Bongo` wrote:
KingMike wrote:
So... what is the abandoned work exactly...?
byuu said he almost/completely did the ROM hacking work, but he couldn't find anyone to translate it and so DaMarsMan took byuu's work and found a translator but ran into technical issues of his own?
And is D-D thus picking up where DaMarsMan left off?
What's up, KingMike!
To answer your question, as far as the script goes, we used all of what DaMarsMan had and a few things I think that were missed we just translated. maybe 1 or 2% missed
in the MISC area? As for the hacking, I hacked the game from scratch so that I could get a feel
for the game. That means VWF, compression, data relocation / Expansion, etc. We didn't use the
8x8 VWF routine Byuu implemented but I did use the fixed width 8x8 font. I also used many of the
tile mods he did and some other things that I cannot recall. He wasn't too happy with me NOT using
the VWF 8x8 stuff, but I really hate dealing with that. Besides, it slowed down the 8x8 menu routines.
I re-coded a lot of the list display to speed it up by changing how Miscellaneous text was processed.
Other than that nonsense, a lot of the game's notes were used and greatly appreciated.
Saved us a crap load of time picking up where they left off.
Hi KM! I can add that the translater was Gerb, a magnificent fellow! He provided super notes where context was needed, and his translation was much more than than, creating a style and tone I ran with. He also put great thought into character development, coming up with an eclectic heterogeneous combination ranging from the staid and pure to totally off-the-wall nut-jobs! Interestingly, in unusual situations or matters hitting close to home, occasionally, any one of the twelve fighters might dramatically leap out of character into an almost oppose but still credible persona.
In a related matter, Gerb and I are communicating and have been collaborating in regard to SSMS-II. In a matter of mere weeks, Gerb has translated the remaining 1/3 of the script, murder-boarded the entire misc folder, and back-stopped the first two-thirds of the script. In short, we now have perfect continuity in the two games, both of which are nearly finished. I am having fits getting into that clock and time temple thing, but so many juicy items can be had only via that feature, I must plunge into it and fix everything during my next play-through. This is for my own enjoyment of the game, as well as constructing a completed work. I am very close to beating SSMS-II, in English, perhaps by New Years, if only I can manufacture a bit more hobby time.