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Author Topic: Tengai Makyou Zero translation project  (Read 347054 times)

Tom

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Re: Tengai Makyou Zero translation project
« Reply #940 on: October 25, 2017, 02:04:36 am »
Yeah, removing that logic's a good move! This ensures that the clock will show the accurate time.

The play-time doesn't affect anything, so there's nothing can be exploited here. Everything is as it should be!

xZabuzax

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Re: Tengai Makyou Zero translation project
« Reply #941 on: October 25, 2017, 03:48:47 am »
Sure it can, that's why I said it was hard coded logic, not part of the emulation.  If it doesn't cause any glitches, then we can go ahead and remove that logic.

Edit: Done, knock yourselves out: https://dl.qwertymodo.com/snes9x.zip

Edit 2: Just tested, when fast-forwarding, the "game time" counter will advance at the fast-forwarded rate, but the clock remains synced to real-time.  So, for instance, if it's 10:00am and I have played for exactly 1 hour, and I hold the fast-forward key for exactly 1 real-time minute, the clock will report that it is 10:01am, but I have now played for 1:14 (give or take, depending on your system speed).
 I'm not sure if there is anything in the game that can be exploited by doing so, but there you go.

Awesome!, thanks man. I was using Bsnes-plus v073 because fast-forward worked in that emulator but now I'm back to Snes9X again.

I should also say that using the rewind feature from Snes9X and Bsnes-plus doesn't cause any issues either, the real-time clock stays the same.

qwertymodo

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Re: Tengai Makyou Zero translation project
« Reply #942 on: October 25, 2017, 04:33:04 am »
Yeah, removing that logic's a good move! This ensures that the clock will show the accurate time.

It already showed the right time, the logic I removed looked like this

Code: [Select]
if (Button.FastForward == pressed)
{
    if (SPC7110RTC)    <<< Remove
        return;        <<< This

    // Other checks

    // Actually do fast-forward
}

KainXVIII

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Re: Tengai Makyou Zero translation project
« Reply #943 on: October 25, 2017, 05:51:17 am »
It's now working in RetroArch with the latest Snes9x core
Good, but i want to play with bsnes core  :)

nutsie

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Re: Tengai Makyou Zero translation project
« Reply #944 on: October 25, 2017, 06:36:28 am »
Sure it can, that's why I said it was hard coded logic, not part of the emulation.  If it doesn't cause any glitches, then we can go ahead and remove that logic.

Edit: Done, knock yourselves out: https://dl.qwertymodo.com/snes9x.zip

Edit 2: Just tested, when fast-forwarding, the "game time" counter will advance at the fast-forwarded rate, but the clock remains synced to real-time.  So, for instance, if it's 10:00am and I have played for exactly 1 hour, and I hold the fast-forward key for exactly 1 real-time minute, the clock will report that it is 10:01am, but I have now played for 1:14 (give or take, depending on your system speed).
 I'm not sure if there is anything in the game that can be exploited by doing so, but there you go.

Wow, that is perfect and so fast! Thanks a lot, really appreciate it. ;)

The in-game clock system will test my OCD. :laugh:

Fast forwarding works in bsnes without affecting the real time clock, so that can't be the case.

It's a shame that most people can't enjoy JRPGs like they used to. I think it's a part of why they don't make games like this anymore.

To me it is just time consuming. I gotta say that I am not biggest fan of random encounters in JRPGs as the rate of these battles can be extremely obnoxious at times. All I wanna is do explore Jipang. :laugh:

Although I feel like you can still make games like this. Just offer an option to speed up things, like Bravely Default did. I believe that the digital release of FF9 also has some sort of fastforward option.

dejan07

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Re: Tengai Makyou Zero translation project
« Reply #945 on: October 25, 2017, 06:48:50 am »
I contacted Super Derek about the patch. Review, maybe?


darthvaderx

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Re: Tengai Makyou Zero translation project
« Reply #946 on: October 25, 2017, 07:20:40 am »
Edit: Done, knock yourselves out: https://dl.qwertymodo.com/snes9x.zip

I do not know what you did, but in this last version you posted pretty much all the games that were giving problems in the previous versions are running perfectly, thank you.  :thumbsup:

saldite

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Re: Tengai Makyou Zero translation project
« Reply #947 on: October 25, 2017, 08:12:35 am »
Hey, Tom and co., I'm really enjoying this so far. Thank you for all of your hard work, everyone.

I noticed yesterday's event was International Alliance Day when the International Alliance was formed. Shouldn't that be United Nations, or is this some Japanese Terminology for the event that comes out differently in English? Just asking out of curiosity.

Tom

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Re: Tengai Makyou Zero translation project
« Reply #948 on: October 25, 2017, 09:33:49 am »
Yeah, that was just a direct translation of the Japanese for United Nations. I've changed it in the script now - thanks for bringing it up! It'll be updated in the next patch.

chicco30

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Re: Tengai Makyou Zero translation project
« Reply #949 on: October 25, 2017, 11:19:23 am »
It's now working in RetroArch with the latest Snes9x core

PC only :( It is so sad we have a great translation now for a great CONSOLE game and we cant play it on CONSOLES (Ps3 or Xbox360) :(
Tom no offense of course its not your fault (you did awesome job and I thanks for your effort) Im just wandering who can compile an updated Retroarch emu for Ps3 or Xbox360 with the modified SNES9X core.

cospefogo

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Re: Tengai Makyou Zero translation project
« Reply #950 on: October 25, 2017, 11:34:21 am »
(...) Im just wandering who can compile an updated Retroarch emu for Ps3 or Xbox360 with the modified SNES9X core.

...and I add OUYA to the list! SNES9X EX+ for OUYA (Android).
I tried to reach Richard Broglia (the dev) but it seems he is out of scene.
"Replicants are like any other machine - they're either a benefit or a hazard.
If they're a benefit, it's not my problem."

qwertymodo

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Re: Tengai Makyou Zero translation project
« Reply #951 on: October 25, 2017, 12:59:14 pm »
...and I add OUYA to the list! SNES9X EX+ for OUYA (Android).
I tried to reach Richard Broglia (the dev) but it seems he is out of scene.

Yeah, last time I checked, I'm pretty sure Retroarch is pretty much the only game in town for SNES emulation with active development on Android.  They should have support added in at least some of their many various Snes9x cores.

cospefogo

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Re: Tengai Makyou Zero translation project
« Reply #952 on: October 25, 2017, 01:04:51 pm »
(...) I'm pretty sure Retroarch is pretty much the only (...)

Hmmm...
RetroArch.
I do need to check it again.

The only time I tried it on my OUYA I was not able to pair my PS3 Dual Shocks with it, even in the GUI menus. I tried to search for help, but no lucky. So I did stay with the traditional SNEX9X EX+, perfect for everything until TMGZ translation.
"Replicants are like any other machine - they're either a benefit or a hazard.
If they're a benefit, it's not my problem."

tvtoon

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Re: Tengai Makyou Zero translation project
« Reply #953 on: October 25, 2017, 02:00:39 pm »
I am at the endgame, only Alabaster whatever and Ninigi missing, and I found a scripting problem: when you exchange dust or gold for cash, in Big Tiger town, the line with the value is trepassing the screen. I can post a screenshot if you need.

Good work, I just disliked the translation of some terms like "sake", while others make no sense to non-japanese, like "Bakaboom".

About the emulator issue, Doug used the version from github repository. I used "lastest" 1.54.1 and got none of the issues described. Whoever need the patch for, I can bring it up. ;)

ajfoucault

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Re: Tengai Makyou Zero translation project
« Reply #954 on: October 25, 2017, 02:58:30 pm »
About the emulator issue, Doug used the version from github repository. I used "lastest" 1.54.1 and got none of the issues described. Whoever need the patch for, I can bring it up. ;)

Were you able to play the game with the regular version of SNES9x 1.54.1? Was the time clock desynchronized when you would boot the game after closing the emulator?

Tom

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Re: Tengai Makyou Zero translation project
« Reply #955 on: October 25, 2017, 03:03:28 pm »
Tvtoon - if you could, please post two screenshots of the line when exchanging dust or gold for ryo. The line that breaks the screen, and the line that appears before the break as well - I probably have to add a line filling tag to the line that appears before the break. Thanks! If possible, could you also e-mail me a save at that point?

I just disliked the translation of some terms like "sake", while others make no sense to non-japanese, like "Bakaboom".

For context (for the others reading this), there is a man named "Bakuzan" who makes explosive pots. In Japanese the character says that his name might as well be "Bakudan," which is the Japanese word for "bomb." So the line called for twisting Bakuzan's name into an explosive reference in English.

I did this by twisting it together with the word "kaboom," so the character says "Bakuzan? More like Bakaboom!" Kaboom is, of course, a sound effect for an explosion. I watched a guy playing through it on Youtube, a guy who doesn't know Japanese, and he reacted well to the joke.

https://youtu.be/ibea_z7kBQI?t=577

Incidentally, any similarity to the Japanese word "baka" (stupid) is purely coincidental. I doubt many Japanese are familiar with the word "kaboom." I believe that people who don't know any Japanese should be able to get the joke pretty easily.

With that out of the way, there are two reasons why I translated "sake" as "liquor." One: liquor is an acceptable translation of sake... and two: the word "sake" has two possible pronunciations in English, so certain items, like Inochi no Sake, would have otherwise been rendered as "Life Sake," which might be misunderstood by English speakers as sounding like the word "keepsake," or "for the sake of my friends."

Life Liquor, on the other hand, has a nice ring to it, with the alliteration... And it won't ever be misconstrued. Plus, since all of the other town names have English names, it would be weird to have "Sake Village" amongst them. Liquor is an acceptable translation of sake, but I can understand how a purist might prefer it to be left as "sake" anyway. That said, it'll remain as liquor.

mziab

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Re: Tengai Makyou Zero translation project
« Reply #956 on: October 25, 2017, 03:08:55 pm »
Congratulations to the team on this epic achievement! As someone who has been waiting for the translation with baited breath since 2001, when I first learned of this title, I'm positively stoked to play this gem in English after all those years!

Really enjoying the translation thus far, although I'm just an hour into the game. Did manage to spot a typo (it should say "newspaper"):


If I notice anything else that no one else has, I'll be sure to report it here.

I have one minor grammatical quibble. The item obtained message after battles says "Picked up the kusadango", while the chest messages use the indefinite article. The latter is more grammatically correct. The definite article would work if there were a previous message to introduce the item. You'd probably need to tweak the code a bit to display "a", "an" or no article depending on the item, so feel free to ignore it, just putting it out there.

Incidentally, is there a way to reset the internal clock if you need to? I wonder how the game will handle DST. Not that it will impact the game much, I'm sure.

About the "Bakaboom" pun, I also read this as "Baka-boom" first, then noticed it was supposed to read "Ba-kaboom". Inserting a hyphen or capital letters would make the joke a little more obvious, but it looks kinda ugly.

cccmar

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Re: Tengai Makyou Zero translation project
« Reply #957 on: October 25, 2017, 03:18:58 pm »
By the way, does this game have multiple endings? Without spoiling too much, there are some rather serious decisions later on you have to take, so I guess the plot can somehow change? May be a good reason to replay it later if that's the case - not to mention all the side events you will miss during your first playthrough!

qwertymodo

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Re: Tengai Makyou Zero translation project
« Reply #958 on: October 25, 2017, 03:25:06 pm »
So I did stay with the traditional SNEX9X EX+, perfect for everything until TMGZ translation.

No MSU-1 support either though...  ;)

Tom

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Re: Tengai Makyou Zero translation project
« Reply #959 on: October 25, 2017, 03:48:31 pm »
Thank you so much for the "newpaper" report, mziab! I'm pooling together all of the errors people have found. We'll update the patch in the near future. Keep the reports coming, and we can make the definitive patch!

Oh, the way the game handles articles is really touchy, though. There's not much we can do about it the battle vs. chests thing. It's complicated. A lot of work went into getting it to the point where it is now. The word "the" was used there because it had to be. There was no way to adapt the article, like there was with the chests.

Daylight savings time was beyond the scope of the project, but at least the clock is still passing in real time.

Quote
About the "Bakaboom" pun, I also read this as "Baka-boom" first, then noticed it was supposed to read "Ba-kaboom". Inserting a hyphen or capital letters would make the joke a little more obvious, but it looks kinda ugly.

Ultimately, this is just an unfortunate side effect for some people who know too much Japanese. In this case, the less Japanese you know, the more obvious the right reading is... But ultimately, I don't want to add hyphens just to explain why the term isn't Japanese... Because people who know both Japanese and English need only a moment's pause before realizing that it's supposed to be an explosive reference, since "stupid" doesn't make sense in the context of the conversation. People who only know English will immediately see it as "kaboom," and ultimately, that's what I'm shooting for.

By the way, does this game have multiple endings? Without spoiling too much, there are some rather serious decisions later on you have to take, so I guess the plot can somehow change?

Spoiler:
Yes, but don't get me started on the endings...