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Messages - Zera

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241
Yeah. Feel free to use these assets in other projects, as well. May as well let them go to some use. :P

242
TI Z80 / Re: Tetris in TI basic
« on: April 14, 2010, 02:23:28 am »
You're also welcome to try your hand at coding Trominoes. :)



/shameless self-promotion

243
TI Z80 / Re: Hnefatafl: The Viking Board Game (download on page 4)
« on: April 14, 2010, 02:15:15 am »
There's a bit of a quirk in the rules: When black moved to 4F, the white piece against the throne wasn't captured. It should have been.

Any piece positioned against the throne (regardless of whether the king is occupying it or not) is captured when an opposing piece positions itself to the opposite side.

244
Strange. I've always had a problem with board attachments. I figured it had to do with an older version of Opera. I recently switched to the latest version.

The only other issue I could think of might be related to referrer information. My default policy disables it, unless I add an explicit exception to a specific site.

245
Uploaded new version. Fixed a few strings I had earlier debated on changing in the first place, and tried to bring some things more in-line with bits of DTE dialog that I can't really edit. (so the overall strings would at least appear consistent)

I got about 20% through the DTE table before giving up.

I *had* to double-post, because attaching anything to the thread screws the current response form up. >_<

246
There aren't any other fan translations, as far as I know. That's why I was so interested in doing this. The game is so neglected. :(

Just look for the ROM that has the same tags as mine: (U) [!] (this means U.S. region with a good header) If the ROM is a hack or translation, it will have the [h] or [t] tags. (possibly along with a header tag)

247
Gambatte is the most accurate GB emulator, IMO. There aren't a lot of extra features, though. You won't get Super GB support, for instance. BGB has all those features, but I'm not sure how accurate it is. A lot of people claim it's based around accuracy, but Gambatte was built upon hundreds of hardware tests.

On another note: I dread getting into the DTE stuff, but I really want to mess with the dialog. I was also thinking about re-translating the title screen. As it was originally part of the SaGa series, (or the first game therein) it really had nothing to do with Final Fantasy. That was just a label they slapped on it in the English adaption.

I never had much luck editing title logos, though, since they're usually some garbled and compressed mess that's like assembling a jigsaw puzzle. :P

I should also note that the chose the U.S. version of the ROM for a specific reason: Additional features. The Japanese version lacked equipment icons, and animations weren't very robust. They added all sorts of different animations to the English version of the game. I think it makes sense to go with the version that includes the most content.

248
Gambatte, because of its accuracy. BGB is also good for slower systems. (but Gambatte should run fine on a 1 GHz CPU or better)

249
Patch is ready. (attached below) I included a save with fully-powered characters at the final position of the game, to help with testing. (rename the .sav file to reflect the name of your FFLegend ROM, and it should work with your emulator) Note that this patch is applied to the U.S. version of the ROM - not the Japanese version.

If anyone is willing to help with testing, just report any oddities you might notice. For instance: If an enemy attack doesn't seem to do what its name suggests, then I may have made an oversight. (some strings were redundant, and it was difficult to discern which one had which effect)

Some notes:

 - GP was changed to Kr, to reflect the game's original currency. ("Kero") If you notice any instances of GP left-over, then let me know where.

 - Some changes were made to the dialog, but nothing that required DTE-editing. These were just item names that are sometimes referenced by other characters. If you notice any oddities here, let me know.

 - I fixed the checksum on the ROM image so certain emulators won't nag. The hack doesn't have any problems on BGB or Gambatte. Haven't tested other emulators.

 - The final boss is sacrilegious. Not my fault - the developers intended it to be that way. :P

EDIT: New attachment a few posts down.

250
TI Z80 / Re: Hnefatafl: The Viking Board Game (download on page 4)
« on: April 13, 2010, 12:16:05 am »
Good job. :) I was kind of wondering what happened since the last update. :P

10 seconds isn't too bad. Hopefully, optimization will tone it down a few seconds, though.

251
Just thought I would mention a small ROM-hack I'm working on.




This hack re-translates all the inventories (names, items, attacks, enemies, etc.) to reflect more literal accuracy; however, there are some cases where I improvised, or used analogous words. (i.e., names that strictly consisted of Japanese terms) Overall, it's much closer to what the original script intended, and in many respects, also more descriptive and easier to understand.

Secondly, I've redone all the item icons. They're much more detailed. I originally only intended to change the helmet icon, because it reflected a Japanese helmet design; but then I figured the other icons could use more detail.

So far, I have the item inventories. I just need to finish the enemy names and attacks, and do final editing. I will release an IPS patch as soon as that's complete.

If I can get a better understanding of how to create DTE tables, I'll also make an attempt at re-translating (or possibly just editing) the actual game dialog.

252
Gaming Discussion / Re: What games are you playing now?
« on: April 12, 2010, 01:33:47 pm »
Final Fantasy Legend. I'm at the end of the game, but I'm still maxing my characters' statistics. I decided I should try to finish as many SaGa games as I can get my hands on. There are quite a few I haven't completely cleared yet.

Too bad there aren't translations for the Romancing SaGa series on SNES. (except for a few half-assed ones I wouldn't even bother with)



I hate Mutant / Esper abilities. They're too random. My Mutant hasn't even acquired an ability for his fourth slot, and I'm already at the final battle.

253
Humour and Jokes / Re: The price of being root admin of a forum
« on: April 12, 2010, 12:11:08 pm »
Clear your inbox once in a while. :P

I tend to be OCD about that. I can't stand having a ton of messages accumulated in my e-mail, for instance. I frequently delete things I've already read and responded to.

254
TI-BASIC / Re: Question: BASIC + xLib limitations
« on: April 08, 2010, 11:31:16 pm »
I'm a bit confused about map resolution constraints. 6x4 would only be a single screen. We're talking about entire dungeon and town maps, here. I know I've seen much larger maps, unless I'm mistaken.

32x32 sounds fairly reasonable. I'm just not sure if that would be adequate for a world map, on the other hand.

New question: What if the tileset were 24x24px? Would this affect any resolution constraints?

255
TI-BASIC / Question: BASIC + xLib limitations
« on: April 08, 2010, 09:42:51 pm »
I'm a bit curious about some of the limitations with projects that use BASIC + xLib. More specifically:

 - Say you have a monochromatic tileset of 16x16 tiles. Would there be any map resolution constraints to consider?

 - Is map-looping possible? This might be most useful for RPG world maps where a player has access to a ship or transport of some kind.

 - Would it be possible to animate tiles in some fashion? (i.e., water) What kind of animation is most feasible?

 - With the sprite-routine, what sort of limitations are we looking at? How many sprites on screen at a single time?

 - Any specific constraints on the number of tiles that can be fit into a single tileset? (or total memory)

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