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Messages - Pennywise

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I would just like to point that this is what the PS1 translation looks like.

And just for comparison's sake.

Help Wanted Ads / Re: English Manual Designer Wanted
« on: November 24, 2020, 12:32:49 pm »
I'm bumping this because I have another manual that needs to be designed. If anyone is interested in doing an English manual for Ganbare Goemon 2 on the Famicom, let me know.

I'd probably end up translating the MSX or PC-88 versions. Though it appears Denzeni Land and possibly the other games were only released on the super ancient cassette tape format. I think if I were to attempt to translate them, I'd be the first person to hack a cassette game to my knowledge. I could be wrong on this, but I believe all the data on a cassette basically gets loaded into RAM at startup and is basically a ROM.

At the very least though, I'm gonna wait until I find an auction for the games at a cheap price and try to buy them,  have them sent to me and then send them off to be dumped. I suspect it'll be a while before I get to the point of starting a project for these games.

I've released an update that addresses the random freezing in the second half of the game. It hasn't been tested extensively but as far as I can tell, the game should be more stable now.

There will be some random freezing in the second half of the game with the current version of the patch. I've already identified the problem and just have to update my code to address the problem.

I've been able to reproduce the crash and will have a fix in the next couple of days.

You're stuck in a loop probably because you didn't fully explore the store room.

Not at the moment, but I've got a state at chapter 4, so I'll play up to where that crash is occurring and get a fix out for it.


And it's a beautiful manual I might say. Always nice to see those little extra bonuses work themselves out for a release.

In other news, I never realized that the original Princess Tomato game was part of a trilogy of games by Hudson. The other two being Dezeni Land and World respectively. I might just end up hacking those game in addition to Princess Tomato.

I've fixed that little issue and it has been submitted to the site. You can wait until it gets or approved or brave the mess that is my website to download it sooner.

Personal Projects / Re: Tomato Adventure (GBA) translation/tools
« on: October 07, 2020, 05:23:35 pm »
If you don't like the abbreviated Gimmick, you could probably just paint "Gimmick" in with a slightly thinner font to fit in that screen space.

Personal Projects / Re: My NES Translation Projects
« on: September 30, 2020, 04:44:39 pm »
Well, in regards in Megami Tensei II, Tom should be nearing the end of the game. Last time we talked, I believe he was at one of the last few towns in the game. Perhaps it will be released by the end of the year.

Incidentally, working on the game has shown me how much Shadow Brain(aishsha and I translated this years back) rips the game off. Still I had a lot of fun working on good ol' Shadow Brain.

It seems the character designer for the game is Youichi Kodama, who doesn't appear to have worked on Bahamut Lagoon. He doesn't seem to be terribly prolific with The Glory of Heracles IV being his most notable credit from MobyGames. So the answer to your suspicion is that he probably liked the look of Bahamut Lagoon and copied the style for Valhollian. I certainly like how the game looks.

Most NES pointers are 2 bytes, stored in reverse order that point to the offset in the system bus where the text in question is stored. The pointers for Monster Party are located at $11F92-11FC3.

If you want to get past the 4 color limitation, you need to redesign the title screen to work with what are called attribute tables. There's probably some doc on the site that explains what they are, but I think it's basically a 32x32 grid.

Btw, the pointers for the intro/outro are stored before the beginning of the text block, which is a standard practice for the time.

Personal Projects / Re: My NES Translation Projects
« on: September 26, 2020, 09:24:59 am »
Summer's over and falls upon us.

My friends and I spent the summer slaving over a Saturn translation that will soon be released. It's not what you think it'll be. I had fun though despite all the trials and tribulations.

Translation on Megami Tensei 2 continues to crawl along and more and more, it appears the translation is really quite stable. Most of the hacking appears to be finished with only really 1 significant hack left.

So that screen originally displayed the items in 2 columns, but I made it 1 column to expand the item lengths to 14 characters. The issue is that you can get about 22 items at once, which doesn't work with my current hack. My solution is to display multiple pages of items, thus taking care of that little issue. But I have to write a lot of new code, which I don't feel like doing right now. Plus I also want to make sure that's the only ASM hack left to do once Tom finishes the game. Saving the best for last as they say.

I've also started working on Oni II for the GB again. I'm hoping to finish it by the end of the year, but I'm currently dealing with interrupts messing with my text relocation hacks.

I would say translate away if you don't expect or care about seeing your translation released as a patch later down the line. I guess it all depends on what you want to get out of the experience. If you just want the experience of translating a game, go buck wild. If you want something to become of your work, be wary of who you partner with.

Anyhow, you can go to the abandoned projects section of the site and browse around. The hacker bongo' left a bunch of stuff years back that never really went anywhere and I reckon there's a few RPG's in there with scripts to translate.

I suppose, but this isn't really the thread for that. Try posting in the newbie section to get the help you need.

The boss text uses a different setup. But to be more specific, many different tile sets are used for the various rooms. Just use FCEUX's PPU Viewer to find the font and build your table.

I don't know what to tell you in regards to text. The game is fairly simple and easy to work with.

I finally got around to updating the patch to include blipform's fixes. It's in the queue at the moment and should be approved soon.

Personal Projects / Re: Tomato Adventure (GBA) translation/tools
« on: September 18, 2020, 11:34:56 am »
Yeah, it looks like you can move the text around to free up space for the items by a tile or two.

Incidentally, I thought I should mention that I've been told that the text between versions is basically 1:1.

If you're interested, I could add these fixes to the translation patch and credit you for your work.

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