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Messages - KingMike

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I know VBA isn't the most accurate GB emulator (particularly I've had issue with SRAM in a couple MBC2 games though I fixed that by using bgb instead with accuracy settings on), though I'm not sure where it stands in sound quality.

SGB sound in DK might possibly require full SGB emulation (which only higan does). I've heard some say the DK sounds are in the SGB BIOS, though I'm not sure if that's true.

I think "CPU Jam" was basically a certain emulator's term for "something in the ROM is corrupted and I can't figure out how to play it".

Personal Projects / Re: The Legendary Starfy [GBA]
« on: June 23, 2017, 10:51:18 am »
The "supervision" thing between Japan and America must happen at some level though, as it has been rumored that was what killed the Wii game "Project HAMMER". Despite that it was developed by the NoA team (what are they called, Nintendo Software Technology?) for primarily a NA release, someone leaked out that supervisors representing Japan canceled the game for not being "Japanese" enough.

Personal Projects / Re: The Legendary Starfy [GBA]
« on: June 22, 2017, 09:58:46 pm »
Starfy is definitely the official localized name.

While I know it seems the cool thing to bash on NoA and try to say that literally everything they do is wrong (which is the feeling I'm getting from such comments), it's hard to take A URL of a Nintendo of Japan website from (I assume) several years before any localization as "proof" of anything.
My point is: I doubt there was serious thought put into what they may want to someday call the character in English before they created that page, the spelling in the URL could have just as likely been made up by the webpage designer. We don't know, and shouldn't assume more than that.

I would say that at this point, even if NoA is given some freedom to localize stuff, they do have supervision from Japan and I would think at least MAJOR CHARACTER NAMES is something (these days) they value enough to be sure THAT is correct.

And you're going to have a hard time convincing me that "Yoshi" is solely "NoA arsdoing", considering even Japan uses "Yoshi".

Gaming Discussion / Re: I found some old Pokemon translation patches.
« on: June 21, 2017, 09:03:22 pm »
I thought it was the Vietnamese patches for the GBC games, but this is fine too.
I know the DS Black & White ones had a 6-month release gap that was enough for a 98% complete translation of the original version that was quite good.
I assume BW supported both Japanese and English text out of the box. That would probably help. (maybe Gen 4+ were written for international text support due to global online trading?)
(at least, I copied a White 2 English save over to the Japanese W2 ROM and it played just fine)

Personal Projects / Re: Last Bible 3 Translation Project
« on: June 21, 2017, 08:55:19 pm »
Sorry, I lack experience recording videos. The game is running on SNES9X here, which I think can record videos somehow, but I just have never used the feature before.

I generally record all gameplay with a camera out of habit. I apologize.
Indeed SNES9x does have a built-in recording feature. (or at least it should, the version I use for my recording does, I think it's 1.53-x64)
Although SNES9x doesn't play audio (and on my older computers, ran significantly slower) while recording, the output videos have turned out just fine (sound and game speed).
Though SNES9x auto-splits videos every 2GB (enough maybe 20-30 minutes or so of gameplay), so you may need another program (I use the basic Windows Movie Maker) to stitch them back together before uploading.

I hope that someone can add that to the TCRF page.
Well, I think that translated ending credits roll page could be very useful to add on as a link to the credits fix hack page, what do you think, rainponcho?
I think you may be misunderstanding the point of TCRF. It is not to catalog bugs in games.
It is catalog unused content in games, or content that was changed between revisions/regions within the same console. I think the only sort of bugs that should be reported there are the kind that made INTENDED content inaccessible.

General Discussion / Re: Super Retro 16 (AKA SGENS) Emulator question
« on: June 20, 2017, 12:59:48 am »
I don't think the Genesis itself checks checksums, though there are games that have software verification (such as many EA games, it seems).

I have dumped my Genesis games and it seems somewhat normal for games (yes, legit official license carts) to have bad checkums. (I don't remember how many of my games seemed to dump with bad vs. good checksums. I'll guess maybe less than 10%.)
That is dumping each of the games and then giving them a few minutes of play as typically bad dumps would show something within that.)

I don't imagine it would be too hard to put if one knew how the exit is coded but I don't see why that would be necessary? If they're playing under a speedrun rule that they have to find them all, then they'd find them all anyways (or manually have their entry disqualified).

The only sort of popular self-imposed challenge I can think of where altering the ROM is necessary is like no coins/points in SMW.
Maybe Pokemon "Nuzlockes" but that is a very loosely-defined category anyways that leaves a lot to the player's interpretation of the rules.

ROM Hacking Discussion / Re: Screenshots
« on: June 19, 2017, 07:41:41 pm »
Couldn't you just expand the box downward a bit and put the level in there?
I don't know how the game is coded, but maybe some of the other menus reuse that space?
Such as I think the spell menu says the next spell level, and Switch I think shows EXP.
Is that the sort of issue?

Personal Projects / Re: Translations of early Famicom games
« on: June 19, 2017, 07:37:51 pm »
Wasn't Nagagatsu officially localized as Puss In Boots, or is that a different/different enough game?

Programming / Re: Trouble using an asm patcher to put in a rom.
« on: June 18, 2017, 11:07:04 pm »
Just want to be sure...
say 900-9FF were unused, you could insert your code there.
But you know you need a JSR (or JSL, with an RTL at the end of your routine, if you are not in the same bank) from the original code to jump there? (and you would need to be able to disassemble code to find where the appropriate place in the original code to place that jump is)

Discussion about the ending credits, with Mr Fwibbles.

1) Original game has a bug showing them incorrectly. Mapper chr write issue. Fix here.

I've heard about the ending being broken before.
I assumed Konami made so many VRC variations that even they got them mixed up.  ;D

General Discussion / Re: Super Retro 16 (AKA SGENS) Emulator question
« on: June 18, 2017, 11:33:16 am »
The glitched textboxes in FF4 was a known bug in ZSNES.

Gaming Discussion / Re: Battletoads on the nes
« on: June 18, 2017, 11:30:37 am »
New? I have only heard of new (clone) systems being made in Brazil, again due to its high popularity there. And I thought even then only as consoles that only play built-in games (I don't think companies want to provide tech support depending on 30 year old cartridges, for one thing).

Programming / Re: Fewer Excuses for making Text-only Programs
« on: June 17, 2017, 03:41:24 pm »
Yep, most of my tools are made for my use. I don't want to spend a time making a GUI I don't really need, so I don't.
Although I add a prompt in my program for file and such instead of command line because I don't feel like writing the extra steps to parse the command file. Since again, I write them primarily for my own use.

If it's something I share, that's a bonus.
If you don't like how I share my personal work, then you're free to redo all the work on your own. :P

Gaming Discussion / Re: Battletoads on the nes
« on: June 16, 2017, 10:36:13 am »
Are you sure it isn't a chinese "Hong-Kong original" or something like that ?
I can't imagine who would possibly buy a Master System game in '95.

Battletoads in Battlemaniacs for SMS seems like an unfinished port, probably meant for European release.
But it was close enough to completion for Tec-Toy, Sega's Brazilian licensor, to release it anyways. :P
Oh yes, they were selling SMS games easily in Brazil in '95. The last EU release was actually Smurfs Around the World in 1996, which has become a major collector game.
But in Brazil, TecToy was releasing new games (as well reskins of older games to feature Brazilian comic characters or whatever) including a 1997-ish port of Street Fighter II that is supposedly not great overall but at least good for a SMS port.

Brazil got a Woody Woodpecker game in '96. Wow, Woody was one of my favorite cartoon characters as a kid. Too bad I can tell just from watching one of my internet pals play it that it's not a very good game. Level design just looks repetitive and monotonous, and he spoke of bad control.
(For turning random cartoons into games: I mean I had Yogi Bear for Game Boy as a kid and that was a pretty uninspired platformer too but I remember it at least played decently and had okay level design. Strictly passable.)

ROM Hacking Discussion / Re: SNES Scripting and Code Compression
« on: June 16, 2017, 10:20:29 am »
I do remember Square mentioning the tool they wrote (I can't remember if it was a script editor or assembler) in a Nintendo Power preview article of SoE.

Gaming Discussion / Re: Battletoads on the nes
« on: June 15, 2017, 12:34:06 pm »
There is no such thing as a SNES version of Battletoads. Battletoads was released for the NES and for the MegaDrive (and a dumbed-down version for the Gameboy). The SNES only had Battletoads & Double Dragon - which is probably the game you're referring to. But it does not have any Turbo Tunnel.

Confusingly, Game Boy got a separate "Battletoads" game, and then later, a port of the original NES game under the title title "Battletoads in Ragnarok's World".
I think I asked for the latter once for my birthday or something and my mom was like "I don't want to buy a game with that title" :P (I don't know why, didn't like the idea of battling toads or something. No idea.) Don't know if that was for the better I didn't get it. :D

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