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Messages - relminator

Pages: [1] 2
1
Gaming Discussion / Re: Gradius NES 5 loop challenge
« on: May 01, 2013, 03:14:25 am »
I got to like 4-6 before dying and my lives left was like 90+.  I played it on the japanese famicom though.  I didn't think I could have finished 4-6 even by using all my lives since ny famicom did not have an autofire and doibg the autofire trick on 4-6 would be quite hard and would waste lots of powerups.

1st loop - kangeki
2nd loop - ogamoto
3rd loop - nikui nikui

Those are the congratulatory texts you get upon finishing the loops.  I don't know if the us ver changes messeges per loop.


3
Gaming Discussion / Re: The 8 bit through 16 bit era
« on: March 08, 2013, 09:29:50 pm »
I agree.  Games nowadays tend to be a collect-a-thon with less story. ;*(

I haven't played a game on my PSP in ages because of that. 


4
Gaming Discussion / Re: Hard and STOOPID HARD
« on: March 06, 2013, 10:08:06 am »
Holy Diver Nes.  Now that's a stupidly hard game.

5
Gaming Discussion / Has anyone beaten Holy Diver on the real Famicom?
« on: March 06, 2013, 09:14:59 am »
This is one of the few games in my famicom that I haven't beaten no matter how hard I try.   I was able to beat it on emulators (PSP and DS) with savestate abuse only.

Oh, I was able to get to stage 5.

6
Gaming Discussion / Re: How to beat Castlevania
« on: March 06, 2013, 09:09:12 am »
If you wanted to be "real," you'd be talking about Sypha. Her magic wrecks damn near everything, and the orb spell makes that battle a joke.

This.  I have a Japanese CV3 cart and the homing orb makes the game too easy.

OT: I've beaten CV1 without dying using the level 3 cross boomerang.  The hardest part is not dracula himself but the crows before you get to him.

7
Gaming Discussion / Re: Pyromax Dax - A mario/megaman-like game.
« on: March 02, 2013, 02:22:26 am »
Sorry about that.  I don't have a 64bit machine to test the problem here.

8
Gaming Discussion / Pyromax Dax - A mario/megaman-like game.
« on: March 01, 2013, 10:57:59 am »
Hello, guys, I've just released a new game.





DL:
http://rel.phatcode.net/junk.php?id=134


Quote
        Cute 3D Tile-based Platformer
   A Mario/Megaman-like 3D platformer.
   4 attack modes.
   Physics-based.
   4 seasons with each season having a different hazard.
        4 bosses.



Enjoy!

9
Gaming Discussion / Re: Final Fantasy: All the Bravest
« on: January 21, 2013, 09:05:27 pm »
Yeah. I'll fight everyone in order to claim that Final Fantasy IX is my favorite FF, but even I have no choice but to acknowledge the misgivings it has, like Amarant. They needed an eighth character and a Ninja archetype (which in that case, what separates Garnet and Eiko, class-wise?)

Even Quina had more scenes than Amarant. :/

I like FFIX but it is my second favorite FF after FFXII.

10
Gaming Discussion / Re: Help getting PS2 Slim to recognize external HDD
« on: January 21, 2013, 10:16:55 am »
Thanks, relminator :) Now if only I could find a way to address the FMV stutter. I've been doing some research for any tools that could strip FMVs from a disc image, or just transcode them into smaller files that are easier to buffer without lag. No success so far. I did come across a few people who claimed to have transcoded the FMVs in their games, but they either didn't link to any tools, or the links they did post were dead.

I'm not sure about USB advance but I could live with the stutter in OPL.  Try OPL as someone said above.  Persona 3 FES sure doesn't stutter  in it's FMVs in OPL on my slim.

I've never played PS2 games on a DVD ever since I discovered  OPL.

BTW, I used to have read somewhere(forgot the site) that there's a way to attach an IDE HDD on a slim with a prepackage set of utilities you buy online.  Not sure if its legit but it had pics and people swore by it.



11
Gaming Discussion / Re: Help getting PS2 Slim to recognize external HDD
« on: January 19, 2013, 12:35:14 am »
Yeah for in-game stuff, there should be no lag.  With FMV's some lag and some don't (usually anime style FMVs have minimal lag).  It's because PS2s only support USB 1.1 instead of 2.0.

12
Gaming Discussion / Re: Help getting PS2 Slim to recognize external HDD
« on: January 18, 2013, 09:52:49 am »

I read that HDD enclosures with external power supplies are recommended, but I don't know if this is an absolute necessity. Even though the PS2 recognizes the drive and displays all of its contents, is it possible it's still not getting enough power to boot games?

The external HDD I use for my Slim PS2 has no external power supply so it's not necessary.

AFAIK, PS2 can only see FAT32. And when using OPL, you need to have it defragmented even on non ISO games.  I've even experienced a non booting game after I backed up my MMC to my HDD through ULE.  So I believe your HDD just needs a defragment.
 

13
Gaming Discussion / Re: Looking for GBA recommendations
« on: January 10, 2013, 09:48:08 pm »

Mega Man Zero - I never could get into Mega Man. I tried to play some of the classics, then X6 on PS1, then some of the Zero games. It seems like it would be right down my alley since since I like Metroid. I can't explain my disinterest. One of the games I played was simply too frustrating, though. I had to keep up with this whole ranking system, then something about collecting "Elfs." Being a perfectionist, it was just too difficult for me to achieve a perfect score on every stage and simultaneously keep track of any items or power-ups that could be permanently lost or missed. I like challenging games, but there's a distinction to be made between challenging and demanding.

On a similar note, I didn't like Sword of Mana for the same reason. Trying to collect everything is a complete nightmare. I don't plan to confine myself to a particular location of the game for 20 hours at a time just so I can go around harvesting thousands of enemies for my bestiary. (when you defeat 999 of an enemy, it's replaced by a superboss version of itself) What's more, there are very rare enemies that appear only at a rate of 1/256 or so. Trying to collect just one instance of that enemy for your bestiary can take hours. Because it's impossible to return to some areas after leaving them, that makes certain bestiary entries (and superboss enemies) permanently missable. >:(

X6 and X5 are crap MMX games.  X4 on the other hand is awesome(and that's an understatement).  I like MMZ on the GBA too and dislike Sword of Mana. Well I never enjoyed any Mana games post Seiken Densetsu 3(The Neil Corlett translated one).  Even the DS and the PS2's Mana games sucked bigtime.


14
Gaming Discussion / Re: Recommendations for PSP games?
« on: January 10, 2013, 09:06:48 am »
For original RPGs I liked Hexyz Force and Brave Story.  Persona 3 (not FES) has also been ported to the PSP.  For SHMUPS Darius, Star Soldier and Gradius Collection.   I personally liked Megaman Powered Up as opposed to Megaman Maverick Hunter.

15
Gaming Discussion / Re: So, shmups... A dying genre?
« on: January 02, 2013, 09:33:01 am »
SHMUPS are my favorite game genre.  I find bullet patterns fun to look at. ;*) .

As a programmer, SHMUPS are the game genre I code the most.  I agree that the number of SHMUP titles are few and far between but I just code a SHMUP if I need a particular style of gameplay. ;*)

16
Programming / Re: Need help. [SOLVED!]
« on: December 21, 2012, 10:50:10 am »
Hi, I know this is solved but aren't you accessing 1 more element than you should in your first for loop accessing char map[30][30];?



17
Programming / Re: Stupid issues with VB.NET
« on: December 03, 2012, 07:47:09 pm »
@Garoth Moulinoski : You might want to know that the source is for a 256-byte demo.  Yes a gfx demo using just 256 bytes so readability is not as important as fitting everything in 256 bytes.

18
Programming / Re: Stupid issues with VB.NET
« on: December 03, 2012, 05:34:37 am »
Yes, MOV does not move but copy.  As someone who codes in C++, BASIC and x86ASM, my take on this issue is: "Just use what you think is best for this project".

I use C++ for my biggest project which requires speed, BASIC(freebasic) for quick prototyping and ASM for some esoteric stuff like a 256byte demo which is quite a bitch to read.  Hell, I couldn't even read it at a glance now and it was my code! lol

http://pouet.net/prod.php?which=24821


19
Programming / Re: C++ Virtual Stigmas
« on: December 03, 2012, 05:18:43 am »
That's exactly my thoughts on the issue too. It seems everywhere I turn online I get people saying never use virtual functions or inheritance, because it's slow. Personally I think that's a bit ridiculous, what's the point of having an object oriented language if you don't use one of its primary features?

Vtable access is slow if not used well (ram latency).  You can however, use virtual functions in just about every class you have and still have a very fast system.  There's a trick I used in my DS game that "batches" my virtual calls so that my engine does no jump from one memory location to another with every function call.

http://rel.phatcode.net/index.php?action=contents&item=Space-Impakto-DS

entity.cpp and just about everything that extends it.


As you can see, it's a bullet hell game running on a 66mhz processor and I use virtual functions everywhere.

Here's another example of it.

Code: [Select]
#include <cstdio>
#include <vector>

using namespace std;


//--------------------------------------------------------------------
//
//    Entities (No virtual fuctions)
//
//--------------------------------------------------------------------

class Popcorn
{
    public:
    void Update()
    {
        printf( "Popcorn Update \n" );
        Kill();
        Pop();
    }

    void Kill()
    {
        printf( "Popcorn Dies \n" );
    }

    void Pop()
    {
        printf( "Popcorn Pops \n" );
    }
};

class Cannon
{
    public:
    void Update()
    {
        printf( "Cannon Update \n" );
    }
};

class Tentakill
{
    public:
    void Update()
    {
        printf( "Tentakill Update \n" );
        Shoot();
    }

    void Shoot()
    {
        printf( "Tentakill Shoots \n" );
    }
};



//--------------------------------------------------------------------
//
//    Global Entity Container ( Pure Virtual Calls )
//
//--------------------------------------------------------------------

class EntityContainer
{
    public:
    virtual void UpdateAll() = 0;
};


//--------------------------------------------------------------------
//
//    Entity Containers for each entity ( Single Virtual Call for each type )
//
//--------------------------------------------------------------------

class PopcornContainer : public EntityContainer
{
    public:
    PopcornContainer()
    {
        Popcorn Ship;
        for( int i = 0; i < 10; i++ )
            Popcorns.push_back( Ship );
    }

    ~PopcornContainer()
    {
        Popcorns.clear();
    }

    // Virtual Function for all types of entities
    virtual void UpdateAll()
    {
        for( unsigned int i = 0; i < Popcorns.size(); i++ )
            Popcorns[i].Update();
    }

    vector<Popcorn> Popcorns;

};

class CannonContainer : public EntityContainer
{
    public:
    CannonContainer()
    {
        Cannon Ship;
        for( int i = 0; i < 10; i++ )
            Cannons.push_back( Ship );
    }

    ~CannonContainer()
    {
        Cannons.clear();
    }

    virtual void UpdateAll()
    {
        for( unsigned int i = 0; i < Cannons.size(); i++ )
            Cannons[i].Update();
    }

    vector<Cannon> Cannons;

};

class TentakillContainer : public EntityContainer
{
    public:
    TentakillContainer()
    {
        Tentakill Ship;
        for( int i = 0; i < 10; i++ )
            Tentakills.push_back( Ship );
    }

    ~TentakillContainer()
    {
        Tentakills.clear();
    }

    virtual void UpdateAll()
    {
        for( unsigned int i = 0; i < Tentakills.size(); i++ )
            Tentakills[i].Update();
    }

    vector<Tentakill> Tentakills;

};


int main()
{
   

    PopcornContainer Popcorns;
    CannonContainer Cannons;
    TentakillContainer Tentakills;

    vector<EntityContainer*> Entities;

    Entities.push_back( &Popcorns );
    Entities.push_back( &Cannons );
    Entities.push_back( &Tentakills );

   
    // Iterator way iz beddar
    vector<EntityContainer*>::iterator iter;
for( iter = Entities.begin(); iter != Entities.end(); iter++ )
{
    (*iter)->UpdateAll();
}

    return 0;
}



hi FAST!

20
Mostly I wanna know how you made those sprites. Especially for Space Impakto.

About 80% of the sprites are made by an artist friend of mine.  The other 20% I ripped from games using various tools(some I made).
 

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