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Kyuuyaku Megami Tensei 1 & 2

Started by ddstranslation, March 31, 2008, 12:53:50 AM

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Jonesy47

Quote from: lunarwhale on August 10, 2014, 02:09:47 AM
I just wanted to point out that I'm having the same issue with spell names on 080914_5, but with Megami Tensei I (haven't tested 2). Item names are working fine for me, though, and everything else is looking excellent as well! Thank you so much for your work on this.

I can confirm this problem also with 080914_5. Was not occuring with me on 080914_4 though. I could read spell titles perfectly in every screen in that version. Probably gonna switch back until 080914_6 (or 081014, ha). Use 080914_4 for now if you want spells to show, at least in MT1.

ddstranslation

#181
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Jonesy47


Fang

I've encountered a weird bug where if I use Mappara in 'Hell', the game would just freeze up. Music would still be playing, but the Moon Phase animation stops and I can't get controls through. I've done this multiple times to confirm it.


ddstranslation

#184
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Pennywise

I haven't played the patch, but I noticed a discrepancy with one of the demon names from a screenshot.

I believe Yomotu-Shikome is supposed to be Yomotsu-Shikome.

Fang

Quote from: ddstranslation on August 10, 2014, 05:24:55 AM
Ah, apologies. That sounds like a very insidious bug. Do you have a way to post your save file so that I may download it and try to debug it on my own computer? I will try to find out why it causes the game to freeze, as soon as I get some sleep. :)

Here are all related files to the game: https://www.mediafire.com/folder/u6q541aztvfny/KMT_Bug_Sample_%5BHell-Mappara_Freeze%5D

MagmyGeraith

I just had that exact same Mappara freeze bug happen to me in Daedalus, 7F. I'm running Beta 7 from a SD2SNES cart on an official SNES, if that matters at all.

It probably saved me some headache; I'm sure I would've died before I made it back to Micon.

Fang

Quote from: MagmyGeraith on August 10, 2014, 02:36:34 PM
I just had that exact same Mappara freeze bug happen to me in Daedalus, 7F. I'm running Beta 7 from a SD2SNES cart on an official SNES, if that matters at all.

It probably saved me some headache; I'm sure I would've died before I made it back to Micon.

I've tested Mappara outside of Hell and it is indeed a bug in all areas. Oddly enough, it worked before with other patches such as the second one, so uh, yeah.

ddstranslation

#189
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Pennywise

The original Megami Tensei had the same limitation, but I was able to expand it to 10 tiles. Broke pretty much every other screen with demon names though and I went back and forth and breaking and fixing parts of the game until I finally got it right.

ddstranslation

#191
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Drunk Metroid

Hello! I made an account just to be able to post any issues I might come across and to say that I am super excited for your project to come to completion! Being able to play the origin of one of my favorite series is something I never really thought was going to come to fruition.

I haven't found any issues just yet in my short time with it, but keep up the good work! I am impressed with the amount of effort you have been taking to incorporate feedback and the frequent updates along with transparency, and I hope you keep it up.

Pennywise

I think my last post was too matter of fact and not enough praise for your work. I think you're doing a great job.

Chpexo

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#194
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ddstranslation

#195
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Jonesy47

Mappara is working again in kmt_beta_081014_8.
Also, as far as I can tell, the names are now fixed while saving at the elder. Good job!

Also, I think the compromise of 8 tiles as opposed to 9 tiles and crazy amounts of work is the right choice. It's not like tons of officially released snes games didn't make far worse compromises and, honestly, the difference between "tu" and "tsu" in an english game is hardly a big deal. I'd stick with 8 tiles.

Fang

Mappara does work as intended now. Good work!

Now, not really a bug, but when I use Status-healing items on party members that have no problems, it says "______ effect wore off." even though there was no effect to begin with. Based on skill usage texts, it sounds to me that it should be "No need for ______." instead...?

ddstranslation

#198
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Fang

Hey, I'm not 100% sure if this is a hack problem or if it's just my emulator settings, but when reaching the Rotting Sea of Flames and then exiting, the game has odd graphical hiccups from the filter effects. I made a gif recording of it.

Spoiler
[close]

I'm not a genius at emulation, so I wouldn't be surprised if this is just me.