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Messages - OBJECTION MAN

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1051
Zero / Re: Rockman Zero Collection Thread
« on: June 11, 2010, 12:40:19 AM »
The instruction Manual had some neat little icons in places to note the games a certain item or weapon is available in. I made little sprite icons based on the idea. Who knows, someone may find them useful.


1052
General / Re: RPM's Rockman & All-Gaming Music Archive
« on: June 11, 2010, 12:15:50 AM »
Yeah, I know it takes a few days. I was just expecting a miracle.

But I have to say, you do get these up faster than I normally expect, Vix. I appreciate the swiftness.

1053
General / Re: RPM's Rockman & All-Gaming Music Archive
« on: June 10, 2010, 11:18:55 PM »
I SAW AN UPDATE TO THIS THREAD

AND I GOT ALL EXCITED

And then you ruined my day.

1054
Zero / Re: Rockman Zero Collection Thread
« on: June 10, 2010, 11:17:31 PM »
No one bothers to use sequenced music on PSP games. The sample format doubles for sound effects though too, and that's all I've seen it used for.

1055
Zero / Re: Rockman Zero Collection Thread
« on: June 10, 2010, 10:35:25 PM »
It would certainly be possible to remix the sequence music depending on how they handled the code. From my understanding the SPU would take care of the actual sequence data too. Otherwise the music would lag, note wise, not sound wise.

I'm afraid I dont know much about the SNES SPU formats. I can ask someone who has worked with them though. I would imagine they're fairly similar to the DS. The PSX and the DS are very similar I think in terms of SPU's. The PSX and PS2 are also very similar, with a few added features for the PS2. The PSP's seems to show the same capabilities as the PS2's. A fun note, the PS2 and PSP (unknown on PS3) can use the PSX's original sample format.

1056
X / Re: why is x the weakest character in the game
« on: June 10, 2010, 09:15:32 PM »
I recall reading somewhere that the legs contain an air compression system. I assume this the gems at the foot bottom, and is how the robots jump so high, dash, as well as the source of the footstep noise. Would explain Rockman & Forte's jumping noise I suppose.

1057
Fan Creations / Re: Zan's stuff
« on: June 10, 2010, 09:00:55 PM »
Happy Sententia is a horrible horrible lie.

1058
Zero / Re: Rockman Zero Collection Thread
« on: June 10, 2010, 02:23:05 PM »
Are you saying, without any doubt in your mind, that it would be infeasable to carry over the sequencing, but render it with new samples?

You're right, I was jumping to conclusions too quick. It would be possible since the spu and cpu are separate on most consoles. This is to prevent slowdown effecting music. It is quite possible the emulated cpu is sending info to a rewritten DS spu interface class. That would provide extra spu ram, since it is not emulated. In addition, you can add cart space via emulation, so there is no reason they can't be stored. Also, I would imagine since the spu handes sound ram, they could be whole new formats, or even pointers to outside of rom data.

1059
Gaming / Re: I say bad things about your favorite games!
« on: June 09, 2010, 12:44:57 AM »
Did we do Chrono Trigger yet? I didn't see it, but I only skimmed the last 14 pages.

1060
News and Announcements / Re: Rockman Online artwork and details.
« on: June 09, 2010, 12:40:43 AM »
Network speeds in the USA just aren't good enough for a real action packed 2D game with 50+ players in a single area. It just wouldn't really work without some kinda lag, which may cause you to lose that wall slide, miss that critical jump, and dash into an enemy by accident.

1061
News and Announcements / Re: Rockman Online artwork and details.
« on: June 09, 2010, 12:17:56 AM »
$25 a subtank. PAY UP.

1062
News and Announcements / Re: Rockman Online artwork and details.
« on: June 08, 2010, 11:54:16 PM »
How so? Its a new 2d X game. How is this not awesome? You can make you own hunter. And fight in 2d just like the old X games. I don't get how this isn't 100% awesome? Please explain?

Because MMO's are stupid, and none of us will get to play it.

1063
Original / Re: Rockman 7/8 FC (Spoilers)
« on: June 08, 2010, 11:27:32 PM »
You changed the color format of an image it wants to load and now it hates you.

1064
X / Re: why is x the weakest character in the game
« on: June 08, 2010, 05:35:46 AM »
X7 could have been a great 3D X game if it stuck to being 3D all the time, got a good camera, added some speed to the players, and redid some level segments that were bland and stale. There was so much potential. The graphics and music were really good for the series style too. The actual gameplay physics themselves, like the wall climbing and so forth, were really well done. Just things like Zero being slow as all hell when attacking, and damage being next to nothing, really shot the game down.

1065
X / Re: why is x the weakest character in the game
« on: June 08, 2010, 04:52:53 AM »
*starts gathering the boards and nails*

1066
X / Re: why is x the weakest character in the game
« on: June 08, 2010, 04:30:30 AM »
Gotta admit X6 was pretty terrible though. But, X7. Now THAT'S a game that doesn't exist.

1067


[tornado fang] Tekken. It better play like SF.

That is all.

1068
Zero / Re: Rockman Zero Collection Thread
« on: June 07, 2010, 10:51:49 PM »
I love those chibi-Zero sketches in RMZPM.
Also, they are probably straigh emulation, the samples DS uses are probably just better or sampled better. Like when you emulate SPC on a PC and set it to 192KHz.



Emulation would not allow for this. RAM constraints and formats have to carry over in such a situation, as such the samples would be still compressed the same. The music is definitive proof this is a port, not emulation.

1069
Zero / Re: Megaman Zero: The Fandub - Yea or Nay?
« on: June 06, 2010, 06:50:30 PM »
He should be under contract to keep his voicework professional, like everyone else.



[youtube]http://www.youtube.com/watch?v=Lf-JE2FKD-k[/youtube]

1070
Zero / Re: Megaman Zero: The Fandub - Yea or Nay?
« on: June 06, 2010, 05:39:15 PM »
I don't think I'd make a particularly good voice actor, but I am mildly interested in this project. I'm curious if the fan community actually has suitable voice talents.

1071
Zero / Re: Rockman Zero Collection Thread
« on: June 05, 2010, 05:14:41 AM »
The awesome is just off the charts. I can't even fathom how Straight Ahead is going to sound given Departure's massive win.

1072
Fan Creations / Re: Project is back on, Megaman Mania.
« on: June 05, 2010, 04:58:37 AM »
OK that doesn't answer my question at all. I want to know if the 1097 colors per screen is your actual intention or its an error in the way you saved these sample images. Honestly there shouldn't be over 12 colors in these screens, period.

1073
Fan Creations / Re: Project is back on, Megaman Mania.
« on: June 04, 2010, 12:15:11 AM »
I hope that grossly high color count is just the result of your screen shot saving and not in the actual tiles.

1074
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: June 02, 2010, 11:31:52 PM »
The Homing Attack isn't a "win button". It's simply a mechanic that helps to play 3D Sonic games.

In 3D Mario games, the developers thought it necessary to give direct melee/water attacks to Mario, even though many of the common enemies can be defeated by his regular jump. Why didn't they just keep the jump as the only way to defeat them? Because jumping is not so easy in 3D. And aiming your jumps, much less. Sonic attacked most of his enemies by jumping or spinning into them, and back in Sonic Adventure, doing this all the time would be way more frustrating. The homing attack fixed it. It made 3D Sonic playable at high speeds without you having to fall into a pit. Of course, ever since the Adventure games, no game did Homing Attacks well. >_> Which leads me to think it's one of the reasons Sonic games have pretty much sucked lately.

...I can understand your stand that it has no place in 3D Sonic games. But if developers have a chance to make it work, I don't see what the problem is.

I have to agree here. The homing jump was a good natural progression for the series leaping to 3D. It is a little overkill being borrowed back into 2D, though. On a related note, I think Rush's boost meter filled that natural progression nicely in the 2D games. I wish Rush Adventure wasn't filled with useless crap, and was more like Rush.

1075
Zero / Re: Rockman Zero Collection Thread
« on: June 02, 2010, 05:24:13 AM »
then how is it that most straight ports of SNES games on the GBA sound EXACTLY THE SAME? Just curious, Thanatos.

Compare them side by side and the differences are clear. The SNES had more sound channels than the GBA, and it shows in ports especially. A good example is Megaman & Bass.

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