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Messages - FaustWolf

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41
Ahh, crap...

http://wii.ign.com/articles/117/1179222p1.html

So it's official. Ha, I guess this means US fans will just have to wait until there's a Wii emulator.  :laugh:

42
I read something about Xenoblade (under its working title "Monado") being #1 for Amazon pre-orders on the Wii? I figured that would make NOA perk right up, shouldn't it?

Though I'm not really sure what's going on there. If Amazon did jump the gun and create a listing that pre-orders could be placed on, that's one heck of an avenue fans can express their voices through.

43
Newcomer's Board / Re: New here! also seeking advice.
« on: June 27, 2011, 10:58:23 pm »
Hmm, do any PSX emulators have built-in value search/comparison utilities? E.g., like ZSNES and SNES9x? Depending on how this game handles the data you're looking for, it might very well be an easy code to create; the problem will be finding tools that are friendly to the task.

Provided a proper tool exists, what I would do here is a process like the following:

*Choose a less advanced/starting car.
*Choose a car you expect is more advanced. Check RAM for values that have increased.
*Get back in your less advanced car. Check the previous results for values that have sinced decreased.
*Get back in your more advanced car. Weed the results again.
*Rinse and repeat until you've winnowed out your target RAM address or a small handful of possibilities. Once you've found the address the game writes car indices to, you can try changing it until you're sitting in an enemy car.

That's how I'd go about it in an SNES emulator at least. I'm not sure if there's considerations that come into play in PSX memory addressing I'm missing, other than possible lack of user-friendly cheat searching. It might even be the case that your game doesn't use high level indices for this function, so it could get way messier than what I describe above.

Anyway, this is a great way to get into modifying games, because you'll learn some useful things about RAM addressing along the way. Pretty soon after that you can get into debugging and tracing!

44
Perfect, thanks again! That should take care of all labels. Man, it's amazing you could read the finer kanji on #44 through 49! I'm glad I didn't try looking those up by hand.  :D

45
BRPXQZME, would you be my knight in shining armor one last time? :-*

Phrases 29~31

Phrases 32~35

Phrases 36~41

Phrase 42

Phrase 43

Phrases 44~51 (Ignore 50 & 51 -- these have been covered already)

Phrase 52


Phew, just a couple files away from opening up quality testing at this point. Exciting!

47
I like the vowels on that font!

48
ROM Hacking Discussion / Re: The Dragon Force II Translation Project
« on: June 14, 2011, 04:28:09 am »
Just so people can see where it's at right now. It's not the "nice" preview I promised, mind!  ;)  Just a little crumb to tide folks over.

49
ROM Hacking Discussion / Re: The Dragon Force II Translation Project
« on: June 11, 2011, 09:06:59 pm »
Saturnman, go ahead and register at Verve Fanworks and reply to Konsolkongen's topic here. Konsolkongen will know way more about it than I do, and hashing this matter out between the two of you will make the wait less painful hopefully.  :)


Quote
And any plans for other rare gems being worked on and ported/translated?
I forgot to answer this. See here, and on our Youtube channel. Not a Saturn game though.

50
ROM Hacking Discussion / Re: The Dragon Force II Translation Project
« on: June 11, 2011, 08:09:03 pm »
Hee hee, this project would be nothing without the translators who pour their blood, sweat, and language talent into it.   :woot!:  Doubtless a more experienced modder could have worked more efficiently on this; most of the text for the upcoming "playable in English" patch was translated by Sandslice and Sixfortyfive back in 2009, whereas I've only just become equipped with enough ASM reading skill to make it all happen technically in 2011. I went into this thinking I'd just toss text into a hex editor. Not quite!

No need for donations, but we'll happily sign up beta testers! We'll put out an official call once the gameplay text is all in place. I'd love to see how it handles on hardware, particularly given the little ASM tweaks in place nowadays. I can't offer any advice on burning a disc the Saturn can play, but there's at least one patiently waiting beta tester who might be used to this. 

If I can finish shooping in all the battle quotes this weekend (easier said than done!) I hope to have a little preview video treat for everyone by the following weekend.

51
ROM Hacking Discussion / Re: The Dragon Force II Translation Project
« on: June 08, 2011, 04:20:23 pm »
Hahaha, yeah, I was literally tracing screen coordinates in Dragon Force II when the local tornado sirens fired up, and decided to make RHDN part of my disaster preparedness plan.  :D  A funnel cloud passed over my neck of the woods without touching down, phew.

We're currently getting the in-battle quotes inserted, and there are still some more non-story lines to go in the domestic affairs files too. Two previews will be coming up soon: one to show off the rare Nobuteru Yuki art for the game that came with the orchestrated OST (plus in-battle lines) and one showing the wider gameplay experience to go with the call for beta testers.

I can't thank Sandslice enough for organizing the battle quote translations in a way that makes them really easy to insert quickly.  :crazy:

reinofhearts has offered to take care of some non-story lines that were left untranslated earlier, but I'd still love to get more translators on board in general.

52
Jason, thanks a million!! To tell you the truth I've had 88-Bar on my list of sites to contact for awhile, but hesitated because I wasn't sure you'd go for something like this (too bad I didn't realize your earlier work in this area ;)). Thanks for finding us!

53
ROM Hacking Discussion / Re: Interviews (interest check)
« on: June 04, 2011, 10:50:26 pm »
sa♥tsu, can you let us know what site this is for, or is it something you're starting up fresh? And do you see written interviews being an option if there's enough interest in that sort of thing? While it might seem like sort of a copout, I can see advantages in terms of info clarity and for those who do great work but might not be so confident in public speaking for whatever reason.

54
BRPXQZME saves the day again!  :crazy:  More proof that humans beat optical character recognition software any day.

Thanks for confirming that #19 is gibberish. It seems to be coming from the game's really funky handling of ASCII values for display of an 8x8 font.

55
Crap, tornado possibly coming to house. No time to back up DF2 notes:

write bp @ 060689A0, watch registers r4 and r5 for screen write coords

Hee hee, hopefully I'll be able to come back here and laugh in a few mins

EDIT: Alles okay.  :beer: (and I should have written "read breakpoint", not "write breakpoint.")

56
Woooo, thanks a ton BRPXQZME!

Thanks for the suggestions on #11 and #15 everyone. I still need to look more closely at the context for #11. #15 refers to a list of the soldiers a particular general is capable of commanding, and how many of each. I'll probably go with "Soldiers" for that one, but "Roster" fits well for a label used for the list of soldiers actually attached to a general in real-time. Thanks!

May 28, 2011, 06:22:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Your help, in action!

Castle stats screen
Officer list screen
Officer stats screen

I still have to take a chisel to some ASM, so no worries about the gibberish kana that appear where soldier classes should. A few labels are also removed for now that I'll put back once I've figured out their coordinate addresses.


How about another round of ID'ing?  :)

Phrases 17~18

Phrase 19 (I suspect that this is gibberish kana, but let me know if you think it's the name "Albrecht" or some kind of ordinal numbering)

Phrases 20~27

Phrase 28 (BRPXQZME covered the other labels here, I just have to mop them up still)

57
Would any kind soul like to help me ID the symbols in these numbered phrases? I can offer a virtual cookie or beer smiley, and project credits, in return.  :D

Phrases #1~4
Phrases #5~12
Phrases #13~16

#2 and #14 look like they might be half-width Katakana now that I compare them to some of the English onscreen, but those should be the only ones.

Even one or two symbols per phrase will help me speed this along immensely. Unicode or Shift_JIS results are both fine for me too -- my Microsoft Excel Shift_JIS list seems to pick up on either as long as I have a symbol to copy/paste into a search. It shouldn't be too hard to figure out the actual meaning of the phrases in context, though I'd welcome any observations people would offer.

58
Woohoo, the Dragon Force fan community has been waiting for this exact screen for about 13 years now.

I just discovered that a few dozen gameplay messages still need translated; rather than pull the currently active translators from the story work, I'll just shout for more help here.  ;D 

Once we've worked through all the non-story gameplay text, I'll return for beta testers and then release a "playable in English" patch. My goal right now is to make it coincide with D-Day (totally lame, I know), but no doubt it'll slide further into June.

59
Working on a playable (gameplay-related text translated, story text left untranslated for now) release for Dragon Force 2 over the next couple weeks. Pennywise, could you change "Faustwolf" to "Verve Fanworks" on Dragon Force 2 and Tian di Jie? That'll make it seem more like I'm not an attention hogger.   :angel:  The list of major contributors to both is pretty big these days.

Wow, it's good to see how many active projects are ongoing!

60
Great job with the translation! From what I've seen so far, the dialogue quality looks excellent.

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