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Messages - Sanedan56

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21
Personal Projects / Re: Might and Magic Restoration
« on: November 14, 2018, 02:18:36 pm »
I've progressed on the game some more.
Here are some images:




22
News Submissions / Re: Translations: Shin Megami Tensei if... v1.00
« on: October 27, 2018, 05:42:17 pm »
Congratulations! I've waited for this a long time.

23
Personal Projects / Re: Might and Magic Restoration
« on: September 26, 2018, 04:38:32 pm »
I've made some progress on the game.
Here are some screenshots:



24
Personal Projects / Re: Might and Magic Restoration
« on: September 18, 2018, 02:19:54 pm »
I plan on restoring the menu so you don't have rest to equip, like how it originally was.
As for the game speed, I plan on defaulting it to fast.

25
Personal Projects / Re: Might and Magic Restoration
« on: September 10, 2018, 12:16:42 pm »
Really? I've played both and it seems that they both work well enough. Your characters seem slower in the
US version as in the Japanese version, characters almost always go first. After speeding up your characters,
turn order seems to make more sense. As for AC, it works fine for me. I've hacked my AC to the max and
monsters rarely hit me.
Still, it may be worth looking how the calculations work.

26
Personal Projects / Re: Might and Magic Restoration
« on: September 09, 2018, 08:46:32 pm »
Generally, they changed many things; for example, the statues in Sorpigal were changed to plaques,
you can't leave Sorpigal until you're level 2, A guild that can change character classes was added,
healing, reviving and removing curses are cheaper, an automap was added, along with differences in the plot.


Also, specifically for the US release, attacks are gained every 4 levels instead of 8 (probably to reflect
Might and Magic 2) various monster names were changed most likely out of censorship or flawed translation,
and battle animations were added/removed.

Also, it seems like running at the beginning of battle works, and your characters appear stronger, but slower
in the US version, because monsters get in attacks before you do.

27
Personal Projects / Might and Magic Restoration
« on: September 04, 2018, 04:44:59 pm »
Might and Magic for the NES was a huge improvement over its PC predecessors.
When it was brought over to the US, the game was updated with new features and graphics.
However, much of the original content was censored, removed or changed for whatever reason.
So far, I've restored some of the changes to enemies, the graphics and some of the events.
I've also translated some of the differences to the game script.
I plan on doing other restorations and general touch ups with the text.




Screenshots:




28
I think it's easy to confuse this for a game aimed for children, comparing it with the rest of the Last Bible series,
including the Game Gear games.
Really, you don't even need to leave Ragha Village to see how dark the game can be. Still, the game is worth playing
because how involved the story is. Thank you for the translation.

29
ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: January 15, 2018, 05:43:20 pm »
This was on my list of games that I had planned to hack. I would be more than happy to help you with this if you
would like.

30
Good point.

So for anyone who has played this, is there any really bad made-up translations in this one?  Like personal translator rants masquerading as translations?

And if so, is it an isolated bit or does it take a good percentage of the in-game text?

As long as its a reasonable facsimile of the intended dialogue, I will be happy.  It seems like this one is more of a proper translation, so I'll probably check it out and look forward to further D-D translations of the same or even better quality.

I have been comparing the scripts of the original game and the translation and so far, the script is essentially close to
the original.

There are plenty of jokes and dialogue that was not in the original game spread throughout, but no rants.

Dynamic Designs did a good job with this translation, and I hope they release more translations of this quality.

31
Personal Projects / Re: Super Famicom Wars (translation project)
« on: January 02, 2018, 04:04:54 pm »
I'm really looking forward to that, thanks.

32
Personal Projects / Re: Super Famicom Wars (translation project)
« on: January 01, 2018, 10:20:01 pm »
Thank you for this translation, I really appreciate all the work that went into this.

33
ROM Hacking Discussion / Re: Screenshots
« on: November 29, 2017, 08:01:07 pm »
I've seen many translations of "Senshi" as warrior or fighter.

On a somewhat related note, this does beg the question--why did none of the Sailor Moon video games ever come to Western shores in an official capacity? :huh: I think the arcade game and Sailor Moon Drops are the only ones.

One reason I can think of is the original DiC dub didn't come out until 1995. By then, Sailor Moon Another Story had been released, and it would probably would be difficult to release a game that featured characters that were not featured until later in the series, especially with the naming differences. Also, it most likely wouldn't be very profitable to release the Genesis or Snes games because of their age, or the other games because none of them take place during the first season.

The title screen looks great. I can't wait to see more.

Sweet! FYI: This prompted me to actually take a look a Guest's tools. I got the script insertion working with the built-in font (plus a couple tweeks). I'm currently writing-up and inserting the script using those tools.

(Note: You need to add two copies of the dumped ROM, one called specifically "Copy of Battle Golfer Yui (J) [c][!].bin", and the other "Battle Golfer Yui (J) [c][!].bin". I also had to make one of the directories manually. "text" I think? It should give you an error, and you just need to make the dir.)

I wasn't able to figure out much with dumping images though. I tried what it said, but I didn't get anything I could figure out how to work with.

I'm also not sure about the menu text. There's a menu table file but I'm not sure if the text dumps with the script or not.

EDIT: Also here's my table file and notes: http://mattsmessyroom.com/uploads/wip_battle_golfer_yui.7z

Here are some screens so far:






This is looking great. Keep up the good work.

34
ROM Hacking Discussion / Re: Screenshots
« on: November 27, 2017, 05:43:32 pm »
Yep, 2 bytes for the pattern data offset and 2 for the delay, for every single individual character in the script. Guess the programmer really didn't want to deal with non-word-aligned opcode arguments and managed to get away with it. Made it a bit of a trick to get text rips that preserve all the speed data while remaining readable.

If this project goes through, I might take a look at the SNES version. Pretty wacky that it made it to France but nowhere else.

I guess Kanji to supposed to be added the script, but as you said, the programmer got lazy.

Anyways, I wish you the best of luck with this translation.

35
Thank you for the translation, I've been dying for a translation for a while, thank you!

36
Personal Projects / Re: Vixen 357 SMD - BETA TESTERS WANTED
« on: September 19, 2016, 05:55:50 pm »
I would be happy to beta test the game. With my limited Japanese knowledge, I could only figure out the names of characters.

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