Comments 15

Re: "These Short Games Mean Nothing To Me" - Retro-Bit Translator Denies Wrongdoing In "Baffling" Rant

LuigiBlood

@HammerGalladeBro Thanks for the translation.

I will bother to quote this part:
"writing everything on a Word document and then breaking my head to put it within the ROM byte by byte in a f****** limited space, sometimes changing pointers, many other without changing them, creating in some cases an expanded double character chart by byte that would allow me to write almost double wothout needing to move a miserable pointer,"

I still insist on what I said earlier: His aversion to pointers is very strange. This is a solved problem to any ROM hacker who uses an assembler tool (and it's very common!). Changing pointers to me is just basically to type where they are, where to point them, and recalculating them would then take 2 seconds on any changes I make elsewhere.

He very much sounds like he's doing everything by hand just on this. And while the space management is still very important, we literally don't edit ROMs directly anymore like he does. He also plainly admitted to use DOS, and outright admitted that he accidentally reused stuff from the fan translation because of a typo and how he leaves every ROM in the same folder... but this is a problem that can only happen if you're hellbent on using DOS. This is not an excuse, this is outright poor work etiquette.

He's also mentioned which emulators he uses, which are also DOS based. Let me be very clear here: His insistence on using those emulators is a terrible idea if your work is supposed to be put on a cartridge meant to be used on real hardware. Those emulators have a severe lack of precision that are especially relevant to ROM hackers.

So even with a reliable translation, I still insist on this: He is a beginner ROM hacker stuck in the 90s, stuck with problems that any ROM hacker with assembler tool and debugger experience can solve in 5 minutes.

Re: "These Short Games Mean Nothing To Me" - Retro-Bit Translator Denies Wrongdoing In "Baffling" Rant

LuigiBlood

The "translator" has since responded. He still tries to defend himself, but frankly he really just said he's incompetent when he said this (translated with Google):
"I wasn't going to repeatedly alter a table of pointers by hand and then have to move every text that comes after it each time by manually recalculating its pointer."

I'm gonna tell you as a ROM hacker: You don't change pointers by hand unless you want to do a quick experiment. A text translation is not a quick experiment. This means he does not even try to automate anything, this may have been the standard more than 20 years ago, but we have massively evolved our tools since then. This is just an amateur who has ignored the massive amount of evolution that has happened since.
I can also appreciate the amount of time spent on it but frankly he's wasting way too much energy for nothing.

Re: Retro-Bit Apologises For Using Fan-Translations Without Permission

LuigiBlood

@RetroGames Sorry but it is still fair to blame the company when they do wrong, even if it might not be their fault. I completely disagree with you on that one.
Keep in mind also that the person doing the accusation has avoided to mention the name of the translator involved, out of respect.

Also keep in mind my first comment about what you said. The fact you're still talking about cutting corners by just stealing work of other people and implying it's fine is still a huge disrespect to every fan who bothered to do the work.

Re: Retro-Bit Apologises For Using Fan-Translations Without Permission

LuigiBlood

@RG-Riven If you make a fan translation, the copyright still belongs to the people who made the fan translation. The company who owns the original game cannot just claim it as their own.

EDIT:
To be more exact, the fan translation is still illegal as a modification of something you don't have the rights of.
...but the modifications themselves do not magically belong to the company, it's still belonging to the fans who did it.

Re: Retro-Bit Accused Of Plagiarising Existing Fan-Translations

LuigiBlood

@RetroGames Uhh, fan translations are not for the taking for free money. People in this do it for the passion and for free.

As soon as it gets to be official, it is quite frankly fair to ask for compensation, because normally fan translations aren't really supposed to be made in the first place, that should have been the job of those who own the rights.
And as someone who has made a few fan translations and that I know people who also did some of their own, I feel disrespected by your comment of "just credit them, problem solved."
This is not just a matter of acknowledgement, this is a matter of respecting the amount of time spent doing the fan translation. It's not free, it's people who spent their free time doing it.

Re: "Absolutely Horrid" - Is Nintendo Switch Online's Emulation Really That Bad?

LuigiBlood

@GravyThief The thing is, it's fully explained in the User Guide (Press X) in the Suspend Menu on NSO. No one reads that for some reason.
When you remap the buttons though, well that means the C buttons through the ZR macro would not be mapped correctly. There's also how the ZL is always mapped to Z, and L is always mapped to L, and for games like F-Zero X, aside from actual framerate instability which really shouldn't happen (it still happens as of now), strafing using ZL and R is just genuinely wrong to me.

Re: "Absolutely Horrid" - Is Nintendo Switch Online's Emulation Really That Bad?

LuigiBlood

@BulkSlash That's why there's a macro where holding the ZR button would allow you to use the face buttons as C buttons so you can manage those buttons better.
I do think this is one of the few good ideas of N64 NSO.
But the stick sensitivity at times, the default controls especially for some games and especially the bad graphics emulation still turn me sour, to a point where I just cannot trust N64 NSO for any respect of the games (though, credit where it is due, apparently Banjo-Tooie is well managed, but there's still every other game on it with known issues), and the lack of options like original resolution (sorry but the forced aliased HD is not that good or respectful for a system known for actually having anti-aliasing baked into the hardware).

Re: FPGA Vs Software Emulation - Which Is Best? We Asked Four Experts To Find Out

LuigiBlood

I don't really agree about software emulation needing expensive hardware to remove lag... Yes it would definitely require the ability to run a system in fast forward, but it has more to do with the complexity of the system you're emulating and the accuracy of the emulator is going for, but for something like 8-bit or 16-bit systems it's usually not as much of a bother to set up a run-ahead of 1 or 2 frames (if not more) to me.