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Messages - BlazeHeatnix

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A hack for SMB2 Japan that makes the difficulty more similar to the All-Stars version: removing the need to beat the game 8 times to see everything, and being able to continue on the same level instead of the same world.

ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: July 28, 2019, 03:09:12 pm »
I think this thread could use a different name, so as not to confuse with the 100 other Retranslation projects out there.

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 25, 2019, 09:43:30 pm »
FF1 had a very D&D feel to its story and setting. Re-releases gave the text a more traditional high fantasy FF feel. I hope this one has a bit of tongue-in-cheekyness to its script.

I've yet to download this hack, because when it comes to romhacks, I prefer to have final/ultimate versions of said patches with great reviews and no future updates (except for addendums). I've yet to know if I should download this, or keep waiting.

I will admit this though, I have never played (or played beyond) any of the first six Final Fantasy games, which is weird because the first time I tried playing them, I went with Dawn of Souls for GBA, but over the years many purists had kept saying that the GBA remakes are "bad remakes", and that I should play the originals. They mainly say this because of the audio, which is ironic because audio patches for the GBA remakes exist in here. (I don't even know what's everybody's opinion on the Final Fantasy PSP remakes.)

Even if you use the audio patch, it will sound off when played on an emulator. Even on hardware, the audio quality is compressed and inferior to what you hear on SNES. The aspect ratio is also much smaller than on SNES so some concessions had to be made there, and while it doesn't outright ruin scenes, it's kinda like watching a movie in fullscreen. The font they use is also rather ugly. Some bugs were added and there is noticeable lag/slowdown at points. And the bonus dungeons are horrible and out-of-place, as is tradition with Square re-releases.

Jesus christ, what did I walk into?

I realize we're over it now, but some advice, Rodimus: next time this happens, just take a step back, take a deep breath, and just take a day off or two from working on this. Trust me when I say that working on this every single day and reading critical comments about it every single day is going to drive you mad.

Han shooting first was Lucas's original intent. Much later, he changed his mind and hamfistedly retconned it to Greedo shooting first. However, in FF6, the Woolseyisms were never the original intent of the game's developers. They are instead the result of a rushed translator who likely inserted such silly things to amuse himself. Since they aren't what the original developers intended, I'd argue that the Woolseyisms are more like the retcon of Greedo shooting first.

There are lots of things adapted from the original work that weren't anything like the author intended. The original story of Cinderella had her stepsisters chopping parts of their feet off so they could fit in the slipper, which Disney removed for their movie, not just due to censorship but because it's just not palatable to the audience that they were bringing it to. It's the same with a foreign work like a Japanese RPG being brought to American shores.

For example, in the original Japanese version of Metal Gear Solid, Psycho Mantis's last words to Snake after helping him is that it feels nostalgic. Kojima's intent was that this was a reference to how Mantis's mother used the last of her strength during childbirth so that he'd survive. Obviously this made zero sense in the context of the scene and you'd need outside knowledge to know that, so it was changed so that helping Snake just "felt nice". Kojima also hates David Hayter's portrayal of Snake, probably one of the most iconic voices in all of gaming and one of the many sources of the series's longevity and popularity in the West. Developer intent is nice, but they CAN be wrong. If they had complete creative control over an English localization, it would be a disaster. See Shenmue.

The exact words are not as important as the context and meaning behind them; that's really the only thing that needs to be preserved when it comes to a localization. Amateur localizers seem to not understand this aspect though, and drift further away from year after year. It's not important that Terra mistook him for a bear; what's important is that she mistook him for something or someone other than Edgar's brother. We may not see a gym, but it's silly to think that they don't exist while there's an opera hall around. Same with submarines in a world of giant mechs and flying machines. If the script had referenced things like movies or television as having existed, then that would be a bit more questionable. But as it stands, there's nothing so jarring about the script choices mentioned earlier.

I'm gonna lay this down one last time.

This is not "Final Fantasy VI Retranslated".
This is not "Final Fantasy VI Rewritten".
This is not "Final Fantasy VI Anti-Woolsey Edition".

This is "Final Fantasy VI Woolsey Uncensored Edition". As in, it's all of Woolsey's original script minus mistranslations, grammar mistakes, and of course censorship. That's it. Rodimus isn't getting rid of Woolseyisms. He's not getting rid of pop culture references. He's not concerned with things that are questionable to exist in the world of FFVI.

If you're the type of person who throws a fit when a localized piece of dialogue is not accurate to either the original script or 100% fitting within the game's world, regardless of how memorable or colorful it is, then this hack simply is not for you. I know that you want this to be the definitive script for FFVI that satisfies everyone because of how many other bugfixes and quality-of-life things it adds, but that's just not going to happen. This hack is for a specific group of people who want to experience the script from their childhoods without any of the objective issues the original had. It has to be annoying for Rodimus to see everyone try to change this into something it's not.

I would honestly prefer all of these small updates to wait. I mean can you imagine what the changelog looks like?

"More script revisions"
"More script revisions"
"More script revisions"

Personal Projects / Re: Mega Man X6 Tweaks (v15)
« on: July 16, 2019, 02:36:54 pm »
Another issue would be making sure any color choices you make don't conflict with the weapons.

Personal Projects / Re: Mega Man X6 Tweaks (v15)
« on: July 16, 2019, 10:42:40 am »
I can understand not wanting to get into dealing with individual armor sprites but is it possible to use unarmored X as the visual until the armor is complete? Thus being able to see the armor is sort of a reward for collecting the whole thing.

I agree. I don't know how possible this would be but in X4, turning on the Ultimate Armor code turns X purple until you get the armor. Maybe something similar could be done here?

Personal Projects / Re: Mega Man X6 Tweaks (v15)
« on: July 16, 2019, 03:46:52 am »
That's just the regular Blade armor.

I'm pretty darn sure that GIF is showcasing the level design being altered to remove the unfair blind jump into spikes in Yammark's stage.

No, if you look closely the charge shot is the one you get as unarmored X. That's not the Blade Armor charge shot.

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 15, 2019, 03:08:55 am »
So clearly if they could use Death Machine, they probably would.

Counterpoint: the GBA version of FF1 changed the enemy's name to Death Machine, but the PSP version changed it back into Warmech, despite being almost entirely based on the GBA translation. (Someone should look at the Japanese version of that re-release and see if it's still デスマシーン)

While I personally like Deathmech, Square seems to want to keep it as Warmech for that particular title. It's also worth noting that because of that, "Warmech" is the most current version of the name across all titles. So it's also likely that if the enemy made another appearance, it would be Warmech. It's kinda like the Orthros vs Ultros situation: Square desperately wanted Orthros to be the accepted name for a while, but the fans and localizers have made it clear they prefer Ultros.

A note about numbers: I personally find it inconsistent and noticeable that some instances are words and some are integers. Sometimes you write "two" while others you write "2". Sometimes you write "a thousand" or "one thousand" and sometimes you write "1000":

"Hard to believe an esper's been found intact there, a thousand years after the War of the Magi..."
"1000 years ago, during the War of the Magi, 2 so-called Ultima Weapons existed."
"Hand's pointin' at the two."

Woolsey stuck to integers usually to save time and space. Slattery changed this to where the only time an integer is seen is when it's of gameplay significance to the player. Compare these lines:

"This one's four tons, too!?"
"It's gonna take me 5 minutes to push this thing off!"
"This storm is just like the one two years ago..."
"The clock's hand is pointing at the 2..."

Basically I think this would be a much better, and more consistent, way of handling numbers.

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 14, 2019, 02:28:42 pm »
Personally I think if there is a character limit you need to adhere to, then unless it's a series-wide reoccurring term, it makes a lot more sense to use something that cleanly fits in that space without abbreviations. Localization is all about economy of words and being able to work within what you're given. Besides, "Warmech" is a valid translation of "Death Machine" anyway, and it's an iconic name for the first superboss in RPG history.

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 14, 2019, 02:18:12 am »
It should be Beholder. This is a special case where Evil Eye is just an entirely different monster.

Unfortunately I'm a dumbass, so I did not properly back things up.

If you won't go for Telepo Stone, you could be cute and call it "Tele Stone", "Telestone" or "Telpostone". If any of those sound too weird then I would prefer Warp Stone over trying to squeeze in the full name.

The item was called just Magicite in the SNES and PS1 versions. It is supposed to be Magicite Shard but there's not enough room to display it. Same with Teleport Stone. Personally I think leaving them as they are (Magicite and Warp Stone) works for the most part. The items descriptions explain well enough what they do, especially now since the proper spell, Teleport, has been fixed.

I mean, I guess. It's just that "Warp Stone" implies it has something to do with Warp, not Teleport.

Either way, I can't manage to edit this in FF3usME without that error occurring. And I already saved it, so changing it back to "Magicite" doesn't fix the issue. So that sucks.

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 13, 2019, 04:09:00 am »
I thought that was a good idea anyway, but that's neat that it's canon.

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 12, 2019, 11:34:05 pm »
Now, I don’t want to bite off more than I could chew, but would anyone want to see these FF1 and FF2 scripts ported to the WSC versions? I’ve never hacked WSC before but I’m assuming space isn’t as restricted as NES so it might not be too hard to inject the scripts into them, and looks like they already have a built-in English font as well. And then maybe someone can hack WSC FF1 or GBA FF1 and remake FF3 on it :laugh:

The WSC versions have abysmal sound quality, to the point where they're not worth playing IMO. I think it'd be much more worth your time to attempt hacking Origins instead. Of course, I would still prefer to see the NES version prioritized over any others.

Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 12, 2019, 10:19:02 pm »
"Crystal Warriors" are a group in XI. But afaik, that's not a thing in other FFs.

I much prefer Light Warriors just for the sake of consistency and canon. I don't really like the term "Crystal Warriors" because...I dunno, it just doesn't sound as catchy. I do like "Crystal Bearers" though.

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