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The spell in question is named differently because Dispel now inflicts Curse status on an enemy. There are gameplay-enhancing patches applied to Namingway Edition and Project II. This is one of them: https://www.romhacking.net/hacks/481/
Thanks for the reports though. Here's what I did for Project II, since a lot of these were on me. Giving specifics in case you were curious as to what I did, Rodimus.
Bank 2 - 1: Baron Town, Message 15:
"Wh-why hello,sir! No,I've
said nothing bad about His
Highness! Why don't you
watch me dance?"
Bank 2 - 12: Baron Inn, Message 7:
"Sir [Cecil]! W-we've been
paying all our taxes!"
Bank 2 - 128: Mount Hobs Summit, Message 8:
Fixed typo as indicated: "...which I have personally lead." to "...which I have personally led." (I tend to confuse the metal lead with the past-tense of "lead". I apologize)
Bank 2 - 164: Cid's Airship - Giant sequence, Message 1:
"[Cid]:Ya got the best man
for the job!"
Oh wow, it's a Gurren-Lagann reference? I had no idea; I just thought it was a cool-sounding line when I wrote it. I ran with a pack of weeaboos when I was in high school, and maybe I picked it up from them.
There were an overwhelming amount of people who asked me to remove some added memes/references that I thought "fit well," but turns out they didn't at all. Since this ended up being one of them, maybe it should go, too.
What say you, Rodimus? Do you think we should try and change this to something else? (Maybe just "Who do you think I am?")
When you say text space is so tight, do you mean, not enough room on the screen given the fixed-width font, or are you talking about not enough space in the ROM to fit in more text? Anyway, I am in favor of a variable-width font, something used not just in the J2E fan translation but also in the more recent official releases on PlayStation, GameBoy Advance, PlayStation Portable, Nintendo DS, and so on.
The English version of Final Fantasy VI for SNES (called Final Fantasy III in the U.S. market originally) used a variable-width font, as does Chrono Trigger and Super Mario RPG, all of those Squaresoft RPGs for SNES. I am sure if the localizers had enough time and resources and expertise they would have used a variable-width font for Final Fantasy IV, too. Their use of a fixed-width font in what they called Final Fantasy II but was really Final Fantasy IV was because they did not have enough time and staff and expertise and so on to do a variable-width font.
And if you compare the Variable Width Font edition of Secret of Mana made by FuSoYa to the original Secret of Mana, it is really quite an improvement.
So I am really in favor of making the font variable-width at least for dialogue that appears at the top of the screen. In menus and screens listing equipment, spells, stats, and such, as well as battle commands and lists of enemies, I think those would stay fixed-width, the variable-width font would just be for dialogue at the top of the screen. I think that is how things were done in Final Fantasy VI (III in US), so doing the same for Final Fantasy IV (or II in US) would be what Squaresoft localizers would have done if they had enough time and resources.
I mean a variable-width font would give you a LOT more space for accurate translations by eliminating unnecessary space between letters, allowing you to add more text. Ted Woolsey Uncensored Edition of Final Fantasy VI is variable-width too, I think. And the more modern official Squaresoft releases of games that use spell names like Curaga and Firaga and so on, they all use variable-width fonts, so it would be very fitting. This would make you much less constrained for space on the screen and able to fit more words into dialogue. Text space was really tight in Secret of Mana, that is why FuSoYa made it variable-width so he could fit more text, using his Lunar Magic abilities for ROM hacking.
This is just a suggestion of course but I am trying to make a strong case for why I think it is a good idea and why I think it would be authentic towards the original game. Just because the J2E translation was not very authentic (I mean come on, they inserted stuff about Backstreet Boys and William Shatner and plenty of other silly stuff not in the original game) doesn’t mean its use of a variable-width font was wrong, I think J2E got the variable-width part correct, they just went a little overboard with the way they wrote things and had a curious mix of trying to be true to the original in some ways and making stuff up that never was in the original in other ways.
Your project is obviously trying to be much more true to the original than J2E was, and not insert anything made up by you or anyone else outside Squaresoft, and I respect that vision, it is why I think your translation is the best. Well, definitely the best fan translation anyway. The best official translation is probably the one for the English PSP release, although probably not quite as good as your translation. I don’t really like the type of Shakespearean-sounding text used in the DS translation, regardless of how accurate the DS translation is, the game should sound more like normal English than like the writings of Shakespeare. I am referencing the comparisons made on this webpage: https://legendsoflocalization.com/which-final-fantasy-iv-translation-should-you-play/ When I look at that page and look at the translations, yours clearly looks the best, at least to my taste. So I am totally 100% behind Namingway Edition as the best edition and I LOVE it. Just to make it clear how much I appreciate your work.
I just bring up the variable-width font thing because this would be a good way for you to fit in more text and not be stuck using text from Project II or that is unchanged from the official translation due to space concerns, due to an accurate translation taking up more space than can fit on the screen.
Of course if the problem is not enough space on the ROM, I guess you would have to make the ROM bigger so that it can fit more bytes of text data, as various different fan translations have done when they ran into ROM space issues. And that would mean changing addresses of things in the ROM probably and be a lot of work, and also the changing addresses part would mean it would probably not work well with other ROM hacks or patches unless you were really careful to keep all non-dialogue data in the same place and only move dialogue into the additional ROM space after expanding the ROM. Anyway great job, your translation is my favorite already, regardless of whether you improve it further or not.
The description of SomaDrop says “Increases Max MP by 50”. However, the SomaDrop actually just increases your Max MP by 10.
I think you must have gotten the number 50 from the SilvrApple, which increases Max HP by that amount. Anyway the description for SomaDrop should be changed to “Increases Max MP by 10” to make it accurate. This is a typo in the current 1.85 version of Final Fantasy IV Namingway Edition (I am using the names for items that Namingway Edition currently uses).
I guess I can see why this error was not discovered before, since the SomaDrop is not found until late in the game, namely once you are in the Underworld the second time and have a ship and your ship is upgraded so it can go over magma, at that point you can go to the southeast and find a SomaDrop in Kokkol’s Forge.
But using a Pro Action Relay cheat you can see if this error is happening, much much earlier in the game. The pair of codes 7E149AE1, 7E149B63 should give you 99 SomaDrops in your last open inventory slot, the last one prior to the Sort and the garbage can (Slot 46), so if you make sure that slot is empty, and use those codes, you can check to see if SomaDrops have a description that matches how many MP they give you much earlier in the game.
I think it is supposed to be 10 MP because the maximum HP can go to is 9999 but for MP it is just 999, so it makes sense for a SilvrApple to give 50 HP, a GoldApple 100 HP, and a SomaDrop 10 MP, since you get around 10 times as much HP as MP. Anyway I don’t think you changed what any of the items DO so clearly the error is in the item description, not what the item does.
Apparently my file with Arabic numeral 2 was actually different from the correct file with Roman numeral II. Found the right one...
Okay, it has been a long time since I last sent a suggestion here.
I was wading through the Final Fantasy VI hack sections for both the SNES and GBA versions and realized that almost nothing is related to changing how Gau learns his Rages. All I found was, on the SNES, an expansion to Gau's Rage and Relm's Sketch, and the fact that Brave New World shortened Gau's Rage command count to 64.
What I wanted to know if there isn't some means to make the whole learning process for his Rages (Which, due to massive randomness, may take hours upon hours upon hours and suck the entire fun out of the game due to how bad a case of padding it is) easier or at least way less random, making life easier for completionists or just those who like Gau. And of course, if such a maneuver could be applied for both versions of the game.
Well, it doesn't kill to leave the idea floating around.
A 60hz NTSC hack of Flink (Genesis) that keeps the game speed and sound pitch (it runs too fast on NTSC and is harder).
A hack of Ninja Gaiden Trilogy to change the button layout (so that Y and B are attack and jump, instead of B and A).
Hey now, Primal, if you want to put all this stuff from Turbo into WW, you're welcome. Just not sure anyone else will do it.
(now I'm wondering what's easier: adding Turbo to WW or gimping Turbo so that it's just like WW... )
I have to admit that my memory was clearly getting muddled, as you're correct that those things are not in World Warrior. However... every one of those things was added to SF2 Turbo. Therefore, why even bother adding them to World Warrior? Turbo is clearly the improved version (you can play Champ Edition if you don't want the extra speed and moves, after all). Or better yet, play the World Warrior arcade on emulation, if you really must play World Warrior at all.
So which sound effects are missing? I'm pretty familiar with SF2 on both SNES and arcade, and I don't recall any missing sound effects at all.
Rodimus. It's impossible to change the distance between lines of text, because they are part of the background, and background tiles are layered out as a matrix of 8x8 pixels tiles. There is no "in-between".
What's wrong with the names in the music player? IIRC the music player patches in the MSU mod are fine.
Did you end up updating the Opera lyrics to match the English performances?
It might have been a mistake on my part.
Could you try again?