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Messages - BlazeHeatnix

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Super Star Wars

All 3 of these games could use tweaks, but the first game especially begs for a change in controls. Something more like Contra. Shooting while running, mapping the slide to its own button, making the super jump a double-jump like the sequels, etc. Also, change the level design so it isn't such bullshit and doesn't require the use of the shoulder button camera.

Specific lines suggestions are always welcome and considered, but this "do a whole new script until I like it" attitude you have won't get you anywhere. Bye, go make your own hack.
Why are you acting like such an ass?

Yes, it is your hack and you can do what you want with it, but this whole "fuck you" attitude you have towards a very reasonable and respectful criticism is completely unnecessary. Nobody here is "demanding" you completely redo the script. Nobody is being unreasonable, or unappreciative of your efforts. It was only ever a suggestion to make a few lines flow as if English is Zero's first language. Someone already gave you a suggestion for a specific line and your response was "that's what the translator said, not gonna change it". So it doesn't really seem like those are "welcome and considered".

You say "just play 1.5 if you don't like it" but that's hardly a fair option when 1.5 doesn't have any of the bugfixes or extra features of later versions. Your script is still technically better than the default script from 2000, but that doesn't make it flawless or immune from respectful criticism. The fact that you characterize all these complaints as people from the USA who like inaccurate and westernized scripts makes no sense. I assume English isn't your first language? Look at Mexico's dubs, Japan's dubs, or France's dubs. They're not literal, they simply localize it into their dialects so that it's believable that the characters would be saying these lines out loud.

This is the last time I'm going to push this subject since you seem to not want to budge on it. Just consider not lashing out at anyone who critiques this hack.

Another bug: without Alia's text, the timer for the first exploding truck never starts in Grizzly's stage, so the truck never explodes. You'll keep hearing explosion sounds until you get to the final area.

Yeah, let's add some Guns 'n Roses references while we're at it.
A middle ground isn't impossible to achieve. All I'm saying is the text could be less verbose and literal, while still conveying the same information. There's a reason even modern localization jobs are not accurate to the letter.

In the Training stage, if you pause and select quit, you get an Alia results screen, and going to the stage select afterwards immediately puts you at the last stage.

I have no idea if that's just me.

Wanted to point out what I believe is a small context error, during Zero's ending.  Zero wonder "Why did I fight the Sigma again?", but I think he should be asking "Why am I fighting Sigma again?".  Since he just killed him.  Pics for context:
In general, I wish the script had more...flavor, I guess? X5's script was inaccurate and awkward, but another problem was that it was dry, and this retranslation doesn't do much to fix that. X4's dialogue felt more "western" in its delivery, and when you look at MHX and X8, those games' scripts feel more natural. I guess what I'm saying is I would've preferred a more Woolsey-ish localization job. Mega Man is a fun series, so have more fun with the scripts.

The Remake throws a wrench into this because I'm wanting the version with the canon terminology gets updated to reflect the "new" canon.

So background editing is on the table now?

Does that mean Lost Levels World 9 can be restored to the FDS version?

The remake of Mario & Luigi: Bowser's Inside Story for the 3DS has all sorts of problems, to where I'm surprised nobody's done a "Majora's Mask 3D" style restoration project for it:

1. Bring the game to a CONSISTENT 60fps, and fix the sped up attacks that brings with it
2. Swap out the soundtrack for the original (since it's already in the game for the music player)
3. Edit Bowser's animations in the 3D sections to not seem so goofy
4. Fix the various incorrect voice clips to play the same ones from the original
5. Fix any various sprites that are not as unique or expressive as the original
6. Add the ability to save anywhere

A similar hack for the Superstar Saga remake, touching up the sprites, bringing back the original soundtrack, and making the game harder, wouldn't be remiss either.

Not sure how feasible this would be, but hacking Snake Eater 3D to use the New 3DS controls to match how it plays on PS2, because otherwise the game's controls are borderline unplayable.

I'm not a fan of the purist treatment either. Although I'm more of the "fix all bad acting": like Final Fight CD, Countdown Vampires, Megaman 8, and the list goes on.

But, I also see that games like "GunGrave: Overdose" don't have an undub patch, which is inconsistent with the first game.

Anyway, here's today's idea:

Fate/Unlimited Codes [PS2]:

Transcript the official localization from PSP to PS2. Also make possible Start single player from P2 side.
(Optional: Simplified Moves from the PSP)

PS: It would be fun some groups like Team Four Star or Project Mouthwash do fandubs for the games of the series they've been parodying. Not as a spoof, just doing a similar or superior dub.

I would love more romhacks that add custom voice acting. The issue is that finding anyone willing to work on this kind of project is difficult for two reasons:

1) Nobody who's serious about giving a good performance is going to want to work for free in this day and age,
2) Nobody who's serious about giving a good performance AND willing to work for free is going to want to star and be credited in a romhack with questionable legal ramifications, particularly if the game HAS been released outside Japan and DOES feature an English dub.

In my experience, there are numerous other problems as well. Hacking in custom sound effects is unbelievably difficult for most games, for example. Sound effects can have the right bitrate, length, filetype, header, and yet STILL not work. There's also the ethical question of whether replacing the voice acting is seen as disrespectful to the original English voice cast, as most redubs that happen in anime is done either for consistency, or they simply can't use the original voice cast anymore, either because they don't have the rights or they want to stick to non-union talent, not because they wanted to make a new one that was "better".

A hack for Super Mario Bros. Deluxe that restores the unfinished Lost Levels worlds 9-D, adds in the ground tiles, and restores the Luigi physics. Also, fix the Lakitu bug.

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: September 16, 2020, 06:06:16 pm »
I decided to take a jab at creating my own subtle bush/tree sprite.

I hope this helps for ideas!

The problem with only changing the "dots" on the trees is it'd be very hard to notice at lower resolutions and I wouldn't want to encourage eye strain for players scanning trees for abnormalities.

The dots being removed entirely, however, could work.

In regards to Lost Levels World 9, will you restore the original joke of the FDS version? Basically, changing the underwater background to the overworld variant, and maybe removing the water surface to make it cover the whole screen.

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: September 15, 2020, 02:33:41 am »
It looks nice and it compliments the other tiles in the game, but I'm worried it sticks out like a sore thumb a bit too much. I don't have a solution for that, though.

Perhaps something more subtle. Maybe those dots decorating the trees could be a different color. Something that doesn't immediately trigger a "yup that's a secret area all right" response.

Personal Projects / Re: Zelda II Redux
« on: September 13, 2020, 01:54:24 pm »
Would it be possible to "de-twang" the music to have smoother notes like on the FDS? That would be a nice optional patch.

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: September 11, 2020, 11:26:10 pm »
I wanted to take Mato's first book for reference, but sadly I don't have it nor can give me the luxury of buying it right now.
I bought his book. If there's any information you think you might be interested in, ask away. I can't exactly throw the PDF at you...

Just keep in mind that this is trying to give a close faithful translation of the Japanese script, unless some references to certain things have been changed in subsequent franchise entries, like names or references.
I'm aware of that. Which is why I point out things like Ganon's title, or the Rings: those never "changed" to the tunics, hence Oracles using them. You also have to keep in mind certain things like "Secret is in the tip of the nose", a tip added due to playtesting revealing it's not exactly obvious one of the blocks in that room is pushable. While I can respect wanting to strictly keep to the Japanese text, I also want to stress the Japanese text is not perfect.

Either way, I will have something written up and sent your way via PM for review.

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: September 11, 2020, 10:47:24 pm »
I am thoroughly impressed by your Redux patches. You do a lot to bring these games into the 21st century. However, there are a few things I'd like to see addressed, perhaps in optional patches should you decide to keep working on this.

The first is the retranslation. I understand that you and other translation patchers want to keep consistency with the rest of the series, however in many ways you miss some old localization quirks that could be updated and in other ways, fix problems that simply aren't there.

1.) Ganon is written to be "The Prince of Darkness". This is a valid translation of 大魔王 ("Daimao"). However, modern Zelda games, most notably Ocarina of Time & A Link Between Worlds, refer to Ganon as "The Demon King".
2.) You've changed the Blue Ring and Red Ring to the Blue Tunic and Red Tunic. On paper, this makes sense, but in the Oracles duology, the Red/Blue Rings return as a nod to the first game. This connection is now lost.
3.) "Blue Potion" and "Red Potion" are not as descriptive of their actual use as "Life Potion" and "2nd Potion" are. Zelda fans are used to the Red Potion being the basic "life restore" item, while the Blue Potion would be a full restore. But in Z1, this isn't the case. They both do the same thing, but the Red Potion is just two doses of a Blue Potion. If you buy a Blue Potion while carrying a Blue Potion, it turns into a Red Potion. Hence, "2nd Potion". I would rewrite this as "Life Potion" and "2 Life Potions" or something similar.
4.) "Book of Magic" implies there are other spells besides fire that Link can learn. "Spellbook of Fire" is a rewrite that DannyPlaysSomeGames came up with for his hack, and I like it. I would also recommend removing the cross from the book considering it's no longer "Bible" (seems rather silly to have a cross on a book containing sorcery :P). All you'd need to do is remove the pixel in the middle so it looks more like a d-pad, which is what Hyrule Warriors did.
5. Minor nitpick, but perhaps "Lion Key" could be renamed back to "Magical Key" to be consistent with Zelda II.
7. Much of the retranslated dialog is missing the nuances spoken of in Mato's book, where shopkeeps speak informally and the old people talk like old people do. Instead, the script seems rather dry and straightforward. In addition, some of the hints could be adjusted to be more helpful. "You can't use arrows without a bow." Like, no shit. :P It could be rewritten to allude to the bow actually being in the dungeon.
8. Are there any plans to include the original FDS font? Or the custom (very nice-looking) font in DannyPlaysSomeGames's hack?

With your permission, I'd like to present a treatment for a rewrite of the in-game dialog.

The second thing I'd like to address is a couple things in regard to the actual gameplay.

1.) One of the biggest problems with the original game are that the Wizzrobes are an absolute pain in the ass to deal with. The issue is that no items other than your sword will work on them, leaving you with no long-range options if low on health. I would recommend making them vulnerable to at least one other item, perhaps the rod.
2.) I understand you want burnable trees to have their own tiles. However, this raises the question of how you'll address the entrance to Level 8. That should remain a complete secret, otherwise the hint for its location would be meaningless.

Personal Projects / Re: A Link to the Past: Redux-Relocalized
« on: May 23, 2020, 02:12:10 am »
I'm in favor of all your changes, BlazeHeatnix, except:

I agree with TRIFORCE89 that "Book of Mudora" seems to be the most appropriate translation. Not becuz of the "Book of Magic" or anything (since that is actually "Bible" in the original Japanese version), but becuz it lines up with the various books that make up the Tanakh and Bible. So long as you UNHIDE the religious references surrounding the book and its use, I think it will be possible for players to understand the reference, unlike the NoA translation. Plus, unlike "Book of Magic", "Book of Mudora" is a translation from the developers.

It's not really a religious reference, or at least not one created with any kind of religious intent. The "Bible" is called that and has a cross on it because Japan loves random Christianity references that make no sense. There's nothing more significant to it than that. It's not the ACTUAL Bible. "Book of Magic" actually makes more sense, because it's more descriptive of the book's function.

The various books that make up the Bible, such as the Book of Genesis, are stories, laws, scriptures, etc. The Book of Mudora is not like that: it's a translation guide. The Ancient Sky Book in Twilight Princess is a blatant reference to the Book of Mudora, because it's the same thing. They're writings for translating an ancient language. While I sympathize with those that like the original name, and I am open to calling it "Mudora's Book" as a compromise, the argument that it has some resemblance to the books that make up the Bible holds no water.

Personal Projects / Re: A Link to the Past: Redux-Relocalized
« on: May 22, 2020, 10:18:00 pm »
I like your idea overall, but I'm not yet sold on some of the changes.

I've only heard of the name "Azinar" before in the JP-EN text script compare back from the ZeldaLegends days. Not sure how I feel about it. If Minish Cap was being relocalized, it'd be like Vaati being changed to Gufuu. Kind of feeling the same way about Byrna => Byra.

Similarly, "Book of Mudora" is maybe just too engrained a name now. Book of Magic, Book of Sorcery, Book of Seals - Nintendo seems to follow that pattern in later games. "Book of Mudora", to me, already conveys that it is the writings (or transcriptions) of an author as "Book/Gospel of... whoever" might convey the same in say The Bible.

And if the Bug-Catching Net is now simply Bug Net? Is the Bug-Catching Kid in the credits now the Bug Kid?

Azinar and Byra were chosen for the following reasons: the first is that Aginah is one letter away from being an anagram of Agahnim, so I didn't like that possible connection/laziness. Byra was chosen over Byrna because pronouncing Byrna is like "burn-ah" so I wanted to avoid the impression it has anything to do with fire.

As for Book of Mudora, I understand where you're coming from and I want to avoid alienating people, but your comment is exactly the problem I have with the name: a Book of Spells is of course correct because it is a book full of spells. But saying "Book of Mudora" implies the book contains "Mudora" or something. Nothing in the game says anything about Mudora being the author. It even implies the Hylian language is called "Mudora". Believe it or not, I legitimately believed this as a kid.

Bug-Catching Net was changed to Bug Net because it fits more cleanly in the text-box and the old name was descriptive in a way that's totally unnecessary for the player. Plus, in Skyward Sword it's called Bug Net, so there is a slight connection with other games. I likely will change him to Bug Kid also.

Personal Projects / A Link to the Past: Redux-Relocalized
« on: May 17, 2020, 09:42:15 pm »
Greetings. My name is BlazeHeatnix, and I am not a romhacker. I don't know the first damned thing about romhacking. I don't know my way around a hex editor, and tend to rely on editors other people have made to get a job done.

So why am I here? Well, I've noticed that nobody has really bothered to retranslate Zelda 3. The general consensus seemed to be that the translation is good enough and that you understand the story well enough, or that Zelda's narrative wasn't worth the effort because "nobody really cares". I wasn't quite in agreement: there are more than a few details in the game that are either left out of the English release, inconsistent with what we know from later Zelda games, or just plain wrong. Not only that, but Z3's script is just plain sloppy in a few areas and indicative of early 90s half-baked translation efforts. Even the GBA port does not fix most of its flaws. So, I made it my mission to rewrite the game's script to be, well, better. My main goal with this hack was to make things more consistent with A Link Between Worlds, to add more flavor where it helps, and cut down on wordiness and overly verbose language.

As the title may suggest, I used the Redux hack by ShadowOne333 as a base. All features, including the new UI, are included. So for now, this is an addendum hack. This is because I originally planned to give this hack to a friend as we played the Zelda series together. However, I don't intend to release V1.0 with the Redux features included.

Looking for testers here. Any questions, concerns, bug reports, or suggestions are accepted. Keep in mind that the intro narration is unfinished, the Triforce speech is untested, and none of the menu item names have been changed yet.

-In the original script, Hylians are said to be an ancient race that are mostly gone save for Link and Zelda. This has been retconned with later games: if you have pointed ears, you are a Hylian. By that logic, Hylians are still around in both this game and ALBW. Instead, I've made it so only the language is long gone, and that Hylians were only more prosperous in ancient times, not that they're gone.
-Zelda describes the priest in the Sanctuary as "the pastor", and later "Father". Only in the credits is he called "The Loyal Priest". I didn't like Zelda referring to him as "the old man" as that seems too impersonal for her, and downplays his religious role.
-Agahnim is still referenced in ALBW as being a wizard, not a priest. In the intro, I've written that he was a wizard AND a priest. I'm debating on changing all instances of "priest" back to "wizard", however, to avoid confusion between him and the Sanctuary priest.
-"Aginah" has been renamed to "Azinar".
-"Book of Mudora" is now "Mudora's Tome". This communicates better that Mudora is the author, and that they are his scholarly writings.
-"Magic Cape" is now "Magic Mantle". That's what it is. It's not a cape.
-"Bug-Catching Net" is now just "Bug Net".
-"Cane of Byrna" is now "Cane of Byra".
-"Pond of Happiness" is now "Spring of Good Fortune".
-"Skeleton Forest" is now "Skull Woods". This was obviously an oversight anyway.
-"Village of Outcasts" is now "Thieves' Town", as in ALBW.
-"Swamp of Evil" is now "Misery Mire" as in ALBW. Plus, there is already a "Swamp Palace" in the Dark World counterpart of the "Great Swamp". That's enough swamps.
-"Desert of Mystery" is now "Desert of Doubt". This not only ties into the Four Swords Adventures desert of the same name, but has alliteration in common with "Misery Mire".
-A few cues have been taken from the GBA port. For example, the first guard you talk to outside your house encourages you to keep talking for tutorial hints. In the original, only the last guard said that.
-I plan on extending the intro to include more details to the legend, as the GBA port added, but the intro is on a timer, and I need to figure out how to extend the timer first.
-All male-specific pronouns have been removed. All references to Link and the "Hero" are now gender-neutral. This wasn't done for political reasons; compared to the English release, only two or three throwaway lines of dialog in the Japanese version specifically refer to Link as male. This was clearly intentional on Nintendo's part, so I've done what I can to complete that.
-There's a CD-I Zelda reference somewhere. See if you can spot it!


-Initial public release.

A Link to the Past: Redux

New localization:


Lore consultant:

    ZScream Text Editor - Zarby89
    Hyrule Magic - Sephiroth3

Download V0.2.1:

I want to relocalize Zelda: A Link to the Past, and plan on using the ALTTP Redux hack as a base.

I have edited all 396 monologues to the best of my ability, but there are two I'm having trouble with, and can't seem to edit in Hyrule Magic:

1: The intro narration automatically changes scenes after a certain point, regardless of whether all the text has been loaded. The GBA version extends the sequence with more details, with the zoom into the castle coming much later. How do I achieve this effect?

2: The ending monologue (line 371 in HM) cannot be completely edited in HM. How do I edit this, and if it involves hex, can you explain it to me like I'm 5?

In addition, I want to change some of the item names in the inventory. I know this will require hex work, but guides on how to do this are confusing to me. This is my first attempt to hack any kind of game.

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