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Messages - Guadozoku

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1
I'm shocked they don't exist yet (or do they?) But casual mode patches for Fire Emblem games that don't have it. I even tried making them with some FE GBA game hacking utility, and put the patch in, but couldn't figure out how to activate it (and you have to, because the games most certainly did not have casual mode activated when I tried them out.)

2
Personal Projects / Re: Translating Saturn Grandia
« on: September 07, 2019, 05:13:08 am »
Ok, I got the tbl file done, and separated every string into its own little file. Now what? Is there a better way to get these things human readable than using Romjuice on each one?

3
Personal Projects / Re: Translating Saturn Grandia
« on: August 31, 2019, 10:24:47 pm »
I decompressed the font, but I have no idea how to view it. I tried all the settings on fatilety, and found that its "4bpp genesis," but how do I get a picture like you have where they all line up nicely?

4
Personal Projects / Re: Translating Saturn Grandia
« on: August 30, 2019, 09:28:13 pm »
If you import the files into an IDE like Eclipse, it should be able to build and run them. You want to run the GUI programs.

The Scripts for Digital Museum are about 90KB in size. However you'll need to make your own font table, as I never really finished making one, plus Digital Museums font file appears to be different(Different kanji maybe?).
Not too sure how to rip the font and all that. I was kinda just hoping to get a script dump that I could translate and then hand the completed thing off to a hacker (that's about the limit of my hacking ability.)

Would you be interested in hacking DM once you finish the main game? I offer my services as a translator.

5
Personal Projects / Re: Translating Saturn Grandia
« on: August 30, 2019, 07:59:39 am »
I'm trying to use those utilities on your website to no avail. I can't seem to compile any. I wanna try and run them on the MDT files in Digital Museum, but if I can't compile them, I can't do much. If it turns out the DM script is ony like 100-200kb, I can get through it in a couple of weeks.

6
Looks cool. Compile always makes cool games, so best of luck with this one.

7
The font reminds me of Shining Force. Love it.

8
I don't know for certain, but Japanese games tend to have more hiragana and katakana than there are English letters. FInd which tiles are unused in the English version because they were katakana oer whatever and use those.

9
Is there a list anywhere of which composer did which track?
I think I hear Sakuraba in the battle themes, town 3, incident, babel tower, and mountain.
Of course there's nothing as bleedingly obivoius as the one track in Cosmic Fantasy 4 that had part of its melody blatantly reused in Tales of Destiny, but his style is there.
Maybe Forest is Tamura since it sounds kinda Tales-like but other than that I'm not really sure.

10
I've been replaying the game recently on my PS3 in Japanese, and confirmed one of my most WTF lines in the game. Chaz doesn't saay Dark Force revived Zio as a god, but he says "Is this the Dark Force Zio worshipped as a god?" Has that line been fixed in this patch?

11
ROM Hacking Discussion / Re: The BIG list of randomizers!!
« on: August 29, 2018, 12:19:29 am »
If you don't randomize anything, there's a really nice QoL hack hidden in that Phantasm Star 2 randomizer. Extra exp and fast walking make the game so much better. The only thing I'd add (and I actually did hack it in) is the end of battle texts not taking two text boxes each so you don't have to button mash as much.

12
Hey, out of curiosity how much text was in the Lunar games? I've heard some rather large numbers and I'd like to see if they wer accurate.

13
I don't need the feature in this because I coded my own dumper/inserter long before I knew about this thing, but for other games that might do the same thing, will abcde allow you to multiply pointers? I know at least one game that divides pointers by 2 and adds a value.

14
Script Help and Language Discussion / Re: Available Scripts
« on: April 28, 2018, 11:58:49 pm »
How big are the scripts? Metal max specifically, but if you put sizes it would help people decide if they have time. Most decent translators could knock out a 15kb script in their sleep, but if the script is over a meg, not so much.

15
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: March 07, 2018, 05:54:33 am »
Can this be used with the MSU1 patch? I'd love to use party members don't block scrolling, MSU1 and scroll fix. Also the Japanese version but I kinda doubt that one.

16
This would be great for DS games, since half of them use the same font.

17
ROM Hacking Discussion / Re: Wild Arms 2 Script Dump
« on: October 01, 2017, 01:18:16 am »
I did some poking around in there, and you're in for a wild ride. Some of the kanji seems to change depending on where you are in the game. Not sure how many kanji tables there are, but the 8axx part of the table is what seems to change. How much of it, though I'm not sure.

18
Personal Projects / Re: Romancing Saga 3 English re-translation [WIP]
« on: February 16, 2017, 05:18:51 am »
She did a great job on RS2! Looking forward to this.

Are you modifying the sizes of the text boxes at all? RS2 has a thing where a lot of the boxes are of varying sizes. Notably, there's a "Let's go, everyone!" at the very beginning, just before you take control, and it's *tiny.* Resizing these is one of the core tasks remaining in my RS2 project.
That's still coming? I just assumed it got canned when the iOS release came out in English.

19
Personal Projects / Re: Kaeru no Tame ni Kane wa Naru Color Hack
« on: July 03, 2016, 09:26:27 am »
The project isn't dead, but I was rewriting the code so there wasn't much to say.
I'll show you some progress soon, I just have to fix a couple of things  ;)

June 29, 2016, 06:19:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm receiving a lot of questions about the hack, so I'll give you guys some updates.

I'm almost finished with the code rewriting and things are going well, I'm happy I went this route. The new code fixes all the speed problems, and the fade in/fade out animation is now completely restored. Also I almost completely removed the artifacts that appeared in the screen transitions.

However, this comes at a cost - now I'm forced to tweak the palettes so the transitions aren't so abrupt. For example, the colors in Saltwater would look like this while the screen is moving:



So that's the downside, in certain points I won't be able to use bright colors as before. I've tried different formulas and I think this is the best way to go, but if you guys prefer brighter colors in exchange of some artifacts I'm open to changes.

By the way, I've finished the intro scene:



As you can see there is a SGB border, but it is just a mockup. I definitely want to insert a SGB border, but I wanted to know your opinion on this one first. If someone comes up with a better one maybe I'll use it.
I like the bright colors better personally, even at a little cost

20
Newcomer's Board / Re: PSX games relative search problems
« on: February 18, 2016, 10:02:12 am »
Cause relative search is assuming one hex value for a character, but sjis uses two

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