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[MD] Moving Adventure Psy-O-Blade

Started by tryphon, November 04, 2014, 08:28:08 AM

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tryphon

Typo and doctor text fixed.

I found the MSX floppy image, but the least that can be said is that it's not really pretty...

Moby games says it was released on FM-7, MSX, PC-88, PC-98, Sharp X1.

Does anyone know which version could be the presttiest ?

Eien Ni Hen

Quote from: Trickless on November 08, 2014, 07:17:50 AM
Forgot to mention in my previous post. During the intro:



"Raiden." should really be written as "Raiden". (fullstop outside the quotations)

I think you're thinking of British-style grammar, and my translation uses American-style grammar. In American-style grammar, periods and commas always go inside the quotation marks. Everything else goes outside unless it's part of what's being quoted. This link has more info.
Soon the super karate monkey death car would park in my space. But Jimmy has fancy plans... and pants to match. The monkey clown horrible karate round and yummy like cute small baby chick would beat the donkey.

tryphon

So typo fix unfixed :)

I really thought it was a typo because French style is similar to British.

I'm quoting myself to give the question more emphazis :)

Quote from: tryphon on November 08, 2014, 02:27:57 PM
Moby games says it was released on FM-7, MSX, PC-88, PC-98, Sharp X1.
Does anyone know which version could be the presttiest ?

Pennywise

It's a shame that the game wasn't released for the Sharp X68000, which was the most powerful of the Japanese PC systems and also happens to have very solid debugging tools.

The PC98 version is probably the best of the bunch going on the reputation of the system.

tryphon

That's what I think, but it's pretty hard to find PC98 disk images...

Trickless

Quote from: Eien Ni Hen on November 08, 2014, 02:31:04 PM
I think you're thinking of British-style grammar, and my translation uses American-style grammar. In American-style grammar, periods and commas always go inside the quotation marks. Everything else goes outside unless it's part of what's being quoted. This link has more info.
Ah! I see. I wasn't even aware there was a difference in grammar.

Quote from: tryphon on November 08, 2014, 02:27:57 PM
Moby games says it was released on FM-7, MSX, PC-88, PC-98, Sharp X1.

Does anyone know which version could be the presttiest ?
Graphically i don't think they look too much different from each other, although the PC98 version does have the advantage of higher res text. And they're not too hard to find! You just need to look at the right places and speak to the right people...  ;)

Random fact: The pc version of PsyOBlade came bundled together with a 'Melody Module' device that can play different tunes, which is required to solve a puzzle near the end. It was also a way to counter against piracy.

PresidentLeever

#26
So, a couple more typos to report:


should be a space between the words there


I'm pretty sure I saw a note like this before which was in french, ''traduit'' something? Maybe you fixed it because I missed it this time around.

Also, I played it in Fusion (yes, despite your recommendation, my bad) and the game hangs up once again at this point:


The screen goes black after this text and the music hangs up on a note that then keeps ringing. I'll replay in Regen when I have the time.

Edit:
On a different note, have you considered changing the text in the fight scene with the second android so that Keith won't say that he's out of bullets when you try to shoot again, but then proceed to use the gun anyway to shoot the explosives he just threw at Jean if you picked that option? Because it doesn't make sense; I'd suggest that he says shooting again won't work instead. Or maybe the explosives should be an option right away instead.
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

tryphon

OK, it confirms that at some point, the script files I used weren't the last updated (the "***TO DO**" was a miss by Eien Ni Hen she already reported, translated and that I added). I'll find out why.

For the ending text, yes, I want a savestate : Eien Ni Hen reported a bug here, but we weren't able to reproduce it.

@ Trickless : thank you, I managed to find all versions, all alone :)

PresidentLeever

Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

tryphon

Thanks a lot.

It's likely a code alignment error, and it's quite a hard one to spot. But I'll find it !

ChaddyBones

Not really related to grammar or bug fixes, but what about swapping out the "MEGADRIVE" for "GENESIS" to better match the American-styled translation? Just a minor adjustment I thought would be a nice touch.

Example:

tryphon

I'm a little reluctant because I'm european, and in Europa it was called Megadrive :)

PresidentLeever

Another thing that I forgot to mention about the video game (rail shooter) part:
Before playing they tell you to shoot down 200 enemies or something, but then when you play it ends after shooting down just 2 asteroids so the sequence is like 10 seconds long. Is this a bug or was it intended? (Fusion 3.64)

Oh and I prefer Mega Drive myself, but you could do like MIJET and add an option to use either on boot up if it's not too much work.
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

KaioShin

Quote from: tryphon on November 10, 2014, 01:29:51 AM
I'm a little reluctant because I'm european, and in Europa it was called Megadrive :)

Don't give in to the imperialist Murricans  :police:
All my posts are merely personal opinions and not statements of fact, even if they are not explicitly prefixed by "In my opinion", "IMO", "I believe", or similar modifiers. By reading this disclaimer you agree to reply in spirit of these conditions.

boombafunk

#34
I was really looking forward to the translation of this game. Big thanks to tryphon and Eien Ni Hen for making it happen!

I used the Regen emulator to test the beta, going through every possible dialogue. Other than the issues that were already mentioned in the thread, I came across some few errors that I would like to share:

Some of the text gets written over.

"you." gets replaced with "Keith!"

"Sofia!" gets replaced with "Keith!"

"a thing." gets replaced with "Let's report back to Robert."

Typos:

"neither" is the correct word instead of "either".

Missing space between "eachother".

"I" is the correct word instead of "myself".

Non-translated:

The mentioned "pas traduit" section.

Aesthetics:

Text box placement.

Other possible errors:

I feel the sentence "I thought we'd find something, what with this being the ship's living quarters..." is a little awkward. Personally, I'd go with:
"I thought we'd find something, with this being the ship's living quarters and all..."


After the chase with Arthur, Keith will mention to the crew that he threw 3 parts at him. There is an optional event during the chase that allows you to throw the gun, pack and parts at Arthur in the Experiment room. Whether you threw the items or not, Keith's dialogue will be the same. And if you did throw the parts...


Keith will later mention that there are samples and parts on the workbench, which clearly there aren't any.

That's all I could find. Sorry if this post was a bit long.

tryphon

Quote from: PresidentLeever on November 10, 2014, 08:41:23 AM
Another thing that I forgot to mention about the video game (rail shooter) part:
Before playing they tell you to shoot down 200 enemies or something, but then when you play it ends after shooting down just 2 asteroids so the sequence is like 10 seconds long. Is this a bug or was it intended? (Fusion 3.64)

It's intended for beta-testing. I'll turn that back to normal for the release.

QuoteOh and I prefer Mega Drive myself, but you could do like MIJET and add an option to use either on boot up if it's not too much work.

I considered make a two-language release like MIJET did, but the way I coded the translation makes it a little difficult...

Boombafunk : thanks for all the reports. Eien Ni Hen will frown upon me because she already signaled most of them, and I was sure to have fixed them all.

For the menu placement, I'm aware of that. But I wait for the VWF before seeing if it needs being fixed.

ChaddyBones

#36
Quote from: KaioShin on November 10, 2014, 10:17:01 AM
Don't give in to the imperialist Murricans  :police:

Actually, I'm Canadian! ;D

Quote from: PresidentLeever on November 10, 2014, 08:41:23 AMOh and I prefer Mega Drive myself, but you could do like MIJET and add an option to use either on boot up if it's not too much work.

That's not a bad idea! Or even just a separate patch. One labeled MegaDrive and one labeled Genesis.

Eien Ni Hen

Just popping in to say that I'm okay with the text-related suggestions made by boombafunk and  PresidentLeever.

Quote from: boombafunk on November 10, 2014, 11:04:10 AM
And if you did throw the parts...


Keith will later mention that there are samples and parts on the workbench, which clearly there aren't any.

This and the part where Keith uses the gun after saying he's out of bullets are basically just the game being dumb. :/

Also, I would be interested in translating the PC-98 version of Psy-O-Blade sometime in the future (when I am less busy).
Soon the super karate monkey death car would park in my space. But Jimmy has fancy plans... and pants to match. The monkey clown horrible karate round and yummy like cute small baby chick would beat the donkey.

tryphon

#38
I'm also interested (though I'm also quite busy ATM). The main problem is I have no idea about how the PC-98 works. Maybe it'll be easier to find infos about the MSX (and it seems that the versions are the same).

To be true, I'd find interesting to try to port the computer version to the MD... There must exist graphical adventure games engines for MD (IIRC, the homebrew 'Silent Hill' was made using one) and if it isn"t sufficient, it shouldn't be too difficult to code with SGDK.

But I have some projects ongoing...

Oh, and by the way, VWF is on its way...


tryphon

Okay.

I think I've fixed all bugs and typos in the main script reported excepted :

* the too long menu entries (because it's likely VWF will fix most of them)

* the description text in the living room, which seems formatted for a smaller window, because it's indeed formatted for a small window : this text can happen twice in the game, one of these being in a small window. To fix that would mean creating a special event to select between two texts, being the same, but formatted differently. I may do that in the future, but I'm not sure it's worth the pain (I have an idea about how the event flags work, but I'd have to check if there are free flags in the RAM).

* the game being dumb about the three items you shouldn't have on the desk (same thing)

I have also implemented VWF for the main script, locations and menus (only intro and ending texts remain). It seems to work.

I'll release an update, not yet definitive (because of intro and ending) but with the final script inserted (unless some new typos and bugs are reported) very soon.

Thanks for all who contributed to the proof-reading, especially PresidentLeever and boombafunk (you'll be credited in the splash screen of the finall version).