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Messages - MrFwibbles

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1
I don't mind if anyone links to my list of bugs, but just so you know, the webspace it's uploaded to is just a throwaway free account that I use when I need to host something. I don't know how long the page will be hosted for in the future. It's probably best to copy it somewhere else if you're really interested in this game and think the list is worth preserving.

2
Oh yeah, there are plenty of bugs in the original version of this game. I didn't introduce any (well, I did at one point, but was able to fix it). Here's the list of bugs that I remember. I asked my testers not to report them as errors with the translation patch, because I checked and encountered all of them in the official release, too: http://fwibby.16mb.com/

I don't intend to include any fixes that anyone might make for those bugs as features of this translation, as I feel that a translation should just be text edits only... with the obvious exception of fixing this game's credits.

I think that being able to see the credits is important, even if they're just in Japanese. The people that worked on this game deserve to have their names shown for their effort. As for translation, someone else already did that (http://www.vgmuseum.com/end/nes/b/goemongai1.htm). Note that the way their mock-ups look probably wouldn't be reproducible in the game, you'd have to make the text much smaller to get everything to fit properly.

3
By the way, you said in the GG Gaiden development thread that you weren't interested in translating Gaiden 2 because you don't like it at all. Is it really that bad? ;D
I don't think that GGG2 is a bad game, it just doesn't appeal to me personally. I don't like the music compared to the first Gaiden's, or the switch to the Phantasy Star II-style battle perspective. For me to be motivated to spend the countless hours necessary to fully translate a game, it has to be something that I would be excited to play through in English myself. Otherwise, I quickly lose interest.

Besides, others have shown an interest in translating Gaiden 2, and I'd like to give them the opportunity to do so.

4
Personal Projects / Re: Ganbare Goemon Gaiden 1 (NES) Translation
« on: June 04, 2017, 02:02:24 pm »
No. I don't like GGG2, so there's no way I'd want to spend the necessary amount of time with it.

5
Personal Projects / Re: Ganbare Goemon Gaiden 1 (NES) Translation
« on: June 03, 2017, 07:09:38 pm »
This project is now ready for testing. Please reply here if you're interested.

6
Personal Projects / Re: Ganbare Goemon Gaiden 1 (NES) Translation
« on: June 03, 2017, 06:59:56 pm »
My Ganbare Goemon Gaiden translation patch is just about ready for distribution, but first I'd like some people to play through it and inform me of any glitches, typos, or untranslated text that I might have missed. This is so that the final release can be of the highest quality possible.

If you're the type of player that likes to fully explore a game, trying out every item, revisiting old areas to see if anything has changed, seeing if the text changes depending on which party members are alive and so on, then this request is for you!

Please reply in this thread, or send me a PM or e-mail to apply.

7
Personal Projects / Re: Ganbare Goemon Gaiden 1 (NES) Translation
« on: May 25, 2017, 01:56:58 pm »
Yeah, and I wouldn't know how to get around that effectively.

8
Personal Projects / Re: Ganbare Goemon Gaiden 1 (NES) Translation
« on: May 24, 2017, 07:42:08 pm »
I like it, but mine's a bit different. I can't add that extra square at the start for the G, because that area is a bunch of the same single white tile reused, and there aren't enough spare tiles to overwrite to get the G in there, if that makes sense. However, I am able to fit in "The Missing Golden Pipe" in your style.

9
Personal Projects / Ganbare Goemon Gaiden 1 (NES) Translation
« on: May 23, 2017, 05:36:45 pm »
5 years after I first started looking at how the text works in this game (and not getting very far), I decided to return to it this April... and now, after about 2 months, I have an almost complete translation that should be ready for testing in June.




Since item names have an 8-character limit, I decided to draw in icons (influenced by Final Fantasy Adventure) so I wasn't trying to cram, for example, "Laser Flute" into that space. I think the icons are also helpful in figuring out which characters can equip certain weapons, so I'm quite fond of them.

"Why is everybody SHOUTING?"
Everything has to be in caps because of the way the game uses a dictionary to compress the text. There isn't enough room to have variations that use capital letters at the start of words for new sentences, or even enough spare graphical tiles to include a lower-case alphabet.

10
Yeah, his name was added to the readme file in the zip, but I'll submit it to the credits on the project page too.

11
Thanks, rainponcho! I've used the tools you provided to edit the company names and title screen, and submitted v1.00.

12
Thanks. Oddly enough, I wasn't having any problems with the links before. Is the download working properly for everyone now?

Looks like the "Relevant Link" in the OP is broken. It's supposed to be my e-mail address with the subject line filled in, but it doesn't like that ? that I put in the link. Sorry for being such a troublemaker ;_;

Edit: Yeah, e-mail links are broken. It only links to the domain.

13
I would do a compression bypass hack, which first requires you to reverse engineer the compression format and then to hack the code to allow for uncompressed graphics. It's generally an advanced hack, but not an impossible one and very doable in my opinion.
This is a good idea, but it's definitely something that's beyond my skills. I might post in the Help Wanted section in a few days/weeks when the title screen is the only thing left to do.

14
I want to edit the title screen of Nangoku Shounen Papuwa-kun: Ganmadan no Yabou, but none of the tile editors that I've tried have been able to display it properly. I can find a small part of the logo where it says "GAME BOY" (but only the top half), although nothing else around it looks anything like the rest of the title screen. I'm not entirely sure if this is because of compression or not. I certainly can't find the ガンマ団の野望 part of the logo anywhere in the ROM. Does anyone know of any tools that could display (and edit) this in a clearer fashion, or have any other suggestions for me? Thanks.


15
Thanks for the offer, Pennywise. I'll let you know if I need any extra space.

16
Good suggestion, I'll give colons a try once I've completed all the dialogue sections.

17
I've been working on this on and off by myself for a while now, but have been putting in some extra effort lately to try and get it finished and ready for release. Right now, I'd say the project is around 75% complete. The text sequences between stages are quite funny and are actually my favourite part of the game (the gameplay is decent, but nothing special), so hopefully some people will be curious enough to play it when everything's prepared.


18
CUE, did you get my PMs? I sent 2 but they're not showing up in my sent box.

19
Thank you for the explanations. I think I understand it now, but there's still something funny going on.

From what I understand, if (file size) / 2048 = a whole number, then the file can't be expanded. This is unfortunately the case for all of the .MDT files (where the game contains most of its dialogue), but not for FIELD\TEXT2.BIN:

- for TEXT2.BIN -> 26192 bytes (6650 hex)/ 2048 = 12.789
   LBA 193339    -> rounded = 13 sectors
                      -> 13 * 2048 = 26624 bytes (6800 hex)

So I padded my copy of this file to 26624 bytes in Translhextion, and edited the reverse/normal hex referring to the file size in the ISO. Then I tried mounting the ISO and seeing if the game would start like this. Nothing. At this point I opened it in CDmage and imported the file I'd expanded earlier, then saved the change. Mounted again, back to the emulator, still not loading.

Assuming I'd done something wrong, I made a new copy of the ISO and tried using Sephiroth 1311/Phoenix's program again (being sure the LBA matched because the game has 2 files called TEXT2.BIN in separate folders), and it reported that everything was successful and it had chaged the TOC and ECC/EDC (I'm not sure what ECC/EDC is). The game still wouldn't load. I can replace the files after editing them, but as soon as I increase the size of a file, the game stops working. What could be causing this?

Quote
How do you do?
All others files are in the same position (LBA)? Check the file "CDDA1" in the root, a CD DA file pointing to the music track. The game can crash if this LBA is modified.
I'm just doing what I wrote above. I'm not changing any LBAs as far as I know. Yeah, the LBA for CDDA1 is 193,769 on both the original and modified ISOs, it hasn't been touched.

Quote
Can you convert your MODE1 ISO in a MODE0 ISO with the music track in another file (MP3/WAV format)? I have a tool to modify a MODE0 image with modified files, even changing the number of sectors occupied.
I wouldn't know where to start with that, and doesn't Grandia use a special kind of compression for its audio? Digital Museum is based on the original game's code.

20
How do you conclude that KERNEL.BIN is the next file? Is it because it has the next biggest LBA in the folder, or because it was the one that came before the one you wanted to expand in the TOC? And why would the ISO stop booting in the emulator if I was only making the file 1 byte bigger? You do have to change the hexadecimal values in both forwards and backwards formats, right?

Edit: Eh, it looks like there's some kind of checksum going on somewhere. As soon as I change one byte that represents the file size, regardless of whether or not I import a file in CDmage, the entire ISO will no longer start up in the emulator.

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