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Messages - Reiska

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Unlikely sadly, the interest for the Megami Tensei remakes for the PSX seem very low.

I'd definitely like to see a project for the PSX versions as a player (though sadly I have no skills to offer to help make them a reality).

It's worth noting that the previously available translation patch for FE5 had broken cavespeak menus in many places and also had lots of arbitrary changes, and was generally less faithful to the original script's spirit than this patch (such as an infamous Yu-Gi-Oh Abridged meme in one stage... IN AMERICA!). 

Cirosan, the lead on Project Exile, was very honest about what liberties were taken in the provided PDFs of the script (the largest liberties were on generic villager text), and the fact that they were going something largely in the spirit of what an official localization would probably look like.

As far as name changes: this patch adheres to the official Nintendo localized names where available, sourced from Heroes and Awakening's DLC (with precedence given to the former where conflicts exist, and only using Heroes material implemented in the actual game).  When no official localization was available, if the name appeared in FE4, the name used by bookofholsety's Project Naga patch was used in almost all cases.

More than likely, there's a number of very old fan translations which could stand to be re-examined on a technical level, simply because the art of NES/SNES ASM hacking has advanced so much since the days of the original patches.

Even if the scripts themselves are fine (many surely are), a lot of those old projects would benefit from modern knowledge in areas like menu hacking, extending length limits on item/spell names, implementation of VWFs, and the like.  I kind of wonder if the community's energy will eventually go that direction when it finally runs out of untranslated stuff to translate.

It's highly suspicious that it wouldn't work on any Retroarch SNES9x cores. Sounds like a patching problem rather than a problem with the patch.

That translation is for a ROM w/ header. It sounds like the CRC given is for the raw ROM (no header). Try adding a header to your ROM (you can use TUSH) first, then patch.

Next, hopefully play your game any way you'd like. ;D

Adding a header to the ROM indeed fixed it.  Can't believe I didn't think of that, it's been so long since I messed with the game and the old readme didn't specify whether the ROM needed a header or not (probably because unheadered ROMs basically didn't exist back then).  I see now that it says header on the sidebar but I didn't look there like an idiot.


Title says it all, pretty much.  I made sure to patch the correct CRC as indicated on the RHDN page.  The game displays the TOMY splash screen, then locks up - I tried every SNES core available in Retroarch and got the same result.  The unpatched game boots fine, so it's definitely an issue with the patch doing something that, most likely, worked in ZSNES back in the day but which won't work on hardware.

So, my actual question is: is there a sufficiently old emulator other than ZSNES that I can actually play this with?  Or am I stuck using that old dinosaur?

IMO, your localization team should do what they're comfortable with.

If that means editing the reference to be something they aren't uncomfortable with, so be it.  If people dislike it, they're entitled to do their own retranslation.
If that means keeping the reference as-is and putting a disclaimer in the documentation, so be it.  If people dislike it, they're entitled to play the official localization which mistranslated the reference.
If that means using the official mistranslation, that's fine too.
If that means dropping the project entirely, that's also fine.

At the end of the day, fan localizers should feel proud of their work, IMO.  Just be honest about whatever choice you end up making.

Personal Projects / Re: Might and Magic Restoration
« on: November 24, 2018, 03:48:19 pm »
According to this website ( ) some changes to formulas has been made when the game was translated and released in America. Maybe some untested changes just broke things when it comes to some calculations in battle mode. Does the japanese release contain the locust-thing ?

Might check that when I'll be at home next week....

Interesting, I bet that's the cause.

Incidentally, regarding the link: I know that "high court sentence" text is used in the computer versions (for exactly the thing they suggest it's meant for), but I don't know if that event is activated in the NES version or not as I've never tried stealing the Erliquin treasures in it.  "Some monsters are destroyed" is used in the computer versions for when you cast Turn Undead.

IIRC the 10 Foot Pole is used for exactly one map event in the swamp, but it's been a long time.

Personal Projects / Re: Might and Magic Restoration
« on: November 22, 2018, 06:20:07 pm »
I'd noticed that about the turn order, yeah.  In the case of Locust Plagues they do it infinitely because they inexplicably hit you for 255 damage for some reason, which based on the other versions definitely isn't supposed to happen (in fact, they do minimal damage).

I somewhat suspect there's an underflow happening in the damage formula with them (on PC, they have 10 attacks, and each attack that hits always does exactly 1 damage, never more or less).

Personal Projects / Re: Dragon Warrior I - IV Decensored & Amended
« on: November 22, 2018, 06:12:38 pm »
I forget which tiles it was (unfortunately), but a while back when I tried hacking the mobile version enemy names into the NES version and I had to try using squishy tiles, there were some tiles that would cause the game to hard-lock if used.

Sorry I can't be of more help in remember which ones they actually were - it's been years, at this point, and I don't have that ROM file anymore.

Personal Projects / Re: Might and Magic Restoration
« on: November 21, 2018, 07:26:52 am »
Thought I should let you know, one of your screenshots says  "A new power power awakens in you"

Looking good, though!  NES would be the definitive version of M&M1 if not for that damn locust plague bug.

Personal Projects / Re: Dragon Warrior I - IV Decensored & Amended
« on: November 21, 2018, 07:18:47 am »
@Choppasmith: I actually have no idea, don't think I've ever seen any of those glyphs used in the English version.  And I don't think they exist in the JP ROM at all.

@Chicken Knife: TLP's what I'm used to as well, so you're in luck.  You need to switch to 1BPP mode rather than NES mode for the DW fonts to show up/be editable.

Personal Projects / Re: Dragon Warrior I - IV Decensored & Amended
« on: November 20, 2018, 11:59:05 am »
The official localizations for all the modern games use "Martial Artist", which is obviously too long for the text box.

As far as I recall, DW3 class naming conventions went something like this:

NES: Soldier/Pilgrim/Wizard/Fighter/Merchant/Goof-off/Sage
GBC: Warrior/Cleric/Mage/Fighter/Dealer/Jester/Thief/Sage
Mobile: Warrior/Priest/Mage/Martial Artist/Merchant/Gadabout/Thief/Sage

Regarding the class abbreviations: they're actually separate glyphs in the character set immediately after the capital letters.

You will find a number of visual oddities during your playthru. This translation was developed before high-accuracy became a thing. You'll see them in the Witch's Tower, Eva's Grand Church, and a few others.

What happens in those places anyway?

Got a little bug report.  Can't easily screenshot at the moment but it's really easy to reproduce.

Changing Aschenretter's name in any way causes extra spaces to be appended to the name you give it.  This doesn't happen with any of the other mechs, it's likely caused by the default name running over the 10 letter maximum.  (It does properly delete the extra 2 letters on the end, just fails to properly truncate blank spaces.)

I suspect the Lisa/Risa confusion is further amplified by the fact that Daitarn 3 also has a character named Lisa, and that the decision might have been made to go with 'Risa' for the Getter character to disambiguate but not all the relevant lines got edited, or something.

Just an outsider's view on the situation.

It's not a glitch per se, but this is one of the rare few games that has absolutely no penalty for doing it, since there's no SR points or anything to lose.

I don't remember what you get in 2nd OG, but in Moon Dwellers Lamia pilots Angelg by default, Axel pilots Soulgain by default, and Vysaga is given to you pilotless.  And generally if you want to use Lamia you're better off switching her into Vysaga there.

Personal Projects / Re: Dragon Warrior 1-3 DX
« on: April 06, 2018, 02:37:12 am »
I frankly enjoyed the re-localization of 3 on mobile, which was definitely done in the "modern" DQ localization style, accents and all.  It makes the mobile version one of my favorite versions of the game for a casual quickplay.

Frankly, if the mobile script could be dropped into the NES version, I'd be a happy camper.

Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 06, 2018, 09:02:09 am »
Noob question before I start messing with this: does the translation work in Retroarch, and if yes, which of the various SNES cores do I need to use there?

I can download a standalone copy of snes9x or bsnes if I need to, but figured it'd be best to just ask before I waste time getting frustrated with it. ;)

Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: January 06, 2018, 08:56:31 am »
Very possible - it wouldn't shock me to find out that S-E made the hidden mechanics more complicated in the remake.  (The way Job EXP is allocated got more complicated in it too, for instance.)

Thanks for looking into it!

Regarding FF5 and FF6: Yeah, those things only show up a ways into the game.  For FF5, you have to get past the Wind Shrine to unlock jobs for the first time, which is about 30 minutes of gameplay in.  For FF6 it's much deeper in, Magic Points don't start getting awarded until you've received your first Magicite, which for a casual player is likely to be 5-6 hours deep.

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