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Messages - Ryusui

Pages: [1] 2 3 4 5 6 ... 62
1
Gaming Discussion / Re: Comparing game localizations
« on: June 05, 2013, 11:23:22 pm »
*sigh* I suppose BoF2 probably counts as an ego trip - the whole reason I jumped aboard was because I'd thought "I could write a better translation than this" of the GBA version and decided it was time to put up or shut up. And I suppose there are people who'd prefer a more literal take on the translation.

He who fights monsters, man. I've seen and facepalmed at so much bozodom I think I have a legit reason to worry I'm becoming one myself.

2
Gaming Discussion / Re: Comparing game localizations
« on: June 05, 2013, 05:04:58 pm »
Quote
With "canon", one has to realise that every language has its own, and thus the original vision is watered down and inconsistent from place to place.  This is the whole point of why we threw canon out.  Some are very angry that we have used "Moguri" and not "Moogle", but look at other countries and you will see they have correctly used "Moguri" and so forth.   It ended up Moogle simply due to an initial mistake;  a mistake that has not been corrected.

What pretentious BS. When every other localization uses "Moogle," it only makes sense to maintain consistency. "Moguri" isn't even a pun that makes sense in English. Now, if Final Fantasy were a franchise with a reputation for crappy inconsistent localizations, then I wouldn't have an issue with them doing whatever the hell they wanted, but...it's not.

What little consistency the Breath of Fire franchise has, I tried to maintain in my translation of BoF2. "Gonghead" was the only exception, and I had a good reason for throwing it out (there are several other enemies in the game whose names suggest that "Gunhead" was the intended romanization), but I'd rather stick it back in than admit that this is even remotely right. And it still frustrates the hell out of me that I missed something major when I fan translated Sylvanian Families - true, "Misty Forest" doesn't even remotely resemble a translation of "Otogi no Kuni," but it's what it's called in the toyline outside of Japan.

This project doesn't strike me as a "retranslation" so much as an ego trip - a bunch of people with an inflated opinion of themselves going "this is how we'd do Final Fantasy VII" rather than "this is how Square-Enix would do Final Fantasy VII now."

3
Gaming Discussion / Re: Comparing game localizations
« on: May 31, 2013, 07:50:04 pm »
...whoa. The only glitch in all that is "whom." And maybe the ampersand.

4
Gaming Discussion / Re: Wii U vs Ouya
« on: May 25, 2013, 10:40:56 pm »
I present all of you Wii U naysayers with a tall glass of STFU:



~DS

I need to update this sometime. (And figure out who to credit the original to.)

http://img2.imageshack.us/img2/8529/1243852383188.jpg

5
Gaming Discussion / Re: XBOX ONE
« on: May 23, 2013, 03:56:12 pm »
I dont understand why people dont think a much improved kinext cant be usedul for gaming. Couldnt they make a real boxing sim or a martial arts/shenmue game since you can see depth and how hard you hit or punch into the air? Ae gamers that lazy and wont even try a game like that? No one here has a second hobby in martial arts or anything?

I want the next Shenmue to play like Sleeping Dogs, which doesn't need a freaking Kinect.

(That said, I am a huge fan of No More Heroes, and can't imagine playing it without a Wii Remote to swing around like a lightsaber. XD)

6
Gaming Discussion / Re: XBOX ONE
« on: May 21, 2013, 07:41:31 pm »
It looks like the back of my cable box. o_o;

7
I just finished The Starship Damrey, a downloadable 3DS game from Level 5. It's short, but it's interesting, and there's already two sequels lined up. :3

And since 999 has already been mentioned, let me recommend its sequel, Virtue's Last Reward.

8
Gaming Discussion / Re: Wii U vs Oyua
« on: May 19, 2013, 08:55:12 pm »
Sony make goodthink fullwise.

Well, even those follow a sensible pattern - the shapes are basically fancy numbers (count the number of lines each one uses).

9
Gaming Discussion / Re: Wii U vs Oyua
« on: May 18, 2013, 06:05:00 pm »
I backed Ouya mainly because I'm interested in Android development and I didn't see myself getting a smartphone any time in the near future. Now I have my smartphone, I've already written my proverbial "Hello World," and the Ouya has lost a bit - a BIT - of its luster. Though I still like the idea of writing games on a platform where I can expect a controller by default.

Speaking of which, my personal gripe with the controller is the damn "OUYA" buttons. Seriously, why not ABXY like every other system? The decision is just pure narcissism, and I really hope that doesn't end up driving the Ouya's ongoing development, however long that may last.

10
ROM Hacking Discussion / Re: Screenshots
« on: May 06, 2013, 04:41:03 am »
Nah don't do it man! Don't want it to end up as a butcherized translation imho you'll kill it if you change the names to sound more American native.

Dude, if it was published when it should've been published, the names would've been changed, and rightfully so. The names make sense to a Japanese audience - why the hell not change 'em so they'll make sense to an English audience?

Context is important with this kind of thing. If you're worried about what I might do with Majotachi no Nemuri (which I still need to get back to), you shouldn't - the game's too Japanese in its themes and aesthetic to make a Phoenix Wright-style Americanization worthwhile. But for a bright, colorful, mascot-filled kids' game, it only makes sense to change silly Japanese names into silly English ones.

11
ROM Hacking Discussion / Re: Screenshots
« on: April 29, 2013, 10:27:18 pm »
Well. Remember right after the BoF2 patch was done, and I started doing my own work on BoF1 before I decided it'd take too much effort to hammer the SNES version's menu into shape?

The plan is to actually use my fancy-style menu I made (or something that looks like it). :3

And I haven't abandoned this, either; it's just that a lot of stuff came up and I haven't been able to get back to the translation effort. I actually put together my own custom script editor in Python so I could compare the Woolsey and Japanese scripts side-by-side. :3

12
General Discussion / Re: Tabletop Gaming - Online Play & Zombies
« on: March 24, 2013, 01:12:08 am »
I got three words for you, danke: Fate Accelerated Edition.

Right now, it's only available in early preview form to people who backed the Fate Core Kickstarter, but it simplifies the action without hurting the main elements of Fate (i.e. Aspects, which are pretty neat).

If anyone's interested, I could try running a one-shot demo over IRC. Got my own dicebot and everything. :3

13
There's this Castlevania spoof made by the folks who did Gundamonium. Forget what it's called.

That'd be "Bunny Must Die: Chelsea and the 7 Devils." I never finished it, but it's good stuff.

14
Newcomer's Board / Re: how do I use event dumps?
« on: February 24, 2013, 02:43:38 pm »
Eh, slightly off on the middle one.

What you've got there isn't compiled source - it's event code. There's a big difference. Unlike executable code, which is run by the SNES's processor, event code is processed by the game engine.

15
Gaming Discussion / Re: sony just announced the playstation 4
« on: February 20, 2013, 10:52:45 pm »
So does this mean buying all the games you own again, or something else?

I predict a subscription-based service of some kind.

16
Why is it that if I use the Windows Calculator (set Hexa and Byte) to convert FF from hex to decimal I get -1 but in some conversion tables it shows up as 255?
I thought Hex values don't include the sign unless stated so as do decimal numbers.
I know about signed and unsigned variables in c++ but I am missing the connection here. I googled and didn't find an answer quickly.
Also, in order to find the Arwing values I has used excel to convert HEX to decimal with values between 0 and 255. I've worked with colors in hex that turn into 0-255.

Windows Calculator assumes you're working with signed data. The highest bit for the mode you're working on will always be treated as the sign bit, so if you're working in Byte mode, FF will convert to decimal as -1 instead of 255. (To be clear, this is how signed numbers always work: therefore, a signed byte has a range of -128 to 127 while an unsigned byte has a range of 0 to 255.)

If you're not working with signed data, you'll have an easier time if you just switch to QWord mode. You'll probably never need all 64 bits (16 hex digits) for what you're doing, but at least it won't give you negative numbers when you're not looking for them.

17
Also, do you recommend any good hex calculators for this?

Windows' own built-in calculator is good.

And if you like my avatar, then you'll love this:

http://www.youtube.com/watch?v=pMQ-t3nGzrI

18
It's just one of myriad ways (e.g. &H, 0x) to denote that the numbers that follow are hex instead of decimal.

There is a big difference between 64 and $64.

19
Awesome. Any chance of actually hacking the game, e.g. implementing VWF and other fancy stuff so we don't get crunched names like in the original?

20
I did think of that at one point, bringing "Foulfeather" to mind - thanks for the second opinion. :3 Anyone else?

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