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Messages - Guadozoku

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21
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.

22
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

23
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

24
Newcomer's Board / Re: PSX games relative search problems
« on: February 17, 2016, 11:49:06 pm »
Well, they're probably in SJIS and not in single tiles, so instead of searching EVA, you'd be better off searching *E*V*A, or better yet just whatever that translates to in SJIS (you can download a table off this site)

25
Programming / Re: GBDK set_bkg_tiles
« on: December 24, 2014, 10:47:17 am »
I'm very new to console programming. How do I access that in the c compiler?

26
Programming / Re: GBDK set_bkg_tiles
« on: December 24, 2014, 04:22:33 am »
How do I use the scroll registers? I'm not even sure what those are.

27
Programming / GBDK set_bkg_tiles
« on: December 24, 2014, 02:18:57 am »
I'm really having it out with this function. I got a scrolling thing going with collision detection, but I'm VERY limited now. I can't choose where I want to set the player or load any part of the map besides the top left. I can just put the player sprite where I want of course, but I'm trying to be somewhat professional about this, so I'm sticking it in the middle of the screen (at 72,72) and moving the map around it, like a GB game or the ship on Futurama.

The command is: set_bkg_tiles(0, 0, 50, 50, Testmap);
The first 2 are the tile axes to place the map,
the second two are the size of the map
Testmap is the name of the map

The problem is that if I change the first 2, I just get garbage in some parts of the screen. If I change the second two, the whole map is warped. I've seen people point to a certain point in the Testmap array, like Testmap[50], but for some reason that screws up what tile is loaded in what spot.

I'm pretty sure that this is the biggest hurdle for a LONG time in learning GBDK (except for sound, which I'm leaving for last and dreading) Can anyone help?

28
Programming / GBDK Maps bigger than 32x32
« on: December 22, 2014, 01:37:33 am »
set_bkg_data(0,40,TileLabel);
set_bkg_tiles(0, 0, 50, 50, Testmap);

I'm using GBDk, and I made a map that's 50x50. I made scrolling routines and ran the program, but the map only goes to 32x32 then loops. Is there any way to have maps bigger than 32x32? I assume every GB game ever made has used them otherwise all levels would be really short. What can I do?

29
News Submissions / Re: Translations: First Game in Oni Series Translated
« on: October 27, 2014, 10:48:55 am »
I may have to find that anime then :) The music is always great. 3 and 4 even have music by one of Falcom's musicians who apparently did the music for Sorcerian. Can't wait to get these games out. Once Pennywise hacks in the menu text for 2, I'm gonna finish up the in game text so it makes sense in context, and get it out the door real quick.

I actually translated all of 2 and most of 3 in a week back in June, so I'm looking forward to fixing them up. Hope these get released faster than Maka Maka which I translated in 2008  ;)

30
News Submissions / Re: Translations: First Game in Oni Series Translated
« on: October 27, 2014, 04:52:06 am »
This is one really rare series, thanks.

Edit:
I can't find much about it, which game does it cover?

I found the Wiki, and judging by the list of characters it's not any of the GB ones at least. There's no character named Shuramaru in any of them.

31
Programming / Re: What's wrong with this Atlas script
« on: May 20, 2014, 02:43:05 am »
So I take it you have a text block. Here's what mine usually look like.

JMP sets the area where you want to insert. WRITE writes the individual pointer values to the ROM offset. So you usually end up with one JMP and many WRITES for each piece of text. This allows us to automatically adjust the position of the text within the ROM.

Btw, if you're translating Oni 3 for the GB, I have the scripts for 2 available. PM if you're interested.
I don't actually HAVE pointers, so I'm just writing raw while looking through the rom for whatever's after every 5b (the string terminator) and translating from a script dump then going to a script dump and making sure the new string is shorter than the original which is kinda dumb, but my knowledge of how to find pointers begins and ends with "find the hex addresses backwards one after another."

If you could help a total n00b like me find the pointers, I'd appreciate that. Though, I'll admit I do kind of like this in a sort of "this is exactly what translators back in the day must've went through" sort of way ;)

I'll take a look at 2 also. I played that a few years back and enjoyed it as well, thanks ;)

32
Programming / What's wrong with this Atlas script
« on: May 19, 2014, 12:37:33 pm »
Here it is, but it says I need a JMP command... help

#VAR(tbl, TABLE)
#ADDTBL(tbl, "oni3e.tbl")
#ACTIVETBL(tbl)
#JMP($37E02)
Party
#JMP($37E0a)
Arte
#JMP($37E10)
Use

33
News Submissions / Re: Utilities: FF7Tools 1.0 Released
« on: April 01, 2014, 10:25:38 pm »
I don't know how to use Python :( I'm curious to see the script and maybe read it on the subway or something, but I don't know what I'm doing. I installed Python and I'm trying to install the CDIO thing, but I can't get it to work.

34
ROM Hacking Discussion / Re: Tecmo Secret of the Stars. :< -> :>?
« on: March 08, 2014, 02:59:38 am »
I remember some time ago somebody (likely Gideon) was translating another game and it was found out Homncruise was almost certainly a mistranslation of some obscure mythological deity (because it appeared in whatever the other game was, knowing Gideon it was most likely a Megaten). I can't remember what the right name is now.
Homunculus?

35
Personal Projects / Cosmic Fantasy Stories - Looking for a Hacker
« on: February 14, 2014, 02:12:59 am »
So I got this full script of the Cosmic Fantasy 1 half of Cosmic Fantasy Stories lying around, and I'd like to know if anyone's interested in putting it into the game. I have the script here, and there's some hacking info as well. http://www.sega-16.com/forum/showthread.php?26705-Cosmic-Fantasy-Stories-translation&p=642074#post642074

36
News Submissions / Re: Translations: Translation for Ys 5 Finally Released
« on: December 02, 2013, 10:36:30 pm »




which should be changed to that.

This one is fine. I've taught this lesson in my English classes several times. Which is for non-living things and who is for living things. That can be used for either one. I did notice a slight issue though...


Why is that picture saying to press Y (green) rather than A (red?)

37
Personal Projects / Re: Final Fantasy VII Retranslation Project
« on: September 27, 2013, 03:57:24 am »
Wow. That re-translation is about on par with the J2E FFIV translation (which is to say they kinda do whatever they want as far as "fixing" certain things but mostly follow the original localization).

What that line actually says is "Shut up! Don't be so long-winded. Guests should sit quietly in their chairs!"

~DS
It doesn't actually. (person) は (verb) しろ is an order directed at that person. The localization is fairly accurate here, if a little TOO Pulp Fiction inspired. I might change it to something like "Shut the hell up, sit the hell down and fill your mouths with the tea I gave you, rather than the ton of hot air you've got in there now!"

38
Programming / Easy program to copy only part of a file
« on: March 21, 2013, 11:45:47 pm »
I'm looking for an easy way to copy only part of a file (c004 to 2c004) to another file without doing it manually in a hex editor. Anyone know a program to do that? I tried Google, but couldn't find one.

39
Programming / Playing sound in GBDK
« on: December 30, 2012, 12:29:08 am »
I'm giving some Game Boy programming a go. My C knowledge is hardly what it should be, but I don't understand how to do sound on this thing. Is there any good help out there? The example file is out of my league, so is there any simpler way than all that code?

40
Personal Projects / Re: Megaman 1 and 2 for PC-Engine upgrade/hack
« on: November 28, 2012, 09:26:42 pm »
I've been waiting a LOOOONG time for Megaman 2 with the ability to switch the tracks to anything using CDDA. Looks like it's coming soon  :woot!:

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