Search found 274 matches
- Wed Oct 15, 2014 10:22 am
- Forum: Homebrew Projects
- Topic: Lagrange Point translation
- Replies: 80
- Views: 30870
Re: Lagrange Point translation
I honestly wonder what this game would sound like if it was localized in the US and had to have the music arranged for the 2A03. I wonder if they would've followed CV3 and made use of arpeggios once in a while.
- Wed Oct 15, 2014 12:13 am
- Forum: NES Graphics
- Topic: Graphics-hacking Aladdin (Hummer Team)
- Replies: 58
- Views: 35099
Re: Graphics-hacking Aladdin (Hummer Team)
https://dl.dropboxusercontent.com/u/82042602/aladdin/Aladdin%20(E)%20%5Bp1%5D%5BhM04%5D%20-%20071627_001.png https://dl.dropboxusercontent.com/u/82042602/aladdin/Aladdin%20(E)%20%5Bp1%5D%5BhM04%5D%20-%20071627_002.png https://dl.dropboxusercontent.com/u/82042602/aladdin/Aladdin%20(E)%20%5Bp1%5D%5Bh...
- Mon Oct 13, 2014 2:04 pm
- Forum: General Stuff
- Topic: "Radia War" fan translation vs. "Tower of Radia" prototype
- Replies: 9
- Views: 3835
Re: "Radia War" fan translation vs. "Tower of Radia" prototy
This makes me wonder. Are localizations of NES games essentially glorified translations, or are fan translations just amateur localizations? When you think about it, they're both accomplish the same thing, only difference is that localizations tend to be more professionally made, obviously. I also w...
- Mon Oct 13, 2014 12:12 am
- Forum: NESdev
- Topic: Gameplay-hacking Aladdin
- Replies: 21
- Views: 9242
Re: Gameplay-hacking Aladdin
Speaking of gameplay hacking, the game can and will freeze under varying conditions. Once I managed to jump down, following a path of gems into the area where the snakes pop up, and the game froze. I also jumped on one of the enemies while I was close to a wall, and Aladdin jumped in a wall and cras...
- Mon Oct 13, 2014 12:09 am
- Forum: Homebrew Projects
- Topic: Lagrange Point translation
- Replies: 80
- Views: 30870
Re: Lagrange Point translation
Oh wow, amazing. So once it's done, would it be possible for someone to burn the final translation on some EPROMs and solder it on a LP cart? Or would this only work with something like the PowerPak, since you might need to create a VRC7 'variant' to handle the game's size? That said, I wish you the...
- Sun Oct 12, 2014 11:33 pm
- Forum: Homebrew Projects
- Topic: Lagrange Point translation
- Replies: 80
- Views: 30870
Re: Lagrange Point translation
That reminds me of the NeonGenesis, I think, translation of the game that could never be completed. Wasn't there a technical reason that it couldn't be made, in that the Englis text couldn't be compressed to fit on the VRC7 cart? If so, how did you manage that?
- Sun Oct 12, 2014 10:59 pm
- Forum: General Stuff
- Topic: Nintendo: Japan vs. America Corporate
- Replies: 27
- Views: 7755
Re: Nintendo: Japan vs. America Corporate
Well, to raise another point, not every kid is the sharpest knife in the drawer, so I gather kids are going to say ridiculous things regardless of Nintendo's hand (I know I did...) What you said was probably realistic; you said that the SNES was visibly superior to both the NES and the Genesis. I d...
- Sun Oct 12, 2014 12:46 am
- Forum: General Stuff
- Topic: Nintendo: Japan vs. America Corporate
- Replies: 27
- Views: 7755
Re: Nintendo: Japan vs. America Corporate
Did you also know that when Pokemon first came here they wanted to change the monsters COMPLETELY because they looked to 'scary' but Nintendo of Japan said no? To be fair, some of the Pokemon Green sprites are completely horrifying to look at. That said, the reason why Nintendo isn't successful tod...
- Sun Oct 12, 2014 12:34 am
- Forum: General Stuff
- Topic: Thunder Force 4 = overhyped
- Replies: 41
- Views: 15773
Re: Thunder Force 4 = overhyped
And yeah, arcades are probably the worst example of optimization - why optimize when you can just throw more money at it? Same could be said for gaming PCs today. In the 90's and the early part of the 2000's, PC tech was expensive and advanced VERY quickly, so developers had to target specific hard...
- Sat Oct 11, 2014 10:22 pm
- Forum: NES Music
- Topic: 8static Festival 2014 - Oct 16,17,18 - Philadelphia
- Replies: 2
- Views: 2306
Re: 8static Festival 2014 - Oct 16,17,18 - Philadelphia
Sorry for the week old bump, can I ask how can a chip musician be a 'performer'? I know that there's the chip maestro cartridge which can allow one to make music instantly, but with something like the NES, that's five instruments going on at once. From what I've seen (and cringed), it seems to just ...
- Sat Oct 11, 2014 8:16 pm
- Forum: NES Graphics
- Topic: Graphics-hacking Aladdin (Hummer Team)
- Replies: 58
- Views: 35099
Re: Graphics-hacking Aladdin (Hummer Team)
It seems like there's two possible ways to solve this dilemma; either stay with the default palette, or rebuild the graphical assets to have a more optimized color system, maybe switch colors out when they are no longer in use for anything, if at all possible. The guard, for example, would suffice j...
- Fri Oct 10, 2014 11:44 am
- Forum: NES Graphics
- Topic: Graphics-hacking Aladdin (Hummer Team)
- Replies: 58
- Views: 35099
Re: Graphics-hacking Aladdin (Hummer Team)
It apparently also uses the Somari engine, which explains why Aladdin has to 'build up speed' before he moves at his intended speed. Perhaps you could make it so that he always moves at 'full speed', because it makes a lot of jumps annoying, and I'm certain Aladdin moved at a constant speed in the S...
- Fri Oct 10, 2014 9:08 am
- Forum: NES Graphics
- Topic: Graphics-hacking Aladdin (Hummer Team)
- Replies: 58
- Views: 35099
Re: Graphics-hacking Aladdin (Hummer Team)
Also, I'd make a video demonstrating the music hack, but the game controls quite weird. Aladdin doesn't run at full speed immediately, meaning you'd have to make a 'running jump' on many short platforms, which can either make you fall off said platform, or jump when you're moving slowly, missing the...
- Fri Oct 10, 2014 12:46 am
- Forum: NES Graphics
- Topic: Graphics-hacking Aladdin (Hummer Team)
- Replies: 58
- Views: 35099
Re: Graphics-hacking Aladdin (Hummer Team)
You serious? As opposed to changing a single hexadecimal value? Talk about lazy!
- Thu Oct 09, 2014 5:43 pm
- Forum: Homebrew Projects
- Topic: SMB1 + SMB2J SRAM Plus (FDS hack)
- Replies: 171
- Views: 147505
Re: SMB1 + SMB2J SRAM Plus (FDS hack)
Man, that takes me back. Didn't you make animutations yourself, or am I confusing you for another NESDever?