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Well, there's a certain NES game that I was working on that you translated, and I never got round to finishing it, so...
It's a thing of beauty...
If only you guys knew how many hours of painstaking work went into this, just because it uses a rather ingenious compression scheme that only now I fully understand. It's not totally finished, though: there's still the two secret screens that need their graphics tweaked to fit the new title screen, but now that I understand how it all works, it won't be a big deal, and the big work is done.
There's just a few things to fix up before I can release, so it's coming soon.
Mini-update, to bump the thread a bit.
I got FlashPV's title screen which they shared on Twitter, and painstakingly redrew it into Tile Molester - I did have a PNG, but there were one or two colours that were not in the palette, so I figured it was safer to just redraw the whole thing. Plus, the tile order is a little jumbled in the ROM so I wanted to make sure it was a like-for-like replacement.
I'm nearly finished redrawing, just need to do the game's subtitle. Then it's a case of compressing the graphics and pasting them into the ROM, and the game will be 99% complete. This hack has been more work than I expected, but I'm glad the end is in sight, and I can get back to my own hacking.
Hey there everyone, a teeny tiny update from me.
While working on Crayon Shin-chan for the Game Gear, I got a PM from Guyver regarding Sherlock Holmes, because he noticed that the most vital clue in the game was wrong! Filler missed a zero, I noticed it, but somehow I put the original translation in the game. So, we both messed up a little there. So anyway, I've submitted version 1.1 to the database, because we agreed that a new version is required here. After reading this thread again, I also noticed that I'd made two minor errors... but I'd forgotten about them, and I'm not resubmitting it.
So, that's all for now, just a very minor fix. Once I finish on Shin-chan, I really ought to finish off Zoids as well - I'd made good progress there...
You translated it, didn't you think what those secret button combos were all about...?
Any plans to make a gag dub patch where you make up the script? This IS Shin-chan after all?
Wave is on a mission to translate the history of gaming into his native Spanish, and that is a commendable goal.
(so, this one isn't Wave's but that's still true)
I spoke too soon about a lack of compression.
For reasons best known to the programmers, instead of using the full kana set which is sitting uncompressed in the ROM, it goes through a decompression routine of some description. I suppose when the text is just two colour, there's a degree of compression available - but there are TWO uncompressed kana sets in the ROM! The mini game descriptions uses one of them, but the story mode goes through this nonsense.
Hopefully I can reverse engineer the decompression and figure out how to put my alphabet in that format. But it's a pain.
EDIT: Well, I think I've cracked the compression. Still don't know why they did it, but whatever.
Basically instead of using 32 bytes per tile, the game uses 16 bytes, but instead of storing the bytes as they will appear in VRAM, it loads the first byte as normal, then uses it to XOR against the next byte in order to get the correct byte. Why?! It doesn't save any space, it doesn't seem to serve any purpose aside from making it appear unreadable in Tile Molester. What baffles me more is that, due to the font being only 1bpp, they could've easily halved it again to 8 bytes per tile.
So, now I just need to use an XOR calculator online to go through every tile, and I should be on my way. Hmm, maybe OpenOffice Calc has an XOR function, that'd save time...
Just to say I don't see any grounds for translating it as "Quantum" when it' clearly just a parody of "Gundam".
The obvious choice would be...
What if I told you it also has to do with some games no longer supported? And how any recent music videos don't get DMCA'd too?