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I doesn't emulate the GBA version, tho it does contain slices of the rom to pull data. The code seems to be 100% statically recompiled (the exe contains around 10K functions).So its kind of like the mobile final fantasy 5 and 6 in that way? Neat.
Good question, because those of you who know FF3USME have probably noticed there are three txt files in that 7zip while the tool can export more.So in your opinion will this be the most accurate translation out there? I heard the GBA script is great but it has a few flaws.
For famiilarity's sake and because the script uses GBA as a source, the the plan is to usually default to GBA for names and such, unless the script says otherwise (which is rare, but I'm keeping an eye on that). Location names will be decapitalized. Keep in mind that this script was already used in Improvement with the only thing not done being the now-done opera, so the filling in is mostlly everything not included in the script dump (location names, item names, monster names, etc.), alignment issues, hoping the opera works out, etc.. Considering this will take a while as I want to do it right, if anything else comes up a Help Wanted Ad may appear.
There are things left undone (Kefka, but things have been done to his lines), but they are fewer than many patches out there. In fact, here's a dump of Darkmage's script itself: http://slickproductions.org/forum/index.php?topic=2230.msg26815#msg26815
Changes aren't planned to be big to the script itself (most changes will actually be changing everything else to what's in the script) and I'll be keeping close to what's written. Maaaaaaybe GP will be Gil but that's it.
That's one reason why I want to do this. I know some are kinda like "another script fix?" and I understand that because there are a lot of good ones, but this one deserves to be pulled up due to the different perspective.
It's also planned to have a few more bells and whistles to make things worth it. I'll talk more of this when I get a thread up (which will be a long distance from now, and I'll have more to show than intros. I still haven't fixed my problem), but basically along with the obligatory uncensoring (including Dr. Meat's final battle stuff so this is set to be more uncensored than Improvement) it's going to be the only script completely compatible with the CV bugfix compilation. If the planets align bushido renaming/button config will be in here too.
Managed to start pulling Darkmage's script out of "retirement." Sorry, the GBA font isn't optional. I had to do a lot with the intro to make it not look awkward and result in you pressing A in the middle. How is it looking (and yes, I had to make the first spiel start to the left)?Glad to see someone taking a retranslation to ff6 instead of doing a "Relocalization". This game really deserves it! I am amazed it hasn't happend by now actually.
Oh, quit dick riding him, man. I swear, that's like the one annoying aspect of Automata's popularity. All of the sudden people are putting Yoko Taro on a pedestal as some underrated genius. His track record prior to Automata is pretty crappy and I guarantee you that a lot of Automata's polish and playability were the result of Platinum's action game finesse, not Taro's weird ideas.
You'll all be pleased to hear that I've finally seen the light! Today I had the sudden revelation that Working Designs did nothing but good to the games they published, and are truly the unsung heroes of the '90s gaming industry. Indeed, their only failing was that they didn't go far enough. Therefore, I'm dropping the Un-Worked Design project in favor of a new one:Brilliant my man! Can you change the plot like they did to the playstation release too? Oh and more fart jokes!
Lunar: The Silver Star (Sega CD) -- Worked Design patch v0 (4/1/17)
Not tested at all, because pssssht who does that?
Changes:Spoiler:* Saving the game now costs Silver (100s times Alex's level). This was by far the best change in the US version of Eternal Blue, and I know everyone will be euphoric to have this same experience in The Silver Star!
* Trying to load checkpoints will now reset the game. While this might appear to be a bug, if you think about it, it's really just a logical extension of the improvements to the save system!
* All enemies have their stats raised substantially.
* All items now cost much more.
Ladies and gentlemen, welcome to the world of Worked Designs. Look forward to future entries in this series!