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Messages - djnforce9

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Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 22, 2017, 10:27:40 am »
I'd do it but I don't know what I'd be saying other then "make this game work".

Hopefully this game is high profile enough to warrant adding support to Snes9X. I remember it being a big deal to even get working in Japanese and now for the first time English speaking players can try it too. Personally, I've waited for it since it first appeared on Dejap.

Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 20, 2017, 07:42:15 am »
Wow, really glad to see this reach completion. Once it's up for download, I'll be playing it for sure. Also, excellent job on the manuals and other extras; it'll make for a fun read as well.

Cool! Looking forward to your update. The existing boss you added was fun (BARELY won that fight at one health left haha); looking forward to another.

A personal suggestion though: would it be possible to add more platforming areas to the "House of Toys" while the train sequence could break up the action in between rather than having the train throughout the whole level? I always found that level under-utilized in the original because it's JUST the train.

Personal Projects / Re: Chrono trigger plus
« on: October 10, 2017, 03:24:41 pm »
Just wanted to say that this looks highly intriguing. I remember a very old hack that let you explore 1999 but you clip through everything, chunks of the map were missing, and there were no set locations to visit. This on the other hand sounds like a good reason to play through Chrono Trigger yet again if only to see the new content you've added (which sounds considerable given how you've added some of the DS content and an entirely new area).

Thanks!! Looking forward to your final release.

Just going through looking for personal projects of interest and wow, I really want to play this. I had the original cart as a kid and already beat the game. I too felt let down that you got the wand during the last stage only. I also felt defenseless at times against certain enemies since throwing candy can only stun them (but they are still difficult to avoid). That and the key collecting got annoying at times (e.g. finding 5/6 of them only to discover that I can't complete the level). I really like what you've done and look forward to playing through it. Thanks!!

EDIT: Just played it last night and really had fun. I like how the two distinct gameplay styles are blended throughout every level rather than only used at the end and the key gathering being made into mini-games at times was a very nice touch. Lastly, the train (House of Toys) level was a lot better too; the original was SUPER annoying.

Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 06, 2017, 04:01:42 pm »
Could the secret event be re-programmed to be dynamic such as a month or two after the date selected during initialization so that everyone has a chance to experience it and the rom won’t need to be changed after 2018?

Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 06, 2017, 12:13:22 pm »
Yes, I read way earlier in the thread that it was fixed. It's no longer limited to the year 2014 (1999 on one of the other screens) or earlier and seeing as the events in game only use the month, day, and time, it had no impact on gameplay.

Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 06, 2017, 10:52:52 am »
Just wanted to say that I decided on a whim to see if Tengai Makyou Zero as ever translated as I too really wanted to play it back in the day and even after the game would boot, I'd be lost because it's all in Japanese. Glad I did go looking because here it is almost done. Thanks for taking up this project; I didn't realize how involved it was until I started reading through.

I look forward to playing this and I'll give "Oriental Blue - Ao no Tengai" a try as well since it was recommended near the start of this thread.

News Submissions / Re: Utilities: GBAMusRiper released
« on: January 20, 2014, 08:49:07 am »
Finally got around to attempting to edit the midi file and it turned out to be easier than I thought. All I did was open the midi file in Synthfont2 and assigned the soundfont to all the instruments and they played just fine (both Summon Night and Mr. Driller 2). Thanks! Now the percussion in the song is crystal clear unlike before.

News Submissions / Re: Utilities: GBAMusRiper released
« on: January 12, 2014, 10:42:05 am »
The problem is that this instrument is identical in all points to unused instruments, but it is actually used. First time I'm seeing this in a sappy game. Unfortunately I can't fix this without adding a lot of dummy square waves instruments in all soundfonts of all games (I don't want to).

The easier thing to do would be to manually edit the MIDI so that it uses instrument 0-1 instead of instrument 0-0, the only different is that it is a square 2 instrument instead of a square 1 instrument which makes no difference when it's played as MIDI.

To fix it for all songs you'd have to edit the soundfont and copy preset 0-1 to preset 0-0 and that'll fix all the songs using preset 0-0.

Thanks. I'll try editing the midi file and see if that works (it's only for a couple songs so no big deal). I think "Mr Driller 2" may have the same problem as all the square wave instruments are muted and thus only the samples play.

News Submissions / Re: Utilities: GBAMusRiper released
« on: January 10, 2014, 11:13:57 am »
Seems you just updated GBAMusRiper (so now I can extract and use the newest version). I like how you converted the jar files into command line windows executables which means I don't have to keep remembering the Java parameters to rip something. Thanks!

Pokemon Emerald now rips like a charm too meaning I can replace the low quality GBA rip recording I have with this. I also find it interesting that all the song data for Pokemon Red/Blue is contained within the Emerald rom.

Anyway, one question though (I've been meaning to ask before). It seems a "Summon Night" (the first game in the series) rip ends up having at least one missing instrument (usually the lead synth) even when using this new version of GBAMusRiper. Any idea if the game uses a special driver for part of the music?

This is how the song is supposed to sound (taken from the GSF):

This is what GBAMusRiper produces:

News Submissions / Re: Utilities: GBAMusRiper released
« on: January 07, 2014, 08:45:14 am »
Oh my, I downloaded it twice and WinRAR says it is broken...  :'(

I had no trouble extracting GBAMusRiper. Is your copy of WinRaR updated to the latest version?
Never mind, that was the old version. The new one is broken for me too. Zip file seems to be corrupted. Using the "Repair Archive" function in WinRaR does not resolve the problem either.

News Submissions / Re: Utilities: GBAMusRiper released
« on: December 26, 2013, 03:21:58 pm »
I understand. I just thought GSF's were the rom but with all unneeded data stripped out leaving the essentials and thereby making it easier to rip.  Ah well; it was worth asking anyway.

Best of luck with the un-rippable roms once you find the time in the far future for it :). What you've created so far is already really awesome for those of us that DO have an ear for quality.

News Submissions / Re: Utilities: GBAMusRiper released
« on: December 24, 2013, 09:28:22 am »
Thanks for the explanation. It sounds like the idea would be too difficult to implement and compatibility would not even be that high either.

One more question though. Once a game has been ripped to minigsf format, would it be easy to convert that into the midi/soundfont format?  It might help with some of those titles that couldn't be ripped directly from the rom itself (e.g. Pokemon Emerald). Not sure if everything needed it still in tact or not though.

News Submissions / Re: Utilities: GBAMusRiper released
« on: December 19, 2013, 01:04:29 pm »
Indeed and I'm really glad you wrote it! I found it while looking up why exactly GBA music was so fuzzy in the first place and if there was a way to filter it out somehow. That search led me to a page showcasing part of the Mother 3 soundtrack being run through it and a side by side comparison of how it sounds emulated and ripped. It was like night and day so I got the tool and went to town replacing any GBA songs I had with ones ripped using your tool. This solution works extremely well on all games that support it.

I would have LOVED to have seen this put into emulators (i.e. have the audio samples play back exactly as they are stored in the ROM image and no quality tampering to simulate GBA hardware limitations) but I don't know if that's even possible. I always thought low quality samples WERE in the ROM image itself but clearly not as this tool proves. Reminds me of how higher quality textures on Wii game discs than what the system can output.

News Submissions / Re: Utilities: GBAMusRiper released
« on: December 18, 2013, 09:08:38 am »

Just joined because I wanted to ask a question related to what this utility does. First off, thanks for creating it! I am REALLY bothered by the poor sound quality the GBA produces making all music sound really muffled/fuzzy whereas this tool has allowed me to create high quality versions of most of my favourite tunes (often surfacing finer details that I never knew were there).

Anyway, my question is whether it is theoretically possible to make this into a music player or even somehow integrate it with the GSF format so that rather than emulating the GBA's (poor) sound hardware, the actual samples stored in the rom are simply used directly. Obviously this won't work for procedurally generated samples like in (in Golden Sun) but what about other games? It would be really neat if the process could be streamlined like that. Please pardon my ignorance of the GSF spec; I will understand if this idea is not possible but I thought I would present it.

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