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| Acmlm's Board - I3 Archive - - Posts by Gideon Zhi |
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Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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It's done and it's a lot of fun! Relevant linkage: Aeon Genesis For those of you unaware, Esper Dream 2 is an action/rpg for the NES. Our hero is an ESP-endowed bookworm who is charged with saving the precious Rings of the Book Worlds from evil monsters! The plots (as there is one for each world, along with the overarching thread) are fairly simplistic, but it's a fairly fun game nonetheless! This translation is from Japanese into English, and features an 8x16 font hack (the original was 16x16 and, if you ask me, looked rather nasty.) |
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Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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I've been at this for over seven years; I'd better be producing quality shit by now
It's already gone through an extensive bout of in-house testing. I've played through it fully and I've had two testers go through it too; they both found only a few issues, each of which were extremely simple fixes. I do not think you'll find any problems. |
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Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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| In decimal!? For heaven's sake, why!?
One does not use decimal for romhacking. Romhacking with decimal is like trying to buy a pound of meat in a predominantly-metric nation. |
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Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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| Uh... what? You never mentioned anything about supports or paired endings or anything. You didn't even tell us what you were working on. You just asked about expansion.
Care to be a bit more specific? |
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Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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| c) cesium 133. | |||
Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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| I'm excited about Devil Summoner: Kuzunoha Raidou, Persona 3, Super Robot Taisen Original Generation 2, Touch Detective, and Contact. Less so about the new Zelda title and FF12. | |||
Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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After a more years than I care to remember, Aeon Genesis has finally released a complete translation patch for Madara on the NES. It's a decent game, with a superb soundtrack and some excellent cinematics; it's quite the technical feat for the NES, and the hacking work is absolutely top class. There are no known issues, so share and enjoy! The plot revolves around a foundling babe whose arms and legs were chopped off, eyes gouged out, ears removed, throat cut out, and even his heart removed. The elder of Niso Forest, Tatara, fashioned mechanical replacements for the child's missing limbs, and named it Madara. Fifteen years later, the Moki generals who stole Madara's body parts have begun to overtake the Fuduraku continent, and Madara must journey forth to recover his real body, and in the process, his real strength, eventually to combat and destroy the evil Emperor, Miroku, who leads the Moki. |
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Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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| I didn't consider that an issue. It's literally impossible to move the cursor up one row without the code affecting every other menu in the game; further, if the item name and price are on the same line, everything after the 8th letter in the item name gets overwritten by the price, and it would have taken more code space than I had available to move the price up a line. | |||
Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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| Conceptually, something like this is fairly easy to code. You're basically describing a teleport room styled after Symphony of the Night; the assembly for your flag-checking is really very simple. Triggering it in the game, and teleporting the player to the desired room, is a completely different matter altogether.
I'm not a Super Metroid hacker, so I don't know how doors, room/palette/tileset swaps, and items/objects/savepoints work, but what I'd generally recommend is using the save platform as a template, linking it up with the door routines if possible when the player activates it, and doing the simple flag check then. |
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Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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| Nightcrawler's doing server updates. Tonight was an Apache upgrade; more are planned. Don't worry about it.
I know you already saw about that on RHDN's forums, but for the benefit of those who didn't... |
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Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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I do a lot of RPG translations, and most of my stuff features font width hacks. I don't do much GBA stuff though, and I don't really know the language, I can't really help you there. But you'll find plenty of examples of width-hacked text on my site. Here're a few examples...
Each and every one of these had its font width changed in some fashion or other. In the cases of Valken (upper left) and Madou Monogatari (lower right), a 16x16 was changed to an 8x16. In the case of Front Mission: Gun Hazard (middle left) a 12x16 was changed to 8x16; for Shin Megami Tensei 2 (middle right) a large-width variable font was changed to 8x16 fixed, to fit with the font from Persona 1 and Soul Hackers. Shiren (lower left) was already variable width but the widths were altered to fit the new font, and Cyber Knight 2 (top right) had its font code completely retooled by yours truly to be variable width (whereas the original was 16x16, I think.) |
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Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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Originally posted by Heian-794 It... might be. That's the way it usually works on the PSX, anyway. I'm not too familiar with the GBA's internals, so I can't really say whether it's a tile-based system or not. If it does operate on a tile-based architecture (like the SNES), it'll be a lot more complicated than just changing a 10 to a 08. |
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Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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| It has nothing to do with text format. When you're dealing with a tiled font, you have to ensure that it only draws half the tile, its draw position is incremented by 8 bytes instead of 16, its tilemap routine tiles only one tile instead of two, and its tilemap position increment is halved as well. There's a lot that goes into an 8x16 font, but even then it's not nearly as complicated as a variable-width font. | |||
Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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| Crazy thought, but have you tried overwriting the 16-bit text with 8-bit ascii? There's a decent chance that your game supports it, and will print it half-width besides. You might not have to do any funky assembly work, if you're lucky. | |||
Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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The same trick worked for me with Soul Hackers and the PSX Super Robot War games I'm working on Although I eventually want to program vwfs for them anyway, especially the SRWs, it's useful for initial testing. |
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Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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| How is noobman able to post in it, but not me? That's like letting Castro into the Vatican, but not an archbishop.
Edit: Incidentally, if you need a resume, here's the list of completions I've completed. Accelebrid Another Bible Assault Suits Valken Ball Bullet Gun Cave Story ~ Doukutsu Monogatari Chaos World Chester Field Clock Tower Cosmo Genesis Cu-On-Pa Cyber Knight Cyber Knight 2 Cyborg 009 Dai Senryaku NES Dark Lord Dezaemon Famicom Version Dezaemon Super Famicom Version Dossun! Stone Battle Dragonball Z Super Butoden Dragonball Z Super Butoden 3 Esper Dream 2 Front Mission - Gun Hazard Future Soldier - Lios God Medicine Guardian of Paradise Gundam Wing - Endless Duel Gunman's Proof Hiouden - Legend of the Scarlet King Jutei Senki King of Demons Liberation Army Little Magic Live A Live Madara Madou Monogatari SFC Magical Drop Magical Pop'n Mobile Fighter G Gundam Mobile Suit Gundam: Cross Dimension 0079 Monstania Phantasy Star Adventure Puyo Puyo Recca - Raging Fire Rockman 2 Rockman & Forte Shin Megami Tensei Shin Megami Tensei II Shin Nekketsu Kouha: Kunio-tachi no Banka Shiren the Wanderer Star Fox 2 Super Robot Wars 3 Sylvan Tale Tokkyuu Shirei Solbrain Treasure of the Rudras Warning Forever Wizardry 1-2-3 ~The Story of Llylgamyn~ Ys IV - Mask of the Sun :p (edited by Gideon Zhi on 10-21-06 10:32 PM) |
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Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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Aeon Genesis has released a complete translation of the multi-genre masterpiece, Actraiser. It is hopefully without bugs, and should be enjoyed immediately by all who read this news. Have fun! For the doubters, this version contains many subtle changes, both in gameplay and in cosmetics, over the US version, and should prove to be a fresh and more difficult experience. |
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Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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Originally posted by Millenia That's just why they -won.- The real issue is probably that they either can't or won't meet with European demand, and were upset that they were losing money to Lik-Sang, who was meeting the extra demand via imported PSP units. |
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Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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| Would you be interested in translating if I were to just give you text dumps of the game? I've already done quite a lot of work on it (as can be seen here.) A *lot* of the game's text is simply pictures in the rom; changing these around necessitates the remapping of the game's tilemaps, some of which I've done.
Also, I don't want to be seen as playing mod or anything, but I think this thread belongs in the actual romhacking forum, not in the releases forum. Just a thought! |
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Gideon Zhi![]() Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 5910 days Last view: 5907 days |
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| The name entry method is certainly an option sometimes, but not necessarily always; it was quite useful for Gun Hazard, but I think it's the only game I've worked on that I've actually employed that particular strategy. Normal relative searches generally work fine; you'll want a romaji relative searcher, which can be found on romhacking.net.
Sutte Hakkun's text, if I remember correctly, is encoded in 16 bits, meaning each character takes up two bytes. A lot of it's a weird hybrid of terminated and fixed length too, which makes it a bit of pain in the arse to dump :/ Generally what we do is get the kanji snapshotted from a tile editor, then write them up in a Japanese-enabled text editor for eventual insertion into a table file. From there we can dump the text using the table just as if the game had English text. |
| Pages: 1 2 3 4 5 6 7 |
| Acmlm's Board - I3 Archive - - Posts by Gideon Zhi |