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Author Topic: Tengai Makyou Zero translation project  (Read 402197 times)

Tom

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Re: Tengai Makyou Zero translation project
« Reply #800 on: October 20, 2017, 11:05:41 pm »
Guys, I got bad news. The screenshots that I submitted for the translation got auto-rejected, so you probably won't be able to download the translation from this website on the 22nd (Japanese time), but I'll definitely send the translation out to anybody who wants it at that time, even if I have to e-mail it out myself!

Melchior

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Re: Tengai Makyou Zero translation project
« Reply #801 on: October 20, 2017, 11:08:31 pm »
Guys, I got bad news. The screenshots that I submitted for the translation got auto-rejected, so you probably won't be able to download the translation from this website on the 22nd (Japanese time), but I'll definitely send the translation out to anybody who wants it at that time, even if I have to e-mail it out myself!
ooh why did they get auto-rejected?? meh...
I have waited an eternity for the translation of this game to be ready
ooh yah! so I can wait a bit longer.. ;)

Tom

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Re: Tengai Makyou Zero translation project
« Reply #802 on: October 20, 2017, 11:15:20 pm »
No, no. You don't have to wait. I'll still e-mail the files to anybody who wants them. It'll be the 22nd in Japan in less than twelve hours now. Just direct-message your e-mail address to me through twitter (https://twitter.com/RetroTranslator), and I'll send it out to you myself. (Just don't send any messages through romhacking.net, as my inbox is nearly full.)

The screenshots got rejected because they didn't conform to the dimension requirements, I think. The screenshot guidelines recommend using ZSNES for screenshots, but it's not compatible with this hack. I'd be happy to submit it without any pictures at all, but one screenshot is a requirement for all submissions, unfortunately, and all four of the pictures I sent were not up to par.
« Last Edit: October 20, 2017, 11:28:52 pm by Tom »

Zynk

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Re: Tengai Makyou Zero translation project
« Reply #803 on: October 20, 2017, 11:29:03 pm »
The screenshots got rejected because they didn't conform to the dimension requirements, I think. The screenshot guidelines recommend using ZSNES for screenshots, but it's not compatible with this hack. I'd be happy to submit it without any pictures at all, but one screenshot is a requirement for all submissions, unfortunately, and all four of the pictures I sent were not up to par.
You are not limited to ZSNES screenshots. You can use ANY emulator with screenshot capabilities, like Snes9x.

Its important to mention the ROM Information should be properly filled (Give the file name, CRC32, MD5, SHA1, and tell if its for a Header or No Header ROM). Use Gameheader utility to get those.

DougRPG

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Re: Tengai Makyou Zero translation project
« Reply #804 on: October 20, 2017, 11:31:39 pm »
You could try this version I uploaded, but I just tested and the screenshot feature isn't working  :banghead:
I think this libpng I used is not the right one.

I'll try to fix it.

Tom

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Re: Tengai Makyou Zero translation project
« Reply #805 on: October 20, 2017, 11:41:37 pm »
You are not limited to ZSNES screenshots. You can use ANY emulator with screenshot capabilities, like Snes9x.

Its important to mention the ROM Information should be properly filled (Give the file name, CRC32, MD5, SHA1, and tell if its for a Header or No Header ROM). Use Gameheader utility to get those.

The problem is, this hack won't run on just any old emulator.

The rom information section wasn't the problem. It was the screenshots. But it's fine. I don't mind e-mailing it out to people, even if it's a little old-fashioned.

You could try this version I uploaded, but I just tested and the screenshot feature isn't working  :banghead:
I think this libpng I used is not the right one.

I'll try to fix it.

I remember trying to get your SNES9X hack to run a while back, DougRPG, but I could never get it to work on my system. It wouldn't even start up.

DougRPG

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Re: Tengai Makyou Zero translation project
« Reply #806 on: October 20, 2017, 11:53:18 pm »
I remember trying to get your SNES9X hack to run a while back, DougRPG, but I could never get it to work on my system. It wouldn't even start up.

Try now. I think that time I only sent you the .exe, but you need the libpng too.
Please check if it's working in your system.

Tom

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Re: Tengai Makyou Zero translation project
« Reply #807 on: October 20, 2017, 11:59:26 pm »
No, it still doesn't work. It wants zlib1.dll.

Melchior

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Re: Tengai Makyou Zero translation project
« Reply #808 on: October 21, 2017, 12:10:28 am »
I have the src for ZSNES... but the SPC71110 code is written in ASSEMBLER(.asm) 
so... lol the chances of seeing ZSNES updated for this...
is a number approaching zero.... lol ;)  :banghead: :'( :-\
maybe some day.. pagefault will be notified about this fan translation..
and maybe do a fix for it.. for he next version of ZSNES..
one is in the works.. there just hasn't been any news on it since maybe last year..
I will probably be using Higan from now on... for SNES emu.. since I kinda don't like SNES9x lol ;) :P
though I will always love ZSNES.. its the FASTEST SNES emu on the planet.. ;) but being mostly writeen in ASM coding it is meh to an extreme lol ;) :P

xZabuzax

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Re: Tengai Makyou Zero translation project
« Reply #809 on: October 21, 2017, 12:50:10 am »
Guys, I got bad news. The screenshots that I submitted for the translation got auto-rejected, so you probably won't be able to download the translation from this website on the 22nd (Japanese time), but I'll definitely send the translation out to anybody who wants it at that time, even if I have to e-mail it out myself!

If hundred of people's ask for the english patch then it will be a pain to send the e-mail to everybody, why don't you upload the patch to https://mega.nz instead and save yourself the trouble of e-mailing everybody? you guys worked pretty hard for this patch so the extra trouble with the e-mails is not worth it IMHO.

So glad to know the english patch is almost out. I was itching to play an RPG so this game jumped on top on my priority list. Just in case, how many hours of gameplay are we expecting from this game compared to the other Snes gems like Chrono Trigger, Final Fantasy 3, Zelda, Terranigma, etc...?

Tom

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Re: Tengai Makyou Zero translation project
« Reply #810 on: October 21, 2017, 12:57:48 am »
Well, sending an e-mail to hundreds of people is a lot easier than manually adding thousands of pause tags to the script, ha ha! Only five people have asked for it so far. People aren't exactly clamoring for this game, so I can handle it pretty easily, I think.

In terms of length, it's the standard RPG, thirty to forty hours if you take your time from a "Fresh Start." Seeing EVERYTHING would require loading up the game up at various times throughout the year to see the optional events, but that's not required of the player. It's just for fun. If you're playing through Restart+, you could probably beat it in one sitting, if you're dedicated.

xZabuzax

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Re: Tengai Makyou Zero translation project
« Reply #811 on: October 21, 2017, 01:15:04 am »
Well, sending an e-mail to hundreds of people is a lot easier than manually adding thousands of pause tags to the script, ha ha! Only five people have asked for it so far. People aren't exactly clamoring for this game, so I can handle it pretty easily, I think.

Ok, fair enough =)

In terms of length, it's the standard RPG, thirty to forty hours if you take your time from a "Fresh Start." Seeing EVERYTHING would require loading up the game up at various times throughout the year to see the optional events, but that's not required of the player. It's just for fun. If you're playing through Restart+, you could probably beat it in one sitting, if you're dedicated.

Excellent, I plan to fully enjoy this game and take my sweet time exploring the hell out of it. Those extra events even if they are not required for the player they are still important to enjoy the game better. Is like in Chrono Trigger, once you revive Chrono you will have those extra events from the characters which are not necessary but they are extremely important and makes you love Chrono Trigger even more with the character development from those events.

If the events from this game is something like that and adds to the character development then I will definitely finish this game 100% to see everything.

Tom

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Re: Tengai Makyou Zero translation project
« Reply #812 on: October 21, 2017, 01:21:14 am »
Some of the events have character development. Some are just there to add a little bit of flavor to the world. A lot of the events are tied to Japanese holidays, which might not mean as much to people in other countries, but some are familiar internationally, like your birthday or Christmas.

xZabuzax

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Re: Tengai Makyou Zero translation project
« Reply #813 on: October 21, 2017, 02:17:08 am »
Some of the events have character development. Some are just there to add a little bit of flavor to the world. A lot of the events are tied to Japanese holidays, which might not mean as much to people in other countries, but some are familiar internationally, like your birthday or Christmas.

Gotcha. I have another question, is it safe to use the Save/Load feature from emulators? (not to be confused with the normal SRAM save). I use that feature a lot to keep save states from different parts of a game, will saving and loading in this particular game mess up the clock system?

Bear in mind that I plan to use the Snes9X version from Doug so if he can also answer the question I will appreciate it.

Tom

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Re: Tengai Makyou Zero translation project
« Reply #814 on: October 21, 2017, 03:02:46 am »
Good news, folks!

DougRPG found an older version of bsnes that has screenshot and video recording capabilities, so I was able to get the screenshots that the system demanded. The submission is in the queue! If it doesn't go through on October 22nd, Japanese time, I will still send the game at midnight to anyone who requests it (or has already requested it) through twitter.

xZabazax: I don't know about SNES9X, but in bsnes, the clock is separate. Loading a save state in the game will not change the clock. However, it will still affect your save files... So if you have saved the game at one point later in the game, then load a save state that was made at an earlier point, the actual save files will go back to how they were back at that earlier point.

So you should still be careful when loading save states.
« Last Edit: October 21, 2017, 03:18:26 am by Tom »

Melchior

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Re: Tengai Makyou Zero translation project
« Reply #815 on: October 21, 2017, 03:20:38 am »
lol ooh joy the rtc WILL be the BANE of my emu existence!! :P

xZabuzax

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Re: Tengai Makyou Zero translation project
« Reply #816 on: October 21, 2017, 03:28:23 am »
Good news, folks!

DougRPG found an older version of bsnes that has screenshot and video recording capabilities, so I was able to get the screenshots that the system demanded. The submission is in the queue! If it doesn't go through on October 22nd, Japanese time, I will still send the game at midnight to anyone who requests it (or has already requested it) through twitter.

xZabazax: I don't know about SNES9X, but in bsnes, the clock is separate. Loading a save state in the game will not change the clock. However, it will still affect your save files... So if you have saved the game at one point later in the game, then load a save state that was made at an earlier point, the actual save files will go back to how they were back at that earlier point.

So you should still be careful when loading save states.

Awesome!, glad to know the screenshot issue was sorted out.

Thanks for the heads up on using the save state feature, I'll be careful with it. Can't wait to play this game.

tvtoon

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Re: Tengai Makyou Zero translation project
« Reply #817 on: October 21, 2017, 10:16:01 am »
What I have been looking for is actually how to change emulators (SNES9x specifically) mapping for it to work. Is there a repository holding the code so far?

No offense to your efforts, Tom and gang but if you can send me this and the translation I can take those shots. :D

Aeana

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Re: Tengai Makyou Zero translation project
« Reply #818 on: October 21, 2017, 10:58:17 am »
What I have been looking for is actually how to change emulators (SNES9x specifically) mapping for it to work. Is there a repository holding the code so far?

No offense to your efforts, Tom and gang but if you can send me this and the translation I can take those shots. :D

DougRPG posted that info on the last page, check this out: http://www.romhacking.net/forum/index.php?topic=23162.msg345574#msg345574

Tom

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Re: Tengai Makyou Zero translation project
« Reply #819 on: October 21, 2017, 11:26:42 am »
https://twitter.com/RetroTranslator/status/921757485999972353

Hopefully it will also appear on romhacking.net soon, for everyone else.