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Messages - USC

Pages: [1] 2
1
General Discussion / Re: gbaMusRiper cmd help?
« on: August 21, 2014, 09:05:50 am »
@Bregalad: Yeah, I know. But it was the quickest way to get mlizz up and running, rather than explain how command line works.
Also, I did not know about drag-and-drop - thanks!

2
General Discussion / Re: gbaMusRiper cmd help?
« on: August 18, 2014, 08:20:31 am »
Yeah, make sure you have the exe files in the same folder as the GBA you're working on (there are other ways, but this'll be easier for you) and type gba_mus_riper.exe game.GBA. I just tested it with the newest version of the site and it worked fine.

BTW: If your rom has spaces in it's name, put the whole thing in quotes (EG: "Digimon Battle Spirit.gba").

Hope that helps!

3
Personal Projects / Re: Survival Kids 2: Escape the Twin Islands
« on: August 07, 2014, 06:58:40 pm »
Hey undErtakEr! Don't worry, we were all new to romhacking once.
To answer your question, you can buy something called a 'Flashcart'. It'll have software where you can download the rom file to the cart, then play it on your Gameboy. It's pretty simple; you shouldn't have a problem with it.

I think the most popular one for Gameboy is called 'Everdrive GB', if that helps any.

And thanks for the interest! We've hit a bit of lull because I've have real life stuff I've had to focus on, but I hope to get back to adding in HattonTown's translations really soon.

4
Personal Projects / Re: Survival Kids 2: Escape the Twin Islands
« on: May 28, 2014, 08:31:58 am »
Hey everyone! Just wanted to post an update.

Ultimately, it's Hattontown's call when we release the translation. Personally, I'd say we're nearly *functionally* done...you could play through the entire game multiple times without ever seeing any Japanese (Well, garbled mess, but you know...). Here's more or less what's left to do:
---------------------------------------------------------
*A few random food items (There are like twenty-million combinations of food in this game; you can cook it, preserved it, and even mix two items to get different food. It's a nightmare finding them all). Nearly done.

*Hints. This is the largest remaining block of text, because it's really not crucial and half of it is in Katakana. We definitely want to finish it though.

*Some alternate dialogue paths. Basically, every conversation you have in the game can be different depending on what you've done at that point. For instance...
Spoiler:
There's a haunted bed in the villain's fortress. If you sleep in it, a ghost will haunt you and you'll wake up complaining about not sleeping. If you overhear the boss talking about the second floor being haunt, sleeping in the bed will prompt you to say "...was that the ghost?" as well as stating you're tired. And there's additional text that seems to imply it's the ghost of the wrecked ship on the other island, but I haven't been able to find the trigger that prompts that dialogue to test it.
There's not too much of that left, but I want to see all of it in-game before I consider it finished.

*Verifying that all the post-game items are correct. Again, we have the full list, but I haven't found all of it in-game yet.
------------------------------------------------------

Also, I'm definitely going to burn this to cart so I can play it on real hardware. Definitely keep me updated if you have any problems with it on a flashcart.

Spoiler:
We found one of the bad guy's personal effects:

What's inside is pretty amusing. :)

5
This reminds me of a video I watched during my intro AI class; it was basically a bunch of scientist giving their opinions on whether Artificial Intelligence was possible, and if so whether it was good or not.
One of the guys was practically giddy about it; he thought of AI as our children, and was happy they would soon replace us. A bit of a nut, in my opinion. :)

We have made tremendous advances in AI -we have cars that can drive themselves (mostly), we have programs that generate original music (only stuff an abstract music major would love, but still), we have neural networks and more. But all these things still operate because of their programming - it's flexible and able to react to "new" stimulus in a sense (IE: For the self-driving car, we've programmed an in-depth understanding of how roads work, so it can react appropriately to any road that fits those definitions. But if it encountered something that didn't fit those definitions, it wouldn't "know" what to do. Machine learning comes into play at that point, but that's also limited by its programmer's foresight).

The thing I always found really interesting was whether our brains were any different from a programmed machine. As off-putting as it sounds, it makes sense: we can only create things we already know.

6
Personal Projects / Re: Survival Kids 2: Escape the Twin Islands
« on: April 29, 2014, 07:29:17 am »
Thanks for keeping the faith, GeNeX!

We've made it through the entire game (all six endings and their variants) at this point...only to find it unlocks New Game Plus. :)
So now we're playing through that to see what's changed. Here are a few preview shots from post-game content...

Spoiler:

                                                                                 (The Bear God is a hungry God...)

7
Personal Projects / Re: Survival Kids 2: Escape the Twin Islands
« on: April 17, 2014, 09:59:22 pm »
Oh, definitely. I actually used KGIB up until now for testing the link cable stuff - it just required two computers and was kind of annoying. :)
Thanks for mentioning Everdrive GB though; I planned on making a cart when we get the final game done, and that looks like a perfect way to do it.

8
Personal Projects / Re: Survival Kids 2: Escape the Twin Islands
« on: April 17, 2014, 08:26:09 am »
Aw, you're making me blush. XD

In related news, I've figured out the level layout format and palette!


I removed one of the trees to the right of the player, so you can just walk around the boulder without having to use a link cable.
(This isn't the final layout by the way, so feel free suggest how to make it prettier/better fitting)

If I ever get crazy enough, I might make a map editor for this game...:)

9
@cobaltex: If you check the front page of the site, you'll see a news post about him doing just that.

Good work so far!

10
Personal Projects / Re: Survival Kids 2: Escape the Twin Islands
« on: March 16, 2014, 09:23:58 am »
Reyvgm: Yes and no. Ren_Fern's way *works* but it's not the way the game wants you to do it (in fact, there are several cutscenes specifically telling you not to do it)...it's also *REALLY* hard and involves taking advantage of a glitch in the programming. Basically, it's like trying to swim against a really strong current when there's a path already marked. :)
(Also, you miss out on an item or two, as well as dialogue that explains stuff).

As for the sixth ending...
Spoiler:
...it's registered as a sixth ending on the in-game chart, but it's an extra epilogue for any of the other endings. You need to see it for 100% completion, however.

11
Personal Projects / Re: Survival Kids 2: Escape the Twin Islands
« on: March 11, 2014, 06:58:54 am »
Just wanted to update everyone on some exciting news!
One of the stumbling blocks we'd been dealing with in this project was the Sixth Ending, which requires a link cable to access. We finally found a GBC emulator that supports linking (VBA only works on GBA games, unfortunately), so we can actually complete the game now!



There are a couple of other areas in the game that also seem to require a link cable, so we'll get those covered too.

12
Awesome! I've been really excited about this translation!

And yeah, adding it to the site is as easy as going here...

http://www.romhacking.net/?page=translations&action=addentrypage

...and following the directions.

13
Personal Projects / Re: Survival Kids 2: Escape the Twin Islands
« on: February 10, 2014, 08:25:44 am »


Hey guys! Thanks for the continued interest in this project. You can breathe easy, Hattontown and I are still working on it. :)
At this point, we're mostly trying to find all the dialogue we've translated in actual playthroughs to see if it looks right.

Also...dinosaurs.

14
Personal Projects / Re: hola
« on: December 24, 2013, 09:18:29 pm »
Hola. Que necesitas? (Lo siento, mi espanol es muy mal, jaja).

Creo que la musica y los efectos de sonidos no es el mismo, entonces puedes bajas la musica a 0 (en los Opciones a la titulo). Ahora, puedes usar Audacity para recordar los efectos de sonidos.

Ojala que te haya ayudado! Y otra vece, lo siento para mi espanol. :)

15
Personal Projects / Re: Survival Kids 2: Escape the Twin Islands
« on: December 24, 2013, 10:45:07 am »
A small holiday update - and a few more screenshots!


                                      (No dialog, just Dinosaurs...)


At this point, HattonTown has all five endings done. I believe you could play through the core game at this point and not encounter any Japanese. Now we're working on the side-quests and additional flavor dialogue. :)

Unfortunately, the secret ending requires a link cable to access (Yeah, we thought it was weird too). After reading Ren_Fern's tips, I found a way to access it, but it's not the official way and relies on luck\randomized placement of bears. We're discussing how to handle this...so far, we're thinking either remove the blocking object or change the condition to something else (Yay Assembly!).

16
Personal Projects / Re: Survival Kids 2: Escape the Twin Islands
« on: December 04, 2013, 11:01:36 pm »
Hey Guyo! I use LunarIPS for both patch creation and application.
When we release the final product, it'll be an .ips file. You'll run your patching program (LunarIPS or whatever program you prefer), and it'll apply the .ips to the .gbc file. That's all there is to it.

17
Personal Projects / Re: Survival Kids 2: Escape the Twin Islands
« on: December 03, 2013, 07:07:22 am »

Hey guys! Thanks for the kind words.

I've been busy lately, so I've been sitting on massive amounts of translation that Hattontown has sent me.
Currently I have three endings made readable in English, with three more to go. Hopefully we can continue at the pace we're going and get this game out to you guys soon!

In the meantime, here are a few screenshots. They're from later in the game...
Spoiler:



18
Personal Projects / Re: Detective Conan: GBC games translation project
« on: September 16, 2013, 09:42:44 pm »
Awesome! I can't wait to play the whole game through (I'll probably start over just to go through it again).

19
Personal Projects / Re: Survival Kids 2: Escape the Twin Islands
« on: September 16, 2013, 12:40:29 pm »
An update: I'm nearly done adding in hattontown's latest translations, which means it is now actually possible to finish the game in English! (Provided you follow the ending we did, haha!).
Subsequent playthroughs should be easier as a result.

Here are a few new pictures to tide you over while we continue to work. :)



PS: Wyndcrosser, I haven't heard anything from the previous group translating in quite a while. From what I understand, they had mostly done the menus and items - I don't think the dialogue had been touched yet.

20
Personal Projects / Re: Survival Kids 2: Escape the Twin Islands
« on: August 14, 2013, 07:55:55 am »
Hey there! Glad to hear you're excited about the game!
From what I understand, we're nearly done with the 1st main scenario/ending. It looks like there are roughly 5 endings, but a lot of dialogue is shared between paths so it should take less time translating the others (hopefully!).

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