Figured it was about long enough since my last update to post here again, so here we go...
For those that care (all two of you), I was continuing to work on Final Fire Pro since my last post, but stopped half-way through October, at least partially due to the Phillies playoff run ("World FUCKING Champions", says Chase Utley), and didn't get back into it completely for months (though I did mess with it sporadically), between working on other projects and (gasp) actually playing other games.
That brings us to the first week of April, when I decided to get away from the FPC and ZOMG for a bit, and not surprisingly, I got working on the FFP translation again. Really, it seems just like in 'real life', I get far more done if I'm away from my friends, as frankly, I'll get NO work done otherwise, because I just tend to goof around instead...
Of course, now the problem is there's a new distraction. My birthday was last week, and between gifts and birthday money to put towards purchases of my own, the end result is me now having a new medium-sized LCD TV for my bedroom (where I usually play video games) to replace my crappy 20 year old set, a component cable for the PS2 (holy shit, what a difference in picture clarity that makes compared to composite), Venture Bros. Season 3 DVD set, and (wait for it) King of Colosseum II. Yes, after all these years, JB finally has a KOC.
So I've spent most of my free time this past week with KOC2, between playing and messing around in edit mode, so I don't know how long it'll take me to touch FFPW again...
Anyway, as far as Final Fire Pro progress goes, I translated a few more graphical menus (there can't be more than a handful of those left to do at this point), and have been doing more general text translation work which hasn't actually been implemented in the game yet. The reason for that being that I realized shortly after I restarted this project that the length of the MOR messages didn't necessarily have to be limited to the amount of lines the original Japanese text used.
Like, say the default text was only two lines; before I would have tried to fit the English translation into two lines, which a lot of the time is fine, but sometimes, you have to cut a good deal out of an ideal sentence/paragraph to make it fit and it would help to have that third line (or even more, if you're dealing with 'multi-page' messages). I think it will be easier to do all the pointer work after all the text has been decided upon ahead of time (especially since I'm changing the number of lines in many messages), so I'm holding off on actually implementing the text until I'm fully done translating each section.
The only other thing I'm having any sort of trouble with is my font replacement idea I mentioned a while back, which is more of a 'tedious' problem than a difficult one. I would have to write a program to render the final output, as I really don't want to do more than 3000 characters manually, but even then I need to at least type in the code for each individual letter/number/symbol that I'm going to use. I also drew up other letters for foreign languages (accented vowels and the like), but I don't know how I'd want to put them in, as there wouldn't be enough room to do the double-letter character thing with them and I don't think I can just replace the original single-letter roman characters, because I may need to keep those in the game. I've probably got plenty of time to figure that out, though.
Eh, guess that's more than enough for now...
Saturday, May 2, 2009
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7 comments:
Awesome news. Happy birthday. And High Five on buying Venure Bros. Season 3 on DVD with Birthday money. I did the exact same thing with my birthday money. Season 2 hasn't turned up yet and although I've seen it all before, my OCD won't allow me to watch 3 yet.
Good luck on the patch.
Can't wait to see the finished product.
It sounds like you are doing some amazing things.
JB, you could put them double letters over the kanji, kana etc. Hell, you could have accents be as kana, and double letters be in the kanji spots. You could even have the kanji kana page selector as a page selector for the double letters. Like for instance, you could have "ABC" etc. on the page, and pressing A would take you to combos beginning with A and B would take you to combos starting with be etc.
YEAH! Dave, that's exactly what I was planning on doing.
The problem is, I haven't figured out where the different font widths are set. The kanji are 12 pixels wide, hiragana are 10, katakana are 8, and romaji are 6, so things would be out of whack if I just simply replaced kana characters with the new letters.
I thought I found the right place, but it turned out it was only for how the characters are displayed on the name entry screen.
Just checked this out now!
Happy late bday JB - glad you got KOC 2!! What do you think about it? Are you still playing it? I don't have much of a pack but if you want an OG edit, I'd send you a max file.
Weird you mentioned Venture Brothers cause I finally gave that show a chance this week and realize that it's pretty awesome :)
I'm not playing KOC2 as much as when I first got it, but that's more of a general gaming thing, as it's been the only game I've really played since I got it.
I spent the first 2-3 days actually playing solely with the defaults and unlocking stuff, but once I got into edit mode, that becomes INSANELY TIME CONSUMING~! I started on a number of FPJ edits (none of which are finished yet, of course, because it takes about 157 hours to complete a single wrestler) and I even made a currently-empty PW-WILD group intended to house edits of certain characters that were in WILD, whether I got the 'official' versions or I had to recreate them myself based upon old Fire Pro edits, so I could probably use OG (and Dave, who I thought said something about having KOC2 edits before, too).
One of the funny things about the JB edit is since there are so many more move slots than in Fire Pro, he actually has all three of his main specialty submissions from over the years (Moose Violation, Scorponok Deathlock, Moose Strangulation) in one edit (which makes sense, I mean, it's not like he should totally forget how to use the older moves as soon as he starts using a new one), rather than having to make additional edits for the different time periods. Though I'll probably make the different-era versions eventually to go along with the 'all-inclusive' edit I currently have, too.
Also hilarious is the fact that I haven't even watched the Venture Brothers DVDs yet (in fact, this is pretty much a direct result of playing around with my KOC too much... wait, what?!) I already had the first two season sets, and I've already seen S3 on TV/internet, but I haven't found time to pop in the new DVDs yet.
KOC 2 is really my favorite wrestling game ever to PLAY. The defaults are excellent and I just love the feel of the game (especially the impact of the moves).
But man, once I get into edit mode, it just becomes kind of a chore to make full wrestlers. I've never actually completed an entire wrestler just cause I refuse to go through cpu logic, LOL. However, I do have 4-5 wrestlers with everything but logic. I have OrochiGeese, Mr. Figaro, Mr. Clyde, Thunder Strike and Kyle Walker (sans moves).
I'll PM you the save later tonight on ZOMG. I just need to transfer it to my computer via max drive.
I gave Geese every move he's ever had too but I can see it being a big deal for JB cause you've changed stuff over the years a lot. You can really make a "best of JB" in KOC 2 without it becoming troublesome like those "best of" FPR Default puro edits with the super stacked moveset. In KOC 2 it makes sense to give your guy big moves from different situations and different clutches rather then just "front grapple" like FPR.
I don't always watch the DVD sets of the series I have cause i often just watch it on tv. But I think I'm better off getting a DVD set of something I don't know as well but am starting to enjoy (like Venture Brothers) so i can watch it from the start.
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