(831 to 840) of 862 Results
Z Gundam: Away to the Newtype Progress
22 February 2006 7:27PM EST - Update by RedComet
The font has been shrunk from a 16×16 to an 8×16 and everything is just about ready for the translated scripts. I threw together a screenshot of the first “chapter” screen, since that was about the extent of my Japanese knowledge. Check out the screenshot above (you can see the original Japanese equivalant at my site). I might add a few more space saving hacks, but nothing that, pending my acquisition of the scripts, will hinder progress. Enjoy.
Akazukin Chacha Updates
22 February 2006 7:08AM EST - Update by Ender
Ender of Otaku Game Translations writes in to say:
ASM hacks are now more or less 100% complete. VWF has been implemented and bold and italics fonts have been added (the original included a bold and “lazy” kana font set)
I haven’t yet found out how the code displays the small text found on the start up screen and the status/magic screens. I haven’t made any progress doing a relative search on the text. Either the fonts aren’t stored relative as arranged in the ROM or I’m missing out on something entirely obvious.
Fire Emblem 6, or Lousy, Rotten, Car Mcretributions
21 February 2006 7:52PM EST - Update by Princeleaf
Patch was updated after all 4 Epilogue bins were laboriously edited via our favorite tool, Tile Molester, to Anglais. Every epilogue is inserted, from the Chapter 22 one to the death of Idoun/Idoun survival.
Last couple of patches remaining will insert the font for the opening movie(blargh) and revise problems in script, hopefully rearrange the opening menu font around a little more, and have English for the Link Arena menus.
Staff note: As always, you can grab the patch on romhacking dot net.
21 February 2006 1:08AM EST - Update by Haeleth
HÃ¦leth and RPGOne have released a new, completely revised patch for the SNES action RPG Neugier. The significant changes from the previous version are:
- An 8×16 VWF (ChrisRPG)
- All menus and graphics translated (Jonny)
- Script corrected, expanded, and revised (HÃ¦leth)
Barring bug fixes, this should be the final 100%-complete patch.
Fire Emblem Gaiden
14 February 2006 3:47PM EST - Update by Princeleaf
Starwolf has been working on a reparation of the messed up Fire Emblem: Gaiden patch that j2e released a few years back. He’s fixed quite a number of things, so I believe it deserves mention(seeing as it’s similar to Twilkitri’s FE4 Reparation).
You might remember several months ago I released a patch that fixed up the Ragnarok crashing (and a few other things) in J2es patch project - that thread is long dead so i’ll create a new one. Since the FeGaiden board is very quiet nobody has been nagging about patches of how J2e suck but thats the reason I decided to get to work…to finish what J2e started.
Current cries for help:
- Figure out the fucked level up screen.
- Figure out just what the fuck J2e did to the pointer tables/text to make Gold Pegasus and Social Knights all have the same name of Knight!
- Stats and inconsistancy in naming…do they exist in the Japanese verison? (I know about mages having magic in battle but power/strength out of battle :S Its like that in the Japanese version)
- Actual translations where they are missing
- Changing the in-battle character stats screen (its fugly…MagicPW will be Magic and EXP needs to lined up properly)
- Monnlight spear needs spear icon…
Energy Breaker Progress
11 February 2006 9:27PM EST - Update by Sheex
Disnesquick and satsu have been hard at work on their Energy Breaker translation. Recently, satsu wrote the following on his page:
“I got a copy of the inserter for Energy Breaker, so I’ve been doing a lot of work on the game lately. (comparatively speaking). I’m playing and editing simultaneously to make sure that the edited parts are polished, and to find some lines that have me baffled as to their context. Disnesquick has put up a few screenshots showing how the project is looking now on his own Energy Breaker page, so check it out.”
More screenshots can be found on Disnesquick’s Page
Romancing SaGa 1
04 February 2006 12:52AM EST - Update by Sheex
Here’s a quick C&P job from the news page:
Hi all. Sorry for not updating for long - real life takes its toll yet again :( My dev/internet PC has also been out of commission for a while, but it’s now up and running again. For those RS1 fans out there, I apologise for the delay, I’m considering if no progress is made in the next month I will release what I have. I really want to have it working for y’all, as you people have kept it going and I don’t want to let anyone down.
My thanks to ‘d4s’ for giving me renewed hope in the coding/trans’ scene - and what it used to be about! Viel Dank!!! :)
Tales of PSX Hacking
01 February 2006 7:19PM EST - Update by DaMarsMan
Cless has updated his site with information regarding his Tales of Phantasia translation project. Looks like 8×8 VWF is working correctly as well as a new dialogue font and larger numbers again. Everything seems to be coming along nicely and looking great.
Dragonball Z 3 and V Gundam Progress
26 January 2006 12:14AM EST - Update by RedComet
All of the ASM mods for Dragonball Z 3: Killer Androids have been completed and the scripts will be inserted shortly. There’s just a few issues that need to be worked out (nothing major, some linebreaks need to be inserted in the script in a few spots) before insertion can really get underway. I inserted the first couple of strings to test out the decompression routine, and everything is working correctly (check out the other screenshots at my site).
V Gundam (y’know, Mobile Suit Gundam: The Cardboard Adventure) is seeing progress as well. The script is expected to be finished in the next couple of weeks. Enjoy!
Akazukin Chacha updates
23 January 2006 1:53AM EST - Update by Ender
Here’s a list of things done over the weekend.
- Script command set reduced to one-byte entries
- Text-decompression routine implemented
- Text clears up properly
As you can see, the text doesn’t look nice as it’s fixed-width. Another problem is how much text we can fit into a single line which is, at the most, 16 characters. It kind of limits how creative you can get with the script.
We’re also looking for a script editor who knows Akazukin Chacha much better than we do, to give the script a more humorous edge to it.