This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Just reporting various bugs and grammar errors I've found while playing the game.
Issues exclusive to the translation:
- Misspelling: "unfamilar" -> "unfamiliar"
- Misspelling: "frought" -> "fraught"
- Misspelling: "damnit" -> "dammit"
- Capitalize "o" here: "Thank you, o benevolent one..."
- Missing a "g" or an apostrophe at the end: "I ain't leavin!"
- Change "lead" to "led" in, "He once lead by example, but now he controls others with his words."
- Capitalization inconsistency in quest-related dialogue in Melvir: "item shop" vs. "Item Shop." I'd go with the former, especially since the script contains "weapon shop" in a few places.
- This one is a bit arguable, but I think you should use either "dwell" or "instead of" in, "A ruler must always focus on the future rather than dwelling on the past."
- Another arguable one: there are a few cases where "or" is used to connect two independent clauses, but isn't preceded by a comma. Example: "Let Farah go or you'll be sorry!!"
If Albert surrenders to the guards in Loban at the beginning, the jail map won't be displayed correctly about half of the time. This also happens at the inn in Gato's Village after Albert meets Gato for the first time, but only if Sif hasn't been recruited.
I've noticed a difference with the original game that might provide a lead. The Japanese version usually preverses dialogue windows during a map transition, but it is rarely the case in the translated game. In both instances of the bug, there are two dialogue windows, but only one of them is getting closed.
Some massive corruption triggered by entering the Item, Equip, or Sell menu while carrying a large inventory. Text graphics for the entire inventory are stored in a buffer at $F000, but nothing prevents them from spilling into what seems like field animation data at $FF00-$FFFF. Not only that, but after reaching $FFFF, the write address wraps around to $F000, which extends the corruption to the initial part of the item list.
Graphics for a character's magic list in the main menu are initially stored directly after the character name at $1000 in VRAM, but are then stored at $1100 instead whenever the list is updated. Changing the base address is obviously a problem, because the VRAM transfer occurs over several frames, and the tilemap update apparently doesn't take this into account, so pressing L or R as your first action in the menu will temporarily corrupt the on-screen list. This also happens when pressing left or right, but since the spell list is briefly blanked after doing so, the symptoms are not as readily apparent.
Issues also present in the original game:
- Play time wraps around to 99:00 upon exceeding 99:59.
- Trying to load a blank save file five times in a row will break the game on your next attempt to load a save file or return to the title screen.
- Offering to help Raphael and Theodore in Monsters with a full party leads to this.
- There are two different events involving Monica in Loban where she requests help in rescuing Jean (Gian). The first requires a password, while the second involves Claudia and Gray being present by her side. If the world stage is set to 8, the second scenario takes precedence, but if you press B to end the conversation instead of selecting the appropriate choice, the password-related dialogue will end up being displayed anyway, without clearing previous text. (Screenshot)
Issues not tested in the original game:
- Eliminating the cult in the sewers of Melvir when the world stage is set to 5 or 6 unlocks the quest for rescuing Jean (Gian) in Loban. The problem is, Jean's object is only enabled at world stage 7 (Tiger's Den says stage 8, but that seems wrong), so he'll be invisible if you meet him early.
- The speech bubbles point at the wrong characters during the scene where Albert receives a map from Gato (for example, the bubble points at Gato when Albert asks how to reach Rosalia). This doesn't happen when Sif is the main character.
- Long enemy names are cut off when there's another enemy right in front. Not much of a problem, though it should probably be mentioned in a list of known issues in the readme (the same goes for the preserved grammar errors in the ending credits, by the way). (Screenshot)
Lastly, regarding the enemy translated as "Siriri Fers" (the first unavoidable enemy encounter in Albert's scenario, though he can also be met randomly), I think a more accurate translation would be "Sillily Fuzz" or simply "Silly Fuzz." It appears to be a reference to his beard.
I've been following this project for a long time and its great to see the awesome work you all have put into it has finally paid off. Thank you!
Also, I would like to know if there's some way of adapting this patch to another language. As a member of the Spanish community of FE, I have spoken with other members to bring this gem of a game the Spanish translation it deserves. What worries us the most is the complete lack of material in the Spanish community about this game's adaptation. No hacker has ever worked on it, so we have nothing to
begin with. Would it be too much to ask for your help in terms of tools or, at least, some tips or advices about the extraction/insertion of the texts? Thanks in advance.
Awesome! Can't wait to play this game soon!
What will happen now? You guys going to work on Thracia 776? Hopefully it has the same inner workings like Holy War to allow easy editing.
Very much looking forward to this!
Didn't Eien Ni Hen also work on the dds RS1 translation script?
This fire emblem in particular is super hard, has no permanently working cheat, but it is said to have the best story offered in the franchise so far. Therefore, I really appreciate your work here. Thank you! And I'm looking forward to the finished translation.
Will this patch be updated with the new official FE4 names? From https://events.fire-emblem-heroes.com/vote
Are you guys still planning on doing FE5, considering this is happening? -
What's clear though, is that Doug and DDS will surely be done with their work by then, and I'll be the one stalling the project's release... Partly in spite of my hard work, and partly because of it...
Thanks for showing your work, ddstranslation!
Lost Templar is very busy with real life at the moment, and he also has another project that he wanted to do in addition to that. He seems to have too much on his plate (much like Gideon Zhi)!
I'm sure Lost Templar WANTS to do it. Just like byuu and Gideon.
But the old thread that some guy from youtube posted before made me think... If I keep waiting on the people who brought the project to where it is now, someone else is bound to just write it off as a lost cause and translate it themselves.
So I changed my mind and opened it up to others.
ddstranslation, if you're not sure about the game, why not give it a look? You'll be able to see the date-entry right at the start. Notice that you're not able to enter the current date... (I think the cut-off is 2014...) The game is able to display the date past that... But it won't let you enter a date beyond that.
Do some digging. If you think you can get around that, let me know.
In the meantime, I'll keep the offer open to other hackers, just in case any of them also want to throw in their hat for an attempt at the hacking. I figure if we assemble a lot of people who are interested in hacking the game here, we can all work out together who'll take up the reigns officially. I want this to be settled publicly. I don't want it just to be my own decision.
I've heard some good things about Nightcrawler, Bongo, and Magno. I don't know much about any of them, but they may not know about this thread yet. I'll give them (and any others) a while longer to post here before we all settle on a hacker.
Any updates? It's been almost 5 month since the last beta... Thanks.
Hey, i just started playing fe4 again, thanks for the translation,
I noticed that when animations are off, the names are very off centered
Heres a screenshot i took (i didnt have any screenshot equipment when i was playing, sorry)
I'm the one who metioned on your video about compressing the game down to 7MB. The absolute ROM space limit of the SNES, is 12MB (96Mbit). That is the highest you can go to. SD2SNES implements this limit, however, the Super Everdrive flash cart can only copy games that are 7MB(56Mbit) and lower. I saw on page 8 that you had posted a patch for the translation expanding the ROM size to 6MB (48Mbit). I downloaded that and tested it and it works perfectly on a real SNES with Super Everdrive. I'm not sure how it is with emulators though.
I figured I'd test it on hardware to let you know how it would work, and lo and behold, it works! As long as you stay 7MB and under, you should be good to go with flashcart users.
EDIT:By the way, you've done an incredible job with translation! The intro is finally translated, no more text errors, the font from earthbound is very nice touch as well. Keep up the amazing work!
For clarity: the old asm had 2 problems in this block, you fixed the later one, and what I posted fixes the first one.
But for some asm fun, had I fixed them both the asm block would look as follows:Code: [Select]
rep 4 : NOP ; not sure if they HAVE to be NOPs
I'll go over the rest of the asm now, and edit a report here. Edit: OK, no bugs left.
edit2: now that I think about it, this bytecode is a bit ambiguous: @10F5.b * 0x60 + @BB.b / 0x02
specifically the constant doesn't specify whether we want to multiply in 8 bit math or in 16 bit math (which I kind of naturally assumed). the interpretation used in the code currently seems to be that the size of the LET assignment target defines all math operation sizes (with the occasional byte value reads mixed in).
That fixes the exact bug I met.
Maybe I should review the entire stage calc asm again as you have the current version (?) visible in rs1.asm. Let's see..
Immediately following this fix there might be something.. oh wait this is not the current version, you are touching 1651 and all. Is that safe? If you use 4216 as storage (assuming it isn't volatile somehow), you can avoid using 1651. In any case you should probably have the source up-to-date in case someone uses it.
; Turns out that all operations for setting a word assume that the values
; on the right side of the equals are also calculated in 16-bit mode.
; Regardless if they're loaded in as bytes.
; Storing words in $1651 should be safe since that's where it went originally.
; GOSUB D455
; GOSUB D455