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Messages - Galron

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FXPAK (SD2SNES) / Re: SD2SNES Theme/Menu
« on: December 07, 2020, 01:44 AM »
Thanks I'll give it a try.

EverDrive N8 / Official Fire Emblem 1 US Switch localization.
« on: December 05, 2020, 06:19 PM »

So it appears its just a Japanese rom + dynamic real-time patching to English on the fly.

Is there anyway to pull the patch information and convert it to a useable patch for the japanese rom in the future?

EverDrive 64 / Re: Super Mario 64 3D All Stars (Rumble SUpport)
« on: October 10, 2020, 08:08 PM »
This is awesome finally having english version of Super 64 Rumble version...

My only other dream for the game would be for someone to hack together Super Mario 64 DS and all its features in a version that worked on original N64 hardware.

Maybe someone to add Zelda 64 and Majora's Mask remakes concepts to work on original hardware too... (mind you I still think original Majora's Mask is best, it would just be fun to see changed boss fights and stuff work on original N64 hardware, graphics obvioulsy downgraded).

Unless some firmware upgrade adds some fancy feature that v3.0 can't do, I'm sticking with v3.

EverDrive 64 / Re: Super Mario 64 3D All Stars (Rumble SUpport)
« on: October 07, 2020, 09:29 PM »
Crash, awesome, glad to see something finally complete!

Anything else cool in the source leaks?

EverDrive 64 / Super Mario 64 3D All Stars (Rumble SUpport)
« on: October 05, 2020, 12:42 PM »
Seems that the version fo Super Mario 64 in 3D All Stars on the Switch is based on the version with Rumble Support. Any chance of pulling out the rom and using it on hardware? Maybe modding it to restore the original button layout graphics?

EverDrive 64 / Re: Yakouchuu II N64 Translation
« on: October 05, 2020, 12:41 PM »
This is awesome, I'd love to play it...

ANyone plan to translate the recently leaked gameboy color version?

FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« on: September 21, 2020, 02:20 AM »
Ya it can get kinda complicated...

See DS to GBA enhancments include anything from hooking up a Aria of Sorrow and linking it to Dawn of Sorrow to unlock some extra items in Dawn of Sorrow. It simply reads off the header information. Lots of games that did stuff like that. Some unlocked extra missions if you had a previous GBA like Advance Wars GBA to Advance Wars DS apparently.

To more elaborate stuff such as pokepark and trading pokemon between GBA and DS games.

You brought up gamecube, there are a number of games that are also special compatible with the GBA through the GBA link cable. Having a copy of Fusion for example would unlock content in Metroid Prime II and vice versa... That's another list I need to look into for GBA flashcart....–_Game_Boy_Advance_link_cable

EverDrive 64 / Re: 40 Winks Rom?
« on: September 19, 2020, 03:11 PM »
I've never played them side by side so I don't know but since both were based later version roms, its possible there was newer content.

FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« on: September 17, 2020, 06:19 AM »
There are GBA enhancments and DS to GBA enhancment lists out there, and DS slot 2 enhancment add-ons lists. Not sure how complete they are not, or accurate.

FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« on: September 16, 2020, 02:55 AM »

Also it's possible to hack the games to leave the GBA features on permanently even on regular GBC hardware.

Here is a small list of games with unused SGB content...

Actually, a lot of games have unused SGB code but the site owner deemed them to problematic on count of cluttering pages, so some games were removed and I have saved most of my original research notes. A small portion of games list remnants of varying versions of an unknown SDK that was used to develop and select enhancements for the SGB including presets. There are games that actually still have the attribute ATTR_TRN and ATTR_SET overlays intact. Not much else is known about this SDK or if any original developers still have the files used for testing.

I would realy love to have full list! And wondering if they can be reactived in some cases through mod/patches?

FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« on: September 16, 2020, 02:53 AM »
Ya, Space Invaders is technical impressive marvel! Donkey Kong 94 also impresses me with its full color map screens. Some very cool sprite work done there...

FXPAK (SD2SNES) / Sonic SNES demo/proof of concept
« on: September 16, 2020, 01:37 AM »

Anyone try this out? The developer claims its based on actual sonic the hedghog code/engine then converted and optomized with some tricks to run on the SNES. I'v eplayed the rom its impressive, as most of the physics are there, and it plays super fast, with almost zero slow down.

I've seen one incredulous person claim its bullshit, and that is a 'simply a sprite hack' of Super Mario Bros... Even though Super Mario doesn't even ahve the same physics, AI, or control schemes...

But is there anyone with the knowedge to look over the rom to see if it was hacking a previous Nintendo game, or if it was made from the ground up?

OH I talked to the developer they designed their flashcarts to only hold one game at a time.. YOu need a secondary flasher device to do the flashing/backups. They have chosen to do it this way to keep costs down, and not have to directly compete against bigger companies like Krikkz.

But it also has the advantage of being able to have full access to linked features like Pokepark on GBA and Nintendo DS pokemon games, and when using a transfer pak on n64 for example.

These were things that the demographic they market too want in a flashcart. Maybe buy more than one even, to have copies of rare/patched games in their collections as stand-alone repros...

Still I'm strongly interested in the rumble/RTC flashcart they have for testing rumble based games on the Gameboy Color.

And maybe one of those GBA solar sensor packs for Boktai 3 (which I'd probably leave on it, and never change). He said one feature of their solar sensor is that it can work off ambient light like a lamp if you want to, if there is no accessible sun, good weather....

FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« on: September 15, 2020, 08:38 AM »
I'm just saying that the disabling of rumble is a feature of the software (game) rather than of the hardware (MBC5).

Ya, but in most/all GB "SGB" features, its all feature of the 'software'. And SGB hardware/firmware/software is then able to read that software and do what it's programed to do with it.... I don't think any of it, sparticuarly on any hardware level, other than software telling hardware what to do... and there eing data only can be played on SGB/SNES hardware.
The emulator (or FPGA implementation in this case) must emulate the mapper hardware but not the software. The software is added by the user when he loads a rom image. The rom image contains only game code and data (software), not the mapper hardware.

It matters if this feature (disabling rumble) is done by the hardware or the software, because if it's a software feature it's not universal for MBC5, even if every currently existing MBC5 game with rumble does it. A prototype could show up that haven't implemented it yet, and a homebrewed game could do any crazy thing. These must be taken into consideration when implementing MBC5 support with rumble in an emulator.

There is at least one game with unused rumble code already out. It can be reenabled with game genie code... Speaking of gamegenie/other hacks... it might be possible to test your theories by disablign the code in the roms themselves to see how it affects things on an actual Super Gameboy. But you might also need a flashcart with rumble to make this easier to do (there is curently only one option on the market that I know of as of now)....

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