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Messages - Ryusui

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Script Help and Language Discussion / Re: Steins;Gate psp
« on: January 30, 2016, 04:17:45 pm »
My attention's too divided to be much of a mentor at present. ^_^; That said, we've got plenty of useful docs and utils on hand, if you check the sidebar on the left. ;)

Again, I'd like to steer you towards the older Nintendo platforms - NES, SNES, Game Boy (Color) - because they're all well-explored, well-documented territory. Once you've gotten the hang of translation hacking, then you should try your hand at hacking on less well-charted platforms.

Script Help and Language Discussion / Re: Steins;Gate psp
« on: January 30, 2016, 04:11:44 am »
This is a huge fricking project you're looking at. You'd be better served just buying a Vita, which can play all your digital PSP games anyway.

Not to turn you away from romhacking in general, mind. But you should definitely look into a simpler, easier project if you're an absolute newbie. Try something on NES, SNES, or Game Boy - those are all well-documented systems. Maybe PS1, if you're feeling adventurous.

Script Help and Language Discussion / Re: Steins;Gate psp
« on: January 29, 2016, 08:24:28 pm »
Might I ask, why do you need to translate the PSP version when the Vita version is already available in English?


General Discussion / Re: Most Well-remembered ROM Hack Contribution
« on: November 22, 2015, 06:55:51 am »
Well, the BoF2 retrans would be the obvious pick, but it was Sylvanian Families where I first really tested my skills (even if I also tested the community's patience in the process ^_^;) I'll admit even I'm not entirely sure how I went from 8x16 font hacks for abortive efforts at Gundam translations to getting a variable-width font implemented in a Game Boy game. Plus the script with all the silly little touches I added in.

I've mentioned it before, but I'll say it again: I actually slipped a couple of references to SF1 into the BoF2 retrans. "It smells so good...maybe I could sneak a bite while no one's looking?" has a special place in my heart for being the first time I deliberately ignored the original Japanese script in favor of something fun, and I ended up putting it in the mouth of a prisoner in Fort Nageur who, amazingly, is saying almost exactly that in the original Japanese version. (Yes, it's a point of pride that the single dumbest thing I did with BoF2's script is something that would not stand out as an actual change between the English and Japanese text. XD)

Barubary goes by Myria now. She's posted here on occasion and I actually worked with her on a (presently backburnered) BoF1 retrans. :3

Nyuuuuurgh, sorry, I misread. *beats head against desk in penance*

Script Help and Language Discussion / Re: Character Recognition
« on: October 20, 2015, 04:49:41 pm »
The green kanji actually reads せいじん (saint, sage, profit), but they're reading it as テラフォーマーズ (Terraformers).

You're forgetting 星人, "alien."

I may have spoken too soon on the "Sigurd" front. Apparently there is a novel by a Friedrich de la Motte Fouque, "Sigurd der Schlangentödter" (a title which translates beautifully as "Sigurd the Serpent-Slayer"), whose name is written in Japanese as 大蛇殺しのジグルト.

All told, the idea of a legendary hero's name being applied to a defensive buff doesn't seem too bizarre to me...

Might I ask, what do Longinus and Elixir do? Do the names describe what they actually do?

If so, then I suggest working back from whatever Jiguruto does.

JP Wikipedia has entries for all three names:


Akiko Kosaka, Hitoshi Yasuda, and Kouji (that's the full name given).

As for ジグルト, the only thing I can find is "Sigrud," not to be confused with "Sigurd," which JP Wiki says is シグルズ (yes, "Shiguruzu"; that's not a typo).

Second option on the left is でぐち, "Exit."

"I have no idea!

Last one I'm not sure about. The option says "Cathedral of Shadows" but the response is something like " can do [that] sooner or later"? I don't know if all her answers are as teasing/taunting as the one for "Exit," but almost want to render this as...

"You'll see for yourself soon enough!"

Script Help and Language Discussion / Re: SMT if... Sprite Text
« on: June 04, 2015, 05:47:11 pm »
"Fear not, defeated one.
A new light comes forth to protect you..."

Also went over the previous thing. I think the second line is wrong in context. Judging from how "ga tame" is used in the latest bit, "Nanji no chikara ni naran ga tame" strikes me as "in order to become your strength," and "miru ga ii" appears to be idiomatic - like "yattemiru," "to try to [do something]".

Charon: You cannot yet cross this river, mortal.
For a light yet shines upon you as your protector.

That light has taken form upon this riverbank,
seeking to become your strength.

Now, return from whence you came.
Stand once more, and be reborn with the power of light...

I would Olde English it up a bit, but I'm not sure how far to go before it'd become silly. ("The light hath" would be a good place to start, but where would it stop? XD) Also, technically the other translation of the first and final lines are more accurate, but I think my versions sound a little more suitably dramatic? :3

EDIT: Never mind on that second part. Pretty sure I'm right about "to become your strength" but not so much about the rest. ^_^;

Script Help and Language Discussion / Re: SMT if... Sprite Text
« on: May 27, 2015, 11:14:59 pm »
Archaic verb forms are not my strong suit. If anyone can help with the "-ran" and "-rarei" in the text, I'll be happy to do the rest.

Newcomer's Board / Re: How works Menus in rpgs (other games)
« on: July 29, 2014, 07:20:27 am »
I dont want to change the BOF1 menu on this way, because its very hard to realize.

Too bad for you, then: it's the only way to make any meaningful changes in this case. 'Cause for developers, coding things that make life hell for lazy hackers like you (or me :P) is frickin' easy.

Newcomer's Board / Re: How works Menus in rpgs (other games)
« on: July 28, 2014, 03:17:30 pm »
Last we spoke on the subject, she'd gotten a huge chunk of the menu redesigned completely to look more like the one in BoF2. (She even incorporated my vertical menu hack. :3)

She even one-upped d4s by getting a VWF in - it's sort of a cheat (the text is prerendered), but it looks damn good nonetheless.

To answer the TC's question, this is some very advanced hacking we're talking here. It's not something you can pick up overnight from a few documents. If you are an absolute rank beginner at any kind of hacking, I'll give you the same advice I'd give anyone else: start at the bottom and work your way up. Text hacks, graphics hacks, get to understand how games work under the hood, move up to simple ASM stuff, and then you can start dreaming of grandiose menu hacks. (Though there's a chance Myria and I might've already finished up BoF1 by then. It could happen! ^_^; )

Script Help and Language Discussion / Re: Translate Japanese Text Help
« on: March 06, 2014, 02:35:26 pm »
"So the Riset spell will reset everything when I'm stuck?"

Now don't do that again. You know what I'm talking about. :P

EDIT: Yes, it's a pun on "reset." I don't know what you've got it translated as, but the actual word "reset" is リセット.

ROM Hacking Discussion / Re: NEED MEGAMAN 2 ROM HACKING HELP!!!!
« on: December 26, 2013, 09:34:11 pm »
Okay, so...how exactly have you been working on this hack "for a long time" if you only just recently learned how to use a hex editor?

More importantly, how are you "on the brink of finishing it" if you haven't actually done any of the work you need to do on the enemies and bosses?

As for deadlines...well. I'm rather amused at the thought of a romhacker with a deadline. I mean, unless there's a evil-faced moon (or similar catastrophe) about to crash down on your head, there's really no ironclad force that could impose a "deadline" on you, and if an evil-faced moon is about to crash down on your head, then trying to rope an experienced hacker into doing your entire project for you (and stretching the truth about your own hacking accomplishments) seems like a rather questionable use of your time, doesn't it?

Gaming Discussion / Re: How should I go on about creating an indie game?
« on: December 21, 2013, 12:59:09 pm »
I strongly recommend participating in a Ludum Dare or other game jam if you're not sure about your coding skills. Nothing gets the creative juices flowing like a hard time limit and a theme to follow. And once you're done, you'll have a tiny little indie game you can flesh out into a full-blown indie blockbuster. Just look at McPixel or Evoland.

General Discussion / Re: Who wants to buy some Crystal Pepsi??!!!
« on: December 06, 2013, 04:20:23 pm »
Vanilla Coke is good, but it's not something I can really stomach as my "beverage of choice." Once in a blue moon is fine, though. Also, I absolutely loved Pepsi Blue back in the day. I never did get around to my experiment of combining Pepsi Blue with Dr. Pepper Red Fusion and tasting the resulting concoction, though. ^_^;

I'll admit I don't remember Crystal Pepsi at all. There's actually a gag in the dub of FLCL that references it (the Japanese version, or so I'm told, references a different discontinued soft drink). It's touches like that that make FLCL one of the greatest dubs of all time, IMHO. But I digress. :3

Thanks for getting my attention.

Unfortunately, there's not a lot I can do without the uncompressed data to compare with - if you can find it using ppsspp's debugger, that'd help immensely.

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