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Messages - Novalia Spirit

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1
Personal Projects / Re: Romancing Saga 1 translation
« on: March 21, 2017, 03:21:46 pm »
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.

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News Submissions / Re: Translations: Translation for Ys 5 Finally Released
« on: November 29, 2013, 12:03:39 pm »
Here are a few more text-related issues I've found, all of which were encountered in the final part of the game:



This looks like a simple description pointer issue. In case you're wondering, this item can be found in the furthest room inside the west wing of Kefin Castle. You can only explore this room when you're ready to tackle the final dungeon.



heavy should be changed to Heavy.



which should be changed to that.



Cordinator should be changed to Coordinator. I realize this error is present in the original game, but there's really no reason to preserve that.

Aside from that, there's a very minor issue that concerns the shop menu; this one is also present in the original game, but it's far more noticeable in the translated game because of the way the windows are organized now. Whenever a submenu is accessed at a shop, the text at the top (namely the shop title and Adol's money) is shifted upward by a pixel. I did a bit of research, and it would appear that the HDMA table for this is at 02/9A3F. Changing "68 01" to "68 00" and adjusting the rest of the table accordingly if need be should remedy the problem.

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News Submissions / Re: Translations: Translation for Ys 5 Finally Released
« on: November 28, 2013, 03:39:17 pm »
Yeah. The option is unlocked by talking to a hidden NPC located behind the building in the upper-right corner of Felte. The NPC is inside the wall, so you can't bump into it. Its sprite is that of a crystal shard, which can be seen by disabling the second background layer.

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News Submissions / Re: Translations: Translation for Ys 5 Finally Released
« on: November 28, 2013, 03:13:38 pm »


This is how the configuration menu looks like after unlocking the option to change Adol's hair color.

5
Just finished the game, so I might as well report the other issues I've noticed since my last post:

There are two cases where the dialogue window closes automatically after the last character is printed, probably because the message was terminated with the wrong control code:
1. When examining the red pool at Northwest Spring near the beginning of the game.
2. When the party first encounters the fish at the underground lake and the heroine says "Harty!".

A small grammar error that relates to an NPC in the first town:

Quote
I heard there are nine treasures in this world which can control spirits!

Change "which" to "that".

Also, I think it might be a good idea to change "Sale" to "Sell" in the shop menu, considering that the other term is "Buy."

Lastly, I encountered a game crash in the shop menu while testing something out in ZSNES 1.51 (I used snes9x the rest of the time). It might be an emulator bug, but resetting the game seems to resolve the issue, so it might not be the case. Here's the save file (just keep going in and out of the shop menu):

novaliaspirit.99k.org/temp/saves/arabian.zip

6
Just posting to report some bugs concerning the naming menu:
1. The letters "Ñ "and "ñ" are displayed as "A" in the field and battle messages.
2. If you enter a name, press Y a few times, and then press B to delete a letter, the next letter will also be deleted, but it'll be displayed as garbage in map dialogue.
3. The descriptions for certain special items display the heroine's default name.

(Edited the list to include a third entry.)

7
Quote from: vivify93
That it does! :thumbsup: My only complaint left with any of this is a very, very minor one: the menu wallpapers still have inconsistent brightness between the main menu, the battle screen and the dialogue boxes. But seeing as though there's a workaround for this*, it's something that doesn't even need to be addressed.

The discrepancies essentially stem from the diverse gradient effects, a problem that is not limited to the wallpapers. I briefly attempted to address this issue before releasing the patch, but failed to locate the relevant code and data in the handheld editions. Considering that a corrective measure would be released in the form of a supplementary patch, as certain liberties ought to be taken in the process, I didn't feel the urgency.

Quote from: Jorpho
What gave you that idea?  The game's palette was intentionally altered from the SNES original to accommodate the GBA's darker screen, an accommodation that is wholly unnecessary if you are using a DS Lite or a GBA SP 2.0.

Not to mention the Game Boy Player, which allows the game to be played through the GameCube. In any event, considering that at least half of the colors remained unchanged, it is safe to assume that emulation accuracy is completely irrelevant to the subject at hand. Furthermore, the manner in which the colors have been altered varies from element to element, and the level of brightness is certainly not responsible for the various instances of discoloration, such as that of the overworld version of Figaro Castle.

8
For the full description, without user-imposed line breaks, refer to the following topic:

http://mnrogar.slickproductions.org/phpBB3/viewtopic.php?t=959

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News Submissions / Re: Translations: Tactics Ogre, For Real This Time
« on: April 14, 2010, 03:06:26 pm »
Yeah, but I assumed that for some reason, the person who typed that didn't want to use this word.

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News Submissions / Re: Translations: Tactics Ogre, For Real This Time
« on: April 13, 2010, 05:48:09 pm »
A couple issues I've encountered:
1. The text contained within the help window on the naming screen isn't fully readable because of some sprites covering the text.
2. Switching to the bird-eye view on the world map momentarily corrupts the graphics for the date, and in some cases, portions of the map are corrupted as well. The text in the help window will also be corrupted, should you subsequently access that window. The documentation somewhat alludes to this, but the description is so vague, it's hard to say whether this instance is known.

Hope this helps.

Edit:

Quote
It shows the dexterously of the character.

Change "dexterously" to "dexterousness."

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