News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Author Topic: Screenshots  (Read 986065 times)

Gideon Zhi

  • Discord Staff
  • Hero Member
  • *****
  • Posts: 3531
    • View Profile
    • Aeon Genesis
Re: Screenshots
« Reply #600 on: September 17, 2013, 01:41:02 am »




JAPAN - Perpetuating the stereotype that women are bad drivers since 1994.

Anyway, this is something I've wanted to work on for... sheesh, I don't even know how long. So I got off my arse last weekend, dumped the script. It's now translated, though it needs editing and tidying it up for consistency with other releases and fanbase expectations is going to be tricky as hell. If there are any Twinbee experts on hanging around, drop me a line! Script insertion SEEMS to have worked, though there are issues with it not quite displaying correctly. The text all appears most of the time, but there are odd gaps occasionally and the end-of-string command doesn't behave quite the same way it does in the Japanese version. It'll take a bit more tweaking before it's 100% functional, but it's in a pretty damn good space for a week-old project.

As a note, this game was released in PAL territories! However they turned the interesting world map you see above you into a spiral and removed all the alternate secret exits. They also removed pretty much all of the dialog outside of the intro as well as the battery save function, though they left the password save function intact. You could call this a "retranslation" but that's only if you count completely gutting the game of its flavor text a translation in the first place.

ChronoMoogle

  • Sr. Member
  • ****
  • Posts: 358
  • Super Famicom all the way.
    • View Profile
    • SNESfreaks
Re: Screenshots
« Reply #601 on: September 17, 2013, 05:04:02 am »
I recognised these flaws some time ago when I powered on the original japanese version on my sd2snes. I sold my CIB PAL copy pretty much asap and bought a japanese CIB copy insteat (for less money than I sold the PAL copy which seems kinda expensive these collector days).

The differences are quite shocking and it would be no exaggeration to call the original "localized" version highly butchered. So it's really apprechiated that you started this project! Thanks and please keep it going Gideon :)

MontyMole

  • Sr. Member
  • ****
  • Posts: 384
  • No fun in the USA.
    • View Profile
Re: Screenshots
« Reply #602 on: September 17, 2013, 10:38:28 am »
I didn't know that they did that at all, I'm guessing this is the platformer Rainbow Bell Adventures, rather than Pop 'n' Twinbee.
A log of some kind.
. Videuss (Youtube)
it's not the official way and relies on luck\randomized placement of bears. USC

RadioTails

  • Sr. Member
  • ****
  • Posts: 350
  • Holding the Mega Drive controller
    • View Profile
Re: Screenshots
« Reply #603 on: September 17, 2013, 06:22:30 pm »
Importing the Japanese songs into Donkey Konga 2 (GameCube).



Avatar by LazyNinjartist

Gideon Zhi

  • Discord Staff
  • Hero Member
  • *****
  • Posts: 3531
    • View Profile
    • Aeon Genesis
Re: Screenshots
« Reply #604 on: September 17, 2013, 07:11:01 pm »
I'm guessing this is the platformer Rainbow Bell Adventures, rather than Pop 'n' Twinbee.

Yeah, it's Rainbow Bell Adventure.

On that note, I've just finished tweaking the text engine for the main dialog. It should now be working 100% up to spec provided there's no errors in the formatting of the actual text.
« Last Edit: September 17, 2013, 08:34:52 pm by Gideon Zhi »

shadow501

  • Full Member
  • ***
  • Posts: 187
  • Pro Hex Editor
    • View Profile
Re: Screenshots
« Reply #605 on: September 18, 2013, 03:52:23 pm »
Luca Blight join us with Viktor and Flik army's


DSwizzy145

  • Sr. Member
  • ****
  • Posts: 427
  • Super Famicom Fanatic
    • View Profile
    • Super Famicom Game List A-C + SNES Game List
Re: Screenshots
« Reply #606 on: September 18, 2013, 07:36:20 pm »
Luca Blight join us with Viktor and Flik army's


What game is that?

Nosuch

  • Jr. Member
  • **
  • Posts: 79
    • View Profile
Re: Screenshots
« Reply #607 on: September 18, 2013, 07:50:29 pm »
I'm guessing Suikoden II.

Zynk

  • Hero Member
  • *****
  • Posts: 932
  • WIP Roll-chan: The Wily Wars
    • View Profile
Re: Screenshots
« Reply #608 on: September 18, 2013, 08:10:06 pm »
Luca Blight join us with Viktor and Flik army's

Spoiler:
So WHY are you showing this?  >:(

pmt7ar

  • Jr. Member
  • **
  • Posts: 25
    • View Profile
    • @MangaHelpers
Re: Screenshots
« Reply #609 on: September 24, 2013, 01:45:38 am »


That took more work than I would have liked, but it's done and nice and pretty.
that's impressive. I was wondering how it would be to change the password system....

lytron

  • Jr. Member
  • **
  • Posts: 58
    • View Profile
    • pantalytron.com
Re: Screenshots
« Reply #610 on: October 01, 2013, 04:06:27 am »
Today I discovered that Star Ocean has a software sprite scaler taking fixed-point numbers as scaling factors:



(left: 2.0, 2.0, right: 1.5, 0.5)

Though you posted this little thing quite a while ago, I don't get over how amazing this is.  ;)
Just a question out of pure interest: Are the values BCD, or Hex?

Gideon Zhi

  • Discord Staff
  • Hero Member
  • *****
  • Posts: 3531
    • View Profile
    • Aeon Genesis
Re: Screenshots
« Reply #611 on: October 01, 2013, 05:37:20 am »





All the cramped system text inserted; didn't compromise on unit names, character names, or attacks. Abbreviated a few for screen space considerations. Text is fully translated. Unedited, but already much nicer than my other SRW scripts. First major dialog chunk inserted as well. It overflows a bit, but I'm sure it'll fit nicely once it's been edited. Title screen is Ryusui's (cheers for that.)

RedComet

  • Hero Member
  • *****
  • Posts: 3168
    • View Profile
    • Twilight Translations
Re: Screenshots
« Reply #612 on: October 01, 2013, 07:33:38 pm »
Looking good. :thumbsup: :beer: :thumbsup:
Twilight Translations - More than just Dragonball Z. :P

DarknessSavior

  • Hero Member
  • *****
  • Posts: 5031
  • Darkness.
    • View Profile
    • DS: No, not the Nintendo one.
Re: Screenshots
« Reply #613 on: October 01, 2013, 08:11:49 pm »
That's impressive as hell. I look forward to trying it out. :D

~DS
Red Comet: :'( Poor DS. Nobody loves him like RC does. :'(
Sliver-X: LET ME INFRINGE UPON IT WITH MY MOUTH
DSRH - Currently working on: Demon's Blazon, Romancing SaGa, FFIV EasyType.
http://www.youtube.com/user/DarknessSavior

Zynk

  • Hero Member
  • *****
  • Posts: 932
  • WIP Roll-chan: The Wily Wars
    • View Profile
Re: Screenshots
« Reply #614 on: October 05, 2013, 01:57:47 am »


Made myself some comic book font. Lowercase letters later.  8)

CyberFox

  • Full Member
  • ***
  • Posts: 215
    • View Profile
Re: Screenshots
« Reply #615 on: October 05, 2013, 05:32:50 pm »


Made myself some comic book font. Lowercase letters later.  8)

Oh cool, a Rom translation of Mappy Kids
Can't wait for that

Gemini

  • Hero Member
  • *****
  • Posts: 2025
  • 時を越えよう、そして彼女の元に戻ろう
    • View Profile
    • Apple of Eden
Re: Screenshots
« Reply #616 on: October 12, 2013, 11:57:07 am »
Little wish from a friend fulfilled and my interest satisfied:


Just a couple days to configure the Tomb Raider II level parser and make it show the basic geometry. Still a long way to go, but at least DirectX doesn't make it too hard on my brain.


Faster rendering (thanks to ID3DMesh) and lights added to my test engine, along with DirectInput in order to support modern TR control style (look around with right analog lever, move forward/back and strafe with right lever):

Both the editor and the engine are derived from the same code, so changing one updates the other on the fly.
« Last Edit: October 18, 2013, 09:01:12 am by Gemini »
I am the lord, you all know my name, now. I got it all: cash, money, and fame.

justin3009

  • Hero Member
  • *****
  • Posts: 1648
  • Welp
    • View Profile
Re: Screenshots
« Reply #617 on: October 18, 2013, 01:17:32 pm »
Little wish from a friend fulfilled and my interest satisfied:


Just a couple days to configure the Tomb Raider II level parser and make it show the basic geometry. Still a long way to go, but at least DirectX doesn't make it too hard on my brain.


Faster rendering (thanks to ID3DMesh) and lights added to my test engine, along with DirectInput in order to support modern TR control style (look around with right analog lever, move forward/back and strafe with right lever):

Both the editor and the engine are derived from the same code, so changing one updates the other on the fly.

This is pretty nifty.  Haven't seen much on the old Tomb Raiders so it's nice that someone's doing SOMETHING with it.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

Celice

  • Hero Member
  • *****
  • Posts: 646
    • View Profile
Re: Screenshots
« Reply #618 on: October 18, 2013, 09:56:47 pm »
I never really played any Tomb Raider game... but seeing that level stuff, I kinda wonder what it would be like to import a bunch of Metal Gear Solid levels and make a hack outta that :)

Gemini

  • Hero Member
  • *****
  • Posts: 2025
  • 時を越えよう、そして彼女の元に戻ろう
    • View Profile
    • Apple of Eden
Re: Screenshots
« Reply #619 on: October 19, 2013, 01:54:59 pm »
A lot of that could be done, as long as collision data can be properly regenerated (I'm planning to use BSP trees in order to do so). Now I've started adding shaders for Phong lights:

Doesn't look too bad for the horrible TR geometry with no normals (DX fortunately allows me to generate them on the fly).
I am the lord, you all know my name, now. I got it all: cash, money, and fame.