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Messages - KingMike

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781
Yep, Nestopia tried to silently abolish mapper 23, in particular, by detecting original game ROMs and doing whatever it does after that.
That change happened shortly after I had released a translation patch for Dragon Scroll (one of the affected games). As in, I had tested it on emulators including Nestopia fine (as I recall, but that's already 7 years ago :o), released the patch. Soon after Nestopia released a version with the patch-breaking update and I got reports the patch didn't work. Can't really do anything about that but say Nestopia changed how it handles the ROM, making hacks effectively unsupported.

783
It had? I thought it was an MSU-1 hack of the SNES version (though, due to the original music being licensed, requiring the user to get the audio themselves to avoid inciting RIAA watchdogs).

784
How many intellectual properties does Nintendo actually own, that this is an issue? Just leave their stuff alone. Refuse to make any videos featuring their first party content, and don't give any views to videos that do.
Thing is what Nintendo has their hands on is undoubtedly a fair number of the most popular IPs in gaming history: Mario (and other associated franchises like DK and Yoshi), Zelda, Kirby, Pokemon. And still fairly popular F-Zero, Animal Crossing, Fire Emblem.

785


That said... I'm not entirely sure what 'extra mappers' you're referring to.  Are you talking about the FFE mappers?  Because there is little to no reason for emulators to support those.  They've effectively been deprecated by the NES emu community.
My guess is a whole bunch of Chinese/Russian bootleg mappers added by a ROM dumper in Russia with a difficult to remember name (like c4he...).
Most famous of those is Nanjing (who made a lot of bootleg RPG ports including FF7 and Pokemon).

786
The only technical graphical limitation on the NES regarding BG graphics is that there can only be 13 different colors on screen at a time, and that each 8x1 pixel area cannot have more than 4 colors.  With the right hardware on the cartridge, that is fully exploitable.  There's nothing stopping someone from making a mapper which exploits that and allows for high[er] quality and detailed graphics on the NES.  But putting that in an emulator so that ROM hackers have an easier time would be retarded.
Higher quality graphics? Isn't that basically what some series of Famiclone-based x-crappy-new-games-in-1 consoles did? (DreamGear/Jungletac, etc. games)
I think the "standard" for that was called V-One or VTOne or something.

787
This was my argument in the other thread: if you're that freaked out about the idea of someone making a repro of your SNES hack, just add some code that requires the CX4. Problem solved. No one's going to hack up a Rockman X2/X3 for that, let alone a Mega Man X2/X3, but people with the SD2SNES will still be able to play it on real hardware.

BTW the claim that savestates and cheats are an emulator thing is kind of funny for those of us who remember using the Game Genie and Nakitek Game Saver back in the 1990s.

I personally have no interest in playing any hack or translation that doesn't work on real hardware -- whether deliberately or by accident -- let alone one that requires specific emulator features. Fortunately most translations seem on the ball with that sort of thing, and that's where my interests lie anyway.

I get the feeling we're past the days of repros only being made by fans who care about the original games and don't want to hack up rare games. If they feel they could make a buck off it, they probably would.
It was why NES fans recommended cannibalizing Famicom adapters off Gyromites and not Stack-Ups. And now what do you see on ebay? Overpriced Stack-Ups being sold for the converters.

788
Wasn't ZAS one of those games that purposely used the ghosting effect on the original Game Boy LCD for some graphical effects?
I'd like to check it out on a real system but sadly it's one of those insanely overpriced games. :(

I wonder how that would've carried over in the patch.

789
Damnit, I hate that.

I thought anyone could download files from the Scratchpad here in RomHacking.
Turns out it is like a personal file cloud or in the likes of it.

No, it is ONLY meant as a TEMPORARY (24 hours) hosting for the purpose of submitting content to the site, for the staff to review it and see if meets the criteria to give it a proper public page.
It was created as a convenience for users to submit content, users who don't have access to their own website, on a server which allows direct linking (the site requires direct link access. No links from file-hosting sites like Mega.)

790

Here would be a pic if i could make "Insert Image" option work.


Upload to an image site like imgur or Photobucket. Then insert [ img ]link goes here[ /img ], no spaces in the message.

791
Gaming Discussion / Re: Does anyone know what game this is?
« on: October 06, 2015, 12:56:17 am »
Swords and Serpents, I believe it was. Probably most notable for being a 1, 2 or 4 (but not 3, I think) player RPG.

792
Gaming Discussion / Re: Help me find the NES game!
« on: October 03, 2015, 10:18:43 pm »
There was a NES game where you were a superhero and a green lady with a green planet in the background talks.
The first level; you are in a space ship and you must shoot enemies. You can change bullets from rocks, fire, water, if I remember correctly. The boss from first level is a base that shoots you. You must destry it and land on the pod to finish the level.
The second level; you enter in that base and to pass some enemies and obstacles you have to transform in water, air or fire. The level 2 boss is not really a boss, but obstacles, two claws more exactly.
And level 3; you are a chopper and you have to stop three trucks by droping rocks in front of them.

Thats all I remeber.

I really need to find that game!
That isn't Captain Planet, is it?

793
Personal Projects / Re: Hanjuku Hero (SFC/SNES) English translation
« on: October 03, 2015, 08:21:33 pm »
I heard it's a very PUNNY series.
(which is why perhaps while the DS version was first revealed with English screens, it didn't make it out (in English) )

794
Yes, Justin, you might want to recheck that.
We have multiple sources saying that CRC FA0FE671 is the good US MM3X ROM.

795
Newcomer's Board / Re: Final Fantasy I (NES) - Sprite Editing
« on: October 01, 2015, 11:23:58 am »
Those addresses are probably the address without header (you were right about the ROM bank). Undo those changes are re-enter $10 bytes (due to the header size) later (start at $3FAB6)

796
Newcomer's Board / Re: Final Fantasy I (NES) - Sprite Editing
« on: September 30, 2015, 09:26:37 pm »
It looks like my memory of a patch is correct.

797
Gaming Discussion / Re: Does anyone know what game this is?
« on: September 30, 2015, 07:00:06 pm »
Yep, indeed it was in Kingdom Hearts 1 and 2.
As much of KH2 as I actually played, I was getting more enjoyment out of the Gummi stages than the real game. :)

798
Newcomer's Board / Re: Final Fantasy I (NES) - Sprite Editing
« on: September 30, 2015, 06:54:49 pm »
I thought DTE was not programmed into the battle text routine? (or was that FF2?)
I thought someone made a patch to fix that though.

799
Gaming Discussion / Re: Suggestions for PS2 RPGs
« on: September 29, 2015, 12:13:36 pm »
EXCEPT THE SEGACD ORIGINAL IS ENTIRELY IN CAPITAL LETTERS ONLY. FOR THAT I WOULD NOT RECOMMEND IT. IT IS VERY ANNOYING TO READ FOR A LARGE RPG.

I also think the PS1 version's enhanced graphics, expanded voice acting, and cut scenes are a worthwhile upgrade.

Next RPG translation I'm doing in all-caps just for NC.  ;D

800
Newcomer's Board / Re: Final Fantasy I (NES) - Sprite Editing
« on: September 29, 2015, 12:09:04 pm »
That is because of NES' Attribute Tales (the part of VRAM that defines which palette each 16x16 pixel block of the screen uses. (that basically means every 2 tile x 2 tile square on the screen must use the same colors due to hardware limitation)
That is the green that is used in the Gold box.
You can either find where the AT for the Gold menu is (it is stored in PPU RAM at $23C0-23FF, most likely, or $27C0-27FF. You'd have to trace back to find it, or I'm sure Disch will reply soon with a disassembly answer. :) ).

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