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›› Wizardry 1-2-3 ~The Story of Llylgamyn~

Published by ›› ASCII
Published on ›› January 1st, '96
Platform ›› SNES
Genre ›› RPG
First Release ›› August 5th, '00
Current Version ›› 1.00
Released on ›› August 5th, '00

Wizardry 1-2-3 ~The Story of Llylgamyn~

Progress ~ Hourai High marches onward Adventures of Hourai High
# Posted on November 15th, 2008 05:53 AM by Gideon Zhi
satsu finished translating Hourai High´s script about a month ago, maybe a little longer. Again, nothing to show off, I´m afraid :/ Also, mind not the busted previous news post (and its missing comment link); it´ll get fixed soon.

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Progress ~ Slime DQ Squidges Along Slime Morimori Dragon Quest
# Posted on November 15th, 2008 05:14 AM by Gideon Zhi
Just dropping a quick word about the first - of several - games whose text translations have reached the "complete" marker in the last few months. Slime DQ is the most recent, thanks to Tom/DDS, who is now working on something else for us which I´m sure you´re all rabid for! No screens, unfortunately; I haven´t hacked the text into the game yet, so I don´t really have anything to show off.


Progress ~ Now in Alpha, too. Super Robot Wars Alpha
# Posted on July 2nd, 2008 11:01 PM by Gideon Zhi
Yep! Took maybe three hours. Note the poorly-edited dialogue. This obviously needs an editor - if you think you´re up to it, have tons and tons of free time, are an accomplished writer, and are a fan of Super Robot Wars, send an email!
Screenshot Screenshot

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Progress ~ Font me up, guy Super Robot Wars Alpha Gaiden
# Posted on July 2nd, 2008 04:26 AM by Gideon Zhi
Alpha Gaiden´s font is now variable width/proportional. Huzzah! It´s 4:30 AM and I´m totally about to pass out. I´ve been working on this thing for like nine hours straight.

First foray into MIPS assembly = success!
Screenshot Screenshot

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Progress ~ Well, THAT bit´s done, after how long? Mystic Ark
# Posted on June 23rd, 2008 05:04 PM by Gideon Zhi
Last night at about 10:00PM Eastern, I *finally* finished mapping out the last of the embedded pointers in Mystic Ark´s insert file. All 6562 jumps in the script have now been assigned a unique identifier digit, with corresponding markers and targets for each. That´s 6562 copies and pastes. 6562 sets, 6562 writes. And you wonder why this is taking so long :p

That doesn´t mean that it´s ready to insert yet, I´m afraid. MKendora has written a simple utility to add *normal* pointer writes to the file; I´ve just run it, and the next step has me commenting out any potential false positives so inserting this thing doesn´t completely break the rom. This´ll take a while, but I don´t imagine it´ll take nearly as long as the *last* step took.

So yeah, progress. Nothing that I can show off, I´m afraid, but still. Progress.

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Progress ~ It´s coming. Live-A-Live
# Posted on May 8th, 2008 07:18 PM by Gideon Zhi
Sooner than you think.
Screenshot

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Progress ~ Rejoice! Script translation complete! Rejoice - Another Aretha Kingdom
# Posted on March 3rd, 2008 10:35 PM by Gideon Zhi
Silversonic just emailed me this afternoon to let me know that Rejoice´s script is done! It still needs an edit (mostly, aside from the stuff I did on my own a few months ago) but barring any major catastrophes, the remainder of the project should go pretty quickly.

So just what is Rejoice, you ask? Well, I think I´ll let it speak for itself:
Screenshot Screenshot

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Progress ~ Live-a-Live 2.0 close to completion Live-A-Live
# Posted on January 13th, 2008 03:57 PM by Gideon Zhi
It´s taken a whole lot longer than anyone could have predicted, but I think we´ve finally fixed all of the little niggling technical issues. One particularly nasty one, just resolved, would corrupt your save data and replace characters with multiple Oersteds.

The scripts are all edited save for the final chapter, but of course due to that previously-mentioned save corruption, I need to restart the game from the beginning. Provided a speedy replay and no further technical problems (and maybe some wrangling with SNES9X´s cheat engine) an in-house betatest should be coming pretty soon, with a release following shortly thereafter. No promises, though! We thought the technicals had been resolved last September, but look how wrong we were!
Screenshot Screenshot

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Progress ~ SRW Gaiden - Technicals Mostly Resolved Super Robot Wars Gaiden
# Posted on October 4th, 2007 08:28 AM by Gideon Zhi
Just dropping a quick note to say that most of the technical issues in SRW Gaiden have been resolved. There are still some bad strings and/or crashes, occasionally, and the menu system needs quite a lot of textual work, but none of it should prove very challenging. The biggest "issue" is that speaker portraits garble when a unit gets destroyed. Not sure why, just yet.

Here are some snaps of working battle sequence text.
Screenshot Screenshot


Progress ~ Super Robot Wars Gaiden - Script Inserted, Kinda Super Robot Wars Gaiden
# Posted on September 28th, 2007 03:54 AM by Gideon Zhi
It still has a lot of technical problems, but the really good news is that all of the necessary pointer writes have been added to SRW Gaiden´s script. It´s... big, of course - roughly 800K of text, all of which is going to need to be edited. The font routine is also only semi-functional, but the stuff that IS working looks pretty good. Unfortunately, the stuff that IS working isn´t a lot of it.

Here are some snaps.
Screenshot Screenshot