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ROM Hacking Discussion / Re: Zelda 2 FDS Translation
« on: September 29, 2017, 12:37:43 am »
So the 2 Ls is a British thing.  Duly noted.

ROM Hacking Discussion / Re: Zelda 2 FDS Translation
« on: September 27, 2017, 01:19:08 am »
Who spells Travelers with 2 Ls?

ROM Hacking Discussion / Re: Zelda 2 FDS Translation
« on: September 24, 2017, 01:23:58 am »
Looks like most of the pointer stuff has been fixed regarding dialogue locations.  There are some minor spelling errors that remain that I'll post here.

V where a space should be.
One L instead of two
Not an error, but I'm not sure about the "yay!" at the end.
Bleeding text here
Worse text bleeding at Darunia entrance sign
Darunia spelling error.
Again, one L instead of two
Someones instead of "Somones"
Finally, some garbage tiles in the game's ending for when Zelda wakes up.

That's everything I could find this go around.

ROM Hacking Discussion / Re: Zelda 2 FDS Translation
« on: September 11, 2017, 07:33:08 am »
Been caught up in my 2 IRL jobs right now so didn't have time to take screenshots.  I will do some work on Tuesday at least, because there's plenty more of those address errors. 

ROM Hacking Discussion / Re: Zelda 2 FDS Translation
« on: September 08, 2017, 08:39:50 pm »
Aside from lacking an apostrophe in some words (Did Zelda 2 native even have one?)  The dialogue locations in western Hyrule seem to be fixed now.  There's only one other thing I found.
There doesn't need to be a line break just for exclamation marks.  Moving onto eastern Hyrule the town of Nobooru does have its own fair share of errors though and those weren't fixed yet.

Also, 2.3 needs to be patched on top of 2.2.  Patching 2.3 by itself doesn't do anything.  :P

ROM Hacking Discussion / Re: Zelda 2 FDS Translation
« on: September 06, 2017, 02:04:26 am »
Ok, it looks like the items are back in the game proper, now I can kinda dig through this.

Most of the issues seem to be some dialogue locations being incorrect.

In Saria

The purple Bot has two dialogues.  The first of which the first 3 times you speak to it, and the other happening when you speak to it at least 4 times.  It is initially sleeping and then tells you Bug's location after you speak to it at least 4 times.  Right now the hint is the first thing it says instead of the second.  I have no idea what the "F...." is for, but I found the dialog for when it's supposed to be sleeping.  Right now Bug is the one who's sleeping instead. XD 
  A missing "a" in "may" in this shot, when the riverman grants you access to the bridge after you see Bug.

From Mido...
  Bug's correct dialogue is currently being used by the swordman who teaches you the downstab.
  While the swordman's correct dialogue is being used by the magician who teaches you the Fairy spell.
  The magician's dialogue is being used by an NPC who at least in the American version asks you to visit Error in Ruto for a hint as to the Island Palace location.
  Here the "Mido" line can be moved down to the next line instead of bleeding onto the dialogue box as it is now.

Those are the errors I see so far.

ROM Hacking Discussion / Re: Zelda 2 FDS Translation
« on: August 31, 2017, 04:46:03 pm »
Some pretty major issues with this translation patch.  Not seeing a whole lot with the actual script so far but there are other issues.

Namely, items not spawning.  Their locations are essentially identical to the NES release.  Among items not spawning are magic and heart containers, bonus exp bags, and most importantly, items that are required to learn certain spells essential to completing the game, like the trophy that teaches you the jump spell.  I can't go beyond the first palace without the jump spell.

Personal Projects / Re: DSVania Editor (v1.4)
« on: March 22, 2017, 01:03:24 am »
If all you wanted was to replace the graphics of an enemy with ones from a different game it probably would be fairly easy, replacing the gfx, palettes, and sprite file should be pretty much all you'd have to do. Might need to make some changes to the sprite.

But replacing the AI too would be harder. You could copy the bytecode from one game to the other game as a start, but there's no way it would just work, you'd need to make a lot of modifications to the asm code for it to work. Namely you would need to look through every line to find all the places the AI calls a function outside of its own code, and then replace that so it instead calls whatever the equivalent function was in the game you're porting it to. The hardest part is finding these equivalent functions, there's no easy list of every function, so you'd need to look at other enemies who do similar things for reference and see what functions they call.
Yeah, I know it wouldn't be as easy as just replacing their graphics, but many enemies are shared between the three games or appeared in at least two of them, like Forenus.

Personal Projects / Re: DSVania Editor (v1.4)
« on: March 21, 2017, 01:41:53 am »
I wonder how easy it would be to port monsters between the 3 games?

Personal Projects / Re: DSVania Editor
« on: February 28, 2017, 06:17:36 pm »
I love these 3 games and am quite interested in playing around with this...

ROM Hacking Discussion / Re: Symphony of the Night romhacking:
« on: April 28, 2015, 04:50:28 am »
There's a guy named Esco who's been doing a SOTN fangame for a while.  It started out as a direct hack of the PS1 version but has since moved onto a stand alone game first using Game Maker Studio and then moved onto Unity most recently.

Personal Projects / Re: My NES Translation Projects
« on: April 28, 2015, 04:37:58 am »
Will you hack in some of the gameplay changes to the Monster Party prototype from the final version?  I've noticed the prototype is FAR harder than the original, and there's also the level 1 music change.

I noticed that save point too.  I think it was there in FF4 Easytype, but not in the original FF4 and the US FF2, which makes me curious to why that was put in.

Personal Projects / Re: Final Fantasy IV Namingway Edition
« on: April 19, 2015, 06:10:43 pm »
The iron ball was changed back to the scythe already, but the sound effect it makes when it's dropped does not.  It's still used elsewhere in the US version (where the Antlion tries to attack Edward) so it should be a relatively simple tweak.

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