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Messages - Pennywise

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Personal Projects / Re: My NES Translation Projects
« on: December 23, 2020, 01:35:20 pm »
Might as well do a year end bump.

Megami Tensei II is basically finished at this point, but will need to go undergo a few rounds of testing before release.

I will also be releasing a translation for a small GB game in the next few weeks. All the text is translated and basically hacked, but there are a bunch of graphics that need to be replaced, which will probably take some time.

I guess most of 2021 will be spent finishing old projects and bug fixing/updating released translations. My goal is to basically clear up more of my backlog of translations. Projects would include games such as:

Erika to Satoru no Yume Bouken - mostly hacked, just need a translation
Dragon Ball - basically translated, just needs to be hacked
Oni 2 - translated and hacked, but needs the finishing touches

Plus other small and random stuff I've tinkered with in the past.

VWF is nothing out of place for NES titles.
Toruzz did a VWF for Link's Awakening DX, so it's not out of the question to have a VWF on an 8bit game
For a more proper example, there's a translation for Romancia that did VWF on NES:

So it's not a farfetched idea for an NES game to have VWF.
That's why I said making a RAM dump could probably give us the patched ROM with all the changes already applied.

The Switch release doesn't use a hacked ROM for the translation. It's probably translated through emulator trickery.

While it's true that the NES can do a VWF, not all games come equipped with the necessary hardware ie VRAM to display one. Fire Emblem does not have VRAM, so a VWF is impossible.

Gaming Discussion / Re: Help with GB Heracles no Eikou
« on: December 01, 2020, 04:16:01 pm »
Someone else reported this issue to me a while back. I can only assume that I moved data around in WRAM and that it broke key items in hard saves. Unless the Everdrive emulation is faulty, it's a translation bug.

Gaming Discussion / Re: Help with GB Heracles no Eikou
« on: November 30, 2020, 11:31:57 pm »
Sorry pal, you're SOL on that one.

Apparently you lose your key items on a hard save. I know it sucks, but a fix is not currently in the works. I'll get to it eventually, unless anyone wants to fix it for me.

Gaming Discussion / Re: SaGa Frontier is back!!
« on: November 29, 2020, 01:38:38 pm »
I think it'd be cooler for someone to port over the extra stuff from the HD remaster to the original game. Of course it'd be a ton of work though.

I would just like to point that this is what the PS1 translation looks like.

And just for comparison's sake.

Help Wanted Ads / Re: English Manual Designer Wanted
« on: November 24, 2020, 12:32:49 pm »
I'm bumping this because I have another manual that needs to be designed. If anyone is interested in doing an English manual for Ganbare Goemon 2 on the Famicom, let me know.

I'd probably end up translating the MSX or PC-88 versions. Though it appears Denzeni Land and possibly the other games were only released on the super ancient cassette tape format. I think if I were to attempt to translate them, I'd be the first person to hack a cassette game to my knowledge. I could be wrong on this, but I believe all the data on a cassette basically gets loaded into RAM at startup and is basically a ROM.

At the very least though, I'm gonna wait until I find an auction for the games at a cheap price and try to buy them,  have them sent to me and then send them off to be dumped. I suspect it'll be a while before I get to the point of starting a project for these games.

I've released an update that addresses the random freezing in the second half of the game. It hasn't been tested extensively but as far as I can tell, the game should be more stable now.

There will be some random freezing in the second half of the game with the current version of the patch. I've already identified the problem and just have to update my code to address the problem.

I've been able to reproduce the crash and will have a fix in the next couple of days.

You're stuck in a loop probably because you didn't fully explore the store room.

Not at the moment, but I've got a state at chapter 4, so I'll play up to where that crash is occurring and get a fix out for it.


And it's a beautiful manual I might say. Always nice to see those little extra bonuses work themselves out for a release.

In other news, I never realized that the original Princess Tomato game was part of a trilogy of games by Hudson. The other two being Dezeni Land and World respectively. I might just end up hacking those game in addition to Princess Tomato.

I've fixed that little issue and it has been submitted to the site. You can wait until it gets or approved or brave the mess that is my website to download it sooner.

Personal Projects / Re: Tomato Adventure (GBA) translation/tools
« on: October 07, 2020, 05:23:35 pm »
If you don't like the abbreviated Gimmick, you could probably just paint "Gimmick" in with a slightly thinner font to fit in that screen space.

Personal Projects / Re: My NES Translation Projects
« on: September 30, 2020, 04:44:39 pm »
Well, in regards in Megami Tensei II, Tom should be nearing the end of the game. Last time we talked, I believe he was at one of the last few towns in the game. Perhaps it will be released by the end of the year.

Incidentally, working on the game has shown me how much Shadow Brain(aishsha and I translated this years back) rips the game off. Still I had a lot of fun working on good ol' Shadow Brain.

It seems the character designer for the game is Youichi Kodama, who doesn't appear to have worked on Bahamut Lagoon. He doesn't seem to be terribly prolific with The Glory of Heracles IV being his most notable credit from MobyGames. So the answer to your suspicion is that he probably liked the look of Bahamut Lagoon and copied the style for Valhollian. I certainly like how the game looks.

Most NES pointers are 2 bytes, stored in reverse order that point to the offset in the system bus where the text in question is stored. The pointers for Monster Party are located at $11F92-11FC3.

If you want to get past the 4 color limitation, you need to redesign the title screen to work with what are called attribute tables. There's probably some doc on the site that explains what they are, but I think it's basically a 32x32 grid.

Btw, the pointers for the intro/outro are stored before the beginning of the text block, which is a standard practice for the time.

Personal Projects / Re: My NES Translation Projects
« on: September 26, 2020, 09:24:59 am »
Summer's over and falls upon us.

My friends and I spent the summer slaving over a Saturn translation that will soon be released. It's not what you think it'll be. I had fun though despite all the trials and tribulations.

Translation on Megami Tensei 2 continues to crawl along and more and more, it appears the translation is really quite stable. Most of the hacking appears to be finished with only really 1 significant hack left.

So that screen originally displayed the items in 2 columns, but I made it 1 column to expand the item lengths to 14 characters. The issue is that you can get about 22 items at once, which doesn't work with my current hack. My solution is to display multiple pages of items, thus taking care of that little issue. But I have to write a lot of new code, which I don't feel like doing right now. Plus I also want to make sure that's the only ASM hack left to do once Tom finishes the game. Saving the best for last as they say.

I've also started working on Oni II for the GB again. I'm hoping to finish it by the end of the year, but I'm currently dealing with interrupts messing with my text relocation hacks.

I would say translate away if you don't expect or care about seeing your translation released as a patch later down the line. I guess it all depends on what you want to get out of the experience. If you just want the experience of translating a game, go buck wild. If you want something to become of your work, be wary of who you partner with.

Anyhow, you can go to the abandoned projects section of the site and browse around. The hacker bongo' left a bunch of stuff years back that never really went anywhere and I reckon there's a few RPG's in there with scripts to translate.

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