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Author Topic: Tengai Makyou Zero translation project  (Read 104455 times)

bytemedeep

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Re: Tengai Makyou Zero translation project
« Reply #920 on: October 23, 2017, 09:37:00 pm »
bsnes v087 isn't recognizing my Xinput gamepad for some reason.  So, until there's a version of Higan that fixes the date bug when reloading the save file, I'll be playing on the Wii.  I have a controller that kind of makes me feel like I'm playing the game on an actual SNES, anyway.

« Last Edit: October 23, 2017, 09:42:17 pm by bytemedeep »

KingMike

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Re: Tengai Makyou Zero translation project
« Reply #921 on: October 23, 2017, 09:43:17 pm »
byuu has said the date bug is already fixed but won't be public until 106 is released, which might be a few weeks because he's taking a vacation now.
Quote
Sir Howard Stringer, chief executive of Sony, on Christmas sales of the PS3:
"It's a little fortuitous that the Wii is running out of hardware."

choinheap

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Re: Tengai Makyou Zero translation project
« Reply #922 on: October 23, 2017, 10:12:15 pm »
Grats on the translation dudes.

Playing it on higan through a laptop with a SNES mini controller.


Sorry if this has been asked but what exactly does the higan clock bug affect? The clock not updating when you load a proper save?

Jorpho

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Re: Tengai Makyou Zero translation project
« Reply #923 on: October 23, 2017, 10:26:33 pm »
I have a controller that kind of makes me feel like I'm playing the game on an actual SNES, anyway.
Is that a Gamecube Hori Digital pad?  Those things are crazy expensive.  How did you get your hands on one?
This depresses me. I feel like a goldfish right now...

travel27

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Re: Tengai Makyou Zero translation project
« Reply #924 on: October 23, 2017, 10:32:40 pm »
hm.  I have had no issues with any date bug, yet, and I am at Fukufuku Village, at least that is the name the faq gives it.  I am using Bsnes 087 32 bit.

I can not, however, find a way to take screenshots from within the bsnes emulator.  Bsnes does not seem to be as functional as the snes9x or even zsnes.  It does not seem to allow for full screen either, so I just have a screen directly in the center of the screen that takes up half of the lap top screen.

Just the same, everything in the translation is just so perfect, thanks a MILLION!  I can see a lot of effort and love went into this.  I am really enjoying this, Bsnes notwithstanding :).

Tom

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Re: Tengai Makyou Zero translation project
« Reply #925 on: October 23, 2017, 11:48:07 pm »
The date bug is only a problem with the current version of the Higan emulator. The problem doesn't happen in bsnes.

Press F11 in bsnes to toggle full screen mode.

P.S. "Fukufuku Village?" You've been reading the Gamefaqs guide instead of the actual text in the game, because nobody in the patch refers to it by that name. I wouldn't recommend following that guide. It's got a lot of misinformation in it.
« Last Edit: October 23, 2017, 11:53:34 pm by Tom »

bytemedeep

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Re: Tengai Makyou Zero translation project
« Reply #926 on: October 23, 2017, 11:51:20 pm »
byuu has said the date bug is already fixed but won't be public until 106 is released, which might be a few weeks because he's taking a vacation now.

Yep, I did read something like that here. That's what I'm waiting for, actually. I'll probably just explore the game on Wii until it comes out. I only have time to really play on weekends, anyway.

Is that a Gamecube Hori Digital pad?  Those things are crazy expensive.  How did you get your hands on one?

Yup, that's the one. I actually have 3 of these (2 black and 1 indigo). I'm using this one because it's the most beat up among the 3. The Start and Select
are also a darker tone of gray (seller might've swapped in ones from the SNES pad). I got them all locally this year from different people, and they only cost me almost $100 collectively if converted from our currency. It was a lucky catch because these are expensive, as you said, but nowhere near the value of the GameCube YPbPr component cables. I'm sort of a GameCube nut. Hehe.

« Last Edit: October 24, 2017, 12:07:23 am by bytemedeep »

Panzer88

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Re: Tengai Makyou Zero translation project
« Reply #927 on: October 24, 2017, 12:29:15 am »
So happy to see so many people enjoying Tengai Makyou. Hopefully this will be a thing that continues as it is a much overlooked and neglected series.
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bytemedeep

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Re: Tengai Makyou Zero translation project
« Reply #928 on: October 24, 2017, 01:02:35 am »
Sorry if this has been asked but what exactly does the higan clock bug affect? The clock not updating when you load a proper save?

The date becomes 00-00-2000 when you load a save. I'm guessing it would only affect in-game events that happen at specific dates of the year.

patuli

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Re: Tengai Makyou Zero translation project
« Reply #929 on: October 24, 2017, 01:42:39 am »
Is that a Gamecube Hori Digital pad?  Those things are crazy expensive.  How did you get your hands on one?
better yet, you could use the cheap man alternative and connect a real snes pad to your wii!
with one of the raphnet technologies adapters, I have one for the wii and one for the gamecube.

KainXVIII

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Re: Tengai Makyou Zero translation project
« Reply #930 on: October 24, 2017, 04:42:15 am »
I am able to run the Japanese ROM in RetroArch using BSnes Balanced core...

No such luck with the patched version...

Anyone getting this to run in RetroArch?
Same thing  :banghead:

IAmCaptPlanet

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Re: Tengai Makyou Zero translation project
« Reply #931 on: October 24, 2017, 10:50:17 am »
better yet, you could use the cheap man alternative and connect a real snes pad to your wii!
with one of the raphnet technologies adapters, I have one for the wii and one for the gamecube.

or use a SNES mini controller, i assume they work but i dont know anyone who has tried it

but those Hori controllers look AWESOME, i need one of them and a Hori N64 pad too (the ones that look like GameCube controllers)

guneko

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Re: Tengai Makyou Zero translation project
« Reply #932 on: October 24, 2017, 03:00:10 pm »

bytemedeep

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Re: Tengai Makyou Zero translation project
« Reply #933 on: October 24, 2017, 04:08:12 pm »
or use a SNES mini controller, i assume they work but i dont know anyone who has tried it

but those Hori controllers look AWESOME, i need one of them and a Hori N64 pad too (the ones that look like GameCube controllers)

Yeah, those will work on the Wii since they have the same connector as other Wiimote peripherals.  Even if the SNES Classic came with two controllers, I hope Nintendo releases the standalone controllers like they did with the NES Classic.

Just checked the price of the Hori digital controllers on eBay and, wow, they jumped up in price way too much from the last time I checked.  That's just...wrong.  I think I've also seen that Hori controller for the N64 once, locally.  I now regret passing up on it (it was quite cheap, too).  What I want now is that Hori controller for the PS1, the one that looks like a Wii classic controller.

nutsie

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Re: Tengai Makyou Zero translation project
« Reply #934 on: October 24, 2017, 04:36:06 pm »
First of all I wanna thank Doug (Muito Obrigado), Tom and everyone else involved in this project. I just have one question: I have been using the snes9x build that Doug provided and I cannot seem to fastforward. Is this related to the in-game clock system? As much as I love JRPGs I grew old of the random encounter system and I have been using the fastforward option in emulators in order to leap over that hurdle.

Thanks again.

w1ck3d

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Re: Tengai Makyou Zero translation project
« Reply #935 on: October 24, 2017, 06:09:05 pm »
or use a SNES mini controller, i assume they work but i dont know anyone who has tried it

They work... or at least sorta work. I haven't really toyed much with mine, but it appears that there's an issue with how responsive they are. I never noticed any issues with the NES Classic controller or Wii Classic controller, so I can only guess that I'm not imagining the issue. But, they do work. Just like the NES Classic controller, it too is detected as a Wii Classic controller by the Wii/Wiimote.

IF I'm not imagining the delay, I can only assume this is why Nintendo made the NES Classic controller with a cord roughly the same length as a Nunchuck, so swapping the cord with the shorter NES Classic or Nunchuck cord might eliminate the issue. But as mentioned, I have not had the time to toy with any of this.

qwertymodo

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Re: Tengai Makyou Zero translation project
« Reply #936 on: October 24, 2017, 11:02:42 pm »
First of all I wanna thank Doug (Muito Obrigado), Tom and everyone else involved in this project. I just have one question: I have been using the snes9x build that Doug provided and I cannot seem to fastforward. Is this related to the in-game clock system? As much as I love JRPGs I grew old of the random encounter system and I have been using the fastforward option in emulators in order to leap over that hurdle.

Thanks again.

I'm pretty sure the fast forward is just hard coded logic, probably due to the RTC.  We're looking into removing that check, just gotta test whether or not it causes any issues.

Tom

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Re: Tengai Makyou Zero translation project
« Reply #937 on: October 24, 2017, 11:49:36 pm »
First of all I wanna thank Doug (Muito Obrigado), Tom and everyone else involved in this project. I just have one question: I have been using the snes9x build that Doug provided and I cannot seem to fastforward. Is this related to the in-game clock system? As much as I love JRPGs I grew old of the random encounter system and I have been using the fastforward option in emulators in order to leap over that hurdle.

Thanks again.

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.

Rick74

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Re: Tengai Makyou Zero translation project
« Reply #938 on: October 25, 2017, 12:23:09 am »
Same thing  :banghead:

It's now working in RetroArch with the latest Snes9x core

qwertymodo

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Re: Tengai Makyou Zero translation project
« Reply #939 on: October 25, 2017, 12:44:02 am »
Fast forwarding works in bsnes without affecting the real time clock, so that can't be the case.

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.
« Last Edit: October 25, 2017, 01:27:26 am by qwertymodo »