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Messages - NoOneee

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I finally got to try it and the cutscenes didn't get patched for some reason. Everything else was great so far though. I don't know what could have gone wrong.

Side note: This game is adorable and the the production quality of the original game itself is far beyond what I was expecting for some old anime game. The graphics are gorgeous, the music is lush, cutscenes look great. Seems pretty fun so far.
Do you have Java installed? Even if you do have, try re-installing it and patching the game again.
If you open a Command Prompt and enter "java -version", does it show anything?

Woohoo! Awesome work in the release! It looks very nicely done!! :woot!:
Thank you for offering your help early on!

My point was that you can't base it on "anime" since that's not a Japanese form -- it's a romanization of a Japanese non-word which abbreviates a proper word (animation). Therefore, they had to base it on "animation", and in romaji, the natural way of picturing what they had in their minds would lead us to "animatic" and not "animetic". Japanese don't give a shit about how an invented term would be normally pronounced by an English speaker. The only valid reason from a technical point of view to keep the e instead of the a is if you want to keep an orthodox transliteration, given that we don't have the source. But in that case, we'd have the aforementioned "animechikku". Too ugly no matter what.

If they were aiming for the cinematic simile, we'd indeed have one more reason for "animatic" over "animetic", though I believe they' were just using the -ic suffix to just express having the qualities of. And finally, I don't think animatic was actually invented (or in use with that meaning) in 1999, and morover, that definition is anything but official or widely accepted.

The publisher/developer's website uses "Animetic Story Game (1) Cardcaptor Sakura", so that's an official source.  ;)

Card Captor Sakura is one of my favorite manga. I bought this very game in the hope of playing it, but I finally had to sell it, as I never had a PSX, and don't read japonese. Maybe this translation will motivate me enough to find an emulator to run it. Thank you !
The patched game works fine on most emulators.  :)

Hi. Congrats. It's cool finding people still caring for games like this. I'm curious -- did you find something "official" which led you to transliterate "アニメチック" ("animechikku") as "animetic"? I'm pretty sure the "English word" Arika was making up is "animatic".
Nothing official. It is listed as Animetic in GameFAQs and I went with it.

Hi there! This is the release thread for the fan translation of the Animetic Game Story 1: Cardcaptor Sakura.
It is an adventure game that adapts some episodes of the first season.
Everything should be translated (even the PocketStation app). Events that were voice-only in the original game are now subtitled.


Animetic Story Game 1: Cardcaptor Sakura
English Fan Translation Patch
Release Date: 2017-03-21
Progress: 100%!
Current Version: 1.0
Download link:

NoOneee (Hacking, Image Editing)
PsionBolt (Translation)


Newcomer's Board / Re: Problem with n64gfx editor
« on: March 06, 2017, 12:34:42 pm »
If it is just the frontend, you can try using the utility without it.
If you are still concerned, run it on a PC without anything important and without internet access and format it afterwards.
Or on a virtual machine (but I can't guarantee it won't be able to "jailbreak").

ROM Hacking Discussion / Re: PSP LivePatch question (for FF1 PSP)
« on: March 04, 2017, 09:33:40 am »
Afaik LivePatch can only patch things that are on the decrypted EBOOT executable. Is that the case? If it isn't, you should consider doing cwcheat codes instead.

Edit: You are using 0x8945674 in the patch, but you say they start at address 0x8945654.

Try jpsxdec( on the disc image, and the PSound( scan on individual files, see what they can find.

Edit: There are 3 fan translations of the game:

Would it actually be possible to patch in the saturn areas in the PSP remake? I was wondered about that.
It should be possible (I mean, anything that can be done on the PSP hardware can be done with ASM hacks).
It may be very hard and time consuming though.

A hack to reinstate the two Familiars that have been removed in the US version. I know there is an English patch for the Japanese game, but it'd be neat to play the American one with the content restored.
The PSP remake has this.

The last one, which would be a huge longshot, would be adding a mode with Maria playable as a character ala the Saturn (or the Richter mode on PSX)
And this too (but Maria plays more like her Rondo of Blood version, which is different from the Saturn version).
The PSP version doesn't have the additional Saturn areas, but it has an additional boss fight.

Programming / Re: source code for importing NES levels?
« on: February 23, 2017, 08:44:40 pm »
Please understand, this is someone supposedly with knowledge of C++/ C#/ Python/ Java/ Linux/ Database/ VB/ Mobile Platforms and ECommerse plus more.
Unfortunately many high level programmers have no idea how things work on low level (although if he know C he should at least understand how pointers work).

But yeah, the way to go would be to use a debugger to understand how the levels are done. Using a debugger you can see the disassembled NES code (which as far as I know be close to the original uncommented source code anyway because I think they were programmed in assembly) and see the graphics on VRAM. It may be worth searching here or on Google to see if someone has documented the level format.

I can't suggest a specific debugging emulator because I've never used one for NES.

Gaming Discussion / Re: The SNES preservation project is now truly dead
« on: February 23, 2017, 05:04:39 pm »
I don't think it is thanks to media exposure, that is not the reason they were found.  They would have been found regardless.  But I guess if people want to feel like they had a small role in this...
Have you read byuu's post? The USPS manager literally said he was contacting him because he saw the case in news articles.
You can't say for sure they would have found the package regardless.

Gaming Discussion / Re: The SNES preservation project is now truly dead
« on: February 23, 2017, 03:09:53 pm »
Great news: Thanks to the media exposure USPS actually found the package with the games intact, and sent them to byuu.

Newcomer's Board / Re: Replacing text in a DS game - stuck on pointers
« on: February 20, 2017, 10:30:14 pm »
FAST6191 is probably right with the sections idea.

(4 Bytes) Header Size in Bytes = 0x00000028
(4 Bytes) Offset Section 1 = 0x00000000
(4 Bytes) Offset Section 2 = 0x000000A7
(4 Bytes) Offset Section 3 = 0x00000154

Those section offsets are counted after the header (so add 0x28 to each number to find the start of the section).
You can see that all sections begin with a 0x24 byte.
If you increase the size of a section, you probably need to increase the offset of all the sections after that.

My suggestion is to code something dump/insert the text and adjust the offsets.

I'm a little surprised Crisis Core hasn't been ported one way or another; there were certainly other games that started on the PSP and got ported.  I have little doubt that it would sell.

The game isn't on PSN so it can't be played by an unmodded PSP Go or Vita...
There is probably some licensing issue preventing them from doing it, and that may be preventing them from doing a port.

What do you mean exactly? Android emulators for PC are pretty good. People used to play Pokemon Go on those before.

Personal Projects / Re: KingMike's Translation projects.
« on: January 12, 2017, 01:55:14 pm »
I had basically finished up working on the Turbo File menus of RPG Maker.
I had a couple cosmetic issues, that may have to stay.
It looks like no$sns is the only emulator to support the TF.
no$sns seems to lack a trace logger (I'm not clicking a billion instructions one at a time through the bytecode interpreter) or even a data access breakpoint system (only code execution breakpoints).
There is a trace logger in no$sns. Go to options, debugger setup. Set "TTY Debug Message Limit" to something like "Overwrite log after 100MB".
Then open the TTY Debug Window ("Window", "Debug Message Window") and "Enable", "Main CPU Tracelog". You can copy the output to a notepad.

ROM Hacking Discussion / Re: Screenshots
« on: December 27, 2016, 07:18:12 pm »
I see the title screen of cardcaptor sakura in SYS.BIN, around 39DD20 in 8bpp linear but looks ugly with tilemolester
Yeah, I already edited some images (I had to add the English characters to the font for instance), but not this one.
I normally use TiledGDD. I think it is ugly just because you're seeing it with the wrong palette?

I have tweaked the font a little bit after taking those screenshots, some characters look better now.

Personal Projects / Re: Newer Super Mario Bros. DS
« on: December 26, 2016, 05:09:50 am »
Languages like C or C++ usually get compiled to machine code. ASM is just a human friendly way to read/write machine code.

ROM Hacking Discussion / Re: Screenshots
« on: December 23, 2016, 08:18:10 am »
(PSX) Animetic Story Game 1: Card Captor Sakura

If anyone wants to volunteer to translate, please PM me. I'll probably create a help ad later.

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