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Gaming Discussion / Re: Those Catchy, Catchy Tunes...
« on: May 25, 2015, 10:24:19 pm »
This one looped on my head so very long ago...
WARNING!!! It can get catchy!
Jungle Stage (Turok 2: Seeds of Evil, Gameboy Color).

Oops (Zed's Theme) from Wild Arms -
That one too! I long thought I was the only one, lol.

A few suggestions (for memory editor and other areas):
  • It may be helpful to label the search box. (nit-picky, i know)
  • Would be helpful to be able to add comments to different memory regions-- and be able to save and load these notes from a file-- or have them be automatically associated with a certain ROM. I would prefer to load the data files manually, however, because of how I change the filename of my WIP ROMs based on the current build revision.
  • Ability to save and load breakpoint definitions from a file.
  • I'd like to name/label my breakpoints. Is it bad that I'm obsessed with naming everything? I usually keep notes elsewhere, but this would negate the need.
Actually I'm the same too. :P
These would be very helpful whenever I hack a SFC game. ::)

Gaming Discussion / Re: PS1 emulators, sound and HD graphics
« on: May 16, 2015, 04:26:38 pm »
As for sound in ePSXe you'd better try these plugins:

spuPeopsSound_110b.dll (v1.10 beta)
spuEternal.dll (v1.5)

I had no problem with these, most of the time.

For the Eternal SPU plugin I'd just set the audio method to "Async", check "Wait for XA buffer is free", and use for Reverb either "Neill's" or "New".
You might want to check some special game fixes if needed.
For the PeopsSound plugin use Mode: 4 "Async on-demand", Reverb: 2 "PSX Reverb", and Interpolation 2 "Gaussian", as well as check the "Enable XA playing" flag.
You might want to change the sound driver to match the OS, or tweak the Misc flags if needed.

Oh, I must warn you:
Graphical plugins, if not set properly (and for the proper game) might cause problems with sound too.

I personally can't stand the current status of ePSXe or its plugin system nor the current graphical plugins even if using compatible shaders.
I consider ePSXe outdated and not safe for hack testing or "authentic feel" game playing since it is so inaccurate.

If you want a similar but probably enhanced emulator, you'd want to try PCSXReloaded (I think the Windows version lacks some new interesting features but I can't confirm this).
I've never used it, though. Download latest release (for Windows) from here:

I consider either the real thing or Mednafen PSX (best with RetroArch and some CRT shader combination) the best way to play PlayStation games as they really were intended to be.

I hope this post helps you somehow.

Gaming Discussion / Re: So I discovered PC gaming
« on: May 15, 2015, 06:55:21 pm »
So many good games on PC (aka Windows)... and many already mentioned here.

I'll mention some games that I think were not mentioned here...

Real-time Strategy (most come with tools to create custom maps & campaigns):
Warcraft III and expansion.
Starcraft I & II and all expansions.
Age of Mythology & "The Titans" expansion.
Empire Earth: I-II-III, & all expansions.

Turn-based Strategy (most come with tools to create custom maps & campaigns):
Heroes of Might and Magic III & expansions (but not the HD remake since it's not complete and has some bugs).
King's Bounty series & all expansions.
Disciples series & all expansions.

Real-time Strategy Sim (completely custom):
Tropico series (you might want to play the most recent one, probably).
Theme Park World.
Theme Hospital.
Black & White 1 & 2 and expansions.
The Sims (you'd better play the most recent one, probably).

Point-and-click Adventure:
Monkey Island™ Special Edition Collection (an HD remake of Monkey Island 1 & 2 with some extras).
Grim Fandango (maybe the new Remastered version).
Discworld II: Missing Presumed...!?.
Discworld Noir.
Jack Keane.
Jack Keane 2: The Fire Within.
Runaway: A Road Adventure.
Runaway 2: The Dream of The Turtle.
Runaway 3: A Twist of Fate.
Hollywood Monsters 1 & 2.
New York Crimes.
Chaos on Deponia.
Goodbye Deponia.

RPG (most good ones were mentioned already...):
Dragon Age 1, 2, & 3.
The Witcher 1, 2, & 3.
Pillars of Eternity.
Fable Aniversary.
Fable II (err... nope - Xbox 360 exclusive - but a great game...).

Adventure Platformer or kinda like "metroidvania":
Dust An Elysian Tail.
Ori & the Blind Forest.

There's many more games which I don't remember right now.

Personal Projects / Re: Link's Awakening DX VWF edition
« on: May 14, 2015, 10:40:22 pm »
This thing's neat! :thumbsup:
But have you considered other fonts? I'm kinda not convinced with the font style you've chosen.
A cool side effect that could be exploited by someone else hacking or translating this game is the dialog box space freed by the new font.

That is actually an error I made there, since the disc I own is the "1.2" version (aka the one with slim jewel case, should be PSOne Books). If you try patching anything else the game will simply hang.
Really? Oh, that's completely unexpected! What's the Hash/CRC32/Checksum of your flawless version? Would be convenient to know.

Gaming Discussion / Yooka-Laylee
« on: May 14, 2015, 10:52:52 am »
A 3D platformer made by former Rare key people.

PS: This is probably old news to at least some of you, but I'd like to know what you think about this new project.

Gaming Discussion / Re: Bloodstained: Ritual of the Night
« on: May 14, 2015, 10:45:46 am »
You mean this game is gonna cost $20 million? A 2D game?
It's not 2D, it's supposed to be "2.5D", made with Unreal Engine 4.x. The images there are conceptual.
I'm sure it will not cost that much money to produce! Yet I feel it will have a lot of content to be explored inside... or so I hope.
Original Kickstarter goal was $500,000.
Surpassed in a single day, was it? Kinda like Yooka Laylee created by former Rare people.

I used the Gemini translation patch with:
Akumajou Dracula X - Gekka no Yasoukyoku (J) (v1.2) [SLPM-86023]

The patch's instruction PDF file says:
IMPORTANT NOTE: The patch can only be applied to the very first print of the game (not the one which
comes with the OST CD and the manga), with ID code SLPM 86023. Don't even try using PAL or NA disks.
So you need Akumajou Dracula X - Gekka no Yasoukyoku (J) (v1.0) [SLPM-86023]

Newcomer's Board / Re: How to create a .TIM image? (PSX)
« on: May 13, 2015, 08:47:04 pm »
Why don't you use this much better TIM manipulation tool?

I hope it helps you, since you seem a bit clueless about TIM file manipulation.

Heh, I don't think so!
I will start with 1 and end with 4 so I exactly get to know which one is the best!
But you'll have to play first Mario Land 1 and 2, or else you'll miss its deep storyline! :P

Yeah, Wario Lands are awesome! The first one I saw was 3, and then later got to play 4. I have played them all at least a couple times since then.
And yeah, as you said, SMB3 had much more innovative and/or interesting ideas than SMW.
Yet SMW was a brilliant, colourful and shiny technical/gameplay launch demo for the Super Famicom.

Someone should check out the integrity of the YAMADA.BIN file. :huh:

I particularly don't like this translation.
  • It's excessively literal (good localisations are never so literal).
  • It contains new translation mistakes (seems the translator doesn't know much japanese).
  • Gives me the vibe the translator was somehow biased towards some ideas (judging by the new mistakes introduced).
Judge by yerselves!

These same points are also valid on the new Spanish re-translation done on the PAL version by some people known as xulikotony and ortew.

But at least these new translations are better than the original ones. :thumbsup:

Gaming Discussion / Bloodstained: Ritual of the Night
« on: May 11, 2015, 06:39:37 pm »
Koji Igarashi presents his new Akumajou Dracula/Castlevania project to be funded through Kickstarter:

What do you think?

PS: Music by Michiru Yamane (Akumajou Dracula/Castlevania) and development by the same team as Keiji Inafune's Mighty No. 9.

I hate hate hate water worlds, usually. :P

Gaming Discussion / Re: help finding mugen game
« on: May 10, 2015, 06:46:27 pm »
I uploaded it again to my free MEGA account.!jcVyWIRK!P_doZqU8vw9Wrht9URMjv8AHKY6pFU51ufTNAYGkw4Y

Trust me, the link works flawlessly in Firefox 37.0.2 and Internet Explorer 11.

Download it ASAP and then tell me right here please.

Awesome! Chpexo's spriting skills are very nice.
His pants are indeed blue. It's just the game's lighting settings that make it look like green sometimes.

Personal Projects / Re: Zelda 2 for GameBoy - Missing Link
« on: May 09, 2015, 07:09:30 pm »
Probably no one noticed the poll because the topic fell into oblivion, I think.
You should open it again now that it is refreshed in the top, don't you think?

I'd vote for all of them, though.
But I see you already did 3 sprites out of the 4 so why not doing Tingle too?
Or a Great Fairy...?

Gaming Discussion / Re: The Fall of Gaming, the Modern Crash
« on: May 08, 2015, 11:24:32 am »
Talbain and MisterJones both make good points. Things have changed way past what they were 20 years ago; however, there has always been a quality disparity between AAA-trained talent and indie autodidacts. Now the AAA people are offering pointers on pixel art sites about the intricacies of their craft, but is it too little too late? Pixel art is simply the juxtaposition of colors, combined with time, effort, and experimentation. 3D modeling is a wholly different beast. The thriving independent markets of the 90s collapsed with the introduction of FMV and motion-capture technology, which required a minimum million dollar investment to even start. It all went downhill from there: the companies which established themselves in the 80s were investing huge in the 90s, and our standards rose so high so fast that we wrote our own collective obituaries. Now look at us: Clothing animations! Really? How I long for the days when we had priorities!
I agree here with you.
The continuing concentration of wealth means society is likely to become ever more monolithic.
Maybe, but you would not care about it if you were the one holding the big money, right?
So few understand sacrifice, particularly in the games industry. The most vain industry by far, overlapping with the fashion industry.
Not at all. Only top-managers coming from another industry into the gaming industry and marketing guys don't understand the sacrifice and work put into it. Though some people from the design and programming side can forget it too, sadly.
Quality is king, but top talent will always have a premium and talent is one part natural ability and one part training.
As usual, of course. But I think quality is not the top priority for many companies now.
The masters teach their craft to few... you read an article or book promising their secrets and you always come up empty. This because it's just talk... the real stuff is taught only to the chosen.
No, not at all. That's not accurate. Seems like you've had a bad experience with that and you are just making up a conspiracy.
Simply get yourself a Master and present your CV to a company. Well, the truth is it's not even necessary to have a Master at all.

By the way many game companies started as a small group of people programming and doing everything, then growing into bigger creatures. It's not impossible, but it's hard.

Now we hear about VR headsets making a comeback. I'm betting it'll be a huge failure... people will turn off from it as houses start burning down and babies start dying from neglect. But that's down the road isn't it? In the meantime the people who invest in it will make a killing, and all that money will be going to them and not to independent companies.
Wow. Nope.
The only things determining if it will be a success or not is these 3 points, from major to minor:
  • Marketing (including the price, of course).
  • Product Quality (both build quality and features)
  • Support (including initial content)
That said, there are problems in the indie sector. It's niche and quality is poor... however the sector is surviving because there are people out there who have very poorly developed taste. It's not that the art is inferior... it's just that the games are altogether different, more in the mold of the Amiga/Atari era.
Most of the time, yes. But you must start with something anyway. The problem comes with established "indie companies" creating bad quality content at the quickest time possible as if the world would end tomorrow.
Who wants to play a roguelike? Plenty of people who are risk-avoidant and cowardly and live their lives kissing up without so much of a thought as to their personal dignity love to escape to worlds where they can safely risk all living the life they lack the integrity to live for real. And because they don't take risks and lick The Man's shoe they have plenty of disposable income to pay for these pitiful games.

But doesn't that get to the heart of it? The authors of the games we love the most have always seen their efforts as a part of something bigger than themselves. If you're just fighting for your own survival without any concern for those around you, you will produce a proportionally isolated and mediocre product. The indie market is infested with this narcissistic temperament and the legends have grown accustomed to being the heroes and don't know when or how to pass the torch. The darkness grows thicker about this world by the day, and if you look closely you can see shades of it in most of the major thematic works of the day. Persona 3, Slayers and Evangelion all exhort us to take to the streets in their opening themes. If you can't rationalize the clear and present threat to human survival slowly choking us, how can you hope to obtain the understanding of people and interpersonal dynamics required to write a unique and interesting plotline? Those who have created brilliance in their fight against this evil, however doomed in their limited numbers, have clearly decided that there will be less evil in the minting of new stars than in leaving the world to hot-headed morons. Thus they have appeared on Kickstarter to compete with said morons. (although, I do think Kickstarter is being co-opted by the AAAs as an advertising platform, rather than a source of direct revenue).

So let's say it is possible to catch up. How? Where and how do you develop and train the capacity for character writing and animation modeling from amidst this self-interested group? OpenGameArt stands as a testament to the obstacles: 5 years running and the site has produced nothing but worthless icons that anyone can draw and a piddling number of portfolio samples. The crown jewels were commissioned by the admin. In such a self-interested and socially removed industry, it is simply very difficult to get people to behave altruistically, even if it's in their own long-term best interests. Lying just below the surface of indie complaints that they lack starter assets is the fact that they personally hate the idea of someone other than themselves "getting off easy" in life. With lots of pre-made assets available, there will invariably arise a sense that people in the industry don't work hard and are lazy and don't deserve what they have, especially among non-creative types. And of course there are always the enthusiastic passive-aggressive backstabbers who are just trying to con people into doing their work for them ("Oh, do this for me! XD"). But there again, amidst that backdrop how do you promote the altruism that seems to be necessary for the infrastructure to emerge for competition with the AAAs? If not altruism, how do you reward contributions?
OK. Now I am beginning to see a pattern here with you. But again... WTF?

Don't take this as offence gman40, but based on your posts I think you're taking this topic to some weird and biased ideologized discussion mixing it with other completely unrelated things.
I really was not expecting that when I opened this topic. :-\

I love when something is new and random because it means every re-visit will provide a different experience.
Me too, though I would not play a randomized stage version of the old Ninja Gaiden or TMNT games, for example. :P
Anyway most of the time the randomness is not well enough implemented to be considered a new experience or even great.
Procedural is simply not good enough for me. It should be mixed with other forms of randomness or explicit design.

Programming / Re: armips assembler (v0.7c released!)
« on: May 07, 2015, 06:41:01 pm »
I see no reason why SuperH assembly would be harder to implement than ARM or MIPS.
I think what would be difficult is to write some useful or complex code on it, though. Unless one somehow managed to fully learn how the SS works.

Oh, I'll seize the moment to say: congratulations for creating this extremely useful assembler!!
It has been really useful for me in the past, and I hope it continues to do so in the future.

I used it with a still paused FF7 translation project when I got mad implementing many translation-related things and other new features in menus and battle layout.

And I tried using it with Suikoden II for an assembler-driven text reinsertion, though I later found a problem with text strings on armips and then gave up the project.

I created a dumper program that takes some address' parameters and dumps the text. All fine.
At least I managed to get something useful out of the messy and mixed Suikoden file structures.
Though still could not solve the text redundancy problem, since there's no way for me to know.
Later I tried using armips to reinsert the translated text. But, I could not make multi-line strings work.

Random Example (it's in Spanish):
Code: [Select]
.str "Bueno... ¿nos vamos a la cama?<\n>",7,1,"¿O quieres salir a tomar el aire?<\n>",7,0,"Hace una noche perfecta."Nevermind of the values related to text pausing.
I would have loved to make something similar to this:
Code: [Select]
.str {
"Bueno... ¿nos vamos a la cama?<\n>
<Pause:1>¿O quieres salir a tomar el aire?<\n>
<Pause:0>Hace una noche perfecta." }
Though, maybe those curly braces would not really be needed.
Is there an obscure way to do this, or did I miss something? Maybe it's simply not possible now? Would it be possible in a future release?

I always thought of doing this translation text insertion through armips to save much time on reinsertion irknesses, but...

Also, now that I mention this Suikoden II project:
Do you know or know someone who knows how to change the font's width?
I searched high and low on all relevant files using all kind of searching methods imigining all kind of ways for that information to be stored... to no avail.
I even used debugger and tracing techniques.

While not mandatory for a translation it would still be nice to do it, since the original font is ugly and has some width errors.

By the way, I hope to see more from you in the Tales of Phantasia X and Narikiri Dungeon X for the PSP project soon.

Thank you for your work, sir! :thumbsup:

Gaming Discussion / Re: The Fall of Gaming, the Modern Crash
« on: May 05, 2015, 09:40:13 am »
Videogames are effectively in a stable market conundrum.  Which is to say, in order be a market at all, they must have stability but a stable market is also highly resistant to change.  In a creative medium, change is necessary in order to keep interest and not have the market shrink.  Videogames as an industry are effectively battling with this right now and do seem to be shrinking, moving towards the technological rather than creative side of the industrial continuum.  What the movement means is that each new game is continuing to cost more money and more money is causing fewer games to be made, creating highly risk averse companies wanting only "sure things."  "Sure things" are an anomaly in a creative industry and rather than spreading the risk around as the movie industry has done, they are focusing the risk as tech companies are prone to.  The result is every now and then seeing companies crash and burn, and do so in a rather fantastical manner (thousands of layoffs, etc.).  It also is creating a small number of companies whose profits are extraordinary while the rest are greatly under served. 

I don't think there will be a crash and burn, but I do think the market will continue to shrink rather than expand.  Though that's not really a prediction, it's just what is already happening (though industry CEOs would probably call it a "consolidation").

The only sea change I could see is when the technology aspect of it becomes cheap to get into, which it currently isn't.  The reason I could see this changing things is because it would allow smaller groups to compete with larger ones aesthetically.  Which is to say, any size of group could produce visuals and aesthetics as large as what now requires 200-person render farms months to do.  It will become cheaper over time, but right now that change is slow and unlikely to come from a single technological shift.  It could, however, unexpectedly come from a cultural shift if people collectively decide graphics and aesthetics aren't a large consideration for purchasing - though I sincerely doubt the likelihood of such a shift.
Do you think, something like the new business model for game engines like Unreal Engine and Unity (complete control and support, and free until you make money of it with a game),
mixed with the fact hardware will be much more easily exploited with Direct3D12 and Vulkan thus requiring much less time and resources to get around bottlenecks and optimizations, could drive at least a small change on that?

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