logo
 drop

Main

Community

Submissions

Help

92378190 visitors

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - KingMike

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 101
81
Personal Projects / Re: Final Fantasy IV User Options
« on: December 16, 2014, 10:31:08 am »
... And I have no idea what PHS stands for. It is what we called my high school, though.
Supposedly it means "Party Henshu (editing) System".

83
Gaming Discussion / Re: Comparing game localizations
« on: December 13, 2014, 05:06:12 pm »
I was watching one of Tomato's past streams and he mentioned looking at Bubsy.
(the only game released in Japan was the SNES version of the first game, a year after the western release)

The problem I hear was that he just couldn't understand the Japanese voice actor very well after listening repeatedly to the clips.
I don't know if anyone else had better luck? (I uploaded a comparison video on youtube, with the video even being linking on several Japanese pages. As well as sending the passwords to GameFAQs.)
Darn my current PC might be too fast as it seems to actually run higan somewhat decently so I can't slow it down enough though :D (at least in the older bsnes I have) I can click the menu to make it stutter. But I'm still not sure if I'd get the sounds right.

84
General Discussion / Re: Bidimensional Wraparound Maps --> World Shape?
« on: December 12, 2014, 09:49:48 pm »
If the north-south thing bothers you then disable wraparound?
The Truman RPG.

85
Gaming Discussion / Re: Suikoden 2 on PSN
« on: December 12, 2014, 09:47:46 pm »
I picked up a complete copy in a second hand book store for 100 yen.

Scarcity is everything, I guess.
I'm assuming the Japanese version is a LOT less valuable?
(like a lot of Japanese version JRPGs)

86
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 12, 2014, 09:42:07 pm »
Ah, they were a bit lazy with who gets what spells. They seemed to be under the assumption that Tellah relearns all spells. He never learns Flare, Quake, and Holy though.
You forgot Death/Fatal.
(and in FF2 of course the three dummied spells: Dispel, Safe/Protect/Armor and Shell)

87
Script Help and Language Discussion / Re: Coron Land
« on: December 12, 2014, 09:46:35 am »
Hyou - old guy says
やれやれ…きゆ、
おまえもいきなさい。
Lord help us.
Kiyu, you go as well

Kiyu - old guy says
やれやれ…きゆ、
おまえがいきなさい。
Lord help us.
Kiyu, get going.
That was confusing to me.
The first is if the player chooses to play as Hyou. Kiyu is then left behind in town (or so it seems).
The second is if the player plays as Kiyu. Hyou will run off, then comes back and stumbles, and then Kiyu goes off (to start the game).

I guess I'll have to wait for another cutscene for further context.

88
A retranslation of that is on my backlog that I'm really thinking of getting cleared out.

89
Script Help and Language Discussion / Coron Land
« on: December 12, 2014, 12:03:40 am »
A Super Famicom action game I've slowly been working on, trying to translate it.
Though I'd check how well I've done so far.

Will probably play more and transcribe text later (as it's stored so it's not so easy to dump).

This is the story mode, though it also has a four-player deathmatch mode.
The two main characters are a boy named Hyou and a girl named Kiyu.
In the opening, their town statue gets stolen by some (mechanical?) guy named Gatsun.
(thinking about going pretty localization-ish, unsure if I would change the names.)

Opening

Gatsun:
ぐははは…!
Gwahaha...!
ゆきまつりのぞうは
もらっていくぞ!
This winter carnival status is mine!

Hyou:
まてっ!
Wait!
そんなもんをうばって
なんにつかうんだ!?
Whya gotta take it from us?
(What kind of problem do you need to use it?)

Kiyu:
なんのやくにも
たたないわよっ!
We'll be weak without it.

Gatsun:
よけいなおせわだっ!
くらえっ!!
None of your business!
Eat this!
ぐふふふ…
これでせかいに…
えいえんのふゆが
くるのだ…!
Gufufufu...
Now this world...
will be winter FOREVER!

Stage 1
Old man:
たいへんなことじゃ
It's terrible!

ぞうがなければ
ゆきまつりはできんし
We need the statue for the Winter Carnival.

ゆきまつりが
できないと
or the carnival won't...


Kiyu:
できなと…
どーなるの?
No carnival...
and then what?

Old man:
はるがこないのじゃ。
Spring will not be.

Hyou:
わかりました!
このおれがかならず、

ぞうをとりかえして
きます!
Got it!
I won't stop until the statue is returned!

-if choosing Kiyu-
(Hyou)や…やられた。
O...oww.

Hyou - old guy says
やれやれ…きゆ、
おまえもいきなさい。
Lord help us.
Kiyu, please stay back.

Kiyu - old guy says
やれやれ…きゆ、
おまえがいきなさい。
Lord help us.
Kiyu, please go ahead.

-if Hyou chosen, Kiyu says
いやです。
if using Kiyu she says
…はーい。
Yesss.

2P mode last part of cutscene

Old guy:
やれやれ…
Lord help us.

Kiyu:
……………

Old guy:
なにをしておる、
おまえもいかんか!
Whatever my come,
please come back!

Kiyu:
…やっぱり。
Great.

90
Personal Projects / Re: Wario's Woods Nes Mario Revamp Project
« on: December 11, 2014, 11:33:00 pm »
However, what is the point of posting as an LLC? Do you think the limited liability will protect if Nintendo and its lawyers come knocking at your door? Or do you consider the insertion of copyrighted material from games into other copyrighted games to be a viable business venture?
I assume it's just a name.

For that matter I must apologize to Mr. Nightcrawler, but somehow I don't think the Translation Corp. is one I would want to be a shareholder of.
You just GIVE your product away! :)

91
Newcomer's Board / Re: startropics hack
« on: December 11, 2014, 11:19:09 pm »
Yes, they do. They are the only games to use MMC6.

The iNES format is full of ambiguous mappers, and this is one of them.  MMC3 (the "standard" one, there are infact several MMC3 variations that were presumably assigned alternate mappers only after the fact) and MMC6 were assigned the same number.

92
Personal Projects / Re: KingMike's Translation projects.
« on: December 11, 2014, 04:12:01 pm »
Since I last posted, had Akuma-kun hacking done.
I guess I will need to use my crappy drawing skills to try to get the title hacked.
Also, same for Castle Ayakashi for the Game Boy.

Most recent thing I started doing was to take up tashi's abandoned Casper SFC translation.
I made a font and script dumper/inserter. (I know he used Atlas, but I guess I kind of like to reinvent the wheel :D ). Good practice, though.
Kind of deciding for this translation if I should try to hack the 8x16 to use a dual-line 8x8, especially as it seems the game is designed to only show one line at a time.
Though I did reduce the indent from 6 tiles to 2 (to avoid the overscan area, which isn't really necessary these days but I feel it still looks a bit more "authentic").
I also changed the text encoding to single-byte and added DTE on top of it be overkill-sure that ROM space for the text won't be an issue. :D
Haven't checked on the graphic cutscenes (which was the reason tashi stopped), but I'm sure it shouldn't be too much of a problem. Strange the text was duplicated in the main text but was unused.

93
Personal Projects / Re: Final Fantasy II Renovated
« on: December 10, 2014, 12:18:11 am »
As to why they didn't put a dash button in earlier games...
clearly '80s gamers weren't so impatient! :)
Never really cared if a game didn't have a dash button. I must be the only one to even find the Sprint Shoes one of the most useless accessories in FF6.
Once they went 3D though, it was needed (thankfully they made running the default with FF8, I believe. FF7's walking speed was legitimately painful, though.
It was as bad as Super Hydlide (but that at least that game had a gameplay purpose for it).

94
Gaming Discussion / Re: Suikoden 2 on PSN
« on: December 10, 2014, 12:04:46 am »
I passed up a CD-only copy at GameStop circa 2004-2005 at $60. Even then it was probably a little regrettable.

Kinda wonder why it's not offered for PSP.
I understand most of the PS3-exclusive PS1 Classics are Japanese games maybe five people have heard of (well, maybe more for Finger Flashing, if only because it was one of the first PS games ever fan-translated), so maybe they got licensing restrictions, but I'm sure Suikoden II has no such issues. :P

95
Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: December 09, 2014, 01:46:53 am »
Sonic Color Contrast is certainly an interesting hack.
But I wonder if the time limit is still in effect? It briefly shows the Time when finishing an Act.

And when Robotnik stole the music, he still didn't break it as bad as Sega did. :( (what's a PAL console? :P )

96
Newcomer's Board / Re: Edit HP Damage Enemy in Rockman 2?
« on: December 09, 2014, 12:56:53 am »
To use Cheat Search: click "Reset".

Close Shoot an enemy (preferably one that can take a few hits) to lower its HP. Open Cheat Search.
Do a search for a new value lower than old value.
Repeat the last two steps as needed until you have few values left in the box to find the RAM address.

Then after you know the RAM address, you can use the debugger to find the ROM address.

97
Gaming Discussion / Re: Kawa no nushi tsuri 2 translation?
« on: December 06, 2014, 09:36:32 pm »
Indeed. Because somebody willing and able to do the ROM hacking hasn't yet joined up with somebody willing and able to translate the text.
Whenever that happens is when the translation will get done.

98
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 06, 2014, 12:38:48 pm »
How are you doing sprinting?
Are you increasing the number of pixels the player walks each frame (or whatever), or decreasing the delay (again, number of frames, etc.) between steps?
(I know that came up in Stargazers. These Japanese hacks I've seen that did the former seemed to really bug up the collision detection/encounter rate (well, the latter at least. As for collision detection, you're supposed to somewhat be able to walk through stuff in the game as you level-up.), but I went with the latter.)

99
Site Talk / RHDN kind of crazy
« on: December 05, 2014, 09:58:20 pm »
Am I the only one periodically getting weird crap from RHDN like this?
http://i55.photobucket.com/albums/g155/sahagin/rhdn120514_zpsd7fedf57.png
Firefox (it auto-updates) Windows 8.1

100
Newcomer's Board / Re: Edit HP Damage Enemy in Rockman 2?
« on: December 05, 2014, 12:24:49 am »
Easiest way would be first to find enemy's HP in RAM. Use the Cheat Search function of an emulator.
Then once you know where an enemy's HP is in RAM, you can use tracing functions to find ROM.
Probably something like (enemy HP before hit) - (damage done by weapon) = (enemy's HP after hit). Tracing could find that middle part.

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 101