| Home | Projects | Documents | Programs | News Archive | Blog |
|
|
March 6, 2008 - This one time at ROMH camp...
I made more progress on a translation for a game called Bare Knuckle 3 and tested it on the actual hardware and it worked. Flawlessly. True story.
I'm slowly debugging all of the code still. There are 6 separate blocks of text: the Wood Oak screen you see when you first turn the game one; the 4 screens after that; Blaze's letter to Axel; the dialogue that occurs before and after stages; the green warning message that is displayed before Stage 1; and the various winning and losing messages for the Battle mode. Of those six, all except the letter and the warning message use the same read routine and this has been thoroughly tested. Blaze's letter and the warning message use the same read routine.
Actually, they all use the same routine; the code that initializes the various variables used is slightly different between the two. That's mostly because the first set of blocks all have a constant length for every line in the string; the line lenghts of the other two strings, however, vary from line-to-line. I'm currently fixing a small bug in the way these variable lengths are handled. I'm officially out on spring break for the next week, so I should be able to get a lot of work on this done.
I also took the liberty of updating the project page and I included a disclaimer concerning the screenshots posted. This bears repeating, like the Spider-man screenshots (I haven't forgotten about Spidey) I posted last year, the current set of screenshots for Bare Knuckle 3 are only to demonstrate the progress of the hacking side of things.
Once I get the bulk of the hacking squared away and do a few other tests, I'll begin looking for a capable person to edit this script. If you're interested, please send me an email or post a comment on the blog on the latest post. Keep in mind it'll be at least a week or two, if not more, before I'm ready for your help. The only thing I ask is for a demonstration of your ability. How do I do this, you might ask. Simple. Let me know you're interested and I'll send you a sample of the script to edit. If I like what I see, you're in; if not, thanks for playing. Please, if u type li3k ur r3tarded dat prolly meens u r, so dun axe, ne?
February 24, 2008 - Santa Claus is Coming to Town...
I can't find the words to express how happy I am right now, so I'll just let the pictures do the talking:
| Screenshots | |
![]() | |
![]() | ![]() |
![]() | ![]() |
Their ain't no gettin' off this train we're on! Woo!
February 10, 2008 - Long Time Coming
As I'm sure you've noticed, it's been a while since the last update. Now, you might have gotten the idea that I'd fallen off the face of the Earth, but that would mean you haven't been checking the blog like you should be.
Friday night I fixed one of the last bugs plaguing SEKAS (at least for the time being) and that has renewed my interest in Bare Knuckle 3. I've updated BK3's project page, which you can view here.
I've made an immense amount of progress on this project since I started working on it again yesterday. The formatting for the intro and the letter that scrolls by if you let the game go into Demo/Attract mode has been figured out to the point that I can change it for the VWF. Work on the VWF was stalled by one of the aforementioed bugs in SEKAS and now progress can continue in that regard. However, I'm not jumping back into the VWF immediately. Rather, I'm taking my time to understand completely how the game's code works, so I don't waste time later fixing bugs brought about by my ignorance. I learned my lesson with Live-A-Live, which incidentally has also entered Beta Testing.
There ya have it. Things are finally picking up around here and more importantly, I'm having fun hacking once again. It just goes to show you really have to work on a game that you enjoy or else you're gonna hate every minute spent on it. Stay tuned folks, there's more good things to come!
November 4, 2007 - I've Become What I Hate Most
In the interest of allowing you the public to provide me with feedback, I've set up a blog. Scary, ain't it? I'm not sure how I'm going to use it exactly; will the main site (this) be updated for major news only and the blog serve as my developer's journal of sorts? I'm not sure. We'll see how things go. In the mean time feel free to say hi over at the blog.
November 2, 2007 - Good News
I finished fixing the last of the known bugs in Live-A-Live the other night, and unless any more are found along the way, my part in the project is done. Now we just wait for Gid and co. to edit and insert the script. In other news, I worked on SEKAS's documentation a little earlier this month. I'm in desperate need of more free time and sleep. Ugh.
October 9, 2007 - I'm Not Dead
Just a quick update to let you guys know that 1, I'm not dead and 2, college rocks. On the one hand I'm really, really enjoying my classes. While on the other hand, I don't have nearly enough time between class, studying and work for hacking at the moment. What little free time I have had the past few months has gone towards finishing up Live-A-Live for Gideon Zhi. There's still one small bug left that I'm hoping to fix tomorrow night. Once that's finished, I'm probably not going to be doing much hacking until Thanksgiving weekend. I'll keep you guys posted.
August 17, 2007 - I'm a Dirty, Filthy Liar
A third update in the same month?! Unbelievable, I know, but I'm bored at the moment and thought I'd let you folks know where things stand with SEKAS. Currently I'm writing the ReadMe and Manual. What's the difference? Well, the ReadMe contains very general information: what SEKAS is, how to run the program, a page long reflection of the project (really more for my benefit than yours). While the Manual contains the specifics on how the program works: syntax, features, example code, etc. So once this is released you'll want to skim through the ReadMe for general information, then move onto the Manual for the good stuff.
The current plan is: finish up the aforementioned documents, continue testing, and fixing bugs as I find them. So far I've only found one bug and that wasn't really a bug, per se, as it was a simple typo. Go figure. Also, I've got a rough outline of the VWF for Bare Knuckle 3 drawn up already. Finally, I'm considering releasing an Alpha version of SEKAS to other coders to toy with and provide me valuable feedback on the program. Alternatively, I could set up some sort of online bug reporting system and release to the public. Not sure what I'll do just yet.
There ya have it. Classes begin next Wednesday for me, so this weekend will probably be the last time I have to work on my projects for a while. Even if much progress isn't being made over the next few months, I will try to check in at least once a month and inform you guys of any developments or that simply I'm not dead. Who knows, BK3 might just make a Christmas release afterall.
August 12, 2007 - Two Updates in the Same Week?! Sacrebleu!
Okay, so I lied about the previous update being the last one for a while. In my defense I honestly thought it would be, but over the past few days I've put a couple more hours into SEKAS and things are really coming together. So much so that I felt like showing it off a little with a screenshot.
It probably doesn't mean much to the casual viewer, but it does show off SEKAS's ability to support labels as a part of the PC based displacement addressing modes. Which is an absolute must for those two, because they're essentially useless without label support. With that out of the way, the only thing left that I can think of that needs to be implemented and tested is macro support. That really shouldn't be too difficult, but I'm taking a break from programming now to spend the afternoon in Mid-World. Adios.
August 9, 2007 - NotDead(PC) or (NotDead,PC)
Yes, I'm still alive. I spent the last hour and a half adding support for the alternative operand syntax and labels to the PC displacement addressing modes. There's still a few kinks to work out, but both styles are being correctly parsed now. All I need to do is add support in each individual code generating function, then test some more.
In other news, if you've been watching the Screenshots thread over at Romhacking.net, you'll notice that I haven't exactly been inactive the past month. Painfully slow, but not inactive. Live-A-Live is just about there. Name expansion is in and working for the most part. I need to rearrange the naming screen for the Chinese Monk to allow for his full name (martial arts name, technically) to fit on screen.
Also, everything prior to the Two Year Anniversary has been moved to a separate page. Hope that helps you guys with crappy connections.
That's probably it for this month. Classes start the 22nd and I'm pretty sure most of my time is going to be spent with my nose in a book. Woo! College!
June 22, 2007 - Two Year Anniversary Special
If you people have been following along since we started (or scrolled to the bottom of this page), you know that today, June 22nd, marks the two year anniversary of Twilight Translations. That's two years that we've been putting out translations. I would like to take this time to publicly thank each and every person who either contributed to one of our projects or enjoyed the end results: Thank you. Without you guys this whole translation thing would suck.
Now, on to the present situation. As some of you may know (and judging by the amount of referrals I've gotten lately, most of you reading this do know) that I've been helping out the man himself, Mr. Gideon Zhi over at Aeon Genesis with a very special game that is near and dear to both him and me: Live-A-Live.
I'm not quite sure exactly how much I'm at liberty to say about this, but the hacking is top-notch. I started working on the ASM mods (VWFs out the whazoo among other things) in late April or early May and I'm finally just about finished. There's a few minor things I need to finish up; however, there's nothing major left to do. In the meantime I suggest checking out the above pages and ogling the pretty pictures. And for the record, Live-A-Live is not the secret project I've been dropping hints about since January.
In other news, June hasn't really been a good month for me romhacking-wise. I've had very little freetime to invest in accomplishing any of the things I wanted to. Unfortunately that means SEKAS is still missing a few features (though I did get a chance to add some of the code for them) and it still needs more debugging. Once LAL is finished (and I manage to pull myself away from Ace Combat 5...), my romhacking time will be devoted solely to finishing SEKAS and getting Bare Knuckle 3 wrapped up. I really want this ready by no later than Christmas at the latest. Thanksgiving or even Halloween is what I'm really shooting for, but as we saw last year, I suck at meeting deadlines.
So there you have it. Two years in and we're still going strong. Provided everything goes according to plan Spider-Man Lethal Foes and Bare Knuckle 3 should be out by the end of the year. Hopefully. Stay tuned.