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Messages - Reiska

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IMO, your localization team should do what they're comfortable with.

If that means editing the reference to be something they aren't uncomfortable with, so be it.  If people dislike it, they're entitled to do their own retranslation.
If that means keeping the reference as-is and putting a disclaimer in the documentation, so be it.  If people dislike it, they're entitled to play the official localization which mistranslated the reference.
If that means using the official mistranslation, that's fine too.
If that means dropping the project entirely, that's also fine.

At the end of the day, fan localizers should feel proud of their work, IMO.  Just be honest about whatever choice you end up making.

Personal Projects / Re: Might and Magic Restoration
« on: November 24, 2018, 03:48:19 pm »
According to this website ( ) some changes to formulas has been made when the game was translated and released in America. Maybe some untested changes just broke things when it comes to some calculations in battle mode. Does the japanese release contain the locust-thing ?

Might check that when I'll be at home next week....

Interesting, I bet that's the cause.

Incidentally, regarding the link: I know that "high court sentence" text is used in the computer versions (for exactly the thing they suggest it's meant for), but I don't know if that event is activated in the NES version or not as I've never tried stealing the Erliquin treasures in it.  "Some monsters are destroyed" is used in the computer versions for when you cast Turn Undead.

IIRC the 10 Foot Pole is used for exactly one map event in the swamp, but it's been a long time.

Personal Projects / Re: Might and Magic Restoration
« on: November 22, 2018, 06:20:07 pm »
I'd noticed that about the turn order, yeah.  In the case of Locust Plagues they do it infinitely because they inexplicably hit you for 255 damage for some reason, which based on the other versions definitely isn't supposed to happen (in fact, they do minimal damage).

I somewhat suspect there's an underflow happening in the damage formula with them (on PC, they have 10 attacks, and each attack that hits always does exactly 1 damage, never more or less).

Personal Projects / Re: Dragon Warrior I - IV Decensored & Amended
« on: November 22, 2018, 06:12:38 pm »
I forget which tiles it was (unfortunately), but a while back when I tried hacking the mobile version enemy names into the NES version and I had to try using squishy tiles, there were some tiles that would cause the game to hard-lock if used.

Sorry I can't be of more help in remember which ones they actually were - it's been years, at this point, and I don't have that ROM file anymore.

Personal Projects / Re: Might and Magic Restoration
« on: November 21, 2018, 07:26:52 am »
Thought I should let you know, one of your screenshots says  "A new power power awakens in you"

Looking good, though!  NES would be the definitive version of M&M1 if not for that damn locust plague bug.

Personal Projects / Re: Dragon Warrior I - IV Decensored & Amended
« on: November 21, 2018, 07:18:47 am »
@Choppasmith: I actually have no idea, don't think I've ever seen any of those glyphs used in the English version.  And I don't think they exist in the JP ROM at all.

@Chicken Knife: TLP's what I'm used to as well, so you're in luck.  You need to switch to 1BPP mode rather than NES mode for the DW fonts to show up/be editable.

Personal Projects / Re: Dragon Warrior I - IV Decensored & Amended
« on: November 20, 2018, 11:59:05 am »
The official localizations for all the modern games use "Martial Artist", which is obviously too long for the text box.

As far as I recall, DW3 class naming conventions went something like this:

NES: Soldier/Pilgrim/Wizard/Fighter/Merchant/Goof-off/Sage
GBC: Warrior/Cleric/Mage/Fighter/Dealer/Jester/Thief/Sage
Mobile: Warrior/Priest/Mage/Martial Artist/Merchant/Gadabout/Thief/Sage

Regarding the class abbreviations: they're actually separate glyphs in the character set immediately after the capital letters.

You will find a number of visual oddities during your playthru. This translation was developed before high-accuracy became a thing. You'll see them in the Witch's Tower, Eva's Grand Church, and a few others.

What happens in those places anyway?

Got a little bug report.  Can't easily screenshot at the moment but it's really easy to reproduce.

Changing Aschenretter's name in any way causes extra spaces to be appended to the name you give it.  This doesn't happen with any of the other mechs, it's likely caused by the default name running over the 10 letter maximum.  (It does properly delete the extra 2 letters on the end, just fails to properly truncate blank spaces.)

I suspect the Lisa/Risa confusion is further amplified by the fact that Daitarn 3 also has a character named Lisa, and that the decision might have been made to go with 'Risa' for the Getter character to disambiguate but not all the relevant lines got edited, or something.

Just an outsider's view on the situation.

It's not a glitch per se, but this is one of the rare few games that has absolutely no penalty for doing it, since there's no SR points or anything to lose.

I don't remember what you get in 2nd OG, but in Moon Dwellers Lamia pilots Angelg by default, Axel pilots Soulgain by default, and Vysaga is given to you pilotless.  And generally if you want to use Lamia you're better off switching her into Vysaga there.

Personal Projects / Re: Dragon Warrior 1-3 DX
« on: April 06, 2018, 02:37:12 am »
I frankly enjoyed the re-localization of 3 on mobile, which was definitely done in the "modern" DQ localization style, accents and all.  It makes the mobile version one of my favorite versions of the game for a casual quickplay.

Frankly, if the mobile script could be dropped into the NES version, I'd be a happy camper.

Personal Projects / Re: Tengai Makyou Zero translation project
« on: January 06, 2018, 09:02:09 am »
Noob question before I start messing with this: does the translation work in Retroarch, and if yes, which of the various SNES cores do I need to use there?

I can download a standalone copy of snes9x or bsnes if I need to, but figured it'd be best to just ask before I waste time getting frustrated with it. ;)

Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: January 06, 2018, 08:56:31 am »
Very possible - it wouldn't shock me to find out that S-E made the hidden mechanics more complicated in the remake.  (The way Job EXP is allocated got more complicated in it too, for instance.)

Thanks for looking into it!

Regarding FF5 and FF6: Yeah, those things only show up a ways into the game.  For FF5, you have to get past the Wind Shrine to unlock jobs for the first time, which is about 30 minutes of gameplay in.  For FF6 it's much deeper in, Magic Points don't start getting awarded until you've received your first Magicite, which for a casual player is likely to be 5-6 hours deep.

Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: January 05, 2018, 08:04:12 pm »
Wasn't AP in FF5/6 set by the battle formation than by enemies?
Resulting in a few weird cases where a party with a single enemy gives me AP than a party of multiple of the exact same enemy, which makes no sense.

I believe so, yes.

Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: January 05, 2018, 06:47:41 pm »
Hi!  I love this project and saw that I was mentioned re: Phantasy Star II.  Wanted to chime in that while I did 4x exp/meseta for it, there's probably certainly value in a 2x patch also.  Degrees of difficulty, and all that. :)

Regarding Dragon Warrior III: The US NES version of DW3 has a routine hacked into the end-of-battle code (or something like that) that applies an artificial multiplier to EXP gains already (I don't think money is affected).  So if you search for the EXP values you see in game, you won't find anything - the monster data still has the unmodified EXP values from the Japanese version.

Unfortunately, I don't remember exactly how that code works.  You might try poking zombero though, he's done a lot of internal meddling with DW3.

Regarding FF3: Yes, definitely double job EXP.  (Note that Job EXP and Capacity are not the same thing!)  There's also a hidden melee proficiency stat detailed in the game mechanics FAQs for the game which should be doubled.  (I know it's explicitly mentioned in the DS version's mechanics FAQs, but I'm not sure about NES; nonetheless I think the mechanic exists in both versions.)  In short, this game has a lot of hidden advancement crap just like FF2.

Regarding FF5 and FF6: Did you double ABP/Magic Points also?

Regarding FF2: A reworked FF2 to have traditional leveling would be an extremely ambitious project indeed, but I think it has a lot of potential to be very interesting.

You speak as if it's really that simple.  To date, there are no physical NES cartridges that support 512KB on PRG (legit or not), and no NES games ever required more than this.  What incentive would there be for a flashcart designer to put effort into designing and attempting to sell a cart that may be usable for only a few games, to a very narrow audience? 

And it's not just as simple as making a cartridge support more than 512KB on the PRG-ROM chip. Does the MMC5 mapping support a CHR-RAM and W-RAM configuration (this is specific to the FF3 pcb design; Source: There can definitely be more challenges depending on the uniqueness of the original cartridge created to house a specific game.

I realize that not everybody cares about playing this game on the original hardware, but at least trying to create a product that can be played on the original hardware gives weight to the authenticity and effort you put into your work.  For this project specifically, it isn't just some balancing hack or remixed gameplay, it's much closer to the finished work of what Nintendo should have delivered to the U.S. and Europe, so that fans of the series could experience games like FF3 on it's intended console.

Where there's a will, there's a way - just look at the MSU-1 on the SNES, which is a special chip for advanced audio playback that was explicitly designed by an emulator author and has since been produced in cartridge form by the hobbyist market.

If enough advanced NES translation projects or ROM hacks were produced to drive demand, someone would probably get it done eventually.

They're already split into two patches, just all under one download.

Oh!  Awesome. :)

Thanks for the plug, 121J. Your script port is what got me excited to mess with FF5 again!

How difficult, out of curiosity, would it be to separate the Sprint and Learning functionality into two patches?  (I don't want to go and just request stuff willy-nilly that could be a lot of work, but I'm wagering a guess some people might want the Sprint functionality by itself)

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