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Thanks for your quick answer.
I tried to create a new thread on the board but I can't pass the verification code test even though I typed the letters correctly.
If somebody got an idea....
The translation isn't final, it's just there to show off hacking prowess. The entire screen was stored in the CHR and in conjunction with RLE compression, I had no room to expand the translation within the original data confines. So I came up with a way to hijack the original routine and load the text from the PRG with a byte check for this screen only. Quite a bit of code and work went into this intro.
This took forever to do.
"The rusted streets of Chrono Grande cried out, ravished by the flames of nuclear war"
Hmm, I'm not sure if "Confusion" is the appropriate term for "madowasu". The Materia does have the Confuse spell, but it also has the Berserk spell. No one gets confused with Berserk, but the affected target attacks uncontrollably.
1 年目 = 1 year day ?!?
This is generally my attitude towards things. The issue here is that the game in question has been known as Sutte Hakkun in emulation circles for over a decade, with Hakkun being the main character. If we change the name and leave it subtitled or something (and that's a pretty big if) do you have any suggestions for names that would both keep the internal soundalike consistency and not sound rude? :p
i would highly recommend auto-wrapping on any game/system on which it's remotely feasible for any translation project. it's especially nice for text that has control codes in it that are expanded at runtime into arbitrary item/character/whatever names, because you can't even write a manual autoformatter to deal with that at build time
The discussion on gamefaqs also mentions some bugs, like a crash before the ending so that you cannot reach new game+, don't know if this is true yet. But maybe it has been reported and fixed already.
I do not think the game is too easy, only if you do a lot of grinding this is the case. But the character balancing could be better, Myra is just so much stronger than all the other characters. All in all, Energy Breaker seems to be a comparatively short but very good game.
That happens all the time, the left-most conversation menu corrupts easily. Fortunately it doesn't seem to have any consequences and it's easy to reset.
One thing i think i noticed was that some shinny pebbles rewards seemed missing (from the walkthrough). I think it was the second time you fought the 'security system' in the past, the main cannon was missing a shinny pebble reward when destroyed (and it was destroyed, unlike some boss appendages, which can be skipped, because the cannon was the 'boss').
Also i think i never got a shiny pebble for the giving the pin or the toy to the girl on the past (whose grandmother died).
Things i dislike is how the plot gets quite confused about midway, only straightening up near the end (was that the translator tweaking?), the *ridiculous* backtracking, the moral relativism of some things (Leon is a scumbag) and the weird stuff with that 'inside the body (womb)' sequences, especially the one with the prepubescent girl.
Spoiler question:Spoiler:What's that drowed+water elemental stuff at the end of the credits, is it related to some of the other games or is that Leon's body at the bottom of the sea? His hair was not grey though.
That's part of original game's design and probably won't be fixed. It's not Disnesquick's responsibility to fix game mechanics.
If you read the README file, especially the translators notes, you'd notice that this was the fault of the original game's script (Really? They talked about one of the staff member's pubes?). There is even dialog that's not even used in the final game, but left in the code. Personally, I think satsu did a great job with the mess that is Energy Breaker's original script.