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:
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!
Super Robot Wars Gaiden
# Posted on Oct. 4, 2007, 1:28 a.m. by Gideon Zhi
Just dropping a quick note to say that most of the technical issues in SRW Gaiden have been resolved. There are still some bad strings and/or crashes, occasionally, and the menu system needs quite a lot of textual work, but none of it should prove very challenging. The biggest "issue" is that speaker portraits garble when a unit gets destroyed. Not sure why, just yet.
Here are some snaps of working battle sequence text.
Super Robot Wars Gaiden
# Posted on Sept. 27, 2007, 8:54 p.m. by Gideon Zhi
It still has a lot of technical problems, but the really good news is that all of the necessary pointer writes have been added to SRW Gaiden's script. It's... big, of course - roughly 800K of text, all of which is going to need to be edited. The font routine is also only semi-functional, but the stuff that IS working looks pretty good. Unfortunately, the stuff that IS working isn't a lot of it.
Here are some snaps.
Dragon Squadron: Danzarb
# Posted on May 15, 2007, 11:59 p.m. by Gideon Zhi
Just dropping a quick note to say that Danzarb's playtest has begun. Unlike the Metal Max test, which is turning up a lot more issues than I'd initially anticipated, it should be a fairly routine job. Look for both this and Metal Max soon.
Dragon Squadron: Danzarb
# Posted on May 13, 2007, 8:58 p.m. by Gideon Zhi
Just as the headline says, I'm probably a few hours' work away from being able to launch a Danzarb playtest. Necessary fixes will include window overruns, menu expansion, and a dual-line item name hack. I've added 25 screenshots of the current build to the project's page, as well.
Also, thanks again to Datschge, the website has once again improved! First, if you use Live Bookmarks or an RSS tracker to keep tabs on websites, you can now do so for AGTP: our news has its own RSS feed. Check the bottom of the page to subscribe. Secondly, Old News is now navigable. Like the front page, it's limited to ten items per page, so once the news starts piling up (and it will soon) it'll be a bit easier to manage.
Here are a few Danzarb shots:
Ancient Magic
# Posted on May 2, 2007, 8:55 p.m. by Gideon Zhi
Eien ni Hen turned in Ancient Magic's completed text translation a few days ago. I've just now inserted the first of five major text blocks; they all need some formatting insofar as screenspace constraints are concerned, and they're an absolute nightmare of control codes, but there should be relatively little truly difficult about putting them back in. Just a lot of boring grunt work, sigh.
Have a screenshot or two. This guy's name is Feyr, by the way. Haven't gotten around to putting that particular text chunk back into the game yet.
Lagrange Point
# Posted on May 1, 2007, 7:40 p.m. by Gideon Zhi
Lagrange Point has been updated with seven totally new screenshots. The translation is still Tomato's, but the hacking work is now mine and Guest's entirely. I've scrapped the eight-lines-per-window thing in favor of a more-readable four lines, although I have shifted the text over to grant more characters per line than the game originally allowed. The main dialogue script is now fully inserted, minus a few untranslated strings and some cutscenes. It's also now loading relatively-uncompressed text from ROM, by which I mean it's still got DTE and Dictionary support to shrink the scripts to roughly 45% of their original heft. They fit but I haven't added any control codes or anything, so I can't guarantee they'll stay that way. The scripts also need a good going-over, as the writing is a little flat on the whole.
To sum up, it's a lot closer than it used to be, but it's still a while off. Go see the new screenshots and be happy. More to come as I edit and format it.
Tactics Ogre ~ Let Us Cling Together
# Posted on April 4, 2007, 8:51 p.m. by Gideon Zhi
About an hour's worth of detective work tonight discovered the nature of what appear to be the remainder of Tactics Ogre's dialogue crashes. It's still not exactly performing to spec; if you try to save, the game basically explodes, and it's still displaying memory card messages as an artifact from the PSX release. Might have to get that block retranslated... but eh. I otherwise played through three scenarios with no major problems (although I did hit a few minor ones.)
Here are some images.
# Posted on April 2, 2007, 10:15 a.m. by Gideon Zhi
I've added sixteen new screenshots to Fire Emblem's project page. These completely replace the old screenshots (all two of them) and are indicative of the project's current status. A lot of rewriting still needs to be done - I've done maybe 7 chapters of 45 or more - but it's getting places, slowly but surely.
Front Mission: Gun Hazard
Platform | SNES |
Genre | Action |
Publisher | Squaresoft |
Published On | Feb. 23, 1995 |
Initial Release | Aug. 23, 2004 |
Latest Release | Aug. 23, 2004 |
Current Version | 1.01 |