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Messages - Nightcrawler

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1
To those who were inquiring about a patch update, the patch got a version 1.1 update now. This version fixes the garbage tiles that may appear with weather/space changing commands. It also addressed the few reported grammar and consistency issues. Not worth making any new news or anything.

2
What's your beef with Reflections? Some of them are crap that should surely be killed, but others aren't too bad and decent historical pieces.

There are 71 reflections

If we get a few people who think they should all be killed, I can do it, but I think the last time this was discussed some people commented they thought we should keep them.

3
Well, either way I moved it over to an addendum entry and grandfathered it in. You can be the judge from the images.
http://www.romhacking.net/translations/2881/

With that, the 'transextra' folder is empty and abolished! Lots of old baggage gone! :woot!:

4
As mentioned previously, that cave is a challenge of 40 dungeons for all 40 fiends that Heracles mentions after you beat the game. Defeating all 40 will allow you to face a superboss. The dungeon will regenerate and be different each time you enter it for 40 iterations!

There area  few other very minor things to see if you travel the world. Some dialog changes, you can visit your prior companions, things like that.

5
Thanks again. All are approved. I noted a few things back to you on one or two of them pertaining to some of your comments/questions.

Lastly, I still have that Magna Braban one in the queue. I might make an Addendum entry out of that. That one was not related to the Whirlpool, and I let Damarsman add his patch like that at the time for some reason (maybe Addendum categories did not exist). I think it was due to popular opinion that the text was very hard to read in Magna Braban and KingMike must not have played his own translation did not wish to change it when begged. ;D

6
OK, well I uploaded a new combined patch for DQ1+2 and rewrote the review for DQ6 (I don't know of anyone (besides me) who would be interested in Version B or Version C of that translation anyways). Once they get approved, you can get rid of those patches in transextra. I also took the time to slightly edit a few of my old game reviews - I used to think that way too many video game girls were super sexy, and somehow had no problem admitting that to the world. Ah, my 20s. If only I could also edit the Whirlpool news entries.

In any case, if you have more stragglers in transextra, I can take a look.

Thanks. I reviewed everything else in that folder. There's a mish-mash of Whirlpool extras that were never dealt with. Some of this stuff can probably just be removed and descriptions edited accordingly while a few others might call for consolidation, or even a separate entry in a few cases.

http://www.romhacking.net/translations/48/ - separate text file translation of credits!?
http://www.romhacking.net/translations/74/ - separate custom external patching utility
http://www.romhacking.net/translations/223/ - No comment. This is all you Spinner. :P
http://www.romhacking.net/translations/224/ - extra image calling out patch author for not fixing bug! :laugh:
http://www.romhacking.net/translations/283/ - alternate self patching version
http://www.romhacking.net/translations/297/ - SRAM file that translates wrestler's names to English.
http://www.romhacking.net/translations/359/ - source code (kind of continued in this patch
http://www.romhacking.net/translations/362/ - separate ROM expansion patch
http://www.romhacking.net/translations/388/ - Alternate font patch
http://www.romhacking.net/translations/401/ - Separate liner notes text file
http://www.romhacking.net/translations/463/ - alternate patch
http://www.romhacking.net/translations/474/ - older version dub patch claimed to be better
http://www.romhacking.net/translations/604/ - alternate patch

7
Site Talk / Re: Demi got deleted from the credits?
« on: January 27, 2017, 07:22:00 pm »
What page specifically are you talking about? I don't immediately see any record such a page existed.

8
Site Talk / Re: Broken SSL cert
« on: January 27, 2017, 07:20:56 pm »
May I ask what prevents the use of Let's Encrypt?

They don't issue wildcard certs, so their handling of any subdomains changes becomes very annoying. Their 90 validity period basically requires that you use their root-access-grabbing clunky certbot utility, which in turn uses more dependencies that we don't run and cannot currently run on our server. The requirements and usage are ridiculous for a simple cert.

You can still use RHDN with HTTPS, you just need to add an exception to your browser for the self-signed cert.

9
Site Talk / Re: Site connection limit
« on: January 26, 2017, 06:22:37 pm »
Downloading was blocking your session from being used for further connections. I have retooled downloading to work differently. There are intentional connection limits in place, but that was not one of them. ;D

You should be able to reasonably browse while downloading now.

10
Would combining these two patches into a single ZIP file cause any problems? I can't see how anyone would have an objection to it. Even the readmes in both ZIP files are the same (to my recollection), and the site has tons of projects with two (or more) patches in a single download.

That's an old Whirlpool leftover. It should be fine to combine them. There are a handful of other entries that link to that misc special directory. I can dig them out if you're interested in reviewing them and fixing up the entries.

Here's another one with THREE patches for example:
http://www.romhacking.net/translations/343/

11
Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 19, 2017, 05:41:24 pm »
Nightcrawaler, could you check that again?
...
Are you talking about these 00h-0fh:8000h-FFFFh and 80h-8fh:8000h-FFFFh?

Thanks for looking at the current SNES9x code. The expanded space would have been accessible at 90-9F:8000-FFFF. It would have been half accessible via the 8000-FFFF range which was the drawback of it. All of my work was done about 5 years ago now and I haven't touched my cart since. I can see that the current SNES9x source you posted doesn't map this region which kills much of that sail wind now. You're obviously content with what you're doing, and I'm not interested in further revisiting that project in more detail at this point. So, we can put it to bed. I do still hope to see available ways to play on the hardware, as well as a selection of emulators when the project is released however it is achieved though!

I'm sorry for stirring things up. I have that pesky FEOZ cart that keeps eying me from the shelf that needs a finished English conversion. I've been too close to the action on this project for too many years. I got started while aiding in some of the early ZSNES graphics pack capture work, and then when DeJap was on the case, and then transitions after that. So occasionally, many years worth of closet mothballs burst out at times. Carry on. :beer:

12
Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 18, 2017, 06:46:50 pm »
But in any case, it's not true that no other emulators will be able to play it. DougRPG just showed the translation working on SNES9X with modification already. It would probably just take one small update to the official release.

There was about 4 years between the latest release of SNES9x (1.54) and the previous release, (1.53), and about 2 years between 1.53 and 1.52. Even if you somehow succeed with a timely SNES9x official release, that's still just 2 emulators and a single flavor nonetheless (there are many versions of SNES9x). Knowing this, I would have done it in a compatible manner so it works with the existing emulators. I like to reach as wide an audience as possible, and give people options with my releases. That's just me I guess. *shrug*


Byuu and LostTemplar did the right thing about the expansion. There is no secret here. The game only has 1MB of "cpu rom" so it was expanded to 2MB, and in the right way.
We can expand the SPC7110 data block too, and there is only one way to do that. And the expansion was needed because the new script size.

The existing mapping already allows for a meg expansion (half is accessible) that also works on the original cart and SNES9x already. It probably works on other emulators too, but I don't have notes on that.  Do it however you'd like. No skin off my back. It's just a shame to have no way to run on real hardware nor run on any other official emulators when not necessary. So, I figured I'd offer another option.

Quote
Yes, but the problem here is the SPC7110. The expansion is very simple, like the expansion of any other game, but because we have the SPC7110 the emulators will need some patch. Snes9x for example checks for the SPC7110 and uses a custom map if it's found, so we don't have control to make it to work, so we need to release a new version.

As mentioned, the existing SNES9x already maps the additional free space that is also compatible with the real cart adding two wires. 90-9f:8000-FFFF.

I have asked Ikari the person who makes the firmware for the SD2SNES about this game if it will be supported. Funny enough the real time clock the sd2snes uses is based on the code for the spc7110. So yeah support for this game on sd2snes is pretty much guaranteed.

While Ikari did a great thing with designing the SD2SNES, unfortunately he has not been able to add any new special chip support in the past several years. SuperFX for instance has been in progress for years now. I don't see adding the SPC7110 decompression engine in the foreseeable future. Hopefully I'm wrong though.

13
Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 17, 2017, 07:55:53 pm »
This was necessary in Feoez because the game was expanded. This game uses the SPC7110 so it's not a normal game, so the xml contains the information about the expanded memory. This way Bsnes will know where to put the data in the Snes memory map.

I don't believe it is necessary. I proposed a mapping that would be compatible with the original cart, as well as already work with existing emulators back in 2012. But, byuu shot it down and insisted on doing things the BSNES locked-in way instead on grounds of needing more space for some super secret translation feature that never took place.

As it stands now, no flash carts, or emulators will play this. Only BSNES/higan (and probably only certain versions that are compatible with that particular version of the manifest file).  :'(

14
Gaming Discussion / Re: Final Fantasy Write-A-Review! :D
« on: January 15, 2017, 08:05:03 pm »
FF8 PC can also be patched to use the original PSX soundtrack or a remastered one. I believe you would want Roses and Wine. I've been out of the loop for awhile now though, so there may be something newer.

15
Gaming Discussion / Re: Final Fantasy Write-A-Review! :D
« on: January 15, 2017, 12:12:14 pm »
I don't know... from a few songs I've heard via Nightcrawler's links, I'm in the "PSX music is better" camp.

Well, you can also patch the PC version to use the original PSX soundtrack too. I only have the original PC version, but I believe the current steam version actually has an official patch for this now from SquareEnix. 

16
Gaming Discussion / Re: Final Fantasy Write-A-Review! :D
« on: January 14, 2017, 10:20:15 am »
I'm not SunGodPortal but Nameless Legacy updated some on youtube:
...
Those were however apparently recorded using an actual Yamaha synthesizer of a more recent model than those which were arround when FF7-PC came out. It was *not* recorded with the softsynth that came with the game. I suspect he selectively uploaded those who improved the most upon the playstation version.

Final Fantasy VII PC is my favorite version because it can be upgraded in all areas into what an FF7 remake should have been. A guy named FinalFanTim remastered the whole original soundtrack with higher quality, real instrument samples,  and remained true to the original soundtrack. I have that soundtrack integrated into my game. I think he did a great job. Tracks like Mako Reactor, Anxious Heart, and Tifa's theme sound about as good as they get to me.

https://www.youtube.com/watch?v=4ygBYMVNAAI&list=PLE1C3899D5F37CA3B
http://forums.qhimm.com/?topic=8160.0

17
Is there yet a time-frame for a bug fix patch that addresses the weather bug reported in this thread?

No time frame. It would probably be a couple of weeks before any followup would be issued compiling reported issues. There is a process to these things and multiple individuals involved. We are also working on some other things at the moment and won't be able to return to Heracles for a bit yet. There's nothing critical.

I'm such a glutton when it comes to new and/or peculiar skill/ability systems in games I tried the protagonist's Sword Arts ability the first chance I had, which was during the first random encounter the game threw at me. And doing so I noticed a brief glitching out of graphics in the combat HUD which immediately fixed itself up. Was that normal?

I don't see that issue with SNES9x 1.54.1 nor on real hardware on my end. I just ran 20 battles or so in that portion of the game, and even used your character name. Perhaps some setting in SNES9x affects the timing causing a frame to overrun or something.

Can you try BSNES/higan?

18
Congratulations on finishing this translation Nightcrawler. I've been following the scene since 1999 and I know this has been a long time in the making.

I know this might be a silly question, but I was wondering why the titlescreen hack didn't read as "The Glory of Heracles" in the title like all other translations for the other games in the series. Was it perhaps an artistic choice?

I don't remember exactly now. That was done a few years ago. I think it was because it's not in the literal title, it matches all of the existing references to it on wikipedia and similar sites, and most importantly the official localization of the NDS game also choose to translate it as such.

19
Another thing... Is there a manual scan or a snapshot of the GOH4 overworld available somewhere? I've been searching for quite some time and only found GOH2 and the gameboy GOH overworlds.

What's wrong with the in-game map? It shows the whole overworld and places of interest. I only have the virtual console version manual and there are very few images of any kind in that let alone a map.

I've contacted nanashi about his current feelings on a manual translation since people have mentioned it. We'll see what he has to say on that, and if their is a map in somewhere in his materials.


EDIT:
Here is a scanned copy of the map that came with the original game. It probably won't be of much use as the in-game map is better, I think.

20
The article is actually up and kickin':
http://www.nintendolife.com/news/2017/01/a_trio_of_super_famicom_rpg_classics_are_now_playable_in_english

Ah, good to see. I did some searches and was quite surprised to see how many more news outlets there are these days that cover this community. Much better than the old days! ;D Yay for progress!

I'd imagine 3 being a bit more of a pain due to, I'm almost sure a tilemap-based system (and that always-displayed HUD would probably further eat into available tile space).

GOH4 menus were an 8x8 tilemap-based system too. In any event, that project is not mine and I do not have any code for that project. So, highly unlikely there.

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