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Messages - wanzer

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Personal Projects / Re: Asuncia (PS1) project
« on: January 12, 2018, 12:01:01 pm »
Congratulations for completing this translation project, it's just a shame this game still doesn't work well with EPSXE, it only plays up to the name entry, after that the game just freezes and stays on a black screen state, I have to use XEBRA just to make it work flawlessly, but without the use of save states and PEC plugin, I can't make some quick work out of this game. Anyway, great job! another Japanese PS1 title translated! if you're interested on starting another translation project, try Aconcagua, Mizzurna Falls or Ningyo no Rakuin, it's just a suggestion though. Thanks for the patch!     

Try pSX 1.13 and hook your video card to CRT.

Personal Projects / Re: Asuncia (PS1) project
« on: January 09, 2018, 10:16:18 am »
Quote from: ObiKKa
Oh wow, there are still hundreds of missing decent games from between 1995-2005 that have to be added to the PSX, SAT & DC lists! I think it'd take me approx. 3 years to almost do it all!

Only if you take the stance that every game every made is decent...

People have UVList. Honestly I think the Translation Request list is sorta outdated. Lists of completed translations vs untranslated games are useful, but that's not what the Translations Request list is anymore. Every NES game is mentioned despite the fact that interest is practically zero. Only games with franchise names appear for most of the systems. These games many of them have already been translated and don't need further translations. Viewing the translation request list has become a waste of time compared to cross-referencing UVList with the RHDN translations database.

As for the Asuncia translation, thank you for your effort weissvulf :) I think this game will be better received than you think... it's always been one of the most wanted PSX translations based on screenshots alone.

Programming / Re: Any good editors that save 16bit BMPs?
« on: January 02, 2018, 05:50:18 am »
I though NeoPaint DOS would do 16-bit color because it offers 16-bit modes, but it seems it only saves to 24-bit.

I had no idea support for 16-bit BMP was so poor. Am I the only person who thinks GIMP is unintuitive? I wonder how difficult it would be to add the functionality to IrfanView, or Paint.NET.... Wikipedia says 16-bit bmp data is raw so maybe it's worth while, I dunno...

And yes I like Front Mission ^_^

Programming / Re: Any good editors that save 16bit BMPs?
« on: December 29, 2017, 08:38:42 pm »
I remember these programs called Irfanview, and NeoPaint. Both handle 16-32 bit conversion.

ROM Hacking Discussion / Re: Wip projects for mmx and 7th saga
« on: December 28, 2017, 10:57:53 pm »
The graphics decompression thing really sounds awesome. Thanks for that.

Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: December 24, 2017, 01:34:23 am »
In my experience it's a lot easier to just locate the tables with the monster stats and use a script or something to dial the exp/gold values up a notch (like 2x). The tables are practically always in the first quarter of the rom data and are easily traceable by fighting a couple battles at the beginning.

Personal Projects / Re: Final Fantasy IV Prettified
« on: December 24, 2017, 01:14:10 am »
If we're talking prettification, why not make the field sprites bigger (like FF6 size?)

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