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Messages - reyvgm

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Oh yeah, there are plenty of bugs in the original version of this game. I didn't introduce any (well, I did at one point, but was able to fix it). Here's the list of bugs that I remember. I asked my testers not to report them as errors with the translation patch, because I checked and encountered all of them in the official release, too:

I don't intend to include any fixes that anyone might make for those bugs as features of this translation, as I feel that a translation should just be text edits only... with the obvious exception of fixing this game's credits.

I think that being able to see the credits is important, even if they're just in Japanese. The people that worked on this game deserve to have their names shown for their effort. As for translation, someone else already did that ( Note that the way their mock-ups look probably wouldn't be reproducible in the game, you'd have to make the text much smaller to get everything to fit properly.

That was me.

While the english text you see on the images was added with an image editor, I did get the original Japanese text to display correctly thanks to a hack a Japanese guy named Mini4Rider did for me in 2010. I still have the .ips file is anyone wants it.

Gaming Discussion / Re: Pop'n Twinbee on SNES9x
« on: July 14, 2017, 10:26:12 pm »
This is not the correct forum for that question.

If you're talking about this line:


I just want to note that "へや" (heya) means "room"; "peace" would be the similar-sounding へいわ (heiwa).

I admit that I didn't mention that detail, mostly because in English it felt a bit awkward to say "Now I can go to where the others are." I settled for "It's time to go" since the game shows the girl ascending to Heaven and I thought it was good enough. Anything from "Now I can join my family" to "Wait for me everyone, I'm coming" could work in alternative. I guess I should have added a translation note mentioning that.

How about "It's time to go with the others"?


Some of the names are clearly Japanese wordplay and I'm not sure what the most appropriate change would be, if any.  "Dumpty" is perfectly fine, but "Forkun" – Mr. Fork?  The Forkster?  Forky?  "Buruccho" and "Guruccho" clearly require more Japanese vocabulary than I've got.

Those are proper enemy names, so they should be really left alone in my opinion.

Here are some automatically win cheats I made years ago:

?= 1= Enemy Wins 2= Player Wins

Script Help and Language Discussion / Re: Obscured Char In a Credit
« on: February 07, 2017, 02:29:58 pm »
I removed the red X, and also filled the red X to see if it could make it clearer.

Another suggestion is to find the font in the credits of the Japanese character you think it is and match it to the one covered by the red X and see if it fits.

Personal Projects / Re: Ganbare Goemon 2 (SNES)
« on: January 20, 2017, 05:06:51 pm »
After 2 is released in a year or so, we'll know something about 4.

Personal Projects / Re: Goemon 3 (SNES) translation project
« on: December 08, 2016, 01:51:07 pm »
Yep, I provided the font when DDS asked for it.

News Submissions / Re: Translations: Out Live your enemies...
« on: December 07, 2016, 09:06:10 pm »
Is this a mistake? When you are buying weapons, if you try to buy the same weapon again, the guy says: "I have enough of those, don't you have anything else?"
Which is weird because that's what he should say if you try to sell him the same stuff twice.

December 07, 2016, 11:19:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Found a spelling mistake

I think there should be quotes there in Stone Phantoms.

Who knows, as far as I know there is no list detailing all of them.

I'm planning on playing this game now. As you have seen from my Fire Emblem Ending Project, I will capture every single ending variation, which is great because DDS is looking for tests in that area.

So, does anyone have a list of what combinations still need to be checked? Or does anyone have save states at the end with different pairings so I can check it out and do the ones that are missing?

If the password is static, meaning, that it's the same every time you turn on the game or the same across all releases of the game, then you might find it searching inside the ROM.

But if the password is randomized, you won't find it.

Personal Projects / Re: Goemon 3 (SNES) translation project
« on: November 14, 2016, 11:26:49 pm »
Hopefully they don't use that font either!

Well, if you get those messages at the 'end' of the game, then they are really bad endings.

Now, if you get them in the middle of the game, then they are game overs yes.

Thanks for the info.

Does the game have multiple endings?

If there are, can you briefly explain how to get them?

Newcomer's Board / Re: How do I find the text in this PCE game?
« on: November 11, 2016, 04:27:00 pm »
Didn't work, but then again, maybe I did it wrong.

Thanks for the help, but I'll just move on to another game.

Newcomer's Board / How do I find the text in this PCE game?
« on: November 11, 2016, 01:21:06 pm »
I'm trying to find the text for Zipang, a PC Engine game that is pretty much a clone of Solomon's Key.

I opened the rom in a hex editor, but I couldn't find a single line of text, despite the game being entirely in English. I then used a couple of other tools that have worked for me in the past, such as SearchR3, and again no hits.

I assume the text is compressed then? What other tools can I use to find the text? I have no programming skills, so making my own decompressor is not viable :P

Script Help and Language Discussion / Re: What do these 3 Kanjis mean?
« on: November 09, 2016, 02:45:42 pm »
The first one I recognized it myself: 心 (Heart)

Those other two came from google translate OCR:
命 (Life Force)
邪 (Evil)


Script Help and Language Discussion / What do these 3 Kanjis mean?
« on: November 08, 2016, 11:45:52 pm »
It's from a PC Engine game called Makai Hakkenden Shada.

The first one is "Gold", but what do the other ones say?
If it helps, the middle one is your energy, and the bottom one is the enemy's energy.
The one on the right is for a bar that increases every time you kill an enemy. So it's kind of like an experience bar.

Personal Projects / Re: Goemon 3 (SNES) translation project
« on: October 31, 2016, 02:19:56 pm »
Considering the unfortunate history of SNES Goemon projects, how about going a different route with this one?

Like, creating a wiki or a spreadsheet on google docs where the japanese script is dumped and the community can freely help translate and refine the english version?

It could could even begin with a machine translated version to get things going.

I'm wondering if there could be also a github project where people could even insert the script in the right rom addresses or something.

The hardest part about 'translating' a game is not the actual script translation. It's the hacking that bring projects to their knees.

The problem with the Goemon games is not that no one translates the scripts, or that they get lost. The problem is the hacking, the compression, the inserting, and all the tedious boring time consuming tasks you have to do to make it work.

Now this guy Rai apparently finally figured out the compression, so the impossible task is now possible, but still time consuming. The good thing is that once he releases his tool, any other hacker can use it to translate the other games.

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