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Messages - KingMike

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Newcomer's Board / Re: Koryu no Mimi
« on: June 11, 2013, 06:01:09 pm »
If it's after all the initial dialogue, just before the first battle, that's just SNES9X. Try any other emulator.
Works on bsnes/higan (at least far as I can see), so it's probably your emulator that is incorrect.
You'll have to use something else to play the game.

Newcomer's Board / Re: Koryu no Mimi
« on: June 11, 2013, 09:23:02 am »
Have you tried it with and without a header? (if it's not stated in the readme which it needs)

Gaming Discussion / Re: Playstation 3
« on: June 10, 2013, 02:18:31 pm »
So the PS3 isn't region locked in any way? That is good news.

I thought region-locking was optional but only one game did it (or at least one notable game. I can't remember what it actually is though, only. I think it was something Atlus, though.)

Personal Projects / Re: Contra Demo - Single Levels
« on: June 09, 2013, 09:44:41 pm »
Many people asked me if there was a way to only try a single level, without having to go through what comes before. Here are the respective IPS files that let you do that:

Start at Level 2
Start at Level 3
Start at Level 4
Start at Level 6

Wouldn't using a Game Genie code be easier? :)

Personal Projects / Re: KingMike's Translation projects.
« on: June 08, 2013, 01:48:29 pm »
It was only like a day's effort.
And it does seem to be niche. Looks like even some Japanese sites, known for keeping track of release dates consistently, can't decide the date on this one :D (May 7th or the 17th?)

Site Talk / Re: Staff Crisis
« on: June 08, 2013, 12:13:46 pm »
I remember a long time ago I was submitting tons of title screens and release dates to the database at a time. So, the type of submission should make a difference.

ROM Hacking Discussion / Re: Megaman 4 Crashes after expanding ROM
« on: June 07, 2013, 08:03:13 pm »
Mega Man 4 is already at the mapper's maximum size.

Script Help and Language Discussion / The Light of Indra
« on: June 07, 2013, 08:00:33 pm »
Thinking about bringing this translation back out for this Famicom RPG.

The thing I immediately recall that I don't think was translated was the enemies (I have a list but I don't recall if it was actually translated or just romanized. "Iguuru"? :P ).
Can anyone recheck the names.
For context, I have scans of a list with pictures, it's a few pages of a guidebook.

Personal Projects / Re: KingMike's Translation projects.
« on: June 07, 2013, 02:38:44 pm »
I didn't notice, but is ROYAL ROYAL possibly an original typo?
I don't know much about poker, but should it be Royal Flush? (though Wikipedia says a Royal Flush is a hand with the highest values, so I would think a RF would be 3-6, not 2-5 as in the example)
Unfortunately, I don't have a manual so I don't know what it says there.

Personal Projects / Re: KingMike's Translation projects.
« on: June 07, 2013, 10:34:47 am »
A very short translation that I did myself in a day.
This may seem below my typical standards. The game already used almost all its ROM space. I know I would normally expand the ROM to put better text in, but for a translation that's just the tutorial to a puzzle game, I decided not to. And I think the Engrish gives it more of that era puzzle game feel. :D
(I think it comes across as close. Also, it used a few fonts with limited characters. And if not, the readme is clearer, and I just fit exactly the amount of text I could.)
(seriously, I did think it would be a bit more trouble than it might be worth. The game uses sprite text, and it's packed in with a ton of other sprite strings, so I didn't want to have to completely mess up the game.)
I didn't see any other Japanese fonts or graphics in the game, so unless this pulls a Mystery of Convoy, I think it's done. :)


If the RHDN sumbission queue is up again, of course I'll submit it. :)

Newcomer's Board / Re: Patching Problems?
« on: June 06, 2013, 09:07:43 pm »
Usually there are these 6 version of original Roms, from which the ips is created. Only one will produce a correct rom! Using the IPS on the rest will produce bugs. 1 out of 6 is not a good number.

If this is still about SMW, there's a 99% chance the right combination is US ROM with a header, because Lunar Magic (which probably most if not all hacks are made with) doesn't support headerless ROMs.
It also doesn't support the PAL version.
While Lunar Magic does support the Japanese version, I hear for a few technical reasons even Japanese hackers rarely if ever use it.
(lack of editing support for Japanese text in LM, re-entering castles doesn't work, Yoshi can eat the Dolphins, English version uses single-spaced text giving greater control over text formatting)

ROM Hacking Discussion / Re: NES PAL to NTSC hacks
« on: June 06, 2013, 08:30:26 am »
No, it would probably have to be hacked for each game.

(I suppose it's good for any such hacking project there's only around 30 or so "PAL-exclusive" NES games. Only a handful if one counts games not released on Famicom either.)

Site Talk / Re: Submission Questions
« on: June 04, 2013, 12:22:29 pm »
If you know for sure that this patch was designed to fix an emulator specific crash,
This is the question I had. Is this the purpose of the patch?

Site Talk / Re: Submission Questions
« on: June 04, 2013, 09:16:26 am »

We also have for example texture replacement hacks for the N64 that won't work without emulator. I don't recall us ever announcing that a hack must work on real hardware.
I mean, patches who purpose is only to enable emulator compatibility for games that aren't supported.
(though I think the intent was largely to stop 0-day warez, like I recall one particular example being a Chrono Trigger DS crack linked among the Crimson Echos may-or-may-not-have-been-a-real-C-and-D crap)
The other argument against I think was back in the day Nesticle-compatibility hacks, resulting in the spread of bad ROMs that would break in better emulators.

Site Talk / Re: Submission Questions
« on: June 04, 2013, 12:53:15 am »
A completely different question, but it sounds like that Biohazard Famicom patch only makes the game work on an emulator.
I hate to be "that guy" but I thought sort of hack wasn't permitted?

Site Talk / Re: About Sprite-Only Hacks
« on: June 04, 2013, 12:49:33 am »
I had assumed it would be if most or all sprites were changed.

ROM Hacking Discussion / Re: Home built wideboy advance
« on: June 02, 2013, 09:33:50 pm »
Other people told me the GBA/GBC mode is toggled by a tiny switch that gets physically pushed by the weight of the pins on the appropriate cart.
That would explain why I've heard of worn consoles being unable to boot one or the other.
(wish I could remember the exact details)

Site Talk / Re: About ROM / ISO Information
« on: June 02, 2013, 09:56:43 am »
It seems some (many?) emulators will calculate the CRC after removing headers.
I noticed when someone told me my Deep Dungeon III patch has the wrong info (as I didn't realize FCEUX strips the iNES header from the calculation even though the iNES header is required).
ZSNES and SNES9x also calculate the CRC after ignoring the header if present.
That might be a problem as, again, that part about FCEUX surprised me and I know many submissions just copy FCEUX' Message Log output.

So, how should we handle it? Does that make NES, SNES, etc. ROM info incorrect to use the emu info? Or should a note about that be added to the ROM Information page?

My values come from FCEUX' Message Log, but it appears to be the same ROM as no-intro.

After checking, it seems FCEUX calculates the CRC after stripping the header.

Script Help and Language Discussion / Re: Some questions.
« on: June 02, 2013, 02:06:52 am »
Has anyone ever ran into a す with a handakuten next to it?
If so, what sound does it make?

Yes, as Zynk said, it's "zu". handakuten is supposed to be placed to the right of the main character, but most 8-bit games placed them above because they usually used 8x8 tiles and it was probably less ugly/wasteful of screen space if they were given a full tile to the right.
(yeah, some games did use 8x8 with dakuten in the same tile, but I'd think those to be harder to read)

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