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Topics - PresidentLeever

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Newcomer's Board / N64 music questions
« on: March 06, 2019, 08:36:36 am »
1. How can I best check if a game is using sequenced or streaming music? I want to document which games used what as fully as possible.
2. How can I rip sequenced music? The threads I found about it were pretty old so maybe there are better tools now?

N64 Midi tool won't open on my PC (win10)

Just wondering if people with some experience programming on these systems could weigh in on the racketboy articles listing impressive games for a few retro systems. Which games or points you agree with, which you don't and if there's anything not listed worth mentioning.

I'll try to make use of the info in this thread for my own list/article on innovative and ahead of their time games, where I also mention some technical achievements. So keep 'em coming :)

Gaming Discussion / Good retro PC game reviewers?
« on: July 17, 2017, 03:48:26 pm »
Are there any good retro PC (DOS/Amiga/Win 3.1-95 era) game reviewers besides LGR, Pushing up roses, GGmanlives and ADG? Or in text form, crpg addict?

Mentioned elsewhere:
Kim (previously Kimble) Justice
Spoony Experiment (Noah Antwiler)
Computer Gaming World archive
LemonAmiga & Lemon64 (playguides/reviews)

A bit of a forgotten gem is this dead (?) channel, AdventureReviews. Focuses on, you guessed it, P&C games. Pretty in-depth, good narration (so-so sound though) and an overall positive attitude.

Jordan Owen runs a pretty controversial channel and you can't subscribe to just the game reviews, but I think they are really good overall, even if a bit pretentious and melodramatic at times, and he's interested in more arty games as well. The "my favorite games" series is mostly retro PC oriented.

RetroAhoy (Ahoy) is a show with pretty good production values and a more TV oriented style. Personally I get annoyed with how he always sounds like he's reading a sci-fi horror novel or something, it's pretty over the top, but it doesn't seem to bother a lot of other people:

DOS Nostalgia is run by a Russian guy speaking english. I didn't know he did reviews, doesn't seem to happen that often, but apparently they're pretty well done:

Mainly for the purpose of increasing the color palette for a sprite. This question got me wondering about MD/GEN equivalents to the trick used:

In short, they use 2 sprites with their own sub palettes to make mega man more colorful in the MM NES games. On MD you have 4 sub palettes with 15 colors each, but one sprite can still only use 1 palette at a time.

Gaming Discussion / Emulator feature innovation history?
« on: December 10, 2016, 10:58:53 pm »
It wasn't that long ago that we could start save stating in commercial emulators and many other features aren't used yet, which has got me thinking about when most major emulator features were created and realizing that I have no idea. There isn't much info at wikipedia either. Do you know when and where the below were first used?

-Save states - Nesticle (1997)?
-Rewind - QuickNES (2007), first heard of in 2005?
-Cheat code support - Software/initial loaders/breaks in things like the commodore 64 (see poke and peek), Nesticle (1997)?
-Graphics plugins for 3D games
-Netplay - Kaillera or Nesticle (1997)?

You can go ahead and tell or ask about others that I've missed and you think are important.

Newcomer's Board / Making my sonic hacks compatible with other hacks
« on: November 21, 2016, 12:00:13 pm »
I've made a couple of level hacks for sonic 1 and 2 using sonlvl and the github assemblies. How do I add the features from for example ReadySonic (sonic 1) and Sonic 2 bug fixes?

My hacks:

Newcomer's Board / Sonic 1/SonLVL questions (Luv Da Flo hack goals)
« on: November 18, 2016, 09:58:50 am »
I have some questions about Sonic 1 editing and no Sonic Retro account, so hopefully someone who's hacked a Sonic game can answer me here.

I'd like to know which of these can be done with it, or other Sonic 1 editors without further hacking:
-Somewhat faster underwater movement
-Somewhat faster green glass pillars and lava block boats moving to the left in marble zone, faster sideways pizza cutters in scrap brain 2 (no speed setting in sonlvl)
-Faster spring yard and scrap brain elevators/block obstacles and floating spikeballs in spring yard (or turn those spikeballs into rubber balls or bumpers instead)
-Making Sonic not automatically let go of the wheels in scrap brain 2
-Somewhat slower chasing blue robots in spring yard zone
-Making starlight zone's spiky enemies either shoot their spike balls (replacing them with the labyrinth zone ones except for the look) or have only three spinning balls so it's not super hard to hit them without getting hurt
-Adding a three block wide (from 1 block) green moving platform above the lava river in marble act 3 - it's either a single 1 block wide one or two 3 block wide platforms currently?

Love Da Flo is a simple hack by me that improves the flow in Sonic 1 and tweaks a few other things like level interconnnectivity and difficulty balance slightly. A first version, v0.9 was submitted and approved yesterday.

November 20, 2016, 03:26:50 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
How do I add the features from ReadySonic to my hack?

Gaming Discussion / Faxanadu Remastered - Worth playing?
« on: November 12, 2016, 09:50:31 pm »
Anyone here play this PC fan remake by retrogamer3? Post your thoughts please.

Based on the YT vids the presentation seems disjointed (which I can live with), the areas are expanded (both good and bad since there's a lot more dead space) and the interface and controls have some decent improvements. Apparently it's supposed to have better AI later in the game and new bosses as well.

For those who haven't seen it:

I might as well make this its own thread instead of clogging up the screenshots one. The backstory is that I was editing SF1 palettes via screenshots to make things closer to the artwork and to the sequel, when I discovered the SF1 editor which allows for easily making a proper hack out of the mockups. I will soon be done with chapter one and release a WIP patch. Play it in Fusion or another emulator with the same RGB values. It still looks good in Regen but the colors will be a bit washed out.

I tweaked the force palette earlier to prioritize skin tones and edited all force members with new shades and tweaking to make the shading more consistent. I also took the portrait colors in consideration. There's a dark brown in the common & force palettes that's used very little, so I turned it into another skin tone. The leftmost color is transparent, so it doesn't show.

But apparently the menus use the force palette during battle, so it looks like they will look like this with the new palette I'm using. Please tell me if it looks good enough, otherwise I'll have to tweak the force palette.

I've decided to do a bit of shading and anti-aliasing cleanup work on each battle sprite, so they're gonna take longer but the results will be nicer. Sometimes I've added an extra shade of color, since most sprites have several unused palette slots. Hopefully I don't run into split palettes (Kokichi) that are shared between sprites (none so far).

Probably final versions of most of the chapter 1 enemies compared to the originals, let me know what you think:

Added the pig nose like in the artwork

Fixed the filled armpit in the attack frame and inconsistent metal shading in other frames

Armpit fix and added glow around eyes

Too dark purples perhaps?

Consistent shield shading. I could make the tongue red if wanted, though I believe lizards don't have red tongues.

Also fixed the brightest shade on high priest (yellow/orange one)

Added shade for smoother highlights. Fixed the empty pixels in some frames.

More consistent shading in all frames

Added shade for darkest skin tone anti-aliasing

Fixed cap shading and armpit fill on both

And here's max's battle sprite:

Added a shade for more consistent hair (orange like the portrait), made the hair shading more consistent between frames, and used the barely used yellow shade for leather highlights in every frame instead of just the last one.

You can find pretty much all other edits here:

I'm still looking for feedback on Lyle's eyes and Pelle's clothes btw.,13779.msg321960.html#msg321960

Hi all,
I'm using the hex editor in FCEUX to try to edit the dialogue text drawing speed in this game.

I'm trying to edit the text speed, which via the GG code at that sets it to max, I found the address B6BE for, but how do I change the values temporarily and test what happens? When I change a value the game just freezes.

I also found this in these notes:
F65E: 8C 6605   STY $0566   ; Delay between letters

That could also be what I'm looking for. But the values for that address are FF and 03 when I use the hex editor, why is that?


The other thing I'd like to do right now is fix the sword slash cancel when landing and jumping - Link's sword attack is canceled if you attack right before landing or jump right after attacking. I'd like it to take priority over the landing and jumping and it would be best if Link could attack and jump at the same time. I can't find this in the notes, so any help is appreciated.

Gaming Discussion / Dragon Quest II (SNES) Questions
« on: October 13, 2016, 07:35:57 am »
Playing the 2.0 RPGone patch and the game still freezes after you cure Rolando. Can I skip this quest or avoid this some other way?


I recently beat the main dungeon in the first one and I while I think it's pretty rough around the edges I liked it enough to want to try some other games in the series. What should I play next? I think I'm OK with untranslated if the game is playable without knowing japanese. I'm also interested in the Shiren the Wanderer games.

What I liked:
-The art style and overall tone of the game
-The interface and controls, for the most part (nice diablo-style mini-map and running/speed up feature)
-Finding more interesting uses for the items, like cloning specific monsters to get 2 of a specific loot item
-Monsters could get hurt by traps and kill each other, even leveling up
-In-game epilogue

Didn't like:
-Overly random difficulty and how a run could go to shit based on bad loot when you're quite far into the dungeon
-Automated shop/home expansion
-How the vault was introduced far in and you could only withdraw 2 items (by trading in the bread you get from your wife when you say bye to her, otherwise 1)
-Repetitive layouts and a lack of puzzles and hidden paths
-You could progress the story/shop expansion more than one step in one dungeon run and would then have to reload the save to make all the changes happen. There's even a bug where if you get the happiness box too early, all items (that you'd want to use for the bonus/hard mode dungeon) are lost before you can put them in the vault.
-Surprise attacks in corridors (inconsistent line of sight) and from traps (you don't get enough torch scrolls and swinging your sword to detect them gets tedious)

Gaming Discussion / Spotify/Apple Music for games
« on: July 18, 2016, 10:24:59 am »
When do you think this will happen, in what form and what would you pay?

Edit: Sorry, wrong board. Can't delete apparently.

For those who don't know, Spotify is a music streaming service with a huge library and a pretty low subscription price (10$ a month, or free but with frequent ads and more limited interface)

Gaming Discussion / Any mods for MGS or MGS Integral, PC or PS1?
« on: June 26, 2016, 05:49:53 pm »
I'm surprised I can't find any for this game.

Gaming Discussion / Just beat Metal Gear 2. A few questions...
« on: June 22, 2016, 07:29:15 pm »
1. Is there some way to determine which of the eggs has the snake in it, and was there a use for it?
2. Was there a clue about the ninth keycard's location? I had to look that one up, and it seems you had to first get past the acid puddles for it to spawn into existence.
3. Was I just lucky when I used the cigarettes to determine which way the wind was blowing? I read afterwards that you were supposed to use the gas grenades; didn't quite get what the arrow represented before that.
4. Is it just my laptop combined with BlueMSX or is there a lot more slowdown than in the first game? In larger areas the whole game runs like 20% slower compared to elevators and small rooms, and button presses sometimes don't register properly during hectic moments. It seems this was fixed for the re-release of the game though.
5. How exactly does the enemy's line of sight work in this one? It seemed inconsistent at times.
6. Does the story change at all if you go around killing children?
7. What was hidden in the sewers, if anything?


Gaming Discussion / Golvellius 2 and Super Cooks translations?
« on: June 21, 2016, 01:26:18 pm »
Where can I find these MSX translations? Django's blog seems to be gone.

Gaming Discussion / Which version of Star Fox 2 should I play?
« on: June 15, 2016, 06:52:54 am »
"(Final Version)", "[Fix by ManuLoewe] (Final Version)" or something else? What does the fix do? And which emulator is preferable (Windows PC)?


June 15, 2016, 08:07:21 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Wow, this game is short and easy on Normal. Beat it in like 20 minutes with no deaths.

So I'm currently playing FF4 (GBA, played the SNES ver. before but it was years ago) and I'd like to know what you guys think about these features and why you think they didn't carry over to FF4. While my comments sound critical towards FF4, it's more about creating discussion and that I find it interesting to think about the directions the series could've taken after the NES era than me disliking the game.

-Keywords from FF2. This was a more western approach to dialogue that at times made town/story segments more engaging I thought. It could've also been used just to keep track of important info, like a journal.

-Manually using items on NPCs (FF3). This could've been a lot of fun if expanded upon and using items on NPCs is re-used, albeit in a more controlled manner, but I suppose they had to prioritize due to cart size and time constraints.

-Group target by enemy type (FF3). This was a surprisingly modern convenience type feature, which would also have more of a use with more mixed encounters of enemies with different affinities. Would've perhaps made things too easy though.

-Controllable growth of stats, spells and party make up (FF1-3 to different extents). I don't mind predefined, specialized characters from a challenge perspective and can see how it makes storytelling easier, but I also thought earlier approaches to character/party building made more sense for an RPG and offered a bit more replayability.

-Gating via harder encounters rather than with a "lock and key" mechanic (FF2). I think this one tends to get overlooked and was a pretty refreshing feature of that game. Obviously technical limitations and wanting to tell a focused story get in the way here, but a couple of subplot developments or just interesting loot and encounters would be fine as reward for wandering off the set path long before that end game bit we're all familar with.

Anything else you can think of and want to comment on? Go ahead!

Gaming Discussion / Obscure FF3 NES questions
« on: June 04, 2016, 11:33:03 am »
I'm right at the end of the game so spoilers are fine. This is mostly for a detailed comparison to its prequels.

Which stat spells are stackable?
-Haste, Protect/Safe, Build Up/Boost skill (Karateka/Black Belt). Not sure about Venom and Bio (Poison).

Is switching jobs before level up to gain more HP from higher vitality worth it? What about other stats? It seems you always lose the spell charges (mp).

Is the game longer than FF2? HLTB tells me it's the longest of the first three games, but I'm not sure about that considering the encounter rate, leveling system and trap rooms in FF2.

Are these statements correct?
-Attacking and casting spells on yourself still counts towards Skill increases (makes it possible to quickly become overpowered but can also be useful for leveling more situational skills more smoothly while continuing the main quest)
-Since there's a cap of 1 skill level per battle it doesn't really matter much

-There's an automated or manually controlled escape sequence in the game

-You can't escape from most undead enemies unless they're mixed with living enemies

-There are shields or other gear providing elemental resistance which the game doesn't tell you about

-Toaded characters can't heal themselves using the Maiden's Kiss item
-Yes, they can


Gaming Discussion / Super Missiles in Hyper Metroid
« on: January 27, 2016, 01:58:40 pm »
What is the normal route to the first super missile in this hack, meaning without using the bomb jump in odd ways to reach where you otherwise can't go? I ended up using BJ myself because I got sick of looking for it, but I'm still curious about it.

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