Archive for sega

Spriggan Mark 2

Posted in Audio, translations with tags , , , , , , , on January 29, 2014 by pcedev

Got in contact with Burnt Lasagna, who did the dubbing for Ys IV English version and also Dracula X:Rondo English dub/translation project. SamIam did the translation of the game for me, as well as translate all the cinema dialog. I just posted all the ADPCM offsets from the script, so hopefully we’ll see an English dub of this translation project. I have one small snag that I need to fix in the game; one of the levels has the translated script to big to fit back in; I need to compress it.

Also gonna need a translation of the manual as well, and some one with some good photoshop skills. Hmm, maybe I should open a RHDN page for this.

If you don’t know, it’s SM2 is like Target Earth or Cybernator – but in a horizontal shmup format. There’s story dialog in game (like an RPG), as well as cinemas in between the stages. It’s definitely an under rated/appreciated game.

Advertisements

Megaman CD update

Posted in Audio, hacks, Megaman, music, NES2PCE with tags , , , , , , , , , , , , , , on January 27, 2014 by pcedev

Since I had to fix the easy/normal bug, I figured I’d clean some other stuff up as well. The CD setup is now distributed in two packs; CD music pack and Cue/Iso pack.

I got rid of all the non-megaman CD tracks (place holders). So everything is Megaman related now. The title screen now has its own track (haha – it’s awesome) and the original game title screen is gone (goes from the new title screen to the stage selection screen). The tracks are now appropriately named, so replacing them with whatever you want – should make it easier. Uploaded and available in the Download and Links section.

Also, I probably won’t be making any updates to MM1 for download – for a while. I’ll post progress, but there’s no real need to upload every time something small is added. I am happy with the state that it is in now; the next public release should contain some major upgrades.

Home brew

Posted in Megaman, WIP Game 2012 with tags , , , , , , , , , , , , , , on April 22, 2013 by pcedev

I’ve been playing some new generation games lately. This isn’t something I’ve really done in quite some time. I just couldn’t get into much of the newer generation games, even though I own a capable PC, a 360, and a somewhat capable gaming laptop. That dry spell ended with a new game; Tomb Raider. The new Tomb Raider was awesome! Now, I wasn’t much of a fan of the original series and I had no intentions of playing this one, but my oldest son had picked it up for PC and so I thought why not give it a try. Wow, I never played a new gen game that was sooo much fun. And I actually finished the game at 83% (I did as much of the side quests as possible). So, with riding on the tails of that good feeling, I decided to try out some other games that I had missed. Enter the Dead Space series. The first two were pretty cheap and so I picked them up for PC for $8 as a combo deal. I played and beat them all, back to back (bought the third one last). All of the games in the series as slightly different from each other, that it didn’t feel repetitive or redundant playing them back to back. I love them all, for different reasons. Such a great story and I can’t really think of a better medium than games, to tell this story. A movie wouldn’t cut it, nor would a book. A movie would retain the fear/panic/anxiety of the story, but lose ~everything~ else. A book would retain the pacing, mystery, and character development – but wouldn’t be able to deliver the accelerated fear/panic/anxiety parts of the story (I read a lot of fiction, books just can’t deliver ~that~ kind of adrenaline and anxiety. They can produce a similar type of feeling, but in a different way). A series would come closest, but without that type of interaction that a game involves, such frenzied parts of the story would just saturate after a while (like the Walking Dead series has become). Games are a wonderful medium to tell a story, and to immerse a person into that story.

So now that I’m finished with the Dead Space series, I’ve been thinking a lot about what game I want to develop for the PCE/TG16. No, I’m not interested in doing a horror/survival game, but definitely something with exploration, key items, upgrades, and whatnot. I had originally wanted to do a shmup and already have a working engine in progress, but now I’m really wanting to do a Megaman style game; old school megaman but with some more exploration and back tracking (a little bit of metroidvania-ish), as well as some unlockable stuff and side missions. If I had three full months to work on this, and I mean treat it as a full time job (10 hours a day), I could get this done. The problem then becomes, how do I support myself for such a production? I don’t come from money, nor do I have any (I’m fairly broke; hence the whole going back to school thing). Well, I was talking with my friends the other week (they each do their own indie movie production) and the topic of Kickstarter came up. I’m not sure how that would apply to a console only game, let alone one for a system that’s not exactly as populated with retro gamer fans like the SNES and Genesis (or even the PSX or Saturn). I’m gonna give it a try, but I don’t realistically expect it to come to fruition – but that won’t stop me from trying. I figured an added bonus that might help me, is that I can do a simultaneous port to the PC at the same time for something like Steam. Though the primary target system and production cycle would be PCE/TG (3 months). I figured I’d need to raise $6k to cover my living expenses and cost of CD production for the first run. In the realm of Kickstarter, that isn’t much at all, but in the realm of PCE community (even world wide) – that would be quite a feat. Especially since I haven’t actually put out a game on a console previously, regardless of how well I might be known or what I’m capable of. Still, I’m gonna go for it.

Any ideas? Advice? Help? I figured I should outline the game story, concept, direction, etc. A plan of action so people can see where I’m going with this. I do have one other person to help with this (a few friends that I can rely on for art direction and music, here in town). I figured since it’s a CD project, I can keep the cost of the game down lower than for cart. Something like ~$30 shipped. I’d love to do a hucard release, but that seems a little ambitious for such an up front cost of producing the physical medium and the purchase cost of the game would be higher as well (probably double). Please, I’d like some feedback ( both positive and negative).

Megaman2 public release

Posted in Megaman, NES2PCE with tags , , , , , , , , , , , on November 11, 2012 by pcedev

Find it in the ‘Download and Links‘ section. There are two roms in the zip file, the ‘headerless’ one is for some flashcards that require a ‘raw’ rom.

Also, the NES2PCE page on the right column, is for any requests (features or games), general comments, bugs, whatever.