(1811 to 1820) of 1967 Results
Vice Translations - not quite dead yet
03 July 2006 7:49AM EST - Update by Kitsune Sniper
The good: I’m almost done with Samurai Pizza Cats/Kyattou Ninden Teyandee.
The bad: I couldn’t finish it before I left the country. Woe.
The ugly: Mexican elections were today, and it seems that we’re going to become the next fifth world country! Someone freakin’ give me a job in the US already!
Anyway. I’m being forced to leave my hometown for a few weeks (family stuff), so I couldn’t finish the translation before I left. I managed to finish reinserting close to 75% of the script for Kyattou Ninden Teyandee - all that’s left is the final four stages and the credits, as well as the title screen. Once that is done, I’ll work on a US version, since the show was broadcast as Samurai Pizza Cats with mostly made up dialogue. So the SPC version will have really bad jokes which reference the show and lots of obscure stuff nobody will get, and the KNT version will have some really bad Japanese jokes nobody but otaku will get.
It’s a lose-lose situation.
But yeah. I hate writing these things, so that’s it.
03 July 2006 1:21PM EST - Update by Anonymous
Just visited Bongo’s website at Stealth Translations and noticed he made an update to the FEDA: The Emblem of Justice project, asking for help, with a new BETA patch available.
Just an update for FEDA. I’m receiving feed back and stuff but I never updated the patch to reflect the work that I DID do before the request. So I did that. So if anyone else around feel that they can help feel free to download the new patch and have at it! :) As you can see from the pics the two patches are quite different.
Transcorp Updates Twice on Wozz
30 June 2006 5:09PM EST - Update by Nightcrawler
Since nobody in the community wrote news about the last Transcorp update in over a month and there was a second one today, I figured I may as well write news about myself. )
Nightcrawler has given us some juicy updates on Wozz. The first update is filled with much technical jargon and other ramblings about specific progress that has been made. The second update however, treats us to some nice new screenshots (in addition to the ones seen here) as well as the news of Wozz entering final beta! He even gives indicication that his beta testing team is actually doing some real work.
It seems like this is evidence of that old man still being able to do the translation gig and actually finish another project. However, I for one am skeptical and will wait and see if Nightcrawler can deliver. Let’s keep our fingers crossed and anxiously await playing Wozz in English.
NINJA 2.0 Beta Test
28 June 2006 5:47PM EST - Update by D
For those who have been following on the forums, you may know I’ve been actively developing the NINJA 2.0 format for the last month. There have been several beta tests on the forums, and I think it’s finally ready for a front-page notice.
Patch Creator Image - Too large to run on the main page.
This will be the last major beta round for NINJA. I am looking for people to report bugs in both creation and application. This is directed only to Win32 users–people planning to use it on the command line with have a different release with the script only (a much smaller download at 30KB). To run NINJA you will need the Microsoft .NET Framework 2.0.
NINJA 2.0 is a new patching format that is designed as a replacement to IPS and several other formats. Because it uses a prefix byte to tell the length of all offsets, it creates filesizes a little larger than IPS, but the patch format is ever expandable. The greatest address NINJA can support is 2048-bit addressing (a 32,317,006*10^600 byte file). Patches created with NINJA can be created and applied between single files or directories of files. Its patches store the MD5 sums of both source and modified file versions, and a NINJA patch can be used to hard patch and unpatch target files and folders. This means if a new translation for a PC game comes out, you can re-apply the last patch to “unpatch” to the source files, then apply an updated patch with no need to reinstall.
NINJA patches store 2048 bytes of internal information including Author name, patch language, genre, game or software title, release date, website, and a brief description of the patch (1074 characters). Information can be stored in UTF-8 or in the system’s default ANSI codepage. Any fields left blank will be ignored during patch time, so you only need to include what is actually used.
There is also support for special handling of ROMs. If you create a single file patch for a ROM and select its system from the drop-down menu, the resulting NINJA patch can be used on any version of the ROM. This means one NINJA patch could work on Famtasia, interNES and UNIF format ROMs, SNES ROMs that are headered and interleaved, interleaved N64 ROMs, interleaved Megadrive ROMs, and many other variations.
The NINJA Patcher program accepts files off the command line and can be associated with many patch types. As of this release, it can apply NINJA 2.0 patches, IPS patches, PPF 1.0, 2.0 and 3.0 patches, FireFlower patches, Generic Diff patches, and it can use the output of a Microsoft File Comparison (fc.com) saved to a text file to patch and unpatch files. For more details on this, please read the README file. The program includes an association management menu and patch file icons to match Microsoft Luna, Microsoft Vista, or Everaldo’s Crystal style icons.
The patching interface (not the creator) supports localization files. The current beta includes interface localizations in English, German, Spanish, Italian, Portugese (Brazil), Russian, Chinese Simplified and Chinese Traditional. If you can contribute a localization in your language, please reply to the NINJA in your language thread on the forums.
Please leave your comments about this beta test in this thread. Suggestions on how to improve the format are not welcome as NINJA 2.0’s file specifications are finalized. Any suggestions will be considered for NINJA 3.0–whenever the need for that format arises. I am looking primarily for bug reports and interface improvement suggestions.
Guidelines for writing your own NINJA patcher are in format.html. This file will be improved for clarity in the final release.
Djinn Tile Mapper translates from Russian
27 June 2006 8:34AM EST - Update by DaMarsMan
This is a nice gem of a program I came across while viewing Djinn’s website. I politely asked him if he could do the English community a favor and translate it and the next day he sent it to me. It allows you to view the fixed width tiles in their natural tiles. So basically you can do everything you can do in a normal hex editor except you can change graphics of tiles and view scripts with those graphics. You can find it here.
Aeon Genesis Presents: Guardian of Paradise
26 June 2006 10:06PM EST - Update by Gideon Zhi
Guardian of Paradise is a cute little Legend of Zelda lookalike by Japanese indie developer Buster whom you may know as the creator of Akuji the Demon. This translation is complete, and there are no known issues at this time. It’s a great little game - be sure to give it a shot!
Staff note - You can get it here as well.
Translation Complete for the First Adventure Game Relased on the Famicom!
19 June 2006 10:48PM EST - Update by DvD
After years of work it’s finally done! Now all of the Enix NES games can be played in English.
FYI: This is the first adventure game released on the Famicom. Yuji Horii ported this, his successful NEC PC-8801 game, to the Famicom to determine whether the Famicom action game crowd would take to an adventure game. The game did quite well. Because of this, Horii was able to release the game he really wanted to make for the Famicom, the first Japanese console RPG: Dragon Quest.
Being the first, it’s not the best but it had a great impact on the Japanese video community. It even inspired Hideo Kojima to want to make video games.
I have also made a complete walkthrough for the game which I will be releasing after a few people actually try to pass the game without using the walkthrough!
Heracles beta coming soon!
12 June 2006 3:46PM EST - Update by DaMarsMan
Still making progress with the game. Working out the nasty bugs. For the most part it’s starting to be playable. So I have decided an open beta patch will be coming soon! I also got around to coding an intro. A list of fixes in the past week include…
- Pesky bug where s appeared before the first sentence after loading a save
- Loads all non-town scripts directly from ROM and not into memory. (much cleaner code, no limit on space!)
- New intros can now be added with the click of a button!
- Intro now requires key press (this way it stays even with frameskip)
vSNES version 2.91 has been released
13 June 2006 3:16PM EST - Update by creaothceann
- GUI: added controls for displaying CRC32 and Hi/LoROM checksums
- GUI: moved the IPS checkboxes in the options to the cartridge page
- GUI: fixed a small issue with the CHT Editor and changed its glyph
- GUI: added Edit control to display SMV UIDs as Unix dates
- SRC: fixed IPS patching again added more messages in case it fails
- SRC: fixed the SMV code to use the new SyncOptions flag location
- SRC: added more functionality for managing extended SPC ID666 tags
- SRC: disabled ZMV loading button since the ZMV code is broken
Staff note: You can grab this utility here on our site as well as at the authors site linked to below.
11 June 2006 11:39AM EST - Update by evo
So you’ve spent precious weeks working on perfecting that Variable Width Font in your hack. You’ve even got the perfect font chosen. Do you really want to spend another 10 to 15 minutes putzing around counting pixels by hand (or worse, coding a utility specificly to) generate a width table for that font? Putz no more! With this tool you’ll have a widthtable without the fuss or muss!
It currently works with 1 and 2 bpp (gb and snes mode) fonts.
You can get it here.