(1731 to 1740) of 1834 Results
Mirror Moon starts a new project:
01 April 2006 6:53AM EST - Update by Jenia
Here are the news exactly as submitted by Chendo on the mirror moon website:
I’m very pleased to annouce our new project: fate/stay night.
Some of you were probably expecting this, but we decided to keep it under wraps for a while to see if it was actually doable, due to the immense size of the project.
Takajun is the main (and only) translator for this project at the moment, and he has translated all the status images (over 300 of them :o), the prologue, and up to the middle of Day 3. Hacking has not been contemplated yet, but due to fate/stay night using an open-source engine, it shouldn’t be too difficult to get it to display English.
As usual, we don’t have an ETA, so don’t ask. No, really, don’t ask.
Project page will be up in the next couple of days.
New Submitted Hacks Added to the Database
31 March 2006 1:17PM EST - Update by RHDNBot
This is an automated message generated by ROMhacking.net’s RHDNBot.
The following Hacks have been submitted and approved to the database since the last report (in submitted order oldest to newest):
- FF6 PAL-fix (Bug Fix)
- Mario’s Treasure Hunt (Improvement)
- Metroid Legacy (Improvement)
- Megaman in the Mushroom Kingdom (Complete)
- Level Zero (Improvement)
- Rockman 7 Plus (Improvement)
vSNES 2.86 beta5
29 March 2006 9:25AM EST - Update by creaothceann
Staff Note: Image was too big for main page display, and I don’t feel like making and uploading a new one, so here’s a link:
This version can load, display, edit and save SMV files.
Nightwolve updates Ys I to 1.27 and makes progress on Legend of Heroes
27 March 2006 7:01AM EST - Update by deekay
After no news for a while, Nightwolve has updated his excellent Ys I Eternal patch for the PC to 1.27. Nothing major, but a few minor fixes. You can download the patch from his website or from ROMHacking.net.
Also there is some pleasing progress on Legend of Heroes VI hacking with some pics showing the preliminary progress he has made. The image above is one of them, cropped for your viewing pleasure. More details and pics at the site.
Tsukihime translation updated to 56.17%, new Revolve website
27 March 2006 6:39AM EST - Update by deekay
The editing of the translated Tsukihime script is at 56.17% according to the latest updates at the Mirror Moon website thanks mainly to the return of Ryuusoul. There are some month old screenshots over there, new to me, and possibly new to you as well.
Also, there is new website up for Revolve Translations which is currently handling the Melty Blood Re-Act translation. Thier URL is http://www.revolve-trans.org/.
Updated 3/29- Revolve has clarified their post and stated that editing, not translation, of the Tsukihime script is currently at 56.17%
Super Mario 64 Expander
26 March 2006 8:42AM EST - Update by Neil
VL Tone Writes
This program is used to make an editable version of Super Mario 64, to be used with my level editor, which should be released later this year. It’s a beta, use at your own risks.
Please don’t mind the BinaryIO demo dialog that appear when you start the program, just click OK to continue.
You don’t have to pay or register anything to use this program.
It’s released for testing purposes, and while it’s built to be eventually used in the editor, it can be very usefull to anyone wanting to edit textures, as some programs already can view and edit the n64 texture format. (You’ll have to find the texture offsets and sizes for now, but I’ll provide a list soon.). With the extended ROM, you don’t have to worry about compression size anymore, you can just save changes and open the ROM in an editor.
What this program will do:
- Swap bytes if a .v64 version is provided. The output file is in .z64 format (ABCD byte order)
- Extend the ROM to 24 megs, by adding 16 megs of “FF”.
- Decompress all the MIO0 files in a directory named “MIO0files”.
- Copy the uncompressed data in the upper 16 megs of the extended ROM, leaving 32k gaps between data segments.
- Change pointers to match the decompressed data.
- Recalculate the checksums.
What this program won’t do.
- It doesn’t work with European and Japanese versions.
- It won’t work with ROMs that have a byte ordering other than ABCD or BADC.
- It doesn’t make Luigi a playable character.
- The extended ROM won’t run on an iPod.
To sum it up, the graphics in SM64 are compressed, this program expands the rom, decompresses them, and tacks them at the end of the rom enabling you to edit textures with TileMolester or any other graphics editing program that supports the format. The author of this program is also working on a level editor, screenshots of which can be found in this thread over on Acmlm’s message board. You can download a version for Windows or Mac from our site, or from rapidshare links included in the following messageboard thread:
25 March 2006 5:09AM EST - Update by Rhys Cox
A fair deal of progress has already been made into translating this Korean MMORPG for the PC. All of the Digimon attacks have been translated, except for a couple which have recently been inserted into the game, all of the items in the game have been translated and are currently being inserted, and all of the menu descriptions have been inserted, along with a few less major things.
Since this game is updated every Wednesday it automatically overwrites the file which stores all of the Korean text, so I’ve had to create a patcher which will repeat the process of overwriting the Korean text with English text every week. I’ve also included language support for German and Netherlands which are currently in redevelopment.
In a week I’ll be releasing a new version of the patcher which inserts the second block of items bringing the total phrases inserted count up to 602. I’ve also changed the file format it reads to know what to search for and what to replace it with from the INI file format to the XML format, this should improve efficiency a great deal, bringing down the total amount of time required to complete the patching process.
However, despite this good news I still feel that having more than one translator would greatly improve my chances of getting most of the text finished this year, as there is still over 600kb worth of it left. I also think that the patcher would be much faster if it was coded in C++ rather than Visual Basic 6, however since I only know Visual Basic this is all I can do. If anyone would be able to help me with either of these problems I’d be very greatful.
I would estimate that a good 22% of the text is already translated, and despite how long it takes to copy and paste the search and replace hex values I think I’m making pretty good progress so far.
No screenshots as of yet, but since only the text can be edited then screenshots don’t really serve much of a purpose anyway.
Light Script update
24 March 2006 2:59AM EST - Update by KingMike
I uploaded a new version of my script dump tool for DOS. This has been developed as a general template to my custom script dumpers. So, it’s probaly lacking a lot of useful stuff yet (like pointer calculation for substring entries), but hey, I feel like sharing.
Notables: Added support for a custom TBL entry for substrings. Right now, I support only fixed-length strings, with the least significant byte first. And table swapping. Source code included, but you will never understand it. :D
Die Bahnwelt Announced!
23 March 2006 5:19PM EST - Update by Radical R
Radical R has been working on this project for a little under a year and he feels that there is enough done for a patch. He has finished the following:
- - The Introduction (OPEN.XDF)
- - The System Menu and Messages (SYSTEM.XDF)
- - The Music Mode (END.XDF)
- - The Story up to the Shrine. (DATA.XDF)
What is Die Bahnwelt? It is a Sci-Fi action story made by Glodia for the X68000.
Please play this and give feedback via email in the readme.
Final Fire Prowrestling
23 March 2006 7:39AM EST - Update by Fat Dave
Not much translating done this time, pretty much the same as the last patch. Just an experimental update for Final Fire Prowrestling to test some things out. I’ve personally had no problems with it, but you never know, as whenever I release something which I assume has no problems I always get an e-mail or IM pointing the obvious glitch/error which I missed.
The big addition to this one, which is the one I want thoroughly tested and any problems reported is that I inserted double ASCII characters over some of the Kanji, they are the same width as using 2 Shift-JIS roman characters and look just like them, but uses up half the space allowing for longer names for wrestlers, promotions and moves, which was always one of the big problems with this game. While it was an easy hack to do and probably not how it should’ve been done, it works well.
The other thing I did, which I probably shouldn’t have, is replaced the FMW ring logo with a Pro Wrestling WILD logo. This’ll be removed from the final version, but there’s a reason this is called experimental. (I know I messed up the colours, again, laziness kicked in)
Look out for any problems with these features and some constructive feedback would be nice.
2 final notes: I know about the broken move names, I kinda rushed recalcing the pointers and messed some of them up. I’ll clean them up for next time. I also need help with the compressed graphics.