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Messages - DaMarsMan

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Wohhhhh!!! Congrats! Sorry I wasn't much help!  :beer: :beer:

Personal Projects / Re: Dragon Quest 4 DS - classic version
« on: October 21, 2015, 01:00:54 am »
Wow this is great man. I'm impressed. That small font just didn't feel DW-ish. Way too thin. Will be excited to follow this.

Programming / Re: 65xx Assembler Alpha release: Schasm
« on: July 16, 2015, 12:20:40 pm »
Bass also did not have the features you needed? It sounds like you got a pretty badass feature-set started though!  :thumbsup:

Looks like an interesting project.  :beer:

Having done some romhacking back in the day I can say quite confidently that I hate soft patching. I've had quite a few problems with it and I remember a lot of people who also did. I think it's important to remember adding features for the sake of having them can also add layers of complexity and bugs that you might not want.

Also, what's really the appeal of 7zip? I'm of the opinion that 7z for anything related to SNES is also a layer of complexity we need to move away from. There is no reason to not be working with raw files. 7zip was great when we had 60GB hard drives. What's the tradeoffs?

We need some help here. It's a titlescreen for Heracles IV, did you think something need to be improved?

It looks great. My only critique is that the font seems a little thing and the jagged pixelation. Perhaps a less italic and more bold font would look a little cleaner.

Okay I didn't keep up with that. I see it's changed.

I may be wrong but the Dragon Quest 1 + 2 is not a translation. It's a patch for a bug in RPGOne's translation and should go in the hacks section not the translation section.

Since this topic is pretty dead and I've done a title screen for the first game.
This one is just for fun let me know if you like it.  ;)

This looks great! I would say keep it as is to coincide with DD translation. Also, I'm not a huge fan of romaji titlescreens.  :thumbsup:

Looks great Nightcrawler. It seems you have been tackling that nasty HDMA menu stuff. I'm sorry that was out of my skillset. I wish I could have come up with some solutions that looked as nice as that!

Hey I wasn't expecting this. Cool.

The bug is actually in the original game. It's a problem with leveling up past a certain point starts writing into other parts of SRAM. Should be fixed in the 1.0a patch but if your sram file is corrupted there is nothing really we can do.

You guys are incredible. Keep it up!

Congrats Cless! I've been following this thing forever now. Cheers!  :beer:

Wow it looks incredible. Great job LT and team!!! Maybe you can hop on daikai a bit now  :D

I look forward to playing this one. These sort surprises always impress me.

Programming / Re: Rom hacking tools in node.js
« on: December 13, 2012, 01:27:42 pm »
Writing a web server app to hack ROMs? Sounds like pure madness to me. Web server apps and desktop apps are entirely different things with entirely different needs, which means the tools for writing them are optimized for entirely different things. This idea doesn't make any sense to me. It strikes me as a classic case of "When all you have is a hammer, everything looks like a nail".

In addition, personally, I hate JavaScript and I'm a bit mystified as to why somebody thought it'd be a good idea to write a web server in it. I've looked into node.js before and I haven't found any reasons to use it beyond "same language for client and server code" (whoop de doo, it's not like languages are hard to learn) and "non-blocking I/O" (which isn't an inherent property of JavaScript anyway). What's so appealing about it?

Node.js isn't only a web app. You can do all sorts of stuff including writing a command line program and pretty much anything you could do in another language. I program quite a few languages and I think javascript is one of the most versatile. It spans almost all operating systems and even has added web functionality. Javascript itself is ugly but the libraries that people write for it make it quite useful. After coding APIs for mobile apps for a couple of years it's actually quite refreshing compared to ruby on rails. Non blocking makes a huge difference when you have 100 requests to your app at the same time. No need for multiple instances of the app.

Programming / Rom hacking tools in node.js
« on: December 12, 2012, 12:49:58 pm »
For those of you who don't know...

Node.js is a platform built on Chrome's JavaScript runtime for easily building fast, scalable network applications. Node.js uses an event-driven, non-blocking I/O model that makes it lightweight and efficient, perfect for data-intensive real-time applications that run across distributed devices.

I've been doing node.js programming with express for a website I'm making. I've been wondering if a language like this would be useful for coding a rom hacking framework and set of tools. It's cross platform and simple to use.

Check out some of the functions here...

There are a ton of plugins here... Some of the binary parsers would probably be of most use.

and check out this compiler in node.js

Any thoughts or comments?

I see a lot of arguing going on in this thread and it sucks because this is an important step towards something better than IPS.

I doubt Nightcrawler would go for this but what if we had some sort of web interface where a user could upload a file, a patched file and the server would run the necessary commands to generate xdelta, bps and ninja style formats so that everyone could be happy. This would work for small files under 30MB and there could be exceptions for custom formats for extremely large files. The uploaded files could be deleted after generation. I'm not sure about the legal aspects of this and it would probably require more server load but I would be willing to bet that some of the RHDN previous donors would pitch in to make some sort of thing like this possible. Just a thought.

I liked NINJA but byuu's format looks promising. I like the approach he's taken with his higan/bsnes emulator and I think he has a good vision for this sort of thing.

Gaming Discussion / Re: Dragon Quest 5 options
« on: September 19, 2012, 01:56:35 pm »
Yeah, both are classics. I understand some people feel weird about the graphics of the PS2 port and I get it.  I personally love the PS2 versions graphics because it's more DQ7-ish where it's kind of a mix of 2d and 3d... Although I'm a huge fan of the DQ8 style also. The PS2 soundtrack is amazing.

By the way, if anyone wants to check out our translation work before downloading you can view it at this wiki.

Our insertion method actually pulls the latest wiki version and injects it into the game.

Gaming Discussion / Re: Dragon Quest 5 options
« on: September 19, 2012, 01:27:45 pm »
I like them too. Just not to the extent they went. Adding a little flavor is cool but I think the story was good enough to make it a little much. Maybe it's personally preference but when someone has the name 'Eric' I prefer to keep it Eric in a translation instead of changing almost every place and persons name in the game to made up names that don't match the original. I'd argue that it's acceptable sometimes when a name is too Japanese sounding to match the game. However, in DQ it's not usually the case as they use English style names for the most part.

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