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Messages - filler

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Gaming Discussion / Re: Nintendo FDS Question
« on: August 07, 2018, 04:00:10 am »
FDS is kind of KingMike's territory. Speaking of which he handed me a script for Exciting Billiards a little while back, but it pretty much immediately got back burner-ed by other stuff I decided to work on.

AFAIK, filler translated at least one FDS game, which ironically I was interested in doing as well. I might pick that up in the future.

That project (Miho Nakayama's Tokimeki High School) is basically stalled/dead, so I'd love your help on it if/when you're interested.

Personal Projects / Re: My NES Translation Projects
« on: August 04, 2018, 11:17:35 pm »
I am very much looking forward to playing your team's patch when it is released.

I'm looking forward to this too. I only ran across the game in the past year or two as I was looking for interesting Famicom games that still don't have fan translations. This stuck out due to its impressive visuals for the platform. Plus it's normally fun to translate text adventures. I'll definitely get the word out, and give this a whirl when it comes out.

Thanks for these replies. I'm starting to get a clearer picture of why this kind of thing happens. The major ones pointed out here being memory space, and different parts worked on by different folks. Supper inadvertently added a piece of the puzzle when stating this in the recent readme for MKR, "So, short game? That means the programmers were probably lazy. That's bad, bad news if you're a hacker."

This was the main thing that had me confused. Every decent game that seems fun and had some effort put in is pretty easy to dump a script for, while every short, throwaway, licensed oddity is nail-bitingly difficult to make progress on. If you come around to the idea that the "better" games also had more time, money, and talent put into them the picture starts to become clearer. These multiple text encodings and such tend to show up on projects that were thrown together lazily, with tight budgets, and not a lot of organization. No wonder they're a pain. ::)

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: July 30, 2018, 04:51:03 pm »
Here's a preview of the upcoming English language translation patch for the Magic Knight Rayearth RPG on the Game Gear.

So I've been dumping more scripts recently and I started to wonder why some games have multiple text encodings. I assume for some reason it's easier, maybe some of the values used in the text encoding in one area are used for game logic in another or something, but I'm curious to know what others think. It seems kind of redundant to me.

3. I can't seem to figure out how to attach the .CUE file in the forum interface!

Just copy/paste the contents of the file. A cue file is just a text file with a list of tracks.

Any chance releasing an alternate patch with a less ornamental font?

Stylish fonts like that actually take me out of the experience. I would much rather play the games with the regular normal NES/Famicom font typically used in that era. The patch would be optional, of course, for the ones that like regular fonts more.

Thanks and hope you are able to do it.

Assuming the font isn't compressed, changing the font via a tile editor is trivial. This is something basically anyone could do once the patch is released. You could pay it with any font you prefer.

Congrats to your sibling on the impending birth of their child, and to you on completion of your translation patch. :beer:

Script Help and Language Discussion / Re: Kanji ID FTW
« on: July 17, 2018, 01:58:46 am »
woops, guess I wasn't paying enough attention

No worries. The same thing happens to me.

Your timing could not have been more appropriate. I was just working on a script with a bunch of kanji and was lamenting the fact that my Japanese OCR software is lost in a box somewhere, and probably won't work on Win 10. I'll try this online version and let you know how it went.

This worked out perfectly. I'll definitely use this in the future. Thanks! It seems about as accurate as the software I used to use. I wouldn't be surprised if it's the same software on the back end. You do need to enlarge the images by about 100%. I'm checking the kanji and correcting the 25% or so that are incorrect, but it's a big time saver. There are just a ton of kanji for this particular game.

Well, software application. It's apparently a study aid for passing your driver's license test in Japan circa the early 90s for your Game Gear. I have no idea how this exists, but here we are.

Script Help and Language Discussion / Re: Kanji ID FTW
« on: July 16, 2018, 07:43:37 am »
Few years ago the online Japanese OCR helped me lot to complete Wizardry6 japanese Tile set.
Its works best if you convert bmp to black text with white background, other colours could be confused the algorithm (it works but less character recognised)   

Your timing could not have been more appropriate. I was just working on a script with a bunch of kanji and was lamenting the fact that my Japanese OCR software is lost in a box somewhere, and probably won't work on Win 10. I'll try this online version and let you know how it went.

I was a little puzzled. "Doesn't filler already know kanji? ;D "
But that makes sense.

Heh, I wish I knew all those kanji. I can probably type out about half of them by sight. The rest I'd have to look up by radical.

Personal Projects / Re: Translations of early Famicom games
« on: July 13, 2018, 05:11:49 pm »
Sorry, I got distracted by football - I mean, soccer. ;) I'll get back to it eventually...

Heh, sounds good. Hope you're enjoying the summer.

Personal Projects / Re: Translations of early Famicom games
« on: July 12, 2018, 06:59:45 am »
Any updates on Zoids or Seal of the Dark Lord?

Newcomer's Board / Re: Releasing a patch
« on: July 10, 2018, 10:37:13 am »
Thanks, filler!

Is there a significant difference between these files?

Yeah, kinda. If I remember correctly, BPS performs some kind of checksum on the ROM so you can't patch the wrong one. It may include some meta data too. IPS is "dumber" and just applies to whatever you specify. It's been around since the beginning though, and has wide support in emulators. I'd encourage you to do a quick search on the patching formats I mentioned for more details.

Newcomer's Board / Re: Releasing a patch
« on: July 09, 2018, 07:45:43 pm »
What are the typical mechanics/hindrances/nuances to releasing a completed patch? I ask for two reasons:

1. I am looking to release a translation of Dragon Warrior relatively soon and want to know the ins and outs of release.

It's not too complicated. When I release something I make a readme.txt file. I include some information like the release date and patch version, credits of who worked on the patch, instructions, a short description of the game, licensing information, and any notes that I, or another member of the team, want to add.

I then make a couple patch files. I've been making an IPS and a BPS using Floating IPS recently. I used to include NINJA (RUP I think?) but it seems like D's format isn't used much. Dynamic Designs releases an IPS, BPS, UPS, and XDelta patch for all current releases. Really you can release in whatever format you want. IPS is pretty standard, but you may have to use a format like XDelta if your patch is large (I think).

Pop those in a .zip or .7z archive (you could use whatever archive format you like of course), and submit via the submission form. Refer to the submission form for specific instructions, but basically you want to make your file web accessible and submit a link to it. You'll need to pick or add an author, and you'll have to include some information like a short description and some information on the image file.

You can use the new patcher to get MD5, CRC32, and SHA-1 hashes for the ROM file if you need. Then wait about 24-48hrs for the submission to be automatically approved, or reviewed by a staffer and approved. After that you may want to submit credits for the patch, and/or write and submit a news article.

Alternately you could just post your patch on your website someplace and call it a day. Up to you.

2. I understand that the translation of Metal Slader Glory is complete and tested as of March of this year, but the patch has yet to be released. I'm curious as to what could be holding it back.

EDIT: I submitted without responding to this. You'll have to ask Pennywise to know for sure. In general, stuff that holds up projects I've worked on tend to be bug fixes for issues found at the last minute. Sometimes people are waiting to get information from team members for the readme. Sometimes there is some thing that's important to someone like a splash screen, or a font change that stalls release. It can be any number of things. Maybe the person with all the files just loses interest.

My curiosity is getting the better of me:

There seem to be spikes in '09 in the two charts in your original post. What happened in 2009 that may have caused an increase in Japanese speakers/ROM translators?

My only guess is the 2008 financial crisis led to a portion of folks having some free time due to unemployment which can lead to additional project work, as well as some folks making an effort to change careers hence an uptick in test takers. Any other ideas?

Why would anyone pick that second screenshot to use to showcase something...

Maybe there isn't much text in the game.

Script Help and Language Discussion / Re: Kanji ID FTW
« on: July 08, 2018, 06:16:20 pm »
seeing as no one typed the rest here they are

Thank you! You've helped two projects by helping with one. I appreciate it.

EDIT: FYI, a side benefit of this process is that it gets at least two sets of eyes on the kanji. :)

These were very accurate, but I did find two misidentified. Please let me know if you notice any more.




Gaming Discussion / Re: Psyklaxia: my new YouTube channel!
« on: July 08, 2018, 01:15:20 pm »
Well, it's nice to have 24 subs at this point, though I've been getting fewer and fewer views on each video... guess I need to work harder promoting my channel if I want to get anywhere.

Anywho, nesrocks may be interested in my newest video, as it concerns his excellent hack of Super Pitfall. Like, comment and subscribe etc, it's all appreciated. :)

I may be forced to take a short break soon, but I'm working on future videos. Suggestions for good hacks to review would be great! :D

I mentioned your channel in my latest video for what is worth. I've been enjoying it so far.

Script Help and Language Discussion / Re: Kanji ID FTW
« on: July 07, 2018, 10:52:39 pm »
do you have a list of some you've already recognized to complete/correct it?

I'd only done the first few before I realized it would make more sense to crowd-source this while I translation check Magic Knight Rayearth instead. Here's the few I did.


Script Help and Language Discussion / Kanji ID FTW
« on: July 07, 2018, 10:08:13 pm »
Anyone feel like doing some sexy kanji ID? For Arle?

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