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Messages - KingMike

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Gaming Discussion / Re: About Zelda 2's Loto easter egg
« on: March 21, 2015, 12:02:28 pm »
Isn't Bagu's name the real error (if it had been Bug, the joke would've made sense)?

I don't know how much was actually changed, but at least I thought small graphics hack (ie, a couple sprite swaps from one game to another. The sort of thing anyone could do in 10 minutes) were not permitted but they seem to have relaxed on that.
Could it have been deemed that?

General Discussion / Re: RIP Internet Explorer
« on: March 19, 2015, 01:50:55 pm »
Not missing Internet Exploder. :)

Games will often keep a RAM mirror of $2000/2001, though, I think.

Front Page News / Re: ROM Hacks: Final Fantasy IV - Break Damage Limit
« on: March 16, 2015, 02:34:14 pm »
To break the Party HP limit, one would have to expand the battle window by the width of two sprites, which would require reworking both of the main windows at the bottom of the screen, not to mention the target window for curative spells. I spent some time looking into battle windows before this venture and they are wicked complicated.
Remove max HP or replace it with a percentage?

Sounds like an interesting challenge, but in the first game, making your "starter" weapon the Super Arm would mean the player would be forced to select Cut Man first (as far as I know, he's the only Robot Master who not only has Super Arm blocks in his room but can be killed by them) first, which kind of destroys the non-linearity the series is famous for.
I recall Elec Man had blocks in his room. Don't know about the killable part as... well, Elec Man is just OP and you probably need those blocks to have a hope of avoiding the Elec Beam (or Thunder Beam I think is the official name)

ROM Hacking Discussion / Re: Screenshots
« on: March 15, 2015, 08:48:00 pm »
Does anyone know what is the maximum size of the ROM with chip FX? Is it possible to increase up to 4 megabytes?
From what I've heard, the maximum was 1MB for a real SFX1 chip and 2MB for SFX2.

I guess something like what Tomato has done with his Final Fantasy ROM hack videos (who uses his real name Clyde Mandelin for his youtube and twitch channels, if you want to look them up). He wrote something to check the emulator's RAM and display game stats.
You'd probably need to figure how to detect when the game you're playing runs the "print text" function (which would mean you'd need to disassemble the game's code yourself) and then determine the script location.
You might have to do that with both the translated and untranslated versions, in case the script code has changed. (which is possible the ROM hacker could've altered the print function itself to say, add/remove compression)

Gaming Discussion / Re: Good non Kaizo-style SMW Hacks?
« on: March 14, 2015, 02:13:08 am »
With TSRP, there were two versions because even the hack author felt the original difficulty was too unfair ("savestate hard").
(and I'm not referring to the "Reloaded" version, which was a remake based on the fairer "console hard" version of the original hack)

Though the thing is that a lot of older SMW hacks were made on ZSNES and earlier versions of SNES9x which are accuracy flaws (ESPECIALLY the sound, which was the real breaking point of most affected hacks), and even SMWCentral decided to purge hacks requiring outdated emulators a few years ago.

I haven't really played Marvelous but if Marvelous has any sort of action to it, then no. Nadia is purely story and puzzle-solving. Effectively a point-and-click game but in overhead 2D.
(hence, as I think I mentioned, there's actually a few untranslated strings, because I don't think there's any way to access them, which makes wonder if maybe the game is using a repurposed RPG engine (though I don't think Namco ever released any RPGs on the Genesis). As I recall, the untranslated strings are for taking items from a dead character (since there's no combat, there's no way to have a dead character) and for having too many items. While I'm not 100% certain it's an impossible state in the game, the majority of items are meant to be held by specific characters and the puzzle-solving nature of the games means the game is mostly dictating which items you can have at any one time.)

Programming / Re: 65815 BIT immediate
« on: March 14, 2015, 01:41:27 am »
Also with MVN/MVP, it only quits when it underflows, so A = 5 actually means to transfer 6 bytes.

Zombies Ate My Neighbors - Real Weapons

I'm pretty sure a lot of the silly weapons on ZAMN were because the game was to be marketed to young kids and so an order to tone down the violence they make the gun a squirt gun and instead of grenades you have soda cans which exploded.

I don't think it's kid-friendly marketing but just that it was meant to be a silly parody game.
Just my opinion, though.

Didn't LucasArts usually do more odd games when they weren't doing Star Wars or Indiana Jones?

Personal Projects / Re: KingMike's Translation projects.
« on: March 11, 2015, 02:03:11 pm »
Probably not the best place but I don't know if it's quite own-thread worthy.

So I set up a stream and had begun a pretty crappy attempt to play Chrono Trigger in Japanese.
Not sure why it just randomly locked up. SNES9x (1.53) bug probably, as I rewatched the footage and noticed the music didn't restart.
I guess the game doesn't tolerate playing like an idiot! :D

Yesterday, stream interrupted by Comcast guy.
Today, random freezing.
(though I reloaded the game in the same emu and it played fine, so I'll probably continue later)

I fixed the old PC version of Sonic CD once before, to make it playable on Windows XP. But it broke again and doesn't run on Windows 7 or 8. However, a while ago I applied the methods I originally developed for Ecco PC to the PC versions of Sonic CD, Sonic 3D Blast, and Sonic & Knuckles Collection. Meaning I got those old games running perfectly fine on Windows 8.1, with a few minor improvements even. So, instead of porting stuff from Sonic CD '96 to the Sega CD version, you can just keep playing Sonic CD '96 on PC. Once I release my patch, at least.

Weird. I know at one point, I'm sure in the XP era, Sega repackaged Sonic 3K PC to also include Sonic CD (though I have an original full-price copy of S3K as well, I know it had been sold for years among the cheap PC software section). I have it sitting around but never played it. I wonder if they fixed S3K in later printings so window mode runs with a frame limit (I know somebody has since discovered secret config file commands that can, among other things, change the frame limit settings (which are by default off for window mode and on for full-screen mode).

Newcomer's Board / Re: 2 Player Duck Hunt
« on: March 09, 2015, 02:11:26 am »
Never played Chiller but I have watched Pat the NES Punk play it two-player with his pal Ian.
And I do recall the 2P Zapper mode being glitchy as hell. Which is probably why no licensed game used two Zappers. :P
(if I remember, it was something like the NES can only read one Zapper at a time, so if both players shoot at the same time, only the player who shot first counts and the other will be ignored)
Which would make sense if I understand how the Zapper reads targets: it not being able to distinguish individual targets, so when the trigger is pulled games have to blank the screen and check each sprite one at a time (and as such one frame at a time) to figure out which one the gun sensed)

ROM Hacking Discussion / Re: Screenshots
« on: March 06, 2015, 09:57:13 pm »
Seeing this game sorta reminds me of Uncharted Waters. Was Silkroad made by the same company?
I don't know how actually made Rainbow Silkroad but it was published by Victor (JVC) whose game division eventually became Marvelous.

Personal Projects / Re: Project II: Final Fantasy IV
« on: March 05, 2015, 09:48:24 pm »
If I had to offer a suggestion for a game that needs a Vivification, I would personally ask for Lufia. It's fine for the most part, but there's just a lot of little detail things that could use fixing, for example the spell names. There is a de-censor patch, but I'm not sure what to make of it. It sounds like it fixes some things but makes others worse.
I remember D made a patch for Lufia's spell names at some point.
Saying something like "now enjoy your nonsense spell names, like Phantasy Star" (I don't remember which PS exactly) :D

If the translation wasn't very good, I wonder why the game was delayed so long? ;D
I do recall Nintendo Power in part blaming the delay on its obscurity. They reviewed the game in like May 1991, but said it wasn't released until like November, when people were more concerned with getting a SNES.
(though the most bizarre is probably Equinox. NP and GamePro at least, maybe EGM, reviewed that game around a year and a half before it was released. Yeah, review, as in rating it, suggesting it was a finished game.)

Personal Projects / Re: Mother 2 GBA English Translation
« on: February 26, 2015, 12:05:18 pm »
Been awhile since I played M2 on my GBA/DS. Was the sound really that terrible? :o

Good hacking progress, though, Zunar. :)

Newcomer's Board / Re: Can't find the palettes in Godzilla MOM ROM
« on: February 24, 2015, 11:27:56 am »
I've seen some games would reserve a part of RAM to store a copy of palette data (they would write to RAM, and then set a flag to tell the NMI routine to update the PPU).

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