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Author Topic: Castlevania II (Simon's Quest) - Multilingual enhancement  (Read 519895 times)

Bisqwit

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #1160 on: August 17, 2020, 10:55:52 am »
Should be fixed now. Thanks for the reports.

hackbar

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #1161 on: August 18, 2020, 01:25:08 am »
There's still some bugs around the load game screen.

1. The music stalls when hitting start on the title menu.
2. The load screen has the first save data attop of the screen for a few frames.
3. There's tile garbage after loading a game.

video: https://youtu.be/Dnpuv6sbx6Y

2_12_0_1-ntsc-m1MwmFrUSp0
« Last Edit: August 19, 2020, 06:56:07 pm by hackbar »

Greyfield

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #1162 on: August 19, 2020, 03:56:03 pm »
Just wanted to drop in to say thanks for making this awesome patch.  Simon's quest was my first CV game, and despite being challenging, requiring a call to the Nintendo Power help line to figure out the red crystal, and receiving a lot of modern hate, it holds a special place in my heart.  This really breathes some new life in it for me, especially now that my kids will soon be old enough to start retro gaming.

Do you know if this patch is compatible with the false floors annoyance removal patch?  That's pretty much the only other patch I could see installing, as it's kinda a grossly unfair part of the game in my opinion.  Truth be told, I'd actually prefer to make my own floors patch using the old tile editor, changing the appearance of the false floors just slightly so attentive players could spot the difference without trial and error, but alas, that requires old VB6 libraries that aren't available in Windows 10.

Bisqwit

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #1163 on: August 21, 2020, 04:07:40 pm »
Do you know if this patch is compatible with the false floors annoyance removal patch?

I provide absolutely no support for patches made by others, at least as long as I don’t know what they are made of.

There's still some bugs around the load game screen.

1. The music stalls when hitting start on the title menu.
2. The load screen has the first save data attop of the screen for a few frames.
3. There's tile garbage after loading a game.

#1) Aesthetic issue. Won't address.
#2) I think this is a regression, but it still is only an aesthetic issue. If I figure it out, I will fix it.
#3) I did not see evidence of this in the linked video.

Greyfield

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #1164 on: September 01, 2020, 12:24:27 pm »
Thanks for the reply, Bisquit, I totally understand.  This actually inspired me to learn the very first basics of tile and sprite editing, and I uploaded a hack that edits the the tiles associated with false floors and breakable blocks a few days ago, now posted at https://www.romhacking.net/hacks/5361/.

As far as I can tell from my digging around with the sprites in a ROM patched with your re-translation and the tiles I edited, it seems totally compatible (i.e. you didn't move the sprite and tile locations).  Thanks again for taking all the time to work on your hack, it's really great stuff.
« Last Edit: September 01, 2020, 01:53:45 pm by Greyfield »

Hydef

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #1165 on: September 22, 2020, 12:51:27 pm »
Hi, thank you for this awesome patch.

One question for you Bisqwit - the Vending Machine website seems to be a little bugged with the "Fade palettes on day/night time transitions" section. If you choose simply No: The day/night transition message boxes return, with the new translations as intended. However, if I also enable the "Keep campy day/night texts unmodified" option, the patch that is created has no transition messages at all and does the default Fade Palette transition.

If it's helpful, the filename for the generated patch with options as described is cv2eng-2_12_0_1-ntsc-stm10mwfmFruSd6p0.ips

I tried with both Firefox and Chrome to make sure it wasn't some kind of browser issue.

Thanks again for your great work on this. I find those old transition messages part of the original's charm so I'd love to be able to incorporate them back into this excellent mod.

hunterob

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #1166 on: September 30, 2020, 12:53:41 pm »
Hi, thank you for this awesome patch.

One question for you Bisqwit - the Vending Machine website seems to be a little bugged with the "Fade palettes on day/night time transitions" section. If you choose simply No: The day/night transition message boxes return, with the new translations as intended. However, if I also enable the "Keep campy day/night texts unmodified" option, the patch that is created has no transition messages at all and does the default Fade Palette transition.

If it's helpful, the filename for the generated patch with options as described is cv2eng-2_12_0_1-ntsc-stm10mwfmFruSd6p0.ips

I tried with both Firefox and Chrome to make sure it wasn't some kind of browser issue.

Thanks again for your great work on this. I find those old transition messages part of the original's charm so I'd love to be able to incorporate them back into this excellent mod.

I second this. If it's not a horrible night to have a curse, it's not quite Simon's Quest in my view.

caikelm

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Re: Castlevania II (Simon's Quest) - Multilingual enhancement
« Reply #1167 on: October 09, 2020, 10:05:55 am »
Dude this is literally the definitive version of Simon's Quest! I'm actually having fun with the game, that was just inconceivable to me some years ago.
What blew my mind was the vending machine system. It's just amazing! I wish more hacks would do something like that, having multiple options and combinations to create the perfect game for everyone.

I do have some suggenstions, though.

Could you please make the hack credits on the title screen be optional? I feel like it kinda breaks the "illusion" and reminds me right away that this is a hack.
Also, I wish there was an option to disable the "being knocked down from stairs" BUT without the "jumping down from stairs" to keep it consistent with Castlevania and Castlevania III

Anyways, this already the absolute best way to play this game. I don't think I will ever play the vanilla version again :v
Keep up the amazing work!