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A Tenshigami Translation
12/05/03 It's been 3 months...No progress on Bikkuriman whatsoever. I need help with it, might actually give it to someone else to do if anyone'll take it. I have added a new section: Utilities. Inside the section are downloads of two utilities. One I just finished today and is quite useful. A rom hacking/translation utility that uses Thingy/Thingy32 tables. I have dubbed it MatrHex after the popular movie trilogy, "The Matrix." This version is a BETA. Please send me any bug reports by E-mail.
09/02/03 I finally finished the town and a teaser patch is now available. Sorry for the delay. I've been playing too many games on ZSNES lately. I'm just a guy with no life with too many "no lives." I should have had this done a day or two after my last update, otherwise... In all honesty, I'm thinking of dropping the project. At least for a while. As I've worked on it the lack of space to work with has been grating at my brain constantly trying to reword things to fit. On top of that, my translation skills are way below what's needed, and the Japanese dictionary programs I use are often times no help. If I knew more about the game's plot I could do better, but as it is, all I know for SURE about it comes from Cherry's Heaven City website (available in the Links section.) If Anyone would like to help me translate, work with assembly, ect, please Contact me.
08/15/03 Website is up! I'm currently Working on the first town's dialogue. Once I finish the dialogue inside the houses I'll work on the dialogue of the individual people walking around outside the houses. When I finish the first town I plan to release a teaser patch. If anyone who knows the NES' Assembly language would like to work on expanding the menus and dialogue windows, please contact me. Menu expansion is beyond my current capabilities. ...Kyaaaaaaaaaaaaaa! Why didn't this show up in Altavista SOONER? I can translate so much easier with the help of this, because I know more about it now! click the banner below to go to "Bikkuriman Heaven City": ![]() 08/07/03 Actually tried using Auto Battling (AI) in the game. Noticed that using AI made the battle turn into cavespeak! Now THIS is odd. Looked at the messages, turns out AI Mode was programmed quite poorly text-wise in my opinion. When a new turn starts it will display "Ganbare Ganbare Mina Ganbare!!" ("Go! Go! Everyone Go!", I took out the "Everyone" to save space, among other less pressing reasons.) and then every single action, be it a party member attacks/recieves damage, or an enemy attacks/recieves damage, it will just refresh a message of "SENTO PA-TEIha tatakatteiru!!" closest I could translate was "The Party Attacks!!" but that doesn't fit when it's an enemy attacking. So instead, I changed it to an informative message to the player: "AI Mode! B to Cancel!" (B brings it back to manual at the start of the next turn, not immediately.) DANG IT, what's wrong with just using the "Go! Go! Go!" to say it's in AI, and then displaying the normal messages? If only it were programmed for each action within AI to point to a different pointer in the table, all pointing to the second message! Then I could change the pointers to the one's used in normal battle mode. But they more than likely aren't. I've noticed lots of occurances of the original japanese text and pointers wasting space, but I have yet to find the waste of space being mirrored in both the text block and the pointer table for the same situation... And for the love of god! I was hoping for fixed length text for Items, Skills, and Monster names, but there's NO fixed length text in this game whatsoever. Fixed length would have forced me to use trunciated names for monsters and items, (without expanding the length like some translation hacks do.) of course, but I wouldn't have to fiddle (quite so much) with pointer tables for these areas. At first I thought they WERE fixed length, but no such luck. they have odd spots in them with multiple end string (FF) characters, but that's not to fill the extra space that a fixed length string is supposed to fill. I do not have a INKLING of a clue why they put those extra FFs in there. They even have some pointers pointing DIRECTLY at some of those FFs, these pointers are obviously not used in the game, as the pointer would either mess up the window or not display a thing at all. Complete waste of space if you ask me. I can use the extra space of the FFs for the block of text, but the pointers that were pointing to those spots are useless wastes of what could have been extra space had they been at the BOTTOM of the pointer table (which they aren't. Not even all in one spot in the table, they're jumbled all over, not even 2 right next to eachother), because even if I could point those to a completely different text block, they can only be referenced from the area of the game that particular pointer table was intended for. |
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