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›› Mystic Ark

Published by ›› Enix
Published on ›› July 14th, '95
Platform ›› SNES
Genre ›› RPG
First Release ›› September 22nd, '09
Current Version ›› 1.01
Released on ›› September 26th, '09

Mystic Ark

Major Release ~ Dark Half released Dark Half
# Posted on May 24th, 2015 05:52 PM by Gideon Zhi
Long has been the wait for a completed Dark Half translation, we´ve pulled it off! Dark Half is one of the games that first intrigued me when I started romhacking, and I consider it a privilege to have been able to give it the treatment it deserves. It´s a unique game with an interesting plot and some unusual gameplay mechanics, and it´s (hopefully) bug free! Enjoy!
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Progress ~ Dark Half enters beta Dark Half
# Posted on May 11th, 2015 10:24 PM by Gideon Zhi
Just dropping a quick note to say that Dark Half has entered the beta test phase. The screenshots on the project page are a little out-of-date; they´re pre-edit and I´ve since added a drop shadow. There´ll be new snaps up before the release, which I´m predicting will be some time this month.

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Announcement ~ Resurrection of Dark Half Dark Half
# Posted on February 21st, 2015 11:32 AM by Gideon Zhi
Those of you who follow me on Twitter have known about this for a while, but today I´m making it official: Dark Half is now an Aeon Genesis translation. This is actually a semi-continuation of the work done by SirYoink on the game over the last fifteen years or so; while I´ve completely redone the hacking, the script translation is (roughly) the same and was done by the same person, Eien ni Hen. And yes, the script translation is both done and well-written, so no need for a lengthy editing process.

Dark Half is an interesting beast. On a hacking difficulty scale from 1 to 10 I´d probably rate it about a 6 or 7. The graphics compression is kind of weird and nasty, requiring a creative workaround, and the script has a lot of complicated flow-control embedded in it. That said it isn´t anything I haven´t dealt with before, and it´s handled. The remaining issues will hopefully be fairly simple; they have been so far. The game gets more and more stable every day. It´s not going to be ready next week, but I´m cautiously optimistic that it´ll be done before summer.
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Release ~ Lagrange Point 1.01 Lagrange Point
# Posted on November 5th, 2014 08:33 PM by Gideon Zhi
Hi everyone, quick update here. Lagrange Point has reached version 1.01. Two fixes here. First, some characters´ STR stats weren´t changing properly at level up; this fixes that. Your saves from 1.00 are compatible though any improper stat changes due to leveling (which should be basically inconsequential for most of the characters) will have been saved to your file. Whether you wish to restart or not is up to you, but the fix shouldn´t impact you greatly unless you saw that Tic had suddenly acquired 255 STR by level 17 and were upset by that.

Second, weapons of type Chemical, Special, and ???? had their types printing as Electric, Plasma, and Sonic respectively. Note that their elements remained Chemical, Special, and ????; this was purely an issue with printing. For the curious, the list initially totaled 28 bytes; I expanded it to 56, but was unaware of overflow wraparound, so anything past the 28th byte started reading again from 0. (AND #$1C -> AND #$38 for the super technical among you.)

Enjoy!

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Major Release ~ Lagrange Point, now available! Lagrange Point
# Posted on October 22nd, 2014 01:07 PM by Gideon Zhi
It´s been more than a decade in the making, but Lagrange Point is finally available! I don´t really have much else to say that isn´t in the readme or on the game´s project page, so I´ll keep this short. Enjoy!
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Progress ~ Lagrange Point - Last of Three Lagrange Point
# Posted on October 12th, 2014 06:00 PM by Gideon Zhi
Last but certainly not least, Lagrange Point! Betatest has been underway for a full month at this point; I blame Destiny for my, uh, lack of timeliness in addressing bugs. Sorry about that, testers! They´ve reported a total of 228 issues so far - typos, bugs, localization and consistency issues - and I´ve smooshed all but four of them at this point.

But we´re getting really, really, really close to release. Next couple of days close. Updated the project slideshow with 20 new screenshots, but that´s where I´ll end the post; I´ll talk about it in more detail when we release.
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Progress ~ Second of Three - Romancing SaGa 2 Romancing Saga 2
# Posted on October 12th, 2014 05:56 PM by Gideon Zhi
Okay, so, Romancing SaGa 2. I´d be lying if I said the project was in pristine shape, and it´d be disingenuous to upload gorgeous screenshots without showing some of the, uh, not so gorgeous screenshots. I´ve replaced the entire slideshow with screenshots indicative of the current state of the project, warts and all. You can see one of the problems below.

That said, these will *hopefully* not be too difficult to overcome. As with SMT if..., there´s a SaGa anniversary coming up soon. I´d really like to have this out then as well, but it´s a bit more of a long shot than SMT. We´ll see.
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Progress ~ SMT if... - First of Three Shin Megami Tensei: if...
# Posted on October 11th, 2014 05:42 PM by Gideon Zhi
Hi everyone, I promised updates today, so here they are! This is the first of three: Shin Megami Tensei if...

So I streamed some of the hacking for this a couple of months ago. There hasn´t really been much progress since, though all the remaining hacking is similar to what was done on-stream. That said, there isn´t much left and there´s an anniversary date coming up very, very soon... I´d like to have the game out for then. I´m not promising because we haven´t started playtesting yet and it´s going to be a bit of a push, but right now, that´s the goal.

I´ve added six new screenshots to the end of the game´s slideshow, two of which I´ve attached to this update. They´re things you probably would have seen if you watched the stream or follow me on Twitter, but I´m adding them regardless.

Some folks may remember me remarking how similar the hacking of the game was to SMT2. It is in fact very nearly the exact same engine, but I´ve wanted to make improvements over the SMT2 work. The most notable are the proportional font (which has been in the screenshots since the very beginning) and the expansion of the horizontal space in menus, subscreens, and inventory spaces; where once were two columns now are one, and I´m using the extra space between each row to double up. Gets me a lot more screen real estate.

That´s it for SMT if...; keep your fingers crossed for it.

But now for a bit of somewhat sad related news. I don´t often do this, but today I´m announcing that I´m going to be dropping Megami Tensei 1 and Soul Hackers. I´d originally intended to roll the Megami Tensei 1 work into Kyuyaku Megami Tensei, but The Romhacking Aerie beat me to it; both Megami Tensei 1 and 2 are now playable in their SNES incarnations, and the original Megami Tensei for the NES is, well, not very good regardless. So if you want to play it, go for it! It´s available, just not from here. Soul Hackers is getting dropped because it´s out on the 3DS and there´s not much point. If you want to play it, support Atlus and go buy it.
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Progress ~ Crowdsourcing SRW Alpha
# Posted on March 1st, 2014 04:51 PM by Gideon Zhi
Okay, so, it´s no secret that Super Robot Wars Alpha has a staggeringly huge amount of text. While it only took speed-demon Tyria a year to translate, the text is frankly really messy and wasn´t really suitable for prime-time. As many of you will recall, I started hunting around for an editor shortly thereafter, and settled on Antialias, who I recruited on 4chan´s /m/ board. In the last several years he´s managed to edit about a third of the story dialog text (if we consider duplicate strings to be distinct, anyway) but work has been slow in large part because the script is so dauntingly large.

Some time ago, we decided that it would be a good idea to get multiple workers on the script, but had no real way to manage that. Well, yesterday Antialias set up a Perforce repository on Assembla, and we´re ready to put together a small team. Antialias himself will be handling the vetting process, in large part to to minimize style conflicts. Style conflict is one of the big reasons I didn´t want multiple editors in the first place, but given the size of things, better a little awkwardness in this matter than no translation at all.

Post edit: Things have been moving along at quite a decent clip, so we're not looking for any more editors at the moment. Thanks to everyone who contributed, and expect more news soonish.

Sorry it´s taking so long!

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Major Release ~ Super Robot Wars 2... twofer! Happy non-denominational holiday! Super Robot Wars 2
# Posted on December 24th, 2013 06:47 AM by Gideon Zhi
As Banpresto celebrates the announcement of SRW Z3 and a high-definition remake of the very first SRW, so too does Aeon Genesis. Launching today is the English version of Super Robot Wars 2 for the NES, with a heaping plateful of extras! Included is the previously-advertised optional music persistence patch as well as a patch that will completely remove the hack should you decide you don´t like it. But wait, that´s not all! Thanks to RHDN music guru optomon, we´ve replaced the awkwardly muzaky Tobe! Gundam theme song with Gallant Char, the track used in for UC units in SRW3, EX, and 4. As with music persistence, this patch is entirely optional, comes with a removal patch, and can be applied with any combination of the translation and music persistence patch, or it can just be applied on its own!

As if that weren´t enough, all this is releasing alongside a similarly-complete translation for the officially-emulated version of Super Robot Wars 2 on the GameBoy Advance!! I´ve managed to insert the NES translation into the Famicom Mini version of the game that was released in limited quantities as a promotional contest item. It´s probably inferior to the NES version, but hey, more options! Good stuff. Music Persistence and Gallant Char are both fully functional with the FamiMini version of the game as well, and are included as optional patches (and removal patches) with the translation. Now, this hasn´t been tested extensively, and might be prone to weird issues that may or may not be caused by the translation. It´s really hard to tell, and honestly it was thrown together pretty quickly as a what-if effort. Please report issues and findings on The Pantheon.
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