News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

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Personal Projects / Re: Graveblood [GBA Homebrew] in progress
« Last post by Tom on Today at 09:49:29 am »
Why suggest that people need to tiptoe around the word, as if being deaf is some horrible thing that has to be hidden from people? I think THAT is more insulting, to say that their condition as so horrible that people need to treat it like a taboo word that must be hidden from sight.

If someone's deaf, so what? That's their own business. They live with it every day. Just seeing the word in a game shouldn't cause them to break down in tears. If it does, they've got bigger issues than just being deaf.
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Personal Projects / Re: Ganbare Goemon 2 (SNES)
« Last post by lastdual on Today at 09:45:12 am »
What, you think that after all these years I've suddenly abandoned ship? And right at the end, with but a few lines of text remaining?

I may be slower than a sloth, but hey, I'm steady too.

 ;D Definitely appreciate the work you've put into this. It's got to feel good to finally see it all coming to fruition!

This is one of those titles I remember seeing blurbs about in gaming mags back in the 90's. Alongside the likes of Seiken Densetsu 3 and Tales of Phantasia, the young me figured I'd never get to play these games in English. I'll be raising a glass to you all when this release hits!
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I have to say Sinis I enjoyed watching the game play of not only CoA but Umbral Genesis as well,CoA looks like it's getting there to being half done,plus  I think Armund's sprite dose need to be abit taller,furthermore,I hope Alucard & Armund get the weapon upgrades rather then just those dinky weapons,well at least Maria has hers so far,maybe you ask around for help? Also Im liking what Im seeing for Umbral Genesis so far,keep it up. :thumbsup: 
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Personal Projects / Re: Ganbare Goemon 2 (SNES)
« Last post by SteevL on Today at 09:12:23 am »
I'm really happy that this is almost done. The Legend of the Mystical Ninja is one of my favorite SNES games, and I didn't realize how many games in the series didn't come out here until last year. I played through the first two NES games last year and they were kinda fun, albeit  a bit rough by today's standards. Trying to get through the two Ganbare Goemon Gaiden games in the meantime.
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Personal Projects / Re: Deadpool NES Hack (IPS Patch released)
« Last post by NiO on Today at 05:38:21 am »
Translations finished, next step is to post them on the game, later do beta testing and we are done.

We have been working on the manual for the CIB release too.
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Personal Projects / Re: Chrono trigger plus
« Last post by Gamesoul Master on Today at 05:19:55 am »
Just read through this entire thread. Very interesting and impressive to see how things have gone. I'm just finishing up a DS playthrough, thinking I'd like to give this a shot soon.

I really love the idea of seeing other people at the End of Time. Especially since Gaspar himself comments on other people showing up there from time to time.

As for the End of Time cameos... I definitely support the use of subtlety, and also the idea of keeping it within the CT(/CC) universe. Although if tastefully done, characters from other universes wouldn't be horrible. But even just seeing random people there from various CT time periods would be pretty cool.
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Also, just a small point: the readme states that "After having more than 9 lives, the counter shows the actual hexadecimal values". This isn't entirely true: instead it just goes through the alphabet, so if you have more than 35 lives (0 to 9 and A to Z) it starts showing random graphics tiles instead. I suppose it's an alternative to the original game's approach of showing some kind of crown graphic next to a number.


Partial fix, because even if I tried to fix the counter to show 10, 11, 12, etc., that busted up the game's demo since there's not enough place in the ROM, which ruins the illusion of the game. That's all. You can love it or not, but that's all. Believe or not.

One thing I don't really understand is why, if you changed the code to NTSC, you didn't make the game identify itself as NTSC, since you need to specifically tell FCEUX that it's not PAL. I've no idea how other emulators handle this, but I don't know why the game couldn't be modified to be NTSC if that's the intended speed. Not to mention that I don't know why PAL was used as a base in the first place: maybe there are some bugfixes and whatnot that I'm not aware of. Anyway, interesting hack, to say the least. :)

SpiderDave converted the official PAL Revision A source code (to NTSC somewhat), so that I could compile the converted/modified source code with ASM6, not with CC65 (since I don't know how to use that yet, but that's irrelevant now).
In short: What this means? It's the official European Rev A source code (converted to 6502) with the original speed music and sound (like in NTSC). That's why the 'ROM/ISO Informations' mentions that you must use the 'Super Mario Bros. (Europe) (Rev A). nes.' And yeah, I bother it as European version has bugfixes and changes. Comparing is the key.
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I'm not seeing three digits in the PAL "Rev A"

I think you've misunderstood. Szemigi added a three-digit counter in his hack, but the original game didn't have one.

Although I have to echo your question of why the game needs a three-digit counter anyway, except to let you know how many coins you've collected in total in your playthrough (internally the coin counter still resets to zero when you reach 100).

Also, just a small point: the readme states that "After having more than 9 lives, the counter shows the actual hexadecimal values". This isn't entirely true: instead it just goes through the alphabet, so if you have more than 35 lives (0 to 9 and A to Z) it starts showing random graphics tiles instead. I suppose it's an alternative to the original game's approach of showing some kind of crown graphic next to a number.

One thing I don't really understand is why, if you changed the code to NTSC, you didn't make the game identify itself as NTSC, since you need to specifically tell FCEUX that it's not PAL. I've no idea how other emulators handle this, but I don't know why the game couldn't be modified to be NTSC if that's the intended speed. Not to mention that I don't know why PAL was used as a base in the first place: maybe there are some bugfixes and whatnot that I'm not aware of. Anyway, interesting hack, to say the least. :)
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Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« Last post by SuperStarFox on Today at 01:36:14 am »
Hey Sics, In One Of Your Latest Posts, You Said It's Horrible To Work Alone... Are You Planning On Getting Some Help For The Upcoming NES Improvement?

For Example: Amilgi Can Do Some Audio Improvements Such as The Ring Sound Effect, The Original Is Still Too High Pitched! White Fox's Improvement On Sonic For The NES Is So Amazing. I Think He Should Help You Out On The Bug Fixes Such as Sonic Popping Up Every Time He Uses His Spin Dash To Attack The Robot Badniks and The Loops That Causes Sonic To Not Be Able to Grab All Of The Rings But To Only Miss One Ring! What You Do Think About It... Also, I Hope You Secretly or Actually Found a Way To Add The New Title Screen To The Game Unless You Plan To Do Something Else With It! And One Last Thing, How Goes The Rest Of The Improvement?  :-\

Today at 02:02:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Hey Amilgi, Are You Planning On Doing Some NES Music Improvements For Street Fighter II, Super Mario World, Kart Fighter, Mortal Kombat II, And Some Other Bootleg Games For The NES?  :o
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