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Messages - Spinner 8

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41
Came across something disturbing...this might be income-driven censorship, the whole SJW & censorship thing was just a way for them to maximize their paycheck, this is just rumors, and no hard fact evidence yet -

First let us take a step back into the past to get some perspective -

https://blogjob.com/oneangrygamer/2016/02/fire-emblem-fates-censored-content-through-localization-has-gamers-fighting-back/

Other information -

Yes, Nich Maragos, was a Patreon of Andrea Ritsu, some really toxic SJW on Tumblr which started the bullshit allegation that one of Soleil A rank conversation was "Gay conversion" (it isn't). Both him and Rich Amtower, which I believe is a head of localization, both publicly on their twitter, claim support for Zoe Quinn and Feminism

Also, while I'm there, another unrelated "classic" -


https://i.imgur.com/xyoYD8f.png

youtuber -

it's been revealed that some team members of Treehouse are patreon supporters of the fairly SJW bloggers who initially attacked the game for waifu sexism and whatnot. Treehouse's credential basically didn't exist before this, and now they're digging themselves into a hole through very questionable changes.

Commentator from Forbes -

Surprisingly it has more to do with money than expected for a lot of these minor and nonsensical changes. A friend who used to work in the industry says that they were paid for every change, so there was an incentive to change anything they could get away with.

Additionally the Soleil changes go a litter further than just that one support conversation. All her S-Rank conversations to become romantically involved with male characters were changed to friendship. So the localization changes a bisexual woman into a lesbian woman.

I don’t mind jokes being localized or anything like that, but don’t go changing the story just cause you can get a quick buck for it!


User from another site told me this -

This reminds me of the rumor that NoA purposely undershipped NES minis because the personnel in charge of selling the product got bonuses if they sold out their shipments, not maximizing sales.

None of this makes sense. And I can't stand how there's no accountability.



Now what to make of all this? This sounds like a income scheme going on in NoA, and they don't care how they do it. Now if all this is true then there definitely needs to be accountability because they're going against the consumer for their own personal gain, the whole SJW thing & censorship are simply tools for them to get what they want.

Now again if this is true, there needs to be some real hard evidence to start calling out NoA-Treehouse, and other localization teams for various companies if this what they have been doing this whole time. They're insulting real localizations & also Fan-Translations that work real hard to make a product as much presentable as possible, I think we can all agree we have enough problems with the ratings board, but also having to deal with this?

Disgusting

I don't know if you all caught on to this change, but changing Trunk's sword into a twig recently for Fusions is a big red sign that maybe there might be something to this.

Also to add another thing that the whole Income-driven censorship apparently was made aware as some rumor on /v/ few months ago on 4chan, I just happen to dig a little further on this subject, and was made aware of this from another user.


42
News Submissions / Re: Translations: New Translations Added to the Database
« on: December 19, 2016, 11:27:24 am »
Ah - so they are related. I hadn't caught that from the description. Thanks!

Yeah, it's not really made clear in the translation entry or on the project's thread - one of the many problems with releasing a translation via forum. I've submitted a correction to the entry here on RHDN, so you should see it updated shortly.

43
News Submissions / Re: Translations: New Translations Added to the Database
« on: December 17, 2016, 08:39:22 pm »
How is the new Tear Ring Saga translation different from / related to the existing one from "ayashii gamesubs" that was released in 2012?

They took the ayashii translation and fixed it up a lot. The original patch was fully translated, but had too many bugs to be very useful.

44
ROM Hacking Discussion / Re: Nintendo World Championships
« on: December 15, 2016, 04:26:25 pm »
I'm sure it's possible - BMF54123 made a hack of VS Super Mario Bros that included all the DIP switch settings in the initial menu.

But as far as I know, it hasn't been done with the NWC ROM. Your only option for the moment would be a custom cartridge like: http://www.retrousb.com/product_info.php?cPath=29&products_id=62.

45
Disch you are absolutely the most helpful person on this website. It's just completely amazing to me

46
News Submissions / Re: Translations: Out Live your enemies...
« on: December 07, 2016, 12:25:24 pm »
I noticed that there's two patches in the zip file: one for the GoodPCE ROM, and one for the No-Intro ROM. I haven't confirmed (I do most of my posting from work :D ), but typically the only difference between these ROMs is that No-Intro ROMs don't include the 512-byte copier header that was included on every TG16 ROM back when they were first being dumped and released.

The patch for the No-Intro ROM is bigger than the ROM itself. :D So I'm assuming that it converts the headerless ROM to a translated ROM with a header, meaning that it takes almost every single byte of game data and shifts it by 512 places. This could create some legal issues, since you can seriously take a blank text file, patch it with this patch, and get a (probably) mostly fully playable ROM.

I'd recommend either doing away with the No-Intro patch entirely, or trimming the first 512 bytes of your translated ROM (it's almost entirely zeroes) and using that to make your No-Intro patch.

Anyways the game looks really fun. You guys are on a heck of a roll here. :)

47
News Submissions / Re: Documents: New Documents Added to the Database
« on: November 10, 2016, 11:39:54 am »
DEMIFORCE.NFO is neat, but... maybe it should be put elsewhere on the site??? It's only tangentially related to ROM hacking to begin with.

What do you guys think.

48
News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: November 07, 2016, 03:01:35 pm »
It's got a shit ton of bugs or errors(Not the same thing, but they get lumped in together because gamers as a whole can be dumb. Myself included). The count when I last checked was over 300.

Just because the game has been under more scrutiny than almost any other video game, ever, constantly, does not mean it's a buggy game. I'm sure if you put, say, FEDA under an electron microscope for over a decade, you'd probably find a lot more than 300 bugs.

Quote
And really, I see no difference between what the FF6 community does and the Bethesda engine games unofficial efforts. Shitting on the FF6 community for trying to fix up a game they love is kind of dickish.

If there was an individual patch for every single bug in Skyrim that was fixed by fans, and there was no guarantee which ones worked with each other and which didn't? Yeah, I gotta say I'd be annoyed by that too.

Right now, over 40% of all bugfix patches here on RHDN are for FF6 (more if you count the GBA port). And, if the "300 bugs" number is correct, then I guess we'll be seeing 235 more patches in the future. I understand why they're all done separately (well....... sorta), and the hackers are free to do so, just like I'm free to complain about it, and you're free to think better of me.

...

Anyways, the only really bad part of it all is the cool names they give the hacks. I see awesome titles like "Chain of Command" and "Off Death Row" and I think ooh, sounds like a cool ROM hack, but it's just another "in a single part of the game under a single rare condition, Terra wears a hat for a frame" and it's like aargh dammit why did I get excited for this.

(edit: typo)

49
News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: November 06, 2016, 07:30:42 pm »
I eagerly look forward to the day when every single FF6 bug is finally, finally, fixed

50
Personal Projects / Re: SD Splatterhouse needs a better sub-title
« on: November 03, 2016, 01:58:25 pm »
Thanks everyone. :) I've going to ponder on this a bit further, but I might just stick with "SD" after all.

"Splatterhouse: Splattered Down"  ;D

Like the PSP's "Rockman Rockman" to "Mega Man: Powered Up"

I actually really, really, really like this, plus it's got the whole "SD" abbreviation that Sabin Stargem mentioned. :) But I just realized that going with my own subtitle kind of makes it sound like it's a cool ROM hack, rather than just a minor update to a minor NES translation.

EDIT: there should totally be more SD Splatterhouse ROM hacks though.

52
Personal Projects / SD Splatterhouse needs a better sub-title
« on: November 02, 2016, 11:21:12 am »
Hello my friends. Sorry that there isn't a better place to put this.

I'm re-doing the SD Splatterhouse translation as a low-priority project... My earlier efforts were kind of sloppy, and I think the game deserves a lot better.

The problem is with the game's sub-title. In Japan the game's known as Splatterhouse: Wanpaku Graffiti, which I guess translates to "naughty/playful graffiti". This is an absolutely terrible sub-title. And, I can't think of an English version that actually sounds good. Even "Wanpaku Graffiti" on its own sounds stupid.

So my question is:
1) Can anyone think of a better wording of this? The front-runner so far among my friends' suggestions has been "Goofy Graffiti", which gets a bonus for alliteration, but still isn't great.
2) Should I just leave it in Japanese? I went this route with Ganbare Goemon, and I think it worked out fine.
3) Would it be better to just think up a new sub-title entirely? "Super Deformed" isn't so bad, right? Or maybe something else?

Thanks for your input. :)

53
News Submissions / Re: Translations: Sukeban Deka III now in English!
« on: October 21, 2016, 02:41:27 pm »
Was it really irritating to use BPS?  When i used BPS, it went off without a hitch, so I presumed it was exactly what I needed.

Sure, but the times when it doesn't work is the problem. The version of beat that I use might be outdated, but when it fails the hash check, it fails without even giving a detailed reason. Not user friendly! :)

Plus, if you're positive that you already have a good ROM, trying to figure out why the patch wants a different ROM, and how to fix it, can be very frustrating, especially if all you have to go by is a SHA-256 or whatever.

54
News Submissions / Re: Translations: Sukeban Deka III now in English!
« on: October 21, 2016, 01:19:56 pm »
Well that's cool, but without a checksum listed, how is the patch validated?

Due to the nature of NES file headers and the fact that many of the bits (specifically the mirroring flag, but also the iNES 2.0 info and others) could be set to many different permutations and still be considered "correct", an NES ROM could have many different checksums but still be exactly the same as far as the actual ROM data itself. You can include checksum data on the ROM info section here at RHDN, but that implies that only that *specific* checksum will work, which can be very misleading for users. (This is why using BPS for NES ROMs is incredibly irritating, but I digress!)

The only way to really confirm the ROM by its checksum is to remove the header and then check. This is what GoodNES and No-Intro do, but it's kind of unrealistic to expect the end-user to do this. :) As long as GoodNES or No-Intro validate the ROM as good, it's sufficient.

As for this game, I removed the checksum info and added the correct GoodNES name, but that submission got rejected, while the change that I submitted accidentally while editing got approved. Go figure! So I'm washing my hands of it.

55
News Submissions / Re: Translations: Sukeban Deka III now in English!
« on: October 21, 2016, 02:15:41 am »
I was the guy who submitted the fix request for [b1] to be included in the ROM name.

I did so based on the ROMs for this game in GoodNES V3.23b.

I guess the 2 conflict, but I used accurate methods to check the crc32 and md5 sha1 etc

I took a look... it looks like the correct ROM (or so says bootgod) was listed as [b1] in GoodNES 3.14, but now shows as [!] in GoodNES 3.23b.

I've submitted a correction (though I removed the checksum data... we shouldn't be including checksums for any NES games anyways).

56
News Submissions / Re: Translations: Ninja Rahoi Translation Released!
« on: October 14, 2016, 05:12:50 pm »
You don't necessarily need to change the patch you can just set the SRAM flag yourself using an iNES header editor.   Nothing in the ROM itself needs to be changed at all.   
I don't feel like its my place to submit a correction patch to Romhacking, that's up to Pennywise/aishsha if they want to do that, it's their patch.   I will upload it to a file hosting site in case someone doesn't feel comfortable with editing the header themselves.

Since the existing translation patch already doesn't modify the header, any ROM that works now (outside of Nestopia) can be patched with the original patch and work fine. It's only one byte that needs to be changed.

The only reason your Japanese ROM worked in Nestopia but the translated ROM didn't, is because of Nestopia's internal database - Nestopia detected the Japanese ROM and set the save RAM flag on its own. It didn't do that with the translated ROM because that ROM wasn't in the database.

Quote
As an aside, what's the best way to contact either Cowering or no-intro about the incorrect flag in the header of the original Japanese ROM?

In this case, neither. Cowering has long since disappeared, and No-Intro doesn't check or catalog NES headers (since I last checked, which was, admittedly, years ago). You could have a header with all 00s, or even remove the header entirely, and No-Intro would still validate the ROM as correct.

57
News Submissions / Re: Translations: Ninja Rahoi Translation Released!
« on: October 14, 2016, 11:12:00 am »
In the readme for this translation it mentions the lack of traditional on-cart SRAM saves.   It explains that to save your game you either need an obscure Japanese peripheral (ASCII Turbo File) that plugs into the expansion port on the Famicom or an emulator that supports it.   
However I noticed that when playing the untranslated Japanese version of Ninja Rahoi! in Nestopia it was in fact creating an SRAM savefile, while the translated version did not.     I got a little suspicious so I checked BootGod's website and, sure enough, Ninja Rahoi! does indeed have a CR2032 battery and internal SRAM.   It turns out the iNES header in both the latest GoodNES and no-intro sets do not have the battery SRAM flag set.   The internal and external Nestopia XML databases do have Ninja Rahoi! listed as having SRAM and since we know Nestopia overrides the header if the database has an entry for a given ROM, and since the translated ROM's hash would not be present in the XML database this explains why the translated game wouldn't save while the original Japanese version would .   After enabling the SRAM flag in the iNES header I have been able to save in every emulator that I have tested.

Good find! :)

Well, that's certainly interesting, but I know the game uses this Turbo File accessory and not battery backed SRAM. Maybe they're essentially the same thing and that's why changing the header works.

I did some cursory research, and it seems like the Turbo File is optional in most cases... it seems to mostly be used for transferring save data between different games (Wizardry), or creating multiple save slots. I imagine the only time it'd be really required is for stuff that needs more than the usual amount of save data, like RPG Maker.

Really though, making it a requirement to purchase a separate peripheral to save your game in a silly RPG like this? It seems like it would be bad for business. :) I'm sure it was just a matter of "well, we're ASCII and we made this RPG, and we already have this peripheral, so we might as well add some support for it, along with the usual battery save".

(If anyone googles "Turbo File" ten years from now and sees this, keep in mind this is all just me speculating and inferring, hahaha)

58
News Submissions / Re: ROM Hacks: Thousand-Year Door+ now available!
« on: September 22, 2016, 05:03:17 pm »
Didn't want to make a new thread on this or flag it yet...

Since the textures in this patch require Dolphin, would it be considered non-compliant? Or would some kind of clarification in the game/translation review be sufficient?

59
You will probably want to check out Control Freak.

60
News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: July 21, 2016, 10:12:14 am »
o_O hmmm...that castlevania: SoTN boss mode hack...if all that was changed was boss hp then couldn't that be done via cheat engine when playing the game (emulated copy obviously)? just find the boss hp during the fight and set it abnormally high and voila, same results set as high as you want.

RHDN already has several hacks that could be done easily using a cheat device (example).

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