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Post by SkyeWelse on May 22, 2009 18:59:23 GMT -5
Well in the first image, you've added "TM and" to the original credits text. : )
You've got me with the second image. I can't find the difference. Sorry. : )
-Thomas
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Post by Ascended Mermaid on May 22, 2009 19:16:31 GMT -5
I didn't add "TM and" -- that's a European difference. I was thinking of something more... font-y. Did you notice that the original font has been completely changed over to the European font? For some reason, there was a separate P for the P meter, too... so I had to fix it. It was compressed. The only font that isn't compressed, is the original font used for menus, the title screen, and the status bar -- so I had to manually redraw the font (it wasn't a simple copy and paste job) and remove the blended graphics. I also added a few characters such as /, -, (, and ).
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Post by Ascended Mermaid on May 3, 2010 13:43:19 GMT -5
I have a surprise in store for fans; most importantly, fans who care about information/data/etc. -- I've taken an in-depth look into the data of each and every foe ever encountered and not encountered. The sooner I get a translation of each and every enemy's name from the Faxanadu Guide Book, the better.
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Post by SkyeWelse on May 3, 2010 15:13:16 GMT -5
I've started working on the names, although there might be several that are harder to figure out what exactly, if anything, it may be referencing. I'll at least get it as close as I can though. : )
-Thomas
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Post by Ascended Mermaid on May 3, 2010 15:17:20 GMT -5
Awesome! I'll be looking forward to them.
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Post by Ascended Mermaid on May 11, 2011 7:43:18 GMT -5
adventym.com/faxanadu/bestiary/SkyeWelse and I have compiled an AWESOME bestiary, complete with everything you could EVER want to know about your enemies. Also, *it doesn't mean anything* ... but I figure I could screw around with the game again. I've added the US Rev A / EUR font to the Japanese game. It's not fully implemented or anything. Don't get your hopes up. // The plan is to start over. Way, WAY over -- before the beginning. That is, I hope to retranslate Faxanadu again. I still have Adoru's work. So here's the checklist: - Change how the game reads font tiles. We don't want any of that messy 16x16 garbage, it has to be 8x8. - VWF -- or Variable Width Font. This would look nicer. - Properly replace the Japanese Characters. I'm not sure how far we'll get, but I'll do what I can.
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Post by Kimimi on May 11, 2011 11:25:26 GMT -5
Ooh unused stuff! I always love seeing the bits they don't bother taking out
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Post by Ascended Mermaid on May 11, 2011 18:40:59 GMT -5
I know fixed width is old-school, but trying to squeeze a translation in that tiny space is absolutely ridiculous.
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Post by Ascended Mermaid on May 16, 2011 7:17:45 GMT -5
I've implemented a big font into the game (with uppercase and lowercase) and inserted the original translation data. It's interesting; they changed the control code "FC" from "Name" to "Line Break" -- so that's what happened to it. The name screen is functional, but the password screen no longer works because of the English alphabet. To remedy it, one of three things may have to be done:
- Remove the password system and replace it with a save system. - Implement a new password system. - Rearrange the alphabet so that it's possible to come up with names with special characters (like hard/soft letters), quite possibly eliminating the usage of lowercase characters altogether.
I like the idea of a built-in game save better than most other ideas.
Still on the agenda:
- Implement a VWF. - Change how the game draws tiles from 16x16 to 8x8.
// More things to do:
- The name/password screen has 4 invisible letters where I've added letters in, and 4 keys where I've removed letters. I have to find out where the keys are drawn in the programming, and move the 4 keys where the 4 invisible letters are. - Dump the script. - Either get back in touch with adoru. or contact another translator.
// I'm missing some old messages from the retranslation project with adoru's work. This is because of how proboards deletes old messages. I wish I had sufficient backups -- but I don't.
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Post by Ascended Mermaid on May 18, 2011 14:06:43 GMT -5
Finally submitted a standalone pendant/difficulty bugfix to romhacking.net -- but you won't have to wait until they accept the submission. You can get it here!
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Post by Ascended Mermaid on May 23, 2011 5:01:13 GMT -5
My name is Mr. Xanadu Guy. I have been far away on a grand journey. I've now returned to this, the town of my birth, but the gates are shut, without a trace of it's people, and the castle walls have been rent down. What on earth happened here? I paced around the perimeter of the city walls, eventually discovering a way in... My last remaining copy of the retranslated intro text. I really wish I didn't lose my PM backups.
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Post by Ascended Mermaid on May 27, 2011 16:22:00 GMT -5
I also lost a SJIS table, a couple of lines from Eolis, and everything after. I haven't PMed Adoru yet, but I should eventually -- I want to get the hacking side of it done first, so nobody's waiting on me. I don't want to be the reason progress becomes stinted, ultimately.
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Post by Ascended Mermaid on Jun 14, 2011 23:00:10 GMT -5
The website has been updated today, but the changes are pretty insignificant. Here is the update: "I've used Elixir!" 06/14/2011 Three years and no update? That's horrible! The project is far from complete, and I'm starting entirely from scratch. I have some hideous beta previews of the project here: Here are a couple of mock-ups of the intended alterations: Here are my plans: ::Retranslation project:: - VWF - DTE - Use Smaller Font - Use item ID (Instead of having SEVERAL "I've used [item]" texts -- uses too much space.) - Use price ID (Instead of having duplicates of shop texts -- same as above.) - Reduce letter spacing from 16x16 to 8x8; or 16x8 - Fix name screen (I have to get rid of four annoying boxes.) - SJIS Table (Already started.) - SRAM saving ::I have everything I need:: - My handy dandy opcode list, misc tutorials from romhacking.net- Help from the romhacking.net forum(You didn't think I got here on my own, did you?) - SP's Faxanadu Disassembly(making the code itself English -- helps to find where everything is in the English version.) - Vagla's Faxanadu Level Data document- Luck, and/or intuition. ::What is done:: - A functional English name screen. 4 character limit... - Inserted variety fonts. - Pendant/difficulty bugfix. Any significant gameplay changing hacks, such as the item restoration project, will be separate. Also, I would like to take this opportunity to clarify that this website is SEVERELY outdated; it's loaded with inaccurate information and faulty terminology! I should be able to correct the offending webpages soon, but that can come later; my current priority is the retranslation hack!
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Post by Ascended Mermaid on Jun 16, 2011 3:59:38 GMT -5
I'm working on battery saves. I already know to set x6 to 12 to enable it, and that all save information is stored from $6000-7FFF. The trick is making it "write the mantra" to that address, the trick is figuring out where that data is stored. I thought at first that it was stored in $600-61F, which is what some of my documents state, but that's only for the password screen as far as I can tell. $600 is written to and read from whenever the player changes areas. I'll continue to look into it, however; I could be mistaken.
Battery saves will be a separate hack as well, so nobody has to worry about the lousy password system. Not that they would, we do live in an era with save states after all!
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Post by Ascended Mermaid on Jun 16, 2011 7:34:31 GMT -5
I can't do this... not now... I'll work on it later...
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Post by Ascended Mermaid on Jun 17, 2011 3:35:53 GMT -5
I lied... I've been working on it all day. It's kindof pathetic really, but I figured keeping busy would help... So, two things are done...
- The game saves - The game loads
But three things need to be done now...
- Make a US/EU patch -- the JP one isn't compatible - Make a checksum for loading the game data* - Making the actual window close out when the game saves, or at least displaying a nice "Game Saved" message
* Funky stuff happens otherwise, like starting a nameless game, holding the Ring of Elf, and starting with all of the first equipment -- with the exception of the *real* Ring of Elf...
Aside from all of that, I did a lot of work... for once I really programmed in ASM from scratch, no copy and paste jobs, and no reused scripts aside from using the "respawn" script when loading, to ensure that the game loads just as it does in the original version -- minus the Mantra...
I realize this can be easily abused, like you could reset, load, buy things, save, and repeat...
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Post by Ascended Mermaid on Jun 17, 2011 18:41:27 GMT -5
What's strange is how I can *write* ASM, but not entirely read it... The disassembly for it is also incomplete, and it doesn't help that I'm working on the Japanese version with an American disassembly, so things *are* moved and different in the coding... The data for the Mantra, and the data where the password screen are stored, for example -- which is why the SRAM patch is incompatible with the US/EU versions...
I've written a checksum (which is really, REALLY cheap, but it prevents the *only* thing I want it to prevent; save hackers can have all the fun they want...) so now you can't load an empty save... it just checks whether or not your name has a first letter...
Also, you can't save in Eolis; this is consistent with the original game as you can't even get a mantra there... the game only saves when you "get a mantra"...
The priest says "J" in the retranslation, (That's "お" in the original JP version.) when your game is saved... The reason for this is that either I haven't figured out the *right* place to paste the save code, or I haven't figured out how to stop it from trying to print mantra text thereafter... I pasted my code in the subroutine where it prints the mantra, but I'm sure there are loose-ends; because a cluster of JSRs are right before that subroutine...
Maybe I need to paste it somewhere else, or change the root of these JSRs...
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Post by Ascended Mermaid on Jun 18, 2011 0:25:12 GMT -5
I got rid of the Fire Crystal because I thought it was redundant to have two dysfunctional Crystal items. Anyway, I'm not too worried about "J" / Japenese "O" appearing. I don't really need that letter anyway, as I already have it in other fonts I'll be using -- that the game already uses anyway. Maybe I'll change it to something less offensive for the retranslation, though. Like a check mark, or something. Any ideas?!
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Post by Ascended Mermaid on Jun 18, 2011 0:43:07 GMT -5
It might act differently in the retranslation. Currently it displays on the top line, as opposed to the original version. I still had to get rid of the letter J, though, so it looks relatively clean.
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Post by Ascended Mermaid on Jun 18, 2011 0:51:35 GMT -5
Here is the Faxanadu SRAM (J) Patch feel free to test it out! Remember though: it will NOT work with US/EU versions, it's strictly JP only! // Please let me know if you find any bugs. I'm working on a US/EU version patch as well, which needs as much testing. It's not going to be as easy to make a patch for, strangely enough. I know where to paste the code, but now it needs to be altered to find the address that displays item text, considering I wasn't successful with finding a way to use the original text to print anything. It prints "A" in the US/EU version. // Link pulled. For some reason, the patch doesn't alter the battery byte.
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