Thank you, that is really helpful. Am I right in assuming that NES pointers can only reference data within the ROM bank it's located in?
News: 11 March 2016 - Forum Rules
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Awesome news! This has been a project I've wanted to see happen ever since I first played through the Neo DemiForce translation back in the day! I attempted this myself, but Jade's bugginess screw over my work. I commend you for being dedicated to it and I'll give any input I can that might be of help to you. I'm sure you've seen quite a bit so far, so I'm eagar for this to be completed!I would definitely like a beta tester of sorts. While I don't want to release any patch until the main translation is done, it would be nice to have someone to check through the script and make suggestions as the project is being worked on, besides me. Would you like to be a beta tester?
Also, from your last picture with the non-squish tile spells. Using li il and ll will help and will not look terrible at least for the time being.
The other problem is, that I recall, each character in FF2 can only learn 16 spells, so the menu was designed to show all spells on screen at once with no scrolling. So unless the author has plans to add scrolling (which is probably a significant amount of work), it would probably be more feasible to reduce it to single-spaced menus with 2 columns of 8 each.2 columns of 8? I hadn't thought of that. Until I can find the code that generates these menus, I'm settling with:
A VWF would probably help a great deal, wouldn't it? Could you mock that up?It's pretty much impossible for NES games to have a VWF, they just don't have enough RAM. Any NES game that does is sacrificing a lot to get it to work.
I'll definitely use the item icons, as yours are a bit easier to see what they are as opposed to the Demiforce ones. I still don't like the FF1 font though, but that's just me. When I'm done with my translation hack, I hope others will use it as a base for their own English FF2 hacks (so feel free to make a font patch if I ever finish this).
This is the font work I did when I was working on it. I dropped it when I found how BAD Jade messed up my work.
From my experience with that game, the DTE tables weren't optimized with the Neo Demiforce translation, but they helped considerably. However, for space reasons I would paraphrase where you need to for space. The Dawn of Souls translation was fluffed quite a bit since they had the space to do so.It turns out that the Dawn of Souls translation wasn't the one adding the fluff, the added fluff originated from the Japanese Dawn of Souls. For instance, Hilda's line when you first get to her in the throne room in the Famicom version is, "げんきになったのですね。よかった", which is basically, "So you've regained your strength? Very good." But in the GBA Japanese DoS, the line is expanded too, "げんきになったのですね。よかった。 ほんとうね つよい せいめいりょくを もっているのですね。", which was translated to, "So you've regained your strength? Very good. Your life force is strong indeed."
I'll take a screenshot of the font work I did when I was working on the game when I get home from work. I changed the Demiforce font to be a little more like the NES Proto cart, and added squish tiles as well. It might help you fit what you want to in game.
That looks amazing. You made the tool? I was using Jade but it was buggy and was attempting something similar. Personally I like the original font used but if you can update the script to that game and have an editor handy, that would rock!Yep, tool was made by me with Microsoft Visual Studio! It's the first ROM hacking program I've ever made. My incentive to make the tool was due to how buggy Jade was. However, unlike Jade, this tool will solely focus on text, and will not be a map editor. I will release the tool once I work out some bugs with compiling text with DTE tables when using the Demiforce translation.
Quite worth finishing.
I love it! Can't stand those overbrightened/oversaturated colors of the GBA Final Fantasy ports!Well replacing the overworld, town, and enemy colors are actually rather easy, but I'm having an issue with the battle backgrounds, as they use compressed palettes which are a bitch to edit... I'm trying to see if maybe I can re-insert the backgrounds from scratch though, but that's easier said than done.
your best bet is to just settle for 25th Anniversary or the GBA version with Mato's translation.That's exactly what I'm doing...?
Nice work.Actually "Mother: 25th Anniversary Edition" uses an abridged version of Mato's translation in order to fit in the NES ROM without doing major text repointing (source: https://forum.starmen.net/forum/Community/PKHack/Mother-Earthbound-for-NES-with-tomato-s-translation/page/1#post2069733). And not all enemy and item names are identical, it appears that DragonDePlatino only changed enemy/item names if it fit within the character limit of the EB0 enemy/item name (hence why the Redneck enemy is still 'Wally' in that hack), and that hack uses "Giegue" as the final boss name instead of "Giygas", despite the fact that they have the same name in Japanese and Shigesato Itoi himself has said that the final boss of Mother 1 and Mother 2 are the same entity (but of course, that could easily be remedied with simple search+replace hex editing). I'm not trying to sound rude in any way and I apologize if I come across as that, I'm just explaining why I cannot view 'Mother: 25th Anniversary Edition' as the definitive version of Mother 1.
Unless this is the hack you're thinking of, there is a patch that fully uses Mato's translation in the NES version. It also updates the graphics too. http://www.romhacking.net/hacks/2211/
Dear god, does the Virtual Console version really look THAT dark?? I prefer the washed-out, ugly GBA scheme over the muted dark colors on the VC.Yeah, that's the actual palette that Nintendo uses on their NES VC games, as someone over at GBAtemp ripped the exact palette and I just inserted that into M1 GBA's palette. In the Mother1+2 ROM, at 0xF6441C are 128 bytes (64 colors) that the entire game uses as its palette data, and this palette is 'imitating' the NES's 64 color slots. Using a color tool (Advanced Palette Editor) you can modify the palette to whatever NES palette you want, and that's how I made these patches. I decided to include the VC palette anyway despite how dark it looks on most displays because it's the closest we'll ever get to an 'official' NES palette. I'm tinkering with that palette though and might make a third patch that looks like the VC colors, but brightened so that the 'white' color is actually white.
Though, of course, the mock NTSC NES palette is the best.