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Random Project

›› Cu-On-Pa

Published by ›› T&E Soft
Published on ›› December 20th, '96
Platform ›› SNES
Genre ›› Puzzle
First Release ›› October 6th, '01
Current Version ›› 1.00
Released on ›› October 6th, '01

Cu-On-Pa

Major Release ~ Ys 5, At Long Last Ys V - Kefin, Lost City of Sand
# Posted on November 28th, 2013 12:01 AM by Gideon Zhi
I must admit, I am at a loss for words writing this. Ys 5 has been a trial in so many ways and it has been in the works for so long that I don´t feel like I could do it justice in a one- or two-paragraph blurb. As such, I will let the translation speak for itself: it is without issue (that I know of), and includes some fairly substantial under-the-hood modifications to data storage and menu structures. Despite how bumpy the road has been, or perhaps because of it, I am intensely proud of this release. Enjoy!

As a further note, earlier this week XSeed Games released Memories of Celceta for the PS Vita, and their Ys releases on Steam are currently on sale. If you enjoy Ys 5 and haven´t bought any other titles in the series, please give XSeed your business. In celebration I´ve updated the translation of Ys 4 Mask of the Sun, of which Memories of Celceta is a remake. This update brings some of the terminology in line with XSeed´s version and includes various other fixes to the text, including the nasty glitchy too-long strings that erased bits of the frame.

Lastly, I´ve updated TwinBee Rainbow Bell Adventure with a minor fix to the Battle mode screen.

I´m going to attempt to keep up a bi-weekly release schedule for the foreseeable future, but I don´t like to make any hard-and-fast promises for something like this unless I´ve already got something very nearly ready for release. I think I can manage it for at least two more, though!

In any case, Ys 5 is now available. Enjoy!
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Major Release ~ TwinBee Rainbow Bell Adventure Launches TwinBee Rainbow Bell Adventure
# Posted on November 14th, 2013 04:20 PM by Gideon Zhi
Today sees the release of TwinBee Rainbow Bell Adventure for the SNES! Translation is 100% complete, so enjoy! I´m not going to claim that this is the best platformer on the SNES or even that it´s one of the best, as it frankly can´t hold a candle to Mario, Metroid, Megaman X or Front Mission Gun Hazard (yes, I went there!) But it´s still a damn good game, and if you´re itching for a cute but challenging platformer with plenty of secrets to find, here´s a great chance to have a good scratch.

I´m currently planning another release for two weeks from today. Fingers crossed!
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Announcement ~ Announcing TwinBee, Plus Other News TwinBee Rainbow Bell Adventure
# Posted on November 10th, 2013 11:21 AM by Gideon Zhi
For those of you who´ve been following me on Twitter this won´t exactly be news, but I´m finally announcing a translation project for TwinBee Rainbow Bell Adventure. It´s a cute little platformer for the SNES with a bit of Sonic, a bit of Rocket Knight, and a bit of Mario World all thrown into a blender. Casual fans may note that this did in fact come out in PAL regions; diehard fans will note that said PAL release was heavily stripped-down. The translation restores all that content - the dialog, the endings, the secret exits and twisty map, and the battery-backed saves. It´s almost done, too; unless something goes seriously wrong, expect it within the next week or so.

In other news, SRW2´s betatest progresses well. We´ve hit one major issue: a buffer overflow with the unit screen which I´m not quite sure how to fix just yet. But things are otherwise fairly clean, so hopefully that´ll be out by the end of the year.

Also, hacking for Ys 5 has been completed as well. The edit progresses apace, and we´re hoping to have the translation out on Thanksgiving Day. Of course, given how beastly the project has been, things could always go badly awry in the meantime. Keep your fingers crossed!
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Progress ~ Ys 5 Can Now Be Beaten Ys V - Kefin, Lost City of Sand
# Posted on October 30th, 2013 05:44 PM by Gideon Zhi
Back in May, I quietly discovered several reasons that Ys 5´s translation was crashing the game. I counted at least 60 such bugs, all of which caused the game to die in horrible ways, and despite having those fixed for his most recent playthrough in the last couple of weeks Deuce still encountered over a dozen more crashes, several of which required modification to compressed assembly code, which is really nasty business. Regardless, the game can now be beaten without it crashing, and as sad as it may sound this is a massive step forward for the project.

Unfortunately, this is not to say that the game is done, or even close. The text still needs to be edited, there is still a large amount of menu work that needs to be done, and some of the game´s visual effects are broken. Examples of the broken stuff will be found in my twitter gallery, but the game´s gallery page has been updated with 23 fresh screenshots of functional text.

This is one of a few projects I´d like to have done by the end of the year. Due to a variety of circumstances (including a job hunt) I´m not sure if that´s going to be possible, but it´d certainly be nice!
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Announcement ~ Welcoming SRW2 Back Into the Fold Super Robot Wars 2
# Posted on October 4th, 2013 07:18 AM by Gideon Zhi
Over the years I can think of exactly three projects I´ve ever completely dropped - that is, three projects I removed from the website entirely. One of those was the Japanese version of Castlevania 2: Simon´s Quest, which is now being done by these fine folk here. The second was Granhistoria, an odd little RPG published by Banpresto on the Super Famicom, but I´m not going to be talking about Granhistoria... at least, not today. Today I´m announcing the triumphant return of the Super Robot Wars 2 translation.

I´ve honestly been poking at SRW2 on and off for quite some time. Several years back I was given a hack to help with some extra text space, though I don´t believe this ever found its way into the current build of the translation. I´d redumped the game´s script at around that time and would mention it offhand to people who might be interested, but it was never really a priority.

So last February I re-redumped the script and gave it to TheMajinZenki, who was responsible for the JoJo´s Bizarre Adventure and Royal Stone text translations. (He and I have a few other things brewing by the way, but nothing I´m really willing to talk too much about just yet.) He returned the script to me a month later, and I immediately set to work trying to get it back into the game - only to discover that one of the text banks was badly over-size and that the routine printing said text was shared by a number of the larger graphic elements of the game, so my usual trickery would not work. It was back to the old slash-and-burn tactics of pruning it bit-by-bit until it finally fit into its bank. This is thankless work, and at the time I was busy with my last semester of higher education and still working a full-time job, so SRW2 was not a priority. I also wanted to see if I could manage some kind of workaround for the text, but everything was coming up blank.

Well, this past Monday I sat down with the file and pruned it ´til it fit. I´m not proud of some of the cuts I had to make, but the perfect is the enemy of the good as the saying goes and SRW2 looks pretty good as it is. Then over the next two days I got the rest of the text inserted and hacked up a couple of routines, and now the project is very nearly done; all that really remains is for someone to come in and clean up Zenki´s script a bit and we´ll be ready for testing.

So! Hopefully this will be out soon. I´ve been poking a couple of hornets´ nests in the hopes of getting an editor to come chasing after the script with all the fervor of an angry hive but so far nobody´s really bitten. We´ll see how things progress from here.

Incidentally, those of you who´ve played both older and newer SRWs will appreciate a fairly small hack I performed on SRW2 to get the robots´ battle theme music to stay after combat scenes end. This will be provided with the patch as an optional accessory, and as a bonus it doesn´t even need the translation - if you prefer playing the game in Japanese for whatever reason, the music patch will still work. I´ll be providing a patch to reverse the hack as well.
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Progress ~ Major Progress on Royal Stone Royal Stone
# Posted on April 25th, 2013 04:20 PM by Gideon Zhi
Just dropping a quick word about Royal Stone´s recent dramatic progress. In the last few weeks TheMajinZenki, who you might know as the translator for the recent JoJo´s patch, has been tearing through the game´s script. All of the text unrelated to the actual progression of the story has been inserted, though admittedly only about 90% of it works correctly at the moment. He´s also translated roughly the first two thirds of the main story dialog; I´ve edited and inserted about half of that. I´ve also done a huge pile of work on the technical aspects of the project, including cracking the compression the game uses for its introduction and its combat menus, as well as the sprite data it uses for pause menus. The game is currently playable with only minor issues through Round 5, and all this in the space of a couple of weeks!

I´ve taken 24 screenshots, some of which you may recognize but most of which are new. With a little luck I should have more news for you soon!
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Major Release ~ JoJo´s Bizarre SNES Translation JoJo´s Bizarre Adventure
# Posted on April 13th, 2013 10:24 PM by Gideon Zhi
A week late, admittedly. Sorry about that, but school kind of got in the way, and a few nasty unexpected issues crept up during the playtest. It should be all fixed now, though!

For the uninitiated, this is an RPG based on Stardust Crusaders (no relation), the third arc of JoJo´s Bizarre Adventure. It´s a reasonably okay game, not great but not bad either. If you´re a fan of the source material, you´ll probably get the most appreciation out of it. Enjoy!
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Progress ~ Quick progress report on if... Shin Megami Tensei: if...
# Posted on November 9th, 2012 03:32 PM by Gideon Zhi
Just dropping a quick head´s up here that SMT if...´s text translation is done. Its hacking currently looks identical to SMT2´s, but with added main dialog proportional font. I´d LIKE to clean up the hacking a bit though, and the majority of the text isn´t inserted yet - in fact, I still don´t actually have it. It´s still on Ian´s computer, and he unfortunately got smacked pretty badly by Hurricane Sandy and is currently mostly without internet access. Still no ETA.

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Announcement ~ Just a little something I´ve been working on JoJo´s Bizarre Adventure
# Posted on October 25th, 2012 07:14 AM by Gideon Zhi
JoJo´s Bizarre Adventure for the SNES. Spent a couple of days getting it to this point. Extraordinarily basic stuff, real easy to hack. It can be nice to have your way with something simple for a change.
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Announcement ~ PAX East No.2: Shin Megami Tensei: if... Shin Megami Tensei: if...
# Posted on April 14th, 2012 11:21 AM by Gideon Zhi
So I´m sure the big burning question on most peoples´ minds is, "What took you so long?" The short version is that while most of Shin Megami Tensei: if... (hereafter SMTif) is technically identical to SMT2, one crucial part of the game is different: font storage. While SMT2 stores its font right out in the open, SMTif´s is compressed. This by itself would not normally be a problem, but instead of unpacking the entire thing to RAM like some games do, SMTif unpacks individual letters - making my usual workaround for these sorts of things largely ineffective. I´ve had project files (including a complete script dump) for if sitting on my hard drive since 2008, but it wasn´t until May of last year that we got the font stuff fully sorted out, thanks to veteran romhacker Neil_ who you may know from the Partial Translations version of Dragon Quest 5, among other things! So not only has it been a long and arduous process getting it even this far, it´s been an interesting job keeping quiet about it :) I initially wanted to announce work on this much sooner, but didn´t have anything to show for it until recently.

Ian Kelley returns to do the script, so stylistically it´ll be similar to SMT 1 and 2. We´re largely adopting official naming conventions for spells, items, demon races, etc when available. There are a few notable deviations (we´re considering Fey or Fae for the yosei race due to its largely celtic membership, as opposed to Fairy) but by and large we´re conforming. I also elected to go with a fully proportional font for this one; compare the screenshots below to SMT2 to see the difference. There are a few other technical improvements I´d like to look into, such as expanded item and equipment names in subscreens, that´s going to come after I´m done with the rest of it.

So don´t expect this immediately, or possibly even soon. It´s a process, and it´s not nearly done yet. But I´m hoping that despite SMTif´s distant ETA, this announcement will make a lot of people happy.
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