12/06/2023: Localization News - Tengai Makyou/Far East of Eden: Ziria!!!

OMG! ZIRIA! ZIRIA!!! IT ACTUALLY HAPPENED!! 34 YEARS LATER!! The epic/legendary Tengai Makyou/Far East of Eden: Ziria JRPG has finally been localized! Supper the Subtitler struck again! Simply unstoppable, NOTHING can prevent him from TOTAL PCECD localization domination!!!! WHACHA GONNA DO BROTHER?!?!
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Messages - FraGMarE

#2
Glorious Photoshop Master Race!  XD

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#3
Ooh, Super Monaco GP now tied for the lead... remember, if you guys pick Super Monaco, you get this redrawn, eye-candy PCE intro screen for the Youtube vid  :D

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#5
Quote from: elmer on 04/18/2017, 04:36 PM
Quote from: Michirin9801 on 04/18/2017, 03:25 PM
Quote from: fragmare on 04/18/2017, 02:43 PMskeleton-computer-waiting.webp
Me waiting for somebody to code Xymati lol
That's pretty sad actually >w>
Yep, extremely sad after all of these years!  :(

There just aren't that many programmer-types around here, and even when there are people with free-time, they've actually got to have the passion (and skill) to want to create the same type of game.
Lol you'd think a Nexr clone and a run-n-gun game would garner some genuine interest at some point, but whatever.  If there's one thing I've learned here, it's that people will blow all kinds of smoke up your ass, but at the end of the day you can't depend on people for shit.  And if you want something done, you're probably better off just doing it all yourself... ZING  :)
#6
skeleton-computer-waiting.webp

Me waiting for somebody to code Xymati lol
#7
Quote from: Koa Zo on 04/05/2017, 03:27 AM
Quote from: fragmare on 04/02/2017, 08:27 PMThe project would add the following features:

*???
Tate mode?
What kind of programming feat would it take to re-proportion and rotate the display 90 degrees?
Kind of a bummer vertical oriented display didn't catch on in time for some PC-Engine games like Nexzr or Soldier Blade or Truxton etc.

Somewhat related, Raiden Project on PlayStation has been credited as the first home console game to offer vertical monitor orientation. (and a couple months later Super Famicom had Nichibutsu Arcade Classics 2: Heiankyo Alien with the option to turn your TV on it's side for arcade style display)
euh, for that, you're looking at basically a total reprogram of the game.  The PCE's middle mode is actually just about perfect for Raiden.  It's 22:15, which is super close to 4:3, so everything is more or less in the correct aspect ratio.  The only difference is, you wouldn't have the vertical scanlines and a few pixels at the top and bottom of the display get clipped >>

RaidenCompare.jpg
#8
Today is the 25th birthday of Super Raiden on the PC-Engine Super CD-ROM2!

If you don't already know, Bonknuts and I are creating a little ROM hack for Super Raiden that adds to and enhances numerous aspects of the game.  Actually, the bulk of this has been done for, uh, years?  It's just never really seen the light of day.  The project would add the following features:

*Choose Original Arcade Soundtrack, 25th Anniversary Arrangement Project soundtrack (already implemented) or remastered HuCard chiptune soundtrack
*Switch to either checkpoint or respawn death (already implemented, no power up spewing)
*Switch to either original PC-Engine stretched aspect ratio or proper-ish arcade aspect ratio. (already implemented)
*Choice between three difficulty levels - Easy, Normal (original), or Arcade (already implemented)
*Toggle the two Super Raiden exclusive stages on or off (already implemented)
*New title screen
*???

So, in light of Super Raiden's 25th birthday, and as soon as Bonknuts finds some free time to finish up some coding, I will be polishing this up and releasing it as the...

SUPER RAIDEN 25th ANNIVERSARY PROJECT

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P.S., there is a poll going on here to vote for the two tracks that should be covered in chiptune form for the Super Raiden extra stages.  Raiden II music is being used for the extra stages.  Last I looked, it's tied up, so more votes would be appreciated: https://www.pcengine-fx.com/forums/index.php?topic=22106.0
#9
Quote from: EvilEvoIX on 03/02/2017, 01:10 PMWhy not port over TMNT from the NES?  Upgrade the colors?
Screw that.  Why port a port.  Just rip the sprites/tiles straight from MAME and port the original arcade game...  something like this >>

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#10
Quote from: elmer on 03/01/2017, 12:53 PM
Quote from: fragmare on 02/28/2017, 03:53 PMReally, I think the best way for something like porting a game to the PC-Engine, though, would be some kind of open, COMMUNITY source project that people could contribute to, piecemeal, over the course of months or even years.  Kind of like Github, except for a PCE project.  I think that's really the ONLY way something like that would (and should) get done... The IP doesn't belong to anyone in the community anyway, and it's not for profit, so why not open source it?
Ahhhh ... but when it comes to a Port, the IP, and graphics and game-design do actually belong to someone, so you'd immediately risk running foul of them.

I can forsee problems there, even if you chose to copy a game from a small-and-mostly-extinct company like my dream-project-that-doesn't-make-sense ...
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I didn't say the IP didn't belong to anyone.  I just said it didn't belong to anyone in the community... i.e., anyone working on said port project.  and since the IP doesn't belong to anyone working on said project, there should be no problems freely and openly sharing code/assets with other people in the community also working on said project.  It's really the best way...

I don't think anybody in the PC-Engine community is going to receive any cease and desist letters because they all decided to team up and port a game to their system.  Osman or not.  You might foresee problems there, but I decidedly do not.  That might just be programmer paranoia.  ;)

I think the main problem with the PC-Engine community is there is little to no cohesion or teamwork, for the most part.  Everybody has their own little projects going on, and rather than come together and work on something epic that would put the PC-Engine community on the map, everybody wants to continue making Princess PeePee's Magical Adventure Story or whatever...
#11
Quote from: EvilEvoIX on 02/26/2017, 05:27 PM
Quote from: fragmare on 02/26/2017, 05:18 PMAnd the bass is missing??  :O
I mean in comparison to a Model 1 Mega Drive. ;)
I think I'm discovering that the PCE's bass holds up against the MegaDrive a lot better than people think it does.  It can sound bassier than most SNES games I've heard, for sure.  I could just mix everything else down a notch or two in relation to the bassline/percussion and it would probably sound just as bassy as the MegaDrive.  It'd probably also sound too loud and maybe a bit dirty.  MegaDrive waveforms tend to be smooth when looked at under a microscope... PCE waveforms look like the read-out on the stairmaster machine at your local gym.  So the fact it sounds anything like the Genesis version at all, is no small feat for a 1987 machine... The little engine that could!!!  ;)

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#12
Glad you guys like it a bit better now.  Original post now updated with DMF and HES file.  DMF should now be "Huzak friendly".... Elmer.  :)

Quote from: Michirin9801 on 02/10/2017, 05:02 PMIt's good, but I still wish it could be a little better... I don't think I'm in the position to nitpick it any further though, maybe it's just a matter of taste...
Either way, keep it up mate! I'm looking forward to what you have in stock for us ^^
Yea, I know what you mean.  This is one of those iconic and beloved tracks where if something sounds the LEAST bit off, I knew people who grew up hearing this tune throughout their childhood were going to point it out.  You're welcome to download the DMF and try fiddling with it, but I'm about burned out on this track, at this point.  It's a bit like playing whack-a-mole... if you change one thing, you have to change something else, or something, on some other channel, is going to get drowned out... some of the fades and notes are so subtle, in this.

I think, maybe, for my next tune i'm going to go in a COMPLETELY different direction and cover a tune few people probably even know and NOBODY will expect.   It's from one of the greatest arcade vertical shmups ever... and the music is SUPER funky.

I'm going to go straight up Louis Gorenfeld on this one.

People will either be like "I've never heard of that game" or "No... you can't be trying that on the PC-Engine"

Can't eat.  Can't sleep.  Cca.... can't... stop... this......... FEVER!  ;)
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#13
Some of the PC-Gunjin screens...

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/pc_gunjin03.gif
/p1slide03.gif
/p2run01.gif
/rust_metal05.gif
/harbor01f.gif

Can't believe you guys neve saw this stuff before.
#15
Quote from: guest on 01/30/2017, 01:34 AM
Quote from: fragmare on 01/30/2017, 01:25 AMEven threw in a few "rim hit" sounds and a couple cymbal hits... starting to get the hang of this PSG percussion thing.  :)
more like rim job amirite

huehuehue

lol.
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#17
Quote from: ccovell on 01/22/2017, 12:21 AMIMG
Man, this one looks perfect.  Or as clean a transition as you could ask for.  If only there were a way to get that consistently...
#19
Quote from: Michirin9801 on 01/09/2017, 11:38 AM
Quote from: fragmare on 01/09/2017, 10:32 AMHah!  Now, I'm interested in this wave-phasing shenanigans.  If it can be done without that hideous pop I can replicate that HARD knock at the beginning of each bassline beat from the Genesis version of my SoR1St1 cover... which would probably sound great!
Umm, maybe? If you've heard my examples you've probably noticed that this effect is better off used on very specific situations which exclude lower-pitched instruments such as baselines, it's on those that the effect is at its worst...
Now yeah, if it can be done without the popping sounds then it would work wonders for a more bassy sound, especially on a song covered from the Genesis, but if the popping problem can't be solved, which it's proving hard to, then I'd suggest you to stay away from wave-phased basses...
However there are some other trick to get a 'Hard knock' at the beginning of a bass sound, it's probably not what you're looking for, but the trick is to use the arpeggio effect, on which in the very first tick you put the note an octave above (or below depending on what you want) the note you're currently playing, and then in the second tick you switch to the proper note you meant to play an hold on it...
It's not gonna sound good for a lot of songs, but a fair few of them can benefit from this trick...

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^Here's what the envelope looks like
http://sta.sh/01g5r8e9ukot
^And here's an example of a song that I made that uses it, it's incomplete, and I don't know if I'll ever complete it, and yeah it has no drums because the original has no drums, it's the reason the bass in it is so heavy...
I know that technique you're talking about!  :D  I stumbled across it trying to get the bass to hit harder.  After I got the hang of the arpeggios and wave macros, i spent a lot of time playing around with it and tried pretty much all the "first tick" combinations, but couldn't find anything I liked.  :/  I even tried tried blending it a little with the second tick, but everything i tried had kind of a goofy twang i didn't like.  Ultimately, i ended up just putting a 1-tick spike at the beginning of the volume macro followed by a short sustain and curved decay, then cranking the volume up to FF... seemed to be the best I could come up with without being able to smoothly daisy-chain waveforms together.

That being said, now that I have the hang of creating the custom waveforms, I honestly think I could create just about any sound I want if the waveforms could be chained smoothly.  I realize, even if this works smoothly, for every tick in Deflemask, the waveform will loop many times before potentially switching to the next tick and waveform, but... if you're clever, you could set up several waveforms that are played one after the other and smoothly transition, and make some REALLY dynamic sounds come out of the PSG.

I know this is kind of a "Have you checked the power cord?" kind of question, guys, but are you sure the ends of the waveforms you're using for this test are lined up/aligned correctly for looping/chaining?  Looking at the shot that CCovell posted, it looks like there is some discrepancy where one wave ends and another begins, and you've essentially created a small saw wave with a short sustain.
#20
Quote from: TurboXray on 01/08/2017, 02:35 PMSOR resized for PCE res would work out pretty decent:
Lol why resize it?  Just go 1:1-ish and use 336x224 mode.  ;)

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That's how IREM rolled haha
#21
Would you guys be interested in some more of this kind of fuckery?  Super Raiden's birthday is coming up on April 2nd 2017, and I was thinking about getting together with tomaitheous at some point and polishing up the old Super Raiden hack we started and getting some kind of official release out by Apr 2.

Raiden_anniversary_title01i.gif raiden_menu01.gif

The project would add:

*Choose either Original Arcade Soundtrack or 25th Anniversary Arrangement Project soundtrack
*Switch to either checkpoint or respawn death
*Switch to either original PC-Engine stretched aspect ratio or proper-ish arcade aspect ratio.
*Choice between three difficulty levels - Easy, Normal (original), or Arcade
*Toggle the two Super Raiden exclusive stages on or off
*Title screen replacement
* ???
#22
Quote from: shubibiman on 11/18/2016, 03:05 PMStage 7 is so awesome.

I mean... look at this pic : do people really think this looks like an MD game ?

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 [-X
Dude... I *TOOK* that screenshot for the shmups.com Aldynes review I did back in like 2002 or something.  >> http://shmups.com/reviews/aldynes/index.html

Look, nobody is saying ALL parts of Aldynes look like shit.  It's an awesome game with some very pretty areas.  In fact, I'd say it's my favorite horizontal shmup on HuCard format (with R-Type and Parodius up there too).  I gave it a solid 9/10 for shmups.com, and I still stand by that score.  It's just that some parts do, unfortunately, look like a Genesis game.... like, for example, the entirety of stage 1.
#23
Okay, I tried to make it look a bit more toxic/polluted/post-apocalyptic.  If I were going to color something I wanted to look toxic/polluted, I'd use colors a more like this... except with better art.  *cough*

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That huge blank area in the middle of the screen is bothersome, no matter how you color it.  What it really needs is more smoke/cloud detail.

That being said, I think I prefer the second (right-hand) image a little more.
#24
Here's a little Aldynes enhancement for ya, lol... nominally better?

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#25
You guys can use my Dracula X translation cover/traycard/label on that site if you want.  It's pretty hi-res and set up for 600 dpi printing.  Click for the higher res versions.  :)

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https://i.imgur.com/UpzpdJT.jpg
https://i.imgur.com/dDrrN5W.jpg
https://i.imgur.com/iwvYiT2.png
#26
I want one of these.  Actually 2 of these.  :)

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#27
I'll say it again...

OBEY
THE
FUCKING
NINJA


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#28
Quote from: esteban on 11/26/2014, 01:59 PM
Quote from: fragmare on 11/23/2014, 02:22 PMObeyTheNinja.gif
I missed this!

That is awesome.

Shame on everyone (except mitsuman) for ignoring  this.

Bastards.
Thanks  :)
#29
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Let's get serious on this, ladies and gents.  :)

1.) Fragmare - 75569
2.) NecroPhile - 75420 
3.) NightWolve - 72995
4.) Cabbage - 72374 
5.) Joe Redifer - 69715
6.) Jtucci31 - 63158
7.) Morden - 62609
X.)
X.)
#32
Quote from: Tatsujin on 01/18/2014, 12:44 PM
Quote from: Xak on 01/18/2014, 11:42 AMsince we are gym rats too
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lol on the internet, everybody is buff, hung like a horse, and an MMA fighter.  Didn't you know?  XD
#33
Ah crap, it occurred to me, i should have put Adroid Assault/Bari-Arm for the Sega-CD in here.  It's about the closest thing to a Macross game on the Genesis/SegaCD.  Lol it even has the huge missile salvo thing as a weapon.

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#34
Pick one, goddamnit.

Macross 2036:

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Macross Scrambled Valkyrie:
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#35
Only one makes it out alive!  :P

Aldynes:
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R-Type III - The Third Lightning
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Lightening Force/Thunder Force IV
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#37
Oh, and here are a few player animations I've been working on lately.

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fragmare.mindrec.com/p1shoot02.gif fragmare.mindrec.com/p1slide02.gif
fragmare.mindrec.com/p2run01.gif
#38
I'll stick some new mockup pics of PC-Gunjin up here soon.  In the meantime, there is this:

fragmare.mindrec . com/pc-gunjin.htm
Some of the PC-Gunjin screens...

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Can't believe you guys neve saw this stuff before.

As for what I'd like to have seen on the PC-Engine?  Contra Hard Corps or GTFO.
#39
How's this for hori ship design?  I just made it for a bit of fun.  :D

hany_ship.gif
Lost: mindrec.com/hori_ship09.gif
#40
Quote from: guest on 01/19/2012, 08:22 AM
Quote from: fragmare on 01/19/2012, 02:58 AM
Quote from: guest on 01/18/2012, 11:21 PMSo, quit being a pussy and lrn2forum.
HAHA, you weigh like 120lbs and look like the lost member of LMFAO... you want to be the pot or the kettle on this one?   :lol:
lol, what does weight/size/appearance have to do with being a pussy or not?  Me weighing 135 (ye ye!) obviously hasn't stopped me from speaking my mind, ever. 

and if the person I'm talking to has to end up resorting to physical aggression, it just means I'm right and they ain't got nothin' useful to say.  If I get injured BRING ON TEH LAWSUITS CAUSE THIS IS 'MERICA.
For that matter, what does speaking your mind have to do with being a pussy or not?  It has less to do with being a pussy and more to do with being a loudmouth internet assclown... or not, as the case may be.

Try that same approach in the real world and you'll likely end up getting your personality "fine-tuned" because of it.  It probably has less to do with who's right or wrong than it has to do with who failed to recognize when they were pushing the situation to that point before it was too late and probably should have kept their loud mouth shut in the first place BEFORE there was physical aggression involved... an ouce of prevention is worth a pound of cure, as they always say.  :D

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#41
BUMP!  Minor update to the cover.  I fixed the 'astlevania' part of the logo so it's not quite so jaggy on the bevel and lightened it up just a little.  :)

On a related note, does anybody know what the Japanese text on the Dracula X traycard translates to ?

andydecarli.com/.../AkumajouDraculaXRondoBackCover.jpg

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#42
Quote from: rolins on 01/05/2007, 12:50 AM
Quote from: fragmare on 01/04/2007, 11:25 PMI suppose this looks like Zanac, then?  ;)
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I haven't been around in while, I'm way too tired to read. I just skim thru the this thread, Mike taking decade old reviews personal and they were biased and off the mark. Blah blah blah... Who cares. Bloody Wolf can only be outdone by Ikari Warriors.

Fragmare, where can I find this game btw? is this on the pce?

-
It's Xymati, the PC-Engine vertical shooter currently being developed by MindRec alongside PC-Gunjin.  As our good friend Mikey ever so eloquently pointed out, it clearly draws inspiration from old shooters like Raiden, Star Soldier series, Blazing Lazers, Vapor Trail and even the DonPachi series.

Quote from: PCEngineHell on 01/05/2007, 12:50 AM
Quote from: fragmareThere's a reason PC-Engine developers tend to avoid these forums.  It's because people like you make these forums the gamefaqs.com of the PC-Engine world.
but then you say I'm the minority. If I was the minority then you'd come around more Id think,so which is it?

Also,I said your game looked like it was copying Raiden,and the laser and ripple from Konami games, I didn't say it was doing it well however. That remains to be seen untill the game is in motion.
I stand by my previous statement.  :)
#43
I suppose this looks like Zanac, then?  ;)

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Everyone is entitled to their own opinions about how something looks.  It's subjective, not objective.  It is simply the nature of the beast.  If you disagree about opinions that someone had about how they perceived something 10+ years ago, that is fine. By all means voice your own opinion... but please don't make a federal case out of it and then resort to petty namecalling.  It makes you seem very troll-like.  Just some advice for future posts.