I like it.

ROM Hacking Discussion / Re: Screenshots
« on: April 11, 2016, 11:07:59 pm »
This room was a big pain in the ass. I would have chosen other colors if I could, but I had to use a couple of tricks so every corner was perfectly colored.

Can you post the before pic? I am curious to see the tricks you had to implement.

ROM Hacking Discussion / Re: Screenshots
« on: April 02, 2016, 03:28:09 pm »
I agree that it looks a little off, when compared to the graphics in that scene. Easiest way to fix it, so it would blend in with the surrounding  graphics, would be to have the outline be brown.

Personal Projects / Re: Castlevania AOS Genya Arikado Hack
« on: March 23, 2016, 04:40:29 pm »
Can't appreciate any of the sprite work, due to heavy filtering.  :'(

Whoops. I thought they were an authorized distributor as it had "Gameclub Serega exclusive Release" and it is basically the exact same release that piko did, but with only an update to the artwork.

Looks like Piko dropped the price of their release, so it is cheaper than Serega's release.

Thanks! I did not know about that release. The font used for the story portion of the game looks out of place for the setting (Font looks robotic and makes me think SciFi) and the flow of the narrative seems slightly stilted. I would have used Liangshan Marsh in my translation instead of Mount Liang, as it tied things together better. The original novel had many translated titles (Outlaws of the Marsh, Tale of the Marshes, Men of the Marshes, The Marshes of Mount Liang, All Men Are Brothers, and Water Margin), but unfortunately they picked the ugliest/worst sounding title for their translation  :( .

The cover art looks too amateurish to spend $55 on. For example, look at the perspective of the axe in Li Kui's hand. It is in his left hand which is anatomically holding it straight up, yet the blade of the axe is somehow behind the right side of his face. Shi Jin, the "Nine Tattooed Dragons", is missing all his tattoos!!! I would have gladly offered my art skills free of charge to help this game have a professional looking western release.

Post removed to respect Piko's license.

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