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Author Topic: Translations: Mystic Ark Released by AGTP  (Read 20881 times)

Tauwasser

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Re: Translations: Mystic Ark Released by AGTP
« Reply #20 on: September 25, 2009, 10:13:09 pm »
[...], so long as I didn't split an individual string between banks I was good

I think what Gideon is saying is, that he doesn't split between banks, so the problem will never occur.

cYa,

Tauwasser

Gideon Zhi

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Re: Translations: Mystic Ark Released by AGTP
« Reply #21 on: September 25, 2009, 10:59:53 pm »
[...], so long as I didn't split an individual string between banks I was good

I think what Gideon is saying is, that he doesn't split between banks, so the problem will never occur.

cYa,

Tauwasser

Well, I *did*, but just at logical places, typically right between one end-of-string and the next declared pointer label.

Yeah, I see what you're doing. I never ran into that issue because I made sure that I kept a decent buffer of empty space in each (manually) defined block that I was inserting to. Typically a bank boundary, but not always; I used whatever free space I could find. Including the kanji graphics!

I honestly thought that $F6XX was just a standard "wait for XX clicks" code. The hard jumps were *always* preceeded by $FF in the code, so I just never bothered to look at the bytes preceding them.

Here's an example from my script. It's not the same sample string though, because bank C7 is *entirely* event code and I never rewired any of the pointers to it :) This is the cat on the Bloodhook runs you through the coin flip puzzle:

Code: [Select]
//[$08360F]
#W24($60E62)
#W24($60E7D)
#W24($60E98)
<$FE><$31><$00>
Ho! You're pretty good!!<$line>
<$FC><$04><$00>
#EMBSET(0612)
You've got a sharp mind! Let me give you a<$line>
reward.<$line>
<$F6><$66><$F6><$67><$F6><$62><$FC><$00><$00>
#EMBSET(0613)
<$end>

//[$08364B]
#EMBWRITE(0613)
<$F6><$27><$FE><$14><$00><$F6><$40><$FE><$06><$00>
<hero> got an Ice Claw!<$end>

It's an Atlas script. Each EMBSET directive sets aside three bytes (in this case, it's defined earlier in the file) for a 24-bit pointer to be written later. Then, when the inserter finds an EMBWRITE directive with the same identifier number, it goes back to the corresponding EMBSET and fills it in with the current pointer value. It's messy, but it works!

Bongo`

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Re: Translations: Mystic Ark Released by AGTP
« Reply #22 on: September 25, 2009, 11:08:07 pm »
[...], so long as I didn't split an individual string between banks I was good

I think what Gideon is saying is, that he doesn't split between banks, so the problem will never occur.

cYa,

Tauwasser

Well, I *did*, but just at logical places, typically right between one end-of-string and the next declared pointer label.

Yeah, I see what you're doing. I never ran into that issue because I made sure that I kept a decent buffer of empty space in each (manually) defined block that I was inserting to. Typically a bank boundary, but not always; I used whatever free space I could find. Including the kanji graphics!

I honestly thought that $F6XX was just a standard "wait for XX clicks" code. The hard jumps were *always* preceeded by $FF in the code, so I just never bothered to look at the bytes preceding them.

Here's an example from my script. It's not the same sample string though, because bank C7 is *entirely* event code and I never rewired any of the pointers to it :) This is the cat on the Bloodhook runs you through the coin flip puzzle:

Code: [Select]
//[$08360F]
#W24($60E62)
#W24($60E7D)
#W24($60E98)
<$FE><$31><$00>
Ho! You're pretty good!!<$line>
<$FC><$04><$00>
#EMBSET(0612)
You've got a sharp mind! Let me give you a<$line>
reward.<$line>
<$F6><$66><$F6><$67><$F6><$62><$FC><$00><$00>
#EMBSET(0613)
<$end>

//[$08364B]
#EMBWRITE(0613)
<$F6><$27><$FE><$14><$00><$F6><$40><$FE><$06><$00>
<hero> got an Ice Claw!<$end>

It's an Atlas script. Each EMBSET directive sets aside three bytes (in this case, it's defined earlier in the file) for a 24-bit pointer to be written later. Then, when the inserter finds an EMBWRITE directive with the same identifier number, it goes back to the corresponding EMBSET and fills it in with the current pointer value. It's messy, but it works!

 Good deal! yeah I coded a insertewr hat worked more like a compiler than anything. So dumping and inserting was made easier to handle. But missing a few coontrol codes hurt.
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Assasin25

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Re: Translations: Mystic Ark Released by AGTP
« Reply #23 on: October 17, 2009, 10:00:45 pm »
so whats so good or epic about this game? I cant find a single review, at least not by any professionals.

snesmaster40

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Re: Translations: Mystic Ark Released by AGTP
« Reply #24 on: October 18, 2009, 11:16:41 am »
so whats so good or epic about this game? I cant find a single review, at least not by any professionals.

You probably won't find a pro English review because it wasn't released in English...
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Assasin25

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Re: Translations: Mystic Ark Released by AGTP
« Reply #25 on: October 18, 2009, 04:58:55 pm »
you can still find import reviews often like on gamefaqs or esp on youtube they review or recommend translated games sometimes.

(wraith)

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Re: Translations: Mystic Ark Released by AGTP
« Reply #26 on: October 18, 2009, 05:29:12 pm »
Congrats, Gideon!

Assasin25

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Re: Translations: Mystic Ark Released by AGTP
« Reply #27 on: October 18, 2009, 05:56:36 pm »
so is this even worth bothering with? How good is it? I mean it gets almost no press coverage request for remakes by square enix and no one talks about it anywhere when there is talk of rpgs. so whats the big deal with this game?

Killa B

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Re: Translations: Mystic Ark Released by AGTP
« Reply #28 on: October 18, 2009, 06:08:59 pm »
Assasin25, maybe you should just play the game instead of asking so many questions.
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Spinner 8

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Re: Translations: Mystic Ark Released by AGTP
« Reply #29 on: October 18, 2009, 07:52:10 pm »
so is this even worth bothering with? How good is it? I mean it gets almost no press coverage request for remakes by square enix and no one talks about it anywhere when there is talk of rpgs. so whats the big deal with this game?

Where are you from, the GameFAQs forum? Just play the God damned game.

Assasin25

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Re: Translations: Mystic Ark Released by AGTP
« Reply #30 on: October 18, 2009, 08:34:07 pm »
I need to know if its worth putting my time into first I got a hug rbacklog of rpgs to play.

butane bob

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Re: Translations: Mystic Ark Released by AGTP
« Reply #31 on: October 18, 2009, 09:51:13 pm »
You're just gonna have to play it, at least for a few hours to see what you think.

DarknessSavior

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Re: Translations: Mystic Ark Released by AGTP
« Reply #32 on: October 19, 2009, 12:02:01 am »
The easiest thing to say would be if you played/liked The 7th Saga, you will like this game.

But even some of us (including myself) who didn't care for the first game liked this one. So just go play it.

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(wraith)

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Re: Translations: Mystic Ark Released by AGTP
« Reply #33 on: October 20, 2009, 08:11:39 pm »
I need to know if its worth putting my time into first I got a hug rbacklog of rpgs to play.

Definitely from GameFAQs.

DarknessSavior

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Re: Translations: Mystic Ark Released by AGTP
« Reply #34 on: October 20, 2009, 09:44:15 pm »
I need to know if its worth putting my time into first I got a hug rbacklog of rpgs to play.

Definitely from GameFAQs.

*highfives (wraith)* XD

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heratio

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Re: Translations: Mystic Ark Released by AGTP
« Reply #35 on: October 20, 2009, 10:11:23 pm »
I would at least play Mystic Ark a few hours into the second world, I thought the first world was kind of boring but that the later worlds were better.