|
Post by ccovell on Mar 30, 2019 8:57:16 GMT
|
|
|
Post by digipiggy on Mar 30, 2019 16:22:31 GMT
well spotted
|
|
|
Post by Mathius on Mar 30, 2019 23:33:17 GMT
Before reading this thread I didn't even know IREM were involved. Did they develope this game or just publish it?
Way to spot those trees, Chris.
|
|
|
Post by elmer on Mar 31, 2019 17:39:20 GMT
Wow, it does look pretty!
|
|
|
Post by digipiggy on Apr 8, 2019 3:05:05 GMT
|
|
|
Post by digipiggy on Apr 8, 2019 3:22:29 GMT
|
|
|
Post by _jash on Apr 9, 2019 15:04:49 GMT
I've really got to play through Xanaduder II again. Hot damn I love this thread! <3
|
|
|
Post by digipiggy on Apr 21, 2019 21:51:32 GMT
|
|
|
Post by Mathius on Apr 21, 2019 23:54:01 GMT
I had no idea the parallax looked so awesome in Xanadu. What an amazing piece of mid 80s tech the Engine was.
|
|
|
Post by digipiggy on Nov 16, 2019 17:04:15 GMT
|
|
|
Post by digipiggy on Jan 7, 2020 21:20:41 GMT
|
|
|
Post by turboxray on Jan 8, 2020 21:44:27 GMT
Something that always bothered me about this game. Not the game itself, but rather no one has ever made an editor for it. There are lots of game editors out there (for graphics, layouts, etc). It'd be pretty sweet to have one for Rondo.
|
|
gilbot
Punkic Cyborg
Posts: 137
|
Post by gilbot on Jan 9, 2020 6:54:32 GMT
Something that always bothered me about this game. Not the game itself, but rather no one has ever made an editor for it. There are lots of game editors out there (for graphics, layouts, etc). It'd be pretty sweet to have one for Rondo. Probably due to the TG-16 wasn't very sucessful (read: a failure) and more so about the CD system. That this game was never released worldwide until very recently didn't help, so the interest is low in general. Also, for vintage cosole systems, it's more common to hack ROM images than disc based games. One problem is how to patch the games after/while editing. Patching ROM images is trivial but patching a CD game means that you have to patch a data track which is usually much larger in size and there are also complications on whether you need to rebuild the whole disc (with music tracks etc.) for testing. Searching for "utilities" for "tg-16" in romhacking.net yields only 7 results, of which only one is an editor for a specific game (Final Lap Twin, the others are all general tools such as magickit and pceas, etc.). Searching for "utilities" for "tg-CD" yields 0 result. I think it's in general a result of the low interest on a not widely successful system. More modern disc based systems (such as PS1 onwards) are relatively more popular and their discs usually adopt a more generic file system that makes file/resource swapping/replacement much easier, so there are many more such tools for games on these systems. If someone has to make utilities/editors for a particular TG16/PCE game this someone might either live in somewhere where the PCE (NOT the TG16) is available and popular (read: most certainly Japanese) or belong to one of the few groups of people who are interested in the system, a number of which are already here, you being one of the few people who could have pull this off considering how much you have already done to the system in the past.
|
|
|
Post by turboxray on Jan 11, 2020 4:11:56 GMT
Something that always bothered me about this game. Not the game itself, but rather no one has ever made an editor for it. There are lots of game editors out there (for graphics, layouts, etc). It'd be pretty sweet to have one for Rondo. Probably due to the TG-16 wasn't very sucessful (read: a failure) and more so about the CD system. That this game was never released worldwide until very recently didn't help, so the interest is low in general. Also, for vintage cosole systems, it's more common to hack ROM images than disc based games. One problem is how to patch the games after/while editing. Patching ROM images is trivial but patching a CD game means that you have to patch a data track which is usually much larger in size and there are also complications on whether you need to rebuild the whole disc (with music tracks etc.) for testing. Searching for "utilities" for "tg-16" in romhacking.net yields only 7 results, of which only one is an editor for a specific game (Final Lap Twin, the others are all general tools such as magickit and pceas, etc.). Searching for "utilities" for "tg-CD" yields 0 result. I think it's in general a result of the low interest on a not widely successful system. More modern disc based systems (such as PS1 onwards) are relatively more popular and their discs usually adopt a more generic file system that makes file/resource swapping/replacement much easier, so there are many more such tools for games on these systems. If someone has to make utilities/editors for a particular TG16/PCE game this someone might either live in somewhere where the PCE (NOT the TG16) is available and popular (read: most certainly Japanese) or belong to one of the few groups of people who are interested in the system, a number of which are already here, you being one of the few people who could have pull this off considering how much you have already done to the system in the past. For any other PCE game, I'd say yeah - but Rondo is pretty damn popular game if only for its own merits (seen plenty of posts saying gamers played it via emulation, but nothing else for the PCE). You'd figure it'd be the exception to the rule haha. CD game data tracks aren't packed to the edge (except maybe 1 or 2 games). Quite the opposite - there's sooo much room and gaps in between real game data segments. So much so, that you can find the binary left overs of other games, their dev tools, source code, even WAVE data for CD audio, etc remnants in between the real segments! We found the full beta source code, and development logs, to ACD Art of Fighting that way haha.
|
|
|
Post by Black_Tiger on Jan 11, 2020 4:55:18 GMT
Probably due to the TG-16 wasn't very sucessful (read: a failure) and more so about the CD system. That this game was never released worldwide until very recently didn't help, so the interest is low in general. Also, for vintage cosole systems, it's more common to hack ROM images than disc based games. One problem is how to patch the games after/while editing. Patching ROM images is trivial but patching a CD game means that you have to patch a data track which is usually much larger in size and there are also complications on whether you need to rebuild the whole disc (with music tracks etc.) for testing. Searching for "utilities" for "tg-16" in romhacking.net yields only 7 results, of which only one is an editor for a specific game (Final Lap Twin, the others are all general tools such as magickit and pceas, etc.). Searching for "utilities" for "tg-CD" yields 0 result. I think it's in general a result of the low interest on a not widely successful system. More modern disc based systems (such as PS1 onwards) are relatively more popular and their discs usually adopt a more generic file system that makes file/resource swapping/replacement much easier, so there are many more such tools for games on these systems. If someone has to make utilities/editors for a particular TG16/PCE game this someone might either live in somewhere where the PCE (NOT the TG16) is available and popular (read: most certainly Japanese) or belong to one of the few groups of people who are interested in the system, a number of which are already here, you being one of the few people who could have pull this off considering how much you have already done to the system in the past. For any other PCE game, I'd say yeah - but Rondo is pretty damn popular game if only for its own merits (seen plenty of posts saying gamers played it via emulation, but nothing else for the PCE). You'd figure it'd be the exception to the rule haha. CD game data tracks aren't packed to the edge (except maybe 1 or 2 games). Quite the opposite - there's sooo much room and gaps in between real game data segments. So much so, that you can find the binary left overs of other games, their dev tools, source code, even WAVE data for CD audio, etc remnants in between the real segments! We found the full beta source code, and development logs, to ACD Art of Fighting that way haha.A good example is that giant godzilla dragon in stage 1 of Dracula X. If an editor is ever crafted that has to be put into action.
|
|