It was developed by Gunpei Yokoi's company Koto Laboratory and Bandai, and was the last piece of hardware Yokoi developed before his death in 1997. I can't guarantee that I will finish-but I will share what I have if I run out of steam to any willing hands.The WonderSwan is a handheld game console released in Japan by Bandai. I do know FFI and II WSC never really got finished, either. Hey, cool stuff! It's nice to have this version preserved in English. I'm going to come back to the job names when I see what I can do with remaining squish tiles. I haven't really settled on a lot of final names for some of the jobs, but I agree that my choice probably isn't necessarily the best. If you need to look at how I handled some of the lettering in Namingway Edition to get some extra space where necessary. Just an observation, DkKnght might be a bit more pleasing to the eyes. Very cool to have more Wonderswan stuff get translated for sure. Quote from: Rodimus Primal on February 15, 2022, 05:01:56 PM Would be helpful to have some people to play test. I absolutely will need this! Going to do the best I can with proofreading the script and making sure everything gets displayed correctly, but glitches are going to happen. But I could contribute if there's need in betatesting. The best of luck to this effort! Makes me feel like a fool not to help in any way because I have zero knowledge for romhacking and stuff. Quote from: pkt_paladin on February 14, 2022, 09:41:17 PM I haven't figured out where the display of the values is stored, but that could theoretically declutter some of what's here. The limitation, though, is that the actual variable values themselves are on a separate layer and just superimpose themselves over the text. This makes it incredibly easy to add tons of text to things like the Status screen. Sometimes this game draws menus as giant walls of text that have spaces and line breaks. Names of items and equipment have been all expanded to 8 characters. Job names are capped at 7 characters or they overflow on these menus. I used squish tiles for Silence and Shell. Spell names are 7 characters (each include the symbol preceding the name of the spell). Most of the time, I can fit the text verbatim from the Pixel Remaster without worrying about pointer tables.Įnemy names have been expanded to 8 tiles. Large chunks of English script fit comfortably in dialogue windows. I'm still figuring out how to center this particular text to make it look a little nicer. However, the necessary letters for English only require one hex value (e.g., =c). Most of the text in this game uses two hexidecimal values to display text (e.g., =ら). Screenshots in spoiler with some of my comments: Joking aside, I wanted to share some screenshots from the translation to show some progress. Same charming pixel graphics and brand new music that's worse than you remember! This technically makes it not a translation of the game, but if someone wants to do that, I'm happy to give any notes I have to help! What started as me figuring out how the game works became me inserting the script from the Pixel Remaster into the WonderSwan color version of the game. I know very little about actual romhacking, and I am not fluent in Japanese. This translation primarily translates menus and text you would see routinely (shops, inns, after battle text, etc). I was surprised to see that the only translation that exists is a partial translation by MottZilla from 2004 here. A few weeks ago, I wanted to play Final Fantasy IV on the WonderSwan color.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |