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Messages - Cyberman

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Newcomer's Board / Re: About creating patches for multi-disc PSX games
« on: October 29, 2013, 06:34:42 pm »
Well, that's what I was thinking. But what about other multi-disc PSX games? Like Valkyrie Profile, or Parasite Eve?
FF7 FF8 and FF9 use LBA tables to reference files and data. In FF7 this is encoded in \FEILD\FIELD.bin
The reason for this is it was better to do that than use the standard C/C++ libraries. Speed, access, and concurency could be supported by the low level iso9660 access functions much better than otherwise.
The big issue if you modify a chunk of data is this index table may need to be adjusted (if the file increased enough to offset the other files).
I believe sqaure had a tool that cimpiled field.bin from the file set. It's been a few months since I looked at this type of thing. I had restarted a iso indexing program, but RL got in the way (sad I know).

The field dialog/script is in the DAT files. In the field directory The Mode 2 disks used by the PSX were a bit annoying (UDF is more obvious about locations etc.) The importan thing too keep in mind is that although thier is a directory structure in FF7 it's NOT USED (except to load the game). What is used is field.bin's LBE index table. The script likely uses enumerated values in the script for loading and accessing data. That is what I would do. The script probably looked (and read) a LOT better than the script code does dumped that is for certain!

I worked on FF8 and FF9 for a bit as well. Too much intrusion by everything else these days. (sigh)

It means Squaresoft pulled a fast one trademark-wise.

Like the 1:35 Soldier and the Masamune Blade items, it’s just a toy/figurine. You could translate it as “diecast”. I would.
This could be where conotation and denotation come into affect. Perhaps "Super Alloy Sweeper", it does appear the droped the alloy part and kept the super. This is appears to be a bit of sarcasm about sales speak, IE the fantastic ginsu knife that cuts wood and still slices tomatoes. My guess is they went with a shorter wording because "Super Alloy Sweeper" is a bit wordy and they probably had a "limit" to name lengths they wanted to maintain.

Sometmes translation requires you to do odd things for example "Spiffy Sweeper"(lol)  might be more akin to thier original meaning (connotation) super alloy sweeper however is the denotative translation. My best guess would be "high tech sweeper" or "hypertech sweeper". :D Don't quote me on it, my Japanese consists of hello and goodbye (seriously sad) however it would be nice to understand "what witty thing were they thinking" when they wrote that.

Just like English Japanese has some alien idioms and wording which unfortunately can be a real pain to translate. They appear to love puns but in a different way that English for example.

Cyb - I'm back not that anyone noticed I was gone (LOL 2005 2013 hmmm it's been a while)

Programming / Re: snes programming
« on: October 28, 2013, 10:04:52 pm »
is it possible to program a game for snes, and what is the best language to do so if it is?

thanks in advance
Anything is possible
The question is "is it practical"
Have you programmed a game before?

What did you have in mind?

Here are some C compiler links I dug up looking quickly.

SNES sdk compilers and languages

I doubt you wish to add a new processor model to the SDCC compilor (for example).

I don't know if thier is a port for the 65816 for GCC (Thier is for the hc12 the msp430 and numerous other little processors but not sure about the 65816).


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