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Messages - KingMike

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781
Did All-Stars use a lot of ported NES code?
That would explain it.

782
Gaming Discussion / Re: Emulator feature innovation history?
« on: December 11, 2016, 09:18:28 pm »
netplay: http://bloodlust.zophar.net/NESticle/nes.html

i don't think any netplay is video streaming (!!), just inputs and keep state in sync, haven't coded one though

wikipedia also praises nesticle for gameplay recording. it was certainly a solid early emulator so it might have had various features for the first time.

Did Nesticle have video recording, or was it only the kind of recording that is basically a savestate+keylogger?

783
Newcomer's Board / Re: Split a rom "xxxx" in 1
« on: December 11, 2016, 09:16:17 pm »
It's really a game-specific question, as it depends on stuff like the mapper used as well as if the individual game is using any code/data from the "menu" program, etc.

784
Gaming Discussion / Re: Emulator feature innovation history?
« on: December 11, 2016, 10:45:52 am »
For the handhelds then http://problemkaputt.de/gmbhist.htm "v1.1  10/97  much more carts working, 2 player link, better sound, ems used"
I think that just meant it was able to emulate the link cable (by running the game in two windows for two players on the same computer, though it did not support Pokemon or other games that required different SRAM if not also different ROMs between players).

785
ROM Hacking Discussion / Re: Screenshots
« on: December 10, 2016, 11:21:58 am »
Practically speaking, Master System is limited to 448 tiles as the tilemap and I think sprite table shares the same VRAM space.
NES is limited to 256 background and 256 sprite tiles.

786
Personal Projects / Re: Tengai Makyou Zero translation project
« on: December 07, 2016, 04:21:58 pm »
Nightcrawler is skilled indeed but he's also very busy between RL, his translations and keeping up RHDN. I think his last remaining announced translation is Song (Poem?) of the Angel.
Just being honest with you, NC, I guessing that's probably the next couple years of your limited ROM hacking time. :)

787
Programming / Re: Chrono Trigger NES hacking.
« on: December 05, 2016, 11:11:20 am »
Same company that made the FF7 bootleg. They made a ton of those, and from what I heard of the few that have been reviewed, they are almost certainly rushed/poorly made.

788
Personal Projects / Re: Tengai Makyou Zero translation project
« on: December 05, 2016, 11:09:03 am »
It's definitely a message about Christmas. So it must have something to do with the clock.

789
http://gamehacking.org/game/1063

Quote
Better SFX GS 0126F2F6
Who knew all we needed was single GameShark code for that? ;D

790
Script Help and Language Discussion / Re: Translation Techniques
« on: November 28, 2016, 06:00:05 pm »
Here's one example:
http://www.romhacking.net/translations/542/
There aren't any reviews for this, but you can tell the quality of the translation from the screenshots.

Langfand00d was the first to translate a game entirely as a machine translation. It was deliberately done as an April Fools Day joke, for a few years.
Until his (also purposely terrible) website went down.

I suppose at the least a machine-translation "playability patch" can get the technical work all figured out and perhaps draw interest for a proper translation. Assuming of course, the patch is honest and says it is machine-based.

791
ROM Hacking Discussion / Re: Free spots to code in roms?
« on: November 28, 2016, 12:22:47 pm »
Do you understand how memory mappers work?

You can jump to code as long as it is in the same bank or another bank that is simultaneously mapped in. You can write code that switches ROM banks, but the ROM bank will be switched as soon as the write instruction is made to the ROM address that activates the switch.

792
Super Off-Road was likely cut to 2-players on the 16-bit consoles as SOR was a fairly early release on both systems and probably predates their 4-player adapters (Super Multitap and EA 4-Score/Sega Team Player, respectively).

793
Personal Projects / Re: Tengai Makyou Zero translation project
« on: November 27, 2016, 01:40:33 am »
Glory of Heracles 4 translation with a Japanese title screen is indeed old.

794
He probably needs to extract data WITHIN the ISO track.
Don't know how that changes the offset needed to extract from.

795
I would use a hex editor with copy+paste functions (I think ROMhacking-centered hex editors usually don't have them due to how easy it is to corrupt ROMs if those operations are not used very carefully).
Open the ISO in a hex editor, scroll to the first address, highlight a few bytes. Scroll to the end of the required address range. Hold Shift and highlight the last few bytes. Hopefully that will highlight everything in between. Click Copy. Choose the new file option. (my hex editor requires me to highlight the one byte it automatically creates for the next file, in order to overwrite. Click Paste.
Save.

(if you want to know what hex editor I use, it's an ancient freeware version of a now not-free editor. I'm sure someone knows a modern free hex editor.)

796
ROM Hacking Discussion / Re: Saiyuuki World Mirroring Problem
« on: November 25, 2016, 03:17:06 pm »
This is honestly a somewhat common issue with NES games.
Thank GoodTools for cataloging ROMs with bad headers, making them spread. (though it has spread to No-Intro sets as well, as they have stated they do not verify NES headers as those are not part of the original game data.)

797
Programming / Re: any idea how to "make a GB/GBC" cartridge with music?
« on: November 24, 2016, 11:38:09 am »
Closing, pretty much what dACE said.

798
Also, IIRC byuu actually did try to standardize "no header" ROMs back in the early days of BSNES -- by having the emu refuse to load ROMs that had a header.  Of course it didn't work and people complained about it because it just made you have to jump through an extra hoop to play your ROMs.
He made a program so you could kill the headers on all your ROMs at once. Like two minutes and my problem is solved forever. (I know later he moved to the "folder" format but that's a completely different thing.)
I did it and I'm glad. As mentioned, headers are completely useless and the only reason they stuck around is because people were too lazy to delete them before uploading. And I'm guessing GoodTools just identified whatever ROM Cowering found first as "good". Luckily No-Intro seems to have surpassed it in usage and they also only identify non-headered ROMs as good. (I think they only permit headers, but don't verify them, on NES but that's only because NES ROMs actually NEED them.)

The only other reason I would even keep a headered ROM around is for like Lunar Magic which clings to the headered requirement.
Patch needs a header? Fine, I'll add the header but I'm deleting it after patching. Though I think someone made an IPS patcher to automatically account for that.

Soft-patching? If I care enough to play the game, I'll take the extra 30 seconds to well... as I just said above...

799
The rerelease of the Square GB games towards the end of the GB's life was done by Sunsoft somehow.  Maybe there's some strange rights issue?

In any case, if Square thought people wanted to play FFL2, they'd probably localize the DS port.
It looks like Sunsoft licensed a lot of games for reprints late in the GB life. The Square games were probably just the most prolific, due to being released just after FF7 which significantly increased the FF fanbase.
(perhaps other companies as well? I recall there was a Natsume print of Bubble Bobble 2 for Game Boy, in addition to the original Taito print.)

Still, it is strange the Square bothered to rerelease many games on Wii U and 3DS VC in Japan, but none in the west.

800
Could be, although I've heard "SFX" sometimes used as a codename by game developers for the SFC (I think Bandai used that in the titles in the internal header of their games).

(think PSX except it didn't get widely used by the public. :P )

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