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I found another bug!This bug (and related very occasional garbled menu text) is probably fixed with the v1.1 update which I'm submitting today.
This happens specifically to capturing, but only during my part of that one day. As soon as Blue takes their turn the Capture messages come back as if nothing happened. This took many many games to run into, though.
What really bothers me is this:
Does WLA really have macro support???
"doesn't substitute macro calls with macro data" ... isn't that the very essence of what macro is???
"Instead WLA jumps to the macro when it encounters a macro call at compile time" What exactly that mean? it add jmp instruction to the macro or ???
If I have definition:Code: [Select]
what will I get as output in 'Clear'?
Thank you for the suggestions guys! My responses are slow, because I try to evaluate each one!
Could you elaborate more? More precisely I'm interested in your observations on macros.
TBH I don't have any preferences except good Macro assembler, easy to use editor (IDE) and if possible, editor that I can press a button and it make the ROM or even start it in emulator (then I will consider the editor an IDE ).
ive sunk at least 2 dozen hours in this translation since it came out around christmas. This is a great translation, the help section is great. I have played this on several different versions of snes9x and not had any emulation/gameplay issues. At work i play it on my phone and on windows and at home i play it on my snes classic using the default emulator. I have not had any text or graphical glitches at all. This game is awesome. You can just dive right in and play the maps in whatever order you want. This instantly became one of my favorites. I'm curious to see whats in store for the 20th av version coming up in a few months.
I think the next thing that you might consider doing is a hack to remove the grid lines. I think that the later games proved that there was no need to that ugly UI elementAbsolutely! That's one of the "rougher graphics" I've been alluding to tweak for the 20th Anniversary Edition. I've already done some proof of concept with a subset of tiles and it looks pretty nice.
I couldn't resist suggesting you guys take a crack at 'treasure conflix' ... such a wonderful and beautiful game needs a translation! Love playing SFW, thank you again. treasure conflix!
I ran into a small instance where the menu selections in game were replaced by terrain names. After I moved the cursor they changed back.Aha! I encountered the same bug when running on a real SNES once, actually. Never managed to get to it again so I thought it may have been my hardware acting up (the cartridge connector has seen better days, and the text rendering buffer is in cartridge RAM). But now I at least know that it’s a software bug!
Not sure if I can reproduce this at all though, it happened at random and hasn't happened since.
This is amazing, Optiroc! Just in time for me to add it to a late-Christmas-gift Super NES Classic.
One problem I noticed, tho, is the use of "PUSH Start" on the title screen. There's a reason Nintendo of America and Nintendo of Europe always go and change that to "PRESS Start" when they release English versions of games. PUSH is what you do with the tip of your finger (like pushing a button on an elevator), while PRESS is what you do with the flat of your finger (like pressing down with your thumb, in this case a button on a controller).
I've only played the GBA/DS versions.
I just booted this game and all I see are "2-4 Player" modes? Isn't there a regular story/campaign mode? Or by 2 players it means Player 1 and Computer?
I think with that the saga is fully translated into English (if there's not a BS version I though).
Thanks to the team involved in this undertaking!
And Merry Christmas!!!