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Messages - Hiei-

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61
Gaming Discussion / Re: Deus X announced for ios
« on: June 06, 2013, 12:10:53 am »
I don't consider "Metroid Prime Hunters" to have great controls, but it's just my opinion.

It's not that's bad but it's not that's good either. (And it's not a stealth game with 3rd person view when you are using the cover system, anyway).

I have nothing against a controller for a FPS (that's how I'm playing them) but I can't even imagine what PC players would say. They arealready bitching about controllers for FPS, so a touch screen...  ;D

62
Gaming Discussion / Re: Deus X announced for ios
« on: June 05, 2013, 11:23:12 pm »
How do you know its crappy?

Because a FPS gameplay is not made to be played with touch screen controls? (especially when the game is based on stealth, and so require precision in the controls). So the same reason why 99% of the mobile games ported from a PC/Console concept don't work.

And the same reason why, at the contrary, Angry Birds is useless on a PC/Console (except maybe on the 3DS because of the touch screen functions).

And also because it's a spin-off of a novel near no one read (not even most of the Deus Ex fan) so it's pretty useless? (I don't think Deus Ex is a an enough known licence to appeal casual gamers, most actual gamers, even old ones, really discovered it with "Human Revolution" in 2010, though most of them known the name. It's a bit like "Twin Peaks", near everyone know the name, but only a really low number of thems watched it).

They would have done a lot more of money with a new Final Fantasy on IOS/Android.


63
Uh, far as I can tell, that means French used in Japanese culture? Then yeah, there's a bit of that. :P

Script is very close to being done!

It mean french terms used in japan without fitting to the context they are used in or "mistranslated/with typos".

It's more or less the same thing as engrish.

One example :

"Steack de Japonais" (which would mean, in french, "human japanese meat") instead of "Steack Japonais" (which would mean "Japanese's steak", so "Steak made by a japanese restaurant")

http://ja.wikipedia.org/wiki/フランポネ (no english version, just french, italian and japanese one)



64
Personal Projects / Re: Crystal Beans : From Dungeon Explorer (SNES)
« on: March 23, 2013, 07:49:44 pm »
If it require UPS, it's mean you used the old patch (which is not really a problem, most of the changes are just typos).

The last patch is here : http://www.hiei-tf.fr/romhack/Crystal_Beans_Translation_Tools_v2.rar (this archive contains a lot of files because it also contains the translations tools used for the project, but if you just want the translation patch, it's the CB_english_translated_version_1-1.ips file, I created it with LunarIPS. It have to be applied on a japanese rom without header, Goodsnes one for example : "Crystal Beans From Dungeon Explorer (J).smc", CRC32 : "79663A93", size : "1 572 864 bytes")

As I said before, if someone want to submit it to the site, feel free to do it. I tried once but it was rejected (link not working though the link was/is working fine) and I got lazy so I didn't tried to submit it again with another host.

Just out of curiosity, the patch available on the website is an UPS patch created with Tsukuyomi : http://www.romhacking.net/utilities/519/

Edit: In fact, I checked and the v2 patch is already up on the website, but it's in the tools package, maybe I'll try to resubmit just the patch later.

65
ROM Hacking Discussion / Re: Marioland 2 Full Colour Playable Patch
« on: March 16, 2013, 04:51:09 pm »
Zelda DX definitely used the full palette of colors available, it just didn't use the second bank of VRAM.  You also get different tile graphics depending on whether it is played on a GBC or an original Game Boy.

So, why does it seems to have less colors than GameBoy Color games only?  :o (and I read somewhere that you could only get the full colors in a game only if you dump the retrocompatibility, so it's a fake?)

66
ROM Hacking Discussion / Re: Marioland 2 Full Colour Playable Patch
« on: March 12, 2013, 11:21:15 am »
A bit off-topic but a colored version of Zelda would be nice.

I know the DX version is in color but it don't use the full capacity of colors of the GameBoy Color to be retrocompatible with the previous systems so it don't use as much colors that the GameBoy Boy Color games that aren't retrocompatible.

67
He's the one who said to me to let him remember as he often forget, so that's what I was doing.

Okay, I'll wait to get news from him then (as long as I didn't copy-pasted 200k of text for nothing, that's fine for me  ;D).

68
Also saying it here but LostTemplar, your inbox is full so I can't send you the script (and it seems you don't check the email address of your blog).

And I'm still waiting for the other files.

69
True, but a dedicated tree might further reduce the number of required bits because most sentences/dialogs start with uppercase letters etc. If it's worth the trouble for like 2 bits per compressed string is another question, though.

Sorry to post here, but your inbox is full since the last week, and as it seems you didn't received my email (sent you the french translated script of Arabian Nights), I don't see any other ways to contact you (I posted in the Arabian Nights thread but it's probably not visible because of the auto-merge function).

70
ROM Hacking Discussion / Re: Sailor Moon Another Story vwf bugfix
« on: March 05, 2013, 05:54:24 am »
I'm waiting for your intro (for SoM), personally I'm ready ;)

71
ROM Hacking Discussion / Re: Adding a SNES Intro (with a few clicks)
« on: March 05, 2013, 05:08:44 am »
Yeah, xkas v0.06.

I already tried but it do not work, but that's not very important, I change it manually and it's okay :)

72
ROM Hacking Discussion / Re: Secret of Mana - Unused dialog
« on: March 05, 2013, 05:05:33 am »
Occidental versions (American, english, French, etc...) : There is two boss with hammers. One is brown and the second is purple.

Japanese version : The first version have hammers and is brown (same as the occidental versions). The second one have a chainsaw and is purple.



I'm actually looking if I can easily do an english version of my patch (so with the VWF, the censured boss, the added dialog, the original earthquake's magic sprite).

I also know DarknessSavior wants to make a retranslation, still waiting for his new intro to finalize the tools but meanwhile, it could be a good thing to wait until the retranslation is done.

73
Personal Projects / Re: Princess Crown (Saturn) English Translation
« on: March 01, 2013, 03:19:26 pm »
Actually the original source code had been lost, so they opted to run the saturn version in an emulator on the PSP, this is also the reason that no company wants to officially localize it, it would just be too much work and money to do without the source code.

Not completely, it seems a few files have been replaced in the PSP (like the font).

74
Feidian can create one without requiring to make it manually. And, in fact, it should look better than your actual font which is too big (too much space between letter because of a lack of a VWF, the DTE would fix that problem, using a 8x8 font).

About Gokuden 2, it's not that problem. First, with such a method he would have got more room for the text.

The problem is that it was done by a french which translated the french manga dialogs in english (first error) and he translated them with a very bad english (second error).

75
I finished to copy-paste the french texts in the new dump but your inbox is full, so I used the email of your blog (admin@xxxxx).

Maybe it'll be put in the spam as there is a link in it (the link of the texts).

March 07, 2013, 03:18:15 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Did you received my email?

76
ROM Hacking Discussion / Re: Adding a SNES Intro (with a few clicks)
« on: February 27, 2013, 06:02:34 am »
Here's a modified version for a hi-rom (made for "Secret of Mana") :

http://www.hiei-tf.fr/Intro.asm

Don't know why but it do not want to write that :

Code: [Select]
;start of rom position, should be 00:FF00 if it's HiRom (use LunarAdress to tell which it is)
org $008004    ;don't want to write anything here o_O
JMP !CodeOffset
NOP

So I manually added "5C 00 80 E6" at 0x8004 in the rom once I inserted the intro in the rom.

77
They aren't 3 bytes long, they are 1.5 bytes long.

3 bytes would be "XX-YY-ZZ" (24-bits).

In this game, it's "X-Y-Z" (12-bits).

Most japanese games use 2 bytes for a character (16-bits), contrary to occidental games which often used 1 byte (8-bits), at least, for the old systems.

There are, at least, two ways to get enough free room to do a translation :

- If the pointers are 16-bits long, to reprogram them in 24-bits, expand the rom then move the texts in the expanded area.

- To reprogram the text routines to force the game to only use 1 byte for a character (like the developpers did for most of the occidental versions of the game for the old systems), which would give you 50% more room to fit your translated text.

The first solution would be better, because the gain you'll have with the second is not that good (it's better when the characters are 2 bytes long, as you literally double the free room for your text).

There is a last one, reserved to no-skilled people. If you have a lot of kanjis and a 16x16 font, you can use a fixed-width font and do what we could call a "graphic" DTE, replacing the kanjis but you would need enough kanjis to be able to fit all the possibilites (25 possibilites per character, 50 per character with the caps and probably more if you mix lower case and caps). If you decide to only use caps, like it was done on some old games (Gargoyle's Quest for example), it might be doable (you would require between 500 and  700 kanjis, though).





78
ROM Hacking Discussion / Re: Secret of Mana - Unused dialog
« on: February 21, 2013, 05:59:10 pm »
Japanese version :

<Event id='0x2de'>
<OpenWindow/>
<Text>やどやのかわりに、タスマニカ[NewLine]
めいぶつ、パチパチドリンクじゃ!ひとくちのむだけで回復する!</Text>
<WaitTime id='0x00'/>
<CloseWindow/>
<CallEvent id='0x41b'/>
<Code id='0x2f' value='0x84'/>
<JumpEvent id='0x050'/>
</Event>

English version :

<Event id='0x2de'>
<OpenWindow/>
<Text>Drink this medicine![NewLine]
It'll fix ya right up!</Text>
<WaitTime id='0x00'/>
<CloseWindow/>
<CallEvent id='0x41b'/>
<Code id='0x2f' value='0x84'/>
<JumpEvent id='0x050'/>
</Event>

French version :

<Event id='0x2de'>
<OpenWindow/>
<Text>Bois ce remède.[NewLine]
Il te guérira !</Text>
<WaitTime id='0x00'/>
<CloseWindow/>
<CallEvent id='0x41b'/>
<Code id='0x2f' value='0x84'/>
<JumpEvent id='0x050'/>
</Event>

Seems to be an object that never been added in the game, which would reproduce the effect of an inn (HP/MP max). I never saw that in the game, but who knows, maybe I wrong.

And the first one I talked about before :

Japanese version :

<Event id='0x2fc'>
<CallEvent id='0x73d'/>
<OpenWindow/>
<Text>[NewLine]
(かきかけのにっきがおちている)</Text>
<WaitTime id='0x00'/>
<ClearText/>
<Text>「[・・]ダメだ、ついに見つかって[NewLine]
 しまった[・・]。皇帝はニセモノだ! 魔者が 皇帝になりすまし[・・][・・]</Text>
<WaitTime id='0x00'/>
<Text>[NewLine]
[NewLine]
(にっきは ここでとだえていた)『どういうことだろう[・・]</Text>
<WaitTime id='0x00'/>
<CloseWindow/>
<JumpEvent id='0x711'/>
</Event>

English version :

<Event id='0x2fc'>
<CallEvent id='0x73d'/>
<OpenWindow/>
<Text>[NewLine]
(Unfinished diary entry)</Text>
<WaitTime id='0x00'/>
<ClearText/>
<Text> ...My cover's been blown... Some monster's using[NewLine]
 the Emperor's body to</Text>
<WaitTime id='0x00'/>
<Text>[NewLine]
[NewLine]
(Text suddenly stops)</Text>
<WaitTime id='0x00'/>
<Text>[NewLine]
</Text>
<Player id='0x1'/><Text>:What does this mean?</Text>
<WaitTime id='0x00'/>
<CloseWindow/>
<JumpEvent id='0x711'/>
</Event>

French version :

<Event id='0x2fc'>
<CallEvent id='0x73d'/>
<OpenWindow/>
<Text>[NewLine]
(Rapport inachevé)</Text>
<WaitTime id='0x00'/>
<ClearText/>
<Text>... Je suis démasqué ...[NewLine]
Un monstre utilise le corps[NewLine]
de l'Empereur pour</Text>
<WaitTime id='0x00'/>
<Text>[NewLine]
[NewLine]
(Le texte s'arrête là)</Text>
<WaitTime id='0x00'/>
<Text>[NewLine]
</Text>
<Player id='0x1'/><Text> : Cela veut dire[NewLine]
quoi ?</Text>
<WaitTime id='0x00'/>
<CloseWindow/>
<JumpEvent id='0x711'/>
</Event>

79
ROM Hacking Discussion / Re: Sailor Moon Another Story vwf bugfix
« on: February 16, 2013, 09:53:21 am »
Well, the script would be easy to be fixed, no? (except it would require to do some romhack).

Once it's dumped, just use "search/replace" for each term left in japanese, reinsert the script and here you go.

80
Yay for the release  :thumbsup:

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