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Post by Ascended Mermaid on Nov 6, 2008 13:50:22 GMT -5
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).
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Post by Ascended Mermaid on Nov 6, 2008 14:26:00 GMT -5
"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.
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Post by Ascended Mermaid on Nov 6, 2008 14:42:24 GMT -5
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.
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Post by Ascended Mermaid on Nov 6, 2008 15:06:34 GMT -5
"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.
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Post by Ascended Mermaid on Nov 6, 2008 15:57:12 GMT -5
Awesome, thank you so much! 4 lines, 16 characters per line (including spaces and punctuation). You can end the line on line 1, 2, 3, or 4, and it'll look perfect. Hello, Fieg! (1) This is an example. (2) Here, you see a line, number three. (3) This should be the very very very very very very last line! (4)
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Post by Ascended Mermaid on Nov 6, 2008 21:53:08 GMT -5
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?
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Post by Ascended Mermaid on Nov 7, 2008 0:32:39 GMT -5
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.
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Post by Ascended Mermaid on Nov 7, 2008 4:41:35 GMT -5
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. (A dungeon crawler Faxanadu...)
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Post by Ascended Mermaid on Nov 7, 2008 14:49:20 GMT -5
Cool! Graphics can be dumped, or special programs/tools can be used. Please give me a moment, I think I must be going soon.
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Post by Ascended Mermaid on Nov 7, 2008 16:45:31 GMT -5
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.
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Post by Ascended Mermaid on Nov 7, 2008 16:51:08 GMT -5
A ragged, naked homeless bum with BIG EYES. XD // I can remove the walk-in scene, as well as the walk-out scene, if those should prove to be problematic. // The latest Faxanadu movie I have here, "Kill Mode", shows my skip hack. (I'd found that only because I was I was trying to restore the naming screen.)
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Post by Ascended Mermaid on Nov 7, 2008 16:54:51 GMT -5
What's with the white ear and nose? XD He's like, wearing sunscreen.
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Post by Ascended Mermaid on Nov 7, 2008 19:02:17 GMT -5
It's settled. Operation: TRAnslation, remix, Scenario H-II; // Operation TRASH-II, commence! //Better make it 4 hacks to be sure; some people might want to play old faxanadu with your graphics hack, as well as the remix, and scenario II. XD Custom Patching FTW!
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Post by Ascended Mermaid on Nov 7, 2008 19:14:38 GMT -5
TRASH-II is pretty entertaining. We've seriously gone nuts on all of the different concepts, and I find it exciting that we'll someday combine all of these concepts.
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Post by Ascended Mermaid on Nov 7, 2008 19:36:14 GMT -5
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.
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Post by Ascended Mermaid on Nov 7, 2008 21:14:07 GMT -5
Sweet! 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.
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Post by Falcom Director of Fanservice on Nov 7, 2008 21:29:05 GMT -5
Screw all yall, the original sprites are awesome.
Also man this thread came to life when I wasn't looking. =]
Edit: So I'm certain Faxanadu guy has a name. But when I went to dig up the cart and check the manual, I found my manual was missing.
Raspberries =[
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Post by FM-77AV on Nov 8, 2008 10:06:56 GMT -5
Sorry, there really is no name for him in the manual.
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Post by Falcom Director of Fanservice on Nov 9, 2008 7:51:15 GMT -5
Shock!
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Post by Ascended Mermaid on Nov 9, 2008 14:32:55 GMT -5
Yeah. No name. I thought he did too, but it turns out, he's a "name your character" guy, who apparently, had his name feature removed for americans and europeans. He's just "that guy"...
...how the eff did I get another virus? AVAST! You're not doing your job!!
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