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Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 17, 2017, 01:59:39 pm »
Reminder: making your own repros for personal use is your prerogative. Making and SELLING them is against the law, and unwillingly involves anyone who worked on the translation patch in your illegal bootlegging. Don't sell repros kids.

Script Help and Language Discussion / Term from SWAT (famicom)
« on: October 14, 2017, 03:11:35 am »
I'm uncertain of the term "しゅうよう", as it appears in the script for SWAT - Special Weapons and Tactics on the Famicom. From context it appears to be "extraction/retrieval" or something to that effect. In that case I assume it's "収容", but I'm making a lot of assumptions and would appreciate input.

Code: [Select]
さくせん しゅうりょう。[BR]
operation terminate.[BR]
Please begin[BR]
しゅうようを かいしする[ED]
initiate しゅうよう.[ED]

さくせん しゅうりょう。[BR]
operation terminate.[BR]
Please begin[BR]
「いや まて![BR]
"No, wait![BR]
まだ てきが[BR]
There appear to be[BR]
enemies remaining.[ED]

Personal Projects / Re: Tengai Makyou Zero translation project
« on: October 09, 2017, 10:34:32 pm »
Anything's possible in the future, though! (Well, except TM III: Namida.) I don't have any way to play a PS2 patched game.

Swap Magic is pretty cheap. I haven't tried a patched game, but it might be worth looking into.

Congrats! :thumbsup: This looks like an interesting game.

Have you seen this project?

Nope. Guess I'd better tell Esperknight to stop looking in to this one. :D I guess there's nothing I can do about it, but it's still frustrating to see these threads happen on other forums and not here at RHDN. :'(

Gaming Discussion / Re: Moonwalker prototype with Thriller track ...
« on: September 30, 2017, 09:55:39 am »
That would make a grand total of exactly two games.  I can't even think of anything else he might have been involved in
I'm disappointed son.

Personal Projects / Re: Translations of early Famicom games
« on: September 23, 2017, 01:16:26 am »
Awesome! Any chance this might work with Miho Nakayama's Tokimeki High School? FCandChill said they wanted to edit the script themselves, then kind of disappeared. :P

I just wish that there were people willing to test it. From what I've been told, the series lost its momentum when one of the voice actresses got caught up in a scandal in her personal life.

I suppose it'll be a lot harder to get it tested now.
I remember that being an issue, but I think it was the second season of the anime and the "endless 8" that was more of a problem. It kind of killed the momentum.

That didn't stop the movie, and spin-off manga/anime about Yuki Nagato though. It just isn't quite the sensation it was for a while. There are still enough novels to do some movies/ovas from so I hope they continue with that.

I feel like strangely play-testing is a difficult part of the process to get right. Aside from solid translation and technical help, folks with solid proofreading, writing, and play-testing skills are a boon to any project/group.

I'd offer to play-test this, but I feel like I'm better utilized doing script translation on other projects. Anyone know of any active Haruhi fan boards or anything?

Newcomer's Board / Re: Is translating a game really this much work?
« on: September 20, 2017, 06:54:16 pm »
Don't hesitate to read theoretical stuff about the things you're playing with. S-JIS is described if you look for it on the internet, for instance.

Not sure if this is relevant but you can find table files for S-JIS. They are probably on the site somewhere, but here's a link to mine in case it helps. It's useful if stuff happens to be encoded in S-JIS, though that's never the case for 8/16-bit games.

Huge congrats on this! I'm a big Haruhi fan and so is Esperknight. I'm pretty sure EK's had the script for this kicking around, but I have a strict policy not to translate anything less than 10 years old, so I probably refused to work on it. Lol :D

As the game came out in 2007, I'm happy to see that it's reached its 10 year anniversary and that you both have brought the game close to completion. Good luck with play-testing!

EDIT: Come to think of it, Queen's Blade: Spiral Chaos will be 10 years old in 2019... I'd be up for translating that one. :)

Newcomer's Board / Re: Dragon Warrior 1 in Spanish
« on: September 20, 2017, 03:24:21 pm »
Okay, so that brongs up a question, then. I was under the impression that the DTE would scrunch two letters together to make stuff fit better. I imagine diphthongs like "ia", "as", "ll", and "ie" would be pretty common in my script, so wouldn't "lluvia" and "piedras" be scrunched down at least a bit and be able to fit into the inventory screen? Perhaps I'll better understand how my script will work with the DTE once I see it in action?

I'm pretty sure what you're talking about here is called "squishy tiles". That's where you edit one of the font graphics to have two characters on it instead of one. From what you've said, there are probably no free tiles in the font left to do this with. DTE is where you represent two font tiles as a single byte instead of two bytes. It means your script is smaller, as in it takes up fewer bytes in the ROM.

Personal Projects / Re: Translations of early Famicom games
« on: September 19, 2017, 07:47:50 pm »
I'd meant to say congrats on the 0.1 of Time Stranger! I hope my comments in the script forum are helpful. It seems like activity has dropped off sharply here. Did everyone go back to school or something? :P

Would you post the dialog here.

Thank you! :) That sounds pretty good to me.

September 17, 2017, 03:28:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's another one. I feel like I know the meaning, but I'm foggy on the grammar.

What the![PAUSE]八 Don't just let yourself in!($FF)


I feel like the meaning of 入んじゃない is clearly "don't come in". I'm just not sure exactly what the "入ん" is. I feel like this is especially important for the next line "まあ、入んなよ". Is this the same as "入ん(じゃない/な)"?

Addition 1 ======

[SLOW]($08)Thank you.[PAUSE]?[LINE]


If you're going to fail, fail by yourself![PAUSE]?[LINE]

Here's one more.

Script Help and Language Discussion / Re: Time Stranger dialogue
« on: September 14, 2017, 02:50:44 am »
I welcome feedback on this.

As for Nobunaga who is careless with money, (this is the topic/subject)

before he goes and meddles in the country's money (I think まで is used like "before" here)

he's ousted/exiled by Hideyoshi and his men. (Hideyoshi et. al/& co.)

Edited a bit: "Before he goes and meddles in the country's money, the extravagant Nobunaga is ousted by Hideyoshi and his men."

Thanks! Here's another one with Sakamoto of course. :( What is it with the buddy characters?

よう、五代か?[PAUSE]小こないだの かのじょ どうなった?[PAUSE]円うまく いったんだろー。[PAUSE]行[LINE]


あっ、[PAUSE]円きゃくが来たから、またな ガチャン・・($FF)
Oh,[PAUSE]円 there's a customer here. Later! Ka-ching...

So he's talking about what happened with the girl that time. Seems like he's implying it went well. Then calling him a liar. "Konoyarou" is "you bastard/you"?

Howdy. I'm approaching completion of the script for Maison Ikkoku on the Famicom, and I'd like to request help with trouble spots here.

This is a phone call, seemingly to your buddy Sakamoto.

Huh, Godai?[PAUSE]右[LINE]
金のけん もういいって?[PAUSE]二[LINE]

I believe he says, "I'm not rich either. See ya. Click-..." but I'm unsure of "金のけん もういいって?". Particularly what the "ken" is.

Help Wanted Ads / Re: Hello Dracula 2 a.k.a Kyonshiizu 2 for Famicom
« on: September 03, 2017, 04:40:00 pm »
Actually it's not resolution that's the problem: the SNES and NES have an identical resolution of 256x224. The problem is just how the game was designed.

I was thinking specifically of when we worked on Hyper Iria. We were able to play with a few different font sizes in the limited space given for the in-game dialog.

With the 8x8 fonts that are default on the Famicom this isn't really an option.

So as far as your messages in my thread suggest, you dumped this yourself. Are you just not confident enough to put it back in? :)

That's correct! Definitely not confident! :P My hacking skills are rudimentary. I just make the table file and find the text visually. I don't know anything about the pointers to the text, or anything about reinsertion. I tried reading some docs probably 15 years ago, but I just couldn't get very far. I prefer translation anyway. It's just nice to be able to dump my own scripts so I can start translating something without having to have someone on-board to do the technical work.

September 03, 2017, 04:41:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
If you're talking about how on SNES you could often add VWF, it's outright impossible in CHR-ROM games.

Yeah, that's what I was referring to.

Help Wanted Ads / Re: Hello Dracula 2 a.k.a Kyonshiizu 2 for Famicom
« on: September 03, 2017, 03:10:43 pm »

I am a willing ROM Hacker and I get to work on it. No promises though, the Earth could spontaneously combust, I could run into problems, etc...

Cool! let me know how it goes.

I'd be on it right now were it not for real life getting in the way... :) You've done most of the work by the looks of it, with ROM locations and what have you. I'll try to have a look in a few hours.

EDIT: Okay, I see a big problem immediately: screen space. In the detailed conversations, there's no nice big text window to fit a big translation in, just one tiny line along the bottom, 28 characters across. You can run onto the next line if you want, but it's probably in the CRT danger zone which I'd rather keep out of. The menus only use three characters of course, but that's less of a problem (still not good though). The little chats out in the open aren't so bad since the window can be expanded (with some effort).

With the lack of screen space, ROM space is less of an issue: there is lots of empty space in there, but it'd be hard to use given the bank swapping required. A DTE routine would probably be more than satisfactory here, since there can't be much English text anyway, and the original text is uncompressed. The pointers are simple, but the mapper uses 8KB ROM banks, so you're limited to whatever bit of the ROM has been loaded in at that point.

All in all, putting text into the game is easy. Putting your GOOD text in, however... quite a challenge. :)

Heh, I expected you might work on this. Too bad to hear about the space limitations, but seems kind of like par for the course. Due to the resolution of the NES, there probably aren't as many options to adjust font size to squeeze more text on the screen like with the 16-bit systems. If it has to turn out like a game of its time, I don't think that's so bad. The NES games we got back in the day had such simple text sometimes, but there just wasn't much they could do.


Personal Projects / Re: Tengai Makyou Zero translation project
« on: September 03, 2017, 11:32:17 am »
Um... Dumping your own ROMs is what you're supposed to do. Pretty sure that's why we provide hashes to ID ROM dumps and not just the name of the GoodSet ROM or something.

Precisely how you acquire your backup is up to you, but to imply that dumping your own ROMs is contrary to community standards is false and unwanted.

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