News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

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.

Messages - Gideon Zhi

Pages: 1 2 [3] 4 5 6 7 8 ... 75
Beat Hawkeye's route this weekend. Other than the noted jankiness in the menus (and let's be honest, SD3's menus are janky even in Japanese) I didn't notice any issues. On the whole I think I prefer the new script over Neill's, though the names are about 50/50; I like what they did with some of the monsters and items, but the locations are almost universally better in the fan translation.

Gaming Discussion / Re: Square-Enix is doubling down on re-releases.
« on: June 24, 2019, 03:06:00 pm »
It was a tie-in with FF15. No idea how it could have been worse though.

Personal Projects / Re: AGTP Translation Megathread
« on: June 24, 2019, 12:17:20 pm »

Super Robot Wars 3 updated patch is out. DIscussion here:

Gaming Discussion / Re: Games that use font Chicago?
« on: June 18, 2019, 01:57:04 pm »
I actually stuck Chicago into Solid Runner, and it looks remarkably good.

Gaming Discussion / Re: Games that use font Chicago?
« on: June 16, 2019, 07:55:57 pm »
SMT2 does not use Chicago.

Of the games I've done, I can recall the following using Chicago:
G Gundam, Madou Monogatari, Cross Dimension 0079.

This has been fixed for v2.02!

If you're going to do another minor update, may I suggest decreasing the width of the space character? From a visual standpoint there's a _little_ too much space between words.

(no pressure to Gid, sure he'll do a quality job when it's ready :) )

It's getting there!

Programming / Re: Emulator for SNES hacking?
« on: June 08, 2019, 10:57:10 am »
New on the scene and actually quite really good: Mesen-S

Gaming Discussion / Re: RPG Maker Thread (probably again)
« on: June 07, 2019, 10:09:33 pm »
Obligatory Helen's Mysterious Castle, which really does a lot with the RPGM engine. Doesn't seem like RPGMaker stuff aside from a few of the smaller interface bits.

Personal Projects / Re: AGTP Translation Megathread
« on: June 04, 2019, 04:09:51 pm »
It's commercially available. You can't really ask for more.

This. There are other things that my limited time can be spent upon that _aren't_ already available in English in some fashion or other.

Gaming Discussion / Re: A new Thracia 776 translation!
« on: June 02, 2019, 08:09:53 pm »
Make sure to read the stuff about emulators, you can't just throw this into BSNES and expect it to work.

So in other words, it doesn't work on real hardware either. Encouraging.

Personal Projects / Re: Lady Stalker [AGTP Translation Megathread]
« on: June 02, 2019, 01:11:58 pm »
The latest update on the website (if anyone would actually care to look, cough cough) is about three months old and outlines this year's priorities:

Lastly, an update on priorities for the year. Super Robot Wars 3´s script edit is well on track for completion before the end of spring, and SRW4´s script retranslation is roughly 37% complete by string volume. I´ve replaced the screenshot slideshow on the SRW4 page with new images reflecting current work. Following these two, my priorities for the year in approximate order of importance are Star Ocean Blue Sphere, Metal Max 2, Hero Chronicle, and Ladystalker.

Said update also includes some project pruning. Ladystalker was not one of the pruned projects:

Second, I´m announcing that the projects for 3x3 Eyes, Fire Emblem, Goemon 2, Sutte Hakkun, and Romancing SaGa 2 are being cancelled. Of these, Romancing SaGa 2 is officially available commercially in English, Goemon 2 has a very promising project in the works by somebody else, Sutte Hakkun and 3x3 Eyes were finished by other groups, and Fire Emblem both has other English options available and suffered a similar fate as the SNES Super Robot War games with questionable script translation decisions. I apologize to anyone who was looking forward to these, but please be assured that there are other options available for all of them.

Blue Sphere updates have been trickling out onto Twitter, and I still need to put together that SRW3 news (things have been super busy this last week.) So no, it's not just SRW, and no, Ladystalker isn't dead. And no, thread necromancy for something that was mentioned just a couple of months ago on the project's website is not something that should have happened. unamused accusing stare

That said this is a thread that exists and I should probably repurpose it for activity as it happens, so it's not a total loss.

Edit cuz doublepost automerge otherwise:

Super Robot Wars 3 has been in private beta for the last couple of weeks. Posted some news about it here. Have a few images in the meantime. These and more can be seen on the game's project page on the AGTP website.

Newcomer's Board / Re: Idea No Hi Translation
« on: May 29, 2019, 11:44:38 am »
Fair warning: Celeste did something like this with Gokinjo Boukentai, then did not contribute at all to the project beyond corralling a couple of actually competent workers together. She then bumped the project several times in an attempt to draw more attention (and, presumably, more workers) to it. I cannot imagine that this one would be much different.

Gaming Discussion / Re: super robot wars 3
« on: May 24, 2019, 12:35:54 pm »
Man all this talk is making me want to pick this game up again.

Again, let me reiterate, if you do feel like playing SRW3 again, I highly recommend you wait a little for the new version. It's coming sooner than you think.

EDIT: Here's that newspost I promsed, like, a week and a half ago.

Gaming Discussion / Re: super robot wars 3
« on: May 23, 2019, 12:57:10 pm »
Also Nu Gundam was pretty sweet, and whatever Char's mech (Type-100?) was had that nice beam gun.  I think I used to keep it close to base pull out, blast a beam or two, then dock up for a turn to recharge and repeat.  But again it's been years.

"Type-100" is one of the things getting fixed in the retranslation - it's technically correct, but the name itself has been transliterated as Hyaku Shiki in common parlance.

Also I can believe Amuro falling off late-game, but the nice thing about the Gundam characters is that they're pretty interchangeable; I *think* you can probably put a different pilot in the Nu if he stinks that badly.

Gaming Discussion / Re: super robot wars 3
« on: May 23, 2019, 02:32:38 am »
Any way, I want to restart the game again. I beat the first mission with one death and then stopped, because I want to see what people who are more experts have to say before going on:

Speaking as an expert in some respects, I would highly encourage you to stop and wait for the updated translation patch, which is currently being betatested. It won't improve the gameplay at all, but it'll give the presentation a gigantic kick in the rear.

Chapter titles before & after:

Old old old post with some very WIP screens:

Writing this has made me realize that I haven't actually shown off any of the screenshots of the updated patch. I'll put together a newspost for the AGTP frontpage tomorrow.

From a tips perspective, yeah, there are some units that are cannon fodder. The game does expect you to have some familiarity with the source material, unfortunately, to know what's what. It's also early enough from a mechanical perspective that upgrades to an earlier unit won't necessarily carry over to a replacement unit. Generally speaking, main characters are all worth upgrading. This tends to be easier to see with super robots because the shows are so focused on the heroes and the monster-of-the-week format that there aren't nearly as many supporting characters (read: the conflicts are much more localized to a few key players rather than being a full-blown war.)

In general this means Getter Robo/G (*NOT* Proto Getter), Mazinger Z, Great Mazinger, Grendizer, Daitarn 3, Combattler V, Raideen, Cybuster. From a real robot perspective, Gundam/Nu Gundam, Z Gundam, ZZ Gundam, F-91, GP-01/03, Hyaku Shiki. Don't bother with GMs, Texas Mack, Boss Borot, Gundam MkII, Super Gundam, Nemos, Jegans, Zaku (if you get Bernie), Re-GZ, Guncannon, Rick Dias, etc. Some bots like Aphrodite A/Diana A/Venus A and Methuss have repair units and can be useful as support, and there are a few of middle-of-the-road units like NT-1 Alex. But it's generally a case of "the heroes are the strong ones" and the rest can be benched. There may be enough wiggleroom in the roster for you to use one or two of the worse units if you really want (I'm partial to Boss Borot and Texas Mack cuz they're funny.) In later games in the series even the most basic of cannon fodder units can be made workable but as of 3 the series was still trying to find its mechanical footing.

Notable upgrades (unit "leaves" and is replaced by a better one):
P-Getter 1/2/3 -> Getter Robo 1/2/3 -> Getter Robo G (Dragon/Liger/Poseidon)
Mazinger Z -> Mazinger Z w/ Jet Scrander
GP-01 -> GP-03
White Base -> Argama -> Nahel Argama -> Ra Cailum
Gundam -> Nu Gundam

Unsure if upgrades carry over on any of these.

Raideen and Combattler will periodically get new attacks but that shouldn't actually change them.

Last thing I can think of is that some units (especially enemies) have I-Field barriers; these will essentially nullify damage from beam attacks. *IN THEORY* F-91's VSBR ("Variable-Speed Beam Rifle") should penetrate I-Fields but by and large you won't want to use any beam attacks against any enemies with I-Fields. (Funnels are beam attacks, btw.) Future SRWs realize that you need to know what weapons have what properties and are good about tagging things with (B) icons for beams and (P) icons for attacks that can be used post-movement.

For the record we've now produced translations for the entire original SRW plot canon, with the exception of Super Root Wars 4 (which is currently in progress.) SRW2 may be more approachable as the robots level up directly from experience gained in fights. SRW EX may also be more approachable; it takes place immediately after 3, and its setup may also make it a little easier to swallow: it's three smaller concurrent stories with smaller rosters. There are a few more series included, but as a consequence there are more heroes and fewer trash units.

Edit: Oh, and as a final point, yes, Granzon is a beast, but be advised that if you complete the game in under a particular turn threshold, I want to say 319 turns or less but I might have the number wrong, you unlock a secret final scenario that directly sets up a number of SRW EX's core events, including Shu's entire storyline. However you *do* lose Granzon for this final mission, so don't rely on him too heavily.

For what it's worth, the Secret of Mana Genesis album that was released a few years ago consists of very light remasters of the original tracks, by the original composer:

ROM Hacking Discussion / Re: Pointer within pointer
« on: May 08, 2019, 01:11:16 pm »
What you've likely got here is some sort of event scripting. You *will* need to move the entire block as part of this, but that doesn't mean you can't change the pointers for the rest of the text. Looked a bit, intuited a few things, and I found your pointers.

Some methodology: the fact that you were able to change a 00 to a 01 and see the second string in the block tells me that there's some sort of indexing going on. A pointer table plus string block is essentially just an array of strings, so string_block[00] accesses the first value in the table, then does some math to get the corresponding address of the string. So we know that they're not hardcoded in the game's assembly anywhere as raw addresses. The fact that you're able to move the entire block tells me that the pointers *have* to be in this block, and the fact that you can move the entire block and still have the text display correctly tells me that the pointers are local, in other words, they're relative to the loaded block.

From here there are a couple of ways you can go looking for the values. String 00 is at xxx35C and String 01 is at xxx375, so string 00 is 0x19 bytes in size, which means the pointer value for string 01 is probably going to be the pointer value for string 00 + 0x19. String 02 is at xxx0387, so its value is going to be the value of String 00 + 0x2B, and the value of String 01 + 0x12. So first I thought, I'll look for pointer values 0000, 0019, 002B, in that order. But that's not in your hex anywhere, so I thought, maybe their values are relative to the start of the block. The start of the block is at xxx1E0, so pointer 0 would be xxx35C-xxx1E0=017C, pointer 1 would be 0195, pointer 2 would be 01A7. In fact, this sequence of values appears in the hex right before your text, starting at xxx34A. Those are most likely your pointers.

ROM Hacking Discussion / Re: Screenshots
« on: May 03, 2019, 04:40:40 pm »
Not sure it would work, but have you considered the font that's in the Hyper Dimension patch:

Considered it! Not really sure it fits though. It's a little too stylized and this is pretty text-heavy. We're leaning towards the boldface Great Battle font.

Gaming Discussion / Re: Snes Recommended Translations...
« on: May 02, 2019, 04:27:27 pm »

Live A Live is the one I've spent the most time playing.  Things I'd like to get around to someday include:
Front Mission: Gun Hazard

Gun Hazard's the one I've given the most time to, tbh. I love that game.

A few others from my pile that I might recommend:
Shodai Nekketsu Kouha Kunio-kun
Madou Monogatari
Cyber Knight 2
Clock Tower
Mystic Ark
Metal Max Returns
Dark Half
Assault Suits Valken

Pages: 1 2 [3] 4 5 6 7 8 ... 75