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Messages - aishsha

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Help Wanted Ads / Re: Pennywise's Graphic Design Help Thread
« on: January 03, 2018, 06:41:58 pm »
Thank you very much for this :) Both the artists :)

Finally :) Gratz on that to NC and the whole team :)

Personal Projects / Re: Zill O'll infinite plus english translation
« on: November 26, 2016, 07:12:41 pm »
Nice work, seriously :) Wish you all luck wth this one!

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: November 26, 2016, 05:25:32 pm »
It is :) Penny's all time nemesis :D

ROM Hacking Discussion / Re: Screenshots
« on: November 16, 2016, 12:04:04 am »
just some initial herpaderping on my latest endeavor...
I suppose I'll have to start looking for a translator soon.

this one only has some simple things like few weapon and item names done along with a couple lines of script i did with google translate to test it out.
the entire executable is translated, and I started importing higher quality assets from the ps2 version over, since some of the graphics in the psp port are pretty damaged.

the original font was pretty bad so I ditched it and ported over 9px tahoma. Opinions ?
Zill O'll Infinite?

Someone should try to translate the Hiryu no Ken and the Super Chinese series if you ask me. I don't understand why nobody have looked at them yet.  :-\
As for SC - someone did, and I believe it was almost ready. But he's on hiatus now.

News Submissions / Re: Translations: Ninja Rahoi Translation Released!
« on: October 14, 2016, 11:23:16 pm »
Forgive me for bumping a very old thread but I didn't know where else to post this. 

In the readme for this translation it mentions the lack of traditional on-cart SRAM saves.   It explains that to save your game you either need an obscure Japanese peripheral (ASCII Turbo File) that plugs into the expansion port on the Famicom or an emulator that supports it.   
However I noticed that when playing the untranslated Japanese version of Ninja Rahoi! in Nestopia it was in fact creating an SRAM savefile, while the translated version did not.     I got a little suspicious so I checked BootGod's website and, sure enough, Ninja Rahoi! does indeed have a CR2032 battery and internal SRAM.   It turns out the iNES header in both the latest GoodNES and no-intro sets do not have the battery SRAM flag set.   The internal and external Nestopia XML databases do have Ninja Rahoi! listed as having SRAM and since we know Nestopia overrides the header if the database has an entry for a given ROM, and since the translated ROM's hash would not be present in the XML database this explains why the translated game wouldn't save while the original Japanese version would .   After enabling the SRAM flag in the iNES header I have been able to save in every emulator that I have tested.   

Again, I apologize if this isn't the right place for posting this, or I am telling people what they already know.   I honestly couldn't find anything on the internet about this and I felt like I had a duty to tell Pennywise and aishsha that there is no need to hack traditional SRAM into the game because it already exists.  :)


Cool then. I have the game but never wanted to breal it apart not to destroy the case.

Im still dreaming of a translation of Monster maker 5
There were actually 4 games as I recall...

Script Help and Language Discussion / Re: Translation Techniques
« on: October 14, 2016, 07:48:21 pm »
I frankly wish people would stop calling it a 'translation' when all they're doing is using Google translate and then rewriting based on "the gist of it."

That's not a translation. That's a haphazard best guess that murders nuance and sends you down a whole bunch of wrong roads. If that's good for you, fine. But the end user playing the patch almost never knows that the 'translation' they're playing was nothing more than a best guess job. They'll then refer to that as gospel, further repeating dialogue that may have never actually happened or may be terribly misconstrued.

It's a 'playability patch,' sure. But not a translation or even localization by any stretch of the imagination.
If we had a reputation tag here - you'd have got one from me - exactly what I'm thinking :)

Script Help and Language Discussion / Re: Translation Techniques
« on: October 12, 2016, 07:39:06 pm »
First and the best - learn the language you want to translate.

Personal Projects / Re: My NES Translation Projects
« on: July 02, 2016, 06:55:41 pm »
Someone is :)

Hm okay I hope somebody makes a manual into English because I can't figure out how to play and the game looks pretty neat! it's a 8-bit 3D first person game kinda weird but unique!
Help yourself.

so any updates on this? were people going to make manuals for it or something? was it a translation of the manual into English?
Not anytime soon, I'm afraid.

Esperknight can do the PSX scene but he's basically been spanning over 10 projects at once, and never being sure of when to finish just one, *sighs. I feel we have a right to complain about that. Because worst case scenario none of these projects may ever be finished nor their source files released publicly! So that is a worry!
Of course, you can complain! Moreover - feel free, I say!

I can only think of 2 MM games off the cuff... one is available on NES, the other one on SNES. There are very likely more of them. Someone is working on the SNES one IIRC.
They are at least 4. The first one was on GB. I was actually thinking about the NES one (liked the visuals a lot), but no promises anytime soon - I have a row of projects to finish and some other platforms to explore.

We still need the Monster Maker games translated...
Errr... there are still many games to be done there or redone. There's only one MM game on NES, though, and it's more like a spinoff, as far as I recall...

Script Help and Language Discussion / Re: メデューン Medyun?
« on: May 01, 2016, 10:16:32 pm »
Thanks to Draken and Bongo` I have some pictures. :)

Turns out Poseidon appears in this game, and there is a monster description for "Poseidon's retainer". I remember Medusa appearing in the enemy names, but there is no corresponding enemy I can find. The pallet swap for "Medeyun" is a "Death Mermaid".
Yeah, it's a made-up stuff based on Medusa, as you see. Poseidon is Poseidon. But if the context of the game presumes you deal with actual gods and mythical creatures (I don't remember this game too well really), my guess is that they simply spelled Medusa in a wrong way. That thing often happens with Japanese.

Script Help and Language Discussion / Re: メデューン Medyun?
« on: April 29, 2016, 08:59:36 pm »
Yeah, sounds like a made-up name. This one site suggests メデューン may be derived from Medusa (メデューサ).
True, was my first guess as well.

A lot of people seem to have problems with beat, so I've detailed in the readme an alternative.

Well, I would like a new website for my translations to be built from the ground up. It would be cool to have a modern website design to present the work that I do. Maybe someone who has enjoyed one of my many translations would graciously donate their time to such an endeavor. I do realize it is a fair bit to ask as well, but one can hope. If not, RHDN is basically my website for projects. So I don't exactly need a new site.
Same here. Either RHDN or my blog/your website. I have my own and even designed already, but I can't get enough time to make it working to the fullest capacity.

April 29, 2016, 08:58:37 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
If no one gets on it I'll buy a copy in two weeks with the vhs and rip it. Pretty good with editing/subtitle software
As a collector, I will probably buy it as well eventually but not anytime soon. Complete copy is way too expensive.

Is this it?
I wouldn't mind donating a bit to getting this VHS ripped if possible, but I don't get paid for 2 more weeks  :(

This game looks pretty good, I always thought including movies with games was cool.
Yeah, that's the one.

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