(1531 to 1540) of 1692 Results
New Submitted Translations Added to the Database
06 July 2006 2:31PM EST - Update by RHDNBot
This is an automated message generated by ROMhacking.net’s RHDNBot.
The following Translations have been submitted and approved to the database since the last report (in submitted order oldest to newest):
- Dual Orb 2 (Polish)(Complete)
- Kingdom Hearts Chain of Memories (Polish)(Complete)
- Tales of Phantasia (Italian)(Complete)
- Batman (Spanish)(Complete)
- Super Dodge Ball (English)(Incomplete)
- Metal Slug 4 (Italian)(Complete)
- Fire Emblem 3 - Mystery of the Emblem (English)(Incomplete)
- Super Street Fighter II Turbo Revival (Spanish)(Complete)
- Fengshen Ying Jie Chuan (Chinese)(Complete)
- Tun Shi Tiandi III (Chinese)(Incomplete)
Treasure of the Rudras v2.00 released!
04 July 2006 4:41PM EST - Update by Gideon Zhi
Three years to the day after the initial release of an admittedly rather spotty translation of Squaresoft’s “Rudra no Hihou” the new version is ready! It includes quite a few improvements, including a fully variable-width font for the dialogues, a brand new and wonderfully written script, a redone opening sequence and extra letters for enemy names. The real star of the show is the script, though! It’s been fantastically cared for by M of Returner Games, whose work on Front Mission: Gun Hazard you may already be familiar with.
This patch is an almost completely new animal, and if you ever thought at all that the writing might’ve seemed a little flat in the old version, be sure to give this one a try!
Laplace’s Demon: Hacking Issues Almost Entirely Solved:
Very nearly all of the hacking issues in Laplace’s Demon, including the nasty menu glitches that make the current version nigh unplayable, have been fixed. Other improvements include dual-line items and selective linebreaking in item descriptions so the text doesn’t look quite so cramped when printed in the large font. A new version will be released following some polish to the main body of the script.
Celebrate your Independece from America!
04 July 2006 2:50PM EST - Update by DaMarsMan
Pledge allegiance to romhacking.net! This is our first release at Kojiro Translations and I’m very proud to announce that Glory of Heracles 3 is now in a completely playable state in English. After years of my struggling you get to kick back and play one of my all-time favorites. Thanks to everyone who supported or motivated me. View the readme with the file before asking questions. Grab the patch here.
Magna Carta Phantom Of Avalanche - Partial Patch!
04 July 2006 5:30PM EST - Update by RPGuy
For those of you not aware, Magna Carta is an 3D style RPG from Korea. The second game in the series had a North American release on the Playstation 2 called Magna Carta: Tears of Blood. Most EB Game stores only got 2, or maybe 3 if lucky, copies of this game in. The graphics are amazing. However, the first game (Magna Carta: Phantom of Avalanche) was never released in North American. But thanks to the people at Lakuuna there’s a small partial English translation of this WIndows XP based RPG. I highly recomend this game.
Romancing SaGa 1 and SNES Debug and Test mode patches
03 July 2006 7:50AM EST - Update by FH
11 June 2006
Hi there. Life’s been a mess!! Few things: I will not update this site again until RS1 is finished!! It’s been hard finding the time, but I have been working on it and also a SNES demo. I’m gonna go 100% on Rs1 - we’ll see if it or I break first!
I readded the Debug and Test mode section. This is years old, but I thought I’d give these a public home again and also give some light to others wishing to contribute them to me! ^^ The page links are kinda broken to it, but you can get to it from the above link. I’m also gonna look at getting rid of the darn fortune city adverts that are plauging my site now!! :(( May have to pay some cash out the next time around.
Thank you all again to those who emailed: I will complete RS1 if it’s the last thing I do!
See yaz on the other side….
- - FH
Vice Translations - not quite dead yet
03 July 2006 7:49AM EST - Update by Kitsune Sniper
The good: I’m almost done with Samurai Pizza Cats/Kyattou Ninden Teyandee.
The bad: I couldn’t finish it before I left the country. Woe.
The ugly: Mexican elections were today, and it seems that we’re going to become the next fifth world country! Someone freakin’ give me a job in the US already!
Anyway. I’m being forced to leave my hometown for a few weeks (family stuff), so I couldn’t finish the translation before I left. I managed to finish reinserting close to 75% of the script for Kyattou Ninden Teyandee - all that’s left is the final four stages and the credits, as well as the title screen. Once that is done, I’ll work on a US version, since the show was broadcast as Samurai Pizza Cats with mostly made up dialogue. So the SPC version will have really bad jokes which reference the show and lots of obscure stuff nobody will get, and the KNT version will have some really bad Japanese jokes nobody but otaku will get.
It’s a lose-lose situation.
But yeah. I hate writing these things, so that’s it.
03 July 2006 1:21PM EST - Update by Anonymous
Just visited Bongo’s website at Stealth Translations and noticed he made an update to the FEDA: The Emblem of Justice project, asking for help, with a new BETA patch available.
Just an update for FEDA. I’m receiving feed back and stuff but I never updated the patch to reflect the work that I DID do before the request. So I did that. So if anyone else around feel that they can help feel free to download the new patch and have at it! :) As you can see from the pics the two patches are quite different.
Transcorp Updates Twice on Wozz
30 June 2006 5:09PM EST - Update by Nightcrawler
Since nobody in the community wrote news about the last Transcorp update in over a month and there was a second one today, I figured I may as well write news about myself. )
Nightcrawler has given us some juicy updates on Wozz. The first update is filled with much technical jargon and other ramblings about specific progress that has been made. The second update however, treats us to some nice new screenshots (in addition to the ones seen here) as well as the news of Wozz entering final beta! He even gives indicication that his beta testing team is actually doing some real work.
It seems like this is evidence of that old man still being able to do the translation gig and actually finish another project. However, I for one am skeptical and will wait and see if Nightcrawler can deliver. Let’s keep our fingers crossed and anxiously await playing Wozz in English.
NINJA 2.0 Beta Test
28 June 2006 5:47PM EST - Update by D
For those who have been following on the forums, you may know I’ve been actively developing the NINJA 2.0 format for the last month. There have been several beta tests on the forums, and I think it’s finally ready for a front-page notice.
Patch Creator Image - Too large to run on the main page.
This will be the last major beta round for NINJA. I am looking for people to report bugs in both creation and application. This is directed only to Win32 users–people planning to use it on the command line with have a different release with the script only (a much smaller download at 30KB). To run NINJA you will need the Microsoft .NET Framework 2.0.
NINJA 2.0 is a new patching format that is designed as a replacement to IPS and several other formats. Because it uses a prefix byte to tell the length of all offsets, it creates filesizes a little larger than IPS, but the patch format is ever expandable. The greatest address NINJA can support is 2048-bit addressing (a 32,317,006*10^600 byte file). Patches created with NINJA can be created and applied between single files or directories of files. Its patches store the MD5 sums of both source and modified file versions, and a NINJA patch can be used to hard patch and unpatch target files and folders. This means if a new translation for a PC game comes out, you can re-apply the last patch to “unpatch” to the source files, then apply an updated patch with no need to reinstall.
NINJA patches store 2048 bytes of internal information including Author name, patch language, genre, game or software title, release date, website, and a brief description of the patch (1074 characters). Information can be stored in UTF-8 or in the system’s default ANSI codepage. Any fields left blank will be ignored during patch time, so you only need to include what is actually used.
There is also support for special handling of ROMs. If you create a single file patch for a ROM and select its system from the drop-down menu, the resulting NINJA patch can be used on any version of the ROM. This means one NINJA patch could work on Famtasia, interNES and UNIF format ROMs, SNES ROMs that are headered and interleaved, interleaved N64 ROMs, interleaved Megadrive ROMs, and many other variations.
The NINJA Patcher program accepts files off the command line and can be associated with many patch types. As of this release, it can apply NINJA 2.0 patches, IPS patches, PPF 1.0, 2.0 and 3.0 patches, FireFlower patches, Generic Diff patches, and it can use the output of a Microsoft File Comparison (fc.com) saved to a text file to patch and unpatch files. For more details on this, please read the README file. The program includes an association management menu and patch file icons to match Microsoft Luna, Microsoft Vista, or Everaldo’s Crystal style icons.
The patching interface (not the creator) supports localization files. The current beta includes interface localizations in English, German, Spanish, Italian, Portugese (Brazil), Russian, Chinese Simplified and Chinese Traditional. If you can contribute a localization in your language, please reply to the NINJA in your language thread on the forums.
Please leave your comments about this beta test in this thread. Suggestions on how to improve the format are not welcome as NINJA 2.0’s file specifications are finalized. Any suggestions will be considered for NINJA 3.0–whenever the need for that format arises. I am looking primarily for bug reports and interface improvement suggestions.
Guidelines for writing your own NINJA patcher are in format.html. This file will be improved for clarity in the final release.
Djinn Tile Mapper translates from Russian
27 June 2006 8:34AM EST - Update by DaMarsMan
This is a nice gem of a program I came across while viewing Djinn’s website. I politely asked him if he could do the English community a favor and translate it and the next day he sent it to me. It allows you to view the fixed width tiles in their natural tiles. So basically you can do everything you can do in a normal hex editor except you can change graphics of tiles and view scripts with those graphics. You can find it here.