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Messages - kuoushi

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Personal Projects / Re: 46 OkuMen - PC-98 Translations
« on: February 07, 2018, 07:00:03 pm »
Site seems to be working fine for me. Not sure why you're having problems.

Personal Projects / Re: 46 OkuMen - PC-98 Translations
« on: February 06, 2018, 11:30:05 pm »
Mentioned it a few times in this thread probably, but Glodia's my favorite developer on these old Japanese PC systems. Every game I've seen of theirs had a lot of care put into them for practically every facet of development you can think of, from programming to manuals and art design. Just a really solid developer who never really got a chance outside of Japan.

It's going to take us a long time to get to Different Realm out to the public though, as it has a lot of text (approximately all of our current projects combined) and we're probably going to fit in a couple of smaller projects between Appareden and it. One of the sad parts about announcing it so early, but it's good to let people know we are working on it. I wouldn't expect it for another couple of years depending on motivation and free time.

Personal Projects / Re: 46 OkuMen - PC-98 Translations
« on: January 30, 2018, 11:24:05 pm »
So we're not totally dead yet. Appareden's just sucking a lot of time. We did just post a progress update on our site though so if you're interested in what we've been up to head on over here:

ものだ is just to add emphasis or weight to whatever comes before it in the sentence. So in this case, I'd go with something more like, "This power is not one you can enjoy," as the literal version of the translation. You could also go more liberal with it and try things like, "This power doesn't exist for your amusement," or other things along those lines.

Personal Projects / Re: 46 OkuMen - PC-98 Translations
« on: October 04, 2017, 09:17:56 pm »
What text/image editing software do you guys use to translate and export the PC-98 game manuals into English language files?

Mostly we use Photoshop. Log (who handled the manuals for CRW and Rusty, as well as some scan cleanup and layout adjustments for EVO's manual that you see in the fully finished version) and I used to do scanlation together a long time ago, so a lot of the techniques you'd use in scanlation (like fixing levels, etc) are used to clean up a lot of the images, and then the text is just typeset onto the pages after the Japanese text has been removed. Log also uses one of those fancy tablets to help with redrawing and fixing up images as well. Sometimes when the manuals are simpler, we can generally just create a page template and use that with the English text. Also, we use Google to OCR the manuals so it's easier to translate them in general. Works pretty well.

When we need color images and more complex pages done, we will generally ask SkyeWelse (who does all of our in-game graphics as well) to handle that and he's going to use Photoshop as well.

After all of that is done, we create a PDF file containing each of the pages and that's the end of the process.

Oh, and SkyeWelse usually has or obtains physical copies of the games we work on, so we get nice, high resolution scans to work from.

Addendum: Also I've found out about Crimson III and its PC-98 port after checking KingMike's recent work on Crimson I on MSX. He still needs help with the translation on that if anyone in this team wishes to look into that. Crimson III was released on MSX2 and PC-88 as well as PC-98. It looks cool as and has got those gothic monster designs going for it.
Interested in it?

Unfortunately we've got a lot on our plate, and when it comes to translation I'm barely keeping up with our current projects since real work has been hitting my time pretty hard lately. Can't offer much help anywhere, to be perfectly honest. I do quite like some of those designs in Crimson III though. I'll probably look into it and see if it belongs on our candidates list or not.

Personal Projects / Re: 46 OkuMen - PC-98 Translations
« on: September 29, 2017, 10:44:58 pm »
Here's the fun thing about ripping any kind of images from PC-98 games, pretty much every game from different publishers uses a different and most of the time proprietary image format. Hell, sometimes even games from the same publisher as well, so there's no great way to or single tool that will be able to get those specific files out of each game. That being said, there are some options that might help you with certain specific games/types.

I'm going to assume you know how to use EditDisk or ND to get your images off the hard disk or floppy disk image files in the first place. If not, you'll need one or both of those. Once there, you've got a couple of options to actually view those image files outside of their games.

One pretty great tool is known as MLD. It's an executable that you run in DOS in your PC-98 emulator of choice. The basic usage is "mld -c -k filename.ext". -c clears the screen before displaying the file, and -k waits for a key input before moving to the next file (hint: you can use * as a wildcard and say stuff like *.bmp to make it show all of the *.bmp files in the specific folder). There's a lot of supported files in there, so your best bet is to open up the MLDMAN.txt file and look through there. It has a list of the supported files and filetypes.

That won't show you everything, unfortunately though. Your next option is to try to find a Susie Plugin for the images/archives that games support. Most Susie Plugins are for things like VNs, I've found. They weren't super widely supported, but that didn't stop a bunch of people from writing plugins for different image formats. Basically, it defines how to view an image for a program that supports the plugin type. A number of image viewers that work on modern computers support Susie Plugins (Massigra is one to try).

As for where to find Susie Plugins, I've got a pretty huge archive of them but it's not ordered very well and I don't feel like distributing them, but you can find a lot of them on Vector, which is a treasure trove of old software.

All that to say, there's no one tool that can do that job for you on this one, really. If none of the above work you can always find out which file is the title screen and replace that with another image file from the same game and make the game display it for you instead of the title screen. We've done that for a number of games now.

Personal Projects / Re: 46 OkuMen - PC-98 Translations
« on: September 28, 2017, 04:12:42 pm »
I know things have been a bit quiet from us, but that's due to the fact that there's A LOT of text in Appareden that I'm still working through. The hacking portions are all going well and in place though, so once I can get through the draft we'll be into revisions and playtesting at a good pace soon after that, hopefully. No guarantees on any of that though. These things take time, as usual.

In some other news, we've added a list of project candidates to our page that updates from a sheet we've been using to track things we're interested in. We posted a link to it in our recent blog post about the team celebrating our two year anniversary.

Here's a link to the candidates page if you want to see what we're interested in for future projects after we clear up our current set.

And here's a link to the two year anniversary blog post.

Thanks for following our progress with things, hope to have more patches out before the end of the year!

Just going to make some assumptions, like they were talking about loaning money.

Huh, Godai?

You don't need the money anymore?

Oh.      I'm not exactly rich either.       See ya. *click*

けん here is 件, which just means they're talking about something that they'd discussed before (money).

Personal Projects / Re: 46 OkuMen - PC-98 Translations
« on: July 28, 2017, 10:17:09 am »
Hey MrTagoMago, that's an unfortunate problem! We haven't been hearing any issues reported for Pachy98 so it's rare that you're having one and we'd love to help you with that. Please copy the contents of the log file Pachy98 created and send that to me in a PM and we'll try to sort your problem out.

Personal Projects / Re: 46 OkuMen - PC-98 Translations
« on: July 11, 2017, 09:11:09 pm »
From what I've learned about Glodia games in general, if they made an FM-Towns version of the game, that is the best version of the game. It's true for the Vain Dream series, the Bible Master series, and as far as I can tell it looks true for Emerald Dragon. Graphics look better, they generally include much nicer opening animations, and they'll sometimes add in voice lines. All of that, with pretty much the exact same map/tile layouts, monster and story data, and sometimes even extra story that had to be cut out, which happened in at least one game that I can't remember offhand here.

I haven't had a chance to check how much of that applies to Emerald Dragon specifically yet, but judging from the screenshots on Mobygames and a quick glance through a playthrough of the game, it looks decently accurate here.

That being said, FM-Towns games are currently beyond our scope. Is it impossible? Nope, certainly not. But we've got a ton of other PC-98 exclusive titles that we're looking at for the time being. We do like Glodia though, so if no one else gets to it when we're more open to games from other systems, we might pick it up.

Edit: I know Nightwolve was working on the PC-Engine version of the game, but he seems to be stalled on it until "maybe" starting back on it this winter.

Personal Projects / Re: 46 OkuMen - PC-98 Translations
« on: July 10, 2017, 06:52:18 pm »
We just announced that we are officially working on Different Realm as an active translation project. It's a pretty damn good game, but it'll take a while for us to complete. Check out these links to read more about that.

We also posted up some progress on Appareden. I've finished the rough draft of the interface text and I'm going through the dialog and story at the moment (there's a lot). Check the project page for Appareden to see some status on that.

Here's some screenshots too.

Personal Projects / Re: 46 OkuMen - PC-98 Translations
« on: July 05, 2017, 03:39:46 pm »
Since we didn't hear too many people complaining about our updated patching process not working for them, we've now updated our E.V.O.: The Theory of Evolution and Rusty patches to use Pachy98 to help get some further testing done on it.

Oh, and that's what we're calling our new patcher. We've done a rather long write up about it and are releasing a beta version to other PC-98 hackers/translators that might want to use it to release their patches. Once we've gotten some more feedback on it we'll most likely upload the 1.0.0 to RHDN as a Utility as well.

For now though, check out the Pachy98 page on our site for more details on how it works and how to use it.

It is fairly simple to make an HDI of this game, but you'll first need to have an HDI with DOS 5.0 or later installed on it. From there, you boot into DOS, insert the system disk, navigate to the disk and type HDINST. This will start the installation process (which is basically just copying files from the floppy disks themselves to the hard drive). It'll prompt you to switch disks until it's done. To run the game, run the CRWHD.BAT from the hard drive (or make an autoexec.bat file to run it automatically).

You can also always use programs like EditDisk or ND to copy the files directly and bypass the installer.

Edit: To be clear, you don't have to do the above to play the game. This is just the process to install it to a hard disk image file. You can easily play the game directly from the floppy disk images.

Personal Projects / Re: 46 OkuMen - PC-98 Translations
« on: July 01, 2017, 07:16:00 pm »
Not only is it near, it's done!

We updated our patching process to be even more compatible with more formats and more Windows versions, so please, please, please give us some feedback on that as we're planning to use it going forward, as well as offer it as a patching tool for other hackers in the Retro JPC community.

Aside from that, have fun!

(The RHDN translation page and news post are coming soon enough. Takes a bit to get through the queue sometimes.)

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: June 14, 2017, 08:36:59 pm »
Just posted our trailer for our next translation project, CRW Metal Jacket.

The voices in Rusty are the one thing that we never got to work properly in NP2. They always crackled no matter what settings we tried, just like what you're running into now. If you really want the voices to work, the only emulator we've found to accurately and clearly output them is Anex86, though using that emulator comes with its own set of problems (it being horribly outdated and doesn't run that well for a large number of things).

Tradeoffs with either choice, but those are your general options.

Personal Projects / Re: 46 OkuMen - PC-98 Translations
« on: May 12, 2017, 01:00:17 pm »
We just released v1.0.1 which fixes the few issues that have been reported so far with the patching process (adding more informative error messages), as well as translating the GDC Clock error message before the game launches if the clock is set to 5MHz instead of 2.5MHz. Not a huge update or anything, but our patching process is getting more robust and useful hopefully.

In CRW news, I'm working on revisions and hollowaytape is working on getting things reinserted. It's look pretty good so far, and seeing everything in English is pretty fun as usual.

Personal Projects / Re: 46 OkuMen - PC-98 Translations
« on: May 10, 2017, 01:09:23 pm »
Now that Rusty's out, work has switched gears over to CRW. We've got some screenshots of the draft in game. (None of this text is FINAL, but some of it may make it into the release version.)

We've got some more over at our project page for CRW if you're interested in seeing where we're at. Still a decent amount to go, but it's already pretty far along.

Sprincul, like Dracul. The Japanese used there has an elongated 'u' sound that lead us to believe the old fan romanization of the name was probably not accurate.

Edit: If anyone else is experiencing the same issue as ajinbod above, it is possible that your Rusty image is set to read-only. In which case, you'll need to right click on the file, go to Properties, untick the Read-Only checkbox towards the bottom, then click Okay. Once you've done that, try the patch again.

Edit #2: We just released v1.0.1 on our site (soon to be added to RHDN) that should handle a lot of the issues that have come up with the patcher. Go to the project page listed in the first post here to grab it if you were having problems. Keep us posted if you're still having issues!

Unfortunately applying our patch to the DOS version is a non-trivial task. The assembly hacks we did to get half-width ASCII characters to show up are not applicable to the DOS version of Rusty, so we'd basically be starting from scratch with the work involved. This means that we won't be transferring our translation over to that version as we figure our efforts are better directed towards other games.

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