(1821 to 1830) of 2000 Results
Segagaga fan translation in the works
27 August 2006 3:30AM EST - Update by Shih Tzu
I saw this over at GameSetWatch: Apparently, a guy (who also runs a game-industry translation outfit) is working on producing a fan translation of Segagaga, that wacky Dreamcast game-industry sim where you take the reins of the ailing Sega corporation and band together with famous company mascots to demolish all rivals and put the house that Sonic built back on top. Just like real life! Oh, wait. Anyway, it looks like possibly the nerdiest game ever and must have been lots of fun to make.
As for the translation, while it looks like there are still lots of hacking issues to be resolved, the writing in the first preliminary screens is looking quite good. Let’s just hope the translators are savvy enough to catch the many, many Sega references in the game (the fact that the producer doesn’t even know who “Alisa” is worries me somewhat, but he also mentions that he’s seeking a lot of help from more versed fans, so that’s promising).
More info and screens at the producer’s 1up blog.
Nightwolve releases Ys Typing Tutor Game
17 August 2006 9:29AM EST - Update by Princeleaf
A long long time ago, when I was working on the now defunct Zwei!! project, I discovered it had two special mini-games that become accessible only after certain events are completed. One game is a tetris clone that I don’t care too much for, the other is this typing tutor game, referred to by Falcom as “Typing of Ys.” Years later, I thought it would be nice to separate this game out of Zwei!! to make it available for everyone after someone brought it up in a messageboard forum I visit. So here you go! I was hoping to get Deuce to translate all the Romanji, but that never panned out so I’ve released all existing work that was done. You can play with the text files in the data folder and save whatever words you’d like the game to use yourself, if you wish.
- NightWolve, Deuce & team
Another Dragonball Z Game Sees English Translation!
11 August 2006 12:33PM EST - Update by RedComet
That’s right, we’ve done it again - a DBZ translation is seen through to completion! There’s not much to say, really. This patch is the result of well over a year of work and, hopefully, it shows.
I’ve made some headway with a couple of other projects on my plate, but more on that at the site!
Check it out!
Dragoon X Omega II v1.0
04 August 2006 10:45AM EST - Update by Sliver X
The Final Fantasy hack Dragoon X Omega II is now officially finished: The game has come far since the initial public beta release.
If you’ve been putting off playing it until all the bugs and such were ironed out, now is your chance.
FDS Builder version 8/1/06
01 August 2006 6:52PM EST - Update by Neil
KingMike has updated his FDS Builder program.
Quoth the King:
I changed the format to name files filenumber.dkx instead of fdsfilename.dkx. This should fix issues with games that use letters prohibited in DOS filenames. I also noticed, and fixed a bug where when loading sides 2+, the program would assume the .fds file had a header (now it checks for a emulation header). Now it also checks if the last file (specified by the FDS disk card format) on a side, really is the last file. Some games will say there is x files in the header, but will check for more files as a copy-protection measure. Though my program assumes that “hidden” files will immediately follow the last not-hidden file.
FDS Builder is a program that takes Famicom Disk System images (i.e. games) and seperates them into their proper individual files for easier hacking.
AGTP NES Blowout
25 July 2006 6:24PM EST - Update by Gideon Zhi
Aeon Genesis has updated with the following NES translation news:
- Dark Lord has entered playtesting, and will hopefully be out within a few weeks. (See first screenshot.)
- Moryo Senki Madara’s script has been fully translated and is being formatted for insertion. (See second screenshot.)
- Esper Dream 2’s script will hopefully be translated within a few days.
NINJA 2.0 July 26 Beta
25 July 2006 6:24PM EST - Update by D
A new beta has been uploaded for NINJA 2.0. The following changes have been made since the last version archived on ROMHacking.net:
- Added a check to make sure target file is writeable before patching.
- Added icon previews to the GUI.
- Added a detection for GB ROMs using magic bytes provided by Aerdan.
- Rewrote a lot of NINJA code to use escape strings instead of chr() evilness.
- Added support for using NINJA as a frontend for applying xdelta format patches. Required you have the xdelta executable (xdelta.exe) in the program path.
- Added icons for xdelta format and options for it to the file association menu.
- Fixed a glitch that was preventing users’ language selection from actually being applied.
- Edited the German translation to match Tauwasser’s suggestions.
- Retored ninja.bat for command-line users who refuse to install .NET 2.0.
- Fixed a glitch that prevented the command line options from showing when you entered no arguments.
- Added a “Please Wait” dialog to the patch creator since it can take a while, and otherwise people may think the application has frozen (seems a little flaky because all the power goes to the console read).
- Fixed IPS patching to work with the corrupt patches some IPS creators produce that do not end in “EOF”.
- Changed the About dialog’s address to the new page at http://ninja.cinnamonpirate.com/.
NINJA 2.0 is a new patch format that supports internal display data, file validation, directory patching, and can create patches that will work on any ROM format for NES, SNES, Game Boy, Nintendo 64, TurboGrafx-16, Sega Genesis, Sega Master System and Atari Lynx.
The official NINJA patcher can apply the following patch formats:
- RUP (NINJA 2.0)
- IPS (International Patching System)
- PPF (PlayStation Patch Format 1.0/2.0/3.0
- FFP/PAT (FireFlower Patch)
- PAT (Microsoft Binary File Compare output)
- GDIFF (Generic Diff Format)
If you add xdelta.exe to the NINJA folder, NINJA can also be used as a graphical front end for xdelta format patches.
This will be the final beta. Please report any and all bugs and behavioral issues in either this post’s thread on ROMHacking.net’s forum or on the NINJA support forum at http://ninja.cinnamonpirate.com/bb/.
Fuuin no Tsurugi Translation Project's Journal
21 July 2006 7:52AM EST - Update by SamuraiKnight
Checking the community database, I saw that the Fuuin Tsrugi patch had updated a few days ago but wasn’t reported so I took the liberty of posting the news myself! :D
The patch is updated to 2.1 with changes to Link Arena Menus, ending, status effects, and support revision.
Staff note: You can get it from us as well.
New patch for the Eternal Filena.
19 July 2006 2:10PM EST - Update by KingMike
satsu has released version .30 of his translation patch for Eien no Filena for SNES.
Now translates up to the third town, with a new VWF and script revisions.
SMILE 1.0 RELEASED!
18 July 2006 6:25PM EST - Update by Neil
SMILE is a full featured Super Metroid (SNES) editor for Windows.
Here’s what’s new:
- Loads and loads of bug fixes.
- A back up and recovery system! Each time you exit SMILE, a back up is made with just you most recent changes (to keep the files small). If an irrecoverable error happens, you can walk through the recovery system to fix it, losing only a small amount of work. How is this done?
- IPS is now supported. You can create a patch, apply a patch, or apply an entire folder of patches! Thanks to FuSoYa, because it’s his dll that’s doing the bulk of the work.
- Text editing . . . SABS handled green intro text. SMILE handles that, plus area names, bomb texts, and my own text engine (not released publically yet, but it will be).
- Samus palette editing . . . SABS handled some of this. SMILE handles *all* of this. You can even make new fade effects! Other palettes can be edited with this as well.
- Game properties . . . Some that were only in SABS, some that SABS never had.
I am forgetting some things, I’m sure. Just rest assured that this release is big. I’ve also included some small IPS patches for the public to use:
- clearmem.ips - needed in order to make the other two work correctly
- gravity.ips - allows you to adjust gravity in individual rooms
- torizo.ips - allows bomb torizo to activate on any item pick-up, not just bombs… X/Y are no longer based on the hardcoded values, but rather wherever you place it in SMILE.
You can download SMILE from this site, or the authors site linked below.