Secret of Mana

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ReRuss
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Post by ReRuss »

sweener2001 wrote:
adventure_of_link wrote:IIRC wasn't the GC version of ocarina of time (the zelda: player's choice or whatever disk) supposed to be emulated?

also just how did OoT get ported four times? there was the N64 initial port, then the player's choice disk, but how about the other two?

also internet petitions don't work

also there were internal limitations in the N64 anyway to prevent the use of wafers above 512Mbit
internet petitions got a bioshock:LE released, and they got a transformers score album which is being released next week.

while not a petition, the internet also got fiona apple's latest album too see a retail release.

it has to be done right, and that's the problem about 99% of the time.
Worked for TMNT. Petition was for either the Original arcade version or turtles in time arcade version to be released on Xbox Live Arcade , but a while after I signed it , "TMNT 1989 Arcade" hits XLA

Worth a shot I think
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Deathlike2
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Re: Secret of Mana

Post by Deathlike2 »

creaothceann wrote:
franpa wrote:doesnt the SNES support 16 channels?
How many channels can be disabled in ZSNES, SNES9x and SNESAmp?
Before someone says "TOP can use 16 channels", there is software mixing done by the game to fit into 8 channels. There is ONLY 8 channels, period.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
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Post by Gil_Hamilton »

Panzer88 wrote:No I know it's not so much visual changes, and it turns out I have extensively played Sonic CD, Lunar, and Ecco the Dolphin, other than that, just bits here and there.

I'm not trying to discredit the system, just looking for some more games that take true advantage of the edition, the Sega CD didn't last that long in my memory, I don't even know if big game producers even gave it a chance for second generation games.

you said Sewer Shark eh? I'll have to check that out.
SCD lasted quite a while, actually.
Remember, Sega released 2 major hardware revisions. Plus the CDX and the sublicensed XEye/Wondermega.

MobyGames has releases listed in 1991 through 1996, and all but three of them in the 92-95 window.
But I know for a fact they're missing games, so there's a good possibility more than one game was releaed in '96.

It's also worth noting the SegaCD was most popular in Japan, where it was the reason the Genesis finally started selling.


Both Ecco games are pretty much a straight cartridge version port with CD audio.
Lunar 1 was one of the early "big cart + CD audio" games.



Not sure about technical merit, but Robo Aleste is a fun SCD title.
DancemasterGlenn
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Post by DancemasterGlenn »

After a little more research, I found another interesting article, this time about Seiken Densetsu 1...

http://www.lostlevels.org/200311/200311-square.shtml

Really, read it, it's another great website for this kind of thing. But yeah, essentially this entire series began with a game that just had the name slapped on it. I find this fascinating...

The big parts of my schoolwork are done for this week, only one more test, so I'm going to start writing my letter to Square... and maybe email some people who are more important than I am.

Let me know if you guys have any more thoughts on this. And once again, any idea about what would go into hacking for unfinished stuff is welcome.
Panzer88
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Post by Panzer88 »

yeah to be honest with you I've read most all of that years ago. As it goes.

Seiken Densetsu: The Emergence of Excalibur the 4 disk FDS game that was supposed to be made before Final Fantasy 1

then the square gameboy team making their precious little zelda style game called gemma knights, and they were essentially the b team but were lucky enough to pick up the name-sake of the would have been HUGE FDS game

next comes the sequel on the AMAZING SNES CD, err... that didn't happen either.


if you really like this kind of stuff Lost Levels also has a bit on the FFIV that was a completely different idea than the FFIV we know, and it was to be for the NES

oh yeah, who can forget starfox 2 (not that anyone doesn't know, but gideon made a patch for)

then there is FF VI Silicon Graphics tech demo that everyone thought was going to be FF64

then they also have Earthbound64 stuff too.

for additional info check this out

http://en.wikipedia.org/wiki/List_of_ca ... ideo_games

also if you care about detailed stuff in the final fantasy or zelda series then gametrailers.com has some interesting retrospectives on them

like how oracle of ages and seasons was originally supposed to be 3 games and the ideas from the third game possibly made it into minish cap etc.

EDIT: just browsing that wiki page I found Kid Icarus could have been for SNES, and also

FX Fighter
Mario FX (became Mario 64)
Super Smash Bros (went to the 64)


I also remember a FMV trailer for Donkey Kong Racing for Gamecube near the beginning and they had these gorgeous concepts and you rode on the donkey kong country animals, it was the best idea I had seen as it wasn't riding karts or barrels, but the actual animals like in the games.
[quote="byuu"]Seriously, what kind of asshole makes an old-school 2D emulator that requires a Core 2 to get full speed? [i]>:([/i] [/quote]
DancemasterGlenn
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Post by DancemasterGlenn »

Still working, just thought I'd pop in.

FuSoYa released a translation patch of sorts for SoM (before he disappeared off the face of the earth? What happened?), de-stretching the text with a variable-width font. This isn't a translation of the Japanese version though, right? From what I've read, Ted Woolsey's team cut a really substantial amount of text from the final product (don't they always?), and this patch just seems to make the dialogue wordier.

I wish I was well versed in CS and Japanese, but since I'm not... has anyone ever considered doing a retranslation of SoM, similar to the recent Chrono Trigger project? I'm going to keep working on getting the game rereleased, but I'm just throwing that out there in case someone really just needed to be asked. I know, that's not how it works. Just thought I'd mention it.

Back to work!
Panzer88
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Post by Panzer88 »

your enthusiasm is great but again, this isn't exactly new news. You do have a good point though that if information was taken out of the script a retranslation could be beneficial IF it was done right.

I am basing all this on the assumption that the script was trimmed, I haven't bothered to verify this myself yet so it's all just here-say.
[quote="byuu"]Seriously, what kind of asshole makes an old-school 2D emulator that requires a Core 2 to get full speed? [i]>:([/i] [/quote]
whicker
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Post by whicker »

DancemasterGlenn wrote:Still working, just thought I'd pop in.

FuSoYa released a translation patch of sorts for SoM (before he disappeared off the face of the earth? What happened?), de-stretching the text with a variable-width font. This isn't a translation of the Japanese version though, right? From what I've read, Ted Woolsey's team cut a really substantial amount of text from the final product (don't they always?), and this patch just seems to make the dialogue wordier.

I wish I was well versed in CS and Japanese, but since I'm not... has anyone ever considered doing a retranslation of SoM, similar to the recent Chrono Trigger project? I'm going to keep working on getting the game rereleased, but I'm just throwing that out there in case someone really just needed to be asked. I know, that's not how it works. Just thought I'd mention it.

Back to work!

Code: Select all

SAGE JOCH WILL NOT SEE YOU UNLESS YOU OVERCOME YOURSELF
Versus:

The Sage Joch lives high atop the mountain, not at this temple.


Yeah, wordy, okay.
Deathlike2
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Post by Deathlike2 »

SOM was never really dialog oriented. Sure there was a story, but you spend most of the time button mashing.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
adventure_of_link
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Post by adventure_of_link »

Sage Joch lives on top of the mountain, but not at this temple.

wordy much :?
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
Panzer88
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Post by Panzer88 »

The sword, you must get, Yeee-eees. ;)
[quote="byuu"]Seriously, what kind of asshole makes an old-school 2D emulator that requires a Core 2 to get full speed? [i]>:([/i] [/quote]
DancemasterGlenn
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Post by DancemasterGlenn »

I know that this information isn't anything new, but I guess I'm just putting it here in the hopes that maybe someone who would feel strongly about it but didn't know about it could easily stumble upon it (like I did). I dunno. Take all this as you will, I'm just thinking out loud. In type.

Now who's wordy much?

(edited to make more sense)
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Post by Panzer88 »

yeah, I didn't mean to be a jerk about it or anything. It's good to gather all the pieces in one place and talk about it.
[quote="byuu"]Seriously, what kind of asshole makes an old-school 2D emulator that requires a Core 2 to get full speed? [i]>:([/i] [/quote]
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Post by Nightcrawler »

http://www.romhacking.net/hacks/18/

This is certainly worth trying out. I played through this in it's entirety. It does fix up the dialog.
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Post by HunterKiller_ »

Deathlike2 wrote:SOM was never really dialog oriented. Sure there was a story, but you spend most of the time button mashing.
Dialog should always be a strong a point in an RPG, though.
After all, this is a genre of game where you spend half the time reading.
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Post by corronchilejano »

HunterKiller_ wrote:Dialog should always be a strong a point in an RPG, though.
But when you get a good RPG even with horrific dialog, it´s ok. Plus, it should always be, it not always is.
HunterKiller_ wrote:After all, this is a genre of game where you spend half the time reading.
And the other half button mashing.
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Deathlike2
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Post by Deathlike2 »

HunterKiller_ wrote:
Deathlike2 wrote:SOM was never really dialog oriented. Sure there was a story, but you spend most of the time button mashing.
Dialog should always be a strong a point in an RPG, though.
After all, this is a genre of game where you spend half the time reading.
The time spent reading dialog is far lower than you are suggesting.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
Mark7
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Re: Secret of Mana

Post by Mark7 »

Deathlike2 wrote:
creaothceann wrote:
franpa wrote:doesnt the SNES support 16 channels?
How many channels can be disabled in ZSNES, SNES9x and SNESAmp?
Before someone says "TOP can use 16 channels", there is software mixing done by the game to fit into 8 channels. There is ONLY 8 channels, period.
How come spc's of Tales of Phantasia work?
[url=http://www.youtube.com/watch?v=3Gmex_4hreQ]Say NO to the Loudness war[/url]
Deathlike2
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Re: Secret of Mana

Post by Deathlike2 »

Mark7 wrote:
Deathlike2 wrote:
creaothceann wrote:
franpa wrote:doesnt the SNES support 16 channels?
How many channels can be disabled in ZSNES, SNES9x and SNESAmp?
Before someone says "TOP can use 16 channels", there is software mixing done by the game to fit into 8 channels. There is ONLY 8 channels, period.
How come spc's of Tales of Phantasia work?
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
DancemasterGlenn
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Post by DancemasterGlenn »

Nightcrawler wrote:http://www.romhacking.net/hacks/18/

This is certainly worth trying out. I played through this in it's entirety. It does fix up the dialog.
Sorry, I did see this when you posted. It is the patch I referred to earlier, where I was wondering if it was an actual translation versus going through and trying to expand dialogue just by looking at the english. Now that I think about it, I think FuSoYa actually did a translation of another game (some Sailor Moon game, it's on romhacking), so I guess the answer to my question was yes, this is a retranslation after all!

One less thing to bother you guys about... thanks Nightcrawler!

Letter coming soon (I hope).
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Post by Mark7 »

When i see software mixing, i would think the main 65816 processor does the mixing. While spcs are just savestates of the spc700 processor. So that would mean the spc700 processor mixes it. So which processor does the mixing in ToP?
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Post by Panzer88 »

Corronchilejano wrote:
HunterKiller_ wrote:After all, this is a genre of game where you spend half the time reading.
And the other half button mashing.
so? just because you can enjoy it, prolly without ANY text, doesn't mean that the game doesn't have a compelling story, if it were all about the gameplay people would have liked secret of evermore more (for the record I LOVE Secret of Evermore, one if the only people as far as I know)
[quote="byuu"]Seriously, what kind of asshole makes an old-school 2D emulator that requires a Core 2 to get full speed? [i]>:([/i] [/quote]
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Post by Deathlike2 »

Mark7 wrote:When i see software mixing, i would think the main 65816 processor does the mixing. While spcs are just savestates of the spc700 processor. So that would mean the spc700 processor mixes it. So which processor does the mixing in ToP?
I don't know of the exact details of how TOP does it. However, SPCs aren't "savestates". That is actual data, similar to a MIDI file (that is probably not even a proper comparison, and please do not assume such).

The mixing AFAIK is done by some sort of custom sound driver of sorts that outputs the result to the SPC. See, the SPC in the SNES is not a "play x or y note" kind of thing, you have to write something that tells it what to do, based on the data you are feeding it (which can be pretty much anything, but it has to be supplied by the game developer). The data itself doesn't use a standard format or anything and will most likely be different amongst the developers and probably in the games themselves.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
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Post by creaothceann »

Deathlike2 wrote:However, SPCs aren't "savestates".
Actually they're quite similar to savestates...
Mark7 wrote:When i see software mixing, i would think the main 65816 processor does the mixing. While spcs are just savestates of the spc700 processor. So that would mean the spc700 processor mixes it. So which processor does the mixing in ToP?
"Software" means it done by a program, and both the 65816 and the SPC700 are executing programs. The ToP SPCs prove that it's done by the SPC700.

SPCs contain the status of the entire APU unit btw.
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Deathlike2
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Post by Deathlike2 »

creaothceann wrote:
Deathlike2 wrote:However, SPCs aren't "savestates".
Actually they're quite similar to savestates...
Well, savestates are stored in a sense at a specific point in time of the state of the machine. SPC playback would more resemble a TA recording that anything.

In any case, there are a number of games with nice methods to making SPC dumping relatively easy.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
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