ROM Hack Nanashi no Game

  • Thread starter Thread starter Sora de Eclaune
  • Start date Start date
  • Views Views 275,148
  • Replies Replies 876
  • Likes Likes 14
aww... so Nagato got burned out? well, at least looking at the progress screens, all this needs is somebody to pick up where he left off...


come on, Tempers. i know there are translators/hackers/teams out there who are at least interested in this title. please, pick this one up, even if just on the side.
 
I hope this thread doesn't die cuz this game is definitely one of the more interesting DS games out there.
 
rayjay said:
I hope this thread doesn't die cuz this game is definitely one of the more interesting DS games out there.

Quoted 4 Big Truth.

It would be so cool to have it and it's sequel translated =p

Damn, I know some assembly programmers, but they never worked on projects for DS, only Genesis (Sonic fanboys).
 
qweasd123 said:
"translators" are busy translating dragon's balls, bleach and other crappy games
Yup, because Ace Attorney Investigations 2 and Dragon Ball Z Ultimate Butoden are crappy and way less popular than this.

Seriously, don't insult games you've probably never tried and don't insult them because you didn't get your way.
 
qweasd123 said:
I didn't say that AAI2 is crap.

But games based on herp-derp-fight-animes suck.
probably cos majority of people like herp-derp-fight-animes
unsure.gif
 
Nagato said:
Sora de Eclaune said:
Nagato said:
If Sora de Eclaune is serious about wanting to translate it, that should be enough motivation to work out the remaining stuff.
Well, I don't know Japanese and I have no experience with programming in any way. I'd be of no help to anyone.
Ah, sorry. I thought you meant before that you looked at it and didn't understand the tools.
I didn't understand the tools. But I also don't understand programming or Japanese, making it an impossible feat for me to translate a game right now.
 
Nice. If the game uses the standard NFTR format, it shouldn't be too tough to get VWF working - at the absolute worst, you'll have to change a fixed-width routine to actually load the width data from the NFTR.

I can also help a bit with the graphics. Admittedly, that's sort of what's got Death Note: The Kira Game running at a crawl (so many freaking graphics to translate!), but I'm pretty good with that kind of thing.

The fonts aren't an exact match, but check this out:

Original:
modeselectg1.png

English:
modeselecte.png
 
There's a translation already done on the LP Archive that might help ya guys out a bit. It seems kinda stiff, but it's always nice to see various approaches.
 

Site & Scene News

Popular threads in this forum