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Messages - BRPXQZME

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641
Personal Projects / Re: Far East of Eden Zero Translation
« on: March 17, 2012, 10:28:32 pm »
There’s also the (shuttered) browser game that spelled it that way in rōmaji.

Weirdness: totally consistent ;)

642
Script Help and Language Discussion / Re: Some gaijin stuff...
« on: March 16, 2012, 06:23:24 pm »
Seems to be a whole lot of gobbledygook.

You could still give things a foreign flair by using less English-like orthography (like accici and jopporpij).

(Not sure what Gennai is in the game, but I found online that there is an actual pharmaceutical company called Gennai.
Maybe this is a reference to that company. Gennai takes that herb for burns and turns it into a medicine...
Maybe the next step in the game is to bring the "Acchichi" to Gennai.)
Hiraga Gennai was an 18th century polymath whose prime field was pharmacology.

643
Personal Projects / Re: Far East of Eden Zero Translation
« on: March 16, 2012, 02:44:13 am »
Hey, if you’re not going to use the c, may as well not use the u.

644
Programming / Re: Decoding the bootleg CPS1 rom dumps
« on: March 15, 2012, 08:54:13 pm »
src/mame/drivers/cps1.c is the first place to look, that’s as much as I can say for certain without saying something balls-out stupid. Disclaimer: I am not an expert, I don’t own a single square inch of arcade PCB, and I couldn’t solder a resistor, replace a joystick, or flash an EEPROM to save my life. I have simply mucked around in MAME’s code more than I care to admit.

Code: [Select]
todo: move the bootleg sets with modified hardware into their own
      drivers, like fcrash.c
heh.

Okay, first, check the GAME macros
Code: [Select]
  GAME( 1992, sf2ce,       0,        cps1_12MHz, sf2,        cps1,     ROT0,   "Capcom", "Street Fighter II': Champion Edition (World 920513)", GAME_SUPPORTS_SAVE )  // "ETC"
Code: [Select]
  GAME( 1992, sf2m5,       sf2ce,    cps1_12MHz, sf2hack,    sf2hack,  ROT0,   "bootleg", "Street Fighter II': Champion Edition (M5, bootleg)", GAME_SUPPORTS_SAVE )              // 920313 - based on World version
macro prototype is
Code: [Select]
GAME(YEAR,NAME,PARENT,MACHINE,INPUT,INIT,MONITOR,COMPANY,FULLNAME,FLAGS)
In other words, the inputs and the initialization are done differently, but at least whoever coded this considered the systems similar enough to be the “same”. Still, to get this working in hardware would require compensating for at least those two things.

What’s different ROMs do these use? Well, look at ROM_START( sf2m5 ) and ROM_START( sf2ce ) and compare. If we ignore the cosmetic difference of ROM names, this is what’s different between those two sections; these are two "maincpu" ROMs (out of three) that it loads
Code: [Select]
      ROM_LOAD16_BYTE( "u222",              0x000000, 0x80000, CRC(03991fba) SHA1(6c42bf15248640fdb3e98fb01b0a870649deb410) )
      ROM_LOAD16_BYTE( "u196",              0x000001, 0x80000, CRC(39f15a1e) SHA1(901c4fea76bf5bff7330ed07ffde54cdccdaa680) )

and this is what sf2ce loads instead of those two (note that different macros are used to load these; no, I don’t know what’s up with that, but this is probably half the problem right here):
Code: [Select]
      ROM_LOAD16_WORD_SWAP( "s92e_23b.8f", 0x000000, 0x80000, CRC(0aaa1a3a) SHA1(774a2b52f7c1876c0e10d8d57a0850ad2d016cf6) )
      ROM_LOAD16_WORD_SWAP( "s92_22b.7f",  0x080000, 0x80000, CRC(2bbe15ed) SHA1(a8e2edef62fa99c5ef701b28bfb6bc42f3af183d) )

In addition, sf2ce loads ROMs to the aboardplds, bboardplds, and cboardplds regions. Beats me what those actually do; at least in the (11-month old) code I have on my machine, these regions don’t seem to be referenced in any other way, so my guess is they aren’t needed for emulation to work; that says nothing about the actual hardware, of course.

Finally, let’s check on those sf2hack init/input things.
Code: [Select]
  static INPUT_PORTS_START( cps1_6b)
      PORT_INCLUDE( cps1_3b)
 
      PORT_MODIFY("IN1")
      PORT_BIT( 0x0010, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_NAME("P1 Jab Punch") PORT_PLAYER(1)
      PORT_BIT( 0x0020, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_NAME("P1 Strong Punch") PORT_PLAYER(1)
      PORT_BIT( 0x0040, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_NAME("P1 Fierce Punch") PORT_PLAYER(1)
      PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_NAME("P2 Jab Punch") PORT_PLAYER(2)
      PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_NAME("P2 Strong Punch") PORT_PLAYER(2)
      PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_NAME("P2 Fierce Punch") PORT_PLAYER(2)
 
      PORT_START("IN2")      /* Extra buttons */
      PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_BUTTON4 ) PORT_NAME("P1 Short Kick") PORT_PLAYER(1)
      PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_NAME("P1 Forward Kick") PORT_PLAYER(1)
      PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON6 ) PORT_NAME("P1 Roundhouse Kick") PORT_PLAYER(1)
      PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN )
      PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON4 ) PORT_NAME("P2 Short Kick") PORT_PLAYER(2)
      PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_NAME("P2 Forward Kick") PORT_PLAYER(2)
      PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_BUTTON6 ) PORT_NAME("P2 Roundhouse Kick") PORT_PLAYER(2)
      PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
  INPUT_PORTS_END
Code: [Select]
  static INPUT_PORTS_START( sf2 )
      PORT_INCLUDE( cps1_6b )
      ...
INPUT_PORTS_END
Code: [Select]
  static INPUT_PORTS_START( sf2hack )
      PORT_INCLUDE( sf2 )
 
      PORT_MODIFY("IN2")      /* Extra buttons */
      PORT_BIT( 0x00ff, IP_ACTIVE_LOW, IPT_UNKNOWN )
      PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_BUTTON4 ) PORT_NAME("P1 Short Kick") PORT_PLAYER(1)
      PORT_BIT( 0x0200, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_NAME("P1 Forward Kick") PORT_PLAYER(1)
      PORT_BIT( 0x0400, IP_ACTIVE_LOW, IPT_BUTTON6 ) PORT_NAME("P1 Roundhouse Kick") PORT_PLAYER(1)
      PORT_BIT( 0x0800, IP_ACTIVE_LOW, IPT_UNKNOWN )
      PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_BUTTON4 ) PORT_NAME("P2 Short Kick") PORT_PLAYER(2)
      PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_NAME("P2 Forward Kick") PORT_PLAYER(2)
      PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_BUTTON6 ) PORT_NAME("P2 Roundhouse Kick") PORT_PLAYER(2)
      PORT_BIT( 0x8000, IP_ACTIVE_LOW, IPT_UNKNOWN )
  INPUT_PORTS_END
Code: [Select]
  static DRIVER_INIT( sf2hack )
  {
      /* some SF2 hacks have some inputs wired to the LSB instead of MSB */
      machine.device("maincpu")->memory().space(AS_PROGRAM)->install_legacy_read_handler(0x800018, 0x80001f, FUNC(cps1_hack_dsw_r));
 
      DRIVER_INIT_CALL(cps1);
  }
whut.

Well, that’s about as much as I can decipher. Hope that speeds things up, at least.

645
Script Help and Language Discussion / Re: Battle Zeque Den
« on: March 14, 2012, 05:49:06 pm »
The first is 盛 (if you use Google Image Search for examples of calligraphy using that character, you’ll see examples; it’s not really considered a variant so much as a calligraphic liberty).

If I had to guess, the second would be 収 but don’t hold me to it. It’s things like that that make me wish I were better versed in Eastern calligraphy and typography than I am; I couldn’t even tell you what style this is :P

Using 暄 for 喧轟 seems to be a mistake on their part, by the way.

646
But the official English name that’s been done is “The Irritating Maze” :E

647
These sound clips aren’t used in the PSF rip of “The Extreme” (but are included as tracks of their own), nor is there anything suggesting they could be assigned to a MIDI channel or something in the DirectMusic version, best I remember. But then you get to it in the OST....

Yes, they do sound pretty creepy on their own.

648
The reason it is so difficult to do a direct translation of these Japanese “sound effect” words is because of things like... in this case, it means both to lose your nerves due to frustration, and to lose your nerves in the sense of not having enough of a steady hand...

hands are shaking hands are shaking boom headshot

649
ROM Hacking Discussion / Re: Unix/Linux Tools
« on: March 09, 2012, 12:46:30 am »
If Unity is what is annoying you, perhaps it is Unity that needs to go :)

650
I never actually got that far in (or if I did, I totally don’t remember now) and I certainly don’t recall ever hearing them in the game, but I know what you’re talking about; they’re in the PC version’s resources, too.

They probably aren’t used as videos of any sort, if they are used.

651
電流 = electric current
イライラ = irritation, gets on nerves, aggravating, causing impatience
棒 = stick, rod, staff

You can translate it a number of ways, and it wouldn’t be incorrect (the thing with words like ira-ira is that they are far more prevalent in Japanese than in English and are not the easiest to pin down and translate well). I would put this one down as Annoying Shock Stick, but that’s just me. From its concept, though, it might be better to say “anxiety-inducing” if not for the lack of euphony.

It’s really supposed to be 電流イライラ棒.

652
ROM Hacking Discussion / Re: no$sns and docs to match.
« on: February 26, 2012, 03:30:18 pm »
As awesome as the system itself is, I’m not going to be getting anything else for it, unless I want to shell out more than what I paid for the system (booyah $5 it’s just this but still :P)

653
ROM Hacking Discussion / Re: no$sns and docs to match.
« on: February 26, 2012, 02:33:07 pm »
You know, every time I see his request for an Amiga 500, I feel slightly guilty.

I have an NTSC a500 sitting in the garage, probably taking damage from the Virginia climate :|

654
It reminds me of an oooold image macro... (it’s not a commentary on this thread, honest!).


655
ROM Hacking Discussion / Re: Screenshots
« on: February 16, 2012, 05:49:23 pm »
Man, don’t knock the man’s threads. 17th century fashion was cool, in the 17th century :V

656
Script Help and Language Discussion / Re: 8x16 Kanji ID
« on: February 12, 2012, 05:23:42 pm »
Blue kanji example is good Japanese.

Red kanji example is wut.

657
Script Help and Language Discussion / Re: "and/or" in Japanese
« on: February 11, 2012, 05:58:37 pm »
There is 〜および、または〜 (also written with the slash) and there a few phrases equivalent to “either or both ___ and ___”, but these constructions are unnatural and wordy (respectively), and so they are best avoided when possible. Fortunately, it usually is.

Don’t forget that 、 is also a vague conjunction in Japanese :)

658
You’re using a Gaussian blur? Ah, no wonder....

Most of the time, blurring text that’s too sharp around the edges is better done with lens blur IMHO, since it plays with the underlying structure rather than merely dispersing it. Maybe the difference is not noticeable at this size, but at bigger sizes I think it’s more obvious (and it’s more tweakable, besides).

Glows? Glows are a bit cheesy, so I can only look at them for so long in one day. If I’m going to go that far off the deep end, I’d rather just do my own mock-up.

I have also noticed a weird bump on the side of your M and can’t un-see it :-X

659
Now it’s not enough, from the looks of it. I’m comparing it to the logo on the right and the Engrish on the bottom. Hope you don’t mind the niggling; it does take a lot of fine-tuning to get it right, especially when you’re trying to match something else that wasn’t necessarily produced the same way.

As for the glow, it doesn’t strike me as being the right color, but it’s hard to tell (and a little tricky to reverse-engineer—in the EX portion of the logo, you might notice that it’s a lighter uneven color when over the wood, and a darker, flatter color when over the black; in other words, the glow is semitransparent to a certain extent).

660
(I really thought the vert look was hot, personally.)
As it stands, though, they aren’t particularly readable or attractive lettering, and they don’t make much compositional sense.

They’re also too sharp around the edges, as Ryusui noticed about his attempt (though I think you overdid the blur there, dawg). Most professional graphics like these are blurred a little unless they’re at print quality (usually, part of that is from being scaled down).

In the case of this particular logo, there is a very thin (<1px) red outline around the characters written in black (it’s not particularly visible at this resolution, but it’s there). This eases the eye into seeing a more even red-white-black composition, rather than getting distracted by a high contrast going directly between black and white. Note that there is a different version of this logo without this feature; it’s used on most of the print-quality stuff, but that’s okay because it has a lot more resolution to work with.

All in all, I’m not a graphic designer, but I think you could really use one. That ghostly swirl in the logo’s background makes it hard to give or take away to or from the sides without adversely affecting its balance. Now, if it could be shrunk without too much trouble, that’s a different story.

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