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›› Daisenryaku

Published by ›› BOTHTEC
Published on ›› November 10th, '88
Platform ›› NES
Genre ›› Strategy
First Release ›› June 18th, '00
Current Version ›› 1.00
Released on ›› June 18th, '00

Daisenryaku

Announcement ~ Super Robot Wars! The original. Super Robot Wars
# Posted on May 19th, 2007 05:00 AM by Gideon Zhi
Dropping a quick note to announce Super Robot Wars 1. It´s mostly done - barring a few yet-untranslated strings. Easy to insert when they are done though. Expect it very soon, like possibly within the next 24-48 hours, if all goes as planned...
Screenshot Screenshot


Progress ~ Danzarb Enters Playtesting Dragon Squadron: Danzarb
# Posted on May 16th, 2007 06:59 AM by Gideon Zhi
Just dropping a quick note to say that Danzarb´s playtest has begun. Unlike the Metal Max test, which is turning up a lot more issues than I´d initially anticipated, it should be a fairly routine job. Look for both this and Metal Max soon.
Screenshot Screenshot


Progress ~ Danzarb Nearly Ready for Beta (Also, RSS) Dragon Squadron: Danzarb
# Posted on May 14th, 2007 03:58 AM by Gideon Zhi
Just as the headline says, I´m probably a few hours´ work away from being able to launch a Danzarb playtest. Necessary fixes will include window overruns, menu expansion, and a dual-line item name hack. I´ve added 25 screenshots of the current build to the project´s page, as well.

Also, thanks again to Datschge, the website has once again improved! First, if you use Live Bookmarks or an RSS tracker to keep tabs on websites, you can now do so for AGTP: our news has its own RSS feed. Check the bottom of the page to subscribe. Secondly, Old News is now navigable. Like the front page, it´s limited to ten items per page, so once the news starts piling up (and it will soon) it´ll be a bit easier to manage.

Here are a few Danzarb shots:
Screenshot Screenshot


Progress ~ Ancient Magic´s Script is Translated Ancient Magic
# Posted on May 3rd, 2007 03:55 AM by Gideon Zhi
Eien ni Hen turned in Ancient Magic´s completed text translation a few days ago. I´ve just now inserted the first of five major text blocks; they all need some formatting insofar as screenspace constraints are concerned, and they´re an absolute nightmare of control codes, but there should be relatively little truly difficult about putting them back in. Just a lot of boring grunt work, sigh.

Have a screenshot or two. This guy´s name is Feyr, by the way. Haven´t gotten around to putting that particular text chunk back into the game yet.
Screenshot Screenshot


Progress ~ Lagrange Point: Script (kind of) Inserted Lagrange Point
# Posted on May 2nd, 2007 02:40 AM by Gideon Zhi
Lagrange Point has been updated with seven totally new screenshots. The translation is still Tomato´s, but the hacking work is now mine and Guest´s entirely. I´ve scrapped the eight-lines-per-window thing in favor of a more-readable four lines, although I have shifted the text over to grant more characters per line than the game originally allowed. The main dialogue script is now fully inserted, minus a few untranslated strings and some cutscenes. It´s also now loading relatively-uncompressed text from ROM, by which I mean it´s still got DTE and Dictionary support to shrink the scripts to roughly 45% of their original heft. They fit but I haven´t added any control codes or anything, so I can´t guarantee they´ll stay that way. The scripts also need a good going-over, as the writing is a little flat on the whole.

To sum up, it´s a lot closer than it used to be, but it´s still a while off. Go see the new screenshots and be happy. More to come as I edit and format it.
Screenshot Screenshot


Major Release ~ Snoopy Concert ~ In Memoriam Kurt Vonnegut (1922-2007) Snoopy Concert
# Posted on April 12th, 2007 11:20 PM by Gideon Zhi
It is with a heavy heart that I bear the news of Kurt Vonnegut´s passing. His was a scathing wit, and he shall be missed.

In the spirit of trying to keep things happy, however, I present today a completed translation of Snoopy Concert. The Peanuts gang´s all here; the patch is both done and relatively bug-free. Enjoy!
Screenshot Screenshot


Miscellaneous ~ Metal Max Nearly Ready for Beta Metal Max Returns
# Posted on April 12th, 2007 04:23 AM by Gideon Zhi
Just a quick post to air out an old project. I picked Metal Max Returns up a few days ago with the intention of finishing it; lo and behold, it´s nearly done. I´m _NOT_ going to be expanding character names, I´m afraid - the menu alterations would just be too much work - but otherwise, I think it looks pretty good.

I´ve finally finished translating the shops, I think, and I´m working on the subscreen now. Afterwards, I may have one or two things to tinker with in combat, one word to translate on the BSCon, and a few town names to center in a few menus, and it´ll be ready for testing!

I don´t know about anyone else, but I´m seriously excited about this project. The game offers tons of customization options for the enterprising tank fiend, plus a fair amount of bonus games and optional material for you to do when you´re not hunting bounty heads. Here are a few snapshots indicative of current progress. As I progress I´ll be replacing the old screenshot slideshow with new meat, so be sure to be on the lookout for that as well.
Screenshot Screenshot


Progress ~ Tactics Ogre not crashing... nearly as often Tactics Ogre ~ Let Us Cling Together
# Posted on April 5th, 2007 03:51 AM by Gideon Zhi
About an hour´s worth of detective work tonight discovered the nature of what appear to be the remainder of Tactics Ogre´s dialogue crashes. It´s still not exactly performing to spec; if you try to save, the game basically explodes, and it´s still displaying memory card messages as an artifact from the PSX release. Might have to get that block retranslated... but eh. I otherwise played through three scenarios with no major problems (although I did hit a few minor ones.)

Here are some images.
Tactics Ogre Tactics Ogre


Progress ~ New Fire Emblem screenshots. Fire Emblem: Mystery of the Emblem
# Posted on April 2nd, 2007 05:15 PM by Gideon Zhi
I´ve added sixteen new screenshots to Fire Emblem´s project page. These completely replace the old screenshots (all two of them) and are indicative of the project´s current status. A lot of rewriting still needs to be done - I´ve done maybe 7 chapters of 45 or more - but it´s getting places, slowly but surely.


Major Release ~ Dark Law was released ten years ago today. Dark Law ~ Meaning of Death
# Posted on March 28th, 2007 09:05 PM by Gideon Zhi
I refer, of course, to the original game. Now, however, ten years later, it is available in English for the first time. Despite the amount of effort that went into this (it has, by far, more assembly code in it than Rudra had) I am somehow lacking in things to say, other than that I hope you enjoy the patch and the game!