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Messages - Pennywise

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Personal Projects / Re: My NES Translation Projects
« on: November 22, 2019, 12:08:02 pm »
I might as well update this before the year's up.

I'm currently hard at work on a project that's a team follow up to a release from last year. Needless to say the release will be completely unexpected.

Once I get that out of the way, I'll probably finish SD Gundam next year and release some GB stuff. Maybe a few FDS projects while I'm at it.

Personal Projects / Re: Princess Crown (Saturn) English Translation
« on: November 14, 2019, 01:54:40 pm »
Although I'm not sure if he's still a dev on Yabause, CyberWarriorX was a member of the Yabause team. AFAIK, it's the only Saturn emulator with decent debugging capabilities, so I wouldn't brush it aside so easily or else these wonderful Saturn translations probably wouldn't exist.

Personal Projects / Re: Translations of early Famicom games
« on: November 05, 2019, 08:53:50 pm »
I've been meaning to work on Tsuppari Oozumou for years now. Project folder's definitely been collecting dust. I haven't really done any work on it except for ask FlashPV to do the title screen which now says "Sumo Clash". I think I was torn on how to handle all the 16x16 sumo wrestler names. IIRC, they were all puns and even converting the font to 8x16 didn't give me a whole lot of room to work with. Plus, a lot of screens/text need to be hacked to be horizontal instead of vertical. A lot of work for such a small game, but I think eventually I'll get around to it.

I've started to include xdelta patches for my latest releases.

I haven't looked too deeply into Nakayama Miho's Tokimeki High, but I imagine there's not enough room for new code and expanding the script. It probably requires more drastic efforts, which I could certainly do, but I'd rather spend more time on my project backlog.

Looks like I've got a volunteer :)

So, I had been mulling over starting other FDS projects like Mr. Gold, Magma Project Hacker, Nakayama Miho's Tokimeki High etc. but I think I'll resist the temptation for now. Got a surprise release I'm working on and other important projects I want to focus on.

News Submissions / Re: Translations: New Translations Added to the Database
« on: November 04, 2019, 01:29:25 pm »
If anyone else has noticed this, there are now 3 English translations for Mitsume ga Tooru. I guess third time's the charm for this three-eyed one ::)

I would've released my translation back in January if I had known about the work already done on the title screen.

It seems to me that translating a disc image that has been modified to work on emulators is akin to translating an (S)NES ROM that has been hacked to work on Nesticle or ZSNES.

Seems to me that it's completely unnecessary given the advancements in DC hardware modding. AFAIK, you can replace the GDROM with a SD card reader to play on hardware.

Anyhow the problem is that technology advances and eventually your hacks become unnecessarily archaic and obsolete.

ROM Hacking Discussion / Re: Help with Famicom game - Glitched graphics!
« on: September 29, 2019, 04:51:43 pm »
Supper's totally right, but I'll just say that I've worked on a ton of NES games and to this day, I still get a ROM where something in the header is wrong. It's probably happened to me on at least 10 games by now, but I guess that's what happens when you work on obscure Japanese crap.

Newcomer's Board / Re: Adding a VWF to a Gameboy game, how hard is it?
« on: September 10, 2019, 10:00:21 am »
Well, first off the game stores the entire font in VRAM. You'd have to hack the game to load the text directly into VRAM before you'd be able do a VWF hack. If you only have experience doing small, simple ASM hacks, it's probably going to be a challenge to pull off.

It's not a ROM issue, it's a header issue. The NES doesn't care about headers, so it only affects those playing on emulators.

That's present in the original game. The game clears text, pauses before closing the text box etc in the scripting code. The devs forgot to include those commands in a handful of text throughout the game. So you might run into times where the text isn't cleared or the text box immediately closes after a text string.

I could totally fix these issues and it would be easier than the one issue I already fixed, but I don't feel like putting in the effort. I'd have to extract all the scripting code for the main text, relocate at least part of the data to another bank and then make my additions to the scripting code.

Definitely doable, but not something that affects gameplay. So not a priority.

In my opinion there is no right way to translate. It's very much a fluid process for me that varies from game to game. So this idea of localizing a game completely is something I have no problem with. One of my more challenging translations was a parody RPG that features a ton of wordplay puns, some of which are based around historical figures and pop culture stuff. You can't directly translate that stuff and still retain any sense of humor, so it has to be localized. My approach was to determine the spirit of the joke and to come up with a western/English equivalent for it. In order to redo the joke in English, I had to strip the Japanese away from it.

Yes, the game is politically incorrect, but I wouldn't consider it mean-spirited. If that bothers people then they don't have to play it.

Gaming Discussion / Re: Brave Battle Saga / Barver Battle Saga on Steam?
« on: September 06, 2019, 05:19:29 pm »
As far as I know, both Djinn and SteveMartin were paid for their work on the game. Piko also apparently hired someone to create original graphics to replace the stolen stuff.

That said, given Piko's past with Steam and emulators, they probably bundled the ROM with an emulator and broke the terms of the license for the emulator like they've done in the past.

Apparently there's an issue with hard saves not working. It's probably a simple fix that I'll look into later.

I believe the issue is that the NES header has the battery backed saves disabled for some reason. Checking against bootgod and the game is supposed to have a battery. So all that is required is simple change to the header. Should really only those trying to play on hardware.

ROM Hacking Discussion / Re: Crystalis - Sky Tower Exit Hack
« on: August 21, 2019, 09:34:03 am »
As far as I know, this screen shake thing isn't a bug to be fixed in the game's code. It's an emulation bug that older, less accurate emulators mess up.

Help Wanted Ads / Re: Last Armageddon (PC Engine CD) Hacker Wanted!
« on: August 20, 2019, 09:17:12 am »
I will say that if you wanted to translate Last Armageddon for the Famicom, you'd have better luck finding a hacker simply because NES hackers are more common than PCE CD hackers.

That said, the main community for the PCE is located at this site:

That is where elmer and dshadoff, two people who might be willing to help you, hang out. They have accounts here, but I don't think they check these forums often.

It's been done officially and unofficially.

I don't believe any of the unofficial FDS to NES hacks have been made public aside from the repo cart releases.

Personal Projects / Re: My NES Translation Projects
« on: August 04, 2019, 03:18:44 pm »
Well, after a bit of a hiatus I am back at it.

Otaku no Seiza should be in beta pretty soon. I've already beaten the game myself. Might be one of the weirdest game I've worked on.

I'm also nearing the end of my work on Dead Zone. After a lot of starts, stops and considering throwing it in the trash, I can see the light now. Didn't help that I mismanaged the project and straight up botched it. I also changed a lot of crap that was hardcoded and broke the game. Very tedious to fix all that crap. Anyway, I've been playing through the translation and checking everything out. I've managed to clear 3 areas and I believe there's only 2 areas left. I'm hoping that I won't have to make any cuts to the script, but this is the FDS and PRG-RAM limits suck. I made the game's original dictionary compression better and I expanded some files so that the game uses all of the available PRG-RAM. Will it be enough? I hope so!

Once I get that nightmare behind me, I'll restart my playthrough/edit of SD Knight Gundam and finish that up. Then I'll start cracking down on all my other unfinished projects.

The manual was finished a few months back. It'll eventually be released with an update to the patch.

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