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05-10-24 09:48 AM
Acmlm's Board - I3 Archive - - Posts by srothroc
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srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6309 days
Last view: 6295 days
Posted on 12-29-06 01:04 AM, in Second Reality Project II Status (+new Trailer) Link
This looks absolutely fantastic... I'm really looking forward to a demo or preview release! Keep up the good work.

I have to say, though, I'm glad you're leaning towards difficulty here; it's nice to see some creative challenges in new hacks.
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6309 days
Last view: 6295 days
Posted on 01-05-07 10:46 PM, in Need a Japanese translator? Link
I don't know how much demand there is for this, but I see translation threads every now and then. I'd be willing to team up with someone to make a translation patch, though there would be a few caveats, enumerated below.

1. I can't do ASM at all -- so if you want to team up, I hope you can handle everything and are okay with me just translating.

2. I'd prefer to translate a game I'd be interested in playing at some point. I'm interested in RPGs, platformers, and shoot 'em ups.

3. I'm not going to be able to translate everything in a night... it'll take some time.

Other than that, I'm pretty much open for ideas/suggestions/offers, if there's any need. Sorry if this thread doesn't exactly belong here.

Edit: If you want to get ahold of me in a less-public method, I wouldn't suggest PM, since I don't actually log in/check PMs that often. The best ways to get ahold of me would be via AIM (same as this username), and also e-mail (again, same username, but @gmail.com).


(edited by srothroc on 01-05-07 04:57 PM)
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6309 days
Last view: 6295 days
Posted on 01-06-07 12:38 AM, in Need a Japanese translator? Link
Originally posted by Alice
Can you translate to Japanese?


I'd have to say no. It's easier for me to translate to English than the other way around; I'd probably end up saying some things a bit oddly.
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6309 days
Last view: 6295 days
Posted on 01-06-07 09:15 PM, in Need a Japanese translator? Link
Originally posted by Heian-794
Srothroc, would you be interested in doing the pilot or machine profiles in F-Zero Climax? (I've already done half of the story, but if you really want to do that, that would be fine too.) FZC is a lot of fun and really deserves to be translated.


RadioShadow contacted me about this -- I wasn't sure about it, since I hadn't heard from you and you were the translator. If one of you e-mails me the raw text, I can translate the machine/pilot profiles. If there are any special requirements, please let me know in the e-mail.

Originally posted by Kyoufu Kawa
I still have that script for Chobits (GBA) lying around... some kinda dating sim. Very cute.


Dating sims don't sound bad, but I can't stand anything related to Chobits... sorry. >.>
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6309 days
Last view: 6295 days
Posted on 01-16-07 10:21 PM, in Super Mario Bros. 3D: Discussion thread Link
Originally posted by Koitenshin +∞
He's trying to give it a pseudo 3-d look and SMW is used to 2d only. So enemies such as Pirahna plants would indeed come out of nowhere. Unless he managed to move enemy position to a lower layer to counter this.


I think he's talking about the top plant... I don't see how moving it to another layer would keep it from looking like it's coming out of nowhere. The bottom one is obviously coming out of the pipe, but the top one is just there.
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6309 days
Last view: 6295 days
Posted on 01-21-07 08:31 PM, in Starting Translation Link
The term you're looking for here is 'romaji'. It's not really Japanese to English since it's not like Japanese is simply a cipher for English words. You can find charts of the Japanese syllabaries that show how to write the sounds in roman characters, i.e., the alphabet we use.

Katakana chart: http://en.wikipedia.org/wiki/Katakana
Hiragana chart: http://en.wikipedia.org/wiki/Hiragana

I've gone ahead and linked you to the wikipedia entries for hiragana and katakana, since they've got tables that are a big more complete than most charts, which rely on you learning a little about the language.

One thing to keep in mind that I'm not sure is mentioned in the articles; if there is a little 'tsu', the following syllable's initial consonant is doubled in romanization.

Thusly, ちょっと is rendered as chotto and まって is rendered as matte.

I have to say, though, if you can't read Japanese, how are you going to translate a game? It's not as simple (and perhaps insulting?) to think that it would be possible to translate well with just a dictionary and romanization.

Or, if you're doing it for someone else to translate, it's usually easier for them to translate in the original Japanese than it is in romanization.

Just my two cents. Good luck.
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6309 days
Last view: 6295 days
Posted on 01-24-07 03:00 AM, in Castlevania: Chorus of Mysteries (Update Thread) Link
This is looking good so far -- I think you've done a great job in keeping the classic Castlevania feel with the new sprites. This is actually quite timely, since I just read a full retrospective on Castlevania the other day.

Where will this sit in terms of the Castlevania storyline -- do you have any ideas in that respect?
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6309 days
Last view: 6295 days
Posted on 01-25-07 08:40 PM, in Extremely unimportant bug in LM Link
I don't see why a collection of USELESS and UNIMPORTANT bugs would necessitate a new release when the author has explicitly state his continuing disinterest. Now, if there were some critical bugs, that might be more persuasive.

As for him releasing his source... if he doesn't want to, then he doesn't have to. He's not obligated to do it -- as far as I know, you guys didn't pay him for his time/efforts or anything like that, so the program's wholly distributed at his whim. If he decided to take the download off his site tomorrow, there's nothing that says, morally or commercially, he should bring it back because people want it.

It seems like SMW has been around long enough for offsets to be found and documented; why not have someone else start a new SMW editor that takes into account the abilities of the other great tools available out there, rather than harping about a long-gone programmer not updating? Something more pro-active...
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6309 days
Last view: 6295 days
Posted on 01-26-07 03:32 AM, in Extremely unimportant bug in LM Link
I always figured that the P in P-Switch was an abbreviation for POW... probably because the POW block was another neat thing in a Mario game (SMB2), even if it wasn't /really/ a Mario game...
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6309 days
Last view: 6295 days
Posted on 01-26-07 06:19 AM, in Castlevania: Chorus of Mysteries (Update Thread) Link
Any idea when release would be? Interested in beta testers? >.>
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6309 days
Last view: 6295 days
Posted on 01-26-07 09:31 AM, in Platformer theory! Link
Challenges and puzzles. If there are any little-used abilities, try to make levels that exploit those abilities -- themed levels, so to speak. Make people think and figure out how to do things, rather than making it runnable. If you're making a horizontal level, make sections that must be traversed vertically, and vice versa.

Secret things for people who think a little harder are nice, too.
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6309 days
Last view: 6295 days
Posted on 01-26-07 09:33 AM, in Vengeance of the Koopa Kids (DEMO) Link
I really enjoyed the intro 'level' -- it was an interesting change, though I have to admit I stood around for a few seconds, wondering where the message was.

I found a slight graphics glitch -- in Hill Top Crossing, the sumo fire interferes with the caped koopas. I can't tell if it's glitching into capes, or if the capes are simply being obscured because there are too many sprites on the screen...
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6309 days
Last view: 6295 days
Posted on 01-26-07 08:01 PM, in Vengeance of the Koopa Kids (DEMO) Link
Originally posted by Raccoon Sam
the Desert level is rather difficult, hence the BG and the FG palettes are almost the same.


You're saying that because the desert level is difficult, the BG and FG palettes are almost the same?


(edited by srothroc on 01-26-07 04:27 PM)
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6309 days
Last view: 6295 days
Posted on 01-27-07 11:20 PM, in Dragoon X Omega II v1.25 Link
If Sliver X doesn't mind, I can mirror. I'd just need all the current versions of the files he'd want up.
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6309 days
Last view: 6295 days
Posted on 01-31-07 04:04 AM, in Need a Japanese translator? Link
A bit of a bump, but I haven't heard from anyone at all. >.>
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6309 days
Last view: 6295 days
Posted on 01-31-07 05:11 AM, in Need a Japanese translator? Link
Just making sure. I was actually wondering what happened to the F-Zero stuff...
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Acmlm's Board - I3 Archive - - Posts by srothroc


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