Super Robot Wars Gaiden
# Posted on Sept. 4, 2018, 4:26 a.m. by Gideon Zhi
Hi everyone, this is just a quick note to say that SRW Gaiden has been updated to v1.05. Among several typos, this fixes an issue where if an Elemental that does not have a pilot ends up in your Repair screen at the end of a map (for instance, if it gets wrecked and its pilot gets killed as part of a plot event), said Repair screen ends up slightly broken. I'm expecting that this will be the final version of the patch. Enjoy!
Super Robot Wars Gaiden
# Posted on May 29, 2018, 5:28 a.m. by Gideon Zhi
It's been brought to my attention that the base ROM for the Super Robot Wars Gaiden translation was an overdump. Today I'm releasing v1.01, which uses the No-Intro ROM as a base. Fun fact: when the SRW Gaiden project started, the overdump was the only copy of the game available; No-Intro didn't exist! The update also adds in the usual AGTP logo intro, and fixes a small handful of typos. There will likely be another patch at some point down the line to further fix any typos that may crop up, but beyond that there shouldn't be anything of significance that would detract from anyone's enjoyment. Play and have fun!
The Great Battle 2 - Last Fighter Twin | The Great Battle 5
# Posted on March 29, 2018, 5:51 a.m. by Gideon Zhi
Hi everyone, just dropping a quick note to say that Last Fighter Twin and The Great Battle 5 are up to v1.20. I've fixed an issue in LFT that caused the game to reset before the full ending could be displayed. TGB5's title screen now works correctly if you hit start to skip the animation, and I've fixed the status bar palette (but made the font uglier in the process, an unfortunate but necessary tradeoff.) Enjoy!
The Great Battle 2 - Last Fighter Twin | The Great Battle 3 | The Great Battle 4 | The Great Battle 5
# Posted on March 13, 2018, 9:36 a.m. by Gideon Zhi
Last Fighter Twin, Great Battle 3, Great Battle 4, and Great Battle 5 have all had their patches updated. LFT's update re-adds the cursor to the title screen and translates the 2P character select screen. GB3's update fixes shops when playing with two players. GB4's update fixes an AI bug that makes some fights harder than they should be. GB5's update fixes a timing issue that caused only half of the title screen to render on hardware and more-accurate emulators.
Treasure of the Rudras
# Posted on June 12, 2015, 11:50 a.m. by Gideon Zhi
Today I'm launching version 2.1b of the Treasure of the Rudras translation. The primary fix here is essentially invisible, but it was brought to my attention recently-ish that when a character casts a spell in combat their strength and agility buffs get altered due to the expanded spell/mantra names. This fixes that and the cursor bug noted in the readme, but it's only been briefly tested. I'm pretty sure it's bug free as it's a fairly small change, but I won't be confident until more people have played it, so please give it a spin. You can find it in the Extras section of the game's project page for now.
There are a few other issues minor issues in the game: a mantra hint or two don't resolve to what they're supposed to, one person tells you to go in one particular direction when the destination he's sending you to is in the other, "agility" is rendered as "dexterity" in mantra descriptions, stuff like that. I don't have an exhaustive list so please report anything like this you find so I can add it to an eventual version 2.2 update. Thanks!
# Posted on Nov. 5, 2014, 12:33 p.m. by Gideon Zhi
Hi everyone, quick update here. Lagrange Point has reached version 1.01. Two fixes here. First, some characters' STR stats weren't changing properly at level up; this fixes that. Your saves from 1.00 are compatible though any improper stat changes due to leveling (which should be basically inconsequential for most of the characters) will have been saved to your file. Whether you wish to restart or not is up to you, but the fix shouldn't impact you greatly unless you saw that Tic had suddenly acquired 255 STR by level 17 and were upset by that.
Second, weapons of type Chemical, Special, and ???? had their types printing as Electric, Plasma, and Sonic respectively. Note that their elements remained Chemical, Special, and ????; this was purely an issue with printing. For the curious, the list initially totaled 28 bytes; I expanded it to 56, but was unaware of overflow wraparound, so anything past the 28th byte started reading again from 0. (AND #$1C -> AND #$38 for the super technical among you.)
# Posted on Sept. 25, 2009, 11:37 p.m. by Gideon Zhi
This is a small (big) fix for a small (big) bug which caused random battles to stop completely just before fighting the last boss in world 3. I'm looking for a code to manually re-enable them, but in the meantime a patch which fixes the bug is up.
The nutjobs who programmed this crap need to be beaten with a tire iron. For those who are interested, the bug was caused by an extremely unlikely combination of factors, including (1) the location of one particular string in the rom, and (2) the particular method by which the string was accessed. The simple probability of any string starting at this address is one in 65535...
Super Robot Wars Alpha Gaiden
# Posted on Dec. 25, 2008, 6:03 p.m. by Gideon Zhi
Yep. There's not much else to say at this point, other than that this is a basically untested beta patch. Also, I'm really sorry for taking so long with this. Because it's basically an untested beta patch, we ran into some crippling last-minute issues, first with the patch not properly replacing the game's executable and thus leaving the asm hacks out of the resultant disc image, and second with the Premium Box version of the game just not working at all. Both issues have hopefully been resolved! Note that the patch was developed based on the original release of the game, so patching the Premium Box release has been tested even LESS. But it should work, fingers crossed.
Huge, huge thanks out to Excellen (Chrissy on some boards, Hokuto on others) for her extra-hard work over the last four years translating this game's mammoth 3+ megabyte script. Thanks also to SilverSonic, whose initial (sadly failed) attempts at translating the script got the project on its feet in the first place! Thanks as well to everyone else mentioned in the readme who contributed to the project, and to Masaki and Iriliane from our IRC channel for performing some last-minute grunt testing on the Premium Box version of the game.
Well, I think that about covers it. Enjoy the game, everyone!
|Published On||Jan. 27, 1997|
|Initial Release||Dec. 11, 2002|
|Latest Release||Dec. 18, 2002|