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Messages - LostTemplar

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Gaming Discussion / Re: Favorite really obscure SNES games?
« on: September 10, 2013, 03:21:29 am »
Whirlo/Xandra no Daibouken - nice little platformer.

Script Help and Language Discussion / Re: What does this Japanese line mean?
« on: September 10, 2013, 03:17:36 am »

日本語訳 吉田けんじ
Japanese Translation: Kenji Yoshida

Script Help and Language Discussion / Re: Can't figure out his one kanji.
« on: September 04, 2013, 05:10:32 pm »
Yes, most likely it's 突.

Programming / Re: My strategy game
« on: September 04, 2013, 05:04:42 pm »
I couldn't figure out any other way of doing it. I was self aware of that repetitive code. You can't just add and subtract the sides. You can't just make a condition that checks for if its 1 then make it 2 if its 2 then make it one. That would just end up with the same value every time. Making a function wouldn't make any difference either.

Of course you can do that:

Code: [Select]
if(side == 1)
    side = 2;
    side = 1;

This will alternate between 1 and 2 every iteration. You could also do other fancy things to achieve this, e.g. modulo or xor.

I second the teach-yourself-notion. Programming is one of the skills you only get better at by actually doing it yourself. I majored in computer science and even there there are a lot of people who couldn't program well if their life depended on it.

Gaming Discussion / Re: Games that are not emulated properly (or at all)
« on: August 20, 2013, 05:25:49 am »
As you asked for links and info though is worth a little read.

Thanks, that's exactly the kind of stuff I'm looking for.

I you fancy taking a wander over to some of the sound extraction/emulation forums you can have you ear talked off about a lack of accuracy in some regard. If it is half as bad as being able to spot combs, macroblocks and ringing is for me in video I am glad I am too cloth eared to tell the really subtle stuff that lot goes on about a lot of the time* (it was bad enough when/since I taught myself about the loudness wars, even if it was more of a "ah so that is what it is" moment).

From my short forays into emulator programming I can say that sound emulation definitely is one of the most difficult aspects to get right, so there's probably a lot of potential for many emulators.

For my money the most interesting stuff is happening in the clone, expansion board, FPGA and programmable chip world as it has the potential to kneecap the "needs more megahertz" direction much of emulation is taking (quite justifiably), probably the only way we will see most of the soon to be last gen games emulated in a manner other than "oh look [console exclusive] uses the unreal engine" any time soon as well. It also has the potential to undo some of the utterly bizarre decisions made by hardware devs (things like the N64 RGB) and maybe add some extras (I really do like the retexturing, resampling and remastering works) but enough pie in the sky talk.

That's definitely something to look into - it would be a real plus to have some of the old consoles accurately replicated in hardware. There's a lot of potential - e.g. have your output format (HDMI, S-Video, Component...) of choice, hardware filters, load games from external media - and for preservation purposes it's really a lot better than software because, well, it is hardware. Also, I wouldn't be surprised if you could design for example the whole PlayStation on a not-too-expensive FPGA today. You could even have multiple systems designed for a single board.

I have the impression that PS1 emulation is going into a different phase - there's Mednafen for instance. And I think Xebra has been around for a while. ePSXe seems to me like the SNES equivalent of ZSNES, so it's going to be around and referenced by a lot of people in years to come even with no further development.

I've read several times that Xebra is pretty accurate. However, judging from the author's tech homepage it's not taking into account CPU stalls and other delays due to bus activity. I can't be sure though because it's closed source - a huge disadvantage in my opinion.

On the other hand, the code of the PCSX derivates and Mednafen don't hint at much accuracy, actually. That's one aspect that interests me: how accurate do you have to be?

Gaming Discussion / Games that are not emulated properly (or at all)
« on: August 19, 2013, 03:31:07 pm »
I'm wondering what the general state of emulating videogame consoles is. Especially after the conception of former bsnes, a lot was talked about accuracy and hardware preservation by means of emulation. There are many threads in several forums that discuss what the alleged most accurate emulator for each and every console is, so that's not what is of concern to me here.

Rather, I'd like to know if anybody of you knows some concrete examples of games that no emulator for the system in question is able to emulate properly, in the sense that there are noticeable differences to the original. It doesn't matter how different the experience is, so anything goes, from missing pixels and out-of-sync music to doesn't even start.

I'd love to start by giving an example myself, but alas, my experience mainly lies with the SNES (but that's part of the reason I want to "widen" my horizont). I have no idea if there's much to talk about, but if anybody knows any such games let me know.

(It doesn't really matter what system, but I'd guess newer systems (PS2 and newer) still have major compatability issues, so up to fifth generation - PSX, Saturn, etc - should be a good rule of thumb)

Programming / Re: Extremely Confused on VRAM Issue
« on: August 18, 2013, 04:01:15 am »
I can't say for certain but it's probably the case that no breakpoints are triggered if the PPU itself reads from that address. However, if it displays the wrong tiles there has to be an error in the OAM - there's nothing else that influences what tiles are displayed as sprites (well there's the base address for the sprite tiles).

Though I'm not sure I understand your problem correctly - you mean you moved the graphics to another place but it's still displaying from the old location? You say you now use 0x0b00 - how did you change the tile numbers in the OAM to reflect this? If the sprite base is set up at 0x6000 you have to change that one, too. Or is it actually not displayed as a sprite?

Gaming Discussion / Re: Games With Good Voice Acting
« on: August 11, 2013, 05:20:53 pm »
Probably because almost all the voice acting was literally phoned in (AKA over the telephone). At least that's what's all over the internet.

I don't know the English dub, but that doesn't even make sense. Why would anybody in their right mind do that, let alone a big game studio?

I liked the dub of Shadows of the Damned. It's (intentionally I'd say) a bit over-the-top, though.

Somehow I missed the new posts here.

I've been pretty busy the last few months, hence the lack of updates. My apologies. But I do intend to finish everything up when I get the time; considering the walking speed and encounter rate are only a few changed bytes I could probably create an addendum patch for that soon.

Regarding that lock-up, yes, it would be good to have a save state just before ithappens in order to be able to investigate the issue. A potentially big bug-fix (I can't even say if it's the patch or was there in the original - that's AN for you...) like that would have to wait until I have more time, though.

Gaming Discussion / Re: Does anyone have Super Mario Fighter 2?
« on: August 09, 2013, 09:44:50 am »
If your Japanese is that good, go read their BBS, or even better, directly ask them. The makers clearly state there that they stopped distributing for now (but may re-destribute in the future due to a lot of requests) and are developping SMF3.

Gaming Discussion / Re: Does anyone have Super Mario Fighter 2?
« on: August 09, 2013, 08:47:37 am »
I still have reason to believe that was not the actual intent of the message.

But that's exactly what it means.

Gaming Discussion / Re: Aidyn Chronicles is a very underrated RPG
« on: August 06, 2013, 04:36:31 am »
I guess what he meant is that only players who either hate the game or love the game rate it because of their strong feeling towards it; on the other hand, players who just thought "it's not that good but has redeeming qualities" or "it's good but has flaws" don't even bother because it's to much hassle.

In that sense, I think basically all aggregated/average ratings are virtually useless. There are games everybody loves that I personally find utterly boring, and others that I love but others hate to death. So I think it would actually be best to look at a few select ratings/reviews from people you know have a very similar taste to yours.

That's 100% it.

First that Star Ocean social card crap, and now that. Fuck Square-Enix and fuck Capcom.

Gaming Discussion / Re: Your first game
« on: July 28, 2013, 04:56:40 am »
Probably Tetris on the GameBoy.


This should actually be 外す and probably means "unequip" in this context (or more generally "take off").

Have you tried the Wanted Ads?

Personal Projects / Re: Hyper Iria
« on: July 10, 2013, 02:35:33 pm »
Though quite what possessed the game's makers to use a shorthand in a video game is beyond me...

Readability I'd say.

ROM Hacking Discussion / Re: Issues with SNES ROMS and assembly
« on: July 05, 2013, 12:11:54 am »
For any larger changes you should use an assembler (e.g. xkas, bass) anyway.

Even in HiROM games $808000~$bfffff (where the last 16 bits >= $8000; < $8000 is RAM and hardware registers) is still a mirror of $c00000~$dfffff. I suggest reading documents about SNES memory mapping, for instance

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