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Messages - tcaudilllg

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Personal Projects / Re: Code Naturalizer
« on: March 29, 2011, 11:14:21 am »
I submitted a zip of the naturalizer.

Honestly, I would just post scripts in the original Japanese to here, if I thought it wouldn't piss people off remarkably.

Sounds interesting. Yeah I think I could find a use for that.

I insulted RPG scenario writers, not translators.

The Google guys are just paying off Systran, from what I've heard. Their software probably would be better except it has been weighted to look for celebrity names, which seems to throw everything else off. And "die" keeps getting confused with "bite". :?

High salaries may mean relative quality as the market understands it, but they do not mean breakthrough creativity and innovation.

The aim would be to make hiragana easier to understand. I'm not concerned with kanji. And, even a translator that was effective in a majority of cases, and not all, would still be useful.

I guess there isn't much motivation to help me design this tech... ok, I'll figure it out by myself.

I believe you guys are vastly overstating the complexity of JRPG script translation. After all, most scripts don't use more than say, 1000 words not counting names? ("you", "fool", "infidel", "empire", "defeat", "hope", "love"... ah I think already we're running out! Oh wait, forgot "find", "magic", and "power"... oh, and "ultimate" lol)

Was thinking of making a program that can put Western-style spacing in Japanese sentences.

Ogre Battle is worth a decent editor. Talk about a game that would get a lot of attention....

Programming / Re: Best way to make a map editor in HTML?
« on: March 27, 2011, 01:47:04 am »

As for the editor itself, HTML is not enough, but with JavaScript, it could be workable.

These days the term "dynamic HTML" has fallen out of use. "HTML" and "JavaScript" are used interchangeably.

I'm just a bit sceptic about loading and saving mechanisms...

HTML 5 has a file upload function which permits Javascript to access data on the user's machine IF they specify the file for upload. Beyond that, every major browser has built-in file saving/loading functions.

Programming / Re: Best way to make a map editor in HTML?
« on: March 26, 2011, 08:57:54 am »
Java is a pain.

Actually come to think of it, it should be very easy to make custom map editors for the likes of say, Castlevania or Zelda II with tables. Just lay out the panes and permit for a state selection for each pane. I think you could even make a "one size fits all" editor that relied on definition files to deal with games in a custom fashion.

Like the following:
Code: [Select]




1 : Column, "Column.png"
2 : Zelda, "Zelda.png"
3 : EastAltarPart, "EastAltarPart.png"
4: WestAltarPart, "WestAltarPart.png"



1 : 1 // Column
2 : 1
3 : 1
4 : 1
5 : 1
6 : 1
7 : 4 // West Altar
8 : 2 // Zelda, lying in state
9 : 3 // East Altar
10 : 1
11 : 1
12 : 1
13 : 1
14 : 1
15 : 1
16 : 1



I think you get the picture. This code would draw out a 16-pane map, with one of four available segments assigned to each. Could make a far more user friendly version of the old QB Zelda 2 side-view editor this way. Of course, you'd also have to translate this code into actual map data for the ROM, but that could be handed in a similar fashion.

Programming / Best way to make a map editor in HTML?
« on: March 26, 2011, 05:02:10 am »
I do it with a table, which contains layered images. Just choose a tile from a drop-down box, and click a cell in the table to change a tile on a specified layer (by resetting the image src property).

I then change the virtual representation of the tile in the tile matrix.

This works fine with small maps. But when dealing with large maps, tables and images won't do because they suck memory like a hog. Some sort of scrolling has to be involved so that the images which make up the visible map are repeatedly reused. This is where things get tough: unlike in the case of a real GUI, a browser doesn't permit programmable scroll bars. (at least not as of HTML 5)

So the question is, how to "emulate" a real scroll bar?

ROM Hacking Discussion / Re: Mana Khemia 2 Portable + Translation
« on: March 18, 2011, 10:07:15 pm »
damn good start.

But that looks like a very difficult game to translate. Why not try a less complex PSP game first?

Personal Projects / Re: The Legend of Zelda: Shadow of Night
« on: March 17, 2011, 12:31:45 am »
Blues are used in like... just about every NES game that used night and/or darkness.

The main thing is, it doesn't look like night. It looks like the dark levels in Super Mario Bros. I remember the original Zelda II had a dark town or so near the end, but you don't get the impression that it's night, just dark for some reason. Still, the overworld really suffers from the lack of blues in the palette.

You know I was just thinking: the palaces KILL Zelda 2. The first three were acceptable, the later four... just a bore.

But I liked the first one best.

Personal Projects / Re: The Legend of Zelda: Shadow of Night
« on: March 16, 2011, 05:45:54 am »
OK I've had a chance to try it out now. The Zelda theme rendition on the overworld map is a bit grating... I think it's too complex for the NES' hardware.

If you're going to do darkness, use blues. This because moonlight reflects blue on the grass and forests. And, the sky around it appears blue, too. The stars in the sky... the galaxy overhead... all this casts a certain blue tint on the nighttime scene. You might look at how Dragon Warrior III and IV did it, they use lots of blue and high contrast colors for everything the player needs to see at night.

Now about the gameplay. Damn, those bots are hardcore. They all seemed like they were out to get me. Sometimes they were just annoying, jumping from rooftops and what not. I felt more comfortable raising my first level in the town, given the bots die there with one hit and the bots in the field die with 4 hits(!). And they give you one exp besides. As it is the game doesn't compete well with other things I could be using my time for, not even the original Zelda 2. I could easily see myself spending days on the hack trying to complete it... which isn't what I planned for. I think a little tweaking of the exp yields would make the game more enjoyable to play.

Personal Projects / Re: The Legend of Zelda: Shadow of Night
« on: March 12, 2011, 04:11:51 pm »
Totally awesome. Another top notch Zelda II hack.

A video would be awesome.

Hit the shell.

Why are people having this much fucking trouble on the whelk

I mean, the game point blank tells you to try new shit when you hit new game

People need direction for experimentation.

I've got a feeling this is one of the best RPGs for the SNES. I hope someone finishes the translation.

Fascinating. Tell me: can this tool be called by editors to make game specific adjustments? Such as, could I edit the map of Zelda II inside an editor, and run a script generated by that editor in ROMulan to effect the changes in ROM?

EDIT: checked it out. Stealth I think this is a good back-end tool, but it's just that: a back end. I think you should modify your distribution license to allow distribution as a part of a (freeware) package. And... I don't think you have any shot of making money with it, so just put that out the window.  :-\

It's also not clear to me that this tool does automatic pointer adjustments...?

Personal Projects / Re: My NES homebrew game, "Battle Kid" is out
« on: February 20, 2011, 03:51:36 am »
Here's one thing I found interesting: the cyclops boss. What was your inspiration for that one?

Who???  o_O

I'm sorry. I thought the little goblin who floats and has flashing eyes just had one eye.

But what was your inspiration for him?

ROM Hacking Discussion / Re: [REQUEST] Mega Man X: Hard Mode
« on: February 14, 2011, 08:49:05 pm »
troll post.

Personal Projects / Re: Code Naturalizer
« on: February 09, 2011, 04:25:34 am »
Right now I'm trying to figure a routine that distinguishes between writes and reads. (memory writes are, of course, the means by which mapper functions are invoked).

This is where I had trouble.

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