Miscellaneous ~ Metal Max Nearly Ready for Beta Metal Max Returns
# Posted on April 12th, 2007 04:23 AM by Gideon ZhiJust 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.
Progress ~ Tactics Ogre not crashing... nearly as often Tactics Ogre ~ Let Us Cling Together
# Posted on April 5th, 2007 03:51 AM by Gideon ZhiAbout 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.
Progress ~ New Fire Emblem screenshots. Fire Emblem: Mystery of the Emblem
# Posted on April 2nd, 2007 05:15 PM by Gideon ZhiI´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 ZhiI 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!
Progress ~ Dark Law enters playtesting. Dark Law ~ Meaning of Death
# Posted on March 23rd, 2007 03:43 AM by Gideon ZhiDark Law ~ Meaning of Death has entered playtesting. It´s not without issues; there´s still some rather nasty problems with the auto-center routines, especially when item descriptions or number variables factor into the equation, but it´s looking mighty fine enough already.
Currently, the patch is 360K. I've hacked thirteen font routines for this sucker - 8 variable-width ones, two 8x16 fixed routines, and three 8x8s. The amount of code that's gone into this is mind boggling!
I expect to release the patch on Wednesday, in celebration of the 10th anniversary of the game´s original release.
Progress ~ Dark Law is nearly done. Dark Law ~ Meaning of Death
# Posted on March 20th, 2007 01:18 AM by Gideon ZhiHere are a few statistics:
Assembly code (so far) in Dark Law: 102KB. Number of variable-width font hacks: 6 (so far - it probably needs at least two more.) Amount of raw text: 232,112 bytes. Number of advils taken: 10 (best guess.)
Here are some of the features you can expect to see in the final version:
--Fully variable-width menus
--Expanded list files for enemies, spells, and items. Originally fixed at 8 characters max, I now have as much screen and romspace as necessary.
--Expanded names for NPC characters - originally 6 characters max, "Antoniana" now fits.
--Expanded names for scenarios and locales - originally 8 characters max, I now have 256 pixels of space available for both.
--Expanded names for jobs (originally fixed at three characters on the subscreen, should be able to fit up to seven 16x16 tiles.
I´ve updated the screenshots slideshow on the project page to reflect the new progress. It´s hires, so be sure to click the slideshow to bring up full-resolution screenshots. Here are a few samples:
Major Release ~ Kunio Release - Oh god, this is so much easier Shodai Nekketsu Kouha Kunio-Kun
# Posted on March 7th, 2007 07:20 PM by Gideon ZhiSo yeah, here´s the release I promised for today. Shodai Nekketsu Kouha Kunio-Kun, AKA "River City Ransom 2" although that´s not really correct at all. I´ve included a bit of a mini-manual with the patch to help you through some problem spots with items and gameplay mechanics, so be sure to read it!
Announcement ~ Super Robot Wars Alpha!! Super Robot Wars Alpha
# Posted on March 7th, 2007 03:35 PM by Gideon ZhiI´m making this post not only to announce the SRW Alpha project, but to also announce that its script is already nearly 90% complete - that´s six megabytes of text! Some sample screenshots are up on its project page.
The translation was by Tyria (even more of a robot than I am); as usual, his writing is quite accurate but makes for horrid reading, so we´re taking pains to get it proofed and polished up for public consumption. No estimates on how long this will take, sorry.
Progress ~ Project Name Changes Laplace´s Demon, Super Puzzle Puyo, Too!
# Posted on March 7th, 2007 03:32 PM by Gideon Zhi"Demon of Laplace" has had its name changed to "Laplace´s Demon" to more accurately represent the mathematical/philosophic concept it deals with. Similarly, "Super Nazo Puyo 2" has been renamed as "Super Puzzle Puyo 2" to properly reflect its translated name.
Announcement ~ Welcome to the new Aeon Genesis!# Posted on March 7th, 2007 02:49 PM by Gideon ZhiWe have, as I´m sure you can tell, undergone some substantial changes. The website is still not 100% functional, but the core works - current news and projects, at least. Old news will probably end up in html files linked from somewhere (possibly another news post.)
The new site is great! It´s all PHP-powered for ease of updating, it´s a hell of a lot cleaner server-side than the old one, and we even have some fun new things like the Random Completed Project pane on your right and the randomized banner up at the top of each page. The title quote rerandomizes on each page, as well!
Most importantly, however, is that the new system allows me to grant posting accounts to other people (translators, utility writers, script proofers, what-have-you.) This will be the first time that other voices will be heard on the front page, and I´m very, very excited about it! The old setup made it seem like Aeon Genesis was just me - and while I am the primary hacker for nearly all of our projects (La-Mulana being the exception) the truth of the matter is that there are a lot of other people working with me to help get these games to the masses.
So yes, welcome to the new Aeon Genesis! Do be sure to thank Datschge of SNESMusic.org and satsu for their help with the PHP and CSS! I appreciate the aid very, very much! The annual release will occur later today. (Sorry to disappoint, but the release is not a Super Robot War.)