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

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91
Newcomer's Board / Re: Datacrystal doesn't accept my RH.net login
« Last post by filler on October 19, 2018, 02:18:34 pm »
Speaking of the Datacrystal, I'd still like to see front page links to the Sega Master System, and TurboGrafx-16 pages I made. As it is, it feels like the games and system pages are just floating out there. I gave up making a Game Gear page. :P
92
Newcomer's Board / Re: Datacrystal doesn't accept my RH.net login
« Last post by danke on October 19, 2018, 01:58:12 pm »
Oops, I sent a PM about a DataCrystal login over a week ago and got an email about it on October 2nd and I failed to login in time I guess, I think it was a temporary password, and now it doesn’t work. Sorry, my bad, I need to respond faster next time I get an email. Just noticed the email a few minutes ago and tried out the login and password and they don’t work but I guess it is understandable since I got sent the temporary password for a DataCrystal account 13 days ago and those probably expire within 24 or 48 hours or something.

Sorry, danke! Looks like I didn’t check my email in time.

I sent you a password reset. Check your email this time.
93
Personal Projects / Re: Mega Man X4 & Mega Man 8 Undub [MM8 (v03) / MMX4 (v08)]
« Last post by acediez on October 19, 2018, 01:04:23 pm »
I hadn't even noticed, thanks for pointing it out.
I'm gonna have to check which step is responsible for this (STR to AVI conversion, hardcoding of subs, AVI to STR conversion)
94
Newcomer's Board / Re: Build a hitbox viewer
« Last post by Jorpho on October 19, 2018, 09:44:55 am »
You're unlikely to find a technique that can be swiftly applied to any arbitrary game.  Are you looking at something specific? 
95
ROM Hacking Discussion / Re: Dragon Ball Z: Buu's Fury Idea Thread
« Last post by RedFlameFox on October 19, 2018, 06:22:12 am »
Well, I wanted to make an Italian translation of this game since I was a kid, so being able to change the NPC text would be something I'd like to do.
Also, I didn't know Android 18 was planned to be a playable character, kinda weird since her role in the Buu Saga wasn't that important to beign with, but hey, I remember (when I used to mess around with Action Replay on this game on YT almost 13 years ago) that Videl also was able to throw Ki Blasts full with unused sprite animation, and many other NPC characters were fully playable without crashing the game or glitching out (until you go in the World Map at least), and that was weird.

Also point 4 would be cool for messing around and creating some cool custom challenges, something like fighting more bosses (or all of them?) at once.
96
Help Wanted Ads / Re: [Art] [Title Screen] [SNES] SRW Logo Help
« Last post by Mugi on October 19, 2018, 02:07:55 am »
my selection of fonts is rather crap but i'll see what i can do to get a better match.
if you have something in mind, let me know.

here's a fatter 3 :)
97
Personal Projects / Re: [Release] SNES & NES "Wanderbar" sidebar + plugin system
« Last post by Tomato on October 19, 2018, 02:01:56 am »
Just two questions, though. Is it normal that the item/magic names aso. just appear when I use them in battle but not when hovering over them? Also, you mention the following on your page:

Yeah, the T-Edition plugin is very, very bare-bones and is nowhere as complete as my other FF6 plugin. The in-battle item/spell message box was the last thing I did before I set it all aside. I imagine it wouldn't be *too* hard to convert some of my main FF6 plugin code to work with T-Edition, but I don't have the time to do it myself unfortunately.

"An even older emulator RAM watcher displaying Final Fantasy VI T-Edition enemy info and name translations"

Do you still have this RAM viewer so it can be used for playing T-Edition or would it be too hard to make it work well?

I never released it, it only worked with one specific version of Snes9X on one specific computer of mine using a specific, really outdated version of the T-Edition patch.
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Personal Projects / Re: Lucha Libre Fantasy (FF1 hack)
« Last post by Orochi Kusanagi on October 19, 2018, 01:30:42 am »
Glad you've liked it so far!

No, to be honest I didn't even know Rob Zombie made this. I've liked his other films, so I'll try to check it out.

I think there are 57 unique enemy sprites not including palette swaps counting all of the monsters and bosses. Many enemies have 2-4 alt color variations.


For these my plans for naming schemes will differ. For example, Chaneque has three alt palette versions, so I plan on using prefixes like Moon, Sun, and Killer for him and others like him. I really wanted to do del Sol and del Luna as suffixes instead, but that would be way too long with some of the other monsters using this setup.


Others like La Catrina here, will be a little different. La Catrina is a more modern interpretation of the Aztec goddess of death, Mictecacihuatl. So her alt palette will be named Mictecacihuatl instead of (Sun/Moon) La Catrina, since there is an already established different mythological figure.

And thanks for the art offer! I'll definitely hit you up if I get stumped at any point.
99
Personal Projects / Re: Mega Man X4 & Mega Man 8 Undub [MM8 (v03) / MMX4 (v08)]
« Last post by Metalwario64 on October 19, 2018, 12:39:34 am »
I've finally tried this, and it's amazing so far, but one issue that I've not seen pointed out anywhere yet is that the animated cutscenes all have a green hue to them that wasn't there originally:

Original:


Undub Hack:


It's like somehow a hue slider was set some toward green, so all of the hues are shifted in that direction.

It's tolerable, and I'm greatly enjoying everything else but I was wondering if you had any idea how this happened, and if it's possible to correct it at some point in the future?

I haven't played Mega Man 8's patch yet, so I don't know if it's affected or not.
100
I recall at the time bsnes was the most accurate emulator, though I can't even remember which version it was I had used to test. I do recall at the least bsnes had vblank limitations enforced. That was like byuu's #1 complaint against existing emulators to begin writing his own.
I do know that it was at the time people when 3Ghz was considered asking a lot.
That was like 2008-2009. So bsnes was like in like 03x-04x versions.

I can't recall if it was before or after I tested Emerald Dragon, but it was pretty close. I remember it seemed bsnes was about the only emulator to run THAT game correctly. SNES9x had spotty SPC emulation which caused crashes on some versions, and I recall that was one of the games where you could HEAR the audio-barf in ZSNES' sound emulation. :P
Zsnes is...an absolute embodiment of ear rape, I don't know how anyone can use that and endure the horrid S-SMP emulation  :huh:  That said, Higan Accuracy (which runs like molasses on my Haswell Core i7 4470, *sigh*), and the Super NT got 100% identical results with the HUD issue. Like what was said, it's not detrimental to the display, but it's definitely odd, and something that will never be fixed. Short of using Snes9x 1.56, which doesn't exhibit it, yeah, *shrug*. I'll deal with it, I'll take hardware emulation over software emulation any day of the week.

Speaking of Snes9x, as of version 1.53, it's been using the same cycle-accurate S-SMP core as Higan.
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