Hi folks,
this is a complete fan-translation of "Moving Adventure Psy-O-Blade", one of the very first graphic adventure game launched on the Japanese Megadrive (19xx). It's a partial port of an MSX game that should have had some popularity, considering the number of ports.
Back in the days, I had a french magazine in which it was very badly marked, though the writer said "it must have some interest if you understand Japanese" (which now makes me think : "Why on Earth did you give a mark to a game you can't play ?")
At the time, I felt in love with the (old) japanese chara-design and the futuristic atmosphere and heavily regretted not being able to play it.
So when I considered hacking some MD games, I remembered this game and took it as an exercise. All I needed was a translator :)
And I had great luck with Eien Ni Hen's willing to take a look at it. She did an awesome job, though I sent her every two weeks some hundreds of dialogues I didn't notice in my previous dumps. I dare to say that this English version is likely better than the original Japanese !
The game itself may not be the best game ever produced on the Megadrive, but the adventure is fun, easy, and quite quick. It's a testimony of the Sci-Fi / Horror movies of the 80's, such as Alien of course (Eien Ni Hen has even dropped some allusions to it), or Blade Runner.
(http://img4.hostingpics.net/pics/927259psyobeta000.png) (http://img4.hostingpics.net/pics/244410psyobeta001.png)(http://img4.hostingpics.net/pics/221544psyobeta003.png)
This patch is still a beta version : neither me nor Eien Ni Hen have time to play it extensively, so here's what I'm asking for :
* play the game, try to unlock every dialogues, and report typos
* report game-breaking bugs. For that, I'd ask you to play with the Regen emulator, and post savestates just before the bug occurs, describing what to do to make it happen
I ask you to use Regen because it's the debugger I'm used to (I know there are others, but for the moment I prefer this one). Though Regen's savestates are in classical gsx format, for some reason they are not always compatible between emulators. So please, stay with this one.
I played the game up to the end without any bug, but since I've modified a little my tool chain to produce this version, some new bugs may occur (though they should be very easy to fix).
The game features, at some moment, a shoot'em up sequence (à la Space Harrier). For testing purposes, I modified the number of ennemies to destroy in order to proceed. I'll remove it in the final version.
New version (25/11/2014) : download it here (http://s000.tinyupload.com/index.php?file_id=00431796229688428130)
You can use it with the ROM : Psy-O-Blade Moving Adventure (J) [!]
Faaaaantastic! Such a nice surprise. Many thanks for this.
Wish I could help with the testing, but I don't believe there's a version of Regen for OS X -- though I've read that it can run in WINE?
I didn't try. It's likely, since it's based on SDL.
If you can't make it work at all, try to be as precise as possible when describing bug, and I'll play the game up to there.
Brilliant!
Unless I'm doing something terribly wrong, there seems to be some issues with the intro text?:
Line break after the word nuclear:
(http://abload.de/img/psy-o-blademovingadvewbu8o.png)
And some random looking letters at the end of some lines. Some examples:
(http://abload.de/img/psy-o-blademovingadve9auiq.png) (http://abload.de/img/psy-o-blademovingadveo9urn.png) (http://abload.de/img/psy-o-blademovingadvea0usu.png)
You're not doing anythin wrong : my line width are too long (which surprise me because I'm sure I had fixed that before, I hope there won't be too much bugs that reappear). I fix it at once!
Greetings! Decades long lurker here, just wanted to give some help so I decided to register because I found this bug in text placement (http://picpaste.com/pics/MD-Psy.mp4_snapshot_41.16__2014.11.05_19.33.30_-OS0k7aM2.1415216218.jpg):
(http://picpaste.com/MD-Psy.mp4_snapshot_41.16__2014.11.05_19.33.30_-OS0k7aM2.jpg) (picpaste doesn't seem to work for embedding...)
I apologise, I was not using Regen because I was making a videoclip to upload onto my Youtube account (https://www.youtube.com/user/ShiryuGL). But from the picture you should be able to figure out what's wrong with the text placement. I was using KEGA Fusion v3.63 if it helps in any way.
Great work, keep it up. :thumbsup:
Thanks.
Another problem I was sure to have already fixed. Must be due to my changing my tool chain.
Raising awareness by posting it on Kotaku TAY for my Now In English segment (http://tay.kotaku.com/now-in-english-moving-adventure-psy-o-blade-1655134046).
Hope that gets you some more beta testers. :thumbsup:
Thank you :)
Hello tryphon. First off I'd like to thank you both for your work on the translation.
Maybe this was fixed already as I downloaded the patch a couple of days ago over at Sega-16; I'm playing the game in Fusion 3.64 and discovered that the game hangs when you're back at the Cassowary at the start of chapter 2, if you talk to Bob (the guy to the right).
I also found some typos here and there, and one dialogue where a character's reply seemed odd. I'll post those in a bit.
Edit:
(http://i.imgur.com/ltdFqhL.png)
(http://i.imgur.com/rjZSjAY.png)
that's the doctor's reply to keith's question
(http://i.imgur.com/Ccu079L.png)
similar issue to the intro
(http://i.imgur.com/7am92l8.png)
effecient>efficient
November 05, 2014, 09:29:53 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Tested it in Regen and the same thing happened again, locks up at the beginning of chapter 2.
So, considering this game is a port from one of the Japanese computer systems, any chance of translating one of those versions? Generally speaking, the PC versions are a lot better than the console ports.
Quote from: Pennywise on November 05, 2014, 10:00:05 PM
So, considering this game is a port from one of the Japanese computer systems, any chance of translating one of those versions? Generally speaking, the PC versions are a lot better than the console ports.
Quite unlikely. I'd need informations about those system and a copy of the game on these. That must be quite difficult to find for non-japanese speaking people. And then I'd need the will and time :)
Though, if you know where I can find those, I'd give an eye to it without any doubt...
From what I saw, MD port is indeed quite inferior (seems like half of the story is missing, and technically the game seems more impressive on the computers).
Quote from: PresidentLeever on November 05, 2014, 07:50:24 PM
Maybe this was fixed already as I downloaded the patch a couple of days ago over at Sega-16; I'm playing the game in Fusion 3.64 and discovered that the game hangs when you're back at the Cassowary at the start of chapter 2, if you talk to Bob (the guy to the right).
I also found some typos here and there, and one dialogue where a character's reply seemed odd. I'll post those in a bit.
Thanks, I'll check there wasn't a mess with the dialogs, then I'll send them to Eien Ni Hen (English is not my mother tongue and I can interpret things wrongly).
QuoteTested it in Regen and the same thing happened again, locks up at the beginning of chapter 2.
That's weird. Could you please provide a Regen savestate ?
For the moment, there's only one patch (precisely to avoid some mess when reorting errors)
This actually looks pretty cool. I'm interested in playing it, but I think I'll wait until you're out of beta.
Looks quite good though!
Here's a Regen (0.97) savestate:
http://www.filedropper.com/psy-o-blademovingadventurejtengbeta
Things I thought might cause a problem:
Renamed ROM (added ''[T+Eng]'' to the filename, never had problems with this before)?
Wrong ROM (tested two of them now but same thing happened)?
Wrong patcher (Lunar IPS)?
Thanks, it helped !
I reproduced and fixed the bug. It was due to my dumper that mistakenly took some piece of code for a text (it happened sometimes when testing, I missed this one).
Were you able to continue the game ? If not I'll upload another patch. But I'd prefer not too much patch circulate to avoid some mess in fixes :)
Sorry I should've made that clear, I was not able to continue. It seems you need to talk to Bob to progress the game further in that scene and that's when it locks up. I've tried talking to everyone and examining everything else 2-3 times.
So another patch (http://s000.tinyupload.com/index.php?file_id=58425318101073536935) (fixes only the crash).
Quote from: PresidentLeever on November 05, 2014, 07:50:24 PM
(http://i.imgur.com/ltdFqhL.png)
(http://i.imgur.com/rjZSjAY.png)
that's the doctor's reply to keith's question
I think I caught this error in my playthrough as well. This was definitely a mistranslation (hopefully the only one). The doctor's response should be "How should I know?"
Anyway, I'm glad everyone is enjoying the game. I really would like to work on the MSX or PC88 version. Like Tryphon mentioned, the MD version leaves out half the story. :)
Forgot to mention in my previous post. During the intro:
(http://abload.de/img/psy-o-blademovingadvep1ruo.png)
"Raiden." should really be written as "Raiden". (fullstop outside the quotations)
Thanks for the update, I'll test it out asap.
Typo and doctor text fixed.
I found the MSX floppy image, but the least that can be said is that it's not really pretty...
Moby games says it was released on FM-7, MSX, PC-88, PC-98, Sharp X1.
Does anyone know which version could be the presttiest ?
Quote from: Trickless on November 08, 2014, 07:17:50 AM
Forgot to mention in my previous post. During the intro:
(http://abload.de/img/psy-o-blademovingadvep1ruo.png)
"Raiden." should really be written as "Raiden". (fullstop outside the quotations)
I think you're thinking of British-style grammar, and my translation uses American-style grammar. In American-style grammar, periods and commas always go inside the quotation marks. Everything else goes outside unless it's part of what's being quoted. This link (http://blog.apastyle.org/apastyle/2011/08/punctuating-around-quotation-marks.html) has more info.
So typo fix unfixed :)
I really thought it was a typo because French style is similar to British.
I'm quoting myself to give the question more emphazis :)
Quote from: tryphon on November 08, 2014, 02:27:57 PM
Moby games says it was released on FM-7, MSX, PC-88, PC-98, Sharp X1.
Does anyone know which version could be the presttiest ?
It's a shame that the game wasn't released for the Sharp X68000, which was the most powerful of the Japanese PC systems and also happens to have very solid debugging tools.
The PC98 version is probably the best of the bunch going on the reputation of the system.
That's what I think, but it's pretty hard to find PC98 disk images...
Quote from: Eien Ni Hen on November 08, 2014, 02:31:04 PM
I think you're thinking of British-style grammar, and my translation uses American-style grammar. In American-style grammar, periods and commas always go inside the quotation marks. Everything else goes outside unless it's part of what's being quoted. This link (http://blog.apastyle.org/apastyle/2011/08/punctuating-around-quotation-marks.html) has more info.
Ah! I see. I wasn't even aware there was a difference in grammar.
Quote from: tryphon on November 08, 2014, 02:27:57 PM
Moby games says it was released on FM-7, MSX, PC-88, PC-98, Sharp X1.
Does anyone know which version could be the presttiest ?
Graphically i don't think they look too much different from each other, although the PC98 version does have the advantage of higher res text. And they're not too hard to find! You just need to look at the right places and speak to the right people... ;)
Random fact: The pc version of PsyOBlade came bundled together with a 'Melody Module' device that can play different tunes, which is required to solve a puzzle near the end. It was also a way to counter against piracy.
So, a couple more typos to report:
(http://i.imgur.com/1rdDSnd.png)
should be a space between the words there
(http://i.imgur.com/SJYL7i3.png)
I'm pretty sure I saw a note like this before which was in french, ''traduit'' something? Maybe you fixed it because I missed it this time around.
Also, I played it in Fusion (yes, despite your recommendation, my bad) and the game hangs up once again at this point:
(http://i.imgur.com/LeM2HKc.png)
The screen goes black after this text and the music hangs up on a note that then keeps ringing. I'll replay in Regen when I have the time.
Edit:
On a different note, have you considered changing the text in the fight scene with the second android so that Keith won't say that he's out of bullets when you try to shoot again, but then proceed to use the gun anyway to shoot the explosives he just threw at Jean if you picked that option? Because it doesn't make sense; I'd suggest that he says shooting again won't work instead. Or maybe the explosives should be an option right away instead.
OK, it confirms that at some point, the script files I used weren't the last updated (the "***TO DO**" was a miss by Eien Ni Hen she already reported, translated and that I added). I'll find out why.
For the ending text, yes, I want a savestate : Eien Ni Hen reported a bug here, but we weren't able to reproduce it.
@ Trickless : thank you, I managed to find all versions, all alone :)
Right, here's the save:
http://www.filedropper.com/psy-o-blademovingadventurejtengbeta2
Thanks a lot.
It's likely a code alignment error, and it's quite a hard one to spot. But I'll find it !
Not really related to grammar or bug fixes, but what about swapping out the "MEGADRIVE" for "GENESIS" to better match the American-styled translation? Just a minor adjustment I thought would be a nice touch.
Example:
(http://i128.photobucket.com/albums/p191/BaddyChaddy/ltdFqhL_zpsb6e414eb.png) (http://s128.photobucket.com/user/BaddyChaddy/media/ltdFqhL_zpsb6e414eb.png.html)
I'm a little reluctant because I'm european, and in Europa it was called Megadrive :)
Another thing that I forgot to mention about the video game (rail shooter) part:
Before playing they tell you to shoot down 200 enemies or something, but then when you play it ends after shooting down just 2 asteroids so the sequence is like 10 seconds long. Is this a bug or was it intended? (Fusion 3.64)
Oh and I prefer Mega Drive myself, but you could do like MIJET and add an option to use either on boot up if it's not too much work.
Quote from: tryphon on November 10, 2014, 01:29:51 AM
I'm a little reluctant because I'm european, and in Europa it was called Megadrive :)
Don't give in to the imperialist Murricans :police:
I was really looking forward to the translation of this game. Big thanks to tryphon and Eien Ni Hen for making it happen!
I used the Regen emulator to test the beta, going through every possible dialogue. Other than the issues that were already mentioned in the thread, I came across some few errors that I would like to share:
Some of the text gets written over.
(http://i.imgur.com/LxlhhNP.png) (http://imgur.com/DDYbPqr.png)
"you." gets replaced with "Keith!"
(http://i.imgur.com/RVwarL4.png) (http://i.imgur.com/aDYRjOd.png)
"Sofia!" gets replaced with "Keith!"
(http://i.imgur.com/iX19S1J.png) (http://i.imgur.com/ml7NO4J.png)
"a thing." gets replaced with "Let's report back to Robert."
Typos:
(http://i.imgur.com/gnhnMmi.png)
"neither" is the correct word instead of "either".
(http://i.imgur.com/PTWVncB.png)
Missing space between "eachother".
(http://imgur.com/hky1YzM.png)
"I" is the correct word instead of "myself".
Non-translated:
(http://i.imgur.com/BgBKhmK.png)
The mentioned "pas traduit" section.
Aesthetics:
(http://i.imgur.com/UZaK6wC.png) (http://i.imgur.com/j98xIly.png) (http://i.imgur.com/mJize22.png) (http://imgur.com/pFICGDK.png) (http://i.imgur.com/Kq2lDhF.png)
Text box placement.
Other possible errors:
(http://i.imgur.com/2qcxL9O.png) (http://i.imgur.com/Zti4VyR.png)
I feel the sentence "I thought we'd find something, what with this being the ship's living quarters..." is a little awkward. Personally, I'd go with:
"I thought we'd find something, with this being the ship's living quarters and all..."
(http://i.imgur.com/7I7I3Ba.png)
After the chase with Arthur, Keith will mention to the crew that he threw 3 parts at him. There is an optional event during the chase that allows you to throw the gun, pack and parts at Arthur in the Experiment room. Whether you threw the items or not, Keith's dialogue will be the same. And if you did throw the parts...
(http://i.imgur.com/S2yKVBu.png)
Keith will later mention that there are samples and parts on the workbench, which clearly there aren't any.
That's all I could find. Sorry if this post was a bit long.
Quote from: PresidentLeever on November 10, 2014, 08:41:23 AM
Another thing that I forgot to mention about the video game (rail shooter) part:
Before playing they tell you to shoot down 200 enemies or something, but then when you play it ends after shooting down just 2 asteroids so the sequence is like 10 seconds long. Is this a bug or was it intended? (Fusion 3.64)
It's intended for beta-testing. I'll turn that back to normal for the release.
QuoteOh and I prefer Mega Drive myself, but you could do like MIJET and add an option to use either on boot up if it's not too much work.
I considered make a two-language release like MIJET did, but the way I coded the translation makes it a little difficult...
Boombafunk : thanks for all the reports. Eien Ni Hen will frown upon me because she already signaled most of them, and I was sure to have fixed them all.
For the menu placement, I'm aware of that. But I wait for the VWF before seeing if it needs being fixed.
Quote from: KaioShin on November 10, 2014, 10:17:01 AM
Don't give in to the imperialist Murricans :police:
Actually, I'm Canadian! ;D
Quote from: PresidentLeever on November 10, 2014, 08:41:23 AMOh and I prefer Mega Drive myself, but you could do like MIJET and add an option to use either on boot up if it's not too much work.
That's not a bad idea! Or even just a separate patch. One labeled MegaDrive and one labeled Genesis.
Just popping in to say that I'm okay with the text-related suggestions made by boombafunk and PresidentLeever.
Quote from: boombafunk on November 10, 2014, 11:04:10 AM
And if you did throw the parts...
(http://i.imgur.com/S2yKVBu.png)
Keith will later mention that there are samples and parts on the workbench, which clearly there aren't any.
This and the part where Keith uses the gun after saying he's out of bullets are basically just the game being dumb. :/
Also, I would be interested in translating the PC-98 version of Psy-O-Blade sometime in the future (when I am less busy).
I'm also interested (though I'm also quite busy ATM). The main problem is I have no idea about how the PC-98 works. Maybe it'll be easier to find infos about the MSX (and it seems that the versions are the same).
To be true, I'd find interesting to try to port the computer version to the MD... There must exist graphical adventure games engines for MD (IIRC, the homebrew 'Silent Hill' was made using one) and if it isn"t sufficient, it shouldn't be too difficult to code with SGDK.
But I have some projects ongoing...
Oh, and by the way, VWF is on its way...
(http://img4.hostingpics.net/pics/721017psyobeta005.png)
Okay.
I think I've fixed all bugs and typos in the main script reported excepted :
* the too long menu entries (because it's likely VWF will fix most of them)
* the description text in the living room, which seems formatted for a smaller window, because it's indeed formatted for a small window : this text can happen twice in the game, one of these being in a small window. To fix that would mean creating a special event to select between two texts, being the same, but formatted differently. I may do that in the future, but I'm not sure it's worth the pain (I have an idea about how the event flags work, but I'd have to check if there are free flags in the RAM).
* the game being dumb about the three items you shouldn't have on the desk (same thing)
I have also implemented VWF for the main script, locations and menus (only intro and ending texts remain). It seems to work.
I'll release an update, not yet definitive (because of intro and ending) but with the final script inserted (unless some new typos and bugs are reported) very soon.
Thanks for all who contributed to the proof-reading, especially PresidentLeever and boombafunk (you'll be credited in the splash screen of the finall version).
Quote from: tryphon on November 22, 2014, 04:20:36 AM
* the description text in the living room, which seems formatted for a smaller window, because it's indeed formatted for a small window : this text can happen twice in the game, one of these being in a small window. To fix that would mean creating a special event to select between two texts, being the same, but formatted differently. I may do that in the future, but I'm not sure it's worth the pain (I have an idea about how the event flags work, but I'd have to check if there are free flags in the RAM).
Well, one way to resolve this would be to implement automatic line-wrapping, which could be pretty simple if the game stores the currently displayed string in a buffer and window width is easily accessible. Not many translations do this, even though the overhead is negligible. The only patch I personally know to do this is the Front Mission translation by F.H. It's a nice thing to have to be sure.
Good idea indeed. It's worth a try. Window width is accessible when the window frame is drawn, but I'm not sure it's kept after that (but it shouldn't be too difficult to save it).
November 25, 2014, 04:35:22 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
New version today : download it here (http://s000.tinyupload.com/index.php?file_id=00431796229688428130).
Changes :
* 8x8 VWF for the main script
* All typos reported hopefully fixed
* Fixed weird characters in the intro text
* Fixed crash in the intro text
To do before final version :
* 8x16 VWF for intro text and ending text
* recode splash screen and add PresidentLeever and boombafunk in the splash screen
* implement automatic line-wrap
I played the game up to the end, so it should work.
Please continue to report typos and bugs, before I submit the translation to the site.
Many thanks to all who contributed, and who will :)
As I said over on Sega-16, my wife and I just played through the whole game on real hardware (EverDrive-MD on a Genesis Model 2) and using the latest patch. You all did a wonderful job with it. Here are the issues I found:
Crashes and Graphical Issues
The only crash I saw was in the battle vs. Arthur in the room with the proton gun. When I threw the uppermost "Part" at him first, the game immediately crashed, and he only got out the letter "A" (instead of saying "Aargh" or whatever). I had to power-cycle the console to resume play, but when I did, I threw a different item at him first, threw the top "Part" item at him last, and had no problems. (However I reset again when I realized that I probably didn't need to throw anything at him.)
The game itself was free of graphical issues, but the ending credits had some problems. Almost all of the job titles, and many of the people's names, had their last couple letters corrupted. Also, the very last screen had a white-dot pattern overlaying most of the screen, but not the portion to the left of the final character portrait. This looked to me like tile corruption.
Spelling/Grammar Errors and Typos
Here's what I found, with errors on the left and corrected version on the right. Sorry I can't specify exactly where all of it was:
adjustement > adjustment
embarassing > embarrassing
other various > should be "various other"
unusuable > unusable
syncronize > synchronize
morse code > Morse code
vaccuum > vacuum
the each particle > I think it should just be "each particle", IIRC
Acccording > According
purprose > purpose
dissassemble > disassemble (not sure whether I actually saw this one, it went by too quickly to be sure)
principle mission > principal mission (grammatical error)
Articificial > Artificial
Hybernation > Hibernation
as good as dead.I > as good as dead. I (space is missing)
There were also two other bits of weirdness:
"Material Room" vs. "Materials Room" -- it showed up with both names, but should probably be standardized.
Finally, at one point Keith said "...Mark is..." for no apparent reason, and it didn't really make sense. Is that in the original?
BTW the character names at the beginning (overlaid in white atop the graphics) are very difficult to read, at least using composite video on a CRT. But it's not a big deal.
Huuuuuge thanks for all your work on this!
Thanks for this detailed report.
I'll check bugs carefully. If you played with the last version(with VWF), I know the end is broken (I'm currently adding a new VWF for it).
I didn't notice the bug vs Arthur. Fixing it will be my priority.
I'll fix then all the typos and the inconsistencies in the script.
Do you remember where the "Mark is..." line occurs ?
For the characters' names at the beginning, it's in fact even worse in Japanese. I'll see if I can change the colors, or the palette used.
I'll credit you and your wife in the splash screen :)
Quote from: tryphon on November 30, 2014, 06:11:01 AM
Do you remember where the "Mark is..." line occurs ?
Based on my notes, it was after the Arthur fight, and before the "morse code" typo. I think it was shortly after the "Psy-O-Blade" splash screen, but I could be wrong. It also had ellipses on both sides, if that helps.
Quote from: tryphon on November 30, 2014, 06:11:01 AMI'll credit you and your wife in the splash screen :)
Awesome! :)
Quote from: goldenband on November 30, 2014, 09:21:00 AM
Based on my notes, it was after the Arthur fight, and before the "morse code" typo. I think it was shortly after the "Psy-O-Blade" splash screen, but I could be wrong. It also had ellipses on both sides, if that helps.
Locating the text in the script is easy, locating it in the game is much harder. But the game is short, and you streghtened the possible locations quite a lot.
It's surely a Japanese sentence that is hard to translate when lacking the context. The problem with this game is that dialogues are scattered in the ROM. I could provide a script dump to Eien Ni Hen, but was unable to tell her which dialogue follows another.
Concerning the bug you mentioned, I tried to reproduce it with Regen. It's very strange : it never occured precisely where you told, but sometimes almost anywhere when picking any option. I never succeeded in reproducing it twice at the same spot. So I'm afraid it'll be a nasty thing to fix. >:(
I'll do my best.
Quote from: tryphon on November 30, 2014, 09:53:02 AMIt's surely a Japanese sentence that is hard to translate when lacking the context. The problem with this game is that dialogues are scattered in the ROM. I could provide a script dump to Eien Ni Hen, but was unable to tell her which dialogue follows another.
I hope I'm right about the name "Mark" and didn't write it down wrong. Regardless, it was a single offhand comment that didn't seem to fit with everything around it.
Quote from: tryphon on November 30, 2014, 09:53:02 AMConcerning the bug you mentioned, I tried to reproduce it with Regen. It's very strange : it never occured precisely where you told, but sometimes almost anywhere when picking any option. I never succeeded in reproducing it twice at the same spot. So I'm afraid it'll be a nasty thing to fix. >:(
The good news is that if you save beforehand, it's easy enough to get around the bug. And of course, if it turns out to be in the original game, you're not obligated to fix it!
Quote from: goldenband on November 30, 2014, 10:17:06 AM
The good news is that if you save beforehand, it's easy enough to get around the bug. And of course, if it turns out to be in the original game, you're not obligated to fix it!
What I fear is that the bug can happen randomly on any menu entry (though very rarely). For example, I could select the menu entry that didn't work for you and I never had a problem up to now. To the contrary, I had problems with last entries...
I fixed a bug that was present in the original game, that forced you to select twice an option in a menu. I'll check if my fix causes this second bug.
November 30, 2014, 05:53:05 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
I've made some tests. The bug is in the original version. It occured 6 times out of 150 attempts, so it's quite rare.
I don't think I'll try to fix it, because it's a really nasty one to trace, and not a critical one.
It's certainly due to a routine that should have disabled VBLANK but forgot. I have no means to determine which one (unless I disassemble the whole code, doesn't seem worth it).
Thanks for spotting it !
Hey, glad to help! And glad to hear that it's an "inherited" but minor problem. The game allows us to save almost anytime, so a rare crash isn't a big deal.
Quote from: goldenband on November 30, 2014, 10:17:06 AM
I hope I'm right about the name "Mark" and didn't write it down wrong. Regardless, it was a single offhand comment that didn't seem to fit with everything around it.
The good news is that if you save beforehand, it's easy enough to get around the bug. And of course, if it turns out to be in the original game, you're not obligated to fix it!
Just chiming in on this one. You're right, it's "...Mark..." in the English script, and the Japanese is the same thing: (・・・マーク・・・).
I think the speaker (Keith) is kind of muttering to himself that Mark is dead, but it's pretty vague in the original text.
Also, I can't believe there were so many typos in my translation. I thought I had gotten all of them during proofreading. :/ Thanks for catching them.
Quote from: Eien Ni Hen on December 01, 2014, 04:34:38 PM
Just chiming in on this one. You're right, it's "...Mark..." in the English script, and the Japanese is the same thing: (・・・マーク・・・).
I think the speaker (Keith) is kind of muttering to himself that Mark is dead, but it's pretty vague in the original text.
Ah, that makes sense. Would it be worth rendering as "...poor Mark...", or is that taking too much of a liberty?
Quote from: Eien Ni Hen on December 01, 2014, 04:34:38 PMAlso, I can't believe there were so many typos in my translation. I thought I had gotten all of them during proofreading. :/ Thanks for catching them.
You're welcome! Typos are easy to fix and I'm glad to help, especially given the high quality of the translated text. I hope you're able to work on more Mega Drive games!
Quote from: goldenband on December 01, 2014, 10:19:17 PM
Ah, that makes sense. Would it be worth rendering as "...poor Mark...", or is that taking too much of a liberty?
That sounds fine to me. :) And I'm glad you liked my translation. The Japanese script is poorly written, so I cleaned it up a lot for the English version.
Also, tryphon, you did a great job with the hacking! I like the way the VWF looks!
Thanks, I did my best :)
It would be a shame if the game didn't look well with all the work you did :)
I've finished the game in about two and a half hours, it's very short but enjoyable. Didn't notice any bug worth mentioning. Thank you very much for this translation, Eien ni Hen. :thumbsup:
If you played the final version I submitted 2 days ago, you had noticed the shoot'em up part is still easy (only 3 hits needed).
I uploaded another patch yesterday with the complete shmup, but it seems it wasn't taken into account.
Just in case, here it is ! (http://s000.tinyupload.com/index.php?file_id=41203636779545678471)
If someone can help me telling how to update a submitted patch, thanks in advance.
The page's download got updated with 1.1 though the page itself just says 1.0
I played through the first half of the game with the new patch, since I wanted to reach and beat the shmup minigame before considering the game 100% beaten. Everything looks terrific, and (though I was paging through dialog boxes quickly) I didn't see any typos or glitches. And thanks so much for the shout-out! :beer: That got a big smile from my wife.
Speaking of the shmup minigame...man, is that thing grafted on or what? I guess they were trying for a Galaxy Force II/Space Harrier sort of interlude, but it's not well-executed. It seems weird and out of place to me, and doesn't "flow" at all -- one of those levels that somehow manages to be easy and cheap at the same time.
I beat the game (v.1.1) on real hardware and I found only one explicit jamb:
(https://img-fotki.yandex.ru/get/30536/121151096.15/0_16e511_65a7d6ca_XL.jpg)