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Messages - Zera

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91
Miscellaneous / Need suggestions for preventing traffic-monitoring
« on: July 09, 2010, 12:10:39 am »
Let's assume two scenarios:

1.) My ISP is actively monitoring my connection.

2.) Someone is eavesdropping on my network and running a traffic analysis of everything I do.

VPN-tunneling and proxies are out of the question. (unless there are free, fast, trustworthy and sensible options) Is there anything I could do to actively encrypt all data passing through my connection, or otherwise make it look like garbage to anyone who might be intercepting it?

92
Gaming Discussion / Re: How tough are your NES games?
« on: July 09, 2010, 12:04:11 am »
Flash memory is okay as a read-only memory, but it has pretty finite write cycles. The more you write data to it, the more it gradually wears down.

Optical mediums are estimated to retain data for some 500 years, in ideal conditions.

... and damn. There are 32 GB MicroSDs now? It's a wonder those little things can hold that much data. Mine only stores 1 GB; but I just use it for music. :P

93
Gaming Discussion / Re: How tough are your NES games?
« on: July 08, 2010, 11:06:52 am »
And wow I wish the Wonderswarn version of FFIII came out on the PS1. I loved FFOrigins, which was ports of the Wonderswarn versions of FF1 and 2 but it missed the 3rd

I know. FFIII really could have used a good 2D remake. The WonderSwan version was never completed, unfortunately. I can't remember why they stopped development, but I think it had something to do with hardware limitations. Ironically, they later ported Final Fantasy IV to the system. :P

94
Gaming Discussion / Re: How tough are your NES games?
« on: July 07, 2010, 11:28:33 pm »
Nintendo DS uses Flash cards to store its games. Not sure how expensive they are to produce, so I'm not sure if it would be cost-effective for console games, which would require a lot of memory.

At least the good thing about carts / Flash memory now is that it comes in pretty large capacities. NDS games have enough space to feature full cinematics. Back in the N64 days, this wasn't feasible because storage was more restricted then.

I think the first system to actually store games on Flash memory cards was WonderSwan. Their carts are basically like NDS games, but slightly larger.

95
Gaming Discussion / Re: How tough are your NES games?
« on: July 07, 2010, 11:12:15 pm »
As I understand, it's just cheaper to produce CD mediums than cartridges. This is why N64 games were claimed to be so expensive, at least.

On the other hand, I thought PSP games had a nice design: The disc within a case ordeal. Why didn't we think of that when we made standard audio CDs? They'd never get scratched or scuffed! :P

96
Gaming Discussion / Re: How tough are your NES games?
« on: July 07, 2010, 11:07:19 pm »
Seems legitimate. As long as the connectors and ROM weren't seriously damaged, it should still work.

Nintendo used to sell a cleaning kit that required a small, felt stick be dampened and rubbed against connectors; so liquid really doesn't damage them. Maybe long-term exposure to water would cause corrosion, though.

The main problem with NES systems was bad connectors in the system itself. I think they were too susceptible to atmospheric damage over time. Often, people had to slightly adjust the cartridge while inserting it to align the connectors. The top-loading NES models fixed this problem.

GameBoy cartridges probably have the same level of durability, I imagine.

97
TI Z80 / Re: The Legend of Zelda
« on: July 07, 2010, 08:33:18 pm »
The problem with the font I had is that it's special-cased. It wasn't going to align to any kind of grid, and would require extra code.

98
TI Z80 / Re: The Legend of Zelda
« on: July 07, 2010, 08:19:23 pm »
I decided to keep the rupee count the same, but change the font (to something that aligns on a 4 px grid) and display bombs instead of keys. Arrows use rupees, so there's no need for an additional arrow display. Now, all your ammunition is on the HUD. Keys require you to open your menu.

99
Miscellaneous / Re: Ambiguously Named Companies
« on: July 07, 2010, 12:39:55 pm »
Still better than PenIsland. If I didn't capitalize the I, you would get the pun. ;)

100
TI Z80 / Re: The Legend of Zelda
« on: July 07, 2010, 12:37:46 pm »


I've been working on some new ideas. Revisiting the whole grayscale thing again. The image has 4-level objects and 3-level sprites. (although, the icons in the status HUD are 4-level)

Found a very detailed Link sprite made by someone called "KOH." It seems to be based off of the GB Link design somewhat, but with enough detail to actually see his tunic.

I may scrape the key display from the HUD, extend the rupee max to 255 and add two more heart containers.

101
Art / Re: Archaic font / 8x8 px monochrome
« on: July 06, 2010, 08:05:06 pm »
LL1 uses an 8x8 px font. (which was pretty crammed on that tiny screen)

Anyone is free to modify the font in any shape, form or fashion, though.


Guess I should show the font in action, too. This is on a GB screen resolution, though:

102
Art / Archaic font / 8x8 px monochrome
« on: July 06, 2010, 01:48:36 pm »
A pretty extensive font I did based on a more archaic / Gothic / medieval style. This one is 8x8, so it's not quite suitable for TI platforms. (then again, maybe there are some people who work with such large fonts)

There are quite a few icons and other special characters included. This is also very suitable for ROM-hacking / translation.

Feel free to use, modify or redistribute as you see fit.

103
Art / Final Fantasy font and border style / 4x8 px 4-level grayscale
« on: July 06, 2010, 01:37:10 pm »
Dissatisfied with the usual font styles available, I thought I would try to create something more suitable for grayscale RPGs. I tried to be as close to the detail found in classic Final Fantasy games as possible. Menu borders and a finger-pointer are also included.

In order, the characters are:

ABCDEFGHIJKLMNOPQRSTUV
WXYZ

abcdefghijklmnopqrstuv
wxyz . {il} {li} {ll} {multiplier} , " {."} ' ! ? % {..} -{-} / ( ) ;

1234567890

In the fourth row, there are quite a few special characters. There are a few lower-case letter combinations so you can make sections of dialog reserve less character space, and appear more variable-width. There's also a period-quotation combo, for shorter punctuation at the end of sentences contained in quotations. Finally, there are characters to make ellipses and em-dashes short.

Feel free to use, modify or redistribute as you see fit.

104
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: July 05, 2010, 04:17:34 pm »
Egression should now transport the party to the last floor they visited, as opposed to removing them from a dungeon entirely. Before, the spell had too many restrictions on its usage. If there were multiple entrances to a dungeon, there was no way you could use the spell to exit, as you could strand yourself from your only means of transportation. (i.e., parking you ship near one entrance, but teleporting out of another) Since leaving a dungeon might require multiple egressions, the HP penalty was also removed. Before, the spell shaved off 60% of your current HP per casting.

There was hardly any incentive to use it in its previous state. Very many areas restricted you from casting it at all, and those that didn't were fairly easy dungeons. It was certainly not worth the HP penalty to even bother.

105
General Calculator Help / Re: WabbitEmu Skins?
« on: July 05, 2010, 11:21:25 am »
That's the version I have, as well. Which ROM are you loading into the emulator? (that is, which calculator model)

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