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Messages - KingMike

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I'm sure I've seen a similar style graphics mod.
But I don't know how technically possible those mockups are.

Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: January 14, 2018, 08:31:54 pm »
I find it hilarious that, as I recall, in the first SNES SD Gundam Gaiden, the game's equivalent to the Metal Slime appears in Chapter 3. I think it was worth like 35,000 EXP and attacked in groups, making it really easy to hit the 65,535 EXP per battle gain limit.

ROM Hacking Discussion / Re: Gamecube ROM Hacks
« on: January 14, 2018, 08:22:18 pm »
Speaking of this is there any specification of the nintendo disc format i'm missing? Because while dolphin has no problem opening 'isos' from those consoles, they certainly aren't isos and cdemu chokes on them.
My guess is that Nintendo doesn't use standard formats almost certainly to make things harder to copy.
The "trimmed" ROMs seem to be the same size as a standard ISO after unzipping. My understand is that they had the padding "garbage" data altered to make the ISOs compress smaller back in the days when GC was still current.
They seem to almost compress inversely proportional to the data size. (like some of the biggest ISOs when I compressed my personally ripped untouched images, were Pac-Man VS. and Game Boy Player Boot Disc, probably two of the smaller ISOs when "trimmed".)

Gaming Discussion / Re: Comparing game localizations
« on: January 13, 2018, 12:57:26 pm »
Those are certainly two common reasons but others can include budgeting or inexperience (as was common in the 8-bit era, they often clearly hired people who knew English well enough to communicate but not on the same level of understanding as most native speakers). I don't think it was until the '90s that there was much concern to polish the translations so they sounded natural.

Programming / Re: Bsnes problem
« on: January 13, 2018, 12:50:03 pm »
I fixed it. It turns out that $2116 needed to be set up in blanking.
Might be why games I've seen tended to either figure out and write the values during blanking and/or previously calculate the wanted values to RAM and then write the values from RAM to the DMA registers.

From what I read only certain characters exist in the game's font, so it's using those and replacing the missing characters with browser defaults.

ROM Hacking Discussion / Re: Converting FDS images to NES?
« on: January 07, 2018, 10:42:31 pm »
The ones that can be (somewhat) easily converted are those that don't need to be. They are the ones that were essentially re-releases of first-gen cart games.

Unless you already understand very well how NES and FDS programming works and want to spend lots of time re-writing code, you're not going to be able to convert the ones that actually need it.

Even Super Mario Bros. 2 (probably one of the "easier" ones that wasn't a cart re-release) didn't really get a proper fan conversion (to MMC3) until the mid 2000s (long after Nesticle, probably the reason people wanted a cart port in the late '90s, was dead).

Gaming Discussion / Re: How do i burn Bin Cue on Windows 7? ?
« on: January 06, 2018, 10:09:41 pm »
I don't know (thinking not) if MP3 was around in 1988 for the PCE to support (I recall in the late '90s there were freeware MP3 conversion programs but then I read patent lawsuits (was it RCA?) happened and programs started charging for MP3 encoding in "premium" bundles. Unless they were like Apple, who could clearly benefit from giving it away to lure people to iTunes.)

If it hasn't expired by now, it would certainly have been after MP3 had been greatly surpassed in popularity.

Gaming Discussion / Re: How do i burn Bin Cue on Windows 7? ?
« on: January 06, 2018, 02:31:56 am »
I recall playing Sega CD games ripped in ISO + audio tracks working but often had desynced audio (not sure if that was a flaw of the format itself or bad ripping).

However, I remember that according to Nightwolve, ripping TurboGrafx/PCE CDs with compressed audio tracks (such as MP3) would badly corrupt games. I'm not familiar with how CDs are stored myself but I think he said PCE accessed CDs based on sectors rather than tracks. And compressed audio without throw that off.
Correct me if I'm wrong though.
(not going to look up links for his site since I'm going to assume his anti-RHDN referrer stuff is still going on)

For my personal rips of my own purchased Sega/Mega CD and PCE-CD games I have used "data" formats rather than split track audio format. I think CloneCD.

Gaming Discussion / Re: Comparing game localizations
« on: January 06, 2018, 02:15:40 am »
To me it sounds like a rather specific question that maybe had enough discussion for its own thread.

Personal Projects / Re: Arcturus - The Curse and Loss of Divinity
« on: January 05, 2018, 08:07:08 pm »
Not sure if I have the ability to attach files yet,
File attachments are disabled for everyone. Too much space required to give everyone a fair amount, so nobody gets any.

Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: January 05, 2018, 08:03:32 pm »
Wasn't AP in FF5/6 set by the battle formation than by enemies?
Resulting in a few weird cases where a party with a single enemy gives more AP than a party of multiple of the exact same enemy, which makes no sense.

I think you just go to the Translation page, click Edit and there should be an option for the File, with a button to link a new file.
Then click another button to submit the change to the Staff.

Aren't the two versions of Super Mario Bros. NTSC (Japan/US) and PAL? With some revisions?

Yes, that would be the NTSC PRG0 ROM.

Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: January 03, 2018, 08:15:05 pm »
My guess for what you would do with Mana/Evermore is to raise Weapon/Magic (or "Alchemy") EXP? Maybe reduce Tech Points needed for Chrono Trigger. All those games have visible enemies, so I don't think you really can lower the encounter rate.
Super Mario RPG is another game (like FFMQ) I'd argue whether it even needs an EXP/Coins boost. SMRPG actually has a fairly low EXP limit (level 30 at 9999 EXP).

Personal Projects / Re: Zelda1 and 3 improvement patches
« on: January 03, 2018, 08:06:20 pm »
Scratchpad links are for submitting data to staff only. Nobody else can see them.
Use a photo-hosting site, like imgur.

Personal Projects / Re: Zelda1 and 3 improvement patches
« on: January 03, 2018, 12:01:55 pm »
You have to link them somewhere. Put them on an image-hosting site and then post the links.

Gaming Discussion / Re: Comparing game localizations
« on: January 02, 2018, 12:07:01 pm »
It sounded like a part of Mato's SMB book would be talking about not just the game itself but its cultural impact. And why he/Fangamer had amassed as many copies of the game from around the world as they could.

ROM Hacking Discussion / Re: Banana (Translation) [KingMike]
« on: January 02, 2018, 11:48:06 am »
Yes, the "e" patch is for 64KB. But it's probably better to use the 48K patch on the 48K ROM since that is the correct size.

I don't know, and I don't know if many others, even know the origin of DiskDude!. Just that it was some crap that turned up in many non-working ROMs. We can only guess it came about very early in the days of emulation, possible even the days when Nesticle was updated. As it overwrote part of the mapper number, which is what caused it to bug out or crash on most emulators. Most versions of Nesticle (I think including 0.42, the final and most uploaded Windows version) I believe only supported mappers through 15, thus only using through byte 0x6 of the header. (though not ALL mappers 0-15. No MMC4 (10), which I'd guess was little known then since it was only used in three Japanese games (Famicom Wars and the two Fire Emblem games) that, at that time, would've been little known to the west.

Personal Projects / Re: Zelda1 and 3 improvement patches
« on: January 02, 2018, 11:40:15 am »
I have to move this from Personal Projects until we see proof of progress, such as screenshots.

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