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psrp's Introduction

Phantasy Star Retranslation v2.4

Phantasy Star is a landmark game for the Sega Master System, first released in Japan on 20th December 1987. This project is an unofficial retranslation/relocalisation based on that first Japanese version, with some enhancements. Currently we have translations for:

  • English
  • English (literal translation)
  • French
  • French (with additional lore)
  • German
  • Brazilian Portuguese
  • Spanish
  • Catalan

More languages are welcome! See translating.md and/or contact me if you would like to get involved to add your language.

For more information and screenshots see https://www.smspower.org/Translations/PhantasyStar-SMS-EN

Changelog (in reverse chronological order): -v2.4.1 release 2023/12/31

  • Restored original French translation as an extra option

  • Fixed credits in French

  • v2.4 release 2023/12/20

    • Updated and expanded French script with a great deal of extra hints and lore added, tying into later games in the series
    • Amended translation notes to better explain certain spells
    • Some script amendments regarding the words Laconian and Zirconian in most languages
    • Spanish:
      • Typo fixes
    • English:
      • Fixed missing wait for button press when talking to Tajim (en)
      • Renamed Dorougue to Druj. Look it up!
      • Renamed Ant-lion to Antlion
    • French:
      • Fixed sometimes corrupted enemy names in French
      • Added more accented letters
      • Extended save game name entry screen to show "Sauvegarder"
    • Technical work:
      • Recompressed all sprite art to make more room for script
      • Script it now stored across the entire ROM space, removing the previous 16KB (compressed) limit
Click for more history
  • v2.3.2 released 2023/02/12

    • Fixed errors in Catalan and Portuguese Brazilian ending credits
  • v2.3.1 released 2023/01/17

    • Fixed graphics error on Dezorian enemies (#101)
  • v2.3 released 2022/12/20

    • Phantasy Star 35th anniversary!
    • Added Spanish translation from kusfo
    • Added German translation from Popfan
    • Added literal English translation variant
    • Updates to the Brazilian Portuguese script from ajkmetiuk
    • Much work on converting the original Katakana script to use Hiragana and Kanji where appropriate, and then re-retranslating in a few areas
    • Much work on annotating the script with where each line is used/reused
    • Some shared lines split up to enable better translation
    • Fixed some very old mistranslations
    • Fixed areas of the script that incorrectly make assumptions about which character is alive
    • Quite a lot of work done on the disassembly
    • When you buy weapons/armor, you can optionally equip it immediately (#50)
    • Changed name entry screen to support a cursor on wider words (#70)
    • Shop drawing now uses a smaller Meseta window (#72) and dynamic-width inventories (#79)
    • Added support for dynamic pronouns in the script (#80)
    • Fixed a bug that could cause blank lines in the script after a prompt (#82)
    • Fixed some "soft lock" situations in the original game (#84)
    • Added an option to speed up scene transitions (palette fades)
    • Added an option to speed up text drawing in the main script window
    • Button 1 more usage is now more consistently a "cancel" or "no" action (#96)
    • Extended the credits sequence so the original credits are now left untouched
  • v2.2 released 2021/12/20

    • Phantasy Star 34th anniversary!
    • Fixed a bug with articles for some languages
    • Fixed issue with emulators not supporting cartridge RAM
    • Fixed glitches in enemy name border drawing on some hardware (#63)
    • Fixed some script inconsistencies in English (#61)
    • Added Catalan translation from kusfo
    • Improved the translation tools based on issues found with the Catalan translation
      • More languages are welcome! Contact me if you want to contribute.
    • Ported the build system to GNU Make
  • v2.1 released 2021/01/31

    • added French translation from ichigobankai, Wil76 and Vingazole
    • added Brazilian Portuguese translation from ajkmetiuk
    • fixed some bugs relating to the needs of these translations
    • ported script processing tools to Python
    • widened in-game and narrative script boxes
  • v2.01 released 2020/12/20

    • script improvements:
      • some after-the-deadline changes from Frank Cifaldi
      • tyop correctoins
      • further naming inconsistencies cleared up for all names/locations
    • bugs fixed:
      • occasional temporary glitch in enemy name box on real hardware (#49)
      • script error when you don't have money for shortcake (#47)
      • Myau attack stat at level 30 is corrected - this is a bug in the Japanese version of the game, fixed in the official English translation (#48)
    • added "original names" version with mostly original names for some characters, spells and items
  • v2.00 released 2020/05/25

    • script improvements:
      • script updates from Frank Cifaldi
      • fixed naming inconsistencies in the script, e.g. Dezoris/Dezolis, Roadpass/roadpass/road pass
    • bugs fixed:
      • fixed issue with 10-letter item names in inventory (#2)
      • fixed bug with pluralisation (#5)
      • fixed missing script in Aerocastle Gardens (#3)
      • fixed screen corruption when closing menus (#1)
    • interface improvements:
      • support long enemy names (#9)
      • menus converted to single-spacing, and widened to fit all item names
      • save game names widened (#15)
      • additional save slots enabled (using existing 8KB save RAM) (#16)
      • changed game save handling to menus from title screen (#20)
      • added music test (#18)
      • doubled walking and vehicle speed (#8)
      • added options menu for walking speed, experience and money multipliers (#19)
      • added option to change Alisa's sprite hair colour (#38)
    • technical improvements:
      • rebuilt tools and assembly process, including some C++ modernisation and x64 support
      • optimised space usage to make it easier for further translations (or script improvements) to fit without expanding the ROM
    • new font by DamienG
  • v1.02 released 2008/01/31

    • fixed lockup when you visit Tajim
  • v1.01 released 2007/12/22

    • checksum fixed for play on a real system
    • fixed a bug with the Pause button mod
  • v1.00 released 2007/12/20

    • minor script bugfixes
    • spell menu expansion
    • minor bugfix for sound chip selector
  • v0.91 released 2006/12/22

    • minor script clean-ups
    • checksum fixed
  • v0.90 released 2006/12/20

    • first release

The script was originally based on the Phantasy Star Original Dialogue Version Japanese to English Retranslation by Paul Jensen.

What is Phantasy Star

Phantasy Star is a ground-breaking RPG from 1987. It was the first console RPG released in the US; it was one of the first sci-fi-based RPGs, although has a unique mix of fantasy and sci-fi; and it introduced many concepts to the genre.

It was ground-breakingly large - taking place across three planets, with large, colourful, animated monsters. It was one of the first (and only) games to feature a female protagonist with real characterisation and character development, without resorting to videogaming's female stereotypes.

If you want to learn more about the game, check out some of the web links below.

Contents

The following changes are made to the game engine:

  • Narrative formatting
  • Window expansion
  • Replaced 8x8 font
  • Use of adapting word tokens for articles, pronouns, and other grammatical constructs for specific languages
  • Reworked name entry screen
  • FM/PSG switching
  • Extended save slots names, count and interface
  • "Quality of life" improvements to reduce grinding

Instructions

This patch requires that you download a program that can apply it to a properly dumped ROM-image of the game. "Floating IPS" is recommended for Windows.

The original, unmodified game has the following characteristics:

Attribute Value
Size 512KB (524,288 bytes)
CRC32 6605d36a
CRC64 8c8383b83a0d6ecc
MD5 dfebc48dfe8165202b7f002d8bac477b
SHA1 c9a40ddd217c58dddcd6b5c0fe66c3a50d3e68e4
SHA256 1d8554202f313d97c4f48c6acf9b312853a1aca3c04fab9077743d7943a45ebb
BLAKE2sp 9e006166eb172cd5a1c98483128e4d871924a2777da5514cad42cbfe6652d94b

There is only one known Japanese version of the game. The patch will NOT work with the US/European versions, or any other game on any platform. If you use the BPS patch it will verify that you are using the correct file.

A copier is suggested to obtain your legal backup. Always make sure to have an original backup of your game. And only apply the patch to a clean, unmodified ROM image.

Changes made between version numbers may adversely affect emulator save states. In such event, please use the in-game save feature to gain any new features.

Credits

Z80 Gaiden

  • Core hacking and programming

Maxim

Paul Jensen

  • Script translator, editor

satsu

  • Additional translations

Frank Cifaldi (TheRedEye)

Damien Guard

Popfan

kusfo

ajkmetiuk

  • Portuguese Brazilian translation

ichigobankai, Wil76, Vingazole

  • French translation

Special thanks to:

Sega Japan

  • Original publisher, developer, creative content
  • Phantasy Star Gaiden, Phantasy Star 1-4

Team Sonic

  • Shining Force Gaiden: Final Conflict (scripting engine is based on code from this game)

Bock (Omar Cornut)

Ville Helin

  • WLA DX is an excellent assembler and enables a lot of the adaptations for the translation. I hope to see more translation patches with published source using it.

Calindro

  • Emulicious is another excellent debugging emulator (invaluable for the later disassembly work): https://emulicious.net

Also thanks to the following for various contributions to item naming, etc.

  • DJ Squarewave
  • TheGZeus
  • idrougge
  • Namida
  • LEADKUN
  • Mia
  • vivify93
  • MandrasX
  • Joe Redifer

Authors' notes

Z80 Gaiden (2004)

Paul Jensen had posted a translated script with a good majority of the lists in 2001-2002. I wasn't aware of its existence until someone mentioned a retranslation project that didn't make fully it to completion yet.

The game proved to be an interesting task - lack of useful padding space. Narrative and items fitting into a mere 15.67 KB. Need patience with this one.

So this project was designed to keep the FM music intact while squeezing in more full item descriptions and textual script content.

Not enough thanks can be directed to Mr. Jensen for his care in posting his retranslation publicly online and keeping it freely accessible for all this time.

This author releases copyright ownership in the patch and produces it under the banner of the original team of Maxim and Paul Jensen: SMS Power!.

Maxim (2006)

This has been a long time coming. When I received the near-complete translation from Z80 Gaiden (who goes by several names and has done amazing work on translations before) I was amazed - it was 90% done. Unfortunately, as the aphorism says,

"The first 90% of the code accounts for the first 90% of the development time. The remaining 10% of the code accounts for the other 90% of the development time."

Over the last 2 years or so I have worked on it on and off, and while I'm fairly confident that I've fixed most of the bugs, it's sadly not been tested as much as I'd like; so I'm committed to keep working on it.

I hope you all enjoy TheRedEye's script changes. We've approached this project with the aim of bringing you the experience of the original Japanese version, but there have been a few minor changes to bring the script alive, rather than do it word-for-word. We'd like to think this is what the original translation should have been, 18 years ago.

It's also a great framework for further (re-)translation into more languages. Please get in touch if you can do some serious work on that. You will need to provide a translator and a Z80 coder.

Maxim (2020)

When I first worked on this, I was quite a lot less experienced. I had not learned much C and thus was using the programs from Z80 Gaiden blindly, and this made it difficult to understand what was going on. However, I've always been the sort of person who needs to understand how things work (that's how I got into Master System development in the first place), and I eventually decided to come back to this project and make a few pointless technical changes - rewriting the support programs in slightly more modern C++, with comments so I can understand them. Along the way I was able to throw away some very verbose code and replace it with much more elegant equivalents thanks to language advances. I realised a lot of the things done in code were possible to do in WLA DX, and often more easily - e.g. inserting new code as assembly instead of hex, mapping text to the game's character codes, and applying patches using labels. This also enabled more use of comments. Furthermore, the original was using the venerable tasm assembler - which is not easy to run on modern 64-bit Windows.

As is often the case, I then got a bit hooked. I strove to remove as much of the original C code as possible - all that's really left is the bitmap decoder and script encoder. Up to this point I was always producing a bit-identical output to the 1.02 release. Then I started to move to mapping out the chunks of code and data which had been replaced, marking them as free space and then letting WLA DX deal with placing the patches and enhancements in the available space. Doing this allowed me to gain confidence in the availability of "free space" for further enhancements. This allowed me to start making some of the improvements (and bug fixes) I'd been thinking of for the last decade or so. (When I said "I'm committed to keep working on it", I didn't give any promises as to when...)

A big thing I wanted to do was deal with the wrapping in menus. The original used two-line menus mainly due to a common hack for katakana-based games - so it can save tiles by putting the diacritics on the row above. The characters "ヒビピ" are somewhat analogous to characters like "eèéêë" in European languages. Placing the modifiers on the row above reduces the number of tiles needed, which is a big deal for Master System games' limited VRAM space. However to swap to single-line menus I'd also need to widen them to make room for the names (many of which were split over two lines in order to fit). This meant dealing with the game's "window RAM buffers", which was a complicated task. I needed to map out every "menu window" that the game ever opens, determine which could be open at the same time, and allocate them all space in memory such that we never use the same space for two things at the same time. This was quite difficult and has a correspondingly large comment in the source explaining it. However, the end result is not only the removal of all unnecessary wrapping, but also a more pleasant experience (I think) as there's less blank black on the screen.

Having sorted all that out, it also meant I could extend the title screen to use menus instead of a black background when leading and saving, and a sound test which is of course a great thing given the game's soundtrack.

As I posted updates online people asked for some "quality of life" improvements - inspired by some of the "official" changes made in the Switch port, to speed up walking, reduce random enemy battles and reduce the amount of grinding for money and experience. This was put inside another menu.

I also got a welcome message from Frank Cifaldi (TheRedEye, also the founder of the Video Game History Foundation) offering to do further script enhancements on top of his script from 2006. This could take advantage of the bigger text boxes to really expand the story. I think you'll find the enhancements really help the story.

I also reached out to DamienG and he came up with an awesome new font. Note that the "AW2284" font is a tweaked version of the font from Phantasy Star IV's English release, with the numbers from Phantasy Star III, as used in the earlier releases of this translation.

Maxim (2022)

In the last few years we've continued to add more languages and thus more language grammar features to the code. Many thanks to the people helping with the translation work and their patience to explain the grammatical issues to me so I can implement the functionality needed to make first-class translations.

In the interests of better portability, buildability and understandability, all of the utility programs that were ported from C to C++ were further ported to Python. This was mostly in the interests of making these utilities (performing tasks like encoding the script) a little bit more understandable, but also removing the need for a C++ compiler to build the project from scratch.

I spent a chunk of time to merge the ancient disassembly work I did in the early 2000s into a modern Emulicious disassembly. It's still far from complete but it was a big step forward in terms of understanding more of the code and how the script is used, to allow us to make sure the script lines flow properly and even extend it so lines shared between multiple places in Japanese can diverge to suit the characters. We even took the opportunity to add a few hints into the script regarding some lesser-known uses of objects.

We have also had a great amount of work from Popfan to "re-retranslate" the raw Katakana script into Katakana/Hiragaga/Kanji, and offer corrections for some of the original translation work from 2001-2002. His questions about the script were a great motivator on my side to understand all the usages.

We still have plans for things to do for version 3.0, and new translations are still welcome. I'd love to have dozens of languages covered for this one game!

Popfan (2022)

I owe a lot to Phantasy Star. It's the reason I started learning Japanese in the first place, and I've made many a friendship and/or unforgettable memory with the game (or the series at a whole). You could probably also imagine my surprise when I found out that this retranslation, which I'd first tried out about 14 years ago, is still being worked on to this day. My own eventual involvement with the project happened mostly by pure chance, but I was happy for the opportunity to give back to it.

Starting with the German translation, which I'd had an itching to do for nearly as long as I've been aware of the retranslation itself. It took a while to get myself acclimated to the work environment, but it was immensely rewarding seeing it all come together little by little, and Maxim was a wonderful person to work with, able to implement just about any code-related change I requested, whether it be for supporting German grammar or just the odd quality-of-life or visual presentation touch-up I could think of.

As I was working my way through the script, though, I was also fixing mistakes in the literal English translation of the Japanese script, as well as using the full range of the Japanese writing system to make a proper transcription of the katakana-only in-game text. I myself could read it just fine, but I figured it'd help with any ambiguity there may have been. This, in turn, led to Maxim getting the idea to have literal English as its own language with its own patch, putting me in charge of that, too.

My personal philosophy as a (non-professional) translator is to keep as close to the source text as possible while also making sure that the translation reads like something a native speaker would actually say. This is especially prevalent with the German translation, though I still used the retranslation as a base wherever I thought a little extra fluff would be appropriate. The literal translation, on the other hand, might inadvertently sound a little more stilted, but I also thought I'd throw long-time fans of the series a bone by translating certain spell names after the equivalents of how they've been translated in Phantasy Star IV.

By the way, one of the things planned for the future is a complete overhaul of the manual, along with translations into all the other languages. This was supposed to be done in time for the v2.3 release, but unfortunately the deadline crept up on us a little too fast.

Disclaimer

This translation is unofficial and not supported by Sega Japan.

It is provided "as-is" with no warranty.

Any enclosed files are offered at no charge and must be distributed together in original condition.

These files may not be released for commercial sales without explicit authorisation from all parties who own copyright ownership.

Sega Japan, Phantasy Star and Shining Force are registered trademarks of their respective companies.

No breach of copyright is intended with the release of this translation.

Game Credits

TOTAL PLANNING
OSSALE KOHTA (Kotaro Hayashida)

STORY BY
APRIL FOOL

SCENARIO WRITER
OSSALE KOHTA (Kotaro Hayashida)

ASSISTANT COORDINATORS
FINOS PATA
OTEGAMI CHIE (Chieko Aoki)
GAMER MIKI (Miki Morimoto)

TOTAL DESIGN
PHOEHIX RIE (Rieko Kodama)

MONSTER DESIGN
CHAOTIC KAZ (Kazuyuki Shibata)

DESIGN
ROCKHY NAO (Naoto Ohshima)
SADAMORIAN (Koki Sadamori)
MYAU CHOKO (Takako Kawaguchi)
G CHIE
YONESAN (Hitoshi Yoneda)

SOUND
BO (Tokuhiko Uwabo)

SOFT CHECK
WORKS NISHI (Akinori Nishiyama)

ASSISTANT PROGRAMMERS
COM BLUE
M WAKA (Masahiro Wakayama)
ASI

MAIN PROGRAM
MUUUU YUJI (Yuji Naka)

Do you know who some of the other people are? Please get in touch.

Web links

Fan pages:

Official distribution page for this patch:

Source code:

Contact

PLEASE get in touch if you find a bug or you think you can help correct a mistake.

You can post on the SMS Power! forums:

http://www.smspower.org/forums/

or raise issues at

https://github.com/maxim-zhao/psrp/issues

psrp's People

Contributors

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psrp's Issues

Plural flag does not work

The <number> meseta<use suffix> pattern doesn't work, the flag is always set even when the number is 1.

Relocate Huffman trees

The Huffman trees now take a significant chunk of bank 2, but they could be moved elsewhere to give more space for the script.

Feature idea: Resource Viewer

Phantasy Star has some really nice animated background and character art, but there is no way to view most of these without other elements overlaid on top. I am proposing a simple Resource Viewer, accessible from the title screen, that allows players to choose background and foreground objects to view at their leisure, in any combination they choose.

This is how I'm envisioning it:

  • Player accesses standalone feature from the title screen. Some naming ideas: Resource Viewer, Graphic Test (like Sound Test but for graphics!), Slideshow

  • Upon starting feature, player sees a black screen (or perhaps we stay on the title screen, if it is stored as a background?), with a menu that has four options:

BACKGROUND
FOREGROUND
HIDE MENU
EXIT

  • Both BACKGROUND and FOREGROUND have sub-menus. To save space, maybe these can just be memory locations, like a sound test, if the data is arranged that way? I.E.:

BACKGROUND
00
01
02
03
04
05
06
07 (etc.)

Each option loads that background or foreground object onto the screen. Only valid addresses are shown. The menu remains on screen, unless the player chooses HIDE MENU (or perhaps optionally button 1 is a shortcut to hiding).

When the menu is hidden, pressing any button brings it back.

Player exits back to the title screen by choosing EXIT.

The above design is what seems easiest based on my knowledge of how the game works, some enhancement ideas:

  • Instead of a list of memory addresses, allow the player to cycle through addresses by pressing left and right.

  • Include the soundtrack player in the resource viewer, so player can define any song they want to play over the scene they've created (perhaps merge the two features?).

  • When displaying an enemy object that has an animation, cycle that animation, with pauses in-between. Or: button 2 triggers the animation, and no longer brings the menu back up (instead only button 1 does).

  • If there's room, manually name each resource, i.e. Town, Shop, Eppi Forest, LaShiec's Lair.

Tools.py "list index out of range"

Hi, I was checking out the tools to see about making some small personal tweaks to the English translation. However, when I ran NMAKE, it resulted in an error message of "'py' is not recognized as an internal or external command, operable program or batch file." This was especially strange, as I know I have Python added to PATH and PYTHONPATH.

Running Tools.py in IDLE gives me this: "IndexError: list index out of range" for lines 645 and 659. This led me to deduce that Tools.py is not meant for Python 3.9.5.

What version of Python is Tools.py dependent on?

Thank you for your time. I wasn't sure where else to ask this.


I seem to have corrected the issue outlined in the first paragraph by placing py.exe and pyw.exe in the same folder as the rest of my Python files. The second paragraph remains valid, however.

I tried again to build and it seemed to go smoothly, until it came time to insert the new graphics. It was then I received this issue.

Loading new_graphics\bg1.bin...
Fatal error: Parameter is not valid.
Guru meditation:
   at System.Drawing.Bitmap..ctor(String filename)
   at BMP2Tile.Converter.GetBitmap()
   at BMP2Tile.Converter.GetTiles()
   at BMP2Tile.Converter.SaveTiles(String filename)
   at BMP2Tile.Program.<>c__DisplayClass1_0.<Main>b__2(String s)
   at BMP2Tile.Program.Main(String[] args)
NMAKE : fatal error U1077: 'C:\Users\Achilles\Downloads\psrp-master\psrp-master\psrp-master\bmp2tile-05\bmp2tile.exe' : return code '0x1'
Stop.

This happens with both my edited files as well as the unaltered, official v2.1 files downloaded from the repo. My makefile is set up accordingly: (yes, i have it nested in 3 psrp-master folders, i did that on purpose)

WLAZ80 = "C:\Users\Achilles\Downloads\psrp-master\psrp-master\psrp-master\wla_dx_912\wla-z80.exe"
WLALINK = "C:\Users\Achilles\Downloads\psrp-master\psrp-master\psrp-master\wla_dx_912\wlalink.exe"
# FLIPS = "..\..\..\sms-build-tools\flips\flips.exe"
BMP2TILE = C:\Users\Achilles\Downloads\psrp-master\psrp-master\psrp-master\bmp2tile-05\bmp2tile.exe
PY = "py"

I commented out FLIPS as I only need the output game file for personal testing at the moment.

Experience can no longer be earned

Tested on latest, suspect it's due to added experience multiplier. After winning a battle, the expected "You have earned [x] experience" text never prints, and no experience is earned.

Tested on a new game with no options set, and on a continued game with both 2x and 3x experience multiplier set.

noexp_01
noexp_02

pt-BR translation

Let's use GitHub issues to track some work! This one can track the things that need doing and we can raise more issues for anything that's worth it.

  • Script for pt-BR, from script by @ajkmetiuk
    • Script changes based on the 2.0 English text changes
  • Items, menus
    • Menu resizing (as needed)
    • Window cache rearrangement
  • Font mapping based on what's used in the script
    • Font reworking for both fonts based on this
    • Relocating scripting codes to make room for a longer alphabet
    • Bug introduced by the above causes a glitch tile after every article...
  • Article handlers
    • Some "named" enemies like LaShiec need to have possessive (do) but no article when they are named, this is an extra variant to add (similar to French)
  • Optimisation of dictionary size (as needed)
    • Should re-do it after script updates
  • Name entry screen
  • Credits
    • complete translation
  • Title screen
    • Extra info if there is space
  • SHOP and EXIT signs

Typo in battle dialogue

[210d]
;ハ ニゲアシノ
;ハヤサニ オドロイタ.

was surprised by the speed of the your escape.

"by the speed of the your escape" should be

"by the speed of your escape"

Auto-fit enemy name box

The enemy name box should be drawn with a single line, auto-fit to the text within. This would allow it to act as if right aligned, which would make the battle screen a bit nicer.

Change name entry cursor to tiles

It is currently sprites, to match the original game. This means it displays wrongly for languages exceeding eight characters for the back/next/space/done text, eg. Spanish and German.

Man in Casba says dialogue from Aerocastle

Old man in the peaceful town of Casba says threatening-ass line from the end of the game, specifically 51a6 in script.txt.

I'm guessing this line is shared, and I should write a non-threatening version? I don't remember this line from the first time we worked on this...

Kega Fusion save state attached

wrongdialogue_01
wrongdialogue_02

ps1jert.sso.zip

Custom menu for Continue

The Continue menu structure is:

  1. Display "do you want to continue"
  2. Show yes/no menu
  3. If no, display "do you want to delete"
  4. Show yes/no menu
  5. If no, goto 1

This means you can't escape to the title screen, and you need to take care to not delete by accident. It would be much friendlier to have:

  1. Show the save slots up front
  2. Display "What do you want to do?"
  3. Show a new continue/delete/return menu

In-game options for gameplay changes

I should add a menu to select some of the "cheats":

  • Faster walking/vehicles
  • Extra money drops
  • Extra EXP

I guess these should not be in the savegames themselves.

Title screen flashes blue background colors

ps1jert000

On the patched game, the outside border color on the title screen flashes shades of blue, before settling on the "navy" shade seen in the attached image.

In the original ROM, the background color remains a static black throughout.

Shortcake salesman dialogue broken when player lacks required money

If you select Yes when prompted to buy the Shortcake from the salesman in the cave, and you don't have the required 280 Meseta, his resultant text doesn't display correctly. Does not break the game in any way, and once your return to him with enough cash, there are no issues.

1
2

Convert all menus to 1 line per item, wider

The original game used two-row names for things, where one row was only used for ten-ten and maru. As we widen the menus for English, we start getting a very full screen if we retain this. We can save screen space and ROM space if we remove those blank lines, and (in theory) also free up space for longer items names.

Credits text does not display correctly

See image. The credits display correctly in the first (blue-palette) dungeon, but break when the sequences falls into the second (green palette) dungeon and never recovers.
image

Castle gardens dialogue errors

http://www.smspower.org/forums/post105233#105233

When we get at the Lashiec Castle Gardens, there are 5 houses. On american translation it goes like this: mute,speak,mute,speak, fight
Now, on the Sms Power translation, all first four houses got muted men...
and...those phrases that would be from them, later appears when we are surprised by Shadow.
These two phrases talks about that:
1 - Don't desobey Lord Lashiec
2- There's more to the eye in the cave

sound toggle to FX chip not working when running in Mac OS OpenEmu

I was a bit bummed to discover I could not play your patch with FX Sound enabled. With that said, on the main menu under Sound, the Chip is stuck on SN76489. I assume I hit a button or toggle left or right to switch to the FM chip audio.. well, no such luck.

Running on MacOS, OpenEmu.

One suggestion, since the FM sound is soooooo much better, maybe make that the default, and then if one so chooses, can access the Sound menu and toggle it to the regular far less cool SMS version.

Cannot change chip to FM on openEmu

Using Openemu on Big Sur OS, and am unable to change the SN76489 english music chip to the Japanese music chip.

Tested the same file on a windows emulator and I was able to change the chip so I'm concluding there is some compatibility issue with openemu.

Script inconsistancy, Cloak vs. Mantle?

Playing through this and I just beat Tajim to get the Frad Mantle for Lutz.

When you beat Tajim and he rewards you the Mantle, he refers to it as the "Frad Cloak" instead.

Shop QOL improvements

The Sega Ages 2500 version has an option when you buy equipment to immediately equip it and then an option to sell the unequipped item. Buy -> do you want to equip? -> pick character -> do you want to sell (previous item)?

Extra save slots

The game uses 1KB per slot, a few hundred for other stuff, so there’s easily 2KB free for slots 6-7.

Crash on dungeon pitfalls

The game goes nuts when you hit a dungeon pitfall. It’s trying to load the font from the wrong bank, and ends up on a runaway write to all VDP addresses.

Can't exit from "Load Game" if no saved games are present

Steps:

  1. Start a new game with no existing saves
  2. Create a saved game in slot 1
  3. Reset the console
  4. Select Continue on title screen
  5. Select delete game
  6. Delete the saved game in slot 1
  7. Select continue
  8. Observe: Empty save list appears. Player is unable to do anything but reset

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