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Author Topic: Castlevania II (Simon's Quest) - Multilingual enhancement  (Read 424611 times)

Rodimus Primal

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #920 on: November 20, 2015, 01:34:03 pm »
I just beat this game last night. Got the good and average ending (wasted time on purpose to go back and get the diamond). I don't know if it was discussed earlier in this thread, but Simon isn't present from the grave site. Is this an error or was this intentional?

Bisqwit

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #921 on: November 20, 2015, 03:49:58 pm »
I just beat this game last night. Got the good and average ending (wasted time on purpose to go back and get the diamond). I don't know if it was discussed earlier in this thread, but Simon isn't present from the grave site. Is this an error or was this intentional?

The content of the endings have not been edited, aside from the text.
The different endings have different animations and colors. Only one of them shows Simon.

Rodimus Primal

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #922 on: November 20, 2015, 07:13:25 pm »
This is the good ending's screen. Simon is suppossed to be kneeling at the grave until it turns night.



In ending 2, he's suppossed to be there too.

Edit- To be sure, I tested it in both Nestopia and FCEUX. Both do not have Simon in the ending.
« Last Edit: November 20, 2015, 10:15:27 pm by Rodimus Primal »

Bisqwit

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #923 on: November 21, 2015, 01:00:20 am »
This is the good ending's screen. Simon is suppossed to be kneeling at the grave until it turns night.
In ending 2, he's suppossed to be there too.
Edit- To be sure, I tested it in both Nestopia and FCEUX. Both do not have Simon in the ending.

Sorry, but did you also test the original unpatched game versions (USA and Japan)? Because I'm pretty sure your "is supposed" is according to your headcanon, not according to how the game factually works.

Mind you, the content and the order of these endings have been subject to much dispute since the game was first explored by players. It's like there's not much logic to them.

Rodimus Primal

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Re: Castlevania II (Simon\'s Quest) - Multilingual enhancement
« Reply #924 on: November 21, 2015, 07:29:45 am »
I'm not talking about the logic of Simon kneeling at Dracula's grave but that he is there in the original game. Here is a video of how the original game did it. https://youtu.be/eHbGPOdcyuo

November 21, 2015, 05:29:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I also double checked my ROM. The ending is how it should be. What I've noticed is that on a patched ROM, Simon disappears after you beat Dracula, when he should be visible. Then the ending has him invisible as well. I'm curious if it has to do with the invisibility when you get hit.

EDIT - I also tested if it was my save file just in case. I deleted my old file. Started a fresh game with a new save file and still got the same results, Simon is not present after killing Dracula, AND is not in front of the grave in the ending.
« Last Edit: November 22, 2015, 05:56:28 pm by Rodimus Primal »

ninn

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #925 on: November 28, 2015, 03:20:31 pm »
That cembalo track that sungod posted matches very well with the intro imho!  :thumbsup:

Bisqwit

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Re: Castlevania II (Simon\'s Quest) - Multilingual enhancement
« Reply #926 on: December 02, 2015, 11:26:08 pm »
I'm not talking about the logic of Simon kneeling at Dracula's grave but that he is there in the original game. Here is a video of how the original game did it. https://youtu.be/eHbGPOdcyuo

November 21, 2015, 05:29:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I also double checked my ROM. The ending is how it should be. What I've noticed is that on a patched ROM, Simon disappears after you beat Dracula, when he should be visible. Then the ending has him invisible as well. I'm curious if it has to do with the invisibility when you get hit.

EDIT - I also tested if it was my save file just in case. I deleted my old file. Started a fresh game with a new save file and still got the same results, Simon is not present after killing Dracula, AND is not in front of the grave in the ending.

Now that you mention -- this invisibility problem has been mentioned to me before. That must be it. I'll see if I can fix it. Thanks for reporting!

Carnivol

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #927 on: December 29, 2015, 03:10:48 pm »
A Norwegian translation project was started with you in May 2014. Yes, I am still to receive my first test script from you.

Checked my outbox now. Seems I might've sent it by accident to what seems to be your private mail or something. Forwarded that old mail and attachment to your bisqwit address now. Really sorry about that.

Rodimus Primal

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Re: Castlevania II (Simon\'s Quest) - Multilingual enhancement
« Reply #928 on: December 29, 2015, 04:53:55 pm »
Now that you mention -- this invisibility problem has been mentioned to me before. That must be it. I'll see if I can fix it. Thanks for reporting!

I hope you can. I loved all the enhancements and script cleanup done to this game.

ShadowOne333

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #929 on: December 29, 2015, 07:55:52 pm »
You know what'll be really groovy?
If Zelda II got the same treatment as Castlevania II with this project. :P

Bisqwit

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #930 on: December 30, 2015, 12:43:17 am »
You know what'll be really groovy?
If Zelda II got the same treatment as Castlevania II with this project. :P
That would be, indeed.  Too bad I know next to nothing about Zelda II...

Checked my outbox now. Seems I might've sent it by accident to what seems to be your private mail or something. Forwarded that old mail and attachment to your bisqwit address now. Really sorry about that.
No, you sent to a proper e-mail address allright. It's as you guessed, it was stuck in my spam box. My bad for not checking the spam box. In my defense, I receive hundreds of spam messages every week (used to be thousands, but my ISP seems to filter at least some of them nowadays).
I will check your progress in a few days once certain things IRL have quieted down a bit. Thank you for your patience and contributions so far.

ShadowOne333

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #931 on: December 30, 2015, 01:28:52 am »
That would be, indeed.  Too bad I know next to nothing about Zelda II...
No, you sent to a proper e-mail address allright. It's as you guessed, it was stuck in my spam box. My bad for not checking the spam box. In my defense, I receive hundreds of spam messages every week (used to be thousands, but my ISP seems to filter at least some of them nowadays).
I will check your progress in a few days once certain things IRL have quieted down a bit. Thank you for your patience and contributions so far.
You might want to check for one email from me too.

ninn

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #932 on: February 09, 2016, 03:04:13 pm »
Played the hell out of that mod over christmas! Even found the Joel character, always wondered where he would be hidden  :crazy:

Such a great mod, best one I have ever seen!  :thumbsup:

Rodimus Primal

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #933 on: February 11, 2016, 10:13:28 pm »
I know its been awhile, has there been any progress on the ending?

Bisqwit

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #934 on: February 11, 2016, 10:26:26 pm »
Sorry, no progress with anything for a while. I am a little backlogged with the multilingual contributions I've received so far, due to no fault of any contributor. I will get back to it soon(ish).

Ending: I have currently no roadmap for extending it. But that's not what you meant... Was it:
Invisibility bug in ending: I totally forgot about this. Raising priority.
Prologue music: May be done some day, but right now it's frozen.
Town doors closing for night: I was not able to resolve the bugs I had with it, and I gave up.
Credits screen behind title screen: Forgotten though not abandoned.
Achievements: Really low priority plan.

Vanya

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #935 on: February 12, 2016, 09:45:22 am »
A question about the intro music; is it already set up to play a song at all?
If so I'd appreciate it if you could let us know what to do to enable an existing song.
Yes, I'm that impatient for it. ~_^

akmodan

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #936 on: February 21, 2016, 08:11:37 am »
 
I would like to point to a "mistake" I've found on this Hack.

The lady on 3rd stair in Aldra says: "Tonight, at 12am, near the river"

Why didnt use the term "Midnight" when the use of "12am" is ambiguous?

Below the explain I've found explains properly what I mean.
http://www.npl.co.uk/reference/faqs/is-midnight-12-am-or-12-pm-faq-time

My intenttion is to cooperate to implement if this work. :angel:
This is the best hack Ive seen.

Feel free to contact me if you decide to translate the game to italian 8) and brazilian portuguese 8) .

You did a lovely job and  I would love help with that.
Regards

TheZunar123

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #937 on: February 21, 2016, 10:56:32 am »
I think it might be because "midnight" takes more characters than "12am". That's just a guess though.
Speedrunner and Let's Player.
www.youtube.com/ZunarSR

Bisqwit

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #938 on: February 21, 2016, 11:10:45 am »
The lady on 3rd stair in Aldra says: "Tonight, at 12am, near the river"
Why didnt use the term "Midnight" when the use of "12am" is ambiguous?

Good question. But how is "12 am" ambiguous? I thought that USA, for a big country that uses 12-hour clock for everything, would have very good idea about what each of these 24 readings mean.

Now, if you wanted to meet someone at a precise time in some place, which saying would you think would result in less waiting on your part, for them to come: midnight, or 12 am? At least I think that if I said midnight, they might appear anywhere from 23 to 2 O'clock. There would be some uncertainty. If I say a time, the window of opportunity will be much smaller.

As for translations, I am not the one to contact anyone. Instructions are in earlier posts by me. Thank you for the offer.


I think it might be because "midnight" takes more characters than "12am". That's just a guess though.

No, the number of characters is not a deciding factor in my translation, unless it's because the very dialog box is too small. Which is not the case in this oneliner.


A question about the intro music; is it already set up to play a song at all?

I have not written an engine to play music in the intro yet (and I can't use the game's existing music engine). I was planning to wing it when I have the song and I know what kind of features I will need. The only thing I have is the vague knowledge that I still have enough free space in the ROM to pull it off.

Turambar

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #939 on: February 21, 2016, 11:26:25 am »
I can't use the game's existing music engine.
Any particular reason?