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Messages - Galron

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1
EverDrive 64 / Re: Yakouchuu II N64 Translation
« on: Today at 01:26 AM »

In my opinion you should also write the parrot  speeches in UPPERCASE letters because this is how robot speeches usualy get translated in english which i am pretty sure is instead written in katakana in japanese.

Regarding the ship deck name i would maybe write between parenthesis the technical name e.g second sub deck ( Orlop deck).

These are just my opinions and i have zero experience in translating from japanese so they mostly come from visual novels i have read in english and I had the original script to compare it with.

I like it when official third party translators/porting groups 'highlight' a hard to understand word and load up a glossary to 'click' on, that brings up a pop up that explains the meaning. But that requires adding features that didn't exist in the original versions. Probably too much work for a fan translation...

3
EverDrive GB / Re: Everdrive GB Pro Bios
« on: June 18, 2021, 04:22 PM »
EDGB Pro is a non Krikzz product isn’t it? Chinese clone of the original Everdrive GB? Not x3, x5, or x7.

https://www.google.com/amp/s/amp.reddit.com/r/Gameboy/comments/fcoih1/everdrive_gb_pro_anyone_else_heard_of_this/

Also EDGB can’t play gba titles period... different voltages, there is a external switch that detects if you have a gba cart of gb/GBC cart plugged in...

4
EverDrive GB / Re: Transfer Pak
« on: June 18, 2021, 08:29 AM »
Give me examples of what is converted and I can show you what was 'cut', zoomed in on, squished, etc. The converter program only works with a handful of games anyways, and its not easy to understand the various settings. Some of it does appear to be related to 'scale' and placement, and how it 'autoscrolls' on an object.

I mean its like trying to fit a rectangle into a square hole... SNES was 'square' and GBA only has "rectangle" half the size. You cant put one into the other without some of it being 'overscanned'... into regions you can't see...Or alternatively 'smooshed' and forced to fit vertically into the same space...

5
EverDrive 64 / Re: Inconsistent saving for Paper Mario
« on: June 18, 2021, 07:28 AM »
Lee anything knew being added to X7 via firmware, that might make it worth upgrading and replacing from 3.0?

6
EverDrive GB / Re: Transfer Pak
« on: June 18, 2021, 04:27 AM »
Also doesn't seem that SNES Advance even bothered to 'smoosh' the screens (something DSTwo Plus SNES emulator could do in its Mode 0, noticieable with the circular mario coin in the intro of All-Stars, or in Zelda: LTTP if one isn't careful).  The SNES Advance emulator simply cropped the top and bottom of the screens, with some minor 'autoscroll' to keep action focused on main sprite on the screen.

Cropping in middle is something DSTwo+ snes emulator can handle in third mode visual mode.

But cropping cerntainlly removes parts of the artwork like in the case of SMASH TV (see the top of charactersa heads, and their missing feet)



http://www.pocketsnes.net/snes_roms.htm

This will better show how much was cropped....

Notice it crops off the HUD section too (just below that statue's knee)!, and half the road... Perhaps some slight squishing too going on (although I can't get exact scale between both photos)...

As for your example of Batman Returns... It's highly cropped...



It crops out part of the lower part of the screen, and it crops out the dead space 'black line' at the top (the game has a kind of 'wide screen' like look to it, and that part is cropped out) down to the knee of the statue... Of course lots of other missing materials in the screenshot like well the road graphics, the HUD, and foreground fence...

https://www.youtube.com/watch?v=i380sW3DWuM

This will better show how much was cropped....

Notice it crops off much of the HUD's area too!, and half the road... Perhaps some slight squishing too going on (notice that the stairs look to be a little shorter in the emulator than in the SNES screenshot, although I can't get exact scale between both photos, so it might just be a fluke)...

The road graphic may be missing in the emulator because it appears to be a mode-7 element, and emulator might not be able to handle most or all Mode 7's features. The foreground fence is tied to one of the other 'Mode' and its abilities to do layers which also seems to be missing from the emulator's compatibility.

7
EverDrive GB / Re: Transfer Pak
« on: June 18, 2021, 01:08 AM »
If you are talking about emulators it all depends On mode you are set to... either zoomed in on a portion of the screen or it’s squishing the horizontal lines together vertically. It is physically impossible to display
240 or 224 lines into 160 line space, without loss of visual information.

One way you can tell 'squishing is taking place' is looking for games that are supposed to display a complete circle on screen. It will look like a vertically smashed ovoid. This can be seen in the Mario All-Stars introduction "Coin" for example. If something that's supposed to be a perfect "triangle" looks like its smashed that's another sign that graphics have been smooshed, some way... Legend of Zelda has the 3D triangles in the title screen for example on a screen where its properly displayed and 'stretched' to right 4:3 it will display as perfectly equidistant triangles. But because emulator on GBA or DS neither 'stretches into true 4:3' while at same time squishing the graphics vertically, it ends up making the 3d trinagles and tiatle screen look 'too tal'... Meanwhile a trifroce dispayed in the cutscene that tells the backstory of LTTP, looks 'too squished'... It should be both 'taller' and compensate for 4:3 (which emulation or the much smaller GBA and DS screens doesn't allow for).

https://www.youtube.com/watch?v=Qb0tY1P2Xs0

8
EverDrive GB / Re: Transfer Pak
« on: June 17, 2021, 11:08 PM »
They would have to squash or cut the screen at least. If the game doesn't use the whole generated video area, cutting it off might not hurt anything.
The SNES can use "windows" to crop the screen on all sides and still have scrolling work. Shadowrun seems to do something like this.

Batman was the only game that did that stuff like the Final Fight series is frame by frame the way the SNES showed it same goes for any other game only the modified ones done by the developers would change stuff by making sprites too big and making the map become a small map grid that is impossible to make out what is going on.

Nah you gotta look much closer, sometimes they cut off lines from the top of the screen or lines from the bottom of the screen or both, while changing and moving the huds around. It's impossible to have 1:1 graphics without zooming in at least one part of the screen in someway or redoing artwork or the screen to get around missing parts....

Additionally different resolutions caused other issuers in games, like Ace Attorney series going from GBA to to DS meant there was extra space around edgers of the artwork so they actually drew new background details to fill in the 'black space' and fit the new screen dimensions of the DS

It's also very easy to see the difference they did with Final Fight... It zooms heavily in on the character, and the game scrolls both up and down in relation to where he is on the screen, where as in the original there is no up and down scrolling and you simply see the entire "street" (area you can move around), and the background on the same screen. The hud has been changed and moved around to compensate, for the fact that not everything is viewable on screen at once, unlike the original.

https://www.youtube.com/watch?v=UOp4VZRc_88

Here are comparison videos for 48 of the ports (most of the time its 'zoom and crop'):

https://www.youtube.com/watch?v=xurqNOafU6Y

9
EverDrive GB / Re: Transfer Pak
« on: June 17, 2021, 11:05 PM »
They would have to squash or cut the screen at least. If the game doesn't use the whole generated video area, cutting it off might not hurt anything.
The SNES can use "windows" to crop the screen on all sides and still have scrolling work. Shadowrun seems to do something like this.

Ya, the classic series (famicom or nes) either squish the screen but also realign the huds and all terxt overlay with font that's cleaner and easier to read on the system, or more generally they  'cut' off the top half of the screen, and move the HUDs down so that they will show up in the display, at the top of the gba'S display.

Take one example Super Mario Bros, shaves off the blue space above the HUD, but also shaves off an inch from the bottom too, that generally just one row of blocks, which doesn't affect gameplay.


LOZ seems to do a number of things. First it cuts off the bottom of ther display, again largely just a row blocks. Link will also be cut off if he walks to lower part of the room to move into another. This doesn't really affect gameplay at all. Secondly the hud seems to be modified and squished itself (this continues into the menu if you lower it, which all seems more squished), but main playfield area doesn't appear to be squished. Link's sprite seems to be consistant to how he looks on tv dispaly. The title screen, all elements seem to be more squished with some cut off from the bottom. There are some other changes like the copyright and dates.

Basically they are interesting 'romhacks' I doubt the emulator is doing much of the changes.

Now onto GBA gamers Super Mario Advance are ground up ports/remixes of the original game with additions, changes, and new content. They are more than just 'romhacks' of the original games or all stars. However they largely play mostly the same, in parciular Super Mario World and Super Mario Bros 3. The majority of these cut off parts of the screen either the top, bottom or even sides while moving the hud down to the 'new top' or in a new place altogether. Super Mario World almost completely changers terh HUD design and 'stretches' it across the screen in a different way. It's also placed at the very edge of the screen (on snes its about 1 inch down).  Take for example Yoshi's house the very first area in the game, you'll see that you can only see the green leaves of the treehouse and not the top of the tree. In the SNES version you see birds and smoke coming out of a fireplace stack at the top of the screen. There is a new command in which Mario or Luigi will look up, and you can press a button to make the game scroll up to see what's above or below you, to see those elements that are cut off...

This is what I consider 'zoom' in on an section of screen. It doesn't change the artwork but it avoids having to 'squish' anything too.... But you won't see everything you could have seen on the original version, without workarounds to move the screen around.

10
EverDrive GB / Re: Transfer Pak
« on: June 17, 2021, 02:19 PM »
Well also, SNES and NES also 'stretched' things natively too. Hence why modern Nintendo releases like SNES Mini and Nintendo Online classics have both square pixel mode, and a mode that better fits the original 4:3 display of the original systems as display options. Developers eitehr designed for the stretching by making artwork look normal when 'stretched' and unaturally vertically squished (they look gauntly taller) if in square pixel mode. While some designers didn't take it into account, and their character designs always looked weird on original tvs, but look better on square pixels for some reason. But that's fewer and far between.

Sega in north america had a wider resolution 320×224 (320x240 in PAL regions) without 'stretching' so actually looks more like wider screen when compared to snes in its native resolution.
Quote
the SNES can have a height of either 240 or 224 in normal modes

I think 240 was PAL regions displays, 224 was North American displays. Displaying 240 on NTSC would generally cut off those lines, unless it 'squished' vertically within the system itself (by developer's choice). This was a problem for most games of that era even into later systems  that relied on NTSC (N64, etc), even with higher resolutions, PAL always could handle more vertical dispaly than NTSC could handle. Especially a problem if you are trying to convert the games over from PAL to NTSC, as HUDs and other vital information is sometimes cut off..

11
EverDrive 64 / Re: Inconsistent saving for Paper Mario
« on: June 17, 2021, 03:39 AM »
I thought v3 was supposed to automatically save...

V2.5 is the one with the 'reset save'?

12
EverDrive GB / Re: Transfer Pak
« on: June 17, 2021, 02:42 AM »
"It doesn't make the sprites smaller" it just in that your zoomed... It's just that you are zoomed in on a portion of the screen, and it does 'follow' the character.

Emulator on DSTwo plus for example has option of zooming in on different parts of the screen or showing full screen at reduced resolution, from the native resolution...

If you display full screen everything is 'zoomed out' since the pixels don't match the native pixels of the DS, they become even more pixellated and 'squished'. IT makes text harder to read specifically,m but often smaller character sprites will lose detail... Because its not 1:1 pixel density... DS has 256 x 192 pixel resolution, while SNES has 256×224 pixel resolution, those are not compatible resolutions.  It means in order to show full screen of the game on screen, pixels have to be 'forced' (squished) into the fewer pixels, thus detail is lost... If you want exact pixel scale then it has to zoom into the portion fo the screen closest to the character, but you  lose anything anything outside of the 56x192 pixels being shown.

The emulator gives the option of entire screen, zoomed out (option 0), but forcing 256x224 pixels into 256x192 pixel space, thus losing 'detail'. Especially noticeable with onscreen text.

of course there are games that rarely used the hi-res mode of 512 x 448 on the snes... That's also not a perfect conversion to 256 x 192 pixels....

The next option which gives better visuals but cuts off the top half of the screen is "showing only bottom half" of SNES's total screen, wiht 'square pixels", or alternativley show "Top" half of a SNES screen with square pixels. Depends on the game and which might be more useful... A mario game might zoom better to lower half as mario is almost always shown on lower half... while a Shmup might work best zoomed in the top half as that's where you'll view the character most of the time.

The third is Middle of the screen, with square pixels, you lose the top and bottom half of the screen Most likely won't see the infomration and stuff at top of the screen, poitns and stuff... But you get a better view on games that 'center' the character to the middle of the screen. Shmups or aventurere games often times.

Then there is 'zoomed" out to entire screen mode similar to option 0, this option '4' then 'smooths' the screen. to blur out the squished pixels and make things look a little better. But obviously it still suffers from trying to force many pixels into less pixels space.

I don't have time right now but in a later post,  I can try to include examples of each 'mode', vs what the game would look on a tv that has enough pixels to show the game in its original resolution...  But its impossible to have TV's resolution on a DS screen, and 'see everything'.

What I mean by 'pushing' the screen back is actually opening it to its full extent,  so that its not going to flop into your view or shade your view... unless you want the shade.... Its not a 'method' its simply opening the DS to its full extent... generally speaking the DS has 2 or 3 positions which the top screen can click to for different perspectives. I just happen to find having the 'fully open' version to be least cumbersome or likely to get in the way of my view.

Mind you DS and a GBA SP's clam shells and weight are roughly the same... So unless a GBA SP makes your hands tired, neither will a DS... Besides no one gets tired playing DS games, which use both screens...

13
EverDrive GB / Re: Transfer Pak
« on: June 16, 2021, 09:35 PM »
Quote
Though as the DS cart cannot work on a AGS-101 screen nothing looked more spectacular seeing it run on the device even though it had no sound and as for those SNES to GBA ports that came out they were badly tinted and worst of all the ports were made so the sprites would be bigger than the map design itself is really jarring especially when you compare the Contra Alien Wars version to the GBA port and more.

This was due to the fact that earlier GBA games had exceptionally dark screens so they had to make things lighter/neon/pastel in order to make games viewable on the dark screens with no back light or only front light...

Gameboy Player specific games often got around this by including both the lighter artwork for console use, and a special pallete with the original colors for the player to display. It could detect and display the correct color.

They also had to zoom because GBA does not have the same resolution as the original SNES or a tv.  You can see this same issue between ports of Sega games and SNES games since Sega had larger resolution, and SNES didn't things are zoomed  on the SNES... Or they had to redraw all the artwork to fit into SNES limits.

Emulating SNES on GBA or DS screen involves either zooming in on a portion of the screen for 'accurate pixel to pixel graphics, or extremly squishing them to fit into the limits of the GBA or DS screens (this especially affects 'text', all those NES to GBA ports "Classic" series had to mod the text to make it viewable on the systems, and also hacked the view in the games to fit on much smaller GBA screens, even if they were still running an emulator on chip method). Squishing resolutions to fit into a smaller resolution actually makes some graphics look highly pixellated or highly blurry.

The 3DS actually has more accurate or higher than original resolution so that SNES games actually look crisp on them.

Interestingly, many DS games the 3d games have artwork at a much higher resolution than the DS can handle. With the right emulator its possible to upscale the games to run in resolution of the artwork, looking somewhere between PSX era and N64.

Quote
But the sheer size of holding it would be jarring to hold onto and play for a long period of time, I think I'd make do with SNESAdvance when I get around to making stuff work better. I always found the SP model the best easiest comfiest way to play games on, problem with the DS and 3DS is they eventually become obsolete due to how big they are and how complex is to play them continuously.
"

You must have tiny hands, PSP is very comfortable to hold onto. DS lites aren't bad either. Of course there is always the possibility of running it 'GB Macro" style as well with a modded DS or Lite.

Also I recommend playing any GBA game, or emulated single screen game on the lower screen instead of the top screen....then just push the top screen to its maximum position back, and ignore it....

14
EverDrive GB / Re: Transfer Pak
« on: June 16, 2021, 09:16 PM »
The best GBA emulator on DS was included in Super DSTwo +. Not perfect but largely playable with many games. It did have sound, and enough buttons to handle the games.

https://wiki.gbatemp.net/wiki/DSTwo_Plugin_Emulators

The best emulator though is on PSP as it uses a version of SNES9X as I recall.


15
EverDrive GB / Re: Transfer Pak
« on: June 16, 2021, 06:45 PM »
I am for having multiple options and giving people multiple optionsl..

Having all in one GBA and GB/GBC flashcart is 'amost' impossible.

There was once designed a bulky method that combined Super Gameboy and Super Gameboy Advance, into one card through a 'bridge' used by Flash2Advance, it more or less was a addon cart that fit into GB/Super Gameoby, and the SD2Advance fit into the top of it. Creating a kind of bulky long card with both features. Still nothing that fits the motherload of having both in 'a small form factor' that part of the public wants in a card.



Even if it is potentially possible, if people want it so they can have 'slim' mode card that fits int heir GBA without having to switch cards, it would be impossible..... So the many requests to have both GBA and GBC, and 'keep it small' is impossible. Short of emulation which is 'bad' and there isn't likely to be improvements....

So the next best thing is the Ezflash method for at least making an option to use dustcover sized cart, or regular sized cart. DE throws this out of course for a reasonable reason, it's extra rumble and other features need full size GBA card. But it still manages to keep GBA slim in most gba devices, it only stick out a little on a DS Lite.

But I completely understand people who want to play GB/GBC on their GBA and not have it hang out by 2 inches as well, so I understand their wanting an option out there that fits 'smoothly' in the system, something the same size as GBA slot (this interest has come up in many threads). If the option existed I would even buy one.

Of course there are plenty of alternate methods for carts that fit in Super Gameboy. Different brands, BennVenn, Ezflash, Everdrive, etc. So that's always possible... No one is asking for those methods to be 'replaced'. There would always be needs for full size carts as well. Especially if they are going to primarily used on DMG/Pocket/Light/SGB/SGB2/Color systems.

As for 'SNES" emulation, ugh get a DS (with certain flashcarts), or PSP and hack it... GBA and emulators for it can do almost nothing.... And usually with no sound... There just isn't enough power for hte overhead needed to run SNES on GBA, without total conversions of the code as done with many of the SNES to GBA ports that came to the system officially...


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