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Messages - KingMike

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Script Help and Language Discussion / Credit translation
« on: March 19, 2013, 09:32:24 pm »
While I've remembered it, I hacked the credits to Time Zone for the Famicom.
Unfortunately, a couple names exceed the game's 16 character limit after being romanized.
Would it be best to just abbreviate them?

And I'm thinking it's better to leave in the "Thank you for playing" message than to cannibalize it for a translation credit.

I'd ask Tomato, but he's decidedly preoccupied with playing some old stinky game today. :D

Gaming Discussion / Re: The 8 bit through 16 bit era
« on: March 19, 2013, 10:31:15 am »
if you die in Final Fantasy VI, you are immediately brought back to your last save. Why was it the last game to do this? This is terribly convenient, and allows you to make the game more challenging, because killing the player and starting them back at their last save doesn't take that long.
Actually, I think it was the only FF to do that (excluding Mystic Quest). I think the rest dropped you back at the title screen or the load screen.
And I don't know if it's intentional or a bug, but one thing in FF6 makes the auto-restart a bad thing: you keep EXP when you auto-restart, but (I'm pretty sure) you don't keep any level-up stat boosts gained from the Espers since you last saved.

Once again, because the header is the same size as SNES, you should be able to just delete it with a SNES header remover like SNESTool, SNES ROM Utility or TUSH.

The ROM might have a header.
Is it a file size of 524,800 (displayed in Windows as 513KB)? If so, then it has a header. You can use SNESTool to remove it.
If not (filesize 524,288, displayed as 512KB), then it's not and I'm not sure.

ROM Hacking Discussion / Re: City Hunter
« on: March 18, 2013, 03:02:50 pm »
FEIDAN requires me to install something called "php" in order to run it.

Is this going to fuck up my computer? It sounds pretty messy.

So this is why there aren't more translations of PCE games.

PHP is/was a web-coding language.
Basically, FEIDIAN is provided as a source code, and the PHP program is needed to read that source code and run it.
I've used FEIDIAN before with no issue.

I think byuu's program "mosaic" was intended as a replacement, though I haven't used it (different format, just as I was getting used to FEIDIAN's).

ROM Hacking Discussion / Re: Super fx roms unlimited speed edition
« on: March 18, 2013, 02:49:31 pm »
I agree that seeing modded and unmodded at the same time would make it easier to see the difference.

As to running two versions at once, I think some emulators will allow you to do that.
I know I did that with at least one version of bsnes. Just open two windows and set it to allow input while it doesn't have focus.
Though you would have them out of sync until you hit Start to start the game on both versions (or if you can map Reset to the game-control device).

ROM Hacking Discussion / Re: Super fx roms unlimited speed edition
« on: March 18, 2013, 09:37:43 am »
Does overclocking the chip too much have any downsides, such as possibly drawing too much power and frying the cart/console?

Newcomer's Board / Re: Question about banks and romexpansion
« on: March 18, 2013, 09:35:42 am »
Bank F will still be bank F.
It's just that the last bank is never swapped in because it doesn't need to be.

A hack to get the newly-dumped prototype of Tyrannosaurus Tex to work on all emulators and flash carts.

Isn't the problem that it was a pretty advanced game with high hardware compatibility.
That and it was unfortunately only an early beta that could be recovered (and even then, gotta wonder if it had bitrotted due to being flashed probably over a decade ago, and onto what was probably a cheap flash cart).
Might be about the same work in finding the guy who stole the final code and fled to Australia (assuming he's not somewhere else now) and make him give it up. ;D

Gaming Discussion / Re: The 8 bit through 16 bit era
« on: March 16, 2013, 01:42:04 am »
I remember hearing but I'm not sure if it was fact or just speculation, that they decided the game was so hard that people would game over all the time so they decided score was pretty pointless. :D
(and I'm sure if you really wanted, you could just farm points in some places pretty easily)
Same reason I thought score was pointless in Super Mario World, because you could repeat levels to farm points if you wanted. And then when the Super Mario Advance versions saved your score among other data (as well as New SMB), I wondered why they even bothered putting that feature in. :P

I can only imagine trying to distribute a SRW translation as hacked texture images will result in an INSANELY huge download.
Never mind finding a translator willing to translate millions (realistic estimate?) of images. :P

ROM Hacking Discussion / Re: Variable Width Font (VWF)
« on: March 15, 2013, 08:05:04 pm »
I'm sure the NGP can handle MTE. ;)

Now whether it can feasibly be created and inserted with available tools is a different question. :)

Gaming Discussion / Re: The 8 bit through 16 bit era
« on: March 15, 2013, 10:59:49 am »
I hope for an RPG that will obfuscate all numbers and statistics from the player.

Arle feels really good.

Personal Projects / Re: Ultimate Mortal Kombat 3 hack [smd]
« on: March 14, 2013, 10:10:47 am »
Did the Genesis version have a pause feature already in?
I know the SNES did, but I thought it was extremely stupid that they disabled it unless activated in a cheat menu. :P

That's the big reason I really hate repros, and that makes me more upset even than the "profiting off other's work" reason.
Someone is taking a working commercial game and replacing it with a different game that may not be fully working.
With a ROM, one could patch it later, but with a repro it's pretty much stuck in that state.

Newcomer's Board / Re: flags and carry in 6502 asm?
« on: March 13, 2013, 06:54:12 pm »
Yes, they are bits that allow one instruction to quickly check if the last instruction met certain conditions.

One of them, the carry flag, is most often set when the last instruction resulted a value greater than one byte (or 0x100 in hex), hence the name "carry" flag because the next instruction might need to "carry" the 1 (like if you were doing long addition on paper).

ROM Hacking Discussion / Re: Marioland 2 Full Colour Playable Patch
« on: March 12, 2013, 03:00:04 pm »
It must've used the extra bank in the Color Dungeon, though.
I've seen someone force their way in in monochrome mode in a video. Glitched tiles everywhere, as I remember. :D

Maybe Pikachumanson is aware of it, but you sound like you haven't heard of PopeHentai? He's a guy that made a lot of Wilford Brimley hacks in the late '90s, including Adventure Island.

Terra Cresta for the NES. Is it just me or does the music slightly different from the Famicom version?

Lost Vikings GBA. How many times have I died because of how they tried to compensate for the GBA lacking enough buttons? (push R to switch characters, hold R to change the A and B button functions.)
I think it would have less broke the game if they used L and R for items/switches and used Select or L/R while paused as character select.

I thought the Japanese version of Star Soldier N64 was more generous with power-ups than the US, but now I'm not sure. The two versions do seem to have different emulation glitches, at least last I played it on Project64.

Lufia II. US version bugs. While the Submarine Shrine grapichs corruption is still solveable and the corrupted Capsule Monster feeding data is only not much of an issue because the Capsule Monsters aren't that helpful anyways, it still bugs me.

Toy Story. I recall the control on this being pretty bad. If I'm going to play it, I'm going to go with the Japanese version that at least has a password function.

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