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Messages - Gideon Zhi

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Help Wanted Ads / Re: [Art] [Title Screen] [SNES] SRW Logo Help
« on: October 17, 2018, 03:14:39 pm »
Implemented (and hotlinked, cuz 16MB gif.) Thanks!

I've uploaded the paletted bitmaps for 3 and 4. These should be easier since the logos are bigger than EX's, and since the digit is really the only difference between the two I've provided the files for both.
SRW 3 paletted tiles
SRW 4 paletted tiles

And the actual titles, for context:

About how long is the game and how liberal is it in allowing saves? I'm going to be finishing up my current commute games in the next few days and will need something to take their place.

For the record, there are only a handful of translated SNES games using hires. The ones I know of are: Seiken Densetsu 3, Rudra no Hihou, G.O.D. and probably Marvelous.

Dark Law uses SNES-hires as well.

Help Wanted Ads / Re: [Art] [Title Screen] [SNES] SRW Logo Help
« on: October 16, 2018, 12:28:33 pm »
That's actually pretty good, and is definitely a step in the right direction! If possible, I'd like a little more definition around the edges of the letters, especially the interior bits like with the U/R/O/B/W/A characters, but I also realize that we're getting into tiny territory and that these things might not be possible (or, at least, might be easier with SRW3 and SRW4, which afaik have bigger logos.)

Help Wanted Ads / [Art] [Title Screen] [SNES] SRW Logo Help
« on: October 16, 2018, 12:46:41 am »
Hey everyone, I'm looking for some help adapting the latest official Super Robot Wars logo for use in the SNES primary canon titles, starting with EX, then 3, then 4.

Here's the original SRW EX title screen:

Here's what I've managed to hack together with some Paint Shop Pro filtering and waifu2x de-noise. It's okay, but I'd really prefer something with clean lines and that blue bevel effect applied.

And here are the original tiles, with the necessary palette applied.

I've decompressed the data and can freely edit the image in-game. We're a bit more than halfway through editing the main script, and just about all the remaining technical issues have been solved. The title screen is one of the final touches that needs to be put on the project.


At some point, yeah. I even have the original script from before I had to pare it waaaaaaaaay down to fit in the available romspace without any compression.

News Submissions / Re: Translations: Villgust FC (re)translated!
« on: October 02, 2018, 10:31:12 am »
Neat! I remember trying this with the old patch years ago and not really getting anywhere. I'll have to give it another shake.


Gaming Discussion / Re: Sci-Fi Recommendations (other than shooters)
« on: September 19, 2018, 06:43:27 pm »
I think i have both the cyber knights in my collection but havent played them. perhaps ill check um out.

If you do, be aware that Cyber Knight 2 is waaaaaaaay better than CK1. It basically takes CK1 then fixes all of the janky bits. Remembers planets you've scanned and the scan results on the galaxy map, speeds up combat and blows it up into the entire screen instead of just a small window, allows inactive characters to show up as support (and gain exp as a consequence), allows characters to fight outside of their combat suits, etc. CK1 is kind of crusty from a game design perspective, so don't let it turn you off from necessarily trying CK2.

News Submissions / Re: Translations: Laplace's Demon v2.00
« on: September 17, 2018, 12:44:21 pm »
Quick bug:

When you attempt to view the item "Cassandra's Bracelet" in battle, the window border becomes overwritten with the description text of said item until the next battle.

This was noted in the readme. If you check outside of battle, you should see an item in your list labeled "Nothing" in red. I've got no idea how this gets into your inventory and I suspect it's a problem with the original game.

When the reporter said 'a damn shame' I kinda rolled my eyes, I hope this isn't one of those patches that has people casually swearing.  One translation I played used the f-bomb over and over again and I couldn't stop laughing as it was not called for.

No, I moved past that sort of thing well over a decade ago.

Very nice. I don't suppose something like this will ever be done for Chaos World? :p

You never know! :)

News Submissions / Re: Translations: Laplace's Demon v2.00
« on: September 13, 2018, 09:41:57 am »
Anyway, I've also seen the ROM labelled as "Diable de Laplace", way back when. I think GoodSNES used this name at the time when the old patch was released. I have to wonder why they used the French title. It doesn't appear on any of the original packaging from what I've seen.

It's the ROM name in the unpatched game's internal cartridge header.

News Submissions / Re: Translations: Laplace's Demon v2.00
« on: September 12, 2018, 06:23:35 pm »
That's because the title refers to a scientific theory by a scientist of the same name.

It's more philosophy than science, but yeah. The plot refers to it as well.
Pierre Simon Laplace exists in a pocket dimension with an intelligence that embodies the philosophical construct. The player's party is able to thwart the Demon because they aren't part of the pocket dimension, thus the Demon cannot predict their actions.

Gaming Discussion / Re: Aretha 1 translation is complete and released.
« on: September 10, 2018, 04:49:55 pm »
the process is honestly way more complicated than it needs to be. regardless, I created a project page, which needs to be approved first? and then I had scrap my submission because I couldn't submit it until the project page was finished.

This has absolutely been my major pain point with the site since day 1, and it's something I wish Nightcrawler would address.

News Submissions / Re: Translations: Laplace's Demon v2.00
« on: September 07, 2018, 01:44:45 pm »
I was actually under the impression the old one was unfinished, but now that the new version is out anyway I guess that doesn't matter!

It wasn't finished, at least not by any reasonable standard of the word "finished." I'd rushed something out for Halloween in 2001, and while what's there was fully translated there were a huge number of essentially game-breaking technical problems with the patch and I eventually voluntarily pulled it from the AGTP website. If I'd just fixed the broken issues and released an update it might have warranted a v1.00, but this new version improves substantially upon pretty much all aspects of the prior release to the point where calling it "version 1" would have been disingenuous.

SRW3 is brutal, easily one of the toughest games in the series. I'm honestly not sure I'd recommend it, but more power to you for sticking it out that far!

If you're interested in something with slightly less crusty design sensibilities, I can wholeheartedly recommend Super Robot Wars V and X, both on PS4, and both potentially in actually quite good English if you import the Asia-region versions. V happens to be the first SRW I've ever actually beaten without cheating.

As another note, I've just updated the SRW Gaiden patch to v1.05. Mostly typo fixes, though there's one fairly minor technical change in the mix as well. It should be on RHDN shortly, but you can always get it straight from AGTP immediately.

Gaming Discussion / Re: Secret of Mana 3D is so glitchy.
« on: August 14, 2018, 01:55:20 pm »
I 100%ed this on PS4.

It crashed 19 times during the course of the playthrough.

ROM Hacking Discussion / Re: Screenshots
« on: June 25, 2018, 04:39:47 pm »

Congrats to all involved in this!

Just a somewhat stupid question for the entire "Super Robot Wars" fanbase though, not just this translation project...

Is the name "Londo Bell" actually accurate?

Programming / Re: Basic font prerendering script
« on: June 06, 2018, 05:30:43 pm »
Specific changelog:

Adds the following optional keys to script elements in game.json:
  • output_format: Determines how the tilemap text file gets rendered. Possible values are "atlas", "thingy", null
    • null/omit: Outputs in the format "line = 0x00 0x01 0x02"
    • 'atlas': Outputs in the format "line = <$00><$01><$02>"
    • 'thingy': Outputs in the format "000102=line"
  • leading_zeroes: Forces output to be 16-bit, e.g. "line = 0x0000 0x0001 0x0002"
  • tile_offset: Adds a constant to the initial tile value. e.g. tile_offset: 256 would output "line= 0x0100 0x0101 0x0102"
  • raw_fn: Allows the user to specify the filename for the raw tile graphic png.
  • deduped_fn: Allows the user to specify the filename for the de-duped tile graphic png.
  • tilemap_fn: Allows the user to specify the filename for the tilemap text file.

Helloooo, I'm back. I got college out of the way, so I'm restarting this lost cause.

Sent you a privmsg. Want to collaborate? My script should be accurate enough inasmuch as it conveys the meaning of the words, but it does badly needs an edit.

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