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Messages - Ryusui

Pages: [1] 2 3 4 5 6 ... 62
1
Gaming Discussion / Re: XBOX ONE
« on: May 21, 2013, 07:41:31 pm »
It looks like the back of my cable box. o_o;

2
I just finished The Starship Damrey, a downloadable 3DS game from Level 5. It's short, but it's interesting, and there's already two sequels lined up. :3

And since 999 has already been mentioned, let me recommend its sequel, Virtue's Last Reward.

3
Gaming Discussion / Re: Wii U vs Oyua
« on: May 19, 2013, 08:55:12 pm »
Sony make goodthink fullwise.

Well, even those follow a sensible pattern - the shapes are basically fancy numbers (count the number of lines each one uses).

4
Gaming Discussion / Re: Wii U vs Oyua
« on: May 18, 2013, 06:05:00 pm »
I backed Ouya mainly because I'm interested in Android development and I didn't see myself getting a smartphone any time in the near future. Now I have my smartphone, I've already written my proverbial "Hello World," and the Ouya has lost a bit - a BIT - of its luster. Though I still like the idea of writing games on a platform where I can expect a controller by default.

Speaking of which, my personal gripe with the controller is the damn "OUYA" buttons. Seriously, why not ABXY like every other system? The decision is just pure narcissism, and I really hope that doesn't end up driving the Ouya's ongoing development, however long that may last.

5
ROM Hacking Discussion / Re: Screenshots
« on: May 06, 2013, 04:41:03 am »
Nah don't do it man! Don't want it to end up as a butcherized translation imho you'll kill it if you change the names to sound more American native.

Dude, if it was published when it should've been published, the names would've been changed, and rightfully so. The names make sense to a Japanese audience - why the hell not change 'em so they'll make sense to an English audience?

Context is important with this kind of thing. If you're worried about what I might do with Majotachi no Nemuri (which I still need to get back to), you shouldn't - the game's too Japanese in its themes and aesthetic to make a Phoenix Wright-style Americanization worthwhile. But for a bright, colorful, mascot-filled kids' game, it only makes sense to change silly Japanese names into silly English ones.

6
ROM Hacking Discussion / Re: Screenshots
« on: April 29, 2013, 10:27:18 pm »
Well. Remember right after the BoF2 patch was done, and I started doing my own work on BoF1 before I decided it'd take too much effort to hammer the SNES version's menu into shape?

The plan is to actually use my fancy-style menu I made (or something that looks like it). :3

And I haven't abandoned this, either; it's just that a lot of stuff came up and I haven't been able to get back to the translation effort. I actually put together my own custom script editor in Python so I could compare the Woolsey and Japanese scripts side-by-side. :3

7
General Discussion / Re: Tabletop Gaming - Online Play & Zombies
« on: March 24, 2013, 01:12:08 am »
I got three words for you, danke: Fate Accelerated Edition.

Right now, it's only available in early preview form to people who backed the Fate Core Kickstarter, but it simplifies the action without hurting the main elements of Fate (i.e. Aspects, which are pretty neat).

If anyone's interested, I could try running a one-shot demo over IRC. Got my own dicebot and everything. :3

8
There's this Castlevania spoof made by the folks who did Gundamonium. Forget what it's called.

That'd be "Bunny Must Die: Chelsea and the 7 Devils." I never finished it, but it's good stuff.

9
Newcomer's Board / Re: how do I use event dumps?
« on: February 24, 2013, 02:43:38 pm »
Eh, slightly off on the middle one.

What you've got there isn't compiled source - it's event code. There's a big difference. Unlike executable code, which is run by the SNES's processor, event code is processed by the game engine.

10
Gaming Discussion / Re: sony just announced the playstation 4
« on: February 20, 2013, 10:52:45 pm »
So does this mean buying all the games you own again, or something else?

I predict a subscription-based service of some kind.

11
Why is it that if I use the Windows Calculator (set Hexa and Byte) to convert FF from hex to decimal I get -1 but in some conversion tables it shows up as 255?
I thought Hex values don't include the sign unless stated so as do decimal numbers.
I know about signed and unsigned variables in c++ but I am missing the connection here. I googled and didn't find an answer quickly.
Also, in order to find the Arwing values I has used excel to convert HEX to decimal with values between 0 and 255. I've worked with colors in hex that turn into 0-255.

Windows Calculator assumes you're working with signed data. The highest bit for the mode you're working on will always be treated as the sign bit, so if you're working in Byte mode, FF will convert to decimal as -1 instead of 255. (To be clear, this is how signed numbers always work: therefore, a signed byte has a range of -128 to 127 while an unsigned byte has a range of 0 to 255.)

If you're not working with signed data, you'll have an easier time if you just switch to QWord mode. You'll probably never need all 64 bits (16 hex digits) for what you're doing, but at least it won't give you negative numbers when you're not looking for them.

12
Also, do you recommend any good hex calculators for this?

Windows' own built-in calculator is good.

And if you like my avatar, then you'll love this:

http://www.youtube.com/watch?v=pMQ-t3nGzrI

13
It's just one of myriad ways (e.g. &H, 0x) to denote that the numbers that follow are hex instead of decimal.

There is a big difference between 64 and $64.

14
Awesome. Any chance of actually hacking the game, e.g. implementing VWF and other fancy stuff so we don't get crunched names like in the original?

15
I did think of that at one point, bringing "Foulfeather" to mind - thanks for the second opinion. :3 Anyone else?

16
So I'm working alongside Myria to finally get Breath of Fire 1 retranslated. She's done an amazing job on the menus. :3

I'm looking for a little advice regarding the scenario with the crazy wizard. In the original, the "Xeon Gas" is referred to as ドロミのガス ("Doromi Gas"), or in more detail, ドロミのくさをいぶしたけむり ("smoke given off by the Doromi Plant"). I'm trying to figure out what ドロミ could mean before I settle on replacing it with some suitable name - "Wingbane" or "Featherbane" sounds appropriate, given it's described as a deadly poison to Wyndians, but I want to make sure there's a meaning or pun or reference I can translate before I start replacing things wholesale.

17
ROM Hacking Discussion / Re: Translating Pokemon Red [JP]
« on: January 30, 2013, 04:12:52 pm »
Dude, Pokemon Red doesn't need an English retranslation. And if you're translating it into another language, one that it's not officially available in, you'd be better off basing it on the English version (or one of the Euro versions, I guess).

Ever notice how Pokemon names max out at five letters while the Western versions give you ten? There's no easy way around that. There simply isn't room on screen, nor in memory, to fit ten-letter names in the original Japanese version. You would have to reprogram the game extensively to achieve that, just like Nintendo did back in 1998.

Look. If you gotta have an English version with the original Red and Green Version's Pokemon art, focus on that instead. Making the Western Red and Blue look like the Japanese Red and Green is a much easier task than reprogramming the original Japanese ROM to support a proper English translation.

And if it's not about that - if you've just gotta test your translation mettle even though you can't actually read a lick of Japanese - then what the hell are you doing working on an RPG of any stripe? Find something simple and text-light to start on. An RPG is NOT a beginner's project.

18
Front Page News / Re: Site: RHDN Pro and Jazzy Themes
« on: January 25, 2013, 03:00:06 pm »
This gon' take some getting used to. o_o

19
It's bloody trivial to do in Python. I could do it easily - but not for free, in your case. I mean, if you're going to be an unproductive leech (which is pretty much your stated goal), at least make it worth our time to humor you. And if even that's too much to ask, the exit's that way.

20
Gaming Discussion / Re: Best SNES emulator for PSP?
« on: January 19, 2013, 02:21:07 pm »
Yeah, the Euphoria emulator is a bit more playable. Thanks.

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