11 March 2016 - Forum Rules
Started by Chaos Rush, July 06, 2016, 08:07:10 PM
Quote from: Chaos Rush on February 19, 2017, 04:09:16 PMI'm actually thinking of making a version that uses oversized MMC3, which is what the ad0220 translation did. It wouldn't work on hardware of course.
Quote from: Chrysologus on May 08, 2017, 10:17:58 PMWell, I tried it now, and it crashes when it's time to enter a name. Perhaps some day he will return and make a hardware-compatible version! Or someone else will.
Quote from: AwesomeHairo on May 22, 2017, 02:49:29 PMHi. I made an account just so I can reply. Just want to say thank you for all the hard work, Chaos Rush.Anyway, I initially was going to wonder why this FF III Refurbished patched game doesn't work for both Virtuanes (works on Nesticle) and on the 3DS VC emulator (shacked CFW). Now that I know the issue, I am wondering if anyone is working on changing the mapper for it.Also, this is completely unrelated, but why doesn't the Rodimus' Namingway Edition patch for Final Fantasy II US work after the Title Screen for Snes9x and for (yet again) the 3DS VC emulator?
Quote from: Chaos Rush on May 29, 2017, 04:51:45 PMHey everyone, I'm sorry to have left you all hanging. I'm still busy but I should have more time this summer. Here is my plan:Make a version that keeps the MMC3 mapper, just like the ad0220 patch. Unfortunately I can't fix the multiplying issue because I simply don't have the ASM knowledge to do so. Redoing the whole thing while keeping the original mapper will work on any emulators that the ad0220 patch works on. Honestly it shouldn't take me that long, since I still have all the notes I wrote down for things like menu box sizes and positions and such. It would probably take me less than a week to finish (but don't quote me on that). The text will be exactly the same as the MMC5 version that I have out now.In order to make a version that works on hardware however, there's just no way around it but it would require significantly condensing the text so that it all fits on a 512kb ROM (or however small vanilla FFIII is, I forgot lol). I'm sorry to say that I have no interest in doing this, but I will gladly provide my FFIII notes and tools for anyone that wishes to abridge the script to fit on a non-expanded ROM so they can replicate things like expanding the menu box sizes and such.Once this is finally done and out of the way though, I won't be working on any more translations, as I have lost interest in playing text-heavy games in English. The reason why is, as I might have mentioned before, Japanese was technically my first language, but having lived in the US since I was six years old, I forgot a lot of Japanese as I've spent most of my life in an English-speaking environment. One of the reasons why I wanted to provide better English translations for FFII and FFIII is so that I could "get better" at Japanese by analyzing all the text, but over the past year I've recovered a lot of Japanese vocabulary just by regularly talking with exchange students, and I figured by this point I might as well just play games in Japanese (also I want to make up for lost time - my first video game (Pokémon Green for the Game Boy) was in Japanese, but after my family moved to America the rest of the games I played in English, which I regret a lot).So basically, I'm not dead, and I haven't forgotten about this. I won't leave y'all hanging - but once I'm done with the MMC3 version I probably won't be around much. But I hope people are enjoying my FFII and FFIII patches and can be patient for the MMC3 version that hopefully can be played all the way through without any glitches!
Quote from: AwesomeHairo on May 31, 2017, 08:52:20 PMI'm personally thankful for your hardwork. We all lose interest in projects and that's normal. The only thing I would like to ask of you and Rodimus Prime is for any advice on me retranslating FFV using the GBA script.Are you planning on upgrading FFV with the latest spell and monster names and making the SNES very similar to the GBA release, Rodimus Prime? Is there any tools I could use to fit in the true magic names?
Quote from: Chaos Rush on May 29, 2017, 04:51:45 PMHonestly it shouldn't take me that long, since I still have all the notes I wrote down for things like menu box sizes and positions and such.
Quote from: yasu on June 24, 2017, 11:26:01 AMHey, Chaos Rush.I solved a multiply bug.It was because the MMC5 patch did not handle the IRQ well.Try patch on this link.https://www.dropbox.com/s/spywbo4qe8gyygx/FF3MMC5-multiplybugfix.zip?dl=1I am pleased if it will help your project
Quote from: Rodimus Primal on June 25, 2017, 12:54:20 AMI'll gladly test this myself when I get a little free time. (A lot of IRL stuff and Youtube channel stuff revolving Transformers takes up a LOT currently.) Care to elaborate where the fix is correcting the error?
($5F8BA) 17:B8A9:20 79 FB JSR $FB79 //waitIRQ 17:B8AC:A9 01 LDA #$01 //SetNextScanline(relative) 17:B8AE:8D 03 52 STA $5203 17:B8B1:20 D5 BF JSR $BFD5 //EnableIRQ($5F8EE) 17:B8DE:A9 01 LDA #$01 //SetNextScanline(relative) 17:B8E0:8D 03 52 STA $5203EnableIRQ($5FFE5) 17:BFD5:A9 40 LDA #$40 //Illegal value 17:BFD7:8D 04 52 STA $5204 17:BFDA:60 RTS
Modify:($5F8BA) 17:B8A9:20 DB BF JSR $BFDB //WaitIRQandInitScanline 17:B8AC:20 E3 BF JSR $BFE3 //SetNextScanlineTo$5203 17:B8AF:EA NOP 17:B8B0:EA NOP 17:B8B1:20 D5 BF JSR $BFD5 //EnableIRQ($5F8EE) 17:B8DE:20 E3 BF JSR $BFE3 //SetNextScanlineTo$5203 17:B8E1:EA NOP 17:B8E2:EA NOP Modify: EnableIRQ($5FFE5) 17:BFD5:A9 80 LDA #$80 17:BFD7:8D 04 52 STA $5204 17:BFDA:60 RTSAdd: WaitIRQandInitScanline($5FFEB) 17:BFDB:20 79 FB JSR $FB79 //waitIRQ 17:BFDE:A9 26 LDA #$26 17:BFE0:85 7B STA $007B //InitScanline 17:BFE2:60 RTSAdd: SetNextScanlineTo$5203($5FFF3) 17:BFE3:E6 7B INC $007B 17:BFE5:E6 7B INC $007B 17:BFE7:A5 7B LDA $007B //NextScanline(Absolute) 17:BFE9:8D 03 52 STA $5203 17:BFEC:60 RTS
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