News: 11 March 2016 - Forum Rules

Author Topic: Kyuuyaku Megami Tensei 1 & 2  (Read 211248 times)

ddstranslation

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #240 on: August 19, 2014, 04:29:06 pm »
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« Last Edit: July 13, 2021, 02:11:27 pm by ddstranslation »

tathra

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #241 on: August 20, 2014, 12:16:35 am »
Which games have those as the spellings? I've seen "Dormina" as the multi-target sleep spell in games as recent as SMT4, and have been considering changing that one. And it looks like the only other time the -rama or -laon spells appeared were in the GB Revelations game, though it was -rao instead.

dia is the only spell commonly seen at the -rama level (diarama and mediarama) and megido is the only one commonly seen at -laon level (megidolaon), so i'm going off those.  as for dormina, when i was entering demon data at the megamitensei wiki i put it in as "dorminal" and one of the admins changed it to "dorminar", though i'm not really sure why or if there's anything official for that; using "dormina" would probably be fine.
« Last Edit: August 20, 2014, 12:22:27 am by tathra »

Booky

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #242 on: August 20, 2014, 05:35:21 am »
I was going through Mazurka, when I noticed another missing piece of punctuation:

http://i.imgur.com/wlXdzAc.png

Other then that, I haven't noticed anything else so far.  :)

NinjaTurtle82

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #243 on: August 20, 2014, 10:02:42 am »
Hey there, made this account just to mention if there are any bugs in Kyuuyaku Megami Tensei as I play through it. First of all, amazing work you have done so far on KMT, DDStranslation. I thoroughly enjoyed and am still enjoying it :)

That being said, I do have one bug for MTII that I noticed awhile back, especially when I was going through Zaratan Island. Since using a Core Shield or two is important there, I tried using one in your first release candidate. However, the game immediately crashed upon using one. I tried it in two-three other locations throughout the game and in later release candidate versions, and the game still crashes/freezes when using a Core Shield.

One other bug I noticed is the elevator in Ginza near the end of the game (hoping to avoid spoilers here, but it's before you face the last 3-4 bosses in Ginza). The text for which floors to select while in the elevator is a little glitchy, as if there's too much spacing between B2F and B5F. In other words, it's as if the B2F text overlaps the B5F text.

Other than these two bugs/glitches I found, MT II plays like a dream. Thanks again for all the hard work you've done.

ddstranslation

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #244 on: August 20, 2014, 03:21:03 pm »
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« Last Edit: July 13, 2021, 02:11:18 pm by ddstranslation »

NinjaTurtle82

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #245 on: August 20, 2014, 04:46:20 pm »
It's all good :) Good luck on the rest of the translation.

ddstranslation

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #246 on: August 20, 2014, 05:08:29 pm »
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« Last Edit: July 13, 2021, 02:11:09 pm by ddstranslation »

Booky

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #247 on: August 22, 2014, 09:32:04 am »
Found another small typo in Mazurka:

http://i.imgur.com/CKM7d2W.png

I have a question: how are multiple hits from a weapon that can hit more than once decided? Is it with the Speed stat?  :)

ddstranslation

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #248 on: August 22, 2014, 02:17:23 pm »
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« Last Edit: July 13, 2021, 02:11:00 pm by ddstranslation »

NinjaTurtle82

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #249 on: August 23, 2014, 02:35:21 pm »
Good catch, thank you.

For multi-hit weapons, the game seems to keep a table of each weapon's potential hits, with 4 entries each. So for example, a weapon that can hit 1-3 times looks something like (1, 2, 2, 3). It pulls a random number from the RNG and does a modulo 4, and then pulls the number of hits from that. So in that example, it's a 25% chance for 1 hit, 50% chance for 2 hits, and 25% chance for 3 hits.

As far as I can see, no player stat affects the hit count. :(

*Edit: I guess as long as I'm looking at combat... It looks like Luck affects accuracy. The game takes your Luck stat, adds 96 (60 in hex), pulls a random number from the RNG (between 0 and 255), multiplies the 2 numbers, then takes the quotient from dividing by 256 (or essentially, the high byte from 16 bits). Then that number is compared to the weapon's base accuracy (or more like, its miss rate), and it has to match or beat that number to land a hit.

So basically, if you roll a zero from the RNG (which actually happened to me when testing this), you're going to miss no matter what. I was testing with an Aura Sword, which has a miss value of 10, and my character had 10 Luck.

10 Luck means my starting value was 106. So that means I essentially have to roll a 25 or better from the RNG to land a hit. Which is like, a 90% chance to hit I think. I'm sure someone more skilled in mathematics can derive some accuracy formula from all this.

I was always wondering how that worked with weapons that can hit 1-3 times in MT I and II. Good thing that in MT I at least I do try to max that out on the MC because I notice that every few points that's put into luck, it increases your HP.

On another note, I think I may have run into another possible glitch/bug recently in MT II, and it's related to the Devil Analyzer (after getting it from the Intelligence Building in Shibuya). And I didn't notice this until the end of the game because I hadn't messed around with the Devil Analyzer all that often. But for some reason, and it doesn't happen with all demons that get recorded, but when I scroll through the list, the game freezes and gives me a black screen.

For me anyway, it does that when Siren is recorded in the Analyzer. When I scroll past her, that's when the freeze/crash occurs. And I can't say for certain that it's really Siren that causes it, more than likely for me it was from an end-game normal enemy or boss.

I should also note that this happened on Release Candidate C, so I hadn't checked if this happens on RC_E yet, but I will. Nevertheless, since you're testing MT II now, this is a bit of a heads-up about the Devil Analyzer.

*Edit: Yep, it happens in RC_E as well as I just checked who's currently on the Devil Analyzer in my game.
« Last Edit: August 23, 2014, 02:48:13 pm by NinjaTurtle82 »

ddstranslation

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #250 on: August 23, 2014, 03:07:22 pm »
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« Last Edit: July 13, 2021, 02:10:52 pm by ddstranslation »

NinjaTurtle82

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #251 on: August 23, 2014, 05:34:29 pm »
Done and done. Hope it helps out in the long run.

ddstranslation

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #252 on: August 23, 2014, 06:26:41 pm »
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« Last Edit: July 13, 2021, 02:10:44 pm by ddstranslation »

Orden

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #253 on: August 27, 2014, 09:52:57 am »
Damn, if I was an sculptor I would build you a statue.
It saddens me I could not help with beta testing. I am still in MT1 in Bien because I could not play it before so I have not found anything to report.

I am planning to gather all my notes, tools and source code that I used for this project and will put them on the Romhacking Aerie site along with the official release. It is my hope that it might prove useful to those that wish to localize the game in their own language or to serve as examples for people interested in learning how to program.
Ahh, I wanted to ask if I could translate KMT to Spanish using your patch as a base! I digged around the patched rom to see what I could do and maybe learn something, but I didn't do anything serious because I wanted to wait for the finished translation to ask for permission.

ddstranslation

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #254 on: August 27, 2014, 12:48:43 pm »
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« Last Edit: July 13, 2021, 02:10:33 pm by ddstranslation »

NinjaTurtle82

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #255 on: August 27, 2014, 11:24:51 pm »
So the project is completed, you say? That is awesome, DDStranslation :) Noticed the secret events in the above post, and now I'll have to go back and check out the ones I missed, especially with the final product. Should be fun indeed. Congrats, man, you've earned it.

Ninten

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #256 on: August 28, 2014, 04:14:24 am »
You are going to be heralded as a legend in the Western MegaTen community. At least by me, that's for sure.

Thank you for your hard work!
Co-creator of the MegaTen message board, DDS-NET

KaioShin

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #257 on: August 28, 2014, 04:18:29 am »
Now you should submit a RHDN database entry and a short news post ;)
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.

Lentfilms

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #258 on: August 28, 2014, 09:52:05 am »
Congratulations on the final release! I've been playing Kyuuyaku Megami Tensei for the past few weeks using the beta patches and have been enjoying the game immensely, despite not being very good at it. I look forward to playing version 1.0 and I thank everyone involved for all their hard work!

ddstranslation

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Re: Kyuuyaku Megami Tensei 1 & 2
« Reply #259 on: August 28, 2014, 10:45:28 am »
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« Last Edit: July 13, 2021, 02:10:25 pm by ddstranslation »