Project: Star Ocean on the SNES Classic (canoe)

Monday, December 25, 2017

Merry Christmas! =)

From day one of the SNES Classic release, when I first got my hands on it, my goal was to get Star Ocean running on the SNES Classic. And I don't mean that dumb Retroarch option. I mean Nintendos official emulator itself, canoe!

My research into it lead me down a path that saw me solve how to get every other 3 of the total 4 S-DD1 SNES games running on canoe (3 different region versions of SFA2), but successfully cracking the puzzle of Star Ocean eluded me. SFA2 was different, and comparatively easy. Known Preset IDs existed for 2 of them (the other was figured out easily), as well as the required ROM/SDA patch data. The pieces just needed to be found and pieced together with a little bit of effort for the games to work on canoe. Star Ocean is different however. It was never released on a Virtual Console like SFA2. So any work on running it had to be done blind, from the ground up. From scratch. Frustrated with only making minor advancements, I had to put that "project" on the shelf and focus on more productive things, like cataloging the entire list of known/unknown Preset IDs, and eventually working on yesterdays release of my sfrom Tool.

Release: sfrom Tool

Sunday, December 24, 2017

After a bit of back and forth on releasing the project at all, I've decided to release it for Christmas! "But this is Christmas Eve!", you may say? Well, I figure people will probably be pretty busy tomorrow, and well... I have something else more suited that's planned for then. Stay tuned! =)

So what is sfrom Tool? The SNES Classic uses a game ROM format of .sfrom. But no other program makes GOOD, PROPER, COMPLETE sfroms. The ones made by hakchi2 are bad. The creator wrote his poor implementation of the format off of early, flawed tech documents for formats of different platforms. He didn't bother to research the format of the actual SNES/SFC Classic sfroms themselves. I noticed flaws in it right away, and despite my bringing it to his attention and providing better info... I was just ignored. So I made this!

I'm back? In more ways than one.

Sunday, November 12, 2017

Just realized its been almost a year since I posted anything here. My professional projects started taking so much of a focus, I basically forgot I even had a hobby project blog. Not that I really had anything to post about here.

But things have changed now! A couple months ago I got into SNES communities again, though this time related to the then upcoming SNES Classic. It was nice to feed an old passion again, for the SNES. I found I had a ton of knowledge to share about it on places like reddit, that others could use. After the SNESC was released and I got mine I found myself delving deep into the modding portion of the community, to the point that I was made a mod on r/miniSNES which I happily accepted to help control the spread of proper true information.

Back to the Drawing Board

Saturday, December 24, 2016

After 2 long months, this VR Jam is finally over. I put more effort into it than probably any project in years, if not ever. With my $0 budget and limited time constraints I was stretched all over, digging deep to find new levels of talent I had never seen before from myself. I had to do scripting, 3D modeling, shader coding, texture creation, animation, logo design/creation, menu creation, design new original game mechanics, scene composition, design a consistent aesthetic, create story/premise, design and create a trailer, come up with humor for everything, testing with limited to no proper hardware, and probably stuff I'm forgetting. It's an insane amount of areas I have to have skill in and divide my limited time between.

My First Game!

Sunday, November 20, 2016

Yesterday I announced on my new website that I'm finally making my first game! It should be noted that I don't count W.A.R.P, the game I made for last years oculus VR Jam, because I tried to make a game with that, but don't feel I succeeded and didn't plan to move forward with it. But this one I do! I hope to one day release this commercially!

New "Professional" Website

Sunday, October 09, 2016

Something I've been wanting to do for a while, but never seemed to get around to is making another website. This one has served me fine, but the fact is that some of the projects I've posted here over the years just don't belong along side others. Z-Net, Kokiri Forest, etc. Due to their nature they don't reflect a professional side of myself, and as I try to move forward with publishing assets for sale on the Unity Asset Store, one day make and sell a VR game, and even offer myself up for freelance services, the two sides don't belong together.

So I've been wanting to make a "professional" website for a while, and I finally did just that!

First Impressions - CV1

Monday, September 26, 2016

Today I finally got my head into a CV1! It's been a couple weeks longer then I expected, but still is early since I don't have all of my hardware yet.

Not counting the things I'm not upgrading right now, like Power Supply and non-SSD HDD, this is my part list. Not top end, but way above the level I'm used to! I'm still waiting on the MB, RAM and SSD, but I did install the GFX card into my current system to see how well the CV1 works. I expected the USB 2.0 of my current system to bottle neck it, and I'm sure it is, but surprisingly it works quite well as is to allow me to dev, try some demos, and form opinions. And I guess that last one is what this is about.

Figure it's time for a general update

Wednesday, August 31, 2016

Since it's been a few months, I feel I should post something.

I'm happy to say that the sales of my 2 unity assets have picked up since my last post about them. While money isn't rolling in like crazy, I never expected it to be. But I'm currently quite satisfied with the sales the past few months. I don't know what caused sales to pick up. My increased efforts in marketing material, increased capabilities, or just that it takes some time to get noticed. Whatever it is, it's working now! Its mostly the VR3DImagerViewer asset to my surprise. Since it's more popular, I've been more focused on it. The live version is pretty stocked with features and fine tuning. I even have official video and Stereoscopic 360 media support coming up in the next version! There's not much else left on my list for it. Currently I'm just waiting on some hardware so I can update the setup procedures since Unity v5.4 changed things quite a bit. I know Vive support at least got broken to an extent, and now requires a new setup procedure. Rift support, I'm not sure about. I'd think it would too, but all my feedback so far has been from Vive users.

I got bored... - Kokiri Forest/Project Ocarina

Monday, May 23, 2016

With my 2 Unity assets published, I need time evaluate their success. So I don't want to start another asset until I have a clearer idea of investment vs reward for asset publishing from the evaluations of those. Ideally, I'd be working on the RPG I want to make. But there's little I can do ATM outside of brainstorming for that. I need to actively work on something! It's a weird feeling for me, but I don't have a lot on my plate right now.

Updated VR3DImgeViewer - More Asset Store Experience Talk

Friday, May 20, 2016

Last week I updated VR3DImageViewer, and it was approved on the asset store a few days ago. The main things that are updated about it is a new optional method for rendering 3D images, and some better visuals for conveying what the asset does.