Hi Aishsha!I know, he's just too busy now
Contact FlashPV, it's very good with this kind of thing.
Did a quick go at it.This is awesome - thanks
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Is ぼっちゃん as an an onomatopoeia documented anywhere?As a matter of fact - yes. I just didn't think it's one of those -chcha -nya cases, Japanese love so much. As "ぼちゃん", it's all over in the dics
just some initial herpaderping on my latest endeavor...Zill O'll Infinite?
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 ?
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.
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.
Im still dreaming of a translation of Monster maker 5There were actually 4 games as I recall...
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."If we had a reputation tag here - you'd have got one from me - exactly what I'm thinking
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.
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!http://www.gamefaqs.com/nes/570546-shadow-brain/faqs
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.