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Random Project

›› Warning Forever

Published by ›› Hikoza
Published on ›› May 4th, '04
Platform ›› Win
Genre ›› Shooter
First Release ›› September 19th, '04
Current Version ›› 1.00
Released on ›› September 19th, '04

Warning Forever

Progress ~ Monstania Redux Monstania
# Posted on April 16th, 2018 11:59 AM by Gideon Zhi
Monstania was the very first translation patch of meaningful size that I released, and it is correspondingly more than a little creaky in a lot of ways. To that end I´ve spent some time reworking it. I´d like to be able to have user-entered 8-character names and it still has the weird soft-lock semi-hang bug that the original version has, but I´ve gotten the script completely retranslated (thanks again to TheMajinZenki, who did JoJo, SRW2, Magical Drop 2, and Masoukishin.) I´m attaching a couple of sample snapshots of current work to this news post, but as they don´t reflect the currently available patch I´m not going to add them to the project page. As with Lady Stalker, the Monstania redux´s future could go a number of ways; I´m not going to say much more here about it, other than that it´s amazing how simple this game is to work on now that I´ve got nearly 20 years of experience under my belt!
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Progress ~ Magical Drop 2 Commercially Available Magical Drop 2
# Posted on April 9th, 2018 11:33 AM by Gideon Zhi
Today I´m going to be talking a bit about Magical Drop 2. The translation is complete and the game is now fully playable in English, end to end! But I´m not releasing it just yet, primarily because it is currently available for purchase - yes, with the English translation applied - as part of the Data East Classics Collection from Retro-bit. That´s right: we´ve been licensed! I´ve ticked the progress counter on the project page up to 99 (it doesn´t go any higher for projects without downloads) and updated the screenshots to showcase current work. From here I need to ask for some patience while I figure out where Magical Drop 2´s future lies.
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Progress ~ Laplace´s Demon in Beta Testing Laplace´s Demon
# Posted on April 5th, 2018 12:48 PM by Gideon Zhi
Laplace´s Demon is a very strongly thematic game. Most years since its original release I´d think to myself, ´I should make sure to get this done for Halloween´ or ´Wouldn´t it be funny to release this on Valentine´s Day´ or something along those lines. The problem was that the thought would occur way too close to the holiday in question, and there was never enough time to fully fix the game in time. Then the holiday would pass, and Laplace would once again cease to be a priority.

I´m no longer aiming for a holiday-themed release for this. It´s been in playtesting for a while, and a second round is scheduled to start as soon as Masoukishin is done, but there are enough bugs in the original game that it can be kind of hard to tell if an issue is something caused by the translation or if it´s something that was always there. In the interests of personal sanity I´m not aiming to fix anything present in the original game, though the new version of the translation does look much nicer than the version I released back in the day. To that end I´ve completely replaced the screenshot slideshow on the project page with 15 fresh snaps showing the current state of the translation. I don´t think this one is very far off, though as usual I´m not going to commit to any given release date.
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Progress ~ Ladystalker Update Ladystalker - The Apocalypse Engine
# Posted on April 2nd, 2018 12:36 PM by Gideon Zhi
Today on "things I haven´t talked about in a while", I want to highlight Ladystalker. Some progress has been made in formatting strings for line length, and most (but not all) of the interfaces have been hacked. I´ve also hacked the scrolling introduction. The work is currently imperfect (see "Lad" instead of "Lady" below) and probably two thirds or more of the game still remains to be checked for both line length and context. For a variety of reasons Ladystalker isn´t a priority at the moment, but I did want to drop a note to say progress is being made, if slowly, and that it hasn´t been forgotten about.
Screenshot Screenshot

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Progress ~ Super Robot Wars Gaiden in Beta Super Robot Wars Gaiden
# Posted on March 28th, 2018 11:08 PM by Gideon Zhi
Hi everyone, I´m just dropping a note here to say that SRW Gaiden: Masoukishin/The Elemental Lords is currently being playtested. The screenshots on the project page were old, so I´ve replaced the lot of them with 21 fresh new snaps. I´m extremely pleased with how it looks, and even though it won´t be conveyed in screenshots I´m also exremely pleased with how it sounds, as we´ve got music persistence working in the game! The patch will be provided as an optional extra when release happens, and barring any major disasters that should be sometime in the next few months.
Screenshot Screenshot

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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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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.
Screenshot Screenshot

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Progress ~ Second of Three - 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.
Screenshot Screenshot

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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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