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xdaniel

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Everything posted by xdaniel

  1. Try downloading it again, hopefully fixed that problem. Was related to non-working sound emulation; if it was already working you'd need to download something, but as it's not yet working I just disabled it completely.
  2. SharpBoy v0.4 released - http://magicstone.de/dzd/sharpboy/
  3. to coool: The stone doors aren't even transition actors; as I said they're all in the first room file, and are at the same position as the actual transition actors. alphaheiti: Gonna try and experiment with this myself... EDIT: Change the transition actor's variable from 0x00Fx (x being 4-7, there's four transition actors with that kinda variable) to 0x003F. 0x003F makes the game fade from room to room when walking through the actor, while 0x013F would be an abrupt switch. 0x003F should make it look like this:
  4. Haven't tested it, but right where the normal room-changing planes (actor 0x0023) are, there's also a Bg_Relay_Object each (actor 0x0123, variable 0x01##, all in the first room file, curiously), which the actor list at the Wiki calls "Rotating windmill mechanism / Thick stone door". So I guess you just move those out of the way, or repurpose the actors as enemies or something?
  5. Well, just the Wiimote, it doesn't support other controllers. Also, release hopefully coming later today; currently fighting with my Bluetooth setup which doesn't appear to work at all anymore right now. Once that works again, I'll clean up the control settings window a bit, then prepare the v0.4 release. EDIT: Fucking Bluetooth, it's still not working, despite countless driver removals and reinstalls, restarts, etc., etc. If I can't get this to work tomorrow or the day after, I'll just release it like this. It's not a problem with the emulator AND I didn't change anything Wiimote-wise in there prior to my BT problems, but I'd still like to test the Wiimote support once more beforehand...
  6. I think the biggest problem so far was getting my Wiimote to play nice with my PC... Some more work to be done there, but it's working rather well overall. EDIT: Status update: The MBC5's Rumble feature (used in ex. Pokemon Pinball) is now emulated if you're using a Wiimote, and the Wiimote's battery status is shown via its 4 LEDs (> 0%, > 25%, > 50%, >75%) as well as in the control settings dialog. And also, the current v0.4 changelog (release probably later today, that is Sunday 29th): Fixed compatibility regression with GBC DMA transfers, affects ex. Pokemon Puzzle Challenge Substantially improved MBC7 emulation via GEST's source code, Kirby Tilt 'n' Tumble is now playable Improved LCD Status interrupt generation, fixes faked high-color display in certain Game Boy Color games Some improvements in handling of disabled LCD; ex. Zelda: Oracle games no longer freeze when leaving the menu Improved timer emulation and improved emulation of HALT opcode, fixes ex. Stunt Race FX Demo Added Wii Remote support for input and Rumble, button configuration is fixed; MBC7 tilt sensor is controlled by Wii Remote when enabled When using keyboard control, MBC7 tilt controls can be changed via the GUI's control settings Added crude frame blending via OpenGL; blends currently drawn frame with previous frame to better simulate pseudo-transparency Added option to keep aspect ratio intact when resizing window; also double-clicking the game screen maximizes/normalizes the window Added drag-and-drop capabilities to GUI, ROMs can now be loaded by dropping them into the program window Very minor GUI changes
  7. Well, Farore's Wind does work outside of dungeons, you just have to force it to be useable: 8111B9B2 0000 8111B9B4 0000 ...for US v1.0 enables all(?) items for use everywhere, the opposite of the "Can't Use Weapons" cheat at ex. GSCentral. Start the game with the code enabled, and you should be able to cast the spell anywhere. I just tried it by using it in Hyrule Field - the green energy ball going right back to the spawn point -, then went through Kakariko, onto Death Mountain Trail, into Dodongo's Cavern and then tried to return to the warp point. Which worked perfectly, Link spawning a meter or so in the air over his previous spawn point in Hyrule Field. Screenshots of another try, the faded interface being the result of the code:
  8. I think for once I agree with our USK's rating of 12+, but only for once.
  9. The first Puella Magi Madoka Magica OST by Yuki Kajiura... Brings back some spine-chilling memories.
  10. Let's see... system stats via CPU-Z, a statement about my beliefs, and after seeing this segment of Episode 6 of Nichijou, I just had to turn it into my avatar and/or signature Now, immortalizing the love for boobies is a good thing, but I don't get the fixation on ponies that half of the internet seems to have nowadays o.O?
  11. The MBC7 is a complicated beast, so this is all thanks to GEST's source. Before this, the game managed to boot up, had junk data for saved games, had no tilt sensor input and crashed when trying to go in-game - now, it's pretty much perfect (keeping SharpBoy's limitations in mind), besides the obvious fact that a keyboard is -not- how the game's supposed to be played with.
  12. Well, I meant sales-wise, and that probably was the GCN version (which I actually have) - not sure how many copies each version sold, but I think I've read something like ~4 million copies for GCN versus ~10 million copies for Wii or so? Not sure. Gameplay-wise... I don't know, I never played the Wii version, and don't see the point in still paying 40€ or whatever for it.
  13. Well, there was Twilight Princess. Although if one of the versions of that did badly - probably the GCN one -, Nintendo should be wary of having another such multi-platform release.
  14. I'm quite excited for E3 as well, with Project Cafe being a substantial part of the excitement, yet I'm also hoping for Nintendo to have some more Wii- and DS-related announcements to make - positive ones, that is, not that those platforms are dead in the water now. I most likely cannot afford any new system anytime soon (including the 3DS, sadly), so in the short term, I'm more interested in Wii and DS projects. The Wii's most likely still going to be supported for some time, considering Cafe is supposed to be launched in 2012 I believe, but the DS' future will end up looking very bleak very soon, at least after the new Kirby has hit the system.
  15. The screen is junk, basically, yeah. Not to mention Sega didn't make the Game Gear to last, apparently, considering all the known defects those things have nowadays - no sound via speaker, no sound via headphones, very dim video output, lines going through the picture, etc., etc. It's a nice little system, but has way too many faults for its own good, be it those defects or, say, that it takes 6 AA batteries and barely lasts a few hours with them.
  16. Well, two friends visited me yesterday, and we did manage to record, uh... something, but the result is as I suspected: It's enough to bring across the point of the video - the GG TV Tuner still being capable of recieving TV by holding a RF cable to its antenna - but for recording actual gameplay footage? Forget it. However, there are various mods out there that allow the GG to output RGB signals that can be displayed on a television, and one the guys, who's skilled with electronics, soldering and stuff, said he should be able to do one of those mods (to be exact, RGB+Audio-to-SCART). So, who knows, maybe that stupid "Wii-on-GG" idea might end up being possible
  17. im·pos·si·bil·i·ty: The attempt to record a Sega Game Gear's video output using a digital camera. So there's this kinda stupid idea a friend of mine had a few days ago: recording my Wii outputting its video signal to my recently acquired Game Gear TV Tuner's A/V input, titling the result on YouTube something like "Super Mario Galaxy on Game Gear!". In addition, I had the idea of recording some footage of this weird pirate multicart I got with that GG lot, to be exact of this SMB clone on it called "Super Boy II" by Zemina (originally made for MSX in South Korea, then ported to Master System, here running on Game Gear via its SMS mode). Now, yeah, the "impossibility". It's FREAKING IMPOSSIBLE to get anything that resembles a viewable picture from the Game Gear's shitty screen! Look at the images above! That's what still photos of the GG's screen, taken with a pretty good 10.2 Megapixel camera, look like. Now imagine a 640x480 VGA video of this mess...
  18. I've watched the first episode so far and really liked it, quite a bit of work must have went into it and it had some pretty good scenes... What's, for me personally anyway, even more interesting, tho, is the intro: http://smbz.faltzershq.com/episodes/intro/ - Why in the world did they use Rockman EXE Axess' opening theme, Futatsu no Mirai? I mean, it does fit rather nicely I suppose, but still! XD
  19. I should, but I can't help it... As much as I'd want an Android phone, I can't afford one, and since I'm not on a contract but rather using a prepaid SIM card, there's no special offers for phones from my provider that I could take advantage of <.<
  20. Does posting from Android-x86 running inside VirtualBox count? I don't have anything that could be called a "smartphone", unless anyone would want to call my old Java(?)-based LG KP500 "smart"... EDIT: Like so.
  21. xdaniel

    Majora's mask hacking?

    Nope, despite being the same size as the MQ Debug ROM, it's still full of compressed Yaz0 blocks.
  22. Only DS, DSi and 3DS games, at least when it comes to physical media. Game Boy and GBC games will become available via Virtual Console, but GB/GBC/GBA cartridges are incompatible, so I'd say you should keep your DS.
  23. I've played Pilotwings Resort at a 3DS demo kiosk a week or so ago, and yeah, the 3D doesn't pop out at you; it rather looks like there's space that extends beyond the 3DS' screen. Imagine having an object in front of you, and a photo of said object in your hand. Looking at the photo is like looking at a normal DS screen, while looking at the actual object in front of you is like looking at a 3DS screen in 3D mode. The effect is not that immersive, of course, but it's a pretty good approximation or so, I guess. Certainly, it sure is impressive when you see it and did make my jaw drop (you know, figuratively).
  24. Man, if this was a Gen 1 or 2 hack, I'd ask if you'd need any other help, ex. with map design, but I loathe creating maps for Gen 3 (solidity, Z-axis, ugh). Here's looking forward to how this all turns out, the unrelated Starter types for example, sounds interesting Also, fun fact: B/W's Castelia City is called Stratos City in German
  25. With the 3DS out everywhere and the Wii's successor to be revealed at E3, what chances do you think will certain upcoming Japanese DS and Wii games have when it comes to a possible Western release? And are there any DS or Wii games out or upcoming in Japan that you're interested in? On the DS, there's ex. Nora to Koku no Koubou: Kiri no Mori no Majo, an RPG by Atlus, while on Wii there's ex. Nintendo's own Pandora's Tower and Earth Seeker by ENTERBRAIN that I'm interested in. Now, all things considered, I'm personally not really seeing high chances for Western releases of either of those games - Noora to Koku no Koubou and Earth Seeker are probably too minor and too niche, not to mention not part of an established series, and Nintendo already - finally! - has Xenoblade Chronicles lined up for release in Europe (September) and the US (TBA?) and most likely won't be willing to put any localization effort into another RPG. I really hope Nintendo's gonna prove me wrong at E3 - at least about Pandora's Tower - but I'm not holding my breath...
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