Forgive me for not mentioning this sooner, but the patches will change all Faxanadu roms to PAL, regardless. As expected, don't try to patch the japanese rom; I doubt that will work successfully.
// The reason for this is simple. I took a shortcut and hacked the European version, implementing the removed/localized stuff; it's much easier porting stuff like that than to actually transfer the European font to an NTSC version of the game. Color me lazy.
// Just for kicks, I want to try and patch the japanese rom. X)
// It's *entirely* incompatible with the japanese rom. The title screen won't load (crash), menus won't close (crash), and talking doesn't happen (crash).
Last Edit: Nov 6, 2008 14:14:06 GMT -5 by Unsavory
"I paced around the perimeter of the city walls, eventually discovering a way in..."
Hey, that actually sounds pretty cool! Every other time I've played the game, I had assumed that *this area* itself was the gate; simply closed, but not locked. In all actuality, this tells us that he *couldn't* get in through the main gate.
// I will call him "Fieg" as per the manga, just as a place holder until I can give the players a choice.
Last Edit: Nov 6, 2008 14:32:58 GMT -5 by Unsavory
A Xanadu OVA was released in 1987 in conjunction with the MSX version of the game and a manga, titled "Xanadu: The Legend of Dragon Slayer". The plot was expanded and altered, with the main character now having a name - Fieg (フィーグ)
"I have been far away on a grand journey."
I'm not 100% sure, but Faxanadu almost sounds like a (Hudson-esque) sequel of sorts. Perhaps it is.
As per most translation projects, this is the first draft. It will be looked over at the end, and rewritten (it doesn't matter to me if I do this, you do this, or someone else does this) to make it sound more natural. This isn't of any offense to you, as you're doing an awesome job! The main character already has more life in him now, than his computer esque US translation. Let me demonstrate what I mean;
I am talking to myself. I am standing in front of a door. I will talk endlessly without punctuation until the player is annoyed.
"There isn't a trace of its people, and the castle walls are crumbling."
This exceeds the 4 line limit in the game, so once the dialogue sequence is completed, it'll look like:
trace of its people, and the castle walls are crumbling.
Without having rewritten the "have been rent down" part, even moreso would be lost. I can understand and sympathize with the translators for this reason. I may be able to expand the boxes to fit 6 lines, I'll try after work. Rewriting "have been rent down" is mandatory, as while it does get the point across, merriam-webster would debate with you and me that "rent" isn't the right word in this context.
// Did you get my PM? I believe that we should continue the rest of these details either via PM or e-mail, so as not to give away the translation experience to those who have yet to try it.
Last Edit: Nov 6, 2008 15:07:43 GMT -5 by Unsavory
Sprite edits... I'm a little fidgety about that. If it's something mandatory (like a possible *blink fix* I plan on), I'll consider it. I'm also considering the addition of a SHIELD with the Battle Helmet; The armored sprites are a little screwed with a shield as-is.
// A graphics hack should be a third parallel hack altogether, so that purists and hack enthusiasts may pick and choose accordingly. That is something I have *no* problem with.
// I don't want this to take away your time from translating, but if you're that sure, could you show me an example relevant to such graphics hacking?
Last Edit: Nov 6, 2008 22:02:16 GMT -5 by Unsavory
First thing's first. This game has the worst pointer maze you'll ever find. This becomes more apparent in the TSA/SCROLL/DOORS section, where there are literally pointless pointers (hah), but anyway, just be aware that there are literally pointers to pointers to pointers to pointers in this game. It's quite insane, and usually unnecessary.
This... is the first paragraph of what I'm about to read. Level information documentation for Faxanadu! ^_^ YAY!!! I also have stuff that describes what STA, TAY, etc. are, so 6502 Debugging should make more sense at the very least. This is very good news, indeed.
Worst case scenario: The jerks who made Faxanadu actually didn't even bother *programming* the door you come out of when you leave Eolis, so implementing a return route is impractical. XD Try as I might, "A0 FE 9C" doesn't work on any screen for cluster 1, unless there's a door already programmed there.
A0, where I want the door to be. // Right where the visible door is, outside of Eolis. FE, where I want the door to lead. // To Eolis. 9C, where I want the hero to appear from. // Right at Eolis' exit/entrance.
I'm sure it's probably something stupidly easy to do. XD
Also... immediately following or parallel to this hack, I intend on a "Faxanadu Scenario II", complete with a maze-like world. Mazes *can* be quite simialar to those featured in Xanadu. Sometime, I'll have to provide a simple example of such.
Hmmm... I'm not sure if the palette works. It works for the hair, but there's no depth to the face itself. Otherwise, it looks pretty decent.
For jokes, we could probably port the Xanadu sprites. Bitty people!
// I'm not entirely sure *how* we could alter the palette, since his hair *is* supposed to be black, but again, no depth in the face. The game itself proves, however, that the palette used for the face and the body can be two different things with effort, if that helps.
Last Edit: Nov 7, 2008 16:50:14 GMT -5 by Unsavory
The Faxanadu overworld has something like... 8 screens... 13 screens...
21... wait... add 9...
Awesome, way more than 30+ screens to fool with. This can be used to make an awesome Xanadu-style maze. The dungeons count as part of this overworld. adouruu, you and I have some intense planning to do, if you're interested in this process. I should count the number of screens that have doors (ahead of time) so we'll know what screens we'll use *for* the doors. (therefore avoid backtracking; replacing screens will be pie though.)
If I can somehow manage to eventually integrate auto-scrolling into the mix, this'll be even more awesome. I can actually get it to scroll somewhat, but not intentionally. Chances are, enemies will disappear when you leave a "screen", so auto-scrolling is a simple idea for now and nothing more.
Also of note: I do *not* have to "move" the screens; this is awesome, because this means that screen 00 (where you exit from Eolis) can be *anywhere I want* and lead *anywhere I want*. So say you want it to lead to mascon going left, to apolune heading down, and to somewhere within any of the dungeons heading right, etc.; easy as pie! I haven't tooled around with building blocks and stuff like that, but I've been lead to a nice chunk of data with a nice chunk of info.
// We'll discuss more in the coming week -- monday at the soonest, as I don't believe we have much time *this* week.
Last Edit: Nov 7, 2008 21:15:30 GMT -5 by Unsavory