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Messages - goldenband

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Personal Projects / Re: Translations of early Famicom games
« on: February 13, 2018, 06:52:13 pm »
I always love seeing this thread revived!

Psyklax, if it's not too much trouble, could you post an updated/consolidated copy of your Famicom and FDS translation lists at some point? With different copies in different places in the thread, and many of them out of date, it's gotten a tiny bit tricky to track what's what.

Still need to do something more with my partial translation of Konamic Tennis for the FDS, but that's a 1988 release and we ain't there yet. :)

My wife and I played through some of Pluvius's translation of Murder on the Mississippi a while back -- need to get back to that one. I'm also still wondering where that other translation of Super Monkey Daibouken ("Super Monkey Adventure") came from!

Personal Projects / Re: L.O.L.: Lack Of Love (English Translation)
« on: January 23, 2018, 09:51:07 am »
The actual game data of L.O.L. is a modest 211 MB, including the CDDA tracks. The only downsizing involved is shrinking the gigantic dummy file (or generating a new one).

Ah, that changes everything, and is great news. :) Great to hear that a manual translation is being prepared as well.

BTW any insights into why the game refuses to work in VGA mode?

Great news! ArcaneAria did terrific work on the Dr. Hauzer translation on 3DO -- the first one for the system in English, no less. I'm excited to follow this project and its progress. :)

Personal Projects / Re: Asuncia (PS1) project
« on: January 12, 2018, 01:14:17 am »
Congratulations on this! A new PS1 translation is such a nice thing to see, and this looks like an interesting game. I'm excited to try it out. :)

In general, I enjoy doing turn based strategy games or anything with a good story.

Have you ever looked at the PS1 game Happy Salvage? It's sort of a fishing/action RPG/dating sim hybrid (!!) that, at least from a distance (i.e. through the language barrier), seems like an intriguing, story-driven, and very attractive-looking game with a well-defined cast of characters. It might be up your alley, though I can't evaluate the quality of the writing.

Otherwise any untranslated turn-based strategy game on any system would be a welcome addition, of course. There are a bunch on the Mega Drive (if that platform interests you at all), like Taiga Drama Taiheiki, Bahamut Senki, Super Daisenryaku...

ROM Hacking Discussion / Re: PAL --> NTSC Patches -- Master List
« on: January 11, 2018, 12:02:13 pm »
With regards to the Winter Gold, the patch enables the game to boot on NTSC devices (the SNES mini is one, in all regions). However the timing of the game is off, the computer players times are unbeatable. If I speed up the FX chip in the game through emulation by x1.25 or maybe x1.5 then their times become approachable. So this makes me think that CPU "ai" (time generator) code would need to be changed (slowed down) by a similar factor as the increased speed of the game.

That's very interesting! I've been meaning to import Winter Gold for some time (I have the Pro Action Replay revision that boots PAL imports) but if it doesn't play properly at 60Hz that's important information. I'd be glad to read any further information you find out about this.

A couple other notes about PAL>NTSC patches:

• There are dozens of them over at AtariAge for the entire library of PAL exclusives on the Atari 2600.

• The danger of crashes and weird behavior from 50Hz games played at 60Hz is underestimated. For example, the first Smurfs game on Genesis/Mega Drive can slow down massively or even crash in one of the last stages if you use certain attacks -- and the second Smurfs game will always crash in the third stage at 60Hz.

• In that vein, I started a thread on Sega-16 about glitches in PAL games played at 60Hz. Issues include screen rolling, messed-up sound or glitched graphics, and obscure crashes like the ones in the Smurfs games. OTOH Soleil works fine as long as you don't try to use a real cart.

Personal Projects / Re: L.O.L.: Lack Of Love (English Translation)
« on: January 03, 2018, 08:39:43 pm »
I wouldn't worry about converting it into a CD-burnable format, unless I suppose the game size is small enough that it can fit onto a CD anyway. There are solutions like the GDEMU that allow playing GDI images on real hardware now -- I was playing Frame Gride and Advanced Daisenryaku 2001 that way, not so long ago -- so the era of downsizing Dreamcast games to make them playable on the console is hopefully over.

Personal Projects / Re: L.O.L.: Lack Of Love (English Translation)
« on: December 22, 2017, 10:58:21 am »
Awesome! L.O.L. has been ripe for translation for some time, and there are a lot of people who will be eager to follow this project.

I own a copy but have never gotten very far as, though the text is sparse, the game itself is cryptic enough that (I'd imagine) every little hint helps.

ROM Hacking Discussion / Re: Sega Master System games converted to NES?
« on: November 26, 2017, 01:52:08 pm »
OP, you do realize that the Genesis essentially contains a Master System, right? The Power Base Converter is a glorified pin adapter, with no CPU or anything else. I don't know whether Sega Master System Brawl runs in SMS or Genesis mode, but all the hardware is already present to run anything for either system (minus a few oddball SMS games), with no conversion needed.

The number of systems that can meaningfully run each other's code without porting from scratch is quite small. Outside of backwards-compatible systems like the Atari 7800 and Genesis, there's the Intellivision, which can run an interpreted form of RCA Studio II code with major intervention (the reasons are complicated); the ColecoVision and Sega SG-1000, which have near-identical architectures, but still require significant rewriting for any given title; and one or two other similar examples, including some amazing work done on NES > PC Engine (TurboGrafx-16) ports.

But that's it. Any other conversion, especially between consoles of the same generation, will require a rewrite from scratch -- as much work as making the game in the first place, if not more (since you don't have source code, etc.).

Newcomer's Board / Re: Where did Atari 2600 hacks go?
« on: November 18, 2017, 12:21:45 pm »
There are literally hundreds if not thousands of Atari 2600 hacks over at AtariAge: graphical hacks, bugfixes, hacks to support a second button (typically on a Genesis controller), PAL > NTSC conversions, bankswitch conversions, etc.

I have a ZIP file that has over 50 different hacks for Adventure alone as of 2010.

Newcomer's Board / Re: Running patches on original consoles?
« on: November 03, 2017, 06:03:27 pm »
The one thing a device like this could help with is patching enhancement chip games that aren't supported on the Super EverDrive or SD2SNES. If there were a way to soft-patch a game like Daikaijuu Monogatari 2 or Tengai Makyou Zero, so that you could do the equivalent of IPS-patching your cart, it'd be awesome.

But all the devices I know of are essentially hardware-based emulators that don't actually play from your cart, but instead dump its contents to memory on startup. Instead you'd need something like a super Game Genie, that could intercept all reads from addresses affected by the translation patch, and replace them with values supplied by the patch -- and do all this without interfering with the timing of the ROM or the address lines of the enhancement chips.

Thanks very much for your continuing efforts on this. Maybe someday I'll finish my FDS translation and get added to the list. :)

Newcomer's Board / Re: Is translating a game really this much work?
« on: November 02, 2017, 08:01:42 pm »
^Thanks for that!

And my apologies if my reply initially sounded snarky; it wasn't meant to be. It's just a basic reality of life, I think, that when we're at home in a particular field, it means -- almost by definition -- that we find the rewards outweigh the tedium.

I'm sure you've got interests where you find it easier to get motivated to plough through the dull bits. :) But then again I can't help but think that, having gotten so far, you probably would've stuck with it if you hadn't gotten blocked by a tech problem.

(At least, that's the way it is with me -- when I understand what's going on and know what to do or how to fix it, I usually have no problem going all the way to the end of a project. It's when I have no idea what to do that I tend to give up.)

Newcomer's Board / Re: Is translating a game really this much work?
« on: November 02, 2017, 04:22:26 pm »
Just saw this:

Regarding translating Air Management '96:

I did all the tricky technical bits (I nearly gave up trying to locate some of the half-width hankaku characters, before eventually finding them), and have - I think - at least two-thirds of the Japanese text in the game translated into rough-and-ready English.

I spent quite a few days playing the game, and fixing-up any sloppy English I came across, but there is still a lot of text that needs reworking to a professional standard, and bits of Japanese text still to locate (the smaller the word (i.e. one or two characters) the harder it seems to be to locate).

I really should make an effort to go back and finish this thing off :D; it's just that the work is boring, now. Although I don't consider myself very technically proficient or smart, I'm wondering if the challenge of making the translation possible was the interesting bit for me, and now that the concept has been proven, it has lost its allure :huh:.

Sorry to hear you've lost interest. Perhaps ROM hacking isn't for you, since it requires enough persistence to get to the finish line even when the work is boring or tedious.

(Then again, I'm not aware of any field of human endeavor in which you can succeed without a willingness to suffer through tedium; maybe it's just a question of what kinds of tedium you can tolerate vs. what kinds you can't.)

In any event, could you upload the final version of your work if you're calling it quits on this?

Newcomer's Board / Re: Japanese ROM scripting help
« on: October 25, 2017, 05:59:44 pm »
I could be wrong (it wouldn't be the first time!), but that sounds like a sign that an emulator is using a checksum to recognize that ROM in order to overcome a bad header (or maybe a bad dump). Changing anything in the ROM means the emulator doesn't recognize it anymore, doesn't compensate for the error in the header, and is probably using the wrong mapper as a result.

Newcomer's Board / Re: GameCube hacking
« on: October 23, 2017, 09:44:47 pm »
Sadly, no -- I have no expertise whatsoever in GameCube hacking. It looks like it's typically a container format for a compressed .PRS file, which automatically makes it more challenging to work with, though there's a tool you could try to see if you're able to decompress them.

Newcomer's Board / Re: GameCube hacking
« on: October 22, 2017, 01:26:38 pm »
Is this a Sonic game? The extension .ONE is a hassle to Google, but it appears to have been used in certain Sonic games, e.g.:

ROM Hacking Discussion / Re: Very challenging button text I can't locate
« on: October 07, 2017, 04:22:42 pm »
Okay, okay~! I did not think people would be that bothered about losing a translation of this rather forgettable game, but here you go here. Just overwrite 1ST_STRINGS.bin with it, in the root of the CD.

Thanks for making that available.

I'm a fan of Koei games, so there's that, and more generally I'm a firm believer in the idea that there's value in translating every game (it irritates the holy hell out of me when people say things like "That game doesn't/didn't deserve to be translated, you should be working on $COOKIE_CUTTER_JRPG instead"). So hey, on both counts your efforts matter to me. :)

ROM Hacking Discussion / Re: Porting E.T. (Atari 2600) to the NES?
« on: October 07, 2017, 12:36:16 am »
A bit of a double-standard to say they won't dump a homebrew game but will dump corporate-produced games.
But I suppose because it's a homebrew they won't dump for one of two reasons: either they feel more sympathetic to a homebrew dev who they see as a person than a corporation who they see as faceless.

Or, of course, scarcity and collecting for resale is probably a factor too.

I have to assume it's the latter, since refusing on moral grounds to dump a homebrew that itself massively infringes someone else's IP (and brings essentially nothing new to the table in so doing, i.e. it's just a clone)...

...well, it's hard to imagine how someone could take that stance, and then look in the mirror without feeling completely ridiculous. But far stranger things have happened in the 21st century retrogaming scene.

ROM Hacking Discussion / Re: Very challenging button text I can't locate
« on: October 07, 2017, 12:32:52 am »
If I give-up, it needs to be a proper 'giving-up' - i.e. stick everything in the Recycle Bin and move on

Why on earth would you do that? If you've already translated a large portion of the game's text, sharing a partial translation would be far better than nothing at all. Even if you haven't inserted all the translated text you mentioned (it wasn't clear from your post whether it's all in the game yet or not), sharing your work files could help the next person a great deal.

ROM Hacking Discussion / Re: Very challenging button text I can't locate
« on: September 30, 2017, 10:39:06 am »
"and not making any actual progress"
That looks like actual progress to me.

I was going to say, that looks like a heck of a lot of progress from my perspective! I can only cheer the OP on, but it sounds like you're doing all the right things.

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