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Messages - Psyklax

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1
Personal Projects / Re: Steam Hearts (PC-98) English Translation
« on: February 22, 2018, 01:04:48 am »
I'll admit, I had this momentarily confused with the PC-Engine Steam Hearts, which I -would- love to get translated as well. Are they the same story/script?

More or less, though they toned down the cutscenes. Who knows, maybe I can translate that after I'm done with this? :)

EDIT: On second thoughts, almost all of the Japanese in the PC Engine and Saturn versions is in the form of audio, so there's not much chance of me doing it, since I'd have a bit of trouble understanding it. The dialogue is also heavily extended from the limited stuff in the PC-98 version. Plus I'd need to find a couple of women willing to do the voices in the sex scenes. :D

2
Personal Projects / Re: Translations of early Famicom games
« on: February 21, 2018, 08:04:06 pm »
Funny, after reading your message, it occurred to me that we've had a couple of translations since I made the list... so I've just updated it with The Black Bass and Takahashi Meijin no Bugutte Honey. :) Makes the list look a little nicer!

3
Personal Projects / Re: Steam Hearts (PC-98) English Translation
« on: February 21, 2018, 07:56:39 pm »
If you're feeling demoralized, I wouldn't.

Don't worry, I'm not. :) I start hacks because they're interesting to me, and if others like it then it's a bonus. I always say: nobody gets into romhacking/translation to be rich and famous, so if you don't enjoy doing it, why do it? :D

I was just commenting that I hadn't had many comments in the thread, that's all.

4
Personal Projects / Re: Steam Hearts (PC-98) English Translation
« on: February 21, 2018, 05:15:58 pm »
After a week or so, version 0.5 is out! Check the first post for the link!

Seriously, is anyone interested in the PC-98 around here at all? :o

5
Personal Projects / Re: Translations of early Famicom games
« on: February 21, 2018, 05:00:12 pm »
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 With different copies in different places in the thread, and many of them out of date, it's gotten a tiny bit tricky to track what's what.

Now that's a damn good idea! :) I've added my newly-updated list to the very first post, so you can check that. If I've missed anything, let me know. Note that I'm not actively involved with this project myself now, but I'm always keen to hear about news regarding the situation.

6
The NES is the only system that I know well enough to comment on. I agree with most of the choices, though I would offer a caveat: most of the features mentioned are achieved through hardware rather than fancy programming, most notably the use of different mappers and/or sound chips.

Parallax scrolling, while looking cool, is actually done in a simple way: the same pattern is repeated throughout the ROM with one-pixel increments, and the ROM bank is shuffled when you move, meaning that it looks like the background is moving in different ways, while the NES doesn't actually have to do anything. Metal Storm is an example of that. And of course games like Castlevania III (Famicom) sound great because of an extra sound chip.

One could argue that putting extra chips in the cartridge is kind of cheating, since a stock NES with just the standard 32KB PRG ROM and 8KB CHR ROM can't do much fancy stuff. Still, it highlights why devs abandoned the Famicom Disk System in favour of fancier cartridges: can't put chips on a disk... ;D

7
many misleading lines of text in the original game were wrong on purpose

But surely if it's an accurate translation, it'd still be wrong on purpose... then again, I think they wanted to make the advice as helpful as possible, even if that wasn't the original intention.

It's a bit like my translation of Aighina's Prophecy, where there are plenty of useful hints in the game, but the last level doesn't help you at all, making me wonder if I should add some hints which weren't in the original. I didn't, but still...

8
That is the NES version of the game. I'm talking about the Famicom version. It has Enhanced Audio that the american version does not contain. A real translation would be nice.

It IS a real translation. Sure, the FDS version has slightly different audio, but the NES music is very good anyway. Given the huge work that went into Bizqwit's patch (not just translation), it makes the FDS version pretty redundant. Castlevania 3, on the other hand, DOES include better audio.

EDIT: I just listened to FDS and NES back-to-back. NES wins, hands down. :laugh:

9
Personal Projects / Re: Translations of early Famicom games
« on: February 14, 2018, 04:49:19 am »
Everyone's telling ME to contact her, nothing stopping you guys from doing it... ;)

Anyway, she said "I can help of you like" which is hardly a clear statement. I'll send a PM...

10
Someone should make a Castlevania II: Simon's Quest (Famicom) translation  :thumbsup:

You are joking, aren't you?

http://www.romhacking.net/hacks/1032/

11
Personal Projects / Re: Translations of early Famicom games
« on: February 13, 2018, 12:03:56 pm »
Wasn't Eien Ni Hen translating Time Stranger? I recall she was interested in doing that one. :)

Well that's the first I've heard of it! :o They're welcome to try translating it since my version 0.1 proves that there will be no problem getting it into the game easily.

Maybe it would be easier to do a project like 'Translation of all Famicom platformers/action games' or something,  since there aren't nearly as many of them as there are RPGs. Also, City Adventure Touch sure became a popular translation project this year. :D

Thing is, I was doing it by year, and the only ones left were the fiddly ones, so it's not like we were doing big translations over simple ones. Trust me: if you see my list of translations you'll notice that I LOVE easy ones. :D

12
Personal Projects / Re: Translations of early Famicom games
« on: February 13, 2018, 07:11:00 am »
City Adventure Touch

Excellent! :D You can see that I've not done anything for this project for ages. I made a start on Time Stranger, but kana-only translations are a pain in the ass unless you're a native speaker. I also had a go on Space Hunter, but encountered some technical difficulties with ROM space and the like. I think I'll get back to them soon, but first I'll finish this PC-98 translation I'm working on. Oh, Shift JIS text with all the kanji ready to read... heaven... :laugh:

I think I can do something with Space Hunter if I try, but Time Stranger just has so much text. I'll give City Adventure Touch a try first, though! :)

13
Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: February 13, 2018, 07:03:08 am »
do you plan to do any of the PSX rpgs

Never say never. :) I have no experience with 32-bit CPUs, but it would be a nice challenge.

14
Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: February 12, 2018, 06:07:55 am »
How many RPGs have you done so far w/ DoubleXP/DoubleGold?

See the little globe next to my avatar, on the left? That's a link to my website. ;) Otherwise you can click on my username and find my contributions to the database.

15
Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: February 11, 2018, 02:37:15 pm »
Well, long time no post! :)

Just thought I'd tell everyone my attention shifted away from this project to translating a game for the PC-98, but a post on the Newcomer's Board reminded me that I had loads of these patches in the works that I haven't properly released - even ones that I haven't posted about here. So I've already released a couple and I'm in the process of releasing more, so you'll find them popping up in the RHDN database soon enough - or just go to my website.

Feedback is very much appreciated! :) Unlike translations - where I play through every line to make sure it's 100% good - this is more a 'fire and forget' approach, because I can't be expected to complete an entire RPG just to check that my little doubling routine worked out fine. If I did a patch but it requires doing more than just experience and gold, like with the SNES Final Fantasy games, I need to know.

Anyway, time to get back to translating... ;)

16
Newcomer's Board / Re: Aridia ROM help
« on: February 08, 2018, 03:59:20 am »
Wait a minute, that's my job. :laugh: I had a thread where I was hacking games to double experience and gold:

http://www.romhacking.net/forum/index.php?topic=25345.0

I didn't post about Phantasy Star 3 but I actually have working patches for Phantasy Star 2, 3 and 4 which I've not posted about. Now that you've mentioned it, I guess I should start releasing them. :D I just didn't want to release them without proper testing. Maybe later I'll upload it so that you can test it and tell me if it's working properly? I never played the game, you see, just hacked it. :)

Incidentally, I don't know what that editor you mentioned actually does, but my patches change the assembly instructions to double the amounts as they're loaded into memory, rather than painstakingly modifying every amount for every enemy. As for why nothing happens for you, I've no idea.

Give me a few hours and I'll upload my patch for you to have a look at. :)

EDIT: here you are! Patches for Phantasy Star 2, 3 and 4. I've only played PS2 at length in the past, so if you know if there's anything else in the other two games that I should know about, please let me know. :)
s346165667.websitehome.co.uk/psyktrans/phantasystar234.zip
I understand that my answer to this topic doesn't really answer your question... :D But given that you wanted to double experience and gold, I figured I'd let you know that I've already done it. If you want to know anything else, maybe I can help. :)

17
Personal Projects / Re: Steam Hearts (PC-98) English Translation
« on: February 08, 2018, 02:28:40 am »
Well, it's been a week since my last post, so now I can announce: version 0.3 is released!

http://s346165667.websitehome.co.uk/psyktrans/steamhearts-v0.3.zip

Levels 1 and 2 are now complete, and there are two disk messages that I've changed too. However, I can't think of a way of triggering the disk error message to see what it looks like in practice. I saw it accidentally during my hacking process, but have no idea of how to get it there intentionally. The "insert disk" message looks fine since that's easy to do (just don't include all the files you need). Any help on triggering the disk error message would be good.

Incidentally, I'm numbering the versions to be around the percentage amount of game text that is complete, since I've now finished 25%. The only thing not included in that is the options menu, which uses a different system which may be harder to crack. I may well release v0.99 where everything except the options menu is translated, and just include a translation of that in the readme - though obviously I'd like to do it properly. :)

Any comments are always appreciated! It's only a matter of time before I go through all the levels - though I'm having more trouble than expected beating level 3... :D (anyone know of a way to find the player's energy in RAM? Np2debug doesn't have a RAM search option)

EDIT: version 0.4 is out. ;) Look at the first post!

18
Newcomer's Board / Re: Uploading Japanese hacks with English translations?
« on: February 04, 2018, 06:17:49 am »
The Translations Section only cover translations of the game in its original form.

Although I believe people occasionally do it the other way around: they make hacks which require an English translation of an original game. These go in Translations as Addendums (Addenda? :) ).

So translations of hacks go in Hacks as Addendum, and hacks of translations go in Translations as Addendum. Simple! :)

19
Newcomer's Board / Re: Uploading Japanese hacks with English translations?
« on: February 03, 2018, 02:27:38 pm »
I'm not sure I understand: hacks which incorporate English translations? Is the author of the hack different from the author of the translation? If so, they ought to be separated and the hack should be an addendum. There are plenty of examples in the translations section. Other than that, I'm not sure what to suggest.

20
ROM Hacking Discussion / Re: Zelda 2 spell editing
« on: February 02, 2018, 05:33:50 pm »
I'm looking now: it's just occurred to me that when you said $DCB, you meant in the ROM, not RAM. :) They're really quite simple values, I must say: just each bit on in eight bytes (01, 02, 04 etc). The weird thing is that I can't see what they do. When I set a breakpoint for any of them being read by the game when I acquire or use a spell, I get nothing. So I've no idea what the significance of them is. It's possible that it's not necessarily connected with spells but are a general use set of values for different purposes, given how they're just in sequence like that.

As for what you'd like to do - make reflect always on, for example - I'd have to play through the game to the point where I actually get reflect, and I don't have time to play through Zelda 2 again just for that. :D In theory, though, activating reflect (or shield or jump or whatever) should set something in RAM that says the spell is on, then the game zeroes that value when you leave the room. To make reflect be always on, you could change the routine to save to a different address in RAM, then when the game checks to see if you have reflect (when you get hit) you can redirect it to that value, where it will see that it's on and go "okay then". That way the general spell activating value never gets affected.

Since you acquire shield at the beginning, I'll try and locate the RAM value that indicates a particular spell is activated.

EDIT: Ah, I got the address wrong in my breakpoint. :) 01 seems to equal shield. $76F is where your spell status is stored in RAM, so when you cast a spell, it gets the required bit and puts it there. Clearly the reason they used bits is so you could have eight spells at once. If I change 01 to 04, the game doesn't like it and replaces it with zero so you get nothing, but when I replace it with 10, it has no issue and gives you the fire spell. I tried 20 but I have no way of testing it this early in the game. The best thing for keeping reflect as an item would be to find where in RAM your spells are kept, rather than the ones currently active, and when it's reflect, it does as I mentioned before: puts it somewhere else and redirects status checks to there.

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