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Author Topic: Translations: Megami Tensei NES Translation Released  (Read 18185 times)

(wraith)

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Re: Translations: Megami Tensei NES Translation Released
« Reply #20 on: October 23, 2014, 08:13:39 pm »
Great work! I took a stab MT once... never got past the menus. Congrats on getting it (mostly) done.

Synnae

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Re: Translations: Megami Tensei NES Translation Released
« Reply #21 on: October 23, 2014, 10:06:22 pm »
This is awesome! ^^ Megaten is among my favorite JRPG series, so I'm happy this one got translated. (Despite not being the best title in the series......)

Thank you Gideon Zhi! c:

Rayor

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Re: Translations: Megami Tensei NES Translation Released
« Reply #22 on: October 31, 2014, 03:15:46 pm »
FCEUX is the only emulator I've gotten this to work in.

Pennywise

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Re: Translations: Megami Tensei NES Translation Released
« Reply #23 on: October 31, 2014, 05:01:32 pm »
From the readme:

Quote
This patch is not compatible with the latest official
release of Nestopia and possibly other emulators.
To our knowledge this is not a problem with our translation,
but rather a limitation with the emulator's mapper system.
Megami Tensei's mapper is a unique mapper made solely for
this game, but it appears to be basically an MMC3 mod given
the many similarities between the two. Therefore it is logical
to assume it possesses the same capabilities. The game has
been tested on an NES with a Powerpak, so you can play the
game on an NES if you want.

A technical explanation is that the ROM was expanded, but that most emulators don't allow for the extra PRG bit. If anyone wants this patch playable on other emulators, I suggest they contact the emulator devs. It's really not a hard fix.

Fredde

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Re: Translations: Megami Tensei NES Translation Released
« Reply #24 on: November 17, 2014, 04:29:23 am »
Is this a place to report on bugs (no, not the monster  ;))? I just wanted to say that I've come across a problem that makes the "Hyper" spell useless, since the game freezes up whenever I use it.

There's also something else that makes the game occasionally freeze up during battle and makes the screen get messed up, but I'm not sure what causes that or how I can reproduce it. Just wanted you to know in case you didn't already. Perhaps it has nothing to do with the translation and was part of the game originally, what with it having such a messy code.

Still, as I've said before, I'm really happy that this translation exists, and am going to press onward through the game, bugs or no bugs.

Oh, and in case it's relevant, I'm using FCEUX 2.2.2, saving with savestates instead of using passwords.

Pennywise

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Re: Translations: Megami Tensei NES Translation Released
« Reply #25 on: November 17, 2014, 07:26:06 am »
Send all the info with savestates etc to the emails listed in the readme. Probably a bug in the patch and I wouldn't be surprised if there's text associated with that spell we did not translate.
« Last Edit: November 17, 2014, 07:35:40 am by Pennywise »

Pennywise

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Re: Translations: Megami Tensei NES Translation Released
« Reply #26 on: April 27, 2015, 07:38:18 pm »
I have an update on the project. There were a few bugs I fixed in the translation and Tom recently got back to me and started editing the script some more. Haven't heard from him in a month or so, but I would expect the translation will be completely finished and polished this summer. I guess there are also random crashes people have been experiencing, but I am unable to reproduce. I'll probably end up playing through the game just to confirm everything's ok.

KingMike

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Re: Translations: Megami Tensei NES Translation Released
« Reply #27 on: April 27, 2015, 08:54:51 pm »
What stopped the expansion hack I did for Gideon was the rare case when the game crashes due to an interrupt happening during bankswap (between $8000 and $8001 write). Have you accounted for that?
"My watch says 30 chickens" Google, 2018

Pennywise

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Re: Translations: Megami Tensei NES Translation Released
« Reply #28 on: April 27, 2015, 09:00:05 pm »
That was an old bug I conquered. IIRC, Esper moved the enemy names to another bank and occasionally in battle, an interrupt would happen before the enemy name finished loading. When it returned from interrupt, the old bank would be loaded and the game would crash. Fixing this was infuriating, but luckily I freed up some space in the fixed bank and wrote an extra routine to handle this case.

It's also worth noting, that the bugs I recently fixed could've been the random crashes in battle. It'll get sorted out once everything's finalized.
« Last Edit: April 27, 2015, 09:13:58 pm by Pennywise »

Pennywise

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Re: Translations: Megami Tensei NES Translation Released
« Reply #29 on: May 11, 2015, 08:38:48 pm »
Bloody hell, I misspoke too soon. Not only is there an issue with the last digit of the makka requirements to revive demons not being printed, but I also encountered random crashing in battle. This game sucks.

Gideon Zhi

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Re: Translations: Megami Tensei NES Translation Released
« Reply #30 on: May 11, 2015, 09:34:03 pm »
Welcome to my world! :p

Pennywise

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Re: Translations: Megami Tensei NES Translation Released
« Reply #31 on: June 20, 2015, 07:37:56 pm »
Tom has been back with a vengeance for the past month and finished his playthrough of the translation and made the final touches to his script. Lots of bugs discovered and consequently fixed. It looks like a 1.0 release is nearing and we can put this game behind us.

MarinoKadame

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Re: Translations: Megami Tensei NES Translation Released
« Reply #32 on: September 16, 2015, 11:08:49 pm »
Anything new since June on this final patch ?

Pennywise

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Re: Translations: Megami Tensei NES Translation Released
« Reply #33 on: September 16, 2015, 11:25:50 pm »
It's still in testing. More and more issues keep popping up to the point where I haven't touched it in a few months. It'll get done eventually.