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Author Topic: Tengai Makyou Zero translation project  (Read 393892 times)

VicVergil

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Re: Tengai Makyou Zero translation project
« Reply #900 on: October 22, 2017, 07:35:48 pm »
All cheat codes on those Japanese sites that used to work with the JP version will work with this translated version. Everything uses the same addressing as the JP version asides from the expansion (used by the translated assets and text).

More good news, support for the translation is being added to the official Snes9X version! Won't be up for a little while longer, but here's already a test build. You can thank qwertymodo for the quick fix :)

EDIT: It seems it doesn't work yet in the test build. But it's worked on at the very least.
« Last Edit: October 22, 2017, 08:02:38 pm by GHANMI »

gyo

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Re: Tengai Makyou Zero translation project
« Reply #901 on: October 22, 2017, 09:13:51 pm »
Congratulations !  :thumbsup:
I cant wait to play it !

Jones

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Re: Tengai Makyou Zero translation project
« Reply #902 on: October 22, 2017, 09:35:11 pm »
After all these years it's so good to se this game finally gets a translation.Thank you very much to all involved in the project,from the bottom of my heart.You made a dream come true!

dejan07

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Re: Tengai Makyou Zero translation project
« Reply #903 on: October 22, 2017, 10:21:34 pm »
just started into it, and already the level of polish put into this project is apparent. Really professional work, guys!

As a side note, is there an item in this game that allows you to avoid enemy encounters for a time?

Yes, the item is called Pleasant Drum.


lastdual

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Re: Tengai Makyou Zero translation project
« Reply #904 on: October 22, 2017, 10:41:19 pm »
Yes, the item is called Pleasant Drum.



Sweet. Codes are okay, but I'm glad to know there's a real in-game option for those who want a break from the encounter rate for a bit :)

qwertymodo

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Re: Tengai Makyou Zero translation project
« Reply #905 on: October 22, 2017, 10:54:34 pm »
Small gripe, but the internal checksum is incorrect.  For a project as high-profile as this, you should fix that ;)  File offset 0xFFDC: 00 2F FF D0

Also, I'm looking into merging support into Snes9x mainline, just waiting for confirmation before committing the changes.  For now, here's a test build that should work: https://dl.qwertymodo.com/snes9x.zip

Samus12345

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Re: Tengai Makyou Zero translation project
« Reply #906 on: October 23, 2017, 03:27:35 am »
Thanks for making a Windows SNES9X that works! Now I'm hoping it will be put into the Retropie SNES9X.

VicVergil

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Re: Tengai Makyou Zero translation project
« Reply #907 on: October 23, 2017, 05:37:10 am »
@qwertymodo Is there a way to tie this special emulation mode to something other than the whole ROM SHA-1 hash? Like the internal header for example, or the translated strings from the boot-up check.
That way any alterations to this project wouldn't obsolete the emulator support for this immediately.

Tom

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Re: Tengai Makyou Zero translation project
« Reply #908 on: October 23, 2017, 05:59:18 am »
Can someone tell me how to patch it properly? I used Lunar IPS, patched it, did the 2 initialisations but I only get a black screen after. I tried to use the splitting tool too, but as soon as I select the rom, its stuck at trying to open the file.

Ignore the file splitter. It's only there for Higan v104-105, but Higan screws up the real time clock emulation - it'll be fixed in the next version of Higan, and the next version of Higan won't require file splitting to run the rom, so the file splitter is now pretty much useless. In the next release of Higan, it will be able to run the rom straight up, no splitting.

Use bsnes for now. (I use bsnes_v087-32bit.)

You must have the .xml in the same folder as the rom, and the .xml must have the exact same name as the rom.

October 23, 2017, 06:06:25 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Small gripe, but the internal checksum is incorrect.  For a project as high-profile as this, you should fix that ;)  File offset 0xFFDC: 00 2F FF D0

Also, I'm looking into merging support into Snes9x mainline, just waiting for confirmation before committing the changes.  For now, here's a test build that should work: https://dl.qwertymodo.com/snes9x.zip

Thanks for helping this translation reach more people!
« Last Edit: October 23, 2017, 06:06:25 am by Tom »

bytemedeep

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Re: Tengai Makyou Zero translation project
« Reply #909 on: October 23, 2017, 08:18:08 am »
Nice, looks like this game and translation work will be getting more attention now:
http://www.nintendolife.com/news/2017/10/super_famicom_exclusive_far_east_of_eden_zero_translated_into_english

It just sucks that they keep  referring to it as "Far East of Eden". Also, no mention of the prominent contributors that made the translation a success.
« Last Edit: October 23, 2017, 08:30:35 am by bytemedeep »

xZabuzax

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Re: Tengai Makyou Zero translation project
« Reply #910 on: October 23, 2017, 08:53:49 am »
I'm enjoying the hell out of this game, I'm on my way in getting the blonde fairy that is in the egg, haven't encountered any issues and the translation seems perfect so far with no typos or anything, you guys did a tremendous job!

I would have loved if the enemy had some sprite animations, they don't move like in the Dragon Quest series but that's not stopping me from enjoying this game, this is a pretty damn good game and I highly recommend it to any RPG lovers.

It's a shame that it wasn't released overseas, this game would have given the other top tier Snes RPG a run for their money.

pidginduck

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Re: Tengai Makyou Zero translation project
« Reply #911 on: October 23, 2017, 09:14:31 am »
I'm about ~3 hours into the game and loving it. I registered an account here just to say thanks to everyone that made this translation possible!

capiqua

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Re: Tengai Makyou Zero translation project
« Reply #912 on: October 23, 2017, 09:59:20 am »
Is somewhat confusing .txt and I have some doubts if is necessary to use (byuu's snespurify.exe).
How is it used, What's the point?, etc.

qwertymodo

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Re: Tengai Makyou Zero translation project
« Reply #913 on: October 23, 2017, 10:27:35 am »
@qwertymodo Is there a way to tie this special emulation mode to something other than the whole ROM SHA-1 hash? Like the internal header for example, or the translated strings from the boot-up check.
That way any alterations to this project wouldn't obsolete the emulator support for this immediately.

Not sure what you mean, nothing is tied to the SHA-1, and further modifications should run just fine. I was just pointing out that the internal header checksum was incorrect, resulting in the annoying "bad checksum" message on load. It still runs fine, it's just a minor oversight and looks a bit sloppy.

chicco30

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Re: Tengai Makyou Zero translation project
« Reply #914 on: October 23, 2017, 10:42:46 am »
Cant wait to play it on Ps3 or Xbox360.
Btw I created a topic on libretro.
https://forums.libretro.com/t/update-snes9x2010-to-handle-spc7110/12916/2
I hope someone will update the snes core in Retroarch very soon :)

midget35

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Re: Tengai Makyou Zero translation project
« Reply #915 on: October 23, 2017, 11:02:00 am »
Massive congratulations to the whole team. Been waiting for this game to be translated since forever. Hard to explain how much this means to me. No exaggeration - been waiting for this day since the late ninetees. Such an achievement!

alexcom

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Re: Tengai Makyou Zero translation project
« Reply #916 on: October 23, 2017, 02:59:15 pm »
The guy behind the ports of the retroarch cores on the SNES/NES mini told me he will update the snes ones, to add support for the RTC function of the SPC7110, very soon.
 Make sure to check https://github.com/KMFDManic/NESC-SNESC-Modifications if you're interested in playing Tengai Makyou Zero on the SNES mini!

magictrufflez

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Re: Tengai Makyou Zero translation project
« Reply #917 on: October 23, 2017, 06:44:43 pm »
Sweet. Codes are okay, but I'm glad to know there's a real in-game option for those who want a break from the encounter rate for a bit :)

Just a heads up---the Pleasant Drum's affect only lasts as long as it takes the player to leave the current screen or until the player enters another battle (which will be pretty quick without a number of accessories that also reduce the encounter rate).  From my experience, it takes ~6-8 of the accessories equipped on your heroes + pleasant drum use to avoid most all encounters.

I know I was more than a bit frustrated when I found out they didn't work like repel waters from DQ...

Melchior

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Re: Tengai Makyou Zero translation project
« Reply #918 on: October 23, 2017, 06:47:40 pm »
ooh great ENDLESS random battles just what I always wanted lol  :crazy: :crazy: :banghead: :banghead:

or the Sweat water from Lufia 1 lol ;)

ooh well I will HUNT down a code for it them..
but ya gotta have RBs if ya wanna level up..
because I doubt you gonna face the final boss at level 1 lol
:P

Tom

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Re: Tengai Makyou Zero translation project
« Reply #919 on: October 23, 2017, 07:56:40 pm »
I'm about ~3 hours into the game and loving it. I registered an account here just to say thanks to everyone that made this translation possible!

Glad you liked it that much!

Is somewhat confusing .txt and I have some doubts if is necessary to use (byuu's snespurify.exe).
How is it used, What's the point?, etc.

The process is certainly complicated and confusing, compared to ordinary roms.

snespurify.exe is necessary to make sure that bsnes can recognize the rom. Otherwise, it may not appear in the list of roms to load.