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Messages - KingMike

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781
Gaming Discussion / Re: Breath of Fire
« on: April 04, 2013, 08:53:16 pm »
Not that the game was bad but I never managed to figure out how to SAVE. I tried it 2 or 3 times later, and I still never managed to save my game.

Ryu phone home! ;)
(except you get limited save credits.)
If you're playing the NTSC version, there is a Quick Save feature that should be in the menu if I remember right.
I hear that was removed in the PAL version, even though (again, I hear) the manual was a copy of the NTSC manual.

782
ROM Hacking Discussion / Re: bad coding in roms
« on: April 04, 2013, 01:20:36 pm »
CNROM (mapper 3)

783
Gaming Discussion / Re: Breath of Fire
« on: April 04, 2013, 11:35:56 am »
Breath of Fire II was the first in the series I played, and for awhile the only one. Had gotten interested in RPGs around that time, and while several rental stores had the second game, none had the first (not to buy or rent).
I didn't find out about this place called FuncoLand until a couple years later. :D
But when I did, BoF1 was the first game I bought (and I think the first game I ever bought without having to bug my parents to buy it).
Also, I remember no stores had FF3 to rent (but I did find FF2 and MQ), and no way my parents would pay $70 to buy it new at Target, the only store I found that had it. So I had to wait in anticipation to save up the like $50 used FuncoLand wanted, worth it though. :)

I remember that egg part. It's what stumped the first time I played the game (in '97, didn't have internet access to look it up). Took me awhile (a couple weeks, if I remember) to figure that out on my own.
That G.Bar can indeed be a pain to farm gold for if you don't know there's a few secret events that give you lots of money.

The Shamans in BoF2 would be more useful if they were found throughout the game (instead you find the second soon after the first, but then the remaining four don't show up until near the end of the game).

784
Gaming Discussion / Breath of Fire
« on: April 03, 2013, 07:59:25 pm »
The neglected RPG franchise is 20 years old today!
Capcom probably doesn't care, but do you?  :woot!:

785
ROM Hacking Discussion / Re: Screenshots
« on: April 02, 2013, 02:42:28 pm »
No, there were three F-Zero games and only two of them were localized officially. Maximum Velocity (F-Zero Advance) and GP Legend (Falcon Densetsu).

786
ROM Hacking Discussion / Re: bad coding in roms
« on: April 01, 2013, 05:39:56 pm »
I suppose it's not so much bad as weird.

Famicom Board Game bankswap code:

Code: [Select]
00:830C:A9 00     LDA #$00
 00:830E:2C A9 01  BIT $01A9 = #$00
 00:8311:2C A9 02  BIT $02A9 = #$00
 00:8314:2C A9 03  BIT $03A9 = #$00
 00:8317:84 01     STY $0001 = #$00
 00:8319:A8        TAY
 00:831A:B9 23 83  LDA $8323,Y @ $8323 = #$DC
 00:831D:99 23 83  STA $8323,Y @ $8323 = #$DC
 00:8320:A4 01     LDY $0001 = #$00
 00:8322:60        RTS

Strange that it would use odd values for bank numbers.
Code: [Select]
DC 11011100
D9 11011001
D6 11010110
D3 11010011
Looks like the last two bits are the CHR bank to swap in, and D2-D3 are an inverted copy. I suspect it has something to do with bus-conflicts, but why the odd values?

Using the BIT instruction to essentially auto-ignore an instruction. The game would jump to the line that LDA (A9 xx) the appropriate bank number to swap in.

787
General Discussion / That day of the year again.
« on: April 01, 2013, 11:25:12 am »
Suda 51 directing Pokemon game

And today's GameFAQs poll mentions that EA has bought out Nintendo. Would it be a better company than Square-Enix-Crystal-Dynamics-Domark-Ion-Storm-Core-Design-Taito-Eidos-Tecmo-Koei-Activision-Blizzard-Sierra-Vivendi-Universal?

788
This is a real patch and the April Fools joke is that it's for a bad game? :)

789
Newcomer's Board / Re: Resizing text boxes in NES games
« on: March 30, 2013, 02:13:29 pm »
It's different per game. Some might have a table of coordinates and dimensions.
Some have hard-coded size/position data that call a single window routine.
Some might even have an entire window-routine hard-coded.

The only way to tell is by knowing ASM and disassembling the code.
Some games will also load the text into a RAM buffer before printing it to the screen (the print routine would read the buffer, and assume that, for example, the buffer represented 16 characters wide by 4 lines tall. Each time the window is refreshed, the routine would print the first 16 characters on one line, move down to the second line and print the next 16, etc.). In that case, even if you expand the window, the text would still be restricted to the original amount of screen space.
I don't know for sure about EarthBound, but if the game has a window with text than can be scrolled up (as opposed to just wiping it clean after it's full), it is likely to use a RAM buffer method. That would definitely require ASM knowledge, to reformat the buffer.

790
ROM Hacking Discussion / Re: Final Fantasy VI hack: "Fair Hit"
« on: March 29, 2013, 12:50:13 pm »

Monsters effectively don't have evasion, physical or magical. All common attacks will hit against them, except for special status effects like Image, Vanish or Reflect.

Are you saying those don't work on enemies in the unpatched SNES version?
Because I know Vanish and Reflect do.
That's part of the reason for the infamous "Vanish Doom" bug. (Using a spell on a Vanished enemies ignores status resistance. I only know it was corrected in the GBA version.)

791
The last two look like they are just a font table of some sort.

792
Newcomer's Board / Re: Newbie Trying To Translate A Zelda Game
« on: March 25, 2013, 01:58:14 pm »
The text in Zelda is stored as text, not graphics, so you can't PhotoShop a translation into the game.
You can edit the font, but you're limited to the same text size as the original game. (a VWF, or variable-width font, might be possible, but would be extra work and require ASM knowledge)

You can't insert the FDS music and sound effects into the NES version because those use a sound chip that is only inside the FDS (or probably the RAM cart, more likely).

You can't insert the NES ROM onto an FDS disk because the FDS disks use a different format than the cart games.

793
DKC already is co-op.
Unless you mean make both players control both monkeys at the same time without having to tag in.

794
Personal Projects / Re: Heroine Anthem 2 English Translation
« on: March 25, 2013, 01:21:31 pm »
200 megabytes is definitely over RHDN's limit.
I think it might be 30MB. (confirming: the Submit Translations page says to click the "No file" checkbox above that size).

795
General Discussion / Re: Romhacking Nightmares
« on: March 25, 2013, 01:31:29 am »
The night before releasing SRW3 on Christmas years ago, I dreamed that I suffered catastrophic hardware failure and lost the whole thing.
Did the nightmare include 3 more years of "Are we there yet?" posts, possibly resulting in Gon eating the world? :D

796
General Discussion / Re: Tips for uploading videos faster
« on: March 24, 2013, 11:19:36 am »
Oh. vmv must be the emulator's "movie" file (emu movie files are typically just an initial savestate and a keystroke log). If you converted the AVI file, did you then use a program to convert it to another format like MP4 (though I usually use WMV) before uploading it to youtube?
Because AVI is a larger format, it will take longer to upload to youtube (though 11 hours still sounds crazy).

797
ROM Hacking Discussion / Re: Mario Adventure bugfixed
« on: March 24, 2013, 11:11:52 am »
I don't know for sure, but I'd guess making hacks more compatible with real hardware would be permitted.
I think the thing against emulator-compatibility hacks (on ROMs of official games) is that it would encourage emulator authors to not the fix the real problem, leaving us with less accurate emulators to test hacks on. (or that it was a feeling that the patches were fixing something in the original code that wasn't broken.)
But the real hardware is already finalized.

799
Site Talk / Re: Some false info on a ROM map on datacrystal.
« on: March 23, 2013, 10:15:47 pm »
All NES ROMs should have a header. I think it might be the only console where emulators require them (even FDS is optional).

(unless you're using byuu's format, but that's a side point as I highly doubt he's gotten around to supporting pirate mappers yet. If he even will, I know he's mostly concerned with supporting all licensed games.)

800
The project and game page has a (I'm assuming) bad aspect ratio title screen (I'm guessing it should be 320x240). :P Someone should fix that (I don't have the game or I would).

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