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Romhacking => Personal Projects => Topic started by: Pennywise on October 06, 2007, 05:04:36 pm

Title: My NES Translation Projects
Post by: Pennywise on October 06, 2007, 05:04:36 pm
Mirai Shinwa Jarvas

(http://i224.photobucket.com/albums/dd14/Booey99/0.png)(http://i224.photobucket.com/albums/dd14/Booey99/1.png)

DTE workin' fine except for one troublesome string. Menu's pretty much completely done. Now onto the dialogue.


Title: Re: My NES Translation Projects
Post by: RedComet on October 06, 2007, 08:42:29 pm
F9 takes screenshots. ;)
Title: Re: My NES Translation Projects
Post by: Pennywise on October 07, 2007, 12:21:02 pm
Gooblety gook

Before
(http://i224.photobucket.com/albums/dd14/Booey99/2.png)

After
(http://i224.photobucket.com/albums/dd14/Booey99/0-1.png)

DTE tested with the dialogue and it's workin' as it should

Need a translator.
Title: Re: My NES Translation Projects
Post by: Pennywise on October 10, 2007, 11:06:48 pm
Ganbare Goemon 2

(http://i224.photobucket.com/albums/dd14/Booey99/2-1.png)

Still need to expand the ROM and I need a translator. Text is over 8KB's. The only noteworthy thing is a fully functioning DTE hack that did myself, but of course I had some help getting it to work correctly. The only major thing left is expanding the PRG ROM to 256KB's.

And yes there's supposed to be an "a" there, but I forgot it.
Title: Re: My NES Translation Projects
Post by: DarknessSavior on October 11, 2007, 03:14:38 pm
I highly suggest against an ALL CAPS font. Yeah, it was okay in the past. Now, not so much.

Other than that, your shots look nice. ^_^

~DS
Title: Re: My NES Translation Projects
Post by: Pennywise on October 11, 2007, 04:46:41 pm
I highly suggest against an ALL CAPS font. Yeah, it was okay in the past. Now, not so much.

Other than that, your shots look nice. ^_^

~DS

Oh that's definitely not final. I've just been too lazy to put in a font with both an upper and lower case alphabet. Ideally I'd like a wacky font to along with the wackiness of the game. Now if only someone would translate the intro and then I can show off some nice screenshots.
Title: Re: My NES Translation Projects
Post by: Deuce on October 14, 2007, 02:59:37 pm
(http://i23.photobucket.com/albums/b380/moriyamug/BeastBusters_8x8.gif)

Howzat?
Title: Re: My NES Translation Projects
Post by: Pennywise on October 14, 2007, 03:14:58 pm
Wow I wasn't expecting a font. Regardless I'll try 'er out.

Wait, Beast Busters. Is that that game for the NGPC called Dark Arms? Back when I owned the system that was on my list of games to get along with Bio Motor Unitron, but alas it wasn't meant to be and I pawned my system.
Title: Re: My NES Translation Projects
Post by: Deuce on October 14, 2007, 04:34:52 pm
Yep, it's from Dark Arms.  The game is actually based on two rather obscure lightgun arcade games.  Beast Busters 2 was one of the seven games released for the Hyper Neogeo 64.
Title: Re: My NES Translation Projects
Post by: odino on November 08, 2007, 08:38:48 am
You may want to re-upload the script.
Title: Re: My NES Translation Projects
Post by: Pennywise on November 11, 2007, 03:49:08 pm
(http://i224.photobucket.com/albums/dd14/Booey99/1-1.png)(http://i224.photobucket.com/albums/dd14/Booey99/0-3.png)

Both projects slightly stalled at the moment. I need to clear up this whole bank swapping business with Goemon. Hopefully after that I can apply that new knowledge to another game that I'm planning to work on, but haven't even touched yet. Although I should probably upload the script somewhere for Metal Slader Glory. I imagine it's gotta be pretty big. Jarvas needs it's DTE to be modified to accept multiple entry points. Shouldn't be too hard and a teaser patch isn't far off for both games that is.
Title: Re: My NES Translation Projects
Post by: Pennywise on December 30, 2007, 04:40:12 pm
I got a few odds 'n ends translations for Jarvas and never really bothered to update the script until now. Anyone interested in it can get the updated scripts here. (http://www.mediafire.com/?9bxtnumc1d0)

Also anyone interested in managing my two projects? I don't feel like taking on any other tasks at the moment and would much rather prefer to focus on the actual hacking part. So that means like finding/dealing with translators, inserting the script, beta testing etc.
Title: Re: My NES Translation Projects
Post by: Googie on December 31, 2007, 08:32:05 pm
Nice, I'll be keeping an out for these translations. I also dig the font for'em too.
Title: Re: My NES Translation Projects
Post by: Pennywise on December 31, 2007, 09:56:50 pm
Glad someone's interested in these games. Now all I have to do is finish coding them. Might as well post the scripts for Goemon here (http://www.mediafire.com/?7d3fhstnztf)
Title: Re: My NES Translation Projects
Post by: SeekerOfPeace on January 01, 2008, 03:33:39 am
Just so you know, mediafire is a way better host service than rapidshare.

Try it out, you won't be disappointed.  :thumbsup:
Title: Re: My NES Translation Projects
Post by: Pennywise on February 14, 2008, 02:49:23 pm
Looks like I'm back in action. I found a menu in Jarvas which for the most part has been translated and everything inserted. I thought the available screen space might cause some problems, but lucky for me every string is preceded by two control codes that determine where on the screen the string will appear. Like X and Y coordinates. Well enough of my rambling, a teaser patch is forthcoming once I get everything nice and pretty to look at. I suppose I can show a few non-final screenshots.

(http://i224.photobucket.com/albums/dd14/Booey99/MiraiShinwaJarvas_004.png)(http://i224.photobucket.com/albums/dd14/Booey99/MiraiShinwaJarvas_002.png)(http://i224.photobucket.com/albums/dd14/Booey99/MiraiShinwaJarvas_005.png)

I'm keeping some of the romanizations for now because I'm sure what they actually are.
Title: Re: My NES Translation Projects
Post by: DaMarsMan on February 14, 2008, 03:16:20 pm
Looks good but you need to figure out the assembly to align those numbers correctly. Shouldn't be that hard.
Title: Re: My NES Translation Projects
Post by: Pennywise on February 14, 2008, 06:18:09 pm
(http://i224.photobucket.com/albums/dd14/Booey99/MiraiShinwaJarvas_007.png)
Title: Re: My NES Translation Projects
Post by: DarknessSavior on February 15, 2008, 08:34:39 am
Wow. That looks awesome. ^_^

~DS
Title: Re: My NES Translation Projects
Post by: Pennywise on February 15, 2008, 02:53:36 pm
(http://i224.photobucket.com/albums/dd14/Booey99/MiraiShinwaJarvas_001-1.png)

This one required a few sacrifices in order to fit the weapom, armor, and item names on the available screen space. The longest name is Holy Dragon Sword and it should fit now.
Title: Re: My NES Translation Projects
Post by: DarknessSavior on February 15, 2008, 04:21:47 pm
I love names like that. What's the game like?

~DS
Title: Re: My NES Translation Projects
Post by: Pennywise on February 15, 2008, 09:15:05 pm
On the outside the game's just an action-rpg, but the menu translation has brought to light a few things I'm not sure how they fit into the game. For example, the senryoku(combat strength) screen. No idea what that's all about. It looks like it belongs in a strategy game. Oh, there's also a few classes (fencer, monk, black mage, explorer) to choose from somepoint in the game I haven't got to yet.

I love names like that.
~DS

This one's pretty neat. I got a pleasant surprise when I googled Zantetsuken. I thought it didn't mean anything.
Title: Re: My NES Translation Projects
Post by: DarknessSavior on February 16, 2008, 01:23:00 pm
In that case, most people leave that name alone. For example, when Odin is summoned, that's the attack that he performs. Literally, it translates to something like... "Steel Cutting Sword", which, in English, sounds pretty lame. >.>

~DS
Title: Re: My NES Translation Projects
Post by: Tom on February 16, 2008, 02:04:06 pm
It'd be weird for a Norse God to have a Japanese name for his attacks in an English game, don't you think?

I don't see a problem with Steel-bladed Sword.
Title: Re: My NES Translation Projects
Post by: DarknessSavior on February 16, 2008, 02:07:38 pm
Yeah, but if you change it to "Steel-bladed Sword", you may as well call it a "Steel Sword". Which basically defeats the purpose of it sounding like a badass weapon. >.>

~DS
Title: Re: My NES Translation Projects
Post by: Tom on February 16, 2008, 08:28:28 pm
But to most English speakers, Zantetsuken is just jibberish, even if it sounds cool. You could call it Zakuroken (Pomegranate Sword) and many people would still think it sounded cool... The question is not "which is cool" but "which suits the context"?

Zantetsuken might be appropriate for a samurai character, but if it's being held by a Norse God, then I don't think it's appropriate.When searching for information about the sword that Odin wielded, all I get is either "steel bladed sword" or "Odin's Sword"... Yeah, that's right... Just plain old "sword". Not Odin's Zantetsuken...

Now if I told my friend that I was going to out and buy a zantetsuken, he would have no idea what I was talking about. He doesn't speak Japanese. An English translation is for people who don't speak Japanese.
Title: Re: My NES Translation Projects
Post by: Karatorian on February 25, 2008, 08:22:22 pm
Well, I don't speak Japanese, but I know what Zantetsuken means 'cause I'm a big Final Fantasy geek. However, I always thought by "steel cutting sword", it meant a sword that could cut steel. As I said, I don't speak Japanese, so I could be very wrong, but that definetly seems more bad arse. I'm not sure I'd translate it myself, but I might just be weird.

As for Odin in Norse myth, as opposed to Japanese CRPGs, he was more of a spear guy. His spear, named Gungnir has all sorts of special powers. His sword is not so special.

I'm so going to have to use the name "Zakuroken" for something, that's too cool. Especially as I like pomegranates.
Title: Re: My NES Translation Projects
Post by: Deuce on February 26, 2008, 06:43:19 pm
Here's one instance where I think a little creative license must be taken to preserve the spirit, not the letter, of the original Japanese.  While the two Kanji that make up "zantetsu" do mean "cut" and "iron" on their own, they collectively mean "iron-cleaving."  So yes, "Zantetsuken" does mean "blade which cuts through iron."  Certainly clunkier in English than Japanese, but a little thought put into it can convey the same kind of meaning with a little pizzazz.  For instance, the aforementioned "Holy Dragon Sword" is indeed a mouthful... the first thing that pops into my head is "Sacred Wyrmblade" (wyrm, of course, being a common literary term in reference to dragons).

How about, instead of "Zantetsuken," you use something like "Steelrender"?  Most swords of notoriety tend to have their own names, a la Narsil, Hrunting, Excalibur, etc.
Title: Re: My NES Translation Projects
Post by: Pennywise on February 27, 2008, 09:43:42 pm
Well Deuce, you certainly put literal translations to shame. I'll have to try editing the names in the same manner as you did.
Title: Re: My NES Translation Projects
Post by: Deuce on February 27, 2008, 10:06:59 pm
If you need help, feel free to ask.  By proxy, you made a huge difference in the SSRPG patch, so I owe you one.  :beer:

EDIT: Also... "Ishidan" is most likely "group of doctors."  So maybe "Medics."  "Gurukahei" I'm a little less certain of.  "Kahei" means a small military force.  Battalion, regiment, whichever.  The "guru" in front of it is a little odd.  On its own, it could mean "accomplice" or "cohort."  So maybe "Support Troops"?  Just an idea.
Title: Re: My NES Translation Projects
Post by: Pennywise on February 27, 2008, 11:12:49 pm
(http://i224.photobucket.com/albums/dd14/Booey99/2-1.png)

Progress being made.
Title: Re: My NES Translation Projects
Post by: Pennywise on May 12, 2008, 08:28:31 pm
Small update: a menu patch for Jarvas will be finished tomorrow and probably will be officially on the site Wednesday due to me not having any webspace of my own. There's only a few misc. things to do and I need to make a readme. Hopefully the menu patch will get the attention of a translator so I can release a complete translation in the future.
Title: Re: My NES Translation Projects
Post by: poliver on May 15, 2008, 05:33:16 pm
yipee  :beer:

i'm waiting for this translation! this game looks very strange and interesting  :woot!:
hope you'll get a translator soon
Title: Re: My NES Translation Projects
Post by: Pennywise on May 17, 2008, 12:34:41 am
(http://i224.photobucket.com/albums/dd14/Booey99/1-2.png)(http://i224.photobucket.com/albums/dd14/Booey99/2.png)

This is a game that I'm working on at the moment. Right now I've run into an issue of screen space and assuming I can shift up the text, I will be releasing a patch within the next few days that translates the intro.

After that there is an ending left and some engrish to clean up. Ideally, I would like people to get to the ending and find the engrish and then send me a savestate of it so I can see it in-game. I don't have the patience or the will to play through what I'd consider a difficult shooter.

BTW, the game's Final Mission and it was released in America/Europe as S.C.A.T./Action in New York with the apocalyptic intro replaced with some stupid cliche intro and the difficulty made easier.
Title: Re: My NES Translation Projects
Post by: Pennywise on November 29, 2008, 05:21:04 pm
Might as well resurrect this ol topic.

I've got a WIP site, but I'm going to wait to finish it because the structure really isn't my work even though it is very basic. I'd like to ask if it's okay first, but I might as well post the url anyway.

yojimbo.eludevisibility.org (http://yojimbo.eludevisibility.org)

Any takers for designing a site? I don't really know what I'm doing.

As for my projects, I need someone to do some graphics for me and Ganbare Goemon 2 needs someone to translate the tiny script.
Title: Re: My NES Translation Projects
Post by: FlashPV on November 29, 2008, 05:56:40 pm
Maybe I can help here. What kind of graphics do you need to modify?
Title: Re: My NES Translation Projects
Post by: Pennywise on November 29, 2008, 06:14:18 pm
Well, Goemon's got a bunch of graphics. I've yet to go through the game and find all of them, but there's this one.

(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2J-3.png)

The sign says hell. That's an easy one, all you have to do is just edit the tiles.

Then there's Cosmic Epsilon, but this one is complicated as shown by the video (http://www.youtube.com/watch?v=zN1WAzRReHI)
 
It translates to Way of the Wind. I'm pretty sure it is stored in the ROM as this

Quote
It's also important to mention that the tiles can't be used individually, they need to be part of a collective whole (Something like that). It's stored in the ROM as 45 46 47 48 49 4A. If you change 45 then you change the first character completely to something else.

Then there's J. League Winning Goal and so far I've found three graphics, one being the title screen (Found where it's stored), and other being two big kanji (Haven't found the data yet) and one more small thing.

(http://i207.photobucket.com/albums/bb11/gwood102/J-League_Winning_Goal-0.png)

It says end of match and I was gonna replace it with just normal tiles, but if I remember correctly it wouldn't be centered properly.

Thanks :)
Title: Re: My NES Translation Projects
Post by: FlashPV on November 30, 2008, 12:56:54 pm
Ok the first was easy. I'll make the others when I'll more time.
(http://img511.imageshack.us/img511/5183/ganbaregoemonhz4.png)
Title: Re: My NES Translation Projects
Post by: joshua s on November 30, 2008, 01:08:47 pm
Your mediafire link to the Goemon script is dead. Have you got it hosted anywhere else?
Title: Re: My NES Translation Projects
Post by: Pennywise on November 30, 2008, 01:22:50 pm
Thanks FlashPV, I'll probably release a small update with that included. I got a few more things done anyways.

It also occured to me that you might want a savestate for Cosmic Epsilon.

I've also got a few more graphics that are easy to replace, but what to put in their stead is somewhat more complicated.

(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-1.png)

The cupcake is supposed to be pass and the other two see the thread in the script section.

http://www.mediafire.com/download.php?hjmmminyzzz

Yeah, I'm sure that mediafire link died a while ago, but I've got a more permanent host for it now. You can find the dump in the patch archive here.
Title: Re: My NES Translation Projects
Post by: FlashPV on December 01, 2008, 09:04:36 am
Here's a title screen for J-League
(http://img146.imageshack.us/img146/7868/jleaguebz1.png)
And I thought that "RESULTS" would be better than "END OF MATCH"
(http://img220.imageshack.us/img220/2443/jleagueresultmo2.png)
What do you think?
Title: Re: My NES Translation Projects
Post by: Pennywise on December 01, 2008, 11:58:11 am
Very nice FlashPV.

Thanks again.
Title: Re: My NES Translation Projects
Post by: FlashPV on December 01, 2008, 04:44:14 pm
Ah yes! I took a look at Cosmic Epsilon and a save state would help me.
I found the graphics but this one will need more work.
Title: Re: My NES Translation Projects
Post by: Pennywise on December 02, 2008, 03:40:23 pm
Check out the Mediafire link in one of the above posts if you haven't found it already. I forgot to put it in the right spot.

I dunno that spinning graphic effect is really wierd and especially how I believe it's stored. It's a tough one.
Title: Re: My NES Translation Projects
Post by: FlashPV on December 03, 2008, 04:41:48 am
I've got something for Cosmic Epsilon but WAY OF THE WIND don't fit so I've translated it by WAY OF WIND.
Here's a video give me your thought.
http://fr.youtube.com/watch?v=WLz35mbErWs (http://fr.youtube.com/watch?v=WLz35mbErWs)
Title: Re: My NES Translation Projects
Post by: FlashPV on December 06, 2008, 01:16:50 pm
The last one
(http://img366.imageshack.us/img366/9251/ganbaregoemon21ag3.png)
Title: Re: My NES Translation Projects
Post by: Pennywise on June 17, 2009, 08:06:24 pm
Might as well resurrect this poor old thread.

Ganbare Goemon 2- Made some good progress on this a while back, but still in the process of playing with the code. I'm hoping to have this wrapped up pretty soon.

Final Mission - This is a game that I've wanted to translate/hack for a few years. I added it as a project a while back and I think I got serious about it a week ago or so and I played through it and got the ending. The only thing that had to be translated was the intro and ending, which are done now. It looks like I'm gonna have to some interesting hacks for it like hack the code for the line break as shifting the text up by a tile seems to throw the line break off, hack when the music starts, which I've never messed with that stuff before and it looks like the timing sequence might have to be hacked. I haven't really ever messed with timing before. Should be interesting.

Also got a new font today. I kinda like it.

(http://yojimbo.eludevisibility.org/FinalMission/2.png)
Title: Re: My NES Translation Projects
Post by: Gil Galad on June 19, 2009, 05:15:04 pm
Final Mission is the Japanese version of S.C.A.T - Special Cybernetic Attack Team.

I've noticed some differences in the US version, like a different title screen, different voice sample and a few other screens. I don't know too many differences other than what I stated.
Title: Re: My NES Translation Projects
Post by: Pennywise on June 19, 2009, 05:41:05 pm
Yup, not that it matters, but what story there was was replaced by a series of cliches. That's the most noticable difference, but the difficulty in the japanese version also happens to be much harder.  Final Mission is a very hard game and especially for japanese standards.
Title: Re: My NES Translation Projects
Post by: Gil Galad on June 19, 2009, 05:58:46 pm
Cool, looking forward to playing it, once you're done with the hacking.
Title: Re: My NES Translation Projects
Post by: Pennywise on June 25, 2009, 03:11:54 pm
Alright, time for an update.

Final Mission - I'd like to do a 4th of July release and it looks like I might be able to finish the hacking in time for it. I haven't done anything for a few days now, but one of the one hacks left is to hack the timing of the intro and ending. I've yet to do that and my only clue so far is that it appears that the timing's fixed when changing from screen to screen. It also occured to me that I could increase the text speed, but I don't think that would do the job completely.

Mirai Shinwa Jarvas - I am currently in the midst of finishing up the hacking work for the final patch. So far I've disabled the checksum so I could replace the number tiles, expand some menus and dialogue boxes and I am in the middle (Well I'm at the beginning of the game) of a playthrough to discover if anything needs to be hacked. I will be devoting most of my effort to finish this game. And I'm already having problems figuring out what to do. This will probably be done when I eventually beat the game.

Ganbare Goemon 2 - As much as it pains me, this game is priority #3. Although I might pull it out and do some work on it when I get bored with my other projects every now and then. Assuming I don't hit any roadblocks with this the other two projects, I'm confident that I can finish this game by the end of summer.

And that's what's going on. I actually don't have any other projects right now and it will continue to be that way until at least two are finished. I'll be able my proejcts sooner that way, hopefully.

Update:

Final Mission is now very close to completion. I found the code for the timing and I have the intro (That's where the bulk of the text is)  mostly hacked with one issue remaining for it. I'll be doing the ending next and there's a two things that I have to do in the credits.

(http://i207.photobucket.com/albums/bb11/gwood102/FinalMission-5.png)(http://i207.photobucket.com/albums/bb11/gwood102/FinalMission-6.png)
(http://i207.photobucket.com/albums/bb11/gwood102/FinalMission-7.png)(http://i207.photobucket.com/albums/bb11/gwood102/FinalMission-5-1.png)
(http://i207.photobucket.com/albums/bb11/gwood102/FinalMission-8.png)(http://i207.photobucket.com/albums/bb11/gwood102/FinalMission-10.png)

Also I'm looking into a hack for Jarvas that's inspired by the fact that that the game doesn't add the weapon and armor stats to the strength and defense stats. I'm pretty sure it doesn't so I'm looking for the data right. Also found out how to progress in the game, but doing so gets me insta-killed by a grey knight of doom. Well, I've got another option on how to proceed though.
Title: Re: My NES Translation Projects
Post by: snark on June 30, 2009, 02:12:24 pm
Awesome job for the intro! The wording, fonts, are excellent!  Now all we need is a "let's play" on youtube.  ;D j/k
Title: Re: My NES Translation Projects
Post by: Pennywise on June 30, 2009, 02:56:11 pm
Yeah, I'd say probably my best work yet. Although I must say that the ending didn't live up to hype the intro created. So about 4 days left until release and if you have a PSP or DS with nes emulators on them, you can blow off your fingers while playing this game at the same time.

Oh, yeah. Might have another release ready in time for the 4th as well, but I'd have to work fast.
Title: Re: My NES Translation Projects
Post by: Pennywise on July 16, 2009, 03:28:48 pm
Might as well bump this thread with news.

I finished this NES platformer Power Blazer. It was quick and easy.

Fudou Myouou Den

All technical issues have been solved. Now I have to do some graphic hacking. Currently working on the intro and a "Fin" graphic for the end of the game.

(http://i207.photobucket.com/albums/bb11/gwood102/FudouMyououDenJ-0.png)

This is just a sample of what the new intro is going to look like. It's done as sprites so I'm limited to 8 characters per line minus spaces between words (I can manually position everything where I want it). I figured a script-like font would fit in nicely and if anyone has any suggestions for a font, I'll take them into consideration.

Jarvas

Been playtesting this game for a while now and I think I've found the source of the warp problems. I spent a great deal of time tracing and following the code back, which led me to the DTE code. That's going to require more investigation.
Title: Re: My NES Translation Projects
Post by: Tauwasser on July 16, 2009, 04:21:12 pm
I think you should center horizontally as well as vertically. And maybe have the English be 3 text lines' height above the Sanskrit.

cYa,

Tauwasser
Title: Re: My NES Translation Projects
Post by: Pennywise on July 21, 2009, 10:11:32 pm
Yah, I'm kinda oddballing it, but I think this should be pretty close to center aside from individually placing everything. Even though the intro is almost finished, I've run into flickering sprite issues. The only sprite limit I know of is eight per line and I haven't exceeded that, so I'm not really sure why it's happening. The outro is the same thing, but done/stored differently. So I'll mess with that next and see if the issue pops up there.

(http://yojimbo.eludevisibility.org/AcalaLegend/1.png)

Also got the ending graphic finished except for an issue that's peculiar issue that affects the Taito graphic. I was technically able to fix it, but another issue popped up and still needs investigation.

(http://yojimbo.eludevisibility.org/AcalaLegend/8.png)

Hasn't been centered yet.
Title: Re: My NES Translation Projects
Post by: snark on July 22, 2009, 03:37:04 am
Lookin' Good!  :D

Fin = End but you probably knew that!  ;)

Title: Re: My NES Translation Projects
Post by: Pennywise on August 15, 2009, 04:31:00 pm
Time to bump this beotch.

Fudou Myouou Den

The hacking that needed to be done is now done and one small refinement remains. I expect this to be released in a day or two once I finish it up and start testing.

Ganbare Goemon 2

The small bit of hacking that I had been putting off, I did and as result I've increased my text compression up a notch. Almost there, gotta keep on pushing.

(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-0.png)(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-1.png)
(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-3.png)(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-4.png)
(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-5.png)(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-2.png)

I was considering expanding and moving the dialogue box hence the numbers. Looked into it a bit and it might not be possible cuz it might be part of the background. Probably look into some more. And this next one is part of the ending, if I posted anymore of it, it would spoil the surprise that awaits you.

(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-6.png)

Other than that the text is stored non-linear, which it makes it a pain in the ass to figure out and also confuses the hell out of me.

Oh yes, one last thing. I was wondering if anyone would like to help me out building a table for another project of mine. It would involve copying and pasting hundreds of dictionary entries.
Title: Re: My NES Translation Projects
Post by: Pennywise on September 07, 2009, 05:56:51 pm
More news!

Well some that I don't exactly like. It seems some Portuguese/Brazilian hackers have released translation patches that modify my work and didn't really credit me or notify me at all. Well, I'm sure this is nothing new, but it pissed me off because I spent a good chunk of time on the programming side of things for Final Mission so the game could have a presentable translation and all they had to do was some basic romhacking. I think I'm going to start including a checksum of sorts in my translations from now on that won't make it so easy to modify my work.

Anyway, onto the projects!

I have mucho screenshots for Jajamaru

(http://yojimbo.eludevisibility.org/Jajamaru/Title.png)(http://yojimbo.eludevisibility.org/Jajamaru/1.png)
(http://yojimbo.eludevisibility.org/Jajamaru/3.png)(http://yojimbo.eludevisibility.org/Jajamaru/4.png)

(http://i207.photobucket.com/albums/bb11/gwood102/6.png)(http://i207.photobucket.com/albums/bb11/gwood102/7.png)
(http://i207.photobucket.com/albums/bb11/gwood102/9.png)(http://i207.photobucket.com/albums/bb11/gwood102/10.png)
(http://i207.photobucket.com/albums/bb11/gwood102/14.png)

I'm working with aishsha on this one. It looks like the intro and ending have been translated and all the interface so far. Title screen is mockup, aishsha will be hacking it in later. Need to finish MTE table and then dump in-game text, which looks pretty sizable, but not that big. I also fixed a bug in my DTE routine and things seem to be going well. And don't mind the translation. I don't think it's final.

Goemon 2

Story completely inserted and working perfectly (Pain in the ass). Working on inserting and formatting the rest of the text. Again pain in the ass.

Title: Re: My NES Translation Projects
Post by: Pennywise on September 19, 2009, 09:06:57 pm
Screenshot time!

(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-0-4.png)(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-1-2.png)
(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-2-2.png)(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-3-2.png)
(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-6-1.png)(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-4-1.png)
(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-5-1.png)(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-7.png)
(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-9.png)(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-8.png)
(http://i207.photobucket.com/albums/bb11/gwood102/GanbareGoemon2-10-1.png)

Edit:

Need help. Need to find text in-game to make sure everything is working. Dealing with everything on a case-by-case basis to avoid confusion for myself due to odd ways of script and pointer storage. Already found most of the common text and I have one person helping out, but I could always use more help. Also need graphic design...
Title: Re: My NES Translation Projects
Post by: Pennywise on October 01, 2009, 11:36:26 pm
Ganbare Goemon 2 is finished. Well pretty much done except for the credits, which I'm waiting on some graphics to be done for it. Assuming I can get them within a week or so, this will be released on the 13th. Other wise it'll have to wait.

I have two more releases planned before the year is up. The first'll probably be the final patch for Jarvas and the second will be Jajamaru, which aishsha is currently translating. I pretty much took care of a good chunk of the hacking work by coding a DTE routine and now it's just a matter translating and inserting the script.

Title: Re: My NES Translation Projects
Post by: kingofcrusher on October 02, 2009, 12:57:58 am
Awesome, Jajamaru looks really good!
Title: Re: My NES Translation Projects
Post by: Pennywise on October 03, 2009, 10:05:35 pm
Spent the last day or so working on perfecting Goemon. Small refinements while basically waiting for the credits to be designed. I also have been doing preliminary work on Mad City and Captain Silver. Got the text dumped for both of them and Mad City looks like a pretty easy hack by Konami standards. Captain Silver on the otherhand... I'll post the text routine for it.

Code: [Select]
$B4F2:A9 01     LDA #$01                   A:A5 X:02 Y:00 P:NvUbdIzc
$B4F4:8D 36 05  STA $0536 = #$00           A:01 X:02 Y:00 P:nvUbdIzc
$B4F7:A0 00     LDY #$00                   A:01 X:02 Y:00 P:nvUbdIzc
$B4F9:8C 86 03  STY $0386 = #$08           A:01 X:02 Y:00 P:nvUbdIZc
$B4FC:B1 12     LDA ($12),Y @ $A585 = #$00 A:01 X:02 Y:00 P:nvUbdIZc
$B4FE:C9 FF     CMP #$FF                   A:00 X:02 Y:00 P:nvUbdIZc
$B500:F0 41     BEQ $B543                  A:00 X:02 Y:00 P:nvUbdIzc
$B502:85 50     STA $0050 = #$00           A:00 X:02 Y:00 P:nvUbdIzc
$B504:C8        INY                        A:00 X:02 Y:00 P:nvUbdIzc
$B505:B1 12     LDA ($12),Y @ $A586 = #$00 A:00 X:02 Y:01 P:nvUbdIzc
$B507:85 51     STA $0051 = #$00           A:00 X:02 Y:01 P:nvUbdIZc
$B509:A9 02     LDA #$02                   A:00 X:02 Y:01 P:nvUbdIZc
$B50B:8D 85 03  STA $0385 = #$00           A:02 X:02 Y:01 P:nvUbdIzc
$B50E:8C 25 03  STY $0325 = #$01           A:02 X:02 Y:01 P:nvUbdIzc
$B511:98        TYA                        A:02 X:02 Y:01 P:nvUbdIzc
$B512:38        SEC                        A:01 X:02 Y:01 P:nvUbdIzc
$B513:E9 01     SBC #$01                   A:01 X:02 Y:01 P:nvUbdIzC
$B515:A8        TAY                        A:00 X:02 Y:01 P:nvUbdIZC
$B516:B9 D5 B5  LDA $B5D5,Y @ $B5D5 = #$A3 A:00 X:02 Y:00 P:nvUbdIZC
$B519:85 2C     STA $002C = #$C0           A:A3 X:02 Y:00 P:NvUbdIzC
$B51B:B9 D6 B5  LDA $B5D6,Y @ $B5D6 = #$24 A:A3 X:02 Y:00 P:NvUbdIzC
$B51E:85 2D     STA $002D = #$27           A:24 X:02 Y:00 P:nvUbdIzC
$B520:20 16 E3  JSR $E316                  A:24 X:02 Y:00

The game doesn't really use control codes. Instead it loads individual character positions from a table. On top of that, I originally thought the game's script might've used 2-byte encoding, but it turns out that the first value read is the dakuten.

http://yojimbo.eludevisibility.org/CaptainSilver/CaptainSilver.html
http://yojimbo.eludevisibility.org/MadCity/MadCity.html
Title: Re: My NES Translation Projects
Post by: Pennywise on November 07, 2009, 01:55:59 pm
Well, now is as good as a time as ever to bump this thread.

Finally finished Goemon 2 and the subsequent update patch. Need to get a start on Goemon Gaiden 2 eventually.

Finished work on Jajamaru Gekimaden, but just waiting for the translator to write up the readme.

Started work on Contra and have finished all aspects of the hacking minus the title screen, which needs to be done yet.

Most of the translation for Mad City has been completed. The official translation for Bayou will be used because it's not bad. Too bad they made it too hard and left out a bunch of text/endings.

And the translation for Captain Silver is complete. Now I just need to hack the text routine.

Also I did a DTE hack for that Jesus Bio Monster game and have sent a preliminary script dump to Niahak. For those wondering, Niahak had to cut down his script quite a bit. I'm hoping to offer a 2.0 patch.

Title: Re: My NES Translation Projects
Post by: reyvgm on November 10, 2009, 10:51:45 am
Awesome!

Question: Why Goemon Gaiden 2 and not part 1 first?
Title: Re: My NES Translation Projects
Post by: Pennywise on November 10, 2009, 11:59:46 am
I dunno, maybe I checked out 2 first. Doesn't really matter, even though I have a translator, I still haven't sent him the scripts for the game. Hopefully I'll get him the scripts soon, but at the latest I'm thinking a release would happen in late 2010 at the earliest.

I feel like I'm losing a bit of motivation, but I'm gonna try and focus on the final patch for Jarvas and Mad City.
Title: Re: My NES Translation Projects
Post by: reyvgm on November 12, 2009, 12:50:40 pm
That happens.

After working many months non stop, you eventually lose that drive. You'll probably spend the next months focusing on something else and then come back full force with more patches.
Title: Re: My NES Translation Projects
Post by: Pennywise on December 28, 2009, 12:13:00 pm
Might as well update.

Been working on Jarvas again and once again am annoyed by it. The main dialogue block uses like three different text routines, which is making insertion a pain in the ass as those other text routines don't use DTE.

Jigoku's also being a pain in the ass. Each line for the text clearing routine is its own routine and I need to JSR out and add a new section of code so that the 5th line is cleared among other things.

I broke the non-dialogue stuff for Mad City a while back and I recently discovered the problem and need to do a code branch, but I need to pick a variable for it to branch on. I tried using where the low-byte of the pointer is stored in RAM, but it appears that that address is overwritten by the time the code executes. I'm thinking maybe writing the low-byte to an unused address in RAM though.

Working on another small project. Hi no Tori Wagaou no Bouken and have everything that needs to be translated. This game uses some kind of compression for the tiles, which I've actually located and now trying to figure out the compression completely.
Title: Re: My NES Translation Projects
Post by: KingMike on December 28, 2009, 05:05:52 pm
Hi no Tori.  :P
Konami has left me wondering if it's buggy or just badly designed (especially by their standards). I mean, the invisibility powerup that makes it easy to get stuck in a wall.
I distinctly remember a river stage. I tried to go for a life recovery power-up in a tree, and it caused the fish generator (like in SMB) to be left on for the boss fight.
I also remember pausing, and somehow ending up with a hexadecimal score. :D
Well, good luck on that game. :)
Title: Re: My NES Translation Projects
Post by: Pennywise on December 28, 2009, 05:25:01 pm
Lol, I spent a chunk of time playing through the first 7 or so stages over and over again thinking that I was progressing in the game when in fact I was just wasting my time. Even with a walkthrough I didn't realize that there's a hidden door to the next era after you clear the 7th stage and start over on the 1st stage. I figured I might as well hack it since I've got some time invested in it. Title screen will probably a pain in the ass to hack though. Stored in a odd and the tile map's probably compressed.
Title: Re: My NES Translation Projects
Post by: reyvgm on December 28, 2009, 08:12:56 pm

Jigoku's also being a pain in the ass. Each line for the text clearing routine is its own routine and I need to JSR out and add a new section of code so that the 5th line is cleared among other things.

Now I understand why you said there are no easy hacks.
Title: Re: My NES Translation Projects
Post by: KrakenSoup on January 08, 2010, 01:49:49 pm
Wow I wasn't expecting a font. Regardless I'll try 'er out.

Wait, Beast Busters. Is that that game for the NGPC called Dark Arms? Back when I owned the system that was on my list of games to get along with Bio Motor Unitron, but alas it wasn't meant to be and I pawned my system.

At least your brother didn't steal yours for entertainment on his failing band's road-tour. Only to leave it in Texas.
Title: Re: My NES Translation Projects
Post by: Pennywise on February 09, 2010, 02:16:46 pm
I've got a bunch of useless patch's planned, one of which is already finished.

Sqoon

(http://i207.photobucket.com/albums/bb11/gwood102/SqoonJ-4-1.png)

(http://i207.photobucket.com/albums/bb11/gwood102/SqoonJ-5.png)

(http://i207.photobucket.com/albums/bb11/gwood102/SqoonJ-3-1.png)

Sqoon's a pretty repetitive game that was officially translated. There's actually some differences between both versions and it's not really a translation (For a game like Sqoon that isn't necessarily bad). But they did remove the second screenshot.

Title: Re: My NES Translation Projects
Post by: snark on February 09, 2010, 03:21:44 pm
This looks good, a good classic!

The Ottoto's could be changed to Mermaids, or any other fish-folk. 
Or you could just leave them as is.  :thumbsup:
Title: Re: My NES Translation Projects
Post by: Pennywise on February 09, 2010, 03:40:37 pm
Well, I like Neptunian's the best, but there isn't enough space for it. At least not for the last screenshot, so I chose Ottoto.

Incidently, another game due for release is Hi no Tori: Gao's Adventure. Graphics decompresed and new graphics recompressed. Now all I need to do is hack the graphics.
Title: Re: My NES Translation Projects
Post by: DarknessSavior on February 09, 2010, 04:08:35 pm
Well, I like Neptunian's the best, but there isn't enough space for it. At least not for the last screenshot, so I chose Ottoto.

Incidently, another game due for release is Hi no Tori: Gao's Adventure. Graphics decompresed and new graphics recompressed. Now all I need to do is hack the graphics.
Neptunian can be ambiguous in the way that it could mean "From Neptune" or like people who dwell underneath the water.

However, you could simply refer to them as "Mermen". Please, please, don't leave random Japanese in there if it's translatable. =/

~DS
Title: Re: My NES Translation Projects
Post by: Pennywise on June 13, 2010, 04:10:06 pm
Well, it looks like I'm back in action. Spent some time with Castle Quest and have made significant hacking progress. Not retranslating from scratch, but just improving the old patch. Everything single thing in the game appears to be hard-coded, but luckily it appears to be the same way across the board. That include pointers and to make hard-coded pointers less tedious, I coded a DTE routine last night. One of the interesting things about the hack was where I got the free RAM byte. One of the game's developers had his name written in RAM and I just dummied out the code for it. Although I think I might end up putting Ryouichi Ohkubo back in as there's enough room for it.
Title: Re: My NES Translation Projects
Post by: KingMike on June 13, 2010, 10:07:47 pm
The game's not using SRAM, is it?

(I've heard of some games, like Phantasy Star, writing the dev's name to SRAM to indicate it's been initialized.
Though I don't know if they've taken into consideration the battery dying out. :P )
Title: Re: My NES Translation Projects
Post by: Pennywise on June 13, 2010, 10:20:11 pm
Maybe, I dunno. But this is game RAM I'm talking about. His name is written to $C0-CF on startup and removing it appears to have no effect on the game so far.  I'd say it was only done for the sake of doing it.
Title: Re: My NES Translation Projects
Post by: Spinner 8 on June 17, 2010, 02:08:49 am
Well, it looks like I'm back in action. Spent some time with Castle Quest and have made significant hacking progress. Not retranslating from scratch, but just improving the old patch. Everything single thing in the game appears to be hard-coded, but luckily it appears to be the same way across the board. That include pointers and to make hard-coded pointers less tedious, I coded a DTE routine last night. One of the interesting things about the hack was where I got the free RAM byte. One of the game's developers had his name written in RAM and I just dummied out the code for it. Although I think I might end up putting Ryouichi Ohkubo back in as there's enough room for it.

Does Dustin know about it? I imagine you told him, of course, since you're using his work and all.
Title: Re: My NES Translation Projects
Post by: Pennywise on June 17, 2010, 01:04:47 pm
Of course. I've been in contact with him and he seems pleased with the results so far.
Title: Re: My NES Translation Projects
Post by: Spinner 8 on June 21, 2010, 07:47:10 pm
Of course. I've been in contact with him and he seems pleased with the results so far.

I'm glad to hear that! I played it a few months ago and was surprised by how well-done it was. :) With a few fixes it'll be even better.
Title: Re: My NES Translation Projects
Post by: Pennywise on June 24, 2010, 12:50:40 am
One of the things that surprised me was that he had the dedication and motivation to completely translate a game. These days that sort of thing isn't common place especially without hardly any outside help. Progress on my front is going excellent. Virtually all hacking appears to be complete and the biggest obstacle now is expanding and reinserting the script. I start with the intro and I'll probably have some screenshots soon.

(http://i207.photobucket.com/albums/bb11/gwood102/CastleQuest-1-1.png)(http://i207.photobucket.com/albums/bb11/gwood102/CastleQuest-2.png)
(http://i207.photobucket.com/albums/bb11/gwood102/CastleQuest-3.png)(http://i207.photobucket.com/albums/bb11/gwood102/CastleQuest-4.png)
(http://i207.photobucket.com/albums/bb11/gwood102/CastleQuest-5.png)(http://i207.photobucket.com/albums/bb11/gwood102/CastleQuest-6.png)(http://i207.photobucket.com/albums/bb11/gwood102/CastleQuest-7.png)
(http://i207.photobucket.com/albums/bb11/gwood102/CastleQuest-8.png)(http://i207.photobucket.com/albums/bb11/gwood102/CastleQuest-9.png)
(http://i207.photobucket.com/albums/bb11/gwood102/CastleQuest-10.png)(http://i207.photobucket.com/albums/bb11/gwood102/CastleQuest-11.png)

The text is near-final and I also encountered a bug with the DTE routine. Luckily I was able to squash it and hopefully nothing more of the sort pops up.

Part of the tutorial re-done.

(http://i207.photobucket.com/albums/bb11/gwood102/CastleQuest-0-2.png)(http://i207.photobucket.com/albums/bb11/gwood102/CastleQuest-12.png)
(http://i207.photobucket.com/albums/bb11/gwood102/CastleQuest-13.png)(http://i207.photobucket.com/albums/bb11/gwood102/CastleQuest-14.png)
Title: Re: My NES Translation Projects
Post by: Pennywise on August 24, 2010, 02:58:09 pm
Might as well update this thread before it gets too far back.

Hopefully I'll have another release before the end of August. I've got the game like 95% finished. There's just some brief ending text to do and fix up some engrish. Also have to find certain text in-game to format, edit and adjust the timing for.

Castle Quest, I think I finished hacking this game a month or two ago and now the text needs to be expanded etc. However, all the pointers are hard-coded and I've been planning to create to an atlas script file to make the insertion process much easier. Either way, lots of work involved.


Title: Re: My NES Translation Projects
Post by: Pennywise on December 05, 2010, 08:56:46 pm
Well I guess time for a update.

I was finally able to finish my very old and of my first projects in Mirai Shinwa Jarvas. Glad that one's finished now.

I've made some awesome progress on Dragon Ball Dai Maou Fukkatsu. I've probably inserted about 95% of all the text. The last 5% is the main script I couldn't fit and it's probably the last significant issue left. The problem is that half the PRG-ROM is hardwired and that the text + pointer tables take up like 95% of the space available to me, which is half the PRG-ROM. I've already got DTE, but I'm probably going to do some hypothetical tests with DTE + dictionary to see if I can fit all the script in.

Castle Quest has been collecting dust and it's a shame because I've done a ton of work on that one. It would be so much easier setting up an insertion system if all the pointers weren't hard-coded. At this point scripts for insertion still need to be made.

Title: Re: My NES Translation Projects
Post by: Kronus_Arm on December 07, 2010, 04:10:13 am
Castle Quest is looking really good!

Do you by chance know who did this (http://www.romhacking.net/trans/1500/)?
It's quite complete but with annoying minor bugs (Z and X appearing on text boxes etc.) and an untranslated title screen...
Title: Re: My NES Translation Projects
Post by: KingMike on December 07, 2010, 11:45:35 am
I think Pennywise was fixing up the translation you linked to.
Title: Re: My NES Translation Projects
Post by: Pennywise on December 07, 2010, 05:29:40 pm
That's correct, but fixing it up isn't quite the right term. I already fixed most if not all of the issues of the old patch, but I'm doing a complete overhaul of the script. It's the same type of thing with Jesus whom I'm working with Niahak on.
Title: Re: My NES Translation Projects
Post by: Pennywise on January 03, 2011, 06:13:29 pm
I have a bunch of screenshots to post, so I'll use this thread. I suppose everyone knows how this story ends, so it shouldn't be a spoiler.

(http://i207.photobucket.com/albums/bb11/gwood102/DB-2.png)(http://i207.photobucket.com/albums/bb11/gwood102/DB-3.png)
(http://i207.photobucket.com/albums/bb11/gwood102/DB-9.png)(http://i207.photobucket.com/albums/bb11/gwood102/DB-9.png)
(http://i207.photobucket.com/albums/bb11/gwood102/DB-10.png)(http://i207.photobucket.com/albums/bb11/gwood102/DB-15.png)
(http://i207.photobucket.com/albums/bb11/gwood102/DB-16.png)(http://i207.photobucket.com/albums/bb11/gwood102/DB-17.png)
(http://i207.photobucket.com/albums/bb11/gwood102/DB-18.png)(http://i207.photobucket.com/albums/bb11/gwood102/DB-4-1.png)

This happens to be the first time I expanded a ROM and created a custom swapping routine. Works like a charm and I have reached a goal I set a long time ago. I see two games that can benefit from this new knowledge of mine and at least one has a translator waiting.

In other news, I dumped three scripts for Crystalis/Godslayer and have sent them off for a comparison. If the official translation turns out to be quite bad, I will take up another project. The word is that they did a good job translating the game.
Title: Re: My NES Translation Projects
Post by: reyvgm on January 05, 2011, 04:04:28 pm
How about Xexyz/Kame no Ongaeshi?

I don't know how much of the game was changed, but sprites were changed from turtles to other stuff and the ending was definitely butchered. The Japanese version gives you 3 choices to end the game, the USA one gives you one ending by default.

Or Street Fighter 2010, which had the story changed for the USA version too.

Or Kaettekita Mario Bros. for the FDS.

Or Meta Fight (Blaster Master).

Or Rampart, which was made by Konami in Japan and it looks and plays much better. It has a cool story mode too.
Title: Re: My NES Translation Projects
Post by: Pennywise on January 05, 2011, 08:13:45 pm
If I had the time, I'd do all those games. Plus I'm of the feeling that I've picked up too many projects recently. That Blaster Master game doesn't really need a translation. I'm pretty sure the only thing in japanese is the title screen, but that hasn't stopped me before.

Aside from DB2, which is in the final stages, I have:

Castle Quest
Jesus
Gyruss (FDS)
Spelunker 2 (hacking it from scratch)
Pocket Zaurus (joint project with DvD)

Actually that's not that big of a list when compared to other people. I'll be picking up another game after DB2 is finished that has a translator attached and needs to be translated at some point just because. I also have another project that I'm waiting to hear back from a potential translator on whether or not he wants to translate the whole script.
Title: Re: My NES Translation Projects
Post by: reyvgm on January 06, 2011, 12:44:48 am
No prob. Just throwing names out there just in case.
Title: Re: My NES Translation Projects
Post by: Jedi QuestMaster on January 06, 2011, 04:25:19 am
Whatever you choose to do next, I look forward to seeing your translations. :)
Title: Re: My NES Translation Projects
Post by: Pennywise on January 10, 2011, 04:21:45 pm
Good news with Dragon Ball. I've finished all my necessary code hacks and am currently on my final playthrough to polish my work. I must that this will probably be my best work to date. In other news, I figured out the font storage for Gyruss which turned out to be a form of RLE and I believe I have also have decomp/recomp for it. I'll get to that game after DB.
Title: Re: My NES Translation Projects
Post by: reyvgm on January 10, 2011, 05:43:16 pm
Good news indeed.
Title: Re: My NES Translation Projects
Post by: Jedi QuestMaster on January 14, 2011, 12:10:46 pm
I think you should do Gyruss next. ;)

I just played the game again for the NES, & apparently the FDS version has a full ending! :o
Title: Re: My NES Translation Projects
Post by: Pennywise on April 12, 2011, 10:34:38 pm
Been a while since the last post.

Been neglecting Castle Quest for a while. I was able to compile most of the text with Atlas for the non-battle stuff. I just need to finalize the text and re-insert everything. I might end up doing a preview video for this one soon.

JESUS has 1/3 of script finished and the text that I have has been inserted with an untested bank swap hack. I just need to work up the effort to format and edit everything accordingly. I don't know if I mentioned this before, but I was partially able to reverse engineer the compression on the title screen. Now all I need to do is sit down and learn its secrets and/or get someone to figure out the rest and write me up an util.

Dragon Ball is proving to be much more of a pain in the ass than I thought it would be. The text is stored all in one convenient location, but the pointers aren't. Some of them are even hard-coded, bah! Also the game doesn't use line breaks and the number of lines per screen appears to be pre-determined. Currently trying to figure that last bit out so I can expand the amount of text per screen, say from 1 line to 2 lines. Trying to find what I'm looking for has turned out to be much more time consuming than I want it to be.
Title: Re: My NES Translation Projects
Post by: reyvgm on April 16, 2011, 08:37:53 am

Trying to find what I'm looking for has turned out to be much more time consuming than I want it to be.

Isn't it always? :)
Title: Re: My NES Translation Projects
Post by: Pennywise on April 16, 2011, 05:59:30 pm
Well I've basically figured out the event data for Dragon Ball and it's a pain in the ass to work with. It seems that one pointer can only handle 3 lines of text. My options are I leave it alone, expand the pointer table and event data to accommodate for more strings, or maybe increase it to 4 lines of text. Either way I'm probably going to end up expanding the ROM and might as expand everything as necessary. So more strings, more pointers and more event data it looks like for the future.

Next up appears to be Parodius and afterwards maybe I'll finish Gyruss.

Edit: I successfully expanded the ROM for Dragon Ball and have relocated the event data and the pointers. Still have a few odds 'n ends to work on, but Dragon Ball is almost good to go.
Title: Re: My NES Translation Projects
Post by: safaribans on April 20, 2011, 09:20:10 am
I think this was suggested a couple of years back, but how about Kame no Ongaeshi - Urashima Densetsu?
It was released as Xexyz with many graphical changes, some endings removed, and the story line trashed.

3rd post here: http://www.gamefaqs.com/boards/587791-xexyz/49533745

Includes translation of items and ending summaries.

Anyway, excellent work on these translations, everytime you release one, that is the next game I'll play for nes/fds.

EDIT: Great to hear! I look forward to it.
Title: Re: My NES Translation Projects
Post by: Pennywise on April 21, 2011, 05:37:29 pm
Well, it's on my radar for sure and in fact I think I made sure to download the ROM a week or so ago to always have with me. Maybe I'll pick it up in a year or two and/or after I finish 4 or so projects.

EDIT: I don't really know about Kame no Onegashi. Leave it to Hudson to make this game a pain in the ass to work with. The intro/ending are stored at the end of the CHR and text I've found in-game moves between two different blocks of text just for one string. Would anyone be interested in compiling screenshots for the game? Due to the way the script is stored, that might make the translation process easier for the translator and myself.
Title: Re: My NES Translation Projects
Post by: safaribans on May 12, 2011, 01:23:11 pm
I wish I had read the reply sooner... I am interested, I will compile some screenshots.

EDIT 2:
Done! Here are 394 screenshots in png format zipped (~1.1MB). I apologize for any redundancy with shops, faeries, and dialog. I'm fairly sure a lot was re-used, but better safe than sorry. Includes multiple outcomes of endings too.

https://rapidshare.com/files/2444505706/kame_snaps.zip

Comments welcome!

P.S. Sorry about the lack of webhosting, if you want me to upload elsewhere, let me know. Or anything else that might help. For example, using imagemagick to concatenate the screencaps into one very tall image, or into a PDF so your translator can just scroll through rather than look at one pic, then the next, etc.
Title: Re: My NES Translation Projects
Post by: Pennywise on May 25, 2011, 11:39:36 am
Thanks for the screenshots. Although the project's on the backburner right now as I now pursue other interests. I might have to change the title of this thread because I'm planning on giving the original Gameboy some translation love. I was a bit concerned that Z80 would throw me for a loop, but with my trusty unofficial GB programming doc, the code spoke to me last night. Currently have two active GB projects in the works, one is a smaller game that I'm using as a vehicle to familiarize myself with Z80 and the other is an RPG that's being actively translated. I'm hoping to show off some screenshots when significant progress has been made.

Title: Re: My NES Translation Projects
Post by: Pennywise on September 07, 2011, 05:32:38 pm
Been a while, so...

It seems I introduced a last-minute error into Maten Douji where a 0 appears under certain items that require an explanation. I have fixed it and will uploading another patch in the near future. Just can't have errors and such in my work.

Hasn't been too much progress in any of my other projects though. Although I've pretty much finished the text hacking for Chuuka Taisen and have a bunch of screenshots to show off. I need to get the other ending and format accordingly then a bunch of graphics remain.

(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-2.png)(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-9.png)
(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-5.png)(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-6.png)
(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-7.png)(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-0-1.png)
(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-11.png)(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-12.png)
(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-13.png)(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-14.png)
(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-15.png)(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-16.png)
(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-17.png)(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-18.png)
(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-19.png)(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-20.png)
(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-21.png)(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-22.png)

Lastly I'm not really sure which project I'm gonna work on finishing next. I did a lot of work on Dragon Ball earlier in the year, so I might start that up again. Pocket Zaurus is practically finished as well. JESUS's text files are like 2/3 done and hacking far along. Plenty of options on the NES. Also got a few GB games to that require my attention.
Title: Re: My NES Translation Projects
Post by: enigmaopoeia on September 07, 2011, 07:04:02 pm
Did she really say, "Chink..." Was that intentional?
Title: Re: My NES Translation Projects
Post by: Pennywise on September 07, 2011, 07:18:18 pm
Going my chat logs with the translator, I was asked how you would call a chinese person in a really rude way. Naturally chink was the first thing that came to mind. If anyone wants to see for themselves, here is the original.

(http://i207.photobucket.com/albums/bb11/gwood102/ChuukaTaisenJ-0-1.png)
Title: Re: My NES Translation Projects
Post by: BRPXQZME on September 08, 2011, 12:50:21 am
That’s... appalling. No, it’s more like “ching-chong” in this case. Doesn’t make it right!
Title: Re: My NES Translation Projects
Post by: Spinner 8 on September 08, 2011, 03:42:35 am
Wait... why on earth does Chuuka Taisen need to be retranslated? Did ipkiss neglect to translate a word or two?
Title: Re: My NES Translation Projects
Post by: Pennywise on September 08, 2011, 12:01:39 pm
It doesn't need to be retranslated at all, but since hacking it took very little time and was quite easy, I just couldn't pass up hacking it on my own.
Title: Re: My NES Translation Projects
Post by: KingMike on September 08, 2011, 03:34:08 pm
It seems D commented on your translation on byuu's board ("Classic FC racism").
Pretty much a repeat of what's been said here.
He says it's a banned word in most print media.
So I'm guessing the original word was indeed racist?
Title: Re: My NES Translation Projects
Post by: aishsha on September 08, 2011, 10:11:37 pm
Well, I dunno exactly whether it's racist, but the word "Pokopen" was banned from the "public" language in Japan, although it's still encountered in some old games. That's a word Japanese used to describe Chinese during Sino-Japanese wars. And yes, it's very harsh.
Title: Re: My NES Translation Projects
Post by: danke on September 09, 2011, 08:22:07 am
From some random website/Japanese Wikipedia:

It was primarily used during the 1894-1895 first Sino-Japanese war as a demeaning reference to the Chinese. The Japanese word meaning “torunitaranai” (“worthless”), “kudaranai” (“good-for-nothing”), or “dame dame” (“no good” or “stupid”) was a corrupted adoption of the Chinese word “búgòuběn” meaning “having just below the amount of money necessary.” Because of its demeaning, racially insensitive origin and meaning, the word “pokopen” has been practically expunged from modern Japanese language.
Title: Re: My NES Translation Projects
Post by: Spinner 8 on September 09, 2011, 10:00:27 am
It doesn't need to be retranslated at all, but since hacking it took very little time and was quite easy, I just couldn't pass up hacking it on my own.

What?! Good God, is nothing at all sacred?
Title: Re: My NES Translation Projects
Post by: Pennywise on September 09, 2011, 12:08:56 pm
What I meant by unnecessary is that Chuka Taisen is light on text and you don't need a translation to play it. I never intended to really do it, but it just kinda happened.

Nope, there are a bunch of 2000 era translations, mostly NES, where the hacking just isn't very good. But I attribute that to mostly a lack of information and tools like a solid debugger. Something that I have the luxury of using now, but couldn't have 10 or so years ago. It is not my intention to re-do all the old ones, but I might do a few here and there if I feel I can improve upon them by some measurable degree.

As for the Chuka Taisen translation by ipkiss, I don't know they managed to get the stage titles wrong (Japan, Egypt etc.). There's a clear Chinese theme going on (Mt. Tai, Mt. Wu Xing, Huang He, The Great Wall etc.) Also they call our protag "Pokopeso" which looks like a misromanization of pokopen. Then there's the issue of the flashing badge/circle thingy. That actually refers to a rank the player achieves by beating a stage.

EDIT: I gotta edit this thing, I'm not that elitist.
Title: Re: My NES Translation Projects
Post by: Validus on September 12, 2011, 12:54:55 pm
thank u for all your hard workk penny!
Title: Re: My NES Translation Projects
Post by: reyvgm on September 13, 2011, 12:57:39 pm
Pennywise. He ain't a she.
Title: Re: My NES Translation Projects
Post by: Pennywise on September 15, 2011, 03:48:04 pm
While hacking the stage titles for Chuka, I noticed that there are 7 pointers for the data. Since there are only six stages I was naturally curious. Turns out that there is a secret stage somewhere in the game. I don't know how the game triggers it, but I've been able to access it by cheating. The value at $BD has to be $06 in order to access the stage.

(http://i207.photobucket.com/albums/bb11/gwood102/ChuukaTaisenJ-1-1.png)

There's also 2 endings that you can get, but I haven't gotten around to figuring that one out yet.
Title: Re: My NES Translation Projects
Post by: reyvgm on September 15, 2011, 05:39:48 pm
This video shows how to get that secret stage:
http://www.nicovideo.jp/watch/sm3091328

It's apparently accessed from Round 4.

And about the ending, how different is it? Are the graphics different or just the text?

*edit*
The ending on the video after the one I posted shows a slight variation in the ending text, is that what you meant by a 2nd ending?
Title: Re: My NES Translation Projects
Post by: Pennywise on September 15, 2011, 06:23:33 pm
Yeah, that what I meant.
Title: Re: My NES Translation Projects
Post by: reyvgm on September 15, 2011, 06:25:58 pm
Well, then all you need to do is access the secret level to change the ending.
Title: Re: My NES Translation Projects
Post by: Pennywise on September 28, 2011, 02:30:26 pm
Chuuka's pretty much finished at this point. All that's left is the title screen and one stage title.

(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-3-1.png)(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-0-2.png)

Got another project that might be finished quickly in Wawolf. So far so good.

(http://i207.photobucket.com/albums/bb11/gwood102/Warwolf-0.png)(http://i207.photobucket.com/albums/bb11/gwood102/Warwolf-1.png)
(http://i207.photobucket.com/albums/bb11/gwood102/Warwolf-2.png)(http://i207.photobucket.com/albums/bb11/gwood102/Warwolf-3.png)
Title: Re: My NES Translation Projects
Post by: reyvgm on October 11, 2011, 09:57:34 pm
Hey PW, what ever happened to the FDS Gyruss translation?
Title: Re: My NES Translation Projects
Post by: Pennywise on October 12, 2011, 02:03:20 am
It's on hiatus. The font needs to be recompressed. I already have a recompressor for a variation so it could probably be modified to work with the game. If the compression is the exact same as the graveyard duck stuff, I could use that. But I don't really care too much, maybe in a year or two or maybe on a whim someday.
Title: Re: My NES Translation Projects
Post by: reyvgm on October 12, 2011, 10:45:51 am
Ah that's too bad. I was expecting that one since it's about the only Gyruss game with an intro and ending.
Title: Re: My NES Translation Projects
Post by: Pennywise on January 03, 2012, 02:16:14 am
Looks like it's been a few months, time for an update.

Finally finished Chuka Taisen. Working on putting all the release materials together and will be releasing it on Chinese New Years.

I've had several people contact me offering to translate various scripts. So far none of them have come through, but that's actually a good thing. It gives me the opportunity to focus on older projects I'd like to finish in the coming months.

So I've got about 4 active NES projects, 2 active GB projects, 1 active FDS project, and 1 active X68000 project.
Title: Re: My NES Translation Projects
Post by: reyvgm on January 03, 2012, 03:55:41 am
Are you ever planning on doing SNES projects?
Title: Re: My NES Translation Projects
Post by: Pennywise on May 06, 2012, 06:38:04 pm
Time for an update. After what seems like forever, the JESUS translation is almost finished. I've still got to do some checking for the final part of the game, but otherwise it looks like the hacking is more or less complete. Looking forward to releasing what will probably one of my best translations I've worked on. I'm gonna shoot to release this thing by June. Still kinda sad we didn't make the Easter date though.

Also got a few surprise releases in the very near future.
Title: Re: My NES Translation Projects
Post by: KingMike on May 06, 2012, 10:04:41 pm
Still kinda sad we didn't make the Easter date though.

That would be so blasphemous! :D
Title: Re: My NES Translation Projects
Post by: Niahak on May 06, 2012, 11:39:51 pm
Looking forward to releasing what will probably one of my best translations I've worked on. I'm gonna shoot to release this thing by June. Still kinda sad we didn't make the Easter date though.

I'll do my part to make sure any remaining edits / translation issues are done by then.  I can always run through a beta to spot-check it, too.

That would be so blasphemous! :D
It is so fun to tell people about how I have developed a personal relationship with JESUS.  The jokes are limitless.  I have to be careful not to joke around anyone who might take offense...
Title: Re: My NES Translation Projects
Post by: Pennywise on May 07, 2012, 12:00:03 am
I accepted JESUS into my heart and so can you!
Title: Re: My NES Translation Projects
Post by: BRPXQZME on May 07, 2012, 01:36:03 am
It’s okay, Jesus still loves you anyway.
Title: Re: My NES Translation Projects
Post by: Pennywise on June 04, 2012, 09:38:04 pm
Well, Jesus is finished and will be released this weekend. I'm also thinking of releasing Dirty Pair at the same time. Just gotta finish editing the translation to be more Dirty Pair-like even though the game is nothing like the movie or series.
Title: Re: My NES Translation Projects
Post by: Pennywise on July 04, 2012, 11:18:01 pm
Did some graphic hacking Erika and Satoru's Dream Adventure. Expanded the book from 12 to 14 characters which will make a modest difference in the translation. If I don't run into sprite limitations, I'll update the turning page animation that goes along with the book. Also hacked the chapter titles, but the most important thing is that translation is underway and will probably be finished very soon. The hacking looks to be a piece of cake for the most part and probably the most annoying and/or difficult part will be replacing the sprite animation title screen graphic.

(http://i207.photobucket.com/albums/bb11/gwood102/Erika-2.png)(http://i207.photobucket.com/albums/bb11/gwood102/Erika-7.png)

Been learning me some GB Z80 ASM recently or at least getting more comfortable with it. Successfully converted a 6502 DTE routines into the GB's Z80. Turns out the game had quirks which my 6502 code didn't cover and I had to fly solo in making the necessary adjustments. So that allowed to fit all the text in one block and about 90% for another and having moved the last 10% to another bank. Now all that's mostly left is a lot of menu hacking.
Spoiler:
(http://i207.photobucket.com/albums/bb11/gwood102/bgb00003.jpg)

Don't want to jinx things, but Metal Slader Glory is almost translated and I really should be working on that one. Although the fact that I can easily take advantage of the 1MB PRG-ROM with 24 bit pointers makes me feel confident that the game won't pose any space issues.

Title: Re: My NES Translation Projects
Post by: Pennywise on October 20, 2012, 09:47:18 pm
Figured I'd show off some Heracles screens detailing all the work that has gone into it.

First and foremost, the name hack. The game originally displayed the name on the same line as the text. This was a problem for names such as Aphrodite.

(http://i207.photobucket.com/albums/bb11/gwood102/bgb00003.jpg)

Then there's the item hack, which I already showed off earlier. In addition to hacking the item and equip screens, I also hacked the shops to display the prices a line below the items. This was necessary because some item names were too long and got in the way with the numbers. I'm proud to say that nothing will have to be abbreviated.

(http://i207.photobucket.com/albums/bb11/gwood102/bgb00013.jpg)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00006.jpg)

A double line hack for this particular text box which displays system messages originally on one line. Certain phrases like the screenshot and Item dropped/used were too long for one line and now fit comfortably.

(http://i207.photobucket.com/albums/bb11/gwood102/bgb00011.jpg)

The monster names could originally be only 11 characters max, but I have been able to extend them to 15 so that all the monster names fit within the limit.

(http://i207.photobucket.com/albums/bb11/gwood102/bgb00012.jpg)

One of the many screens featuring an expanded text box.

(http://i207.photobucket.com/albums/bb11/gwood102/bgb00014.jpg)

In addition to all these hacks, I added a DTE routine to compress the text. I've been able to get like 90% of the text back in and have relocated the remainder to another bank for a pending bank swap hack. Aside from that, I feel pretty confident that I've finished all my code hacks, but I'll have to play the game some more to find out.
Title: Re: My NES Translation Projects
Post by: danke on October 21, 2012, 11:58:10 am
The monster names could originally be only 11 characters max, but I have been able to extend them to 15 so that all the monster names fit within the limit.

(http://i207.photobucket.com/albums/bb11/gwood102/bgb00012.jpg)

What if you moved the enemy quantity to the left of the name, rather than floating there on the far right? Might even allow for 16 characters that way (assuming there can only be up to 9 of one enemy at a time).
Title: Re: My NES Translation Projects
Post by: Pennywise on October 21, 2012, 01:39:02 pm
That blank spot is reserved for the cursor that selects monster groups. That screen has always been like that, albeit to a lesser degree, but Spider is one of the shorter names and with the longer names it won't be so bad.
Title: Re: My NES Translation Projects
Post by: Pennywise on January 29, 2013, 03:13:44 pm
I spent some time getting Hitler no Fukkatsu aka Bionic Commando into shape. Expanded the ROM, relocated half the script to another bank. There were also a bunch of weird issues pertaining to data I kinda ignored, which took me a while to sniff out. All in all, it's in good shape though, but my expansion code is a little hackish at this point. Not sure if I'll refine it yet or not.

Anyhow, there's still one relic from the 16x16 font routine that needs to be updated which has to deal with the max number of characters per screen. Also the title screen needs to be hacked, but that appears to use a similar routine as the 16x16 font. The tilemap is stored as 16x16 per byte which will need to be hacked down to 8x8 and the data relocated.

While I'm at it, the complete lack of control codes is incredibly annoying as the initial script need to be padded out so that the line occur properly. I had thought of adding in control codes, but I think it will be easier and better if I rewrite the script to keep the padding to a minimum.

(http://i207.photobucket.com/albums/bb11/gwood102/Hitler-3_zps63f8a7ea.png)(http://i207.photobucket.com/albums/bb11/gwood102/Hitler-4_zps2c84dcd9.png)

(http://i207.photobucket.com/albums/bb11/gwood102/Hitler-5_zps077911fe.png)(http://i207.photobucket.com/albums/bb11/gwood102/Hitler-6_zps6622421e.png)

(http://i207.photobucket.com/albums/bb11/gwood102/Hitler-7_zpsbd52fb55.png)(http://i207.photobucket.com/albums/bb11/gwood102/Hitler-8_zps554856de.png)

(http://i207.photobucket.com/albums/bb11/gwood102/Hitler-9_zpsa021781c.png)(http://i207.photobucket.com/albums/bb11/gwood102/Hitler-10_zpsae91281f.png)

Yeah, I think this game is about 95-99% hacked now.

(http://i207.photobucket.com/albums/bb11/gwood102/Hitler-0_zpsc5041cdd.png)

While I'm at it I might as well reveal another project I'm working on.

(http://i207.photobucket.com/albums/bb11/gwood102/PrincessTomato-0_zps23c88a3a.png)

Eien Ni Hen's working on the retranslation and I should mention that this project came about by her suggestion, so I think the final script is going to be nothing short of extraordinary. Second draft is still being worked on and the script has been described as one localization decision after another. Here's the intro.

(http://i207.photobucket.com/albums/bb11/gwood102/PrincessTomato-2_zpsf5e7b2c1.png)(http://i207.photobucket.com/albums/bb11/gwood102/PrincessTomato-3_zpscb74530c.png)

(http://i207.photobucket.com/albums/bb11/gwood102/PrincessTomato-4_zpsb65bdd70.png)(http://i207.photobucket.com/albums/bb11/gwood102/PrincessTomato-5_zps12b85f89.png)

(http://i207.photobucket.com/albums/bb11/gwood102/PrincessTomato-6_zps5bc54302.png)(http://i207.photobucket.com/albums/bb11/gwood102/PrincessTomato-0_zps1a2f386a.png)

On a semi-related note, you might notice that the fonts are the same for Bionic Commando and PT. That's a coincidence, but what isn't is that both games are very similar in certain aspects of data and code. Both games use a big ass 16x16 font that's remarkably similar, but varies slightly in minor aspect. Also the scripts are stored in a similar manner as well, but the main difference being PT's pointers are sequential and the text uses line breaks whereas BC uses normal pointers with no control codes whatsoever.
Title: Re: My NES Translation Projects
Post by: Pennywise on March 10, 2013, 03:42:32 pm
Well, I finished hacking Bionic Commando. Well, I still have to do the credits which I overwrote my state for. They use the same text routines as the rest of the text so it's just a matter of inserting the new data. And then there's the matter of the title screen which is hacked in, but the colors are currently wacky which I need to adjust for. Don't really like attribute table hacking. I'm hoping to pass this task off to someone else.

Anyway the details of the hack:

Expanded ROM with text split between banks for a complete script insertion.

Control codes added to the game. There's a byte that precedes the text that specifies the string length and since the biggest single byte can only be #$FF, this limited strings to this size. The problem was that some strings were quite a bit bigger than #$FF, so I changed it so to check for an [END] control code instead. Also if you have multiple screens of text, the text would only stop at a fixed point like when the screen is full. This made the text seem disjointed a bit in parts, so I added in a [WAIT] control code that stops the text when I want it to stop instead of having to fill the screen before the text will continue.

Now begins the internal playtesting and editing phase.

Incidentally, I beat the game before I finished my hacks and I wasn't able to find ever piece of text in the game. In fact they might actually be secret/hidden messages from the devs as one of the dev name pops up in said messages.

Also some of the items names don't really make sense. I was thinking of taking some liberties with them in fact. There the Pendant, which isn't a pendant, but a cross. There's Medicine which I was thinking of calling the Bionic Potion... Then there's the Wide Cannon and the 3-Way and based on their functions, I think the names might've been mixed up.
Title: Re: My NES Translation Projects
Post by: Pikachumanson on March 11, 2013, 04:31:23 am
Cool! I can't wait to look at it.
Title: Re: My NES Translation Projects
Post by: Lilinda on March 28, 2013, 09:56:54 pm
Why retranslate Princess Tomato? Was the original translation that bad?
Title: Re: My NES Translation Projects
Post by: Midna on March 29, 2013, 12:43:21 am
Comparing ENH's translation of the intro cutscene with Hudson's, the original translation isn't that bad. It embellishes a few things here and there, changes a few names (Flytrap Mountains -> Zucchini Mountains), but it seems to be fairly close to the original... of course, I could be wrong.
Title: Re: My NES Translation Projects
Post by: Eien Ni Hen on March 29, 2013, 10:26:42 pm
Comparing ENH's translation of the intro cutscene with Hudson's, the original translation isn't that bad. It embellishes a few things here and there, changes a few names (Flytrap Mountains -> Zucchini Mountains), but it seems to be fairly close to the original... of course, I could be wrong.

Yeah, that's just the tip of the iceberg. I've been comparing some of the original translation to the Japanese and it's pretty different. For example, the coffee and donut are a cigarette and matches in the original, and there's a Shimenawa around the tree/shrine where Saladron hides. Also, a LOT of the characters' reactions are different, and there are references to more distinctly Japanese things, like a Jizo shrine, Hachiko and Koshien Stadium.

The original translation isn't bad, it's just censored, localized, and (I feel) takes away some of the game's personality. I'll post more specific examples if anyone is interested, but the short answer is yes, this game deserves a retranslation. :)
Title: Re: My NES Translation Projects
Post by: Lilinda on March 30, 2013, 02:23:19 am
Cool, then. I was just curious.
Title: Re: My NES Translation Projects
Post by: Pennywise on March 30, 2013, 11:01:45 pm
I suppose a more interesting question is how the NES/Famicom game compares to the original PC88 game and if there is a translation project for it, would Eien translate it as well?
Title: Re: My NES Translation Projects
Post by: Eien Ni Hen on March 30, 2013, 11:39:24 pm
I suppose a more interesting question is how the NES/Famicom game compares to the original PC88 game and if there is a translation project for it, would Eien translate it as well?

I definitely wouldn't mind. I've grown quite fond of the NES version of the game and wouldn't mind taking a crack at the PC88 version.

Also, this Japanese website (http://www7.big.or.jp/~sosan/games/saratomafc.html) has a few pictures of the characters in the NES vs. the PC88 version. General Cantaloupe looks like more of a badass in the PC88 version, Princess Tomato actually has boobs, and Percy still looks really punchable.
Title: Re: My NES Translation Projects
Post by: Pennywise on April 30, 2013, 04:02:47 pm
Alrighty, I'd figured I'd do general state of things with my various translations partly because I could use some help from some capable individuals if their out their and willing to help.

Dragon Ball - I did a lot of work on this one reverse engineering all the pointer, event code data so I could get past this damn limitation of only being able to have 3 lines of text per string. I've been able to figure out how to add more pointers, so I can fit in longer translations for the parts that need it. The game has been mostly translated, but it's on the backburner. The goal is to finish this translation and move onto the final untranslated Dragon Ball 3.

Metal Slader Glory - Translator is working on his second draft of the translation. I also need to do some misc hacking interface hacks like the password menu and that special text that appears on top of the screen.

Mystery RPG - This one is completely hacked and mostly translated aside from some difficult puns. The script will need to be edited and space is a bit tight due to mapper limitations. I wouldn't call it an ordinary game and might be willing to have an outside party do the editing for me while I'm away for the summer.

Mystery RPG 2 - This one will be pretty cool once it's finished. I did an item interface so we didn't have to abbreviate any item names a few weeks back. Been translated and completely hacked with an editor on board.

Samurai Lord Musashi - Completely hacked and translating. We've got some minor pointer issues and I'm around 20% done with the script edit. I'm aiming to finish my edit before I leave.

Princess Tomato - A second pass translation has been finished, and a third pass is pending. I've also dumped all the misc text used by the smaller game font. It uses 8 byte fixed length strings for that part of the game. I was thinking of hacking some of the interfaces so most of the text could be 12-13 characters. Although some of it might actually be sprites, but everything on the translation of the text. At least this part of the game uses a full set of Hiragana and Katakana, so if necessary I have the room to make decent-looking squishy tiles. Also my font conversion from 16x16 to 8x8 still has some minor bugs which I need to fix. The translation will also need to be inserted into the ROM and a bank relocation hack so it will all fit no problems. It also looks like part of the title screen graphics are compressed and part aren't, kinda weird actually, but I think I can work around it. Finally entire text strings are loaded into VRAM directly. Given that this game initially used a 16x16 font, I have plenty of room for the code and data for an 8x8 VWF routine that I'd really like to add in the future.

Erica and Stan's Trippy Travels - I might need a translator for this, my initial one has been MIA for several months and I've only received the translated intro so far. A lot of the misc stuff has also been hacked, but the main problem is translation right now. I really love the new title screen design, but the title screen ain't easy hacking, especially when I have to deal with sprites and shit.

Moon Princess - This is an addendum to snark's previous translation. I had Eien ni Hen go through the script and clean up the grammar etc, so it's basically just a polished version of snark's translation. I also used Ryusui's title screen design for the new title screen. I also have some interface hacks for the commands that appear on the right side of the screen. Should be able to fit some decent translations in there.

Godzilla - On a whim I started hacking the Japanese version of this game. The title screen has been mostly hacked in and the intro inserted back into the game. I still need to figure out the timing of transitions between screens in the intro to account for the longer translation. Also there's a bunch of misc text that needs to be dealt with.

Riki and Kunio - This is a retranslation of that old crappy translation from the old days. I think the original title is Nekketsu Katou or something. Main script has been translated, but needs to be edited by someone who is hopefully a Kunio fan. I also need to decide on a title for the game and get some graphic work done for it. Hacking this one is pretty trivial from what I recall.

Guardic Gaiden - I'd really love to do a retranslation of this game for a more purist type patch. I'd like to mostly keep the same design as the original, but I want to pay homage to the original Guardic. The main roadblock is that the title screen graphics are compressed with some RLE variant. I've looked into it a bit but I need a coder who decompress and recompress the graphics for me. Help would be most welcome.

Bioinc Commando - For intents and purposes, this retranslation is finished and ready for testing, but I'm waiting on some cool localization type stuff to enhance the experience.

Gyruss FDS - I'd really love to do this translation, it's only an intro and ending, but the graphics are compressed with an RLE variant. I've actually commented the RLE code enough to where it'd just need a program to decompress and recompress it back in. Help would be appreciated.

Glory of Heracles Snap Story - This is my pride and joy. I've done some cool interface hacks and hacked in some text compression, plus relocated the overflow text to another bank. Hacking's about 95% finish and I expect this one to be smooth sailing. Someone's working on editing the script.

Samurai Lord Musashi GB - Completely finished, will release with NES game.

Mystery RPG 3 - Working on hacking this one and hope to finish most of it before I leave. Truth be told the game is kinda crappy, but somewhat historic I suppose.

Magic Knight Rayearth GG - Recently started looking into the Game Gear, and I love MEKA and the system is nearly identical to the GB. Filler translated this years ago, but the hacking died. So far this project is looking pretty easy.

Mashin Hero Wataru PCE - The Japanese version of Keith Courage. Translated, mostly hacked, but needs to be edited. I had started watching the anime series to do just that, but I wouldn't mind passing off the script for someone else to edit.

Also, I have updates planned for some my previous releases. I fixed a minor issue for my Contra translation, Grand Master, and 2.0 sort of patch for my favorite Goemon 2 translation. I figured out how to expand the ROM, so I don't have to cut the script down anymore. I also am planning on hacking out the Famicom Microphone parts of the game, and instead making it so that the text can be accessed from the 2 player controller. The main roadblock for this one is the goddamn weird arithmetic pointer format the general tools can't handle. I really don't feel like editing the pointers by hand and would prefer a custom inserter instead if anyone could help me. Maybe eventually we could reuse it for the Gaiden games which use the same format.

So for those of you who have bothered to read everything and think you might be able to help with either editing or some programming work, please contact me.

Title: Re: My NES Translation Projects
Post by: Nosuch on April 30, 2013, 07:08:56 pm
Riki and Kunio - This is a retranslation of that old crappy translation from the old days. I think the original title is Nekketsu Katou or something. Main script has been translated, but needs to be edited by someone who is hopefully a Kunio fan. I also need to decide on a title for the game and get some graphic work done for it. Hacking this one is pretty trivial from what I recall.
Ah, Nekketsu Kakutou Densetsu.  I made a sort of "faux localization" version of that a few years ago (I never tried submitting it since I wasn't sure where it would lie on the translation/hack line).  I know you don't really know me or anything, but I'd be willing to take a look if you like.  I also did the graphic work (http://i1004.photobucket.com/albums/af169/wxbryant/3531_600_zpsc572ee17.gif) myself for it.

The hacking is pretty trivial.  There was one line that's stored a bit differently from the others (the message that displays when a special victory condition [e.g., 10 hazard hits] has been achieved) but that's the only oddity.

For a title: It roughly would translate as "hot-blooded fighting legend," but Nekketsu's a proper name within the series.  There's also a fan-developed PC version that I've seen referred to as "Legend of Burning Fighters."  It led me to a working title of Burning Fight for a while, but then I realized there was an actual game with that name. :P Eh, it's a start.
Title: Re: My NES Translation Projects
Post by: Pennywise on April 30, 2013, 07:57:43 pm
Ideally I want the title to be somewhere in the middle of localization and translation. I was thinking something like Nekketsu Brawl Kings or Street Kings.

I suppose I could send you the translated script. I haven't bothered to hack the ROM yet.
Title: Re: My NES Translation Projects
Post by: Nosuch on April 30, 2013, 11:12:46 pm
OK.  My e-mail should be visible there.  That's the best way to contact me since I'm so used to just lurking at this point that I don't want to forget to log in here and miss a PM.
Title: Re: My NES Translation Projects
Post by: M-Tee on May 01, 2013, 09:12:05 am
My vote goes for Street Kings. I would also be down for doing a title screen and other graphics if needed in the near future.
Title: Re: My NES Translation Projects
Post by: Pennywise on August 26, 2013, 06:26:17 pm
I am back from my 3 month vacation and a release is forthcoming.
Title: Re: My NES Translation Projects
Post by: DSwizzy145 on August 26, 2013, 07:29:20 pm
@Pennywise If you don't mind me asking, how do you personally think of NEC PC-88 & PC-98 games? just curious & yes i understand it's off-topic lol
Title: Re: My NES Translation Projects
Post by: Pennywise on August 27, 2013, 01:13:47 am
I am quite fond of a few PC-98 games and would even love to translate a few, but probably not this lifetime.
Title: Re: My NES Translation Projects
Post by: DSwizzy145 on August 27, 2013, 09:56:34 am
I am quite fond of a few PC-98 games and would even love to translate a few, but probably not this lifetime.
oh, i actually like them as well hopefully collect a few someday maybe :) their are a couple of great unknown RPG's like Wind's Seed & Adventure games like J.B Harold, WILL - The death trap II, etc.. and i would LOVE to see a couple of translations done soon as well!
Title: Re: My NES Translation Projects
Post by: wyndcrosser on August 28, 2013, 12:45:19 am
Samurai Lord Musashi GB and NES versions. I can't wait. I stopped translating bc I was hoping you'd finish it. And Obviously you're better at this than me lol

Wynd
Title: Re: My NES Translation Projects
Post by: Pennywise on August 28, 2013, 05:46:41 pm
I'd probably give Musashi Lord another month. I'm still working on polishing the script.
Title: Re: My NES Translation Projects
Post by: wyndcrosser on August 29, 2013, 01:13:56 am
I'll keep you to that :)
Title: Re: My NES Translation Projects
Post by: Pennywise on September 29, 2013, 07:20:56 pm
I've been able to make excellent progress on at least half a dozen of my projects and yet none of them are ready for release yet. Something that makes me a tad depressed of not being able to rid myself of my translation backlog. The main difference between now and the past is that most of the games are text-heavy like RPGs and text adventures. Well, if anything 2014 will be a great year of releases for me.
Title: Re: My NES Translation Projects
Post by: wyndcrosser on September 29, 2013, 10:48:33 pm
I like your work, I'm still highly interested in a few.

Good luck
Title: Re: My NES Translation Projects
Post by: Pennywise on October 14, 2013, 01:07:51 am
In case anyone missed this translation preview for Musashi Lord.

http://youtu.be/ALKnAkbZEko

I'll be doing another one for the 1st scenario or if I find some good material in the 3rd or 4th scenarios. As far as progress goes, work continues on the script edit in earnest. I've just completed my edits for the 2nd scenario and have finished editing the intro for the 3rd scenario. Despite being an action-RPG this game has quite a bit of text, which has slowed my progress a bit, but surprisingly the story's pretty good. It's been pretty fun to edit this one, the final product should be pretty good.
Title: Re: My NES Translation Projects
Post by: CyberFox on October 14, 2013, 08:18:20 am
besides the Kunio fighting game, any more translations in the works?
Title: Re: My NES Translation Projects
Post by: Pennywise on October 20, 2013, 11:23:09 pm
I suppose this is an open call for testers. I'm having this small issue of not having enough people to help test games and given that most if not all of my upcoming translations are not small games by any means, I need as many testers as I can get for now and in the future. If anyone's interested in helping out, contact me please.
Title: Re: My NES Translation Projects
Post by: wyndcrosser on November 16, 2013, 11:55:01 pm
Pennywise and others involved, I love you. Thanks for finishing Musashi the Samurai Lord.
Title: Re: My NES Translation Projects
Post by: wyndcrosser on November 30, 2013, 07:11:42 pm
Those interested in building their own cart of this game, see my awesome label.

(http://i40.tinypic.com/vskyna.jpg)
Title: Re: My NES Translation Projects
Post by: Pennywise on December 01, 2013, 11:58:58 pm
That's cool to see. I don't know if it was intentional or if you know this, but that guy with the sword isn't the main character of the game or series. He's Kojiro, #2 behind Musashi.
Title: Re: My NES Translation Projects
Post by: wyndcrosser on December 02, 2013, 04:49:41 pm
The DVD's have him on the all the covers...

It's REALLY hard to find pictures of this series/anime. Any tips?
Title: Re: My NES Translation Projects
Post by: Pennywise on December 02, 2013, 07:30:02 pm
The only thing I know that has decent pictures is Studio Pierrot's website for the series. It's dead now, but can be found with the wayback machine.
Title: Re: My NES Translation Projects
Post by: wyndcrosser on December 02, 2013, 07:42:56 pm
The only thing I know that has decent pictures is Studio Pierrot's website for the series. It's dead now, but can be found with the wayback machine.

StudioPierrot.com?
Title: Re: My NES Translation Projects
Post by: Pennywise on December 03, 2013, 04:14:20 pm
Whatever the official site for the studio is. IIRC you can find the dead link on the wikipedia page.
Title: Re: My NES Translation Projects
Post by: aishsha on December 03, 2013, 08:23:08 pm
Quote
StudioPierrot.com
Yes, when we only started working on this, Pierrot had a specific page in English dedicated to this Anime series with all major terms officially mentioned - unfortunately, they shut it down later...
Title: Re: My NES Translation Projects
Post by: Pennywise on December 09, 2013, 06:00:11 pm
I've been preoccupied with something  (http://i207.photobucket.com/albums/bb11/gwood102/megaten_1_e-2_zps7fad2e1b.png)else  (http://i207.photobucket.com/albums/bb11/gwood102/megaten_1_e-1_zps65231f82.png)to be able to work on this game. But here are some Rahoi screenshots. It's pretty common for these old DQ clones to limit names to 4 characters, which this game originally did and there were some default names that didn't fit in 4 characters.

(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-2_zpsc18097d0.png)(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-3_zpsdc8caa0d.png)
(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-4_zps4335c700.png)(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-5_zps36d50b01.png)
Title: Re: My NES Translation Projects
Post by: Pennywise on January 09, 2014, 06:27:36 pm
2014 might shape up to be a pretty good for my various translations. At least one game changer for sure.

Anyhow, hacking on Heracles is nearly finished, probably 98% done, with hopefully not much else left to hack. It's in the process of alpha testing and there's been at least 5 or so batches of issues that have been dealt with. Here's a few screens of some more work on the game. I'm contemplating doing a name hack that will allow you to name the protag up to 8 characters.

(http://i207.photobucket.com/albums/bb11/gwood102/bgb00024_zps323f0ae8.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00025_zps4dfae473.png)
(http://i207.photobucket.com/albums/bb11/gwood102/bgb00027_zps1cd0afe4.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00028_zpsce291667.png)

There'll also be a video showing off Rahoi soon. The script edit's at around 25-50% complete I reckon. Currently at a puntastic section with various Japanese cultural riddles.

Lastly, here's a bunch of screenshots for the original Oni game. Should be 99% hacked, but needs to go through alpha testing. Due its simplicity, I don't anticipate really much more hacking to be done to it. Heracles is probably the better GB RPG of the bunch...

(http://i207.photobucket.com/albums/bb11/gwood102/bgb00027_zps5de328a4.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00028_zps4df0ecb4.png)
(http://i207.photobucket.com/albums/bb11/gwood102/bgb00032_zps44f3cf30.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00031_zps29fce4a6.png)
(http://i207.photobucket.com/albums/bb11/gwood102/bgb00030_zps19b19a6c.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00033_zps8b2068c9.png)
(http://i207.photobucket.com/albums/bb11/gwood102/bgb00034_zps70b6fd48.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00035_zps259f2755.png)
Title: Re: My NES Translation Projects
Post by: Pennywise on March 11, 2014, 03:07:51 pm
Finally, the villain reveals himself.

(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-3_zps85175438.png)(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-4_zps7ae47ad9.png)
(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-5_zps93cc129e.png)(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-6_zpscc42cbf0.png)
(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-7_zpsec22bba5.png)(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-8_zpscdbc7b37.png)
(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-9_zps98c02f4c.png)(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-10_zpsfb009735.png)
(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-11_zps3c76e91d.png)(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-12_zpsb12fd6a2.png)
(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-18_zpsc1d58541.png)(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-13_zpsc6707f43.png)
(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-14_zps2391af8d.png)(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-15_zps72650c18.png)
(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-16_zpsfb2db77d.png)(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-17_zps0cee74de.png)

Been working on Ninja Rahoi for the past few months and am almost done. I reckon I'm around 75% done with my edit/playthrough. I think most of the jokes, puns etc have been dealt with so thank god for that.
Title: Re: My NES Translation Projects
Post by: Pennywise on May 02, 2014, 11:19:05 am
So finally after months of work, I'm just about done with Ninja Rahoi. I expect it will be ready for testing this weekend or early next week. Perhaps it will be released within the month assuming testing zooms by. Although the game keeps track of how much you've played it and it told I played the game for 30 hours, which is kinda big for an NES game. I did use fast-forward a lot though.
Title: Re: My NES Translation Projects
Post by: Pennywise on May 21, 2014, 03:54:15 pm
Ninja Rahoi should see a release in the next week or two here. I found out something interesting about the game though. Instead of battery-backed SRAM saves, the game uses a Famicom add-on called Turbo File for saving. The game was published by ASCII and the device was made by ASCII. Ain't no coincidence. Anyway what this means is that the translation as-is won't be playable on hardware unless you have a Famicom and a Turbo File device. Technically the game is playable, you just won't be able to save. Now I could get around this by hacking in SRAM saves, but I don't feel like going out of my way to do it. Someone else can do that if they want to. I've spent enough time on this game.

In other news, Metal Slader Glory might be ready for testing by the end of the year. The translator has been playing through the WIP ROM and doing an editing pass. There have been various minor issues and other small hacks done while all this was going on and finally the ROM is in a vetted state with no issues remaining. Over the summer I'd like to begin a lengthy script edit to get the script finalized and polished for a release. Given the size of the script, it's gonna take months to finish.
Title: Re: My NES Translation Projects
Post by: Pennywise on June 13, 2014, 08:27:34 pm
I've spent quite a bit of time hacking DoaE GB.

(http://i207.photobucket.com/albums/bb11/gwood102/bgb00041_zps3d101688.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00042_zpsbb6b2c94.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00043_zps5d0e3c71.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00054_zps549d977b.png)
(http://i207.photobucket.com/albums/bb11/gwood102/bgb00055_zps2288e364.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00056_zpsc7bd78fb.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00057_zpsf2555cfc.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00061_zpsf78e9a73.png)
(http://i207.photobucket.com/albums/bb11/gwood102/bgb00062_zps79a80754.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00063_zps8a9ad5b7.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00065_zps98e03bbe.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00066_zps33cab3dc.png)

Hacked a shit of menus etc. Most of the screens involving items aren't finalized yet and need to be tweaked once I can fill up the screen and see how everything looks best.
Title: Re: My NES Translation Projects
Post by: stahl on June 14, 2014, 05:16:26 pm
How's Ninja Rahoi  coming along?
Title: Re: My NES Translation Projects
Post by: Pennywise on June 15, 2014, 06:42:20 pm
Somebody's interested in Ninja Rahoi? The release is imminent.
Title: Re: My NES Translation Projects
Post by: odino on June 27, 2014, 02:10:09 am
Sounds great. Is it "Ninjara Hoi" or "Ninja Rahoi"?
Title: Re: My NES Translation Projects
Post by: Pennywise on June 27, 2014, 12:30:58 pm
It's either or. I forget the details, but the name is a pun off of something like Sanrio.
Title: Re: My NES Translation Projects
Post by: Pennywise on July 21, 2014, 12:46:24 am
So I'm working on the prototype of Monster Party. M-Tee made a custom Chiller-esque horror font for use with this game. He's also working on the title screen which will be shown later I'm sure. This intro was translated by Ryusui.

(http://i207.photobucket.com/albums/bb11/gwood102/MPE-0_zps5a83a3b5.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-1_zpsb68378eb.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-2_zps0867f255.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-3_zpsa0d9e919.png)
(http://i207.photobucket.com/albums/bb11/gwood102/MPE-4_zps4bd44f3d.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-5_zps9ed0eec9.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-6_zps9ef6ab72.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-7_zpsbd3a7922.png)
(http://i207.photobucket.com/albums/bb11/gwood102/MPE-8_zps454fa275.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-9_zps4d4ffe68.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-10_zps30241854.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-11_zpsf65ec4ef.png)
(http://i207.photobucket.com/albums/bb11/gwood102/MPE-12_zps6e684f9d.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-13_zps2bd3d070.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-14_zps9948bdcf.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-15_zpsf7eb68bc.png)
(http://i207.photobucket.com/albums/bb11/gwood102/MPE-16_zps13fcba11.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-17_zpsea8013ee.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-18_zps073fd265.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-19_zps118d7824.png)
(http://i207.photobucket.com/albums/bb11/gwood102/MPE-20_zps4ad3b0c3.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-21_zpsedbd1161.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-22_zpsf36502df.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-23_zps1c584a3d.png)
(http://i207.photobucket.com/albums/bb11/gwood102/MPE-24_zps511732bf.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-25_zps49deed61.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-26_zpsab6d7f63.png)
Title: Re: My NES Translation Projects
Post by: M-Tee on July 21, 2014, 10:06:06 am
Seeing it in action, there are definitely a few characters I need to revisit, especially in the capitals. And I think setting the punctuation so far to the left, where is solid for thinner fonts, was a mistake for such a bold font. I'll clean it up some more and send a revised image your way.
Title: Re: My NES Translation Projects
Post by: Pennywise on September 13, 2014, 03:39:06 pm
So it looks like I'll be releasing the original Oni for the GB in the near future. The game's been completely hacked and tested, but still needs a script edit and a playthrough by myself. Shouldn't take too long.

Glory of Heracles GB is almost finished as well, but there are a few things that need to be done. This project has been by far one of my most time consuming hacks ever. The amount of menus in this game that needed to be hacked were numerous and the amount of issues found were almost heart-breaking, but I see the light at the end of the tunnel.
Title: Re: My NES Translation Projects
Post by: Pennywise on October 25, 2014, 03:01:46 pm
So it looks like between aishsha and myself, we have about 5 projects in the running for a release.

I managed to finish the last of the reported issues for Heracles and have begun my alpha test and am currently editing the script as I play through the game. I still need to hack the text box for treasure, which uses this weird 1 line text box. The idea is to hack it to be like the normal text box.

The Legend of Double Moon is almost finished as well. I might end up doing some revisions to the title screen. There's also a minor issue with a small sprite appearing in battle. Aside from that, an awesome person is playing through the game for us and is editing the script.

We've also done a retranslation of Rainbow Silkroad. Still need to do the title screen and the game needs an edit and playthrough to test for issues.

We also have a mostly completed translation of SD Gundam Gaiden Knight Gundam Monogatari as well. Title screen needs to be hacked and there might be some untranslated bits here and there. The game has the weirdest name for some cards called "Cardass".

I was hoping for a release of Metal Slader Glory this year, but there's been a lack of progress on the script editing front. I've been too busy with other projects to get involved and the translator had a HD failure a while back. It might take a while for this one to be finished and I won't be satisfied until the script is anything but perfect.

I need to finish my side projects of Monster Party and Godzilla. Both of these are mostly hacked and translated, but have fallen on the backburner. I think once I finish Monster Party, I'm going to work on the Japanese Famicom prototype of Strider. The intro has like a theme song, which I think is cool. I've translated two other NES games that feature songs. The only issue with Strider though is that the lyrics appear to be sprites. The sprite limitation of the NES is quite a pain in the ass.
Title: Re: My NES Translation Projects
Post by: KingMike on October 25, 2014, 10:18:28 pm
I played through about half of Rainbow Silkroad with the Gaijin patch before I got stuck. I want to say it was region 4 that I got lost. Neat game.
(I actually made maps of the world and dungeons I had reached)

Makai Island similarly had vertical sprite text. That had been changed to blank text screens in the prototype. Would probably require a pretty deep disassembly of the text code to make such a change.
Title: Re: My NES Translation Projects
Post by: Hiei- on October 25, 2014, 11:52:18 pm
Carddass is a well-know name among anime fans :)

http://en.wikipedia.org/wiki/Carddass

And as the game you referred to is a Bandai game, it perfectly make sense to use such a name.

Note : It's officially spelled with two "d" (official website : http://www.carddass.com)
Title: Re: My NES Translation Projects
Post by: skyrunner14 on October 25, 2014, 11:55:23 pm
Huh, it's interesting you're doing a re-translation of Rainbow Silkroad, I just looked into that the other day and it seemed pretty good. I'll be looking forward to that release.
Title: Re: My NES Translation Projects
Post by: aishsha on October 26, 2014, 07:19:24 am
Huh, it's interesting you're doing a re-translation of Rainbow Silkroad, I just looked into that the other day and it seemed pretty good. I'll be looking forward to that release.
The game itself is a real mess hacking-wise, starting from pointers. Considering the time it was done, it's a great translation, but it was mostly shortened and squished to fit original space. We tried to get rid of all the limitations and we succeeded.
Title: Re: My NES Translation Projects
Post by: skyrunner14 on October 26, 2014, 10:31:41 pm
That's great to hear! I love hearing about stuff like that.
Title: Re: My NES Translation Projects
Post by: enigmaopoeia on October 28, 2014, 08:59:30 pm
I'm really happy that you are re-translating Rainbow Silkroad, I love that game and own most of the merchandise made for this game (CYOA novel, soundtrack, strategy guide, etc.).
So I wish you guys the best of luck and looking forward to the newer translation.

Also I was wondering if you're going to fix some translation mistakes such as Littleland should actually be Ritardando.
Title: Re: My NES Translation Projects
Post by: aishsha on October 28, 2014, 09:06:26 pm
It's りタルランド originally. Where have you taken Ritardando from? And btw - were ARE looking a tester for this game, as except for the title screen - it's more or less done :)
Title: Re: My NES Translation Projects
Post by: enigmaopoeia on October 28, 2014, 09:15:59 pm
Quote from: aishsha
It's りタルランド originally. Where have you taken Ritardando from?
Just to point out that the first character should be リ. I believe that リタルランド may be taken from the term リタルダンド or ritardando (http://ja.wikipedia.org/wiki/%E3%83%AA%E3%82%BF%E3%83%AB%E3%83%80%E3%83%B3%E3%83%89), an Italian musical term meaning "gradually slowing in tempo; retarding. Used chiefly as a direction." Literally means "slowing".

Not to mention weblio spelled ritardando as リタルランド here (http://www.weblio.jp/content/5+Preludes+Op.15). And there are other sites that use the リタルランド spelling (http://joyfulfriend.web.fc2.com/otonohayasanohyougen.html).

Quote from: aishsha
And btw - were ARE looking a tester for this game, as except for the title screen - it's more or less done :)
I would love to playtest this game! I have to see if I have time for this because I did wrote a walkthrough (http://www.gamefaqs.com/nes/565491-niji-no-silkroad/faqs) and have been meaning to get back into it.
Title: Re: My NES Translation Projects
Post by: aishsha on October 28, 2014, 09:23:40 pm
Just to point out that the first character should be リ. I believe that リタルランド may be taken from the term リタルダンド or ritardando (http://ja.wikipedia.org/wiki/%E3%83%AA%E3%82%BF%E3%83%AB%E3%83%80%E3%83%B3%E3%83%89), an Italian musical term meaning "gradually slowing in tempo; retarding. Used chiefly as a direction." Literally means "slowing".
That I know, but it's still リタルランド and I still see no relations to Ritardando, as this is basically "a little kingdom by the Silk Road", as the intro says. Any mentions in the guide or something?

Quote
I would love to playtest this game! I have to see if I have time for this because I did wrote a walkthrough and have been meaning to get back into it.
I've passed it twice, so I don't need a walkthrough 8) We just have to betatest it, as one of the projects :)
Title: Re: My NES Translation Projects
Post by: enigmaopoeia on October 28, 2014, 09:44:31 pm
That I know, but it's still リタルランド and I still see no relations to Ritardando, as this is basically "a little kingdom by the Silk Road", as the intro says.
Yeah, I was inclined to think this, but what is keeping me that is because Little is usually written as リトル, so it would be リトルランド (Littleland). But I'm cool with the Littleland spelling. Also if there is a reason mentioned, I am not seeing it neither from skimming through the novel or the strategy guide.

Quote from: aishsha
I've passed it twice, so I don't need a walkthrough 8) We just have to betatest it, as one of the projects :)
I'm sorry for the misunderstanding, I didn't said that you needed a walkthrough. I said that I've been meaning to rewrite my own walkthrough, so I would love to re-play it again. But I do not have the time to betatest, but thank you for the offer.

Good luck on this project!
Title: Re: My NES Translation Projects
Post by: aishsha on October 28, 2014, 09:47:37 pm
Yeah, I was inclined to think this, but what is keeping me that is because Little is usually written as リトル, so it would be リトルランド (Littleland). But I'm cool with the Littleland spelling. Also if there is a reason mentioned, I am not seeing it neither from skimming through the novel or the strategy guide.
I'm sorry for the misunderstanding, I didn't said that you needed a walkthrough. I said that I've been meaning to rewrite my own walkthrough, so I would love to re-play it again. But I do not have the time to betatest, but thank you for the offer.

Good luck on this project!
Betatest means replay again and see,if you have any suggestions :) And yeah, we corrected pretty much - eg., the names of the goods, which were mostly shortened due to space issues.
Title: Re: My NES Translation Projects
Post by: skyrunner14 on October 29, 2014, 11:58:34 am
Hm... how long is the game over-all? Depending on the length, I could try and squeeze it in if you'd let be beta test.
Title: Re: My NES Translation Projects
Post by: aishsha on October 29, 2014, 06:30:56 pm
Hm... how long is the game over-all? Depending on the length, I could try and squeeze it in if you'd let be beta test.
Well... It's an rpg :)
Title: Re: My NES Translation Projects
Post by: redmax on October 29, 2014, 11:40:36 pm
If you are talking about rainbow silkroad for the nes, it only took me about 20hrs to complete it. Also if you need a playtester for any rpgs. I have alot of experience, and alot of free time to help you with.
Title: Re: My NES Translation Projects
Post by: Pennywise on February 08, 2015, 10:01:04 pm
I really haven't been too active since the fall of last year. Part of the reason is I started playing Diablo 3 and got hooked into some mindless hacking and slashing with the Barbarian. Other than that, I haven't been too thrilled at the prospect of hacking these days.

To that end, I started a little side project to get me back in the swing of things. I thought it would be an easy project because all I have to do is expand the ROM and relocate half of the text to another bank, but the game is proving difficult to the point where I've been ignoring that task.

I did a bit of work on Rainbow Silkroad awhile back, but I ended up really hating the game. I did some aesthetic hacks including increasing the name of the main player to 8 characters, but need to a bit of work to finish the hack. Around the same time, I started my playthrough of the game and just did not like the story for the game. It's like the game's writers made no attempt to write a coherent story of the game. It makes my job of editing the text more trouble than it's worth.

I also need to start playing through the Glory of Heracles GB, but I'm afraid if I start playing through the game, I'll discover more issues/bugs that need to be hacked/fixed. I've literally made this game my bitch, but it still likes to bite me in the ass sometimes.

Metal Slader Glory is still at a standstill. I tried recruiting an editor for the game, but he's so busy he hasn't done any work on the game. Plus the translator's computer crapped out on him last year, which pretty much killed his progress on cleaning up the script. He's confident that 2015 will be the year of MSG, but the script still has a long ways to go before it'll be ready for primetime.

The good news is that Eien ni Hen, finished her playthrough and edit of The Legend of Double Moon. All that remains is to look into some minor technical issues and then I'll do a quick playthrough with cheats and fast forwarding. Then testing and release!
Title: Re: My NES Translation Projects
Post by: Eien Ni Hen on February 14, 2015, 02:38:35 pm
I did a bit of work on Rainbow Silkroad awhile back, but I ended up really hating the game. I did some aesthetic hacks including increasing the name of the main player to 8 characters, but need to a bit of work to finish the hack. Around the same time, I started my playthrough of the game and just did not like the story for the game. It's like the game's writers made no attempt to write a coherent story of the game. It makes my job of editing the text more trouble than it's worth.

Okay, I'll bite. How bad is the script/story? I'm betting the game's in all kana, which just makes things worse.  ;)

Also, I enjoyed the hell out of Double Moon, and cleaned up the script a lot. For a game that's supposed to be a DQ clone, it just keeps on giving.

Also, poor Metal Slader. That project will probably never see the light of day.
Title: Re: My NES Translation Projects
Post by: Pennywise on February 14, 2015, 04:11:16 pm
Hey, that's wonderful news. I was gonna ask you if you would be interested in editing more scripts for me, but I figured you've already done enough for me and didn't want to trouble you. Always nice when someone saves you the trouble though!

I guess Silkroad isn't too bad, some of the text is just basic with not a lot of fat. It became an issue of whether or not wanting to fill it out or not. Let me finish my hacks and I'll send you my files.

Metal Slader Glory will see a release eventually, just not anytime soon. We've got the script up on Google for open editing and the ROM is backed up perpetually in emails when I send the latest revision of the ROM to the translator. The script's around 600kb and still needs a lot of cleaning up and rewriting. My vision for the project is to the see script as well-written as it can possibly be. A good VN really depends on the quality of the writing and I don't want this project to be shit or mediocre. Unfortunately, working on a script of this size requires a long-term commitment and a sacrifice of many hours.

I should have a release next week though. I keep saying I'm gonna finish this weekend and the weekend before etc. I've been playing through and editing the translation of Gun-Dec, the Japanese version of Vice: Project Doom. I'm finally at the end of the game and in the middle of editing the big reveals. Unfortunately, it's a hell of a lot of text and I'm putting a lot of thought into the editing. I've also been comparing my translation with the official translation and I have to give the official translation a fail. There are parts where it follows the original text fairly well, but there are many parts that are just made up entirely and/censored. When I'm done with the script, I'll upload to my site if anyone wants to compare it.
Title: Re: My NES Translation Projects
Post by: Eien Ni Hen on February 14, 2015, 06:23:55 pm
Hey, that's wonderful news. I was gonna ask you if you would be interested in editing more scripts for me, but I figured you've already done enough for me and didn't want to trouble you. Always nice when someone saves you the trouble though!

I guess Silkroad isn't too bad, some of the text is just basic with not a lot of fat. It became an issue of whether or not wanting to fill it out or not. Let me finish my hacks and I'll send you my files.

No worries! Script editing is pretty easy (and fun) for me. Plus I usually do a translation check during the editing process. The only project I'll have to take a pass on is The 4th Unit.

VNs don't intimidate me too much, but I see MSG is all kana. That's going to be a bitch and a half to translate/edit, especially if there are a lot of scientific terms. Psy-O-Blade was pretty much the same, and whoever wrote the Japanese script liked to use made-up words.  :P

And yeah, I agree that VNs should be well-written. The text takes center stage and has to sound good/flow well to keep the player's interest. Let me know if you need help with MSG in the future and I'll see what I can do. :)
Title: Re: My NES Translation Projects
Post by: Pennywise on February 14, 2015, 07:12:13 pm
No, Slader has a pretty extensive font set consisting of Hiragana, Katakana and a bunch of kanji. I don't think the game is too heavy on scifi terms and it also happens to be noteworthy for being written and designed by a manga artist. The only thing I can really recall about the game is Tadashi being a complete pervert and always hitting on women, staring at them etc. The game probably gets a bit scientific when you have to pilot the Slader towards the end of the game. That part's more like a simulation though.
Title: Re: My NES Translation Projects
Post by: KingMike on February 15, 2015, 10:47:37 am
I think you're doing the Famicom version?
Any idea how the SFC version is in comparison, storywise?
Title: Re: My NES Translation Projects
Post by: Pennywise on February 15, 2015, 10:29:58 pm
The script for the SFC version has twice as many strings as the FC version. It's the same game, same engine, same code etc. that's just been expanded a whole lot. The game's a dream to hack though as it uses 24 bit pointers for easy text relocation and guest has already written tools (modified Atlas) to handle extraction and insertion.
Title: Re: My NES Translation Projects
Post by: Pennywise on April 20, 2015, 11:18:36 pm
The Legend of Double Moon has been in testing for a few weeks now. I'm hoping testing will conclude in the next week or two so that I can release the patch. This game should end up being one of our better games and big props to Eien for doing the lionshare of testing and editing the translation, to get this game ready for prime time. Thanks to her, we now know how to trigger an alternate ending of sorts...

Anyhow, here's a preview of another upcoming translation...

(http://i207.photobucket.com/albums/bb11/gwood102/Magic%20Candle%20The%20J-0_zpsy7ahj88a.png)

I've got a killer backlog of translated games yet to be released...
Title: Re: My NES Translation Projects
Post by: Gideon Zhi on April 20, 2015, 11:38:37 pm
That's a pretty nice font! I'd improve the lowercase h (raise the hump by a pixel) but otherwise, yeah!
Title: Re: My NES Translation Projects
Post by: Abster on April 28, 2015, 04:37:58 am
Will you hack in some of the gameplay changes to the Monster Party prototype from the final version?  I've noticed the prototype is FAR harder than the original, and there's also the level 1 music change.
Title: Re: My NES Translation Projects
Post by: Pennywise on April 28, 2015, 12:18:43 pm
Possibly, but if I do anything of that stuff, it'll be after I've hacked and inserted all the text. I've only done the main text so far and need to tackle the boss text next. This was designed to be a quick side project, but I got sidetracked with some other stuff and the project has lingered. I hope to get this thing done in the summer/fall along with a few other of my "quick" side projects.
Title: Re: My NES Translation Projects
Post by: KingMike on April 28, 2015, 06:17:43 pm
Anyhow, here's a preview of another upcoming translation...

(http://i207.photobucket.com/albums/bb11/gwood102/Magic%20Candle%20The%20J-0_zpsy7ahj88a.png)

I've got a killer backlog of translated games yet to be released...
I know that game. Had it in backlog consideration for some time, but if someone else is doing it, cool.
Title: Re: My NES Translation Projects
Post by: Pennywise on April 29, 2015, 01:53:58 am
I've posted some previews vids for The Magic Candle in the YT thread for those interested. It was hacked and translated by aishsha a while back and I'm now just getting to it. I spent some time doing some refinement hacks for the game as well and am concentrating on the script edit and playthrough. There are 5 chapters for the game, I'm still on the first and probably about 1/2 done with the chapter.
Title: Re: My NES Translation Projects
Post by: Pennywise on July 05, 2015, 08:17:26 pm
I guess it's time for an update.

It only took me a few months to play through Magic Candle and edit the script, but I'm just about done with the game and it should be ready for testing. Speaking of which, Megami Tensei is in the middle of testing for 1.0 release. I had to overcome a nasty random crash, which I believe is now fixed as the tester hasn't encountered any more crashes. Pretty much testing won't start on The Magic Candle until Megami Tensei is all wrapped up or unless someone wants to volunteer to test.

As for the future, not really sure what will be next. I've got quite a few translations (A few unannounced) almost finished that need a playthrough and edit. I've got some smaller side projects like Godzilla and Monster Party that I've neglected and want to finish.
Title: Re: My NES Translation Projects
Post by: Pennywise on March 01, 2016, 11:05:59 am
Hot damn, I haven't updated this thread since the summer.

Anyhow, just finished betatesting for Rainbow Silkroad and will release it after we do one more quick playthrough to make sure everything's ok.

Other than that, at least two more NES translations should follow shortly. Afterwards, I want to start working on my various GB translations again and get those released.
Title: Re: My NES Translation Projects
Post by: Vanya on March 01, 2016, 06:58:39 pm
Cool.
Title: Re: My NES Translation Projects
Post by: Pennywise on March 01, 2016, 08:28:30 pm
Quote
Starting new and new translation project is not a good idea. It has a good chance you will not finish even one from them. It is too much to work on every single game especial if no one care about that.

That's from a comment on one of my translation previews at Youtube. I lol'd at that. Most attention I seem to get is from people asking about Metal Slader Glory, which might end up being my most popular translation and my magnum opus too.

Anyhow, I will admit that I have a few too many projects at the moment, but I haven't really started any new projects in the past few years and have been focusing on finishing all my old ones. This year should see the release of several long-running projects, hopefully...

There's a new video of Shadow Brain in the YT thread btw. While in the course of my playthrough, I encountered a boss theme I liked. So video. I should be almost done with the game and will send it off for testing later this week. Afterwards, one more needs to start testing. I should start coordinating that one pretty soon.
Title: Re: My NES Translation Projects
Post by: cccmar on March 02, 2016, 04:30:17 am
That's from a comment on one of my translation previews at Youtube. I lol'd at that. Most attention I seem to get is from people asking about Metal Slader Glory, which might end up being my most popular translation and my magnum opus too.

Anyhow, I will admit that I have a few too many projects at the moment, but I haven't really started any new projects in the past few years and have been focusing on finishing all my old ones. This year should see the release of several long-running projects, hopefully...

There's a new video of Shadow Brain in the YT thread btw. While in the course of my playthrough, I encountered a boss theme I liked. So video. I should be almost done with the game and will send it off for testing later this week. Afterwards, one more needs to start testing. I should start coordinating that one pretty soon.

I think that people often underestimate how much time it takes to come up with a quality translation patch. I, for one, am anxiously waiting for Shadow Brain, there weren't that many similar NES/Famicom RPGs, and besides it looks pretty neat. It is probably one of the few decent RPGs left for the system deserving of translation, so at least there's that. Looks like this year is going to be quite prolific in terms of translation patches. Would be cool to see an update on your site as well. :)
Title: Re: My NES Translation Projects
Post by: papermanzero on April 10, 2016, 04:14:54 pm
I would love to see Famicom Detective Club 1 and 2.
But I know it is a lot of text and hard to translate.
Same for Shin Oni Ga Shima. Although the text here is going from up to down, which makes the translation even more challanging.
Title: Re: My NES Translation Projects
Post by: John Enigma on April 10, 2016, 08:51:29 pm
^ Are those the only two Famicom Tantei Club games in existence?

If so, are they somehow similar to Ace Attorney series by Capcom?
Title: Re: My NES Translation Projects
Post by: KingMike on April 10, 2016, 09:05:15 pm
With Onigashima, it'd probably be better to work on the Super Famicom remakes. From space issues alone.
The killer on FDS translations is finding free RAM space to insert hacks (yes, RAM, because it's a disk system and files get copied to RAM before they're run).
Title: Re: My NES Translation Projects
Post by: Kallisto on April 10, 2016, 10:46:21 pm
Wish you the best of luck on your projects.
Title: Re: My NES Translation Projects
Post by: zonk47 on April 11, 2016, 04:19:12 am
VNs don't intimidate me too much, but I see MSG is all kana. That's going to be a bitch and a half to translate/edit, especially if there are a lot of scientific terms. Psy-O-Blade was pretty much the same, and whoever wrote the Japanese script liked to use made-up words.  :P

I you will allow... I do not understand why a person who is fluent in Japanese, but not necessarily Japanese themselves, would have more difficulty making sense of a script than a native speaker (particularly kana). I mean presumably there is a "apex" of comprehension of a language where you're able to make out what it means based on probability and context alone, so I'm wondering why a non-native Japanese speaker (who nonetheless enjoyed Japanese) wouldn't reach that same height in terms of being able to make out the meaning of a passage. (or do native Japanese also have these problems?)
Title: Re: My NES Translation Projects
Post by: papermanzero on April 11, 2016, 04:58:15 am
With Onigashima, it'd probably be better to work on the Super Famicom remakes. From space issues alone.
The killer on FDS translations is finding free RAM space to insert hacks (yes, RAM, because it's a disk system and files get copied to RAM before they're run).

Yes, you are right. The RAM is here the bottleneck which makes the translation so difficult.
Another possibility would be to port the games first to the NES, which makes the project however more complex.
Onigashima has the same issue on the SNES concerning the direction of the text.

Btw:
Famicom Detective Club can be compared with Ace A.
Title: Re: My NES Translation Projects
Post by: Pennywise on April 11, 2016, 09:58:10 am
I will admit I still have a slight interest in working on FDS games, but the system is so much more of a pain to work on than the NES. When I finish most of my backlog, I'll probably pick up an FDS game. I've thought about doing the Famicom Detective Club games, but something like Mr. Gold or Time Twist interests me much more. In fact, Time Twist uses some kind of compression for its text that I'd have to reverse engineer. It's a challenge I'd love to tackle.
Title: Re: My NES Translation Projects
Post by: panmusic on April 15, 2016, 01:15:29 am
With Onigashima, it'd probably be better to work on the Super Famicom remakes. From space issues alone.
The killer on FDS translations is finding free RAM space to insert hacks (yes, RAM, because it's a disk system and files get copied to RAM before they're run).

As a huge fan of Detective Club games, I still visit this page everyday hoping for an english translation of the first game.

I know that there are memory issues with FDS games but I am sure that Nintendo released a GBA version in Japan with the two games together. I don't know if this has been discussed before but instead of trying to overpass all the memory problems of the FDS format wouldn't it be easier to use the GBA cart as a basis for the translation hack?

( Sorry for my bad english)
Title: Re: My NES Translation Projects
Post by: KingMike on April 16, 2016, 03:32:32 pm
Very likely the GBA port is an emulation of the FDS version so it would still be subject to FDS' limitations.
Title: Re: My NES Translation Projects
Post by: panmusic on April 17, 2016, 01:16:58 am
Very likely the GBA port is an emulation of the FDS version so it would still be subject to FDS' limitations.

Thanks for your response!  :D If the GBA port is indeed an emulation of the FDS version then I see your point. But are you entirely sure about emulation? Your "very likely" comment made me think that there is still hope.  ;)

Title: Re: My NES Translation Projects
Post by: cccmar on April 19, 2016, 12:37:49 pm
I will admit I still have a slight interest in working on FDS games, but the system is so much more of a pain to work on than the NES. When I finish most of my backlog, I'll probably pick up an FDS game. I've thought about doing the Famicom Detective Club games, but something like Mr. Gold or Time Twist interests me much more. In fact, Time Twist uses some kind of compression for its text that I'd have to reverse engineer. It's a challenge I'd love to tackle.

Time Twist seems to have an interesting plot/setting(s), it's probably more fun to play than Mr. Gold all things considered (the latter is apparently very short though). Dead Zone is another game that could be potentially fairly interesting I believe, or at least historically important. As far as Famicom adventure games go, Ripple Island must have been quite advanced for the time, with multiple endings and all. Not a bad effort by Tokai Engineering.
Title: Re: My NES Translation Projects
Post by: Pennywise on April 24, 2016, 10:31:57 pm
I've been plugging away at translating/localizing the prototype of Monster Party recently. I say localizing because some of the boss text contains jokes that don't work in English or references that hardly any non-Japanese speaker would get. Here's what I have do far.

(http://i207.photobucket.com/albums/bb11/gwood102/MPE-15_zpskj4ggnxh.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-17_zpsnboc26uy.png)
(http://i207.photobucket.com/albums/bb11/gwood102/MPE-16_zpsyabjmjpj.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-18_zpshdo0df3m.png)
(http://i207.photobucket.com/albums/bb11/gwood102/MPE-19_zpsevxwlcby.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-20_zpsbe6fgtak.png)
(http://i207.photobucket.com/albums/bb11/gwood102/MPE-21_zpsobmimsmf.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-24_zpsgx9baj4x.png)
(http://i207.photobucket.com/albums/bb11/gwood102/MPE-23_zpsy8wtkruf.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-22_zps9xxhwczr.png)
Title: Re: My NES Translation Projects
Post by: skyrunner14 on April 28, 2016, 10:11:55 pm
This is looking great! Do you plan on finishing that dummied out/unfinished boss and sticking him anywhere?
Title: Re: My NES Translation Projects
Post by: Pennywise on April 29, 2016, 06:28:44 am
Well you know, I have two phases in mind for this project. Phase 1 would cover all the translation hacking and phase 2 would be dedicated to polishing the game into a completed. So yes, the totem pole boss would be finished and added back into the game. I had made a help wanted ad to see if I could find someone to help me, but it appears no skilled hacker is interested in Monster Party. Also, keep in mind that I'm not really interested in releasing a basic translation patch for this game. It took me a few years just to have everything translated and it'll probably take me forever to do all the extra hacking etc.
Title: Re: My NES Translation Projects
Post by: Pennywise on June 30, 2016, 01:38:32 pm
So I posted a video of my upcoming translation of Musashi no Bouken. This is another one of those early fan translations that got butchered due to space limitations. Obviously like Rainbow Silkroad, our translation will be completely different and better than the old one. IIRC, aishsha and I picked up the game a year or two ago and decided to do it. Not sure why, but probably because it was short and would be easy for us to do. Anyhow, aishsha did most of the work getting the game translated and hacked. I'm doing my playthrough while also refining the game as a whole. It's in the same vein as Ninja Rahoi, but not nearly as wacky.

I was actually gonna focus on my GB projects, but Musashi ended up being low-hanging fruit I couldn't resist. So the GB stuff got pushed back again. My plan was to finish Heracles GB, which has been a project of ours for around 6 years now and it's almost done too. GB stuff should be next unless something else comes up.

I really haven't been picking up any new projects in the past few years and have been focusing on finishing my old ones. Even though I've released quite a few translations since, I've probably got at least a dozen other projects waiting for me. I'll keep chipping away as best as I can.
Title: Re: My NES Translation Projects
Post by: cccmar on June 30, 2016, 05:23:23 pm
Awesome, good luck with that project! Which makes me wonder... as far as quirky Famicom games go, I wonder if anyone's working on Square's Tom Sawyer. That one seems to be quite wacky in places, although it's probably not really brilliant. There are still quite a few off the wall games like it for sure.
Title: Re: My NES Translation Projects
Post by: aishsha on July 02, 2016, 06:55:41 pm
Someone is :)
Title: Re: My NES Translation Projects
Post by: Pennywise on September 05, 2016, 05:44:03 pm
Well, I guess it's time for an update. I should have a few releases before the year is up.

I'm at the end of the game for The Adventures of Musashi. Gameplay-wise it's been your typical DQ clone, but man is it a solid game. The devs made sure the NPCs gave you hints to progress in the game, which is great because some of these older games don't tell you what to do. Also, the game's funny as hell. Not as wacky as Ninja Rahoi, but still quite charming in its own way. I briefly started writing an article on the game for HG101 (another side hobby) and once I finish my playthrough, I'll probably finish that up too and give this obscure game more coverage. While I'm at it, I might be inspired to finish a few of my other WIP articles...

I've also started my playthrough for Glory of Heracles GB, which I initially started in 2011 and 5 years later I'm finally nearing the finish line. I probably could've released this a few years ago, but let it sit because I was afraid there was still plenty of bugs to be found. My fears were unfounded though as I've fixed a few minor issues, one of which was something cosmetic in the original. Once I get far enough, I'll upload another translation video showing off all the work I've put into it. Perhaps some of my most extensive ASM hacks ever. After Herc, the goal is to start working on my other neglected GB games and get those released. A few Oni games, Destiny of an Emperor, Gargoyle's Quest, some Goemon game...

Anyhow, I've released two RPGs this year and I could potentially release two more RPG translations. I wouldn't rule out more translations being released this year either. So 2016 might end up becoming a very productive year, despite my busy schedule.
Title: Re: My NES Translation Projects
Post by: Pennywise on January 05, 2017, 05:51:31 pm
So, for a little diversion I decided to translate the Japanese version of Dusty Diamond's All-Star Softball, Softball Heaven. You get to play as various critters and weird stuff that were removed in favor of more "human" characters. Plus it seems that the game had a bit of humor that got ditched as well. Anyhow, I've finished hacking everything and am just waiting on the player and team names to be translated. Player names are now 10 characters instead of 6 and team names are now 12 characters instead of 6. This should be my first release of the new year, followed by a few longstanding projects.

Anyhow, my playthrough of Herc continues. I'm probably somewhere near half done. In addition to making additional hacking improvements, I've discovered an annoying issue that requires some studying, but it's not impeding my progress.

I've also made some great headway into hacking the menus and misc text for Oni 2. Eventually I'll get back to that.
Title: Re: My NES Translation Projects
Post by: Pennywise on April 27, 2017, 08:41:31 pm
I guess time for an update on various projects.

Dead Zone - I started hacking this game several months ago and found a translator who has translated most of the script. I'm currently in the process of making the game playable and he's editing the script for context. It's a slow process and the game's programming is doing me no favors. This game has been on my to-do after I finished JESUS and was looking for other similar games to translate. I think if we can get past this beast, I'll start working on Mr. Gold next. That should fill my FDS quota for the next few years I think.

Oni 2- This game has seen small bits of progress with misc stuff mostly thanks to the efforts of rainponcho. He provided with the tools to deal with the title screen, which I've hacked up including the credits at the bottom now. He helped me fix the dialogue scrolling I broke with my 4 line dialogue hack. He also fixed up the shop screen for me. So, the hacking for the game should be ~80-90% complete now with more menu hacking for skills left and fixing broken text. Then the script needs a good edit. Given my numerous projects, might not be finished until 2018.

(https://i.imgbox.com/iJveSEaJ.png)

Heracles GB - rainponcho fixed an annoying glitch for me. Other than that, I'm still in the middle of my playthrough and edit. Like halfway done and I should've finished this last year and the year before, but you know how it goes. I think after this is finished, aishsha and I will retranslate Heracles 2 to make it consistent with our translation.

Metal Slader Glory - rainponcho gave me the info to change the text printing speed. What a guy! Anyhow, seems every character has their own speed, so I'll probably just speed up the main characters text speed.

I'll probably have a few small releases soon...

Title: Re: My NES Translation Projects
Post by: filler on April 27, 2017, 10:01:35 pm
Great news! Metal Slader Glory looks amazing for the Famicom. I just discovered it recently, and I'm really blown away by the graphics.
Title: Re: My NES Translation Projects
Post by: KingMike on April 27, 2017, 10:02:17 pm
I'll start working on Mr. Gold next.
Tomato's probably not going to see this but he owes us some Mr. Gold gameplay action! :D LoL about LoL
Title: Re: My NES Translation Projects
Post by: reydo on April 28, 2017, 09:20:43 am
I've been plugging away at translating/localizing the prototype of Monster Party recently. I say localizing because some of the boss text contains jokes that don't work in English or references that hardly any non-Japanese speaker would get. Here's what I have do far.

(http://i207.photobucket.com/albums/bb11/gwood102/MPE-15_zpskj4ggnxh.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-17_zpsnboc26uy.png)
(http://i207.photobucket.com/albums/bb11/gwood102/MPE-16_zpsyabjmjpj.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-18_zpshdo0df3m.png)
(http://i207.photobucket.com/albums/bb11/gwood102/MPE-19_zpsevxwlcby.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-20_zpsbe6fgtak.png)
(http://i207.photobucket.com/albums/bb11/gwood102/MPE-21_zpsobmimsmf.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-24_zpsgx9baj4x.png)
(http://i207.photobucket.com/albums/bb11/gwood102/MPE-23_zpsy8wtkruf.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-22_zps9xxhwczr.png)

Great work! Are you working as a translator or it's a talent?
Title: Re: My NES Translation Projects
Post by: ObiKKa on April 28, 2017, 06:50:57 pm
...

Metal Slader Glory - rainponcho gave me the info to change the text printing speed. What a guy! Anyhow, seems every character has their own speed, so I'll probably just speed up the main characters text speed.

...
You sure are a productive romhacker! :laugh:
But, wait a minute, isn't Garrett working on the Famicom version of Metal Slader Glory? So why did you choose to do this version as well?
Title: Re: My NES Translation Projects
Post by: rainponcho on April 28, 2017, 07:18:53 pm
Quote
Well, I Garrett aka Pennywise have my own site, but it badly needs a complete redesign and hasn't been updated in years. aishsha translated Traverse and he's got his usual blog site. And LostTemplar used to have a site, but that died recently. I've been working like hell the past year and hardly have any free time these days, so I haven't been very active anyways. If I do ever post anything translation related, it's either on RHDN or on my Youtube channel.

Any chance you'd be interested in attempting a VWF for Metal Slader Glory for the SFC? I'm about to release a translation for the NES version and the translator wouldn't mind tackling the SNES version. Extraction and insertion of the text is no problem, but a font hack would be cool. I remember you did take a look at it for someone else and said that VRAM was nuts or something...
Title: Re: My NES Translation Projects
Post by: ROMDonatas on May 24, 2017, 11:47:10 am
Good day Garrett aka Pennywise. I am very interested in your progress of translating Dead zone for NES, because I want to play this game and at this moment you are my only chance. So if I could take some of your time I would like you to answer me a few questions:
1. When did you started this project?
2. How much approximately % of work you have accomplished so far?
3. When do you think you will finish this project, what is the approximate date of finish?
4. What is the worst case scenario date of finish?
Thank you for your work and your answers.
Title: Re: My NES Translation Projects
Post by: Eien Ni Hen on May 25, 2017, 12:17:22 pm
Good day Garrett aka Pennywise. I am very interested in your progress of translating Dead Zone for NES.

I looked up Dead Zone because I was curious, and the whole script is in katakana. Sweet Jesus.  :'(
Title: Re: My NES Translation Projects
Post by: Pennywise on May 25, 2017, 06:27:45 pm
Good day Garrett aka Pennywise. I am very interested in your progress of translating Dead zone for NES, because I want to play this game and at this moment you are my only chance. So if I could take some of your time I would like you to answer me a few questions:
1. When did you started this project?
2. How much approximately % of work you have accomplished so far?
3. When do you think you will finish this project, what is the approximate date of finish?
4. What is the worst case scenario date of finish?
Thank you for your work and your answers.


Gotta love random people on the internet asking for information I've already publicly stated and for asking questions that I can't possibly answer. But what's surprising is that there's a Dead Zone fan out there, but they probably don't know how terrible it is. Ok, it probably wasn't terrible for its time considering it was on the first text adventures on consoles, but it's still outdated as fuck.
Title: Re: My NES Translation Projects
Post by: Pennywise on December 29, 2017, 09:33:52 pm
About that time again. Might as well list the status of all my various projects.

Oni II - Script translated and inserted. All misc text inserted, most menus hacked except for jutsu stuff. Still needs lots of polish in general.

Oni III - Script extracted. Maybe translated?

Destiny of an Emperor GB - Haven't touched this in like 3 years. Reverse-engineered graphic compression and loaded uncompressed graphics. Main font graphics still compressed and not hacked yet. Hacked lotsa menus, think I stopped at the shops. I'll get back to it eventually.

Noobow - I saw an article for this game on HG101 months back and decided I wanted to hack it. Eien ni Hen's translating the script and once that's done, only graphics remain. Very easy project technically speaking.

Banishing Racer - Another bizarre little GB game starring an anthropomorphic car. Credits translated and needs a title screen and a few misc graphics.

Tenjin Kaisen - Japanese version of Mercenary Force. I'm doing this project because I want to translate the sequel on the GB. So might as well start with the original. It's hacked to display more text, but there seems to be some timing issue that is preventing all my text from being displayed. Gonna have to look into the GB hardware and rewrite some routines to improve them.

Dead Zone - Haven't worked on this since the summer. Script's translated, but still needs to be edited. Hacking this game is torture and it really makes me question why I do this shit. But alas someone has translated the script and I owe it to them to finish the job.
Title: Re: My NES Translation Projects
Post by: KingMike on December 30, 2017, 12:00:43 pm
I thought Retro-Bit or whoever it was that made the recent Jaleco multicarts had announced a GB multicart with Banishing Racer on it. I wonder what happened to that and if there had been plans to localize that. But I guess at this point it would be no more "official" than a fan translation anyways since the legal rights to the company were transferred a few years ago, which I guess means the original was thus effectively dead?

Certainly a cute game and one I'd like to have owned but is now a terribly expensive game from what I've seen.
Title: Re: My NES Translation Projects
Post by: Pennywise on December 30, 2017, 01:50:59 pm
If it's the same guy/company, I was contacted by him because he wanted he to buy the rights to my Monty on the Run FDS translation. I wasn't rude to him or anything, but he was sketchy on the details and I pointed that out. He then threatened me with a lawsuit or whatever because I declined him. I find it highly unlikely that anyone or company in that whole retro video game production scene has the right connections/skills to find the rights holders for an obscure Japanese video game company that no longer exists and went bankrupt.
Title: Re: My NES Translation Projects
Post by: Pennywise on August 04, 2018, 01:09:27 pm
I've never had computer trouble before, but my poor laptop is literally falling apart. The screen's cracked, the sound hardware's damaged and I'm pretty sure either the hard drive or something else important is about to fail. But the good news is I've had a fancy Surface Pro as my backup for some time now. Plus all my hacking stuff is stored on the Cloud, so easy transition! I don't think I'll be buying an ASUS again though. Computer's only like 3 years old and while I didn't pay a fortune for it, it just doesn't seem that durable. I gave my mom my Toshiba Satellite years back and it's like 10 years old and still works. Anyway, update time.

Metal Slader Glory - This is actually finished. Though the translator might still want to do one last playthrough to check the script out. Anyhow, what most likely will happen is that I'll be writing an extensive piece on the game/franchise and I'll release the translation and article at the same time. Plus there'll be a translated manual to alongside the patch.

Jajamaru Ninpou Chou - Jajamaru RPG for the Famicom that's known for the incomplete prototype ROM of Taro's Quest. This is actually finished, tested etc and soon to be released, but the ROM was expanded past the mapper limitation. That little fact doesn't bother me or aishsha and will be released as-is.

Knight Gundam - The very first Knight Gundam RPG on the NES and this is technically complete as well, but it still has to go through a hefty revision process as I play the game. This game was also expanded past the mapper limitation, but aishsha and I are not bothered by it as well.

I have another unannounced, soon-to-be released translation that I will be unveiling very soon.

There is also another unannounced, soon-to-be released translation that will be very left-field and quite unexpected.
Title: Re: My NES Translation Projects
Post by: goldenband on August 04, 2018, 03:41:41 pm
the ROM was expanded past the mapper limitation. That little fact doesn't bother me or aishsha and will be released as-is.
What will the practical consequences of this be? In other words, can it only be played in certain emulators and not on real hardware?

If it's a relatively trivial expansion, could a new mapper be defined that would allow for non-hacky emulation and playing on flash carts?
Title: Re: My NES Translation Projects
Post by: Lentfilms on August 04, 2018, 04:21:57 pm
Metal Slader Glory - This is actually finished. Though the translator might still want to do one last playthrough to check the script out. Anyhow, what most likely will happen is that I'll be writing an extensive piece on the game/franchise and I'll release the translation and article at the same time. Plus there'll be a translated manual to alongside the patch.

I am very much looking forward to playing your team's patch when it is released. I was just reading Peter Barnard's translation of some Metal Slader Glory interviews over at Shumplations and I'm even more excited to finally experience this interesting piece of HAL's history. Are you guys planning on releasing the patch on or around August 30th? Would be fun to have the patch released on the game's 27th anniversary.

Anyway, good luck on this and all your other projects, announced or otherwise.
Title: Re: My NES Translation Projects
Post by: Pennywise on August 04, 2018, 04:43:08 pm
So, the particular expansion was done by Djinn years and years ago and since this project is quite old, I completely forgot about it and I discovered it after the translation went through a round of testing. I really haven't tested on many other emulators, but it works on FCEUX. I mean support for other emulators is really quite trivial. All they need to do is allow an extra PRG bit to be available for the mapper. It's literally just a small change and the same thing goes for flashcarts as well. I say who cares there wasn't a board at the time with the expanded specs. The NES don't care about any of that stuff.

Anyhow, I'll make a note of all that when it's released and will provide source files to anyone interested in a mappper hack. If someone can hack the translation to be another mapper, I'll incorporate it into our work. Btw, someone did actually hack the Japanese game to be mapper 68, but it's not incorporated into the translation.

The same thing applies for Knight Gundam, which is another old project of ours. That uses mapper 185 iirc and doing a mapper hack for that one probably isn't possible. Again, really trivial to add support for the translation. As aishsha said to me if he had to choose being a purist over a full script, he would choose the later every time. I agree with him 100%.

Funnily enough, my Megami Tensei translation also expands the ROM past the mapper limit, but that is supported by flashcarts etc and other emulators like puNES. It highlights my point on how trivial this stuff is.

Now you have the Final Fantasy 3 translation where the mapper was changed to MMC5, but the hack is buggy. It would be much easier to just ignore those dumb limitations and make the ROM however big you want.

I am very much looking forward to playing your team's patch when it is released. I was just reading Peter Barnard's translation of some Metal Slader Glory interviews over at Shumplations and I'm even more excited to finally experience this interesting piece of HAL's history. Are you guys planning on releasing the patch on or around August 30th? Would be fun to have the patch released on the game's 27th anniversary.

Anyway, good luck on this and all your other projects, announced or otherwise.

I didn't know about the release date thing, but I don't have an exact date in mind. Btw, Peter Barnard is the translator for the game, if you didn't realize it.

I'd also like to point out it's currently not possible to play Metal Slader Glory on hardware due to no board existing that can handle the PRG-ROM size, which was expanded to 1MB and also happens to be the max size limit of an MMC5 game. I might be talking out of my ass here, but I bet someone could design and produce a board/flashcart that could handle a 5MB NES ROM. Sort of like a MSU-1 version for the NES.
Title: Re: My NES Translation Projects
Post by: Lentfilms on August 04, 2018, 10:16:44 pm
Yeah, I was aware that Barnard was the translator for Metal Slader Glory. In fact I remember him commenting on a list I made on Giantbomb, that mentioned Metal Slader, where he told me he was translating the game. That was almost 6 years ago. Very cool to finally see the patch so close to being finished.
Title: Re: My NES Translation Projects
Post by: filler on August 04, 2018, 11:17:35 pm
I am very much looking forward to playing your team's patch when it is released.

I'm looking forward to this too. I only ran across the game in the past year or two as I was looking for interesting Famicom games that still don't have fan translations. This stuck out due to its impressive visuals for the platform. Plus it's normally fun to translate text adventures. I'll definitely get the word out, and give this a whirl when it comes out.
Title: Re: My NES Translation Projects
Post by: skyrunner14 on August 18, 2018, 01:26:34 pm
I noticed that there's a placeholder page up for Metal Slader Glory up on the main site! Since you mentioned it was already complete anyway, I'd assume it'll probably be out fairly soon, huh? I'm excited to finally play it, and I've got a bunch of friends who are also looking forward to it as well.
Title: Re: My NES Translation Projects
Post by: tc on August 18, 2018, 04:06:32 pm
I'm looking forward to this too. I only ran across the game in the past year or two as I was looking for interesting Famicom games that still don't have fan translations. This stuck out due to its impressive visuals for the platform. Plus it's normally fun to translate text adventures. I'll definitely get the word out, and give this a whirl when it comes out.

The depths of the library are something else. I'm still surprised to learn of licensed Famicom games, no one has mentioned on RHDN. Whether in regard to a translation or any other context.
Title: Re: My NES Translation Projects
Post by: Pennywise on August 19, 2018, 01:34:44 pm
I noticed that there's a placeholder page up for Metal Slader Glory up on the main site! Since you mentioned it was already complete anyway, I'd assume it'll probably be out fairly soon, huh? I'm excited to finally play it, and I've got a bunch of friends who are also looking forward to it as well.

Well, uploading release materials can be a pain in the butt sometimes, especially when there's several translations about to be released around the same time. All I have to do now is just upload the archive when it's ready.

God Slayer was announced not too long ago and that's pretty much done, too. Testing should begin very soon.
Title: Re: My NES Translation Projects
Post by: Tobas on August 21, 2018, 03:17:47 pm
the only game I'd love to see is a translation of law of the west. I loved that game on the C64
Title: Re: My NES Translation Projects
Post by: Pennywise on January 09, 2019, 08:15:06 pm
Well, I suppose it's time for an update. For the past several years I've been mostly focusing on finishing my slate of projects, which had grown to 10+ active projects over the years. It'll probably take me into 2020+ to finish all of them I think, but we'll see how I do this year.

Otaku no Seiza - This is actually mostly hacked and I'm in the middle of bugfixing.

Oni II - This is mostly playable now. Got some crashing in battle that I need to address, but after that it should progress nicely.

Dead Zone - I came back to this project and changed the font to all caps to get better results for the text compression. I'm going to start my playthrough soon to get the entire game in a playable state.

Knight Gundam 1 - Still waiting on me to do my playthrough before release.

I suspect these will be the translations I end up releasing for the year.
Title: Re: My NES Translation Projects
Post by: Orochi Kusanagi on January 10, 2019, 12:14:40 am
Those are some exciting projects! Definitely looking forward to Otaku and SD Gundam.
Title: Re: My NES Translation Projects
Post by: FlashPV on January 10, 2019, 08:45:46 am
I'm currently doing a french version of Oni and it's quite nice for an early Game boy game. What about Erika & Satoru Trippy Travels?
Title: Re: My NES Translation Projects
Post by: Pennywise on January 10, 2019, 09:16:44 am
That could very be released this year as well. Tom and I will finish it after Otaku. Then we'll resume work on what could well be our magnum opus on the NES.
Title: Re: My NES Translation Projects
Post by: Pennywise on August 04, 2019, 03:18:44 pm
Well, after a bit of a hiatus I am back at it.

Otaku no Seiza should be in beta pretty soon. I've already beaten the game myself. Might be one of the weirdest game I've worked on.

I'm also nearing the end of my work on Dead Zone. After a lot of starts, stops and considering throwing it in the trash, I can see the light now. Didn't help that I mismanaged the project and straight up botched it. I also changed a lot of crap that was hardcoded and broke the game. Very tedious to fix all that crap. Anyway, I've been playing through the translation and checking everything out. I've managed to clear 3 areas and I believe there's only 2 areas left. I'm hoping that I won't have to make any cuts to the script, but this is the FDS and PRG-RAM limits suck. I made the game's original dictionary compression better and I expanded some files so that the game uses all of the available PRG-RAM. Will it be enough? I hope so!

Once I get that nightmare behind me, I'll restart my playthrough/edit of SD Knight Gundam and finish that up. Then I'll start cracking down on all my other unfinished projects.