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General Category => News Submissions => Topic started by: RHDNBot on September 22, 2009, 03:35:15 pm

Title: Translations: Mystic Ark Released by AGTP
Post by: RHDNBot on September 22, 2009, 03:35:15 pm
(http://www.romhacking.net/newsimages/newsimage855a.png) (http://www.romhacking.net/newsimages/newsimage855b.png)

Update By: Gideon Zhi

Aeon Genesis (http://agtp.romhack.net/) has released their own translation of Mystic Ark. The script was translated by Ian Kelley, and most of the hacking was done by Gideon Zhi. The project is several years old and took a lot of effort, so savor it! Take your time going through the game.

As a side note, this *will* work on your SNES.

Staff note: You can also find the patch archived here (http://www.romhacking.net/trans/1429/).

Relevant Link: (http://agtp.romhack.net/)
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Djungelurban on September 22, 2009, 06:48:39 pm
So which is better? This or the DD translation?
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Lilinda on September 22, 2009, 06:52:21 pm
I have no idea if one is better or not, but Gideon's is more compatable. If you're a bsnes or SNESGT user, pick it. Or if you use snes9x 1.51 and do not want to use an earlier version. snes9x earlier versions and ZSNES run it just fine. No idea about Snese.
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Draken on September 22, 2009, 09:26:59 pm
I have no idea which is better...  Ours (D-D) and AGTP's used different translators, so it's up to the player to decide which is better.  I won't be playing AGTP's.. No offense, but I've played through this damn game too much to do it again. hehe.  Good job GZ!  I'm glad we able to light a fire under ya ;D

P.S.  Our copier fix will hopefully be out sometimes in the next week, so all those haters should find something else to complain about :)
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Snatcher on September 22, 2009, 09:40:29 pm
I do like the font that was chosen for this one, better. As far as the translation goes, Im sure both are equally good. Cheers to both translations!  :beer:
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Kronus_Arm on September 23, 2009, 06:03:38 am
This one is good, good font, slightly different translation, compatible with latest emulators e.g. Snes9x, bsnes, SNESGT, or earlier versions etc.

Both D-D and AGTP Translations are good so cheers also for the effort of both!

 :beer:
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Hamlet on September 23, 2009, 06:18:58 pm
Thank You for the patch and all Your hard work!  :thumbsup:
I just finished the D-D version so I wont be replaying Mystic Ark for some time, but when I do, this version is the next one. Should be exciting to look for differences in the translations etc. and maybe even discover a different interpretation of the game.

I am also really looking forward to Your other projects, Gideon.
*cough* Star Ocean: Blue Sphere *cough*
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Kronus_Arm on September 23, 2009, 06:31:25 pm
I am also really looking forward to Your other projects, Gideon.
*cough* Star Ocean: Blue Sphere *cough*

Spoiler:
We want Blue Sphere Now!

 :woot!:
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Hamlet on September 23, 2009, 07:04:48 pm
The masses have spoken! ;) (Or at least two people that are its best representatives. lol)
 
OK, I just patched the game and played into it a bit, to see if it works and for a moment I thought I caught a typo until I realised that in this version the “fire” is supposed to talk in this fashion. Damn You Gideon why do You have to make it so different from the other version right from the start that my interest is already up and running. I might end up replaying this game instead of finally proofreading my stupid term paper. Damn You all, romhackers! You are the nails on the grave in which my intellectual career resides and I love You for that! ;)

Oh and btw, I do not know if this is of interest for You, but the address for feedback (taken from the readme) hits me with: "Restricted Access".
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: butane bob on September 23, 2009, 09:11:54 pm
I'm a snesGT user so i'll be able to play this one :)

Cheers!
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Gideon Zhi on September 23, 2009, 11:39:26 pm
I am also really looking forward to Your other projects, Gideon.
*cough* Star Ocean: Blue Sphere *cough*

You're going to be waiting a while on that one. Script's still not translated.
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Kronus_Arm on September 24, 2009, 03:23:01 am
I am also really looking forward to Your other projects, Gideon.
*cough* Star Ocean: Blue Sphere *cough*

You're going to be waiting a while on that one. Script's still not translated.

This is going to be damn epic!

 :woot!:
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Hamlet on September 24, 2009, 05:21:47 am

You're going to be waiting a while on that one. Script's still not translated.

Do not worry I can be patient. I am just really happy that it is in the talented hands of someone who is not likely to just drop it!



This is going to be damn epic!

 :woot!:

I can only absolutely agree to this, my friend!
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Bongo` on September 25, 2009, 11:13:52 am
I am also really looking forward to Your other projects, Gideon.
*cough* Star Ocean: Blue Sphere *cough*

You're going to be waiting a while on that one. Script's still not translated.

Hey, GZ... I just wanted to make sure on something. I'm not sure how you did your text insertion on Mystic Ark, but if you used a redirection routine such as...

Quote
cmp #$10
beq RedirectToNewBank

Then you want to make sure that the redirect is not in front of any of the $F6XX control codes. Most of then require the $FFxxxxxx control code to follow. If it does not, your system can and will be buggy. :) But I'm sure you know what every function the $F6 code does. :)

We will be releasing the new copier patch in a few, but Bill wants to finish the debug menus and I need to realign some of the debug text in the boxes. :) Great job on the translation!!
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: DarknessSavior on September 25, 2009, 12:24:16 pm
Worry not, Bongo`. I can assure you that Gid knew what he was doing, and us testers made sure that we broke the game any way we could so that the game works in every way it is intended. ^_~

~DS
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Gideon Zhi on September 25, 2009, 12:57:32 pm
Hey, GZ... I just wanted to make sure on something. I'm not sure how you did your text insertion on Mystic Ark, but if you used a redirection routine such as...

Quote
cmp #$10
beq RedirectToNewBank

Then you want to make sure that the redirect is not in front of any of the $F6XX control codes. Most of then require the $FFxxxxxx control code to follow. If it does not, your system can and will be buggy. :) But I'm sure you know what every function the $F6 code does. :)

We will be releasing the new copier patch in a few, but Bill wants to finish the debug menus and I need to realign some of the debug text in the boxes. :) Great job on the translation!!

I didn't use any "redirection." I manually remapped each and every one of the 6500-ish FB, FC, and FF jumps (or, at least, the ones that weren't pointing to C7 or C6D000 and under.) Since they were all 24-bit anyway, so long as I didn't split an individual string between banks I was good.

Quote from: atlas
| WBB: 177
| W16: 187
| W24: 4353
| EMBSET: 6574
| EMBWRITE: 6574
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Bongo` on September 25, 2009, 01:00:10 pm
Worry not, Bongo`. I can assure you that Gid knew what he was doing, and us testers made sure that we broke the game any way we could so that the game works in every way it is intended. ^_~

~DS

I am pretty confident that I know what I was doing. I almost felt like you were talking a cheap shot at me but I can be wrong. We also broke the game in every way, that is why people have completed our translation. Anyway, I KNOW that he had to use a redirection routine because I just looked at his ROM and that way he handled the routine is similar to what I did. That is why I suggested he know about the $F6 code a little better. You would be surprised how a bug in this game could sneak up on him. He can fix one typo, one letter that leaves the code say... $F6 $23 at offset $7FFFFD and transfer code $FFxxxxxx to a new location, that will fail on him FOR SURE because $F6 $23 uses the following code immediately. It does not do a test for $FF like he would think it does. So Gideon, take this info and use it if you like.
 
DS, thanks for the reply.  :thumbsup:

Again, great job GZ.
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: DarknessSavior on September 25, 2009, 02:50:20 pm
Nope, no cheap shots taken. Just saying that I'm pretty sure he had it covered. Nothing about the text system was broken, last time I played before he released the patch.

~DS
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Gideon Zhi on September 25, 2009, 07:46:08 pm
I still don't know what you mean by "redirection" ^^;
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Bongo` on September 25, 2009, 09:41:55 pm
I still don't know what you mean by "redirection" ^^;

 Oh ok.. Say for instance you have your inserter placing text as they are stored in each bank but you reach the end of the bank ( or set location ) and must "redirect" the text engine / scripting engine to a new location in ROM using a flag code. I used $10 + $XxXxXx. Well, If you run into a string like the one below...

Quote
;------------------------;
; Declared Pointer Label ;
;------------------------;
_Label_C92A79_:


.TEXT
Miria:  She's still inside
her room, but she seems to
be feeling better today.
[Call $4D][JUMP _Label_C78B3D_]
[Call $4D][JUMP _Label_C78B45_]
[Call $4D][JUMP _Label_C78B4D_]
[Call $4D][JUMP _Label_C78B55_]
[Call $4D][JUMP _Label_C78B5D_]
[Call $66][Call $67][Call $67][Call $62]
[IF $0000][GOTO _Label_C92AC1_]
.ENDT

We can take the string "[Call $4D][JUMP _Label_C78B3D_]" and do this...

// Write out the string here
WriteToRom[ $C7FFFD ] -> $F6, $4D at ROM offset $C7FFFD, $10 + $E00000

// This part got redirected to $E00000 and the engine continues here...
WriteToRom[ $E00000 ] -> $FF, $3D, $8B, $C7

Why I used this data is because, when $F6, $4D is processed, the following data "$10 + E00000" is used for data instead of the needed data ""$FF, $3D, $8B, $C7" which will cause funny bugs, errors, etc...

Thus headaches for random bugs in this game with nasty code!  :banghead:

P.S. Sorry for all the extra stuff.  :-[
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Tauwasser on September 25, 2009, 10:13:09 pm
[...], so long as I didn't split an individual string between banks I was good

I think what Gideon is saying is, that he doesn't split between banks, so the problem will never occur.

cYa,

Tauwasser
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Gideon Zhi on September 25, 2009, 10:59:53 pm
[...], so long as I didn't split an individual string between banks I was good

I think what Gideon is saying is, that he doesn't split between banks, so the problem will never occur.

cYa,

Tauwasser

Well, I *did*, but just at logical places, typically right between one end-of-string and the next declared pointer label.

Yeah, I see what you're doing. I never ran into that issue because I made sure that I kept a decent buffer of empty space in each (manually) defined block that I was inserting to. Typically a bank boundary, but not always; I used whatever free space I could find. Including the kanji graphics!

I honestly thought that $F6XX was just a standard "wait for XX clicks" code. The hard jumps were *always* preceeded by $FF in the code, so I just never bothered to look at the bytes preceding them.

Here's an example from my script. It's not the same sample string though, because bank C7 is *entirely* event code and I never rewired any of the pointers to it :) This is the cat on the Bloodhook runs you through the coin flip puzzle:

Code: [Select]
//[$08360F]
#W24($60E62)
#W24($60E7D)
#W24($60E98)
<$FE><$31><$00>
Ho! You're pretty good!!<$line>
<$FC><$04><$00>
#EMBSET(0612)
You've got a sharp mind! Let me give you a<$line>
reward.<$line>
<$F6><$66><$F6><$67><$F6><$62><$FC><$00><$00>
#EMBSET(0613)
<$end>

//[$08364B]
#EMBWRITE(0613)
<$F6><$27><$FE><$14><$00><$F6><$40><$FE><$06><$00>
<hero> got an Ice Claw!<$end>

It's an Atlas script. Each EMBSET directive sets aside three bytes (in this case, it's defined earlier in the file) for a 24-bit pointer to be written later. Then, when the inserter finds an EMBWRITE directive with the same identifier number, it goes back to the corresponding EMBSET and fills it in with the current pointer value. It's messy, but it works!
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Bongo` on September 25, 2009, 11:08:07 pm
[...], so long as I didn't split an individual string between banks I was good

I think what Gideon is saying is, that he doesn't split between banks, so the problem will never occur.

cYa,

Tauwasser

Well, I *did*, but just at logical places, typically right between one end-of-string and the next declared pointer label.

Yeah, I see what you're doing. I never ran into that issue because I made sure that I kept a decent buffer of empty space in each (manually) defined block that I was inserting to. Typically a bank boundary, but not always; I used whatever free space I could find. Including the kanji graphics!

I honestly thought that $F6XX was just a standard "wait for XX clicks" code. The hard jumps were *always* preceeded by $FF in the code, so I just never bothered to look at the bytes preceding them.

Here's an example from my script. It's not the same sample string though, because bank C7 is *entirely* event code and I never rewired any of the pointers to it :) This is the cat on the Bloodhook runs you through the coin flip puzzle:

Code: [Select]
//[$08360F]
#W24($60E62)
#W24($60E7D)
#W24($60E98)
<$FE><$31><$00>
Ho! You're pretty good!!<$line>
<$FC><$04><$00>
#EMBSET(0612)
You've got a sharp mind! Let me give you a<$line>
reward.<$line>
<$F6><$66><$F6><$67><$F6><$62><$FC><$00><$00>
#EMBSET(0613)
<$end>

//[$08364B]
#EMBWRITE(0613)
<$F6><$27><$FE><$14><$00><$F6><$40><$FE><$06><$00>
<hero> got an Ice Claw!<$end>

It's an Atlas script. Each EMBSET directive sets aside three bytes (in this case, it's defined earlier in the file) for a 24-bit pointer to be written later. Then, when the inserter finds an EMBWRITE directive with the same identifier number, it goes back to the corresponding EMBSET and fills it in with the current pointer value. It's messy, but it works!

 Good deal! yeah I coded a insertewr hat worked more like a compiler than anything. So dumping and inserting was made easier to handle. But missing a few coontrol codes hurt.
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Assasin25 on October 17, 2009, 10:00:45 pm
so whats so good or epic about this game? I cant find a single review, at least not by any professionals.
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: snesmaster40 on October 18, 2009, 11:16:41 am
so whats so good or epic about this game? I cant find a single review, at least not by any professionals.

You probably won't find a pro English review because it wasn't released in English...
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Assasin25 on October 18, 2009, 04:58:55 pm
you can still find import reviews often like on gamefaqs or esp on youtube they review or recommend translated games sometimes.
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: (wraith) on October 18, 2009, 05:29:12 pm
Congrats, Gideon!
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Assasin25 on October 18, 2009, 05:56:36 pm
so is this even worth bothering with? How good is it? I mean it gets almost no press coverage request for remakes by square enix and no one talks about it anywhere when there is talk of rpgs. so whats the big deal with this game?
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Killa B on October 18, 2009, 06:08:59 pm
Assasin25, maybe you should just play the game instead of asking so many questions.
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Spinner 8 on October 18, 2009, 07:52:10 pm
so is this even worth bothering with? How good is it? I mean it gets almost no press coverage request for remakes by square enix and no one talks about it anywhere when there is talk of rpgs. so whats the big deal with this game?

Where are you from, the GameFAQs forum? Just play the God damned game.
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: Assasin25 on October 18, 2009, 08:34:07 pm
I need to know if its worth putting my time into first I got a hug rbacklog of rpgs to play.
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: butane bob on October 18, 2009, 09:51:13 pm
You're just gonna have to play it, at least for a few hours to see what you think.
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: DarknessSavior on October 19, 2009, 12:02:01 am
The easiest thing to say would be if you played/liked The 7th Saga, you will like this game.

But even some of us (including myself) who didn't care for the first game liked this one. So just go play it.

~DS
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: (wraith) on October 20, 2009, 08:11:39 pm
I need to know if its worth putting my time into first I got a hug rbacklog of rpgs to play.

Definitely from GameFAQs.
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: DarknessSavior on October 20, 2009, 09:44:15 pm
I need to know if its worth putting my time into first I got a hug rbacklog of rpgs to play.

Definitely from GameFAQs.

*highfives (wraith)* XD

~DS
Title: Re: Translations: Mystic Ark Released by AGTP
Post by: heratio on October 20, 2009, 10:11:23 pm
I would at least play Mystic Ark a few hours into the second world, I thought the first world was kind of boring but that the later worlds were better.