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Messages - KingMike

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Gaming Discussion / Re: Improvements by localizations
« on: February 25, 2017, 12:03:23 pm »
From what I had heard, both the monochrome and GBC versions of Pocket Bomberman were released in Europe (though in the US only the GBC version was released).
PAL ActRaiser added a difficulty select and "Action Mode" which was like a home port of the arcade (Nintendo Super System) version (though still limited as only the sound was adjusted to 50hz).

Oddly Metroid Fusion was first released in the English version, but added content for the Japanese version (such as an ending gallery, and I think more ending images).

Didn't most of Square-Enix' (major) PS2-era games get improvements with each version released, ending with Japanese-exclusive "International Editions"?

Ah, the intro screen that DeJap didn't want to subtitle (even though like half the voices were drowned out by the music. I'm guessing that since it was ENGLISH voice in a JAPANESE game, the devs weren't as concerned about being able to understand the voices :P ).
They were just like "go look up an FAQ if you can't hear the speakers".

Gaming Discussion / Re: Bad News for Fans of the Ys Series
« on: February 21, 2017, 10:51:30 pm »
Considering how irrelevant the story is to Ys games I'm not sure there is much risk of anything to butcher in this case. Them not fixing glitches would be a bigger concern, though I'm not aware of any such incidents, got any examples?

If my memory serves me right my bigger beef with NISA was that they delayed the EU release of another game they were publishing both in the US and the EU (I think it was SMT4) by a year or some such after the US version with no good reason. That was a big load of bull.

The big one I heard of was Ar Tonelico 2(?). Supposedly they forgot to translate one of the final boss' attacks which is said to have been the cause of random freezing (should it try to use said attack).

Gaming Discussion / Re: Useless weapons and power-ups in gaming
« on: February 21, 2017, 10:48:42 pm »
The cane from Dr. Jekyll and Mr. Hyde for NES
I found it a bit more useful when I played the Japanese version (or at least the first level). Poking the bomb-dropping guys could activate them a bit farther away, giving more distance to run from the bombs. (though I hear that was one of the changes between the Japanese and US versions, the bomb radius was widened to make them harder to dodge, even on the first level)

As to other games removing credits, I recall Breath of Fire 1 (the SNES version) somehow managing to fill the credits sequence with localization credits, leaving the original developers to a "all Capcom Japan staff" credit or something.
Or is my memory wrong?

...Most ports to new systems are done using emulators that are hard coded onto the disc, I think? FF6 on PSOne was particularly bad.
Yep, the sound quality on the Square SNES-to-PS1 ports was definitely on par with fan emulators.
(it was not until the DS version of Chrono Trigger that they cared enough for accurate sound port. At least from I remember. I do remember they at least fixed the sound effects I could distinctly recall broken. The wind, the growling... I never played far enough on emulators to see Lightning2 but I've heard that was a frequently broken sound effect.)

ROM Hacking Discussion / Re: Wall climb in ninja gaiden 1 (nes)
« on: February 16, 2017, 02:00:41 pm »
As I recall, ladders were only used for screen transitions in NG1?
If so, there's one bug right there possibly that would have to be fixed for making any wall a "ladder".

Have to feel bad for byuu once KOTAKU has publicly aired this situation (pushing it beyond a couple small forums).

I do feel bad for the person, but they weren't scammed by byuu, but by whoever took off with the carts in shipping.
Someone offered to lend byuu the carts. They wanted to lend byuu them so he could dump/photograph/etc. whatever he needed to do to make sure their hardware was properly documented. Making a contribution to that (as what byuu had done with the full North American set, and has planned to do with the full Japanese set he has obtained) was what they were "getting" out of the deal.

byuu had said the reason he doesn't buy the games himself is that he said a full PAL SNES collection (I assume that is even if he collected just one copy of each game, not getting into all revisions/country variants. As before he said he would not hunt down specific revisions.) would be the most expensive to buy despite having the fewest games (than the other two major regions). He would have otherwise limited his database to thus just the NA and Japan games.

Anyway, why is Byuu even doing that? Redumping a games entire library just for your emulator seems stupid. How many years does he think it took to get as far as it has?

More dumps can't hurt. I've redumped hundreds of games and came up with a handful of differences:
Energy Breaker: previous dump turned out to be a copier hack with hacked "good" checksum.
Popeye (SFC): one byte + header difference. Unsure what effect.
Spot: The Cool Adventure (GB): previous dump had mangled title in the header but somehow was otherwise identical.
Power Racer (GB): dumped from US cart, turned out different than previous "US/Europe" dump.
Sylvestor & Tweety (Genesis): found what was previously identified as a "Europe" ROM turned up on US cart. My speculation (according to a GamePro reader letter from late 1994, stating the game got a last-minute delay before the original planned release due to a publisher change) is that the previously identified "US" ROM was a late beta, and the "Europe" ROM was final. I see they have changed the game status to unverified with that info.

Personal Projects / Re: [SNES] StarOcean translation into Spanish
« on: February 13, 2017, 03:10:57 pm »
What ever happened with Romancing SaGa 3 in English?
I thought magno was looking for someone who could do a direct Japanese-to-English translation.

Personal Projects / Re: Tengai Makyou Zero translation project
« on: February 12, 2017, 11:30:41 am »
At the moment, I'm taking a break from a button-mashing mini-game at a festival that I swear must have been programmed for Meijin Takahashi. I need a break! And I'm not even at the final round!

About Takahashi's famous button-mashing skills... it's pretty amazing, but AGDQ has shocked me that there's people who can do the A Link to the Past walk-over-pits glitch in real-time (60 taps per second). I'd have thought that beyond human possibility (at least I assume they're playing with normal controllers? No turbo allowed there? ;D )

I read the whole story on byuu's forum and with no posts, this is certainly not how I was hoping it ended. :'(

Long story short is the byuu had certainly looked at options besides USPS, but hit some significant financial or legal setbacks. (such as an "EORI #", don't really know what that it is except that it sounds like German customs, or whoever, assumed he is running some kind of business to be making such a shipment)

I didn't know  :o

Btw, more hack ideas  I had:

- Balance the difficulty and bring the graphical changes of the Japanese version to the overseas release. Use the unused music. More info, here:

- Balance the difficulty.
- Ad also the background colors of Fatal Fury 2 to have more variety during the combats.
- Include both intros in the same game (changing the title to Fatal Fury Special)
- Animate the background characters of the Italy stage.
- Fix some strange scrolles. Or make it softer to look less like carboard.
- Improve the score sounds to sound less horrible.

- Ad the missing tips from the fairies that were even translated in the Japanese version. Remove the horrible warning sound. Also, bring back the final key sprite, rebalance the difficulty and the music, and if possible, bring into the Shop mode from the Genesis version. More info:

TMNT: IN TIME (Arcade)
Ad some of the changes from the Snes game to make it the definitive version (Selectable colors, better balance, Slash, Technodrome level, etc). Even the Battle Mode if possible :P

Make Super Deformed version of the Midnight Wanderers characters and enemies for the Don't Pull game, so it makes more sense its inclusion on the pack. Also ad the missing intro from Chariot that it’s in the Saturn port.

Just letting you know, the word you want to use is "add". "ad" means advertisement. ;)

I heard they did make him a reality in one of the later games.

Gaming Discussion / Re: Electricity.
« on: February 11, 2017, 01:55:58 am »
This thread title made me go look at a Schoolhouse Rock video and now I'm blind. ;D

I've pretty much decided not to play their translations anymore if WildBill was involved with it in any way, so no, not thankful.

Remembering they did Burning Heroes...
did they at least add a SNICKERS AURA item anywhere?  ;D
(you'd have to be a pretty old and hardcore member to get that, I suppose)

Gaming Discussion / Re: Dumbest Game Dialogue
« on: February 10, 2017, 10:24:43 pm »
BIMMY AND JIMMY is only in the two-player opening screen. His name is spelled correctly in the one-player opening. (which is why I'd imagine a number of people were not aware of it until the AVGN came along)

I agree. They're basically just changing one official ROM to another.

I know there's a community dumping DLC content so I'm sure the ROMs are dumped SOMEWHERE and in years to come, once the content is no longer sold officially and less in danger of getting someone sued, will be widely distributed all over the Internet like the older console ROMs are now.
(not encouraging users to piracy. I would support buying the stuff legitimately while it's officially available.)

SNES carts used ROMs made in two speeds: SlowROM (200ns) and FastROM (120ns). I can't remember if those were official names or fan names.
It's not important to the player, just how the games were programmed.
(yes, SlowROM games could be hacked to FastROM to speed up gameplay, but that is a whole different topic that's probably already been done somewhere)

A "checksum bad" means that the checksum is bad. If it's a retail game, it might be badly dumped.
If it's a prototype or a hacked game, then it's probably nothing to worry about.
Prototypes usually didn't bother calculating the correct checksum, until final code.
And in hacks/translations, the authors usually didn't bother to fix the checksum (though a few did, as a means to tell the player if the game was patched correctly).

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