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Messages - KingMike

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1
If the translation wasn't very good, I wonder why the game was delayed so long? ;D
I do recall Nintendo Power in part blaming the delay on its obscurity. They reviewed the game in like May 1991, but said it wasn't released until like November, when people were more concerned with getting a SNES.
(though the most bizarre is probably Equinox. NP and GamePro at least, maybe EGM, reviewed that game around a year and a half before it was released. Yeah, review, as in rating it, suggesting it was a finished game.)

2
Personal Projects / Re: Mother 2 GBA English Translation
« on: February 26, 2015, 12:05:18 pm »
Been awhile since I played M2 on my GBA/DS. Was the sound really that terrible? :o

Good hacking progress, though, Zunar. :)

3
Newcomer's Board / Re: Can't find the palettes in Godzilla MOM ROM
« on: February 24, 2015, 11:27:56 am »
I've seen some games would reserve a part of RAM to store a copy of palette data (they would write to RAM, and then set a flag to tell the NMI routine to update the PPU).

4
Newcomer's Board / Re: Seiken Densetsu 3 - Creating a new table
« on: February 21, 2015, 11:06:42 am »
I tried vsnes and bsnes debug functionality to get the RAM table (snes9x geiger isn't working on my Windows7 PC).
That is correct. Geiger's uses an outdated version of Visual C++ or something (I think it was labeled a security risk by MS and unsupported). I got it to work but only after getting the missing DLLs from the Internet.
IIRC you could just dump the DLLs into the same folder as Geigers.

5
Personal Projects / Re: Romancing Saga 1 translation
« on: February 21, 2015, 01:22:25 am »
If you're talking about FH projects, I hope it's no problem last year I just went ahead and fixed up the password function in Alcahest so it works. :)

6
ROM Hacking Discussion / Re: Screenshots
« on: February 20, 2015, 12:22:56 pm »
IIRC technically I did just the lowercase, the rest was the default.

(though the same with Magna Braban, 8x8 uppercase was Ghouls 'n Ghosts font)

7
Personal Projects / Re: Project II: Final Fantasy IV
« on: February 16, 2015, 09:27:23 pm »
And also, EarthBound was made when the ESRB censors took effect and Nintendo started loosening their censors.
The ESRB doesn't censor games.

I'm also among those who don't consider crap a swear.

8
Personal Projects / Re: Akuma-kun - Makai no Wana, Project
« on: February 15, 2015, 11:10:54 am »
I'd then go with "Akuma-kun - The Demon World Trap"
Spoiler:
The player party is from the demon world. My best guess as to the "trap" is because during the first half of the game, you're sent to hunt down a bad guy named Satan. But when you finally do beat him, the real villain appears and tells you Satan was the only one who could stop him.

Yep, I pretty much hacked the crap out of the game to completion, including the password and all menus.
(I think I basically expanded all three-option dialog menus to display vertically) As well as four-line text boxes. Not an easy task. (as I actually had to rig up a control code to switch between single-line and double-line, the latter pretty much just for the magic charms shop)
The only remaining stuff is probably text editing issues, such as giving good enemy names.

There's still some text, especially battle text, that is going to sound wonky and is probably not easily fixable due to how the game loves to store string fragments.

I had an issue with the game freezing a few times when trying to use a spell on the world map, though I didn't get it after trying several times to try to, so I don't know whether it's been fixed or not.

9
Personal Projects / Re: My NES Translation Projects
« on: February 15, 2015, 10:47:37 am »
I think you're doing the Famicom version?
Any idea how the SFC version is in comparison, storywise?

10
ROM Hacking Discussion / Re: GameCube MegaMan Anniversary Collection
« on: February 15, 2015, 10:35:44 am »
I read in the GameCube ISO-ripping scene there was a big thing about whether to leave dummy files on the disc (presumably there for loading time purposes) or to cut them/replace with more compressible dummy data)

11
Gaming Discussion / Re: Final Fantasy I 3DS remake
« on: February 14, 2015, 01:32:25 am »
I'm kind of surprised the PSP version put in the PS1 FMV but still axed the art gallery and I think the treasure list.
The art was nice, probably not hard to implement and with the ISO only about 160 MB they couldn't have been exactly hurting for space. :P

12
Script Help and Language Discussion / Re: KingMike Let's Translation thread
« on: February 14, 2015, 01:24:48 am »
I think karu has to be some form of riding, as the intro seems to show the character its describing as riding a white dragon across the sky.
(and it seems this mysterious dragon-riding lady of divine power is the one the player names at the start of the game that, like DQ4, will not be introduced until some point later in the game :P )
But maybe it is "to spur", as I see the manual gives a differently written version of the story that uses "ayatsuru" for the equivalent line.

The channel is spartonberry. Also been working on SD Gundam Gaiden: The Great Prophecy (the first SFC game).
I think I can progress a little faster on that once I got loads of story at the beginning done in the first part. (opening plus three towns worth of NPCs right off the bat)
That may actually be the earliest incomplete project I have (started hacking it in 2001, my earliest ASM work). Could at least have a prelim script for inserter purposes.

13
Script Help and Language Discussion / KingMike Let's Translation thread
« on: February 13, 2015, 03:49:42 pm »
So on my youtube channel I've been slowly playing Japanese RPGs and attempting to do machine-assisted translation, trying to make sense and of course looking for correction. (you know, looking up vocabulary and such and using my limited knowledge of grammar to put something human-sounding together)

But I've decided to create a thread for some random lines I just can't put anything sensible together.

Currently working on Monster Maker III.

Quote
魔物に教われ 村はやけ 大地は荒れはて
あらゆる水はどくと化かし  多くの人々
多くの生き物が いきたえていった
The demons attacked, burning the villages, desolating the earth and turning all the water into poison.
Many people and animals ????

Quote
真の闇がおとずれ 王たちも なす術無く
人々は この世の終を かくごした
With the arrival of the king of pure darkness,
the people were at their wit's end
and were ready for the end of the world.
The last word in the first line, my dictionary suggests a typo (nasu sube mo naku)

光の化身 白き竜を 空にかるむすめは
I get "karu" is to drive a car, but how about a dragon, being operated as transportation?

14
Personal Projects / Re: Akuma-kun - Makai no Wana, Project
« on: February 13, 2015, 02:16:53 pm »
Abandoned Project - Old Thread
Just the title screen

Patch

Abandoned Project - Old Thread

I've got like a 99% beta of Tomato's translation done. (though Tomato said it probably could use a from-scratch translation, I at least fixed it up so it makes sense. I at least wanted to get Tomato's version out because I think he deserves it. :) )
If I could use your title, that would be great and I could at least get a beta out. (probably needs some checking of names and such by someone good at Japanese)

Unless someone knows better, this script I have consistently calls "Makai" the "Demon World".

15
I think Regen causes games to break on alignment errors? (I remember Kega appearing to silently do that and I was wondering why my hack wasn't working the first time I did that).

But on something else, I hit another error that I'm surprised didn't have visible symptoms for QUITE a long time: not initialing the Dx counter register for dbra with a word (I'm tempted to use a byte for small values), since it quits when the register underflows to FFFF.
Although that probably isn't something that can be caught during emulation. Not sure if it's what I'm working on (can't say what, I don't think) or if it's common, but it does clr.l Dx: move.b Dx,... (even when using immediate values)

16
Gaming Discussion / Re: Final Fantasy I 3DS remake
« on: February 13, 2015, 02:01:29 am »
I know Breath of Fire II for GBA gave the player a little more EXP and/or they reduced the EXP table (I can't remember exactly) over the SNES version, but FF1 went pretty overboard.
(I know the GBC Dragon Quests gave more experience/gold than the NES version but I think the boosted EXP might've been introduced in the SFC version.)

Considering they also added in many items the didn't exist in the earlier versions (actually almost everything besides Potion, Antidote, Golden Needle, Sleeping Bag/Tent/Cabin), they were probably trying to "modernize" it for the newer generation.

But then when it came time for the FF3 remake, they decided to keep it more faithful to the original.

17
I'd like that for Link's Awakening DX too.
Link's Awakening has an awful bug where if you save with too many hearts, or even too much HP for the hearts you do have (8 per heart), it will have major graphics glitches. It can be fixed by navigating the invisible menu to delete the affected save file.
It's even worse on the DX version: you won't even be able to reach the file screen if one of the files is bad.

18
Gaming Discussion / Re: Final Fantasy I 3DS remake
« on: February 09, 2015, 10:42:28 am »
The EXP curve was reduced much further than that in the GBA version.
I think you needed nearly max EXP to reach level 50 on the NES/PS, but to reach level 50, you only needed around 270k EXP on GBA/PSP.

It's not just "a bit less grinding" on GBA/PSP, it's "it's hard NOT to be OP".

19
I'm pretty sure there was one orb that needed the light elemental's magic (the Dark magic is sprite-only and the Light is girl-only).

20
Personal Projects / Re: Gundam SEED Advance - Translation (GBA)
« on: February 01, 2015, 11:55:50 am »
That's not the one that got released in the US with half the content cut?

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