As for Gideon, I'm more interested in finishing up our older translations before starting up another project, because I know how full his plate is, already. In fact, I'd love to give the old Madara 2 script another pass to polish it up, if he still has it. (It's been how many years?)
There's a lot of special considerations on this game that make it harder than most, too:
* the special memory mapper
* adapting the RTC system since you can't even set the current date in-game anymore ( I know, I took way too long ;_; )
* the special coprocessor compression algorithm that will need to be decompressed/recompressed or bypassed
* expanding the game will be a special case (I'll help explain how to do this to whoever you choose; and I'll coordinate with Snes9X to get it supported there too)
And yes, it can only be played in bsnes. It also needs some xml file that Lost Templar gave me (which I believe is related to the font?) with the same name as the rom file added to the folder.
Looks good to me! :)
Thanks for the offer, and welcome to the team!
Once the graphics are dumped, I'll provide you with a translation for each bit, and you can work your magic.
Be warned, there's more than just a title screen! (But I think you can handle it.)
-Tom
The problem with the graphics decompression is that it uses the SPC7110, so there is no "decompression routine" to debug. You need to extract using the SPC7110 algorithm. Probably there are decompressors, but the problem is recompressing. And you'll need to expand the rom.
The original game has 5MB. What's the size of your translated game? If LostTemplar gave you a manifest (this Xml) than probably it's already expanded. If the Rom size is 6MB or more than it's already expanded. (The Manifest is a file with the memory mapper for a particular game. You need to manually create this manifest in more complex cases because the emulator heuristics can't predict the memory map).
Byuu changed the manifest format a few times, so if you have a .xml manifest than probably you are using v092 or below, right? I think after v094 it changed to .bml.
Anyway, if the game is already expanded than it's less work, and the game should have space for new graphics and other stuff.
Nice to see the heavily hard to modify rtc as been easily hacked :)
(From what he said, events still work fine after 2014, it's probably just the programmers never thought some people would still play the game post 2014 so probably limited the year entry screen just because of that).
FlashPV is da man when it come to graphic edits
And without decompressors, wouldn't it be possible to get the graphics uncompressed directly from the VRAM? (as it should decompress it before displaying it in-game).
* the special memory mapper
* the special coprocessor compression algorithm that will need to be decompressed/recompressed or bypassed
Would just require to store the graphics uncompressed and see if the game can handle them uncompressed (modifying the reading/loading graphics routine)
And without decompressors, wouldn't it be possible to get the graphics uncompressed directly from the VRAM? (as it should decompress it before displaying it in-game).
Besides the compression/recompression for the graphics you need all the menus done, and it's a lot of work. Byuu's goal was to put a vwf font in the menus, and it's a lot of work.
So you have these 2 main goals.
Tom, and what about the items translation, enemies, etc? They are already translated?
Yes, but the problem is the recompression, because this SPC7110 seems to be a little complex.
I saw this Youtube video a while back...
The video is clearly fake. The guy is referring to your translation at the time LostTemplar begun to work on the game some years ago. He says while the game is not finished people can play the Arabian Night patch. After that he shows a "sample" of a menu supposedly made by the feoez team. Just ignore.
480Bh - Decompression Mode
Reportedly:
00 - manual decompression, $4800 is used to read directly from the data rom
02 - hardware decompression, decompressed data is mapped to $50:0000,
$4800 can be used to read sequentially from bank $50
Maybe someone should ask Byuu about : "But I don't know if the real chip doesn't allow this writing to $50:0000, or if it was a Byuu's decision, assuming that it's not the supposed way to work."
Oh shit you're the one who make Last Bible II and Last Bible Special English translations too :o
What do you say?
The text says "Today is Christmas Eve. Hopefully, Santa Claus will visit everyone's place tonight"
There is no need anymore. And I really think you can't write in $50. The SPC7110 controls the bank mapping, so probably it's not allowed to write to $50. But who knows? If you can read from $50 maybe you can write too :D
Got Tom's permission to post updates on Tengai Makyou Zero. Started fixing little things, like this clock not counting or displaying right.
Getting a bit closer to a legible almanac. Just gotta clean up the leftover tiles, and figure out what to do with the really long lines
Prototyping screens out and measuring available space. Expanding item names past 8 tiles will require modifying some menus.
Testing a method to upload tiles to memory, and see how the main menu will look like with an 8x8 font.
One more screen before I head out of town for the weekend.
Added the commands to the Scrolls menu, and cleaned up the garbage tiles that would appear in the blank spaces.
New background for the save screen.
The new font for the title screen.
Item names still need to be finalized, so went back to the Almanac screen. No more garbage tiles and dates/numbers/words display correctly.
From DDS :
Finishing up the Clock screen, centering the text, and showing the mm-dd-yyyy format as requested by Tom.
(https://pbs.twimg.com/media/CzxA4vAUsAAFgEe.jpg)
Noooooooooo. ::) Please do not use the horrible (US) date format. Everybody else will get confused by this.
When I read dates (on the internet/in games) I always hope to find one with a day >12 to make sure I get it right...
I'm American, born and raised, so this translation follows American English rules for spelling and grammar.
It's only natural that it will follow the American English pattern for date order.
I can understand your disappointment, though. I know how confusing an unfamiliar pattern can be.
(I sometimes get a bit thrown off when I see Date, Month, Year, or 1.000 instead of 1,000...)
At least you have a heads up, so you won't get TOO confused, even if it's not your preference.
If (as KingMike suggested) DDS can hack the game to show A.M. and P.M. distinctions instead of military time, that would be a change that I would welcome! However, if that turns out to be problematic, I think it's okay to show military time. Military time is certain unconventional in America, but it's not entirely foreign.
Finally back from my vacation, by the way.
Happy new year, everyone.
Fahrenheit to Celsius temperature conversion seems somewhat similar. The US is the only country where Fahrenheit's scale is in official use and, even though we Europeans generally know how the Fahrenheit scale works, it just seems out of place somehow. It makes more sense to me that when it's cold to say that it's -10 C for instance than 14-15 F, but perhaps that's just me.
"Officially", like on the weather forecast etc., the temperature is given in Celsius, although the forecaster does give equivalents in Fahrenheit sometimes. We swapped systems a while ago, so there are now quite a lot of people used to both systems, but also quite a few people who refuse to use the "new method." Still, I grew up with the Celsius, so it seems more natural to me. Translators always have it rough, it never rains but it pours. ;)
I'm American, born and raised, so this translation follows American English rules for spelling and grammar.
It's only natural that it will follow the American English pattern for date order.
I can understand your disappointment, though. I know how confusing an unfamiliar pattern can be.
(I sometimes get a bit thrown off when I see Date, Month, Year, or 1.000 instead of 1,000...)
At least you have a heads up, so you won't get TOO confused, even if it's not your preference.
If (as KingMike suggested) DDS can hack the game to show A.M. and P.M. distinctions instead of military time, that would be a change that I would welcome! However, if that turns out to be problematic, I think it's okay to show military time. Military time is certain unconventional in America, but it's not entirely foreign.
Finally back from my vacation, by the way.
Happy new year, everyone.
I totally understand that you chose the US format. I have no problems playing a game using that format, I was simply exaggerating a bit :angel:
Anyway, really nice work from everyone involved. Keep it up :beer:
It is posible to use month abbreviations to avoid confusion?
Instead of:
"Bring me a thousand yen on 3-10-2017, at 3:30 P.M."
Something like this:
"Bring me a thousand yen on Oct./3/2017, at 3:30 P.M."
Anyway It seems you guys, have the game almost complete, thanks for everything!
The publishing centers will have a paper and feather pen...
Any chance of using a brush and paper? (Too keep with the oriental feel) :P
Hope you enjoy seeing a brush on the sign when you play the game!
They would be tsurugi on the sign. They look the kind of sword Higan carries on his back (albeit shorter). There is also an icon for katana, but it doesn't appear on the shop signs. It appears in the smaller item font, used for katana that had names that were too long to spell out. The size of that tiny font icon is so small that it's not possible to convey that slight sense of curvature for the katana icon, but it gets the point across (also, most items get their names spelled out in the item description, with a few exceptions).
Since in-game requests are now in how about hacking in alarm clock to wake me up in the morning? The sound should be the bells from Chrono Trigger!
I will not stop playing this game so why not incorporate this game into my daily routine?
Thanks for the reply! I look forward to the completion of this translation!!! ;D
Well to feel lees crammed, my suggestions is: instead of Ryo and icon of a Japanese gold coin could be use,
instead of Att a Sword icon, Def a Shield Icon, Spd a Boot Icon.
BTW the change from numerical month to name of the month was fast, never expect it.
Thanks to everyone involved in this!
It feels crammed because of so many Zeros! No pun intended.
If you could remove a zero from the cost on everything it should look much beter aestethically but don't remove the Zero from the title of the game.
Presumably a 24-bit value. 16 million, 700 thousand-something.
I think those icons for the shops are pretty good but maybe it would be better to have the images be just black silhouettes. I think the colors are a little distracting and look too different from the original kanji characters (which are just black instead of multi-colored). Also in most JRPGs I've seen the item shop icon is usually a potion bottle instead of a bag and I'm not quite sure what the paper-and-pen icon is suppose to be. Is it a place to save your game?
I am amazed before the HIGH quality of this great work, guys! Thanks a huge lot for your effort :thumbsup: :beer:
Okay, thank you for clarifying and I hope I didn't come off like I was being negative. You guys are doing great work :)
This has been that one Super Famicom RPG that I have wanted to play for literally years. (...)
This is looking super sharp! I can't wait until this is out.
Do you think it would work on a reproduction cart as well?
Is this the first translation project to require an xml of this variety?
I wonder how many teenagers will actually play this, though? Who knows? But they can, if they want to!
This is where other followers of this thread can come into play. After the work is done we could make a youtube campaign of promoting the game and the english patch by contacting big youtubers for review and pluging Toms channel or making our own reviews and videos about the game.
Just a potential idea - what about a trailer of sorts? It really helped to popularize E.V.O.: The Theory of Evolution. :) Videos would obviously help too, but you know - giving the people something to hype over (when the game's near completion) is always a good idea, marketing-wise.
and if we're really stretching it, "Same Game," if that even counts. I never played it.
I hope to translate Ziria next, even if it's not the most interesting game in the series. (I have already translated a portion of it, actually.)
DDStranslation or DougRPG are more qualified to speak about this than I am. Some of the other hackers here probably know the answer already. I just know that we need it right now, and I don't know if other projects have needed it before. Zero handles graphics in a unique way, from what I've heard. It may be the first to require an xml... Or it may not.
The translation will be 100% compatible with the real hardware, but the game was expanded, so to play in the real hardware, like a flash card, you'll need a custom firmware, with this new mapping added. I don't know if flashcards like Sd2snes supports custom maps like Bsnes manifests. If yes, the it will be very simple to run the game in the real hardware. Otherwise the flashcard manufacturers will need to release a compatible firmware.
Again, the game is 100% compatible with hardware, so the developers at the time could have created a cartridge with this translated version. But now in 2017 this is a complicating factor because you'll need to change current sofware (emulator, firmware, etc) just for this translation.
How do you get this custom firmware onto the cartridge?
My bad if that's a dumb question. My hardware knowledge is extremely limited, so to speak.
This was necessary in Feoez because the game was expanded. This game uses the SPC7110 so it's not a normal game, so the xml contains the information about the expanded memory. This way Bsnes will know where to put the data in the Snes memory map.
I'm talking about flashcards. Flashcard is a special cartridge where you put the game in an SD card, for example. This way you can play in the real console.
I don't believe it is necessary. I proposed a mapping that would be compatible with the original cart, as well as already work with existing emulators back in 2012. But, byuu shot it down and insisted on doing things the BSNES locked-in way instead on grounds of needing more space for some super secret translation feature that never took place.
As it stands now, no flash carts, or emulators will play this. Only BSNES/higan (and probably only certain versions that are compatible with that particular version of the manifest file). :'(
As it stands now, no flash carts, or emulators will play this. Only BSNES/higan (and probably only certain versions that are compatible with that particular version of the manifest file).
That's exactly what they were made for...
I don't believe it is necessary. I proposed a mapping that would be compatible with the original cart, as well as already work with existing emulators back in 2012. But, byuu shot it down and insisted on doing things the BSNES locked-in way instead on grounds of needing more space for some super secret translation feature that never took place.I assumed his "super secret" was using pre-rendering the VWF item names, etc. as graphics instead of rendering them at runtime.
I assumed his "super secret" was using pre-rendering the VWF item names, etc. as graphics instead of rendering them at runtime.
SNES consoles (as in, the one I still have in my room dating back to 1993) could play these flashcards?
Again, sorry if my questions sound dumb. :(
A flashcard is essentially a special cartridge which enables you to play roms from a memory card on a real console. As far as the console is concerned, it's just another game, so no extra support is needed from the original hardware. You just need to put your roms on an SD card, insert it into the flashcard, then use that with your console. With most games it's as simple as that.
That being said, Tengai Makyou Zero is a special case. The translation uses a special memory map, which won't be supported out-of-the-box. However, a bigger issue is that the original cartridge had a special chip called the SPC7110, used for decompressing in-game graphics and the real-time clock. Most flashcards simply don't have the means to support it. Just about the only one that could support it is the sd2snes, according to an earlier post (http://www.romhacking.net/forum/index.php/topic,13982.msg206056.html#msg206056). However, the support isn't there yet (https://sd2snes.de/blog/compatibility). Another option would be to replace the memory chip on the original cartridge and do some rewiring for the expansion to work. However, this would require destroying an original Tengai Makyou Zero cart and those aren't exactly cheap or easy to come by.
As you can read in the old post I've linked to, a repro cart is feasible. It's just it might be a bit hard to find donor carts due to the special chip inside. Maybe someone will do it or maybe sd2snes will receive SPC7110 support once the translation is released. You'll just have to wait and see. Playing using emulation seems like the only feasible choice in the short term.I have asked Ikari the person who makes the firmware for the SD2SNES about this game if it will be supported. Funny enough the real time clock the sd2snes uses is based on the code for the spc7110. So yeah support for this game on sd2snes is pretty much guaranteed.
I have asked Ikari the person who makes the firmware for the SD2SNES about this game if it will be supported. Funny enough the real time clock the sd2snes uses is based on the code for the spc7110. So yeah support for this game on sd2snes is pretty much guaranteed.
I was a little sad to find this out, but Apocalypse is not all that popular in Japan. A lot of people in Japan complain that the heroine is too plain-looking, and the battle system is boring, and it's not like the classic Tengai series games, and all of that.
[...]
When it comes to Manjimaru, there's only one answer as to which version should be translated. The PC Engine original. It's the only uncensored release.
But in any case, it's not true that no other emulators will be able to play it. DougRPG just showed the translation working on SNES9X with modification already. It would probably just take one small update to the official release.
Byuu and LostTemplar did the right thing about the expansion. There is no secret here. The game only has 1MB of "cpu rom" so it was expanded to 2MB, and in the right way.
We can expand the SPC7110 data block too, and there is only one way to do that. And the expansion was needed because the new script size.
Yes, but the problem here is the SPC7110. The expansion is very simple, like the expansion of any other game, but because we have the SPC7110 the emulators will need some patch. Snes9x for example checks for the SPC7110 and uses a custom map if it's found, so we don't have control to make it to work, so we need to release a new version.
I have asked Ikari the person who makes the firmware for the SD2SNES about this game if it will be supported. Funny enough the real time clock the sd2snes uses is based on the code for the spc7110. So yeah support for this game on sd2snes is pretty much guaranteed.
Vic Ireland
The existing mapping already allows for a meg expansion (half is accessible) that also works on the original cart and SNES9x already. It probably works on other emulators too, but I don't have notes on that. Do it however you'd like. No skin off my back. It's just a shame to have no way to run on real hardware nor run on any other official emulators when not necessary. So, I figured I'd offer another option.
void CMemory::Map_SPC7110HiROMMap (void)
{
printf("Map_SPC7110HiROMMap\n");
map_System();
map_index(0x00, 0x00, 0x6000, 0x7fff, MAP_HIROM_SRAM, MAP_TYPE_RAM);
map_hirom(0x00, 0x0f, 0x8000, 0xffff, CalculatedSize);
map_index(0x30, 0x30, 0x6000, 0x7fff, MAP_HIROM_SRAM, MAP_TYPE_RAM);
map_index(0x50, 0x50, 0x0000, 0xffff, MAP_SPC7110_DRAM, MAP_TYPE_ROM);
map_hirom(0x80, 0x8f, 0x8000, 0xffff, CalculatedSize);
map_hirom_offset(0xc0, 0xcf, 0x0000, 0xffff, CalculatedSize, 0);
map_index(0xd0, 0xff, 0x0000, 0xffff, MAP_SPC7110_ROM, MAP_TYPE_ROM);
map_WRAM();
map_WriteProtectROM();
}
It's just a shame to have no way to run on real hardware nor run on any other official emulators when not necessary. So, I figured I'd offer another option.
It's a little sad that only these side-games in the series have been translated. (Well, Zero was intended to be a reboot rather than a side-game, but you know what I mean...) I hope to translate Ziria next, even if it's not the most interesting game in the series. (I have already translated a portion of it, actually.)
Some time ago I stumbled on this Ziria translation topic on the PC Engine FX forums:
...
Not sure if the project is still active.
When it comes to DS/GC/PS2/PSN ports of Manjimaru, I can't approve of the censored versions at all. Certainly subtitles can be hacked into the PC Engine release? The smart thing to do would be to extract the subs from the DS release, translate those, and then have the hacker add them to the uncensored PC Engine release.
Thinking back on Ziria, it occurred to me how similar Zero is to Ziria.
Think about it...
"A boy from the once mighty Fire Clan, after being raised in small town by his grandfather, teams up with a small, but powerful girl and an older, blue-haired member of the Fire Clan to take down an ancient evil."
It describes both Ziria and Zero, even though the personalities involved are quite different. I know Zero is supposed to be a reboot and all, but it never really hit me how similar the games are until today.
I will admit that I've never played a patched ROM on a DS, but it is impossible for my computer to emulate PS2 and GC games appropriately enough, and don't get me started on PC-Engine CD emulation, whereas it is a lot easier to emulate a DS game.
Elmer, what's this about Esperknight being too busy to work on games anymore? He's the one I was doing Ziria with! And he still has my Devil Children: Ice Book translation, too! :O
I'd better contact him this weekend.
I also didn't know that there were PC Engine technical limitations that absolutely prevented subtitles from being added.
If that's the case, I would recommend adding the uncensored rom to the PSP collection, and then maybe finding out if there's a way to provide subtitles through the PSP's additional capabilities. I'm sure the PSP can get around the PC Engine's limitations.
I can emulate PC Engine (Admittedly, it was a pain...) I can emulate the PSP... And I can run patched ISOs.
Nightcrawaler, could you check that again?
...
Are you talking about these 00h-0fh:8000h-FFFFh and 80h-8fh:8000h-FFFFh?
You're obviously content with what you're doing, and I'm not interested in further revisiting that project in more detail at this point.
I have that pesky FEOZ cart that keeps eying me from the shelf that needs a finished English conversion.
I've been too close to the action on this project for too many years. I got started while aiding in some of the early ZSNES graphics pack capture work, and then when DeJap was on the case, and then transitions after that. So occasionally, many years worth of closet mothballs burst out at times. Carry on.
I've poked SamIAm (the translator on that project), and he'll respond here if he wishes to.
But my personal take on it is (which you should take with a grain-of-salt) ... EsperKnight is too busy working in real-life to do translations anymore, and SamIAm passed all of the work that he'd done to Tom ages ago, deciding that Tom has a much-greater passion for this particular series of games, and is the better guy to work on them (as most folks here know, this kind of translation takes a lot of hard work, and a passion for the game in order to sustain the desire to do that work).
Well, between work and family, there's very little time for this hobby, but Esperknight also has a lot of projects, which doesn't help.
He's very much active though as I've seen his progress on other games, but he could probably use the help of an additional programmer to get things done.
While I would actually be interested in doing Manjimaru if there's a hacker that's up for it and you're not available, I've got plenty of other interesting things to look at.
Ah...you seem to be a little confused. :beer:
Tom was the original translator of Ziria, and it was actually his partially completed script that Esperknight sent to me.
Wow, I'm sad to hear that Esperknight shipped along my WIP script without giving me a heads up. The only reason I haven't pushed forward with it more at this point is that his plate was already full, so I was afraid of it sitting unhacked. I still have every intention of translating Ziria. It's not all that big of a script, so it's certainly doable.
Wow, I'm sad to hear that Esperknight shipped along my WIP script without giving me a heads up. The only reason I haven't pushed forward with it more at this point is that his plate was already full, so I was afraid of it sitting unhacked. I still have every intention of translating Ziria. It's not all that big of a script, so it's certainly doable.
While I'd hate for this to needlessly turn into drama, I should point out in Esperknight's defense that he at least told me that he tried to contact you about this. He didn't take passing along someone else's script lightly, that's for sure. Anyway, please don't let this sour your relationship with him.
I think this is the last major SNES RPG that still needs a translation. Or am I wrong?
I hear Last Bible 3 is especially evil. Apparently it has its own very large scripting language with text embedded within. Not for the faint of heart.
I do know that GD Leen is on the Aeon Genesis project page...
One thing that I do take, while watching the Last Bible 3 video, is how much it reminds me of the Lufia games for the SNES, probably moreso the first one, especially in the way the protagonist moves while in a town or other important site.
(I will not make a "pachinko machine joke")
Gideon has got many projects on there that are on hiatus that I'm just craving for some kind of a follow-up status on, like Lady Stalker definitely
As far as the fate of TM goes, I must say that the last thing I ever expected was for Konami to bring out a new Bomberman game, since they didn't do anything since the acquisition besides canceling the 3DS game, and what do you know? I was completely blown away, being a huge fun of the Bomberman series. So, there may be hope (even if I don't think that Super Bomberman R looks like it will set the world on fire). (I will not make a "pachinko machine joke") If you had an idea for a new TM game, what would your fantasy be?
dejan:
How have I never heard of AnEarth Fantasy Stories before? It looks awesome! I've also read that there is a Saturn version of the game, and am wondering, better, the same or worse (if you've played it)?
For me, I've been planning to do a runthrough of the whole "Landstalker series" (including the related games), but Lady Stalker is the only one not fully playable in my native language.
Unfortunate that the Saturn version didn't do much to the game, also weird that they titled it "Volume 1" for that release. I
I believe the reason the Saturn release is called "Volume 1" is because Anearth Fantasy Stories was planned to be a trilogy of games. Anearth was released late in the PCE's live so I think they we're planning on finishing the series on the Saturn but it didn't work out.
The acclaim I've seen it get "one of the greatest 16-bit RPGs" by "The Brothers Duomazov", for example, would make me interested if I ever get to play it in English, to see if a trilogy would've been a good idea.
Part of my hope for taking active attention to this thread, is that it sustains overall interest in the project, or at least a very, very tiny bit. It disappointed me when one thread on this project remained inactive for a while, so I am actually kind of pumped to see so much activity here.
Well SamIAm has said that he definitely wants to do the translation, so hopefully you'll see it, someday.
"Why did Secret of the Stars get localized and not FEoEZ?"
That's a rather apples-to-oranges comparison, especially considering they're different companies involved.
Maybe Tecmo just felt the time was right to release an RPG and... that was they had. (the only other RPG I know they had was their canceled Tower of Radia translation, but the NES was dead by that point.)
Yeah, Travel27 and Merr Man, I think 2017 will be a good year for fan projects, but I have this haunting suspicion that the Mother 4 fan game will come out right about the same time as our patch for Tengai Makyou Zero, and I'm sure that would instantly kill off any hype for Zero.
Dare I say it? Could this Tengai Makyou game be one day brought back to my own homeland? Could it become a game played all over the world?
I originally wanted Kingcom to restore the dummied USA logo for the English patch, but for whatever reason, he said that he couldn't do it.
I don't know if nixing the Far East of Eden label was done to appeal to foreigners, though. To most foreigners, "Far East of Eden" seems more palatable than Tengai Makyou, words that by and large, people wouldn't know how to pronounce, much less define. Then again, Suikoden did well enough, so maybe it would have been a good strategy... aiming for the "Japanese cool" vibe.
We'll never know.
If it's true that Konami is open to letting other companies access the Tengai Makyou IP, maybe there's hope! People have got to get some sort of kickstarter going, pronto... No, wait... Since nobody knows about the series yet, it'll make zero money. Well, it's up to us to get the series some more notoriety first!
When it comes to Manjimaru, there's only one answer as to which version should be translated. The PC Engine original. It's the only uncensored release. Even the PC Engine PSN port was censored. They rendered the Kinu's rage scene nearly nonsensical, when it used to be shocking. It is relatively tame in every re-release.
Whatever questions you have, feel free to ask. I'm making progress with the game every day, regardless of these posts. They're not taking time away from the game.
You're already working on Manjimaru? :o
Mainly, I think PC Engine should be prioritized because it can be played on the PC Engine and on the PSP collection. I think a PSP hacker should look into the PSP collection to see how feasible adding subtitles is there, because a fully uncensored original version can easily be put back into it, from what I hear.
Making a solution for that is going to have to happen anyway, if people ever want to play Fuun Kabukiden with subtitles.
What I would like done is to translate the PC Engine version, and if it truly is not possible to add subs to the voice acted scenes, then possibly add them through the PSP somehow... Then carry over all of that work to the DS after the fact, instead of making the DS the lead platform for the translation.
This would make the entire series playable in English, rather than just Manjimaru. (Well, Ziria will be easily done, anyway.)
As for undoing the censorship: So, it'd have no flying limb... And what about the whole grabbing the vest instead of grabbing the throat bit?
As for undoing the censorship: So, it'd have no flying limb... And what about the whole grabbing the vest instead of grabbing the throat bit?
I think at one point, somebody sent me that script of Manjimaru with the various folders... It looked like somebody had translated a few of the lines, too. There were files with graphics included at some parts. It looked like they extracted images of the villagers, or something. I think Esperknight showed it to me. Oh, yeah. I actually have the folder on this computer. Looks like it's from 2012. It's HTML. That must be what stopped me from actually working on it.
As for membership, apparently the Japanese version completely blacked out a character's dismemberment scene back and forth while still retaining the audio and other camera angles, so the outcome came out rather jarring to look at for the wrong reasons.
Soft subtitles, eh? Talk about thinking out of the box. That's a really nice idea.
(...)
Fubuki? Or the mother's doppleganger?
I think the Xanadu translations are going with a fan-dub for the voiced cutscenes because they just couldn't fit coding for subs.
Back when Zerogair (PC-FX) was being translated, when no one could think the lead programmer could pull off the feat of actually re-encoding parts of the MPEG FMV to have subtitles added, I think the emulator developer behind mednafen offered to add support for soft subtitles just for this kind of situations.
It's possible (I have a build of mednafen that has a 68k core running as accessible via ports on the PCE hardware bank).
...
It actually had its own bitmap display the overlaid the PCE display. Ports on the hardware bank, which is always mapped, was used to communicate with it and the PCE processor. The idea was that initially you load a script file, and code block, to the 68k via these ports. Then when the game runs, when it receives a special command - it displays an overlaid subtitled script for length of time. The idea was to hook all CDPLAY and ADCPLAY routines to write the sector arguments to the ports as well, which would hash into a lookup table to start the overlay script - instant subtitling for cinemas and ADPCM parts of Japanese games.
There was also 1k of ram for the PCE hack/hook code to use, mapped in the hardware bank open bus area as well.
If both PCE Xanadu games and this were being worked on, it could generate enough interest for this feature to be incorporated in that emulator and the soft subs called whenever specific bits of audio are being read off the disk. It's time all those fancy HUD in emulators are put to better use than just chat.
If I've not gone stir-crazy after spending XX months trying to fix up the lip-sync in the cutscenes to match the new dub. ;)
I'm all for a spiritual successor. I would call it "Far West of Eden."
As for a "team name," I don't think it's necessary, because it's not like the four of us are planning to collaborate on something else afterwards (not ruling it out either, though).
Recapnation: Well, PSP games can be played on a full screen with an adapter. They can also be played via emulator in full screen (and look really good). I believe that you can even get any PSP game running on a Vita TV in full screen now. I don't think it's right to dismiss it as a "toy version." I think it's a perfectly valid way to play. Although I do have a newfound respect for the Saturn version now, knowing that it is uncensored.
Manjimaru is not the priority for me, even if it is the most popular. The priority is Ziria. I think that the series should be played in order. Oriental Blue is an offshoot and Zero is a reboot. They were intended for people who were new to the series, so I don't mind translating them first... But for the main series, I think skipping titles would be a disservice, because it's always hard to go backwards into a series' history.
The Ziria remake for cell phones DOES look great. Beautiful graphics. It's a shame that it was not a one-time download. It was one of those games were you had to "phone in" for the next chapter whenever you completed a segment.
Recap: I heard that the Apocalypse graphics were recreated for the PSP, not scaled... So you see more on the screen at one time than you would have seen on the Saturn. (The fact that they were recreated let them censor the graphics while they were at it, it seems.)
From what I heard, they didn't have access to all of the original material from the Saturn days, so they had to remake stuff, not just reuse it. But I don't have any source for that... And it might have just been an excuse to censor the graphics you spoke of...
Still, the graphics don't appear to be exactly the same, even in the pictures you provided. Compare the water in the fountain, for instance. It doesn't appear as pixelated, and the blade of grass seem to be more distinct and a slightly different shade of color (darker, maybe?) Then again, this might just be differences in how the images were saved. I don't know enough about image editing to say, and I'm not a very visual person.
I like "Far East of Eden", besides the fact that it is named after one of my favorite books of all time, but it is also a very clever pun on that book's title. Maybe that could be the title to a spiritual successor KS (Somewhat East of Eden) if nothing is still done with the property in a year or two, although we could run into a Mighty No.9-like fiasco.
(...)
I hate if this sounds uninformed but I am curious is it easier to patch in a fan dub, or a sub?
(...)
Just one question, is there a drop of quality between the DS and PSP/PC-Engine CD versions (Manjimaru) or is the DS version better?
In the PSP script document for the scene, the line is replaced with:
※ここの台詞はカット
(※This line was cut.)
But going back to TM Zero, here's an update...
There are more debug options that aren't available in this debug save that was sent over. If possible, I'd like to see some of those other, "less interesting" rooms, because I'd like to check the formatting of the other debug menu options.
Even the "God" enemy was renamed "Numan" (which is apparently some obscure word for God in a language nobody knows)I welcome our overlord Wayne Knight. ;D
Even the "God" enemy was renamed "Numan"
If you don't mind Tom, what was the test menu stuff you found about, besides that one room? (Considering it seems less and less likely to find it still intact and working in the game...)
I'm considering releasing the packaging for the game shortly before the patch itself, once it's ready... Sort of as a teaser, to recreate that feeling we had in our childhood of excitedly flipping through a manual on the way home from the store, imagining what it was going to be like to finally get home and start playing it.
After Dejap's demise in the end of 2004, I believe tomato also considered translating this, before byuu & company.
This translation was made, excluding me, by a dream team in romhacking, since Dejap's time till now, so you can expect an incredible translation.
Tom, DDS and FlashPV should work on other titles after Feoez. Such a team is rare to see.
DougRPG, man, don't sell yourself short.
The manual and packaging translation has just been completed and it's been handed off to the image editor! (It's Cargodin, another big Tengai Makyou fan, who has also created manuals for a couple of my other projects.) The manual itself is nearly 60 pages and comes with a fold-out map and skill list... Even the survey card and contest information slip will be translated, so the package will be truly complete. I also have a special idea that I'm sure will be of interest to Cargodin.Ahhh awesome news. Really looking forward to the manual :)
I've actually contemplated to play this game in Japanese since I've been getting better lately to the point where reading Japanese text is not too much of a hassle anymore (it sometimes still is, though), but seeing what a great job everyone involved in this project is doing really makes me want to play the finished English translation instead!
I had actually expected this to take many more months, but it's really awesome to hear that you're approaching the finishing line.
I am really very touched by all theses comments but everyone should knows that DDS, Doug and Tom have done some tremendous work. They've done much more than me and I'm almost a minor actor in this translation compared to them. However I'll be glad to work again with such a team if they're planning to begin another project.
I'm sure the final result will please everyone! :woot!:
Oh yeah, I forgot to say thank you to Lentfilms for PM'ing me and showing me this thread. I would probably had never even seen it without you.
Or you could include a hint in the manual. ;)
That secret sounds so neat, you translators have all the fun!
Just don't spoil too much of it, make it very, very cryptic or in the form of a riddle.
At the moment, I'm taking a break from a button-mashing mini-game at a festival that I swear must have been programmed for Meijin Takahashi. I need a break! And I'm not even at the final round!
About Takahashi's famous button-mashing skills... it's pretty amazing, but AGDQ has shocked me that there's people who can do the A Link to the Past walk-over-pits glitch in real-time (60 taps per second). I'd have thought that beyond human possibility (at least I assume they're playing with normal controllers? No turbo allowed there? ;D )
At the moment, I'm taking a break from a button-mashing mini-game at a festival that I swear must have been programmed for Meijin Takahashi. I need a break! And I'm not even at the final round!
I made it to the final round legit, but in the final round, I had no choice but to swallow my pride and use auto-fire turbo! (It was for testing purposes only! I did it so the patch wouldn't be delayed because of personal pride and lackluster button mashing skills. Don't cheat when you play it for real, folks!)Mother god o.o to say I am excited would be a gross understatement. You and everyone else involved are total badasses there Tom.
DDStranslation fixed the item acquisition messages so that they'll always fill the window. This helps a lot for formatting, and it means that the one line that concerned me has no issues whatsoever. The side effect is that the game will need another playthrough to fix all of the lines that will have too many newline tags now.
Right now, I just need to finish formatting the optional events.
DougRPG has just moved into extracting the graphics from the sixth nation in the game. There's a handful of signs there, and then... Only four other graphics to translate in the whole game after that. (Two of them being in-battle graphics.)
Recently, he extracted one really HUGE graphic for FlashPV to edit. It's probably the most visually complicated image in the game, and I'm eager to see how it turns out! Once that image is done, I'm sure it'll be smooth sailing for FlashPV! We're all well past 90% complete now. We're in the final stretch!
Tom and team: Please add me to the list of people who are incredibly excited for this release, and grateful for your brilliant work. (What a team!). Are you saying the whole game is 90% complete?
If any of them include a line break, it's back to the drawing board, because the battle feed doesn't allow for line breaks. If none of them do, then all it needed was for me to change one word in the translation. (That's already been done.) But either way, it's an issue that I THOUGHT was done, but it turned out that it was not quite done.
(In fact, my goal is to translate all of the Tengai Makyou PC Engine releases and put them into the PSP Collection for the ultimate Tengai Makyou experience!)
The manual looks great so far, and I really hope people out there print themselves up a copy.Yes, I tought the same a few days ago.. Will print for sure!
The work is nearly done, Ishkabibble. The wait for Zero will be over soon. Maybe the Saturn game is more popular with Americans due to its western setting, but I am sure that Zero will find a special place in people's hearts once they've played it.
Regarding Youtubers, I was considering asking Happy Console Gamer if he wants to test it, because I know he's a big fan of the series and he already has all of the games. He even commented on the video I put on my channel, so I know he would be the most eager to play through it. The only question is, does he really want to play a test version, or does he want to wait until other people have tested it so that he knows he's playing the best version possible? After all, beta testing is not just about playing for fun... I'll send him a message when the time comes, but who knows if he'll even read it.
You might want to catch the earlier glitch even if it just disappeared in a newer version, as it could pop up somewhere else.
I can't wait to see how my work will look in-game! ;)
By the way, I'd really like to know how to trigger THIS bit of debug text...
(http://diarynote.jp/data/blogs/l/20161130/44086_201611300210288900_2.jpg)
beta testing
I wouldn't be surprised if HCG wants his channel to be focused on legit releases, not fan patches. I doubt he would update his best RPGs video to include this game. I think this game will remain an unknown gem...
iirc he's been extremely supportive of fan translations in the past and has even made videos about them
I think the last one he did was telling people to go download the lagrange point patch
Oh, I guess that's not the issue then. I've sent Happy Console Gamer several messages, direct to his channel, comments on his videos, as a reply to his comment on my video, and even through twitter. There's just no reliable way to get a hold of the guy. That, or he's just busy playing other games, and it's just not worth his time.
Update: Currently, I'm still waiting on DougRPG. I haven't heard anything from Doug in a long while now, even though there are only three graphics left to extract, and they are relatively easy to access. Not sure what the problem is, but since the current rom is not ready for beta testing without the graphics fully integrated, I've been having to do most of the beta testing myself.
Regardless of the lack of substantial progress, I've still been working on the game every day. The script is in really good shape. There's only a small number of lines that I haven't personally checked in-game, but I'm working on catching those. (Nothing that a beta tester couldn't do, but as I said, beta testing can't start yet...)
Just cross your fingers that Doug sends an e-mail this weekend, folks. :)
I sent him a message after he beat Zelda. I sent him a message today, after your suggestion.
Happy Console Gamer has commented on my channel before. He's interested in the patch. I think my message just gets lost in a sea of messages. And even if he reads it, my channel has a generic icon (as if it's a new channel). I don't have any special icons or splash pages for my channel or twitter account. At first glance, it may seem that my messages are some kind of scam...
Imagine if you got a message from a twitter account with four followers and no unique logo, asking if you want to try a Tengai Makyou Zero beta patch... It might seem fake, you know? Like I was just fishing for his e-mail address for some nefarious purpose.
But even if he returns the message, there won't be a beta patch until I hear back from DougRPG, and I don't know when that will be.
I don't mind that people don't even know the name of the series in the west. That's no surprise. But when even a fan of the series shrugs it off, that's depressing to me.
To me, it's not about helping the Tengai series become popular in the west. The series is pretty much done, anyway. I wanted this game to be translated for the fans, and it depresses me that a fan of the series would say... "Cool, but I'm not interested in playing it." (Especially because I understand that perspective completely.)Yeah, I know that feeling.
All that aside, I don't understand why you'd say that I have no reason to be disappointed, and that it's my fault for talking to the "wrong person." I've already said why I was disappointed, and it was nothing to do with spreading the word on youtube, or people finding out about the translation.
I am disappointed because a fan of the series no longer really cares about the series enough to play it after all these years... I translated this for the fans, but as time passes, the interest fades. That's natural, and it's depressing.
I have to applaud you, besides the outstanding progress you've made with this translation to also work on the box and manual's translation. It'll be appreciated for certain - doesn't happen everyday with SNES translation projects... then again this isn't like your everyday translation project!
When you think about the amount of views this topic's gotten in just the past 4 months, it does speak for itself, a lot of people including this humble viewer thank you for keeping us well updated.
And the point I'd like to make is it's Tom's project so let him do what he wants without trying to cajole him into producing a product he's unhappy with.
Good news!!That was my thought also, and surely that's what surely happened.
I guess everyone can get a bit burnt out at times... I was not worried he'd vanish, just that he was not good in health.
DougRPG said that he should have the remaining graphics extracted by Friday (in Brazil). FlashPV will probably be able to do the edits that same day, and on the weekend, DDStranslation can put everything together for the beta patch. Once that's done, I will take the last remaining manual pictures and send them to Cargodin for insertion into the English manual. I will do a quick test to make sure that things are in order, and then (providing there are no problems) beta testing will finally begin next week...
DougRPG said that he should have the remaining graphics extracted by Friday (in Brazil). FlashPV will probably be able to do the edits that same day, and on the weekend, DDStranslation can put everything together for the beta patch. Once that's done, I will take the last remaining manual pictures and send them to Cargodin for insertion into the English manual. I will do a quick test to make sure that things are in order, and then (providing there are no problems) beta testing will finally begin next week...
Hi, I'm playing using Bsnes v086 because I use a debugger based on v086. But v087 has some changes related to the RTC, so I use this version too.
Tom, if I remember I only sent to you the .exe for this new Snes9x version, so you need to replace the .exe of your already installed 1.54.1 version. The Snes9x doesn't need the .Xml because the mapping is hardcoded inside the code. Snes9x is not so cool like Bsnes where you can do whatever you want. :)
But I'll try to generate a complete package or an installer.
I'm using this Snes9x version to take pictures, because I can enable some filters.
I'll try to compile a Zsnes version compatible with this game, but Zsnes seems to be a pain to compile. Someone here knows how to compile Zsnes?
I could recompile other emulators too, if someone is interested. Please send me the emulator name and I'll see what I can do.
About the game, sorry for the delay, but I had very little time to work on this game the last month. I had a lot of stuff going on in my personal life, and I got sick for more than a week after that. But now everything is on track again and Tom already have the last Rom version with all graphics edited by FlashPV inserted. The graphics part is almost there.
I'll try to compile a Zsnes version compatible with this game, but Zsnes seems to be a pain to compile. Someone here knows how to compile Zsnes?I wouldn't spend any great deal of time on this, unless you really wanted to. It's over 10 years at this point since ZSNES last updated, it's like someone still making a Nesticle-compatible NES patch. ;D
Has anyone tried on sd2snes, super ever drive, or super power pak?sd2snes doesn't have SPC7110 emulation, currently there's no flash cart that support's the game, so the only way will be via emulation.
Now that we are on that, I have a gamecube, ps2 and xbox360, so I wonder if some kind of special version of the emulators, would be need to support the game?
I wouldn't spend any great deal of time on this, unless you really wanted to. It's over 10 years at this point since ZSNES last updated, it's like someone still making a Nesticle-compatible NES patch. ;D
@DougRPG
Do you mean the addresses for where the compressed graphical data is stored, are hardcoded to the same values as in retail versions of TMZ/TMZ:Shounen Jump Ban/Momotarou Dentetsu Happy? Or did you by any chance use memory banks (probably the case if you expanded the ROM) that were not originally used by those 3 games?
The problem is that lots of emulator devs don't like to accommodate translation/hack devs "so that they make properly done projects". Look at how late MSU-1 support trickled down to emulators other than the recent higan versions, or emulation support for the expanded Star Ocean 96Mbit ROM.
ZSNES, much like Snes9X versions 1.41 and prior, uses separate packs of that SPC7110 data already pre-uncompressed. They're referred to online as "graphical packs" (although technically they also included other data like tilemaps and sound). But I don't think it's worth it to bother with these if recompressing that data directly to the ROM is possible, considering these particular emulators (not recent Snes9X though) are already obsolete.
If it's possible, would you mind also sharing the tools for handling the SPC7110 compression after the translation is out?
sd2snes doesn't have SPC7110 emulation, currently there's no flash cart that support's the game, so the only way will be via emulation.I have talked to Ikari the person who codes the firmware for the SD2SNES and from what I understand implementing the SPC7110 wouldnt be hard at all for the SD2SNES because the SD2SNES's real time clock function is based on it. Thats what they told me anyway.
Now that we are on that, I have a gamecube, ps2 and xbox360, so I wonder if some kind of special version of the emulators, would be need to support the game?
You guys should all use BSNES+. It's like the qt core of BSNES before the emulator shot itself in the foot and it has all the current SNES emulation advancements and then some.
DougRPG: so there is no chance to play this translated rom on my Xbox360 or Ps3? (SNES9x GX)
Someone needs to release a new emulator version for Xbox/Ps3 compatible with the game.
Like I said the change is minimal, but the problem is to find someone to recompile these especific emulator versions for you.
I don't know if these emulator projects are still active today.
I'm almost at the end of the game. I'm excited to play this soon. Can I used the save from the original rom to this translated rom? I'd like to play new game+ in English. :laugh:
I think what really sets this project back the most is the apathy most people have for the game. And now it's almost infected me. Just cross your fingers that this project doesn't become vaporware.
That last complicated graphic will require the actual town layout programming to be hacked in order to move around he floor tiles and spell out the divine symbol of the dragon instead of just the kanji for dragon in the Royal Dragon Town. DougRPG has just been extracting and inserting graphics, not doing layout hacks... And DDStranslation said he doesn't know how to edit it either. From what I understand, neither of them know what to do about it, and DougRPG has gone quiet again ever since he sent enough of the graphics to finish the manual
It might not happen as soon as you think, though. The project has hit another wall. There are a handful of minor graphics to do, as well as one really complicated graphic that I thought was done... But it turns out that it was only a mock-up. That last complicated graphic will require the actual town layout programming to be hacked in order to move around he floor tiles and spell out the divine symbol of the dragon instead of just the kanji for dragon in the Royal Dragon Town. DougRPG has just been extracting and inserting graphics, not doing layout hacks... And DDStranslation said he doesn't know how to edit it either. From what I understand, neither of them know what to do about it, and DougRPG has gone quiet again ever since he sent enough of the graphics to finish the manual.
Gotta get the game out then and prove them wrong.
If somebody says that it's not worth their time, then it's not worth their time.
If you don't think enough people care about the game, nothing's going to build appreciation for it (both the quality of the underlying game and all the effort put into translating it) like putting it in people's hands.
I can't put the game out in an incomplete state. Even if I did, it wouldn't prove anybody "wrong." I don't believe anybody is wrong, in this instance. If somebody says that it's not worth their time, then it's not worth their time. They're not wrong. That's their decision to make. And thinking about it, if I did just put the game out, that would prove me to be part of the apathy that I find to be so disappointing. I would effectively be saying, "Who cares? I'll just release it. No big deal."
I think there's been a miscommunication here. I'm not talking about a lack of audience appreciation.Yeah, I may have misunderstood your concern there a bit. Regardless, glad stuff seems to be worked out, it's very exciting to see this title close to release and y'all have done great work in getting it there. :crazy:
Hi, I'm playing using Bsnes v086 because I use a debugger based on v086. But v087 has some changes related to the RTC, so I use this version too. [...]You might already know this but Byuu stopped supporting XML for memory mapping sometime after BSNES v94. The latest Higan uses his own custom format, .bml (claims it to be better/lighter).
The Snes9x doesn't need the .Xml because the mapping is hardcoded inside the code. [...]
You might already know this but Byuu stopped supporting XML for memory mapping sometime after BSNES v94. The latest Higan uses his own custom format, .bml (claims it to be better/lighter).
Here are the last steps:Long time lurker o.o good god to say I am excited for this translation to be finished would be a huge understatement. I've been waiting for a translations of this game to be completed ever since I saw the game back in the early to mid 2000s when I used to emulate everything. Tom, DougRPG and everyone else involved hats off to all of you. Thank you all for such great work.
1. FlashPV edits the last graphics and sends them to DougRPG.
2. DougRPG incorporates them.
3. DDStranslation combines his hacks with the graphics hacks.
4. The beta testers play through the complete version of the rom.
Update: All of the graphics are in now, but it's still not finalized.
At the moment, the dragon symbol on the ground needs to be rehacked, because it glitches (once in a blue moon). Doug's reworking how it gets displayed, but as of now we have (at the very least) a version of the rom with all of the graphics extracted, edited, and reinserted.
For us, the people awaiting for this game to be translated since early 00's (when DeJap got the project and sadly couldn't end it) indeed it will be a great moment when this translation patch at last gets its final release.
Tom, DDS, Doug, FlashPV, Cargodin, and the beta testers, my gamer side can't ever thank you enough for your overwhelming effort through this time. You're AMAZING!!!
The day before the release, we'll release the manual and packaging. That way, people can look through the manual and imagine what it'll be like to play the game. (Emulating the feeling of reading the manual on the drive home from the store, but still not being able to play it.)
[ ... ]
Since we're nearly done, Cargodin, you can release the box packaging (just the outer box case, not the extras) at any time. I think it's about time people saw some of your fantastic work!
All I ask in return is that people refer to the game as either "Tengai Makyou Zero" or "Far East of Eden: Tengai Makyou Zero," and definitely not Far East of Eden Zero.
"It's da bomb!"If find that quite charming in a very cheesy way. It also quite well reflects the Japanese すんげ、おもしろい! as far as I'm concerned.
Oh dear god...
Please don't let that be a reflection of the quality of the translation...
"It's da bomb!"
Oh dear god...
Please don't let that be a reflection of the quality of the translation...
The care that is going into this translation... I am so proud of you guys. Keep up the ridiculously good work :)
I hope you guys don't have the wrong idea about this series. It's not remotely super serious.
Thanks for the kind words, midget35!
Actually, the series can get pretty heavy at times. Manjimaru in particular had scenes with choking and dismemberment... And this may come as a shock, but I think Zero is the darkest of them all. Although it's nowhere near as visually graphic as Manjimaru's infamous Kinu scene, it has some very seriously twisted and taboo content that I would have never expected to see on a Nintendo console. Don't let the colorful graphics fool you. Zero has some content that will most likely make people feel uncomfortable. (If Japan's CERO rating system had been introduced before this game came out, I doubt it would have been released in its current state.) If it had been given an official release back in the day, it would have been censored for sure.
That said, it also has its share of lighthearted moments. Although I didn't ADD any poop or fart jokes (Working Designs style), there were several poop jokes that were already in the Japanese script (and one fart joke). Rest assured, they were there from the start!
All I ask in return is that people refer to the game as either "Tengai Makyou Zero" or "Far East of Eden: Tengai Makyou Zero," and definitely not Far East of Eden Zero.
(Far East of Eden is not the title of the game series, it's just the name of the book that some of the games [not all] are "based on.")
And yes, you are missing a few things.That's nice to hear... Frankly surprising how a high profile release would manage to sneak in stuff pushing the envelope in terms of what's acceptable by NCL's guidelines. Maybe that's one reason besides emulation issues for this game not being re-released in Japan (afaik all other Tengai Makyou rereleases bar the fighters had some cut or rewritten text, and that alone would break the CRC check - and I suspect if it's a more involved hacking work, Hudson/Nintendo wouldn't want anything to do with it)
Even "Far East of Eden: Tengai Makyou Zero" isn't correct, either, as far as officialness is considered. The one and only title for the game is "Tengai Makyou Zero"; the "Far East of Eden" part is just ornamental text, no matter if it's indeed meaningful. Ornamental phrasing for logos is something Japanese do quite often yet it's a thing Westerners fail to grasp after all these years for some reason.
(Congrats for finishing the project. Are the original version of the hi-res cover scans available too?)
The change is only one line (or very few depending on the emulator) in the code, but it needs a recompilation.
After the release I'll give the instructions on how to update the mapping on emulators. The only problem is the recompilation, because the change is trivial.
May i know what this change is and where to insert it? I would gladly recompile and post a build for Snes 9x GX Wii :beer:
https://github.com/dborth/snes9xgx (https://github.com/dborth/snes9xgx)
DougRPG, Tom & company, thanks for your hard work on this translation. I am very eager to play it since i am a lucky owner of an original copy for this Super Famicom game.
The title of the game is Tengai Makyou Zero. But it doesn't bother me if people include it with the title, so long as they don't drop the Tengai Makyou part.
Its a sin, because the Tengai Makyou Zero is a REAL console game.
If you don't want people to distribute the ROM file as "Far East of Eden Zero" or some such, please give an official translation for the name Tengai Makyou.His point was indeed that he wants "Tengai Makyou" to stay like that. I'm sure he will provide a translation somewhere especially if they're doing the whole manual and whatnot, but it'd be quite silly trying to impose another title for a series like this from now on. The translation into English would sound quite worse (or "too long"), besides.
It's kind of an important part of the translation! :)
I didn't think I still had the scans, but it seems I uploaded them several years ago.
http://yojimbo.eludevisibility.org/Stuff/EDEN.rar
Very nice. You gave me some hope i can enjoy this great translation on consoles :) After release of the translation can you compile the Snes9X Xbox360 or Ps3 version too?Sure, i could give it a try 8)
My opinion is that play this great game on PC its like take a shower in sockets :) Its a sin, because the Tengai Makyou Zero is a REAL console game.
xZabuzax: Currently, we've been running the game on bsnes as well as a hacked version of SNES9X, but it can be easily adapted to Higan by making a new file. (Doug said he could do that.) I don't know if Doug will make his version of SNES9X available, or if he will leave it up to the makers of the emulator to decide whether or not to add support. He said that pretty much any emulator can add support by making the necessary changes.I can recompile Snes9x GX for Wii, just point me to the change :beer:
xZabuzax: Currently, we've been running the game on bsnes as well as a hacked version of SNES9X, but it can be easily adapted to Higan by making a new file. (Doug said he could do that.) I don't know if Doug will make his version of SNES9X available, or if he will leave it up to the makers of the emulator to decide whether or not to add support. He said that pretty much any emulator can add support by making the necessary changes.
Sure, i could give it a try 8)
I can recompile Snes9x GX for Wii, just point me to the change :beer:
I don't suppose anyone knows of a SNES emulator for PSP that's likely to be capable of playing this?
I don't suppose anyone knows of a SNES emulator for PSP that's likely to be capable of playing this?
Kingmike said that the first game to leave the title in Japanese like this in the west was Shin Megami Tensei III on the PS2, but I think Suikoden did it even earlier on the PS1. There may have been others, too, but I'm not sure. Suikoden is the earliest that I can remember off-hand. Well, you could say that the Japanese title is actually Gensou Suikoden, but the logo is exactly the same for both the English and Japanese releases, at least for the first game.I've guessed Gensou Suikoden was to differentiate itself from the Koei series. Or maybe "Suikoden" alone was a rather generic title to the Japanese? (Namco didn't have a problem making a Sangokushi game on the Famicom despite Koei's games existing on the console.)
I've guessed Gensou Suikoden was to differentiate itself from the Koei series. Or maybe "Suikoden" alone was a rather generic title to the Japanese? (Namco didn't have a problem making a Sangokushi game on the Famicom despite Koei's games existing on the console.)
Do you think this will work on the android Snes9x EX emulator?Without being specifically hacked to run the English version of the game, no.
And definitely don't bother to solicit the community for feedback about whether the name should be translated.
And then try to tell everyone to use the game name that YOU specify.
It's your world, we're just walking through it, eh?
And definitely don't bother to solicit the community for feedback about whether the name should be translated.
And then try to tell everyone to use the game name that YOU specify.
It's your world, we're just walking through it, eh?
And definitely don't bother to solicit the community for feedback about whether the name should be translated.
And then try to tell everyone to use the game name that YOU specify.
It's your world, we're just walking through it, eh?
I too might've suggested trying to find a name that'd have been used on the SNES back in 1996, were we not so close to the end of the project.
Why not ask the community for their suggestions?
You don't have to make a literal translation of the name in order to translate it. There are many non-literal translations of the game's title that are not being explored at all. Dunno why.
And definitely don't bother to solicit the community for feedback about whether the name should be translated.
And then try to tell everyone to use the game name that YOU specify.
It's your world, we're just walking through it, eh?
Google's just linking up to Wikipedia, and Wikipedia can change at the drop of a hat.
Also, I'm sorry, but I don't know what you mean by a "paper guide to import."
Are you talking about a guidebook for Tengai Makyou Zero?
I don't have it myself, but I did find this one online for a very good price:
http://search.rakuten.co.jp/search/mall/%E5%A4%A9%E5%A4%96%E9%AD%94%E5%A2%83zero+%E6%94%BB%E7%95%A5%E6%9C%AC/
The only problem I see here, is that anyone looking for info when googling: "Tengai Makyou Zero" will get Far East of Eden Zero, as result!
Kontora
The most people know this game under the name Far East of Eden Zero and i am always using this name especially to someone who never heard of it. If you say to them Tengay Makyo it sounds to them like a Sushi meal or a spice like Teryaki.
The most people know this game under the name Far East of Eden Zero and i am always using this name especially to someone who never heard of it. If you say to them Tengai Makyou it sounds to them like a Sushi meal or a spice like Teriyaki.
If someone has never heard of it, it's all the more reason to refer to it by its Japanese name. There is a reason people are familiar with "sushi" or "teriyaki." That's the way they first heard it. If you tell people that the name is "Tengai Makyou" when they're hearing about it for the first time, they will accept it.
Will it sound really Japanese to them? Of course it will. But the game IS Japanese, so that's natural. There's no need to protect them from supposedly unnatural-sounding Japanese names when you are telling them about it for the first time.
Anyone else interested in beta testing? Reports have been slowing down, so I was hoping for some extra volunteers.
Looking for people with prior experience beta testing, people who are already familiar with the game, and people who leave no stone unturned. (I really want the optional events checked, not just the main story.)
Let me know.
Send me a PM with your e-mail.
i hate other SNES emulators.Bare in mind, Bizhawk is mainly an aggregate front end. The guts are those "other emulators".
Anyone else interested in beta testing? Reports have been slowing down, so I was hoping for some extra volunteers.Sent you a PM, Tom.
Looking for people with prior experience beta testing, people who are already familiar with the game, and people who leave no stone unturned. (I really want the optional events checked, not just the main story.)
Let me know.
Send me a PM with your e-mail.
We've been in the home stretch for the past three months! :laugh:Ah fair enough. Either way my excitement is as high as ever :thumbsup:
Once FlashPV is done with the last edit, the graphics are inserted, and I've finished my one last pass with the script, then it's entirely in the beta testers' hands. That's when it gets real. Right now, we're just a step closer, but with the lack of progress lately, that step feels like a leap!
cospefogo, those are just the initialization screens.
Hi, Tom! This is really great news!!! Is it already settled which emulator will be needed to play the translated rom? I recall reading, in this same thread, something about a modified version of Higan snes core or something similar.
And what about the hard/soft requirements for it to run properly? (I have a Core 2 Duo e7500 and Windows 7 64 bits, I hope it's enough).
Furthermore, do you still intend to release the translated manual in advance to create expectation? I really liked the idea when you mentioned it :)
if it's working on bsnes why i can't run it on retroarch with bsnes cores? What i'm missing?
I have an original Tengai Makyou Zero cartridge. Is it possible to replace chips and play the game?
Are you a betatester? Do you have the manifest for the game?Hi DougRPG. Sent you a PM regarding a recompile.
The game is expanded, so I think it's not a trivial thing to do. But the game is compatible with the hardware and using a valid mapping scheme.
Would it be possible to get the patched game to run on an SNES9x emulator on PSP? Or is this a PC-emulator-only affair?You would only need to make the necessary changes in the source, re-compile the emulator binary, load and play. We are waiting for DougRPG to release the method. I'll post one for use on the Wii when this happens.
Thank you, Tom, DougRPG, and everyone else who's putting so much hard work into this game! I just bought a cart of the game to work on dumping it, and I'm jumping on the hype train here.
Would it be possible to get the patched game to run on an SNES9x emulator on PSP? Or is this a PC-emulator-only affair?
Ive dumped the game with my arduino cart dumper
https://forum.arduino.cc/index.php?topic=158974.0
Yeah, I'm that guy. For the more difficult stuff, though, I can dump what I'm able to and repair the dump by comparing hex codes. I'm considering developing my own Arduino dumpers for stuff like this, though. I've dumped X2 before, but I'll have to check and make sure the dump is clean. Is it taboo to want to dump my own ROMs? It seems to be frowned upon in this community.
I can't even boot up to the menu in japanese version. What the hell?
(http://s26.postimg.org/ytcges03t/image.jpg)
Are you a betatester? Do you have the manifest for the game?
The game is expanded, so I think it's not a trivial thing to do. But the game is compatible with the hardware and using a valid mapping scheme.
I have it, i've tried with all retroarch snes cores, don't work.
I was able to get Tengai Makyou Zero to work using BSNES in Retroarch this way
Get the game running in Higan, then copy rtc.ram and data.rom from higan's ROM folder into RetroArch's system folder. Watch out for conflicts with other SPC7110-based games
https://github.com/libretro/RetroArch/issues/406
I was able to get Tengai Makyou Zero to work using BSNES in Retroarch this way
Get the game running in Higan, then copy rtc.ram and data.rom from higan's ROM folder into RetroArch's system folder. Watch out for conflicts with other SPC7110-based games
https://github.com/libretro/RetroArch/issues/406
i've tried with higan 0.104 and i don't find rtc.ram an data.rom files. What version of higan are you using and where are stored these two files?
It spits in the face of the very foundation of the emulation scene. Namely the open secret and expectation that everyone pirates, disguised under the euphemism of "backups".
not working. i've put these two files from higan and i have the manifest.xml on the same sfc folder. i;ve tried with all snes retroarch cores. What version of retroarch and what snes coreare you using?
blaw blaw blaw
I have one tester playing now who found a typo recently. (Spendid instead of Splendid.) I was really happy that was caught. He also reported glitched shop names, which is a glitch that has been fixed before, but it keeps popping up every few revisions or so.It's great to help! I love these projects, and a "new" great game which was previously only playable for japanese speakers, is always a win-win situation for everyone.
That discussion is taking place largely through e-mail, so it's not up for public viewing. I don't know much about it, but from what I gather, it's about how the data is structured with the rom/roms, and how the unconventional way the game is structured will impact current and future versions of Higan. DDS was talking about making a special patching tool to simplify the process, which involves splitting the rom into three different roms (data rom, program rom, and expansion rom).
At the moment, playing the game through Higan might be a little more complex until Higan's v105 release, which will make the process automatic, and runnable through a single .sfc (and a .bml). bsnes and the hacked snes9x will be able to run it with the .sfc and .xml in any case.
It isn't clear to me if the data restructuring that was suggested will require the testers to play through the game AGAIN... If that's the case, judging by the reaction of the testers so far, that'll be a real set-back because I can already see burn-out setting in.
The translation itself is fine - one tester has reported that he has a question about one line, which he said he'll e-mail me about later. Other than that, I've heard nothing. I am pretty confident that the translation itself has no substantial issues, but there are technical snags that prevent a release nonetheless. For how long, I can't say. I just hope the game can come out this year.
Mystic Ark refences "The 7th Saga," a game that more people know, but Tengai Makyou means as much to most people as Idea no Hi.
Anyway, one of the testers (a very thorough one) said that the game is error-free now. He's played through it twice.
At this point, I should start writing the read-me and passing it over to DDS, DougRPG, and FlashPV for them to write their own comments about the project. It shouldn't be long now. Maybe sometime in October, I guess. (Unless the testers find something else.)
I doubt that they will.
Holy crap!, it's finally here, I've been waiting for almost 2 decades to play this goddamn game, that's almost 20 years!
Are there any plans in releasing the modified Snes9X along with the patch?, I don't want to use Higan to play this game. And like always, awesome job guys!
I have the (J) ROM already setup to run in ZSNES <-- LEGENDARY!!! :) ;) :P
I didn't think ZSNES was THAT outdated that it still needs translation packs to run the game.
Wasn't SPC7110 decompression cracked in like 2003? The final ZSNES update was in 2007.
I'm just waiting on readme updates from DougRPG and Cargodin at this point.
From what I understand, the PC version of SNES9x is separate from the version on your 3DS, so it probably will require direct modification. I hope you'll be able to play it one day!
I'm just waiting on readme updates from DougRPG and Cargodin at this point.
Yes, I read way earlier in the thread that it was fixed. It's no longer limited to the year 2014 (1999 on one of the other screens) or earlier and seeing as the events in game only use the month, day, and time, it had no impact on gameplay.
Yes, I read way earlier in the thread that it was fixed. It's no longer limited to the year 2014 (1999 on one of the other screens) or earlier and seeing as the events in game only use the month, day, and time, it had no impact on gameplay.I think Tom did say there was one very secret event that would only happen in 1996. But that was it?
The 1996-only event has been moved to 2018.Wahoo!
so... anyone playing the game in 2019 or 2020, will not be able to see that event?Boo! lol :P ;)
Could the secret event be re-programmed to be dynamic such as a month or two after the date selected during initialization so that everyone has a chance to experience it and the rom won’t need to be changed after 2018?BETTER idea!!
so... anyone playing the game in 2019 or 2020, will not be able to see that event?
Could the secret event be re-programmed to be dynamic such as a month or two after the date selected during initialization so that everyone has a chance to experience it and the rom won’t need to be changed after 2018?
But even if you trigger it, you're not likely to be all that impressed. The significance will go straight over the heads of 99% of the people playing it in English. Don't get your hopes about it. If you miss it, you've essentially missed nothing.
Eager to test it in the NES.EMU on OUYA's!Don't waste your time, it won't work: Tengai Makyou Zero is a Super Famicom game.
Don't waste your time, it won't work: Tengai Makyou Zero is a Super Famicom game.
(Also, you'll need to wait for someone to create/modify an SFC/SNES emulator able to play it on Android.)
At least the original japanese ROM seems to work.
When the game comes out people will be updating their emulators for this game. Don't worry about it!yeah that is gonna be the BIG/BUG problem... lol :P ;)
yeah that is gonna be the BIG/BUG problem... lol :P ;)I will be updating and releasing an update to Snes9x Wii the moment the changes that has to be made to the source gets available.
Higan is the only SNES in active development...
as far as can tell.. SNES9x had a update early this years and ZSNES not in years... meh :( X(
With the official emulator? EXTREMELY unlikely Nintendo would write support to a third-party mapper that, to my knowledge has not been used in any VC release. (there were only two other games to use the SPC7110, right?)
I wonder if this game will run on the SNES Classic out of the box, without the translation patch. I mean, it does emulate the Super-FX chip.
TMZ was the game that got me into the series despite still knowing little about the games. I hope this translation will put the series on the map and get people to want a translation for the rest.
With the official emulator? EXTREMELY unlikely Nintendo would write support to a third-party mapper that, to my knowledge has not been used in any VC release. (there were only two other games to use the SPC7110, right?)
I don't think it will put the series on the map, as the series is pretty much dead (Konami owns the IP), but it will be a nice little treat for those who are "in the know," much like Oriental Blue: Ao no Tengai.
P.S. Still waiting on DougRPG's contribution to the readme. The game is ready right now. I'm just waiting on him to write a small blurb for the readme, at this point. Cross your fingers, I guess.
I hope it'll be soon. I've actually got a little bit of time to play the game right now. I've been looking forward to seeing this project completed for such a long time.
By "put the series on the map" I simply meant to say for a bigger crowd to take notice of the series, which hopefully inspires more translators/hackers to work on making patches for them.
Tom, I have ALWAYS wanted to play the Saturn one with the haunted house at the beginning. Is there any hope for that?
Anything's possible in the future, though! (Well, except TM III: Namida.) I don't have any way to play a PS2 patched game.
I'd like to say, you don't need a particularly powerful computer to be able to emulate ps2 decently. I've played from beginning to end jrpgs such as Dragon Quest VIII and Tales of the Abyss without much problem in Pcsx2 emulator, on a Core 2 Duo E7500 with 4GB DDR2 and a 512MB 9600GT card. I've even played some Citra games in that rig (slowly, but more or less playable most of the time. Bravely Default 1 and 2, for instance).
Swap Magic is pretty cheap. I haven't tried a patched game, but it might be worth looking into.
P.S. Still waiting on DougRPG's contribution to the readme. The game is ready right now. I'm just waiting on him to write a small blurb for the readme, at this point. Cross your fingers, I guess.
You know Tom we can live without a readme text file. You can add it later, right?
C'mon Tom publish the patch!
I hope that DougRPG hasn't vanished again.
I haven't received any replies lately.
If he has, what does that mean for the patch? So many are looking forward to it!
I wouldn't know where to begin finding that sort of thing. I don't have a credit card, so I'm unable to order one online. I'd have to find one in a brick and mortar store, which I don't expect would be a simple task.
In any case, there aren't many PS2 translations I want to work on, anyway. Namida isn't all that important to me. (I was rather disappointed by it, to be honest.)
It's possible to use a softmod with PS2 memory cards these days, the modification can be done by anyone who already can run homebrew stuff. It would probably be relatively easy to find someone online who does this for you if it really comes to the point where you want to work on a related translation.
I'm planning to mod a spare card myself in the coming days as a backup in case my hardmodded PS2 breaks down.
hmmf... :/ best things like with any Fan translation..
lol use an emu... in the case of PS2 there is only the best PCSX2..
but u gota dump your own BIOS..
took me years to find a dumping tool that would work right..
I tend to avoid online dealers or modders, as I have heard about a lot of people getting ripped off or robbed on Craigslist or whatever. I am limited to what I can buy in a store.I was thinking about places like here, it would be rather rich if nobody around the romhacking community had the connections to send you a modded card :P heck depending on the project I might even send you one for free if it came to it - price of a used card + delivery should be about 10 Euros to anywhere in the world from where I live.
I doubt my computer is good enough to run a PS2 emulator. (It can't even run The Witcher 1.)
I'll focus on Ziria for the time being!
Ziria is the first in the series and it should be translated for sure but i wanna ask you if you compare Zirias script to Manji Maru how big is the difference?
I heard that Manji Maru is a behemoth of a rpg.
A behemoth of a rpg.???
how so?? looong game?
Yes, very long and for the time it was the most expensive game ever created.
The game world consists of over 20,000 screens of overworld maps.O_O OOh yeah! that is a LOT all right!?
The game also features 300 types of enemies,
48 different boss characters,
more than 90 minutes of cutscene animation,
three hours of voiced speech,
24 CD music tracks,
and over 80 PSG chiptune music tracks.
ooh EXPENSIVE? just HOW expensive?!
https://en.wikipedia.org/wiki/Tengai_Maky%C5%8D_II:_Manji_Maru
SEE EVEN on the box of this one its "Far East of Eden 2 - Zira"
Here is my system specs..
via a CPUz Report:
https://valid.x86.fr/97evki (https://valid.x86.fr/97evki)
MY ELITE GAMING RIG aka a JUGGERNAUT! MuWhaha
can run PCSX2 at a FULL 60fps with res set to 3x native..
whats your system specs..
ahh it says rumored to be the most expensive... lol :P
I've just remembered I recorded a video a few years ago showing Dragon Quest VIII in pcsx2, running in my old Athlon dual core 7750 (a cpu from 2006) with 4gb ddr2 800 and an integrated geforce 8300 graphic card (just to show one does not need a very powerful computer to play ps2 games on pc)
I don't know what those specs mean, so I can't compare it to mine.
https://en.wikipedia.org/wiki/Tengai_Maky%C5%8D_II:_Manji_Maru
SEE EVEN on the box of this one its "Far East of Eden 2 - Zira"
O_O OOh yeah! that is a LOT all right!?
PS3 PS store: 179 MB if that is size is anything like it was in 1992 when it was originally released
then HUGE it was.. O_O
...
https://iwasateenagepcenginefan.files.wordpress.com/2010/06/tengai2blurb.jpg
ahh it says rumored to be the most expensive... lol :P
It's a CD game. Probably using CD audio. That stuff took up space. 179MB, though. PSN is likely using a compressed audio format. My ISO I ripped from an original PCE CD is about 673MB (ccd) or 462MB 7zipped.
I had probably asked before, but when it comes to Ziria, there were two versions I believe. Original CD and Super CD.
I would assume the Super CD version better but the original is probably more common (as for the user obtaining a copy of the game legitimately). I wonder which you plan to do?
I would definitely rather have captioning over subbing. We'll cross that bridge when we come to it.
But before I concentrate on that, I need to concentrate on getting Zero out and Ziria translated.
My dream come true thanks to you guys!
I read that problems could appear with znes.
is it the same if i put the rom on a snes cartridge like snes everdrive ?
Flashcards won't play even the original Japanese ROM due to the custom chip included in the game cartridge. Naturally, the same applies to the translation.Don't remind me :(
Flashcards won't play even the original Japanese ROM due to the custom chip included in the game cartridge. Naturally, the same applies to the translation.I thought SD2SNES might've supported nearly everything but the SuperFX and SA-1. Could well be wrong though.
I thought SD2SNES might've supported nearly everything but the SuperFX and SA-1. Could well be wrong though.It should.. I will check right now... since I keep it bookmarked..
A few things that may be added via Firmware updates in the future:
GSU-1/2 (SuperFX)
Action Replay/Game Genie code support
SPC7110
and more...
To Do:
GSU-1/2 (SuperFX)
Action Replay/Game Genie code support
SPC7110 – with the Far East of Eden Zero translation patch in the works it would be a shame not to support it. :)
S-DD1
??? (you name it)
so yeah the SD2SNES does NOT YET support FEoEZ/aka/TMZ ;) :P
But before I concentrate on that, I need to concentrate on getting Zero out and Ziria translated.
Right now only bsnes/higan is compatible with the translation.nice.. lol I just started using Higan.. lol...
(...) Right now only bsnes/higan is compatible with the translation. (...)
Hi, I did the tests in the real Snes and the translation is working.
So the translation is fully compatible with the real hardware.
More info in: https://twitter.com/Doug_RPG
Have you already received a fully-extracted script for Ziria ?
So the Snes9x devs know about this? I'm eager to play it but I'd have to wait for Snes9x, and who knows how long that might take...
I can't run Higan at full speed, but I can run this version of bsnes. no problem.MWhahha can't run Higan at full steam huh.. sry...
Think about it...yeah I will spend $10k on on it from him.. ;) lol
DougRPG now has the only working English Tengai Makyou Zero cart in existence.
He could even print out a full box and manual for it and complete the package.
Can you imagine how valuable that would be?
Think about it...Hold it's value until every other repro maker starts popping em out.
DougRPG now has the only working English Tengai Makyou Zero cart in existence.
He could even print out a full box and manual for it and complete the package.
Can you imagine how valuable that would be?
Think about it...
DougRPG now has the only working English Tengai Makyou Zero cart in existence.
He could even print out a full box and manual for it and complete the package.
Can you imagine how valuable that would be?
Doug, put it on auction site to see how high will it go!
So many of the testers said this, until they tried the version of bsnes that I use:
bsnes_v087-32bit
This has solved the issue for all of the testers who brought it up so far. I can't run Higan at full speed, but I can run this version of bsnes. no problem.
Hopefully it will work for you. Try it out and let me know if it does!
DougRPG now has the only working English Tengai Makyou Zero cart in existence.
Don't do that, Doug! :angel:
Do the right thing and send me your readme contribution!
Reminder: making your own repros for personal use is your prerogative. Making and SELLING them is against the law, and unwillingly involves anyone who worked on the translation patch in your illegal bootlegging. Don't sell repros kids.
Reminder: making your own repros for personal use is your prerogative. Making and SELLING them is against the law, and unwillingly involves anyone who worked on the translation patch in your illegal bootlegging. Don't sell repros kids.
I wasn't advocating for selling repros, just entertaining a what-if scenario. I personally don't care if people make repros, though. I know I'm in the minority for thinking that. To be honest, I think dumping roms is even worse for the gaming industry, because it decreases scarcity. But it's part and parcel with being able to translate and hack these games. The good outweighs the bad.
And at the very least, repros contribute to scarcity and make games more valuable. They give new life to old games, and make them accessible to more people. They get a lot of hate around here, but I'm totally okay with them.
People can smash carts with a hammer if they want to. Once that cart is yours, it's up to you what you do with it. If someone wants to modify their cart to play it in English, I'd welcome them to do so.
If somebody tries to profit off of people not wanting to do it themselves, well, that's on their conscience. Everybody will have the opportunity to do it for themselves, at least!
About the Snes9x I have, I need to recompile it because the rom changed a little since I first tested. But I'll put it somewhere to download. This is version 1.54.1 modified to support the translation. The only difference to the official release is that it doesn't have the video record feature, because that needed a specifc library that I wasn't able to find.
As soon as I get DougRPG's part for the readme, the manual and packaging will get released. The patch will be released shortly thereafter.
About the Snes9x I have, I need to recompile it because the rom changed a little since I first tested. But I'll put it somewhere to download. This is version 1.54.1 modified to support the translation. The only difference to the official release is that it doesn't have the video record feature, because that needed a specifc library that I wasn't able to find.Will you release the source inside the zip? That would be cool for updating other Snes9x builds.
Everything you've shown in your picture has been translated, niuus, including that PLGS clock promotional insert and the cart sticker! Can't wait to share it!
Oriental Blue ooh I have the fan translation of that one....
I never did finish it for some reason..
Are you aware who did that fan translation?No.. not off the top of my head..
Oriental Blue: Ao no Tengai
English Localization (v1.0)
The Romhacking Aerie
aerie.wingdreams.net
Released: September 16th, 2013
Localization Staffhmm got it 2013... haven't touched it since 2015/2016.. for some reason... =/
Programming Kingcom
Translation Tom <-- Ahh HUH!!? lol ;) TY..
Graphic Editing Deets
Beta Testing Carnivol
DAISfromSB
Kaioshin
Lord Oddeye
VgameT
Xanathis
Special Thanks Gemini
About the Snes9x I have, I need to recompile it because the rom changed a little since I first tested. But I'll put it somewhere to download. This is version 1.54.1 modified to support the translation. The only difference to the official release is that it doesn't have the video record feature, because that needed a specifc library that I wasn't able to find.
Will you release the source inside the zip? That would be cool for updating other Snes9x builds.
I put a video in youtube showing the game running in the real Snes. The link is:
https://www.youtube.com/watch?v=wdFeIF8GRUk&feature=youtu.be (https://www.youtube.com/watch?v=wdFeIF8GRUk&feature=youtu.be)
My english pronunciation is not so good, so be patient ;)
I put a video in youtube showing the game running in the real Snes. The link is:
https://www.youtube.com/watch?v=wdFeIF8GRUk&feature=youtu.be (https://www.youtube.com/watch?v=wdFeIF8GRUk&feature=youtu.be)
My english pronunciation is not so good, so be patient ;)
I put a video in youtube showing the game running in the real Snes. The link is:
https://www.youtube.com/watch?v=wdFeIF8GRUk&feature=youtu.be (https://www.youtube.com/watch?v=wdFeIF8GRUk&feature=youtu.be)
My english pronunciation is not so good, so be patient ;)
Question is does Doug understands what readme section means? Can you ask him this in his native portuguese?
(...) You DID say NiniJI instead of NiniGI. (...)
Yeah, Tom.
Portuguese is tricky when using Js, Gs and Ds.
To sound like じ, we need to use D = Di.
To sound like ぎ and げ, we need to use, respectively, Gui and Gue.
While が、ご and ぐ stays the same, Ga, Go and Gu.
So, when there are words in ROMAJI and we don't know the correct reading, a lot of confusion happens, ha ha. I used to have some Japanese-to-Portuguese books some time ago but it was a pain to study on them. All the romaji were changed to reflect the Portuguese pronunciation. HORRIBLE! The best ones should ever use kana!
Imagine...
げんじん romanized as GUENDIN.
OUCH!!!!!!!
Regards,
C.
Oi, DougRPG! Tá todo mundo nervoso aqui, numa ânsia desgraçada, pra jogar a rom traduzida, e falta só você enviar a sua parte de contribuição pro README que o Tom está elaborando. Abraxas, meu caro!
In good portuguese:
Olá DougRPG! Todo mundo aqui está bastante nervoso com uma ânsia danada pra jogar a rom traduzida, agora só falta você enviar a descrição de sua contribuição no projeto para o README que o Tom está fazendo. Um abraço meu chapa.
Sorry for the exhibitionism, but I could not resist... ;)
But thank you all for this project, I can not wait for the launch too. :beer:
Just sent Tom my readme contribution.Yesss! Thanks for all of your hard work, Doug!
If there are no errors, then my participation in this translation is over. I'm kind of sad right now :'( :woot!:.
Psst, if you really want to do more, you could figure out how to modify the snes9x Retroarch core that people have running on the SNES Classic (I think it's snes9x 2010) so that people can play the translation on there. But that's just a nice to have, no pressure on that!
Short changelog since 1.54.1
10.10.2017
- MSU-1 pack support by quertymodo
- Pixel placement in hires
- Fixes for a few games
17.04.2017
- MSU-1 support by quertymodo
- BSX changes by LuigiBlood
- Fixes movie playback crash
20.10.2016
- Test for hotplugging issues
Snes9x 1.52so can it play the original I guess?
- Merged bsnes' SPC7110 emulation code. Note that the .rtc
file of Far East of Eden Zero is incompatible with older
versions.
Tengai Makyou Zero was released in Japan nearly 22 years ago, on December 22nd. The patch will be released (if all goes well) on October 22nd, Japanese time. (It may be available earlier than that, depending on your time zone.)
Spread the word!
I hope i'm not to late to win the personalized clock 8)lol ;) :P
Well, with the readme complete, I'll release the link to the packaging.WoW Tom and team. The quality is amazing. Many Kudos to Cargodin !!!
Which means that it's time to emulate that feeling most of us had back in the day...
It's the mid 90's. Hudson is alive and well, and you're being driving back from the game store with a brand new game in your hand: Tengai Makyou Zero in English! Sitting in the car, you open the box and look at EVERYTHING! You can't wait to get home. The drive feels like it'll take FOREVER, but you're having fun reading every detail in the manual over and over again.
All of the game's packaging, including the box, manual, inserts, map, skill chart, and survey card have been translated, and are available for download at:
https://www.dropbox.com/sh/1rdmclp1kfpqkjo/AAB_mkjdbMm4IYqC5GqfCfhga?dl=0
The "digital" png/jpeg options are for viewing the manual/packaging on electronic devices in whatever resolution you prefer. The "print" option has another version of the manual, with the pages re-ordered for easy printing. Each option includes all of the packaging.
(Packaging Credits)
Packaging translation:
Tom
Packaging editing and layout:
Cargodin
Packaging resources used by Cargodin:
https://michaelmannucci.deviantart.com/
http://vgboxart.com/designer/Reza/
http://vgboxart.com/forums/showthread.php?27971-Ervo-s-Super-Famicom-Template
With all of that said, look over all of the materials! Print them out, and make your own box set! (Please share pictures and videos, if you do! Send me a message on twitter @retrotranslator!)
So, when will this long drive home end? In other words, when the patch will be released?
Tengai Makyou Zero was released in Japan nearly 22 years ago, on December 22nd. The patch will be released (if all goes well) on October 22nd, Japanese time. (It may be available earlier than that, depending on your time zone.)
Spread the word!
I am a little concerned about the submission process for romhacking.net.
You can usually ask one of the staff members to take care of that if you have a precise schedule.
It's the mid 90's. Hudson is alive and well, and you're being driving back from the game store with a brand new game in your hand: Tengai Makyou Zero in English! Sitting in the car, you open the box and look at EVERYTHING! You can't wait to get home. The drive feels like it'll take FOREVER, but you're having fun reading every detail in the manual over and over again.
Guys, I got bad news. The screenshots that I submitted for the translation got auto-rejected, so you probably won't be able to download the translation from this website on the 22nd (Japanese time), but I'll definitely send the translation out to anybody who wants it at that time, even if I have to e-mail it out myself!ooh why did they get auto-rejected?? meh...
The screenshots got rejected because they didn't conform to the dimension requirements, I think. The screenshot guidelines recommend using ZSNES for screenshots, but it's not compatible with this hack. I'd be happy to submit it without any pictures at all, but one screenshot is a requirement for all submissions, unfortunately, and all four of the pictures I sent were not up to par.You are not limited to ZSNES screenshots. You can use ANY emulator with screenshot capabilities, like Snes9x.
You are not limited to ZSNES screenshots. You can use ANY emulator with screenshot capabilities, like Snes9x.
Its important to mention the ROM Information should be properly filled (Give the file name, CRC32, MD5, SHA1, and tell if its for a Header or No Header ROM). Use Gameheader utility to get those.
You could try this version I uploaded, but I just tested and the screenshot feature isn't working :banghead:
I think this libpng I used is not the right one.
I'll try to fix it.
I remember trying to get your SNES9X hack to run a while back, DougRPG, but I could never get it to work on my system. It wouldn't even start up.
Guys, I got bad news. The screenshots that I submitted for the translation got auto-rejected, so you probably won't be able to download the translation from this website on the 22nd (Japanese time), but I'll definitely send the translation out to anybody who wants it at that time, even if I have to e-mail it out myself!
Well, sending an e-mail to hundreds of people is a lot easier than manually adding thousands of pause tags to the script, ha ha! Only five people have asked for it so far. People aren't exactly clamoring for this game, so I can handle it pretty easily, I think.
In terms of length, it's the standard RPG, thirty to forty hours if you take your time from a "Fresh Start." Seeing EVERYTHING would require loading up the game up at various times throughout the year to see the optional events, but that's not required of the player. It's just for fun. If you're playing through Restart+, you could probably beat it in one sitting, if you're dedicated.
Some of the events have character development. Some are just there to add a little bit of flavor to the world. A lot of the events are tied to Japanese holidays, which might not mean as much to people in other countries, but some are familiar internationally, like your birthday or Christmas.
Good news, folks!
DougRPG found an older version of bsnes that has screenshot and video recording capabilities, so I was able to get the screenshots that the system demanded. The submission is in the queue! If it doesn't go through on October 22nd, Japanese time, I will still send the game at midnight to anyone who requests it (or has already requested it) through twitter.
xZabazax: I don't know about SNES9X, but in bsnes, the clock is separate. Loading a save state in the game will not change the clock. However, it will still affect your save files... So if you have saved the game at one point later in the game, then load a save state that was made at an earlier point, the actual save files will go back to how they were back at that earlier point.
So you should still be careful when loading save states.
What I have been looking for is actually how to change emulators (SNES9x specifically) mapping for it to work. Is there a repository holding the code so far?
No offense to your efforts, Tom and gang but if you can send me this and the translation I can take those shots. :D
DougRPG posted that info on the last page, check this out: http://www.romhacking.net/forum/index.php?topic=23162.msg345574#msg345574Thanks, didn't see the edit. :)
Waiting the release here, I prefer play rpgs with snes9x gx on wii via CRT.For anyone interested, I adapted DougRPG's spc7110 patch to Snes9x GX on the Wii.
For anyone interested, I adapted DougRPG's spc7110 patch to Snes9x GX on the Wii.
https://www.dropbox.com/s/7r1kwcjathngppr/spc7110-patch.zip?dl=1
I can't make it run with any emulator, it says "all ok" reset, but nothing.
Tried snes9x_tmz, Tengai Makyou Zero (Japan).rtc
in every folder, nothing.
Nothing with bsnes-classic, it doesn't have folders atleast in root, maybe in some
obscure directory or something
Here the cartridge is working fine. When I reload a previous saved game it shows the current time, as intended.
In the cartridge the Rtc is a independent chip that keeps turned on when you turn off the console (powered by the game's battery).
But in emulators I don't know how this works. The emulator shoud update the rtc file with the current system time when loading the game.
Guys, thanks for this great translation. You are a hero, Tom. Im a big JRPG and SNES fan but I have Xbox360 and Ps3 only plus I dont want to ruin the game experience on PC :) Its a real console game and I would like to enjoy on console. So my question is: is there any chance that someone will make an update on the SNES9X for Xbox360 or Ps3? Or on the Retroarch?
I can't make it run with any emulator, it says "all ok" reset, but nothing.
Tried snes9x_tmz, Tengai Makyou Zero (Japan).rtc
in every folder, nothing.
Nothing with bsnes-classic, it doesn't have folders atleast in root, maybe in some
obscure directory or something
For anyone interested, I adapted DougRPG's spc7110 patch to Snes9x GX on the Wii.The problem now is compiling and install a lot of things of devkit-libgc to finish this.
https://www.dropbox.com/s/7r1kwcjathngppr/spc7110-patch.zip?dl=1
Above is the modified source files for v4.3.7. You can get the full source below,
https://github.com/dborth/snes9xgx/releases/tag/4.3.7
I've tested it with the patched ROM and it works.
Thanks DougRPG and Tom for this translation! :crazy:
The problem now is compiling and install a lot of things of devkit-libgc to finish this.Here is a compiled version.
Higan v105 Rtc feature isn't working. After loading a save the date goes to 0-0-2000.
The problem happens when you load the Sram save. A commom save state restore the state correctly, but with the date at the moment you saved, so not what we want.
Even loading a save state should update the rtc to the current system time.
Higan v105 Rtc feature isn't working. After loading a save the date goes to 0-0-2000.Thanks for verifying the bug. This stinks. :(
The problem happens when you load the Sram save. A commom save state restore the state correctly, but with the date at the moment you saved, so not what we want.
Even loading a save state should update the rtc to the current system time.
Is it really correct to update to the current system date? Most devices that have an internal clock allow you to set the date to whatever you want, and then they keep time after that. I think I should be able to set it to 2010 and have time track from there, for instance.
Congrats on the release! :thumbsup: BTW: Are you planning to submit a news post?
After reach the worldmap playing with snes9x gx "TMZ edition" Wii :beer:, some info:Snes9x GX uses the Wii's internal clock to help keep time. I also noticed that importing a RTC file from a different emulator will screw up the time (for some reason). One way I found to fix this is to generate a fresh RTC file in Snes9x GX, then copy just your save over. After this, the time is kept correctly (so long as you don't mess with your Wii's internal clock).
- I used the rtc and srm files from bsnes classic played previously. Working fine.
- Without the rtc file previously made by bsnes classic the RTC was 0-0-0000 or something like this lol.
- Rom with same name, xml with same name and no rtc or save, the game never run, tests and resets thing.
- RTC isn't RTC of course, I think that could be hard to make this with the emulator, maybe use the time from Wii clock, the game runs like the emulators that run pokemon without RTC and the time go fordward only
when you're playing.
- No idea about if the game is "beatable" without use exactly a true Real Time Clock emulation
or there's game time checks or something
This translation means a lot to all jrpgs fans out there. This is going to be remembered as a milestone in the history of jrpg fan-translation, for sure. To me, it's the most groundbreaking achievement since the Final Fantasy V and Seiken Densetsu 3 ones. Kudos to all of you, guys!
Hi, I uploaded at mediafire the Snes9x version compatible with the translation.
Just load the exe and run the game like any other game. Should be compatible with the japanese rom too. You need this libpng12.dll in the same folder of the exe.
I think any emulator based on Snes9x core should have these files, so it's a simple patch.
This translation means a lot to all jrpgs fans out there. This is going to be remembered as a milestone in the history of jrpg fan-translation, for sure. To me, it's the most groundbreaking achievement since the Final Fantasy V and Seiken Densetsu 3 ones. Kudos to all of you, guys!
Those emulator issues will be hammered out in time, don't you worry. By the way i think i have found a mistake in the text. Hermit of the Wind tells you to go West from his house...
(https://s1.postimg.org/9an5m1wjjv/image.jpg) (https://postimg.org/image/9an5m1wjjv/)
but his grotto is located at the most western part of the map. The only way possible is to the East!
(https://s1.postimg.org/5nhlyjfr6j/image.jpg) (https://postimg.org/image/5nhlyjfr6j/)
It's my turn now to say thanks. After having problems with Higan v105 (couldn't get past the "press B button" screen, it just keeps appearing after doing reset) I've moved to bsnes v087 (the version Tom recomended a few posts ago) and it's been working flawlessly for the roughly half an hour I've been testing it.
This translation means a lot to all jrpgs fans out there. This is going to be remembered as a milestone in the history of jrpg fan-translation, for sure. To me, it's the most groundbreaking achievement since the Final Fantasy V and Seiken Densetsu 3 ones. Kudos to all of you, guys!
I hope in the future, when my Japanese knowledge increases, I end up being listed in the read-me file of some fan-translation. Shin Momotarou Densetsu on the snes, for instance, which looks like a really neat game and I don't have news of anyone trying to translate it.
He's making it the distinction between the forest on the western side and the forest on the east, where Hisui lives.
No, it's out out, no twitter required.
https://www.romhacking.net/translations/3243/
Congrats everyone involved in the project! That's another milestone as far as SFC translation/hacking are concerned, and a really fun game thus far. :thumbsup: Still, hopefully Last Bible 3 turns out to be much less of a pain to hack and test. :laugh:
I'd do it but I don't know what I'd be saying other then "make this game work".
just started into it, and already the level of polish put into this project is apparent. Really professional work, guys!
As a side note, is there an item in this game that allows you to avoid enemy encounters for a time?
just started into it, and already the level of polish put into this project is apparent. Really professional work, guys!
As a side note, is there an item in this game that allows you to avoid enemy encounters for a time?
Yes, the item is called Pleasant Drum.
(https://s1.postimg.org/18q96q6dfv/image.jpg) (https://postimg.org/image/18q96q6dfv/)
Can someone tell me how to patch it properly? I used Lunar IPS, patched it, did the 2 initialisations but I only get a black screen after. I tried to use the splitting tool too, but as soon as I select the rom, its stuck at trying to open the file.
Small gripe, but the internal checksum is incorrect. For a project as high-profile as this, you should fix that ;) File offset 0xFFDC: 00 2F FF D0
Also, I'm looking into merging support into Snes9x mainline, just waiting for confirmation before committing the changes. For now, here's a test build that should work: https://dl.qwertymodo.com/snes9x.zip
@qwertymodo Is there a way to tie this special emulation mode to something other than the whole ROM SHA-1 hash? Like the internal header for example, or the translated strings from the boot-up check.
That way any alterations to this project wouldn't obsolete the emulator support for this immediately.
Sweet. Codes are okay, but I'm glad to know there's a real in-game option for those who want a break from the encounter rate for a bit :)
I'm about ~3 hours into the game and loving it. I registered an account here just to say thanks to everyone that made this translation possible!
Is somewhat confusing .txt and I have some doubts if is necessary to use (byuu's snespurify.exe).
How is it used, What's the point?, etc.
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?
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.
Is that a Gamecube Hori Digital pad? Those things are crazy expensive. How did you get your hands on one?
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?
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!
I am able to run the Japanese ROM in RetroArch using BSnes Balanced core...Same thing :banghead:
No such luck with the patched version...
Anyone getting this to run in RetroArch?
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)
or use a SNES mini controller, i assume they work but i dont know anyone who has tried it
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.
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.
Same thing :banghead:
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.
Yeah, removing that logic's a good move! This ensures that the clock will show the accurate time.
if (Button.FastForward == pressed)
{
if (SPC7110RTC) <<< Remove
return; <<< This
// Other checks
// Actually do fast-forward
}
It's now working in RetroArch with the latest Snes9x coreGood, but i want to play with bsnes core :)
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.
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.
Edit: Done, knock yourselves out: https://dl.qwertymodo.com/snes9x.zip
It's now working in RetroArch with the latest Snes9x core
(...) 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.
(...) I'm pretty sure Retroarch is pretty much the only (...)
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. ;)
I just disliked the translation of some terms like "sake", while others make no sense to non-japanese, like "Bakaboom".
So I did stay with the traditional SNEX9X EX+, perfect for everything until TMGZ translation.
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.
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?
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.
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?Not a single problem with that version, the RTC file is correctly saved and loaded, then adjusted to the time jump.
Good, but i want to play with bsnes core :)
The Higan Retroarch core is now updated and will play the translation with the fixed .rtc