Separate names with a comma.
Discussion in 'NDS - ROM Hacking and Translations' started by Aaron Chmielowiec, Aug 24, 2013.
konami died? maybe someone should tell them so they stop releasing games..
What they've been putting out lately are called "games"?
I like the circles and the x's.
Does the second game recycle games like the first one ? (Haggleman and that Drift Racer come to mind)
It does seem like there's a thousand minigames from the topic but I'm not sure
Not really, the adventure game has a second part and the platformer and puzzle game have a 16-bit sequel but that's mostly due to the format they're references of and the latter 2 feel pretty different from their original versions. The minigames from the first game still exist as modified time trial versions, although Haggleman Koume makes fun of the first game's special versions. The total number of minigames is 14 or 15 depending on if you count the adventure game as 2 seperate games, out of which 1 is the "game trainer" that's less indepth than the other games and 4 of which are completely unique of which with no sequels or spinoffs exist in this game or the first one.
the metal gear solid games, the castlevania games that came out for GBA and NDS, and some from the suikoden franchise just from the top of my head, came out after 2000 and they are pretty decent.. (better than any dragonball z crap anyways)
Either way, its not like this has anything to do with GCCX 2
Ehh. The only thing they produce that I care about nowadays is anything made by Bemani. I wish they'd go back to the older Castlevania style.
Okay, I've finished with the Triotos DX taunts and I'm through most of the game manual text already. The magazines still need work.
On the graphics end even though I haven't posted much on it a lot of it is now in the game. What is left and the progress are mostly this:
* Manual/Magazine graphics: mostly done, including inside pages and covers, not yet in the game.
* There are a few screenshots in the magazines and manuals with Japanese in them. I need to gather up those and do them. (Adventure and RPG mostly)
* The memo screen (uses the JoycoLand bg, possibly other recycled elements)
* Kung Fu title and special moves (not yet in game. Moves not finalized yet)
* The Daily Challenge intro screens and Calendar title (not touched yet)
* The ending Owari screen.
* Triotos tile swaps.
That should be it, I think. The manual and mag images are still the big things left but even that is almost there.
One last thing I have to report is a crash with the daily challenge. It did work before and it crashed yesterday. I'm hoping I just forgot a control code in the text for special days and holidays (golden week). You get different dialogue depending on when you play.
Apart from that, the game looks nice. It has now been completed in English multiple times and I'm just polishing and fixing the text end trying to weed out potential crashes and making it look nicer. Also, cleaning up the translation.
I'm hoping to make a demo video this week for you all as I mentioned before.
Seeing as you're pretty thorough when it comes to finding various crashes and bugs yourself and consider it to be mostly done, were you going to release a beta of it at all for testers or just release the final version when you're done and maybe update it later if necessary?
Well, to be honest testing has already begun with a very select group of people. Some of these same people are also helping putting the graphics in the game and pointing out text issues, translation issues, etc. so on that front I'm still good.
I know some people don't care about little things like logo images in the corner being in Japanese as long as the main text and rest of the game is in English, and for all intents and purposes if you don't care about the little things you could consider this a fully playable "Beta" of sorts. The Adventure game text has some weird alignment issues and RPG text...also has some weird alignment issues but overall the game is playable in English.
Once the Manuals and Magazine (images) are in place, I am more comfortable in letting even more people play the "Beta" to find any little things...well, that and the Manual/Magazine text which I'm doing right now.
Oh, good news! I figured out the crash, by the way. The original conversion tool made everything double byte so I used the most recent one (which is still months old but did handle the slim text correctly) and besides the layout being mucked up, it worked again. I know the graphics for these screens aren't in place, by the way. This is one of the last things to do. I've already provided a translation guide for those with "the graphic power".
Before: (Just before crash)
After: (Messed up text, but it isn't so far over the border it brings the game down in flames) and you can now play and complete the challenges.
Speaking of conversion tools, will you be making your notes and other source stuff available for others to work with? One of the best things about this hobby is the capability for fans to translate a favorite or especially good game into their native language, and the more tools available for this, the better! Sites like romhacking dot net are available for hosting and organizing such resources for the greater internet
Okay, the manuals are done, and by "done" I mean "doesn't have embarrasing layout, positioning, and length issues" and I fixed some of the wording. I've already started the Magazines. After this I know I have issues with the Daily Challenge Text and some test reports came in on the RPG that I should fix.
Celice> Well, I do have a Subversion repository and all of the conversion tools we use are there. The only issue with the LBS and DAT converters are that they are pretty specific and it would have to be rewritten for use elsewhere. Some tools like CrystalTile and Tinke are common, though.
Lots of good things happening on this end. The Daily Challenge graphics are well underway with some work in the game already.
Also, the Manual images are done. They just have to be put in the game. Now just the magazine graphics remain on that front. I'm plugged away at the text and finished the Manual text but I'm still messing with the magazines. Some of them are looking better but there are quite a few rough spots.
Here are some pics from the settings and memo screen (a bit old) just because I don't think I posted anything from them yet. (The JoycoLand logo was updated since then but the memo screen needs a small refresh)
That's about it. I still have Daily Challenge text to fix, RPG/Adventure text to fix (moreso the RPG) and to test it in the game but everything is coming together.
EDIT> I found a bunch of the Daily Challenge "rewards" text was corrupt but couldn't find the source text files that were translated originally. No worries, though. Lots of repetition and I managed to get that done in about 30 minutes.
/me also can't wait to see the Manuals with the new images.
Xseed couldn't have done better, had they localized that one on their own
Really awesome work
Okay, I made a quick video showing off the game. Of course since it was recorded on an iPhone 4s and had to be at 1080p the file is over a gig so I'll have to link it later...sigh. I hope it comes out all right but it should show how things are shaping up.
EDIT> Okay, I converted it to a lesser format but the bigger problems are with brightness. I hope it isn't completely unwatchable.
When it is done it will be at : http://youtu.be/eGxOjgLojeM ... or I can just embed it here.
Could I have the game to play I mean "Test" I loved the first game so I think I'd do great "Testing" it!
Testing is serious business. You might even not find it that attractive.
Just wait for the release of the public patch like everyone else.
I get you're trying to make a joke but the translator here was bombarded earlier by requests from nobodies to "try the alpha patch". This projects doesn't really have people who do nothing but play the partial English (and extremely buggy) build: anyone who got to try said build was involved in some degree in the creation of something tangible for it (it's only up to Aaron really).
Good work team. That is some amazing stuff. I can't thank you enough for the hardwork.
It just looks so beautiful in motion...