Difference between revisions of "User talk:Dimitri"

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<pre>Games that use Z80 should have something like this starting at $2070 in the savestate.
+
==tri-Ace licensed titles?==
 +
Here's an interesting one: PS1 [http://raido.moe/staff/ps1/ps1_dragon_drive.html Dragon Drive: Tactics Break] and GameCube [http://raido.moe/staff/gc/gc_charinko_hero.html Charinko Hero] both credit tri-Ace (!) for development, which doesn't seem to be documented anywhere. At first I thought they were subcontracted out, but upon closer inspection it looks like Charinko Hero is in fact by the same team that did Radiata Stories. --[[User:Dimitri|Dimitri]] ([[User talk:Dimitri|talk]]) 05:25, 22 April 2017 (CEST)
  
0000 0000 0780 0080 B200 C940 0080 0000
+
----
0000 0000 0000 0F00 0000 000D 0000 0000
+
0000 0000 0000 0000 0000 0000 0000 0000
+
0000 0000 0000 00F1 8EA1 05F9 9600 0000
+
0000 0000 8002 018B 9600 0000 0030 C00A
+
0A82 0000 0000 0000 0000 0000 0000 0038
+
D20A 0000 0000 0000 0000 0000 0000 0000
+
0000 0000 8000 0110 8F00 0100 002E C028
+
32C5 0BF8 0000 0000 0000 002D 0000 0038
+
0E97 232D 0000 0000 0000 0000 0000 0000
+
...
+
  
The trigger byte is at $207D, which is usually defaulted at 0x80 (as in this example), though you may also see 0x00 or 0xFF.
+
Found at the start of the main code for PS1 Money Idol Exchanger (1998): <code>Ver.1.00 (C)SANTOS/M.Miyashita</code>
  
Values 0x81 and up are the commands, normally (but not always) music tracks followed by SFX, then playback commands near the 0xF0 values.
+
The game itself has no credits, not even the original MVS credits (at least on normal difficulty).
 +
:Looks like there's credits on hard mode, but they're cut off [https://www.youtube.com/watch?v=o4sEgPcUno4 in this video]. [[User:CRV|CRV]] ([[User talk:CRV|talk]]) 14:56, 9 December 2014 (CET)
 +
::That string is not necessarily proof of Santos' involvement, as it also appears in the Shin Samurai Spirits port by Yumekobo and Real Bout Garou Densetsu. [[User:CRV|CRV]] ([[User talk:CRV|talk]]) 16:34, 28 January 2018 (UTC)
  
Games with the 68k version can place the workspace anywhere in 68k RAM, though it's usually near the end of the address space. The alignment will be different, and look something like this.
+
---
 +
 
 +
Stumbled on this one by accident, dunno if you've seen it before: [http://www.mobygames.com/game/ps2/guilty-gear-x-plus/credits PS2 Guilty Gear X Plus] lists several artists from a company called "Kidding", who also show up on WSC Guilty Gear Petit 2 and GBA King of Fighters EX. They have an [https://web.archive.org/web/20020211222808/http://www.dep.sme.co.jp/kidding/cgi-bin/createinput.cgi archived website] that lists PS1 Techno B.B. and PS2 Digital Holmes as other titles they've worked on, as well as a fairly comprehensive staff list split into pages. Company director was Kouji Takaya (高屋幸治), who was previously with SNK and later wound up at Examu.
 +
 
 +
They were apparently supported by Sony Music Entertainment and went out of their way to pick up freelancers. Company website closed up sometime in 2002, so it stands to reason they didn't last much longer than that. I doubt they fully developed these mysterious titles, but they were clearly involved in some capacity.
 +
 
 +
---
 +
 
 +
Here's another one: Itadaki Street Gorgeous King (PS1) credits several people from Astroll for graphics: http://www.mobygames.com/game/playstation/itadaki-street-gorgeous-king/credits
 +
 
 +
Additionally, two people on Mahou Tsukai Kurohime (PS2) are identifiably from Now Production -- they show up on Ikusagami / Demon Chaos (PS2), developed around the same time, specifically listed as Nowpro staff: Shoji Takahashi (高橋 章二) and Kazuhiro Kinoshita (木下 一洋)
 +
:They're both former Taito people, and I don't see anybody else from Nowpro in there, so...I dunno. Takahashi was (is?) the head of Nowpro's Tokyo development division. [[User:CRV|CRV]] ([[User talk:CRV|talk]]) 15:59, 25 January 2014 (CET)
 +
 
 +
---
 +
 
 +
From FC Itadaki Street: <code>Prog. By FukashiCreamSoft.</code>
 +
 
 +
Fukashi is programmer Fukashi Ohmorita, but what is Cream Soft? Ohmorita also programmed FC ''Zombie Hunter'' and ''Kero Kero Keroppi no Daibouken''... I don't see any connection between his credits.
 +
:I think Cream Soft was his company ("SFC MONOPOLY Program by Ohmorita Fukashi / CreamSoft.Inc. TEL(03)3408-7386"). It's not the same as Cream. And he actually worked for Hi-Score. [[User:CRV|CRV]] ([[User talk:CRV|talk]]) 15:22, 9 January 2014 (CET)
 +
 
 +
--snip?--
 +
 
 +
Downloaded one of those copyright record packages that CRV found the Iwasaki Giken information in on a lark. Found some interesting stuff:
 +
 
 +
http://dl.dropbox.com/u/665725/tose_copyright.txt
 +
 
 +
 
 +
Translations of TEC relevant sections:
 +
 
 +
http://www.kcg.ac.jp/alm/html/ogata.html
 +
 
 +
Graduate profile: Mr. Hatao Ogata
 +
 
 +
Former TEC-Intelligent Systems Co., Ltd. Board Member, Engineering Department Director
 +
Current Jupiter Co., Ltd. Department Director, Mr. Hatao Ogata
 +
 
 +
Graduated 1980, Computer Sciences Department
 +
1987: Took part in planning the establishment of TEC-Intelligent Systems Co., Ltd., an affiliate company of Nintendo Co., Ltd. involved in the development of game software for Famicom and other systems.
 +
In charge of game production classes at this academy.
 +
 
 +
TEC developed game software for Super Famicom, Game Boy, and every other Nintendo platform. They also developed tool software to allow easy creation of games. Our academy has many graduates, but he was in particular an incredibly hard-working programmer...
 +
 
 +
 
 +
http://homepage2.nifty.com/kamitoba/report/company/is.html
 +
 
 +
INTELLIGENT SYSTEMS Co.,Ltd.
  
0000 0000 0000 0000 0000 0304 0000 0000
 
0080 0000 0000 0000 0000 0000 0000 0000
 
0000 0000 0000 0000 000F 1D23 0000 0000
 
0000 0000 4000 0000 0000 0000 0000 0000
 
0000 0000 0000 0000 8006 0100 000F 1CC7
 
0000 0000 0030 0306 8900 0000 0000 0000
 
0000 0000 0000 0000 0000 0000 0000 00C0
 
0F00 0000 0000 0000 8000 0100 000F 18EE
 
EB1A 8006 002C 4B54 235C 0000 000F 189F
 
0401 0203 0000 0000 0000 0000 003D 00C0
 
0000 0000 000F 18A4 8001 0100 000F 193B
 
 
...
 
...
  
In this case, the trigger is at $E481. The location within 68k RAM may be different, but the alignment will always match this.
+
Established December 1986. It is commonly said that Intelligent Systems (IS) was established by members of Nintendo R&D Dept. 1 splitting off to a new team, but the specifics of this are uncertain. However, even though it is called a split, there were still very deep connections to Nintendo R&D1: Famicom Wars, three Game Boy launch titles, and many other titles were jointly developed by the two groups. In 1987, TEC Co., Ltd. was established through a joint investment by Nintendo and IS. Mr. Gumpei Yokoi, then the head of R&D1, originally proposed the idea to create the company. TEC was later (1997?) merged into IS.
 +
 
 +
IS's primary functions are the development of development tools, and the development of game software. Their tool development work goes back as far as the Famicom, and includes all Nintendo hardware made since. Because they receive specifications and component supply from Nintendo, they are able to produce development tools from a very early stage. "Always the first to create high-quality products, so business superiority is guaranteed." (from IS homepage) However, another Nintendo second party, HAL Laboratory, has started to create development tools such as Sysdolphin. However, their work is still secondary in importance to IS's.
 +
 
 +
...
 +
 
 +
And because I'm bored...
 +
 
 +
http://www.ga-core.net/special/sp01-02.php#05
 +
 
 +
Scitron as a Game Developer
 +
 
 +
Baddy: This was mentioned a bit before, but Scitron also released game software, right? "Shadow Brain" is one of my favorites, but was that done in-house?
 +
 
 +
Ando: Yeah, there was a software development section at Scitron. Outside of the titles we published, there were also titles produced under contract. "Sanrio Carnival", "Attack Animal Gakuen", "Otocky", etc...
 +
 
 +
Baddy: W-w-w-wow, this is an exclusive scoop, here! I thought for sure that Game Studio was responsible for development, and Scitron was simply the publisher.
 +
 
 +
Ando: I think there were also some titles we did as joint development, but...I can't recall for sure.
 +
 
 +
Baddy: Famicom and PC were the heart of that business, right?
 +
 
 +
Oono: Yes, but were were involved with software up until the Playstation era.
 +
 
 +
Ando: We also developed software for the 3DO and Macintosh.
 +
 
 +
Baddy: Scitron was an even more amazing company than I'd thought...
  
Some games (Atomic Robo-Kid, Sorcerian) use special loading routines that change the song data outside of the music system. These will generally play the same track (possibly at different tempos) with every sound code you try.
+
== MobyGames - no return? :( ==
  
Other games (Aa Harimanada, Dyna Brothers 2) use multiple sound banks which are changed with a specific command. These can be found when not every track is in the game seems to be there -- play a track that isn't, then start playing with the trigger again and more of the tracks will be there. Changing the bank manually is a pain and not recommended.
+
So you will not resume your activity over there? Honestly, I think it's really a pity.
 +
Note that the top and responsible contributors can now auto-approve their own contributions, that means you will be able to automatically approve your own credit submissions, release info, new companies, etc. Almost everything except game entries. Think about that. There will be no stress anymore.
 +
Take care. --[[Special:Contributions/109.201.133.100|109.201.133.100]] 20:44, 26 September 2016 (CEST)
  
And of course, document what triggers play what tracks. :)</pre>
+
:Nah, not interested. Credits are all I really care about, adding new games was merely a means to an end. Anyone is free to add my transcriptions themselves, though. --[[User:Dimitri|Dimitri]] ([[User talk:Dimitri|talk]]) 05:08, 27 September 2016 (CEST)

Revision as of 16:34, 28 January 2018

tri-Ace licensed titles?

Here's an interesting one: PS1 Dragon Drive: Tactics Break and GameCube Charinko Hero both credit tri-Ace (!) for development, which doesn't seem to be documented anywhere. At first I thought they were subcontracted out, but upon closer inspection it looks like Charinko Hero is in fact by the same team that did Radiata Stories. --Dimitri (talk) 05:25, 22 April 2017 (CEST)


Found at the start of the main code for PS1 Money Idol Exchanger (1998): Ver.1.00 (C)SANTOS/M.Miyashita

The game itself has no credits, not even the original MVS credits (at least on normal difficulty).

Looks like there's credits on hard mode, but they're cut off in this video. CRV (talk) 14:56, 9 December 2014 (CET)
That string is not necessarily proof of Santos' involvement, as it also appears in the Shin Samurai Spirits port by Yumekobo and Real Bout Garou Densetsu. CRV (talk) 16:34, 28 January 2018 (UTC)

---

Stumbled on this one by accident, dunno if you've seen it before: PS2 Guilty Gear X Plus lists several artists from a company called "Kidding", who also show up on WSC Guilty Gear Petit 2 and GBA King of Fighters EX. They have an archived website that lists PS1 Techno B.B. and PS2 Digital Holmes as other titles they've worked on, as well as a fairly comprehensive staff list split into pages. Company director was Kouji Takaya (高屋幸治), who was previously with SNK and later wound up at Examu.

They were apparently supported by Sony Music Entertainment and went out of their way to pick up freelancers. Company website closed up sometime in 2002, so it stands to reason they didn't last much longer than that. I doubt they fully developed these mysterious titles, but they were clearly involved in some capacity.

---

Here's another one: Itadaki Street Gorgeous King (PS1) credits several people from Astroll for graphics: http://www.mobygames.com/game/playstation/itadaki-street-gorgeous-king/credits

Additionally, two people on Mahou Tsukai Kurohime (PS2) are identifiably from Now Production -- they show up on Ikusagami / Demon Chaos (PS2), developed around the same time, specifically listed as Nowpro staff: Shoji Takahashi (高橋 章二) and Kazuhiro Kinoshita (木下 一洋)

They're both former Taito people, and I don't see anybody else from Nowpro in there, so...I dunno. Takahashi was (is?) the head of Nowpro's Tokyo development division. CRV (talk) 15:59, 25 January 2014 (CET)

---

From FC Itadaki Street: Prog. By FukashiCreamSoft.

Fukashi is programmer Fukashi Ohmorita, but what is Cream Soft? Ohmorita also programmed FC Zombie Hunter and Kero Kero Keroppi no Daibouken... I don't see any connection between his credits.

I think Cream Soft was his company ("SFC MONOPOLY Program by Ohmorita Fukashi / CreamSoft.Inc. TEL(03)3408-7386"). It's not the same as Cream. And he actually worked for Hi-Score. CRV (talk) 15:22, 9 January 2014 (CET)

--snip?--

Downloaded one of those copyright record packages that CRV found the Iwasaki Giken information in on a lark. Found some interesting stuff:

http://dl.dropbox.com/u/665725/tose_copyright.txt


Translations of TEC relevant sections:

http://www.kcg.ac.jp/alm/html/ogata.html

Graduate profile: Mr. Hatao Ogata

Former TEC-Intelligent Systems Co., Ltd. Board Member, Engineering Department Director Current Jupiter Co., Ltd. Department Director, Mr. Hatao Ogata

Graduated 1980, Computer Sciences Department 1987: Took part in planning the establishment of TEC-Intelligent Systems Co., Ltd., an affiliate company of Nintendo Co., Ltd. involved in the development of game software for Famicom and other systems. In charge of game production classes at this academy.

TEC developed game software for Super Famicom, Game Boy, and every other Nintendo platform. They also developed tool software to allow easy creation of games. Our academy has many graduates, but he was in particular an incredibly hard-working programmer...


http://homepage2.nifty.com/kamitoba/report/company/is.html

INTELLIGENT SYSTEMS Co.,Ltd.

...

Established December 1986. It is commonly said that Intelligent Systems (IS) was established by members of Nintendo R&D Dept. 1 splitting off to a new team, but the specifics of this are uncertain. However, even though it is called a split, there were still very deep connections to Nintendo R&D1: Famicom Wars, three Game Boy launch titles, and many other titles were jointly developed by the two groups. In 1987, TEC Co., Ltd. was established through a joint investment by Nintendo and IS. Mr. Gumpei Yokoi, then the head of R&D1, originally proposed the idea to create the company. TEC was later (1997?) merged into IS.

IS's primary functions are the development of development tools, and the development of game software. Their tool development work goes back as far as the Famicom, and includes all Nintendo hardware made since. Because they receive specifications and component supply from Nintendo, they are able to produce development tools from a very early stage. "Always the first to create high-quality products, so business superiority is guaranteed." (from IS homepage) However, another Nintendo second party, HAL Laboratory, has started to create development tools such as Sysdolphin. However, their work is still secondary in importance to IS's.

...

And because I'm bored...

http://www.ga-core.net/special/sp01-02.php#05

Scitron as a Game Developer

Baddy: This was mentioned a bit before, but Scitron also released game software, right? "Shadow Brain" is one of my favorites, but was that done in-house?

Ando: Yeah, there was a software development section at Scitron. Outside of the titles we published, there were also titles produced under contract. "Sanrio Carnival", "Attack Animal Gakuen", "Otocky", etc...

Baddy: W-w-w-wow, this is an exclusive scoop, here! I thought for sure that Game Studio was responsible for development, and Scitron was simply the publisher.

Ando: I think there were also some titles we did as joint development, but...I can't recall for sure.

Baddy: Famicom and PC were the heart of that business, right?

Oono: Yes, but were were involved with software up until the Playstation era.

Ando: We also developed software for the 3DO and Macintosh.

Baddy: Scitron was an even more amazing company than I'd thought...

MobyGames - no return? :(

So you will not resume your activity over there? Honestly, I think it's really a pity. Note that the top and responsible contributors can now auto-approve their own contributions, that means you will be able to automatically approve your own credit submissions, release info, new companies, etc. Almost everything except game entries. Think about that. There will be no stress anymore. Take care. --109.201.133.100 20:44, 26 September 2016 (CEST)

Nah, not interested. Credits are all I really care about, adding new games was merely a means to an end. Anyone is free to add my transcriptions themselves, though. --Dimitri (talk) 05:08, 27 September 2016 (CEST)