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Post by tancients on Dec 18, 2012 0:05:20 GMT -5
What does that suppose to mean? So quoth the raven, "Sugar plums and everything sweet." Simple, functional, and I like what was done with the logo icon. Let me know if you're interested in seeing the other resource files. Maybe you can get the mascot up when I failed to do so. (The html code for the current page has merely been commented out). Thank you.
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cjay
Rheboll
Posts: 23
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Post by cjay on Dec 18, 2012 7:41:25 GMT -5
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Post by Alyindar on Dec 18, 2012 10:23:58 GMT -5
its no problem for me to position images in any way you want.. im css ninja! This part made me laugh.
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Post by tancients on Dec 18, 2012 11:18:46 GMT -5
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cjay
Rheboll
Posts: 23
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Post by cjay on Dec 18, 2012 11:23:05 GMT -5
oh, i see, i thought that his actual wings are his body
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cjay
Rheboll
Posts: 23
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Post by cjay on Dec 19, 2012 18:52:31 GMT -5
we are getting closer dobes-rp.php5.sk/bof/-getsimple cms installed -news with paging and comments -project template with static header image feel free to leave your thoughts and ideas for improvements
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Post by tancients on Dec 19, 2012 19:24:36 GMT -5
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cjay
Rheboll
Posts: 23
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Post by cjay on Dec 19, 2012 20:26:18 GMT -5
thanks, i will look at it
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Post by Red Hairdo on Dec 19, 2012 20:31:42 GMT -5
Now it's as good as it can be for me.
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Post by jakeslogan on Dec 20, 2012 0:50:00 GMT -5
things look quite lively these days eh?
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Post by tancients on Dec 21, 2012 15:10:37 GMT -5
Silence! is golden. o.o
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Post by Red Hairdo on Dec 21, 2012 18:13:51 GMT -5
Hmmm, if me asking it won't be a bother, is it possible to tell more or less how far away the release of the patch for the first Zwei game is compared to the 2nd one? I'm really, really, really looking forward to both in whichever shape and time they appear, but I'll be holding back on Zwei II until the first game's patch gets released, so that's why I was wondering.
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Post by tancients on Dec 21, 2012 20:29:22 GMT -5
Shooting for the first quarter of next year, but it really depends on technical hangups with Zwei!!. Go find me some source code, so we don't have to continue to reprogram about 30% of the game, and we can release it sooner.
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Post by Red Hairdo on Dec 21, 2012 21:11:16 GMT -5
I see, that sounds really not that far off, although I'm sure it implies there's still a lot ahead. Thanks for letting me know. And I would really love to somehow find analogous or the very source code itself for all of you. xD I don't think I have the ability to do that, though.
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Post by tancients on Dec 24, 2012 19:10:21 GMT -5
Just got the Scorch Jwl. in Zwei!!, and then traded in 10 Rce Cake Rll for a Sft-bld Egg, which gave me a lot of EXP. Soon I won't need the Crimson Ear. equipped and can use Drknss Gntlt.
I should farm up some more Shmp Tmpra, and probably just eat the Frnch Bread I've been holding onto...
Does anyone know where the Chlld Ndles drop? Will I need to go to Craproat for that? And what about the Name Chg item? I heard it was in the mansion, but I only found the Pet Name Chg there.
Are you sure you're looking forward to a translation patch for Zwei!!?
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Post by Red Hairdo on Dec 25, 2012 0:33:49 GMT -5
I see, that's a considerable issue. xD But I personally truly wouldn't mind it if the patch came out with item names like that. I mean, I played Breath of Fire 1 in English for the SNES a lot, so... XD I can make sense out of text like that, most of the time. So I take it string space is the issue, and that this needs reprogramming through reverse engineering to give it more space? Well, sadly, as I said earlier, I don't know anything about the source code of Zwei!! directly, but! I have no idea if this will help, but I might know possible leads to solve the issue. Basically, Falcom likely reuses a lot of code in their games, code reusing is very useful, popular and often required for software development, this much I know. So if you know how the code works for another Falcom game, chances are it might give you many hints on understanding Zwei!!'s. I'd start off with the games that are "neighbours-in-release-date" to Zwei!!, that is, first Ys I-II Complete or even Ys II Eternal, then check Ys Eternal and then Ys VI. Maybe even a "distant" game like Ys Seven could give enough hints. And I'd definitely check out on Gurumin PC vs. Gurumin PSP, because I noticed there's a lot more of room for string input (text) in the (English) PSP version than the PC version: Gurumin PC accepts 5 characters at most, while the English one for PSP accepts minimally 12 characters, if not more. Or so. That means some tweaking was done between the Gurumin PC version and the English PSP one. Analysing both's files... maybe might help...? Only if NW was willing to help with his overall knowledge and Ys I-II Complete experience... But no matter what you people come up with, yeah, I'm definitely looking forward to the Zwei!! patch. Maybe initially it could be translated like that (Frnch Bread etc.), but after you people figure out the space issue, a 2.0 version of the patch could be made, if you all desire to do so? Really, I'm grateful for whatever comes out! xD
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Post by jakeslogan on Dec 25, 2012 0:54:15 GMT -5
Wow, are you guys soulmates? All I can understand about what tancients said is she's looking for some kinds of loot.
Sorry, I didn't see the last sentence.
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Post by tancients on Dec 25, 2012 3:43:37 GMT -5
Resolving the space issue would require an overhaul of multiple sections of the UI.
The storage bank would need to be redone, and mouseover text would need to be expanded but in a way that it doesn't cover up the quickbar, while also not breaking a multitude of other things that also use the speech bubbles.
The purest solution would be to rewrite the directx5 calls that the program makes and rebuild the rendering engine to support a higher resolution UI, which would solve the text issue. The way the game was built appears to be very different from the other Falcom games. Gurumin more closely resembles Zwei 2 code-wise.
Zzblue has already redesigned all of the books in order to support more than about 20 characters per entry. Things have shuffled, adjusted, icons need to be made to substitute the single kanji used to represent various stats.
And you're right about reusing code, not just their own, either. They used two pre-built scripts for Zwei 2, and used an earlier version of EasyScript for Xanadu Next. Zwei!! however...
To say the code Falcom used is a mess is an understatement. The PSP version of Zwei!! is even worse, based on what I've heard.
-- As far as the actual dialogue goes, there won't be any issues there. It's purely the speech bubble in the lower left corner that has loads of commentary by Pipiro and Pokkle. Everything else (including the Falcom Engrish used on some parts that are too much effort to fix) will be complete and normal.
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Post by Red Hairdo on Dec 25, 2012 6:10:51 GMT -5
I was about to recommend verifying Zwei!! on PSP, then read the bit you said it was even worse right after. xD
Well, I guess I ran out of cards. Except... This one may be harder to find, but ever considered analysing Zwei!! PS2's data instead? Taito ported it, so I wonder if they did any adjustment to make the porting easier for them, being 3rd parties and all...
And I'm very relieved to hear the actual dialogue won't be an issue. xD Yay
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Post by tancients on Dec 27, 2012 20:29:44 GMT -5
Editor: well, I don't think anyone expect it to just stop at 11k Editor: not with lines past it like My name is Tenzan── The elder of《Village where falling stars shine brightly》 as well as Subaru's grandfather. to fix! Editor: boy, glad we got that name sorted out Editor: ....uh, anyway
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