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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Dart Zaidyer
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Dart Zaidyer

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Posted on 06-27-04 02:11 AM, in What makes SPC emulators sound bad? Link
I've been wondering something for a while and I'm hoping someone here knows enough to answer it.

What, exactly, makes an SPC Emulator go off-key and playback on a higher pitch than a real SNES? Is the core itself flawed, or is there some switch that's never turned on by default that you have to fumble around for?

Some well-known emulators that suffer from this problem are OpenSPC, SNES9x (circa 2001 or so) and whatever is being used to allow the great Zelda Classic to play SPCs in the next release.

Any advice, especially from a programming standpoint, would certainly help to anyone hoping to avoid that problem or perhaps fix it in their emulator of choice. (I, for one, am sick of getting off-key Impulse Tracker dumps out of OpenSPC.)
Dart Zaidyer

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Posted on 06-27-04 02:38 AM, in The Legend of Zelda: Dark Prophecy Suggestion Thread Link
I hope I'm not too late for this one, but I have several of suggestions.

-If you're going to hack Link's palette, make sure the result is sensible. Nothing like a dark blue tunic with yellow for the brighter shade, for example.

-If you're going to hack the music, make sure the result isn't painful to listen to. I thought Euclid's tunes were pretty grating after the first repeat, especially since they're just the original songs but with chimes instead. Yes, it's pretty hard to hack anyway, but a little effort will certainly pay off.

-The Bomb Shop elephant guy should be in this game somewhere. Maybe not even working the Bomb Shop, but he just has to be in the game. Has to. Period. =P

-Give out the Blue Mail a lot sooner than LttP did. Like, say, on the way to Agahnim after retrieving the Master Sword, or maybe even by having it sold in a shop like Zelda 1. That way it has a much better chance at being useful, unlike in LttP where just 3 levels later it was replaced.

-Tingle shall never appear unless he is dying or dead.

-Have the guy that runs away in Kakariko give an extremely useful tip for catching him, rather than say something everyone knows by that time.

All things that *I* would do, mind you, if I were going to make a hack. At any rate, I hope it gives you some ideas.
Dart Zaidyer

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Posted on 06-27-04 02:45 AM, in What makes SPC emulators sound bad? Link
What "settings" have to be changed, EXACTLY?

This URL, courtesy of a friend, leads to a wav file that shows the difference between a real SNES and OpenSPC/Zelda Classic's emulation. (Don't eat the bandwidth, now.)


The first part is an SNES, the second is a broken emulator.

There is a difference. What I need to know is how it's caused.
Dart Zaidyer

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Posted on 07-01-04 11:05 AM, in The Legend of Zelda: Dark Prophecy Suggestion Thread Link
LttP's Link was made to be what he is. He just doesn't look as good with any other palette. If anything, you could change his hair to a subtle yellowish-brown.

Here's the RGB for it:
Red: 194
Blue: 121
Green: 61
Dart Zaidyer

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Posted on 07-01-04 11:11 AM, in Zelda 3 ALttP Minor Fix Link
All of those "improvements" clash with LttP's general flavor by quite a lot. Link needs to be wearing soft colors, not burning in-your-face stuff like that. Especially the hair, it just looks too loud and out of place.
The red tunic looks like the only one that might work, but the gloves and sleeves don't fit.
Dart Zaidyer

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Posted on 07-04-04 11:37 AM, in What makes SPC emulators sound bad? Link
Do you understand just how long it takes to "play around with it" before it's perfect?
Not only do I have to tinker with the samples, but I also have to edit the song data itself to insert Note Cuts where OpenSPC decides instead, in the most insane of ideas ever, to simply turn down the volume when a note ends. This results in muddy music and a slap upside the head to accuracy.

But this isn't just about OpenSPC, it's about similar emulators with that kind of faulty APU. They need to be fixed, and no amount of fiddling or switching will change the fact that the APU itself is programmatically flawed. And in the particular case of closed-source programs like Zelda Classic, using canned goodness is not an option because it's all GPL'ed. So from a programmer's standpoint... What is the CORRECT way to go about an SNES APU?
Dart Zaidyer

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Posted on 07-07-04 10:57 PM, in What makes SPC emulators sound bad? Link
I reiterate: Those are all good, but the best ones are Open Source under the GPL. In particular, Zelda Classic cannot use them because the GPL requires that it become Open Source if it does. For various reasons, that's not going to happen.
Dart Zaidyer

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Posted on 07-18-04 11:28 AM, in The Legend of Zelda: Gates of Darkness (***image intense***) Link
This has to be the most completed overworld I've ever seen, ever. Not only that, but there are no visible errors! What's your secret? Did you really rack your sanity navigating through all the predefinied overworld tiles, or build some sort of tool or algorithm or whatnot?
Dart Zaidyer

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Posted on 07-24-04 09:33 AM, in Emulator capable of Starfox 2? Link
Those of us who've studied up on the subject will note that the "final beta" of Starfox 2 floating around on the Internet is, in fact, extremely stable. It's just that few emulators can run it correctly.
Currently, ZSNES WIP can play the game with no problems and even with proper timing. The only issue is that the screen flickers constantly, which is really annoying and hard to look at. There was an older version of ZSNES a while back where someone inserted a fix for that, but unfortunately it still can't handle the game itself. (broken backgrounds, disappearing objects, and whitescreen crashes, mainly.)

So, I'm looking for a competent emulator capable of running Starfox 2 with zero problems. I've heard there are versions of Snes9x that can, but I've never had much faith in that emulator's APU...
Anybody know anything?
Dart Zaidyer

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Posted on 07-26-04 10:11 AM, in Emulator capable of Starfox 2? Link
I've found a version of Snes9x 1.41 that plays the game smoothly and without incident. Can't provide a link, but a quick Google for "Snes9x Starfox 2 ver." should yield results, depending on how you spell it.
Now the only issue is that the game needs a translation. =/
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Posted on 07-26-04 10:28 AM, in Starfox 2 hacking information? Link
Has anyone really bothered to look into the Final beta of Starfox 2 floating around the 'net that much? I'm thinking the communication and some of the names (such as "Team Wolf" and "Andorf") could use a translation to their English equivalent. Optionally, perhaps the Debug information and FPS readouts could also be "disabled".

The first step in this process is, of course, hacking the non-english text graphics, and then actually rewriting the dialogue. Then work on the already-english names and change them around to their American equivalent. It may help to know how to read the original Japanese too, but how hard can it be to wing it for a game like Starfox?

Any information or ways to find it would be useful.
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Posted on 07-28-04 06:58 AM, in Starfox 2 hacking information? Link
Holy crap. Knowing that, I'd rather leave it to the experienced guys.

What about the original Star Fox, then? I think the pilot portraits of SF2 would look nice in place of the old ones, for starters.
There was also a thread here a while back about hacking the in-game Arwing and replacing it with other craft, such as the high LOD Arwing you see in the controller config and ending sequence. (although, not without some issues.)

Would it be possible also to "adjust" the tolerance for Wing Damage and muck about with enemy formations to make the game harder or maybe just different, or is there some sort of similar insane system governing that to make it nigh impossible?


(edited by Dart Zaidyer on 07-27-04 09:59 PM)
Dart Zaidyer

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Posted on 07-31-04 10:02 AM, in Starfox 2 hacking information? Link
Wow, that's a lot of useful information.

It should also be noted that while the "comm portraits" of Pepper, the team, Andross, etc are uncompressed, they're a bit hard to read in the editors I've tried such as yy-chr and Tile Layer Pro. It seems they're "shifted" two pixels down and one to the left, resulting in something that's hard to edit because you can never really be sure how to set up the new graphics so they'll translate back to the game properly.

Is there a tile editor out there that can read these graphics correctly?
Dart Zaidyer

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Posted on 08-01-04 08:01 AM, in Starfox 2 hacking information? Link
Wow, excellent work!

I'd like to get ahold of that stuff and see what I can figure out... Seems like Starfox 2 may have a few more surprises in store for text hacking, but I do have a few plans for Starfox 1.
Is this compression format also being used on the communications portraits? I'm quite sure that's the case for Starfox 2, but when looking at Starfox 1 they're "kinda sorta" uncompressed. They get a little garbled here and there when you look at them, and if you try to edit them they garble in the same manner upon applying to the ROM.

EDIT:
Seems that only happens in v1.2 of Starfox, not v1.0. I wonder why?


(edited by Dart Zaidyer on 07-31-04 11:10 PM)
Dart Zaidyer

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Posted on 08-06-04 02:50 AM, in Who thinks TINGLE should be in Dark Prophecy? Link
Tingle is awful. If you include him, never make Link depend on him for anything.
Dart Zaidyer

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Posted on 08-07-04 07:58 PM, in Z3: GoD -> Which sprite sheets are better ? Link
You're quickly going to find out that Four Swords Link often doesn't fit in the LttP template. Trust me, I worked on a similar hack for a good while, and both head and body tend to stretch outside the boundaries in a lot of animations.

I recommend taking a good look at Four Sword Adventures sprites. They're a bit more in keeping with LttP's format, and their walking animations aren't so weird. (Four Swords GBA Link seems to move his hands outward in a girly fashion whenever he walks. Four Sword Adventures Link actually has a walk that's more like LttP Link.)
Dart Zaidyer

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Posted on 08-19-04 08:27 PM, in Update to Metroid Zero Mission(includes level data format) Link
What about shrouds (fake areas of tiles that fade out when Samus goes under them) and auto-map data? I don't think an editor should be without those. *cough*SMILE*cough*

What about adding extra rooms to the game? It's possible in Super Metroid if you know what to do...
Dart Zaidyer

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Posted on 08-28-04 03:03 AM, in Update to Metroid Zero Mission(includes level data format) Link
It would certainly be fun to work on MZM. I, for one, would really like to mess with the order of the game and make the Full-power suit and Gravity Suit more useful. (This game really needed a Maridia type area...)
Has anyone figured out door data, or is investigating it?
Dart Zaidyer

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Posted on 08-30-04 03:39 AM, in Update to Metroid Zero Mission(includes level data format) Link
For a really basic editor, I'd suggest the following:
-Level data including scroll limits, BG music, and size, if applicable
-Enemy data
-Door data
-Automap data
-Liquid layer data

That will allow you to do a decent hack until the more complex things are done.
Is there any way that brand new rooms can be created, as it is possible with Super Metroid? Or is it not that simple?
Dart Zaidyer

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Posted on 08-31-04 02:16 AM, in SMW2+ Demo 2 Preview Link
I hope you've fixed your issues with the IPS. I just tried demo 1 on what is apparently a European 1.0 Yoshi's Island. (I hate it when they're unlabeled.) It had English, French, and German language select on startup, red/yellow/green/blue buttons on the Control select button, and bold text...
When I patched it, I ended up with an almost total conversion, taking away Language Select, turning the control pad buttons back to shades of purple, and un-boldening the text!
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