News: 11 March 2016 - Forum Rules

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ReBirFh

Pages: [1]
Personal Projects / Re: Zelda Minish Cap Level Editor
« on: January 10, 2013, 01:16:22 pm »
Good to see this project. A bit offtopic but seeing this thread reminded me that while watching the movie Labyrinth (1986) last week, I noticed that one of the characters had a taking hat that looks quite "similar" to the minish cap, coincidence?

Script Help and Language Discussion / Hidden Messages in Zillion
« on: January 13, 2012, 07:06:55 pm »
The following messages are hidden in the Master System game Zillion, could someone translate this as those aren't in the english version and google translate isn't making heads or tails out of it.

(C,6)(ジサツ) ハヤマルナ
(D,5)(バクハ) ピット ポット トイウ ゲームヲ シッテイマスカ。
(G,4)(ジサツ) イチバン ウエノ レツデ ミギカラ 3バンメノ ヘヤノ ミギガワノ カベヲ 8カイウテ
(H,5)(バクハ) イチバン シタノ レツ デ ヒダリカラ 2バンメノ ヘヤノミギガワノ カベ ハ コワレル。
(E,2)(バクハ) ウエカラ 2レツメ デ ヒダリカラ 1バンメノ ヘヤハ カクシベヤデス。
(I,6)(バクハ) ウエカラ 7レツメ ヒダリカラ 4バンメノ ヘヤデ ジサツ コマンドヲ ニュウリョクセヨ。
(I,8)(ジサツ) モウイチド カンガエナオセ。
(J,5)(バクハ) イチバン ウエノ レツ デ ヒダリカラ 1バンメノ ヘヤノ ヒダリガワノ カベヲ 8カイ ウテ。
(J,2)(ジサツ) アレックス キッド ノ ミラクルワールド ヲ ヨロシクネ。
(M,7)(ジサツ) ミンナガ カナシンデモ イイノカ
(N,7)(バクハ) ウエカラ 4レツメ ヒダリカラ2バンメノ ヘヤニ ジサツ ノ コマンド ヲ ニュリョク セヨ。



In one of Romero's movies there is a Bub/Bob the Zombie and the Barocks thing could be Blocks? :P ::)

Newcomer's Board / Re: Question about compressed graphics
« on: March 25, 2011, 07:14:33 am »
I'm using GensKmod and fusion to play. I'm determining the layout from ROM because I thought that the RAM or VRAM wouldn't be able to hold the entire level.

Newcomer's Board / Re: Question about compressed graphics
« on: March 24, 2011, 10:28:36 pm »
I was trying to give a "facelift" to Alex in the Enchanted Castle as this game suffers from bad selection of colors, unnecessary dithering/detail, bad draw graphics and Alex itself doesn't look like he does in the Master System games.
Only alex sprites are uncompressed but I found that some objects were only partially compressed (the balls only have one quarter of their graphics compressed).

I already tried to search for kosinki or enigma without luck.

Right now I'm trying to "decode" the layout of the stages, just finished the first layer (Sprites) of the first stage. Insteresting how the stages are composed of blocks that have a minimum of 2x2 tiles.


*If I make a savestate in a place that has the graphics that I know are compressed, they will be already decoded in ram/vram, right?

*The decoded graphics are stored in vram with bytes swapped like palletes are in cram, in relation to how they appear in the rom (Genesis/Mega Drive related)?

Newcomer's Board / Question about compressed graphics
« on: March 24, 2011, 09:15:00 pm »
If a game has compressed and uncompressed graphics and instead of findind a way to decompress, I just repoint it to a location with uncompressed graphics in the same order, what will happen?

Thanks for the translation! I sent to him a googgle translatated version but your is much better, I changed the line where it reads "When you move the sticks" to "When you don't move the sticks", I did this because I assumed that 127~128 should be the reading for when the sticks are in the centered/neutral position and those analog sticks have a range from 0~256.

You can see the progress here:

Some genesis games have analog support but there aren't any emus out there with this compatibility.

I contacted one of them that is interested and is already looking through the code and asked if someone could translate those two pages of the manual for afterburner.

Edit: if it helps, I typed most of it.

自機の微妙な操作が可能になっています。操作は下図の通xで、AP を・CONTROL1・









Pages: [1]