Progress ~ Last but not least, Madara 2.
Madara 2
# Posted on Nov. 14, 2008, 9:57 p.m. by Gideon Zhi

Tom finished this one a while ago, but I never mentioned it, because I do so love posting screenshots of this stuff. But alas, again! Nothing to show for it yet, I'm afraid.

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Progress ~ Lady Leaps Ahead
Ladystalker - The Apocalypse Engine
# Posted on Nov. 14, 2008, 9:55 p.m. by Gideon Zhi

This one too! Ladystalker has also been fully translated, also thanks to satsu! Unfortunately again, nothing to show for it yet :/

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Progress ~ Hourai High marches onward
Adventures of Hourai High
# Posted on Nov. 14, 2008, 9:53 p.m. by Gideon Zhi

satsu finished translating Hourai High's script about a month ago, maybe a little longer. Again, nothing to show off, I'm afraid :/ Also, mind not the busted previous news post (and its missing comment link); it'll get fixed soon.

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Progress ~ Slime DQ Squidges Along
Rocket Slime: Terror of the Tail Troop
# Posted on Nov. 14, 2008, 9:14 p.m. by Gideon Zhi

Just dropping a quick word about the first - of several - games whose text translations have reached the "complete" marker in the last few months. Slime DQ is the most recent, thanks to Tom/DDS, who is now working on something else for us which I'm sure you're all rabid for! No screens, unfortunately; I haven't hacked the text into the game yet, so I don't really have anything to show off.

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Progress ~ Now in Alpha, too.
Super Robot Wars Alpha
# Posted on July 2, 2008, 4:01 p.m. by Gideon Zhi

Yep! Took maybe three hours. Note the poorly-edited dialogue. This obviously needs an editor - if you think you're up to it, have tons and tons of free time, are an accomplished writer, and are a fan of Super Robot Wars, send an email!
Screenshot Screenshot

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Progress ~ Font me up, guy
Super Robot Wars Alpha Gaiden
# Posted on July 1, 2008, 9:26 p.m. by Gideon Zhi

Alpha Gaiden's font is now variable width/proportional. Huzzah! It's 4:30 AM and I'm totally about to pass out. I've been working on this thing for like nine hours straight.

First foray into MIPS assembly = success!
Screenshot Screenshot

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Progress ~ Well, THAT bit's done, after how long?
Mystic Ark
# Posted on June 23, 2008, 10:04 a.m. by Gideon Zhi

Last night at about 10:00PM Eastern, I *finally* finished mapping out the last of the embedded pointers in Mystic Ark's insert file. All 6562 jumps in the script have now been assigned a unique identifier digit, with corresponding markers and targets for each. That's 6562 copies and pastes. 6562 sets, 6562 writes. And you wonder why this is taking so long :p

That doesn't mean that it's ready to insert yet, I'm afraid. MKendora has written a simple utility to add *normal* pointer writes to the file; I've just run it, and the next step has me commenting out any potential false positives so inserting this thing doesn't completely break the rom. This'll take a while, but I don't imagine it'll take nearly as long as the *last* step took.

So yeah, progress. Nothing that I can show off, I'm afraid, but still. Progress.

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Progress ~ It's coming.
Live-A-Live
# Posted on May 8, 2008, 12:18 p.m. by Gideon Zhi

Sooner than you think.
Screenshot

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Progress ~ Rejoice! Script translation complete!
Rejoice - Another Aretha Kingdom
# Posted on March 3, 2008, 2:35 p.m. by Gideon Zhi

Silversonic just emailed me this afternoon to let me know that Rejoice's script is done! It still needs an edit (mostly, aside from the stuff I did on my own a few months ago) but barring any major catastrophes, the remainder of the project should go pretty quickly.

So just what is Rejoice, you ask? Well, I think I'll let it speak for itself:
Screenshot Screenshot

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Progress ~ Live-a-Live 2.0 close to completion
Live-A-Live
# Posted on Jan. 13, 2008, 7:57 a.m. by Gideon Zhi

It's taken a whole lot longer than anyone could have predicted, but I think we've finally fixed all of the little niggling technical issues. One particularly nasty one, just resolved, would corrupt your save data and replace characters with multiple Oersteds.

The scripts are all edited save for the final chapter, but of course due to that previously-mentioned save corruption, I need to restart the game from the beginning. Provided a speedy replay and no further technical problems (and maybe some wrangling with SNES9X's cheat engine) an in-house betatest should be coming pretty soon, with a release following shortly thereafter. No promises, though! We thought the technicals had been resolved last September, but look how wrong we were!
Screenshot Screenshot

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PlatformSNES
GenrePlatformer
PublisherNaxat Soft
Published OnSept. 29, 1995
Initial ReleaseNov. 2, 2009
Latest ReleaseNov. 2, 2009
Current Version1.00