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870 lines
40 KiB
870 lines
40 KiB
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PSMC-ReadMe.txt
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This file should be viewed using a mono-spaced font like "Courier".
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Use a font size where 79 columns are visible.
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Please don't distribute the ROM file in patched form.
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Please don't distribute the "PSMCrevB.IPS" file without:
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- this file, "ReadMe-DvD_Translations-The_Portopia_Serial_Murder_Case-revB2.txt"
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- the "ROM Expander Pro.txt" file
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- the "Manual.html" file,
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- the "manual" folder with pictures for the Manual.html file
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and
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- the "PSMC-Map.jpg"
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Thanks.
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-------------------------------------------------------------------------------
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The Portopia Serial Murder Case
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AKA
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PORTOPIA Renzoku Satsujin Jiken
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Suspense Adventure Game
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Original Game Copyright 1985 by Enix
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English Translation Copyright 2010 by DvD Translations
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Patch Version: Rev B Release Date: October 31, 2010
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Manual Version: Rev B2 Release Date: November 12, 2011
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DvD Translations
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dvdtranslations.eludevisibility.org
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Rev B Text Translation by: harmony7
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Rev A Text Translation by: shiroi
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Text Dumping and Context by: DvD
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Manual Translation by: harmony7
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Game, Manual, & ReadMe Text Editing by: DvD, harmony7, & KlD
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Code Deconstruction
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& Re-Programming by: DvD
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Tile Editing by: DvD
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NES File Expander by: DvD
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Secret Word Entry by: harmony7
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Alpha testing by: harmony7 & DvD
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Beta testing by: Radical R, KlD, & Agent Baron
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ReadMe by: DvD
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Map by: DvD & Mika Takamura
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Old Character Table by: Neil_
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Translation of 1st Two Phrases by: Maht
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----------------------------------- CONTENTS ----------------------------------
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HINTS & INFO
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(1) Secret Page
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(2) Tips for English speaking players in 2010 and beyond
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(3) Helpful Hints
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USING THE PATCH
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(4) Expanding & Patching the ROM file
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(5) Playing the game on an emulator
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TRANSLATION DETAILS
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(6) Why It Was Never Relaeased on the NES
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(7) Why DvD chose to translate THIS game
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&
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Why YOU should bother playing THIS game
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(8) DvD's Hacking Comments
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(9) harmony7's Translation Comments - Rev B
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(10) shiroi's Translation Comments - Rev A
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(11) Radical R's Beta Testing Comments
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(12) KlD's Beta Testing Comments
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(13) Project Timeline Highlights
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(14) Software Used In This Translation
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--------------------------------- HINTS & INFO --------------------------------
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(1)------------------------------ Secret Page ---------------------------------
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If you manage to complete the game, you will be given a secret code to enter
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in the box at dvdtranslations.eludevisibility.org/portopia.html to view a
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secret page. The code is case sensitive and doesn't stay on the screen for
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very long, so be ready for it. This page will show you the 1 line of hidden
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text, the 1 image that you never get to see in the game, and many more
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things that were changed from the original version of the game. This page
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will continue to be updated whenever we learn anything else about the
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original game.
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(2)---------- Tips for English speaking players in 2010 and beyond ------------
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* Telephones in Japan:
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Remember this game was made in 1982, so there are no cell phones. You can
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only call from places that have a phone.
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Phone numbers in Japan are different than U.S. numbers. Unlike in the U.S.,
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they can have a varying number of digits. Area codes always begin with a 0
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and can be 2 to 4 digits long. The rest of the phone number can be between
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6 and 8 digits long, and cannot begin with a 0. Since only area codes begin
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with a 0, by beginning your dialing with a 0 you are indicating that the
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number you are dialing includes the area code. Of course, dialing the area
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code is optional if you are calling within the same area code. A phone
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number may begin with 1, unlike in the U.S., because a 1 isn't a special
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number in Japan.
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Some important numbers that may or may not be useful:
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USA Japan
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411 104 Phone directory service
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911 110 Emergency (Police)
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911 119 Emergency (Fire & Medical)
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* Geography: The locations used in this game are real locations in Japan.
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The following is a list of some places you might go to in this game:
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Kobe City: A city on the coast of Japan, Area Code 078
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Hanakuma: A part of Kobe City
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Port Island: A man-made island in Kobe harbor
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Shinkaichi: Another part of Kobe, a place where American military
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people hang out...
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Awajishima Island: Off the coast of Kobe
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Sumoto: On Awajishima Island
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Hanchou: The shopping district of Sumoto
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Kyoto: A city far inland of Kobe
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See "PSMC-Map.jpg" included in the .zip or from the link on the website to
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see these places on a map.
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(3)----------------------------- Helpful Hints --------------------------------
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* Try every menu command at every location.
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You'll soon start to see which things are always the same and which change
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based on your location and which people happen to be there.
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Sometimes you need to do the same command more than once. Remember that
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once you have accomplished something in the game, other things you did before
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may have different outcomes if you do them again.
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* Remember that the magnifying glass and hammer have to be moved to a specific
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location on the screen. All the unique screens have at least one important
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location and many screens have more than one. It is important to make sure
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you use the magnifying glass in the exact location you wish to investigate.
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It may not always be in the center of an object, try looking at different
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areas of an object. And if you are really stuck, remember to especially
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investigate at and near the scene of a crime with your magnifying glass.
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That's what a good detective would do.
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* Don't be afraid to use the hammer to hit things your mother told you not to.
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* You cannot ever get stuck in this game. So feel safe to try everything,
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even if you think it is wrong. You may get a funny response or look like an
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idiot, but you can never do anything that will get you fired (and prevent
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you from winning the game).
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* You are not going to pass the game in one setting. So, keep detailed notes.
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Write down which actions:
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- added new people to your suspect list
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- allowed you to go to new locations
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- found pieces of evidence
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You'll need this to quickly get back to where you were when you reset or
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turn off your NES before passing the game.
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* Sometimes there is more than one way to do something. So, don't be afraid
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to turn off your NES and start again from the beginning. If you do things
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in a different order, you may hear information that you weren't able to hear
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the first time around.
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* Make a map.
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* If you want a general hint as to what to do at any time, just keep hitting
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the 0 key on a phone...
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* While playing the game, whenever you are stuck, re-read this section and
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and the hints section in the manual. Many hints and necessary pieces of
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information are given in both places.
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Good luck!
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------------------------------- USING THE PATCH -------------------------------
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(4)------------------- Expanding & Patching the ROM file ----------------------
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For this translation, before patching the ROM file, you'll need to expand the
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ROM file first using a ROM expander.
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How to expand and patch the ROM file:
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You need:
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1) A ROM file. The file may or may not include the standard 16 byte iNES
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header followed by the program ROM. With header, the ROM file is 40976
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Bytes in size.
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I'm not telling you how to get the ROM file, but once you do, call
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it "Portopia Renzoku Satsujin Jiken.nes".
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2) "ROM Expander Pro.txt" which is included with this patch.
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3) For PC users, use ROM Expander Pro.exe, which you can get from the
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DvD Translations website. It's pretty self explanatory.
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Just make sure your ROM file, called
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"Portopia Renzoku Satsujin Jiken.nes"
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"ROM Expander Pro.txt", and
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"ROM Expander Pro.exe" are all in the same directory and then run
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ROM Expander Pro.
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Regarless of whether your ROM has a header or not, always choose
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"Expand and Add/Replace Header".
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ROM Expander Pro will not modify your original ROM file. It will
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instead make a copy of the file and modify it calling it
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"The Portopia Serial Murder Case.nes".
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If you don't own a PC, a perl version of ROM Expander Pro is currently
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in development.
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In the mean time you'll have to expand the ROM file on your own using
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a hex editor...
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Expanding using a Hex Editor:
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First, if your ROM file has a header, remove the 16 byte header, the first
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16 bytes of the ROM file. In other words, remove bytes 0000 through 000F.
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Then triple the first 16 kBytes of the ROM file. In other words copy bytes
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0000 through 3999 (hex) and then insert them TWICE at the beginning of the
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ROM file. Finally, insert the following 16 byte header at the beginning of
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the ROM file.
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4E 45 53 1A 04 01 40 40 00 00 00 00 00 00 00 00
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Don't worry if you make a mistake on the header, the IPS patch always
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replaces your header with the correct header, but you must make sure you
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have a 16 byte header before using the IPS or it won't work.
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4) Patch File: PSMCrevB.IPS
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5) An IPS patching program
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Remember to patch the file only after it has been expanded.
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Recommended patching program for IBM PC:
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Snes-Tool.exe by The M.C.A./Elite
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Recommended patching program for Mac:
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UIPS
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Using SNES Tool:
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a) If you haven't already, make a copy of the un-patched ROM.
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You always want to keep the un-patched ROM around for later
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revisions of the patch.
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b) Place an un-patched but expanded ROM file
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(I'll call it PSMC.nes), PSMCrevB.IPS, and
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Snes-Tool.exe in the same directory.
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c) Run Snes-Tool.exe
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d) Type 'U' for "Use IPS"
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e) Press the down arrow key until PSMCREVA.IPS
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is highlighted.
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f) Hit Enter.
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g) Press the down arrow key until PSMC.NES is highlighted.
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h) Hit Enter.
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i) Hit 'Q' to quit.
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(5)-------------------- Playing the game on an emulator -----------------------
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Original game ROM size: 2 16k program ROM banks
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&
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1 8k character ROM bank
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= 40 kBytes
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= 40960 Bytes
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Games designed for the original Famicom/NES hardware could be 1 or 2 16k
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program banks and 1 8k character bank. Later, all games made for the NES used
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special mapper chips to expand the size of the addressable ROM beyond these
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limitations. As this game only uses 2 program banks, it is the largest a game
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for the NES could be WITHOUT using any mapper chips. So, almost all emulators
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can play the original ROM file, since it doesn't use a mapper, but unlike the
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emulators I list below, most can't handle the sound and many get the colors
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wrong. If an emulator can't play the original, it won't play the translation,
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but also be aware that since we are changing the mapper some emulators that
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can play the original can't play the translation.
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For the PC, I recommend one of the FCE Ultra/FCEUXD/FCEUx emulators or
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Nestopia. They support Mapper 68 and get the sound and colors correct.
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NEStopia also works great for the Mac. Any emulator that can run "After
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Burner 2" by Sunsoft should work with the translated ROM. If you try to run
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the translated ROM in an emulator that can't handle the mapper, and the
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emulator still tries to run the game, the game will technically run fine, but
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2/3 of the text will be really messed up, so don't bother.
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Don't try to use Nesticle, iNES, or LoopyNES; they don't work. If you've got
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a Mac, you'll need OS X, as all the Classic emulators don't work.
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The game came out way before NES games had batteries and it doesn't have a
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password save like Hydlide. Using an emulator, you can use save-states to save
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your game, and I recommend it. Just remember, if you get stuck, you might see
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different clues when you play the game from the beginning if you do things in
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a different order, so don't hesitate to do this. The game is short enough for
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this to not be too painful, and that is what all the Japanese kids had to do
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when they played the game. In fact, the Famicom version made at least one part
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of the game easier/shorter than the original PC version, probably to make it
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easier to restart the game and quickly get to the same point where you left
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off.
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----------------------------- TRANSLATION DETAILS -----------------------------
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(6)----------------- Why It Was Never Relaeased on the NES --------------------
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Because the game ROM is so small and it doesn't use any mapper chips, this
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game was relatively cheap to produce, but tough for the designers to fit
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everything in. Not counting the unused text and graphics, there were literally
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2 bytes of unused space in this ROM. Because English text uses roughly twice
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as many characters to say the same thing in Japanese, and the original game
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used MTE compression on the Japanese text, we needed to expand the size of the
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ROM file to fit in the text. Although I can think of a lot of other reasons
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this wasn't ported to the NES, (graphic violence, adult themes, etc.), the fact
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that it needed to be expanded was a big factor.
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(7)------------------ Why DvD chose to translate THIS game --------------------
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&
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------------------- Why YOU should bother playing THIS game -------------------
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Since the Famicom version of Door Door is completely in English (I know for
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sure because I made myself play all 50 levels of the game), and Bongo & Shih
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Tzu have graced us with an excellent full translation of Just Breed, Portopia
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was the only remaining game that Enix produced for the NES that had not been
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translated, professionally or by one of us crazy people who do it for free.
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That alone got me interested in the game. But, as I learned more about it,
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I realized how important a role this game had played in the history of console
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gaming.
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You may already know this, but the people behind early Enix are as follows.
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Enix = Yukinobu Chida - Producer
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CHUNSoft = Koichi Nakamura - Programmer
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Armor Project = Yuji Horii - Designer
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Bird Studio = Akira Toriyama - Artist (DragonBall Z)
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Koichi Sugiyama - Professional Musician
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The chronology of games that Enix produced for the Famicom/NES is:
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1) Door Door - CHUNSoft
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2) PORTOPIA Renzoku
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Satsujin Jiken - Armor Project, CHUNSoft
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3) Dragon Quest* - Armor Project, CHUNSoft, Bird Studio, Koichi Sugiyama
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4) Dragon Quest II* - Armor Project, CHUNSoft, Bird Studio, Koichi Sugiyama
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5) Dragon Quest III* - Armor Project, CHUNSoft, Bird Studio, Koichi Sugiyama
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6) Dragon Quest IV* - Armor Project, CHUNSoft, Bird Studio, Koichi Sugiyama
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7) Just Breed - Quintet
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*Called "Dragon Warrior" in North America.
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Some more stuff about this game:
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(Much of the information in the following paragraphs I directly quote from
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the Atari HQ review of Manga Dragon Quest e no Michi
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www.atarihq.com/tsr/books/fc/dqm.html
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and what CHAZumaru posted on
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www.mmcafe.com/cgi-bin/forums/bbs/messages/11480.shtml.)
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In 1982, the fledgling game company Enix, founded by Yasuhiro Fukushima,
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decided that instead of hiring programmers and then having them make games,
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they would sponsor a national game programming contest to recruit all of
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their programmers.
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Yuji Horii was a journalist for Jump Comics when he covered the game
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design contest, and while covering the contest he decided to participate.
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Koichi Nakamura placed with his game, Door Door, and Horii placed with Love
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Match Tennis; both were hired by Enix. Together, the winners all used their
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prizes, trips to America, and went to AppleFest '83 in San Francisco. There
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they got to play the RPG, Wizardry, for the first time. Once he returned home,
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Horii bought an Apple to play the Wizardry on. He continued worked part-time
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for Jump.
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Enix started out by releasing the 13 winners of the contest in February of
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1983. They were originally programmed for NEC PC-8801, PC-8001, NEC PC-6001,
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Sharp X1, MZ-80K, MZ-80B, and Fujitsu Micro FM-7 and FM-8, all Japanese personal
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computers. Later that same year, Horii wrote and directed PORTOPIA Renzoku
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Satsujin Jiken for the NEC PC-8801. Along with 7 other games it was released
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in June. This version of the game, and those versions ported all of the
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other PC platforms, did not have the Wizardry style dungeon crawler portion
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that exists in the Famicom version. The game had a crude text parser that
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required you to type two words like "get" "book" to do all of your actions.
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Also, screens had to be drawn with lines and fills which actually took some
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time. Still, the game was a huge hit and the inspiration for all future
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Japanese visual novels, much like how DQ is the source of all modern Japanese
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RPGs. For instance, one could argue Snatcher was to PORTOPIA what Final
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Fantasy I was to Dragon Quest I.
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It was quickly ported to other NEC systems such as the NEC PC-6001,
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PC-6001mkII, and PC-6601. Eventually ports of the game for other PCs such as
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the Sharp X1, the FM-7/8, and MSX were done by others and released by Enix.
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Enix continued to make games for the NEC line of PCs and other PCs. Many were
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similar in style to PORTOPIA.
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When the Famicom was released, Enix first ported Door Door to it on July 18,
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1985. It did well enough that Horii wanted to work on Dragon Quest next, but
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Nakamura and Chida agreed that, although they'd love to release an RPG for the
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FC, the time wasn't right yet as the console was still fully an action game
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platform.
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So it was decided to first port PORTOPIA Renzoku Satsujin Jiken on the console
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to test how well an adventure game would do on the Famicom. To move the game
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over to a system that didn't have a keyboard, a system using menus and cursors
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to enter commands had to be devised. And the graphics, although crude, due to
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the limited graphics capabilites of the Famicom when mapper chips are not used,
|
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were drawn very quickly when moving from one room to another. These two
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changes made the game go much faster. To counter this out, the Famicom
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version was much bigger with multiple added locations and one major character
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added. Most agree that even though you couldn't save the game on the Famicom,
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it was the superior version. Again, unlike Dragon Quest, PORTOPIA was small
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enough that it didn't require a mapper chip for expanding the ROM beyond the
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addressable space of the Famicom, which kept the costs down. Plus, porting the
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successful PORTOPIA was much less work than creating a new game from scratch.
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Still, I can tell you that it did require some fancy programming to get all of
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the text and decision making aspects to fit in such a small space. And, as I
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said before, the whole dungeon crawler element was added, which the time they
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spent developing was useful for testing the ablities of the Famicom to handle
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an RPG in the style of Wizardry.
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As it turns out, PORTOPIA sold rather well. The console gamers in the
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Japanese market showed interest in a game that required thinking instead of
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just button-mashing. Chida and Enix were now convinced that a console RPG
|
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was the best next step. Work on Dragon Quest began. The general scenario was
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done by Horii, and Nakamura made the game system. He and Chida decided on a
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combination of the overworld from Ultima and the battle and stats screens from
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Wizardry. For some reason, possibly to save space in the ROM, unlike PORTOPIA,
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they decided to do the dungeons in a new style, that of the Ultima overworld.
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For DQ, Enix hired professionals in the areas of graphics and music, to improve
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the two things that PORTOPIA really could have used some help with! Sugiyama,
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sent in a consumer response card from one of Enix's other original 13 games,
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Morita Kazurou no Shogi, a japanese chess game. The crew decided to meet him
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after seeing this card and he was contracted to make the DQ music. The plan
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to include Sugiyama was originally met by Nakamura's protest, but only until
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meeting with Sugiyama and learning of his love for gaming. Toriyama, of
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Dragon Ball fame, whom Horii had met in the days of their both doing work for
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Shonen Jump Comics, was contracted to make the monster graphics. And the rest
|
|
is history!
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In case you didn't know, Yuji Horii made a sequel to PORTOPIA in 1984 for a
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company named LoginSoft called:
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Hokkaidou Rensa Satsujin
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Okhotsk ni Kiyu
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If was ported to the Famicom on June 27, 1987, between Dragon Quest II and
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III, by LoginSoft.
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And... no, I am not planning on translating it... But, if anyone else is,
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contact us, as both harmony7 and I would be interested in contributing to
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the project.
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A third game, in the loosely related trilogy, this time published by Enix, is:
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Karuizawa Yukai Annai
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written in May 1985, originally for the NEC PC-8801. It was never ported to
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any console.
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"Itadaki Street" for the Famicom was also designed by Horii. It was created
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by LoginSoft and published by ASCII. One of the newer versions of this game
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was released by Square-Enix for the PS2 contains characters from both Dragon
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Quest and Final Fantasy.
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So, let's recount what makes The POPTOPIA Serial Murder Case special:
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1) According to multiple sources, PORTOPIA was THE FIRST ADVENTURE GAME MADE
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for the a Japanese PC AND the first adventure game made for the Famicom. So,
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whereas Dragon Quest is the granddad of all console RPGs, this is, in many
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respects, the great-granddad.
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2) The ONLY Adventure, RPG, or Action RPG titles ever made for the Famicom that
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used the original Famicom hardware only (no mapper chips to extend the games
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ROM size) are: PORTOPIA and Hydlide. Other games of this size, like Namco's
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"The Tower of Druaga" and Game Arts/Square's first release "Thexder", that have
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some elements of adventure, are not what I would call Action RPGs. Hydlide and
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PORTOPIA were ported from and to multiple Japanese PCs along with the Famicom.
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But only PORTOPIA was really improved for the Famicom release.
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3) When asked for the first time a story in a game really struck him, Hideo
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Kojima, the man behind Konami's Metal Gear series, was quoted as saying:
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"It was when I played Portopia Murder Case (Famicom) by Yuji Horii
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(Dragon Quest). Along with my encountering Super Mario Bros., experiencing
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this game led to my working in this industry... There's mystery, a 3D dungeon,
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humor, and a proper background and explanation of why the murderer committed
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the crime. That is why there was drama in this game. My encountering this
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game expanded the potential of video games in my mind."
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(from Greg Kasavin's article for Game Stop)
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4) Lastly, the game is not simply a choose-your-own-adventure with screens and
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objects, like it may seem at first. Incredibly they were even able to fit in
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a dungeon crawler portion to the game!... the part of Wizardry that didn't make
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it into Dragon Quest!
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5) This game is so good, Square-Enix recently ported it again, with renewed
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graphics and even music! Now if you live in Japan and can read Japanese you
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can play it on your docomo/au/SoftBank mobile phone. See it for yourself, at:
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http://www.square-enix.co.jp/mobile/game/mysteries/portopia/
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(8)------------------------- DvD's Hacking Comments ---------------------------
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Rev B:
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For Rev. B of the traslation, I changed the mapper to Sunsoft 68. It is a much
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more common mapper and essentially just as easy to use as 78. For the newest
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versions of FCEUx I had to make an addition that loaded in the graphics tables
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at the start, as the emulator didn't preload the first two tables of graphics.
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I also had to make some change for the ending to work right... but I can't
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really remember exactly what I did... I removed the unused sprite graphics and
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code dealing with them, moved some background tiles to sprites, and now made
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placed new code to write the new sprites. This freed up some more tiles for:
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- more squishy tiles so that the menu text looks much better,
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finally we can see the words "Investigate" and "Magnifying"
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- we use differently colored brackets to highlight key words
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- we added a (R) character
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- other things
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Lastly, I made a change to be able to display the border tiles around the phone
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buttons in the body of the text which we use for effect in one special place...
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As far as the text, harmony7 and I edited the whole thing together with a
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special program he wrote so we could keep track of what we agreed on and what
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we changed. It took an extremely long time to do this, but everyone beta
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testing it really likes the results.
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Rev A:
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Anyway, since the game is so small, I thought it would be relatively easy to
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work on. Boy, was I wrong! Because the game ROM is so small, there is
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literally no unused space in the ROM. Not only are the text and graphics
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compressed, but Nakamura even had to compress the rest with something I call
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PseudoCode just to make it all fit.
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Unlike a simple table, PseudoCode is like a whole different language that the
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game reads with a custom interpreter. The main type of PseudoCode is used for
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displaying all the 496 pieces of text below the window. Along with displaying
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this text, and performing if-then statements, this code can jump to other
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pieces of PseudoCode or call portions of the normal code; that is really what
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makes it different from just a complex compression table. 2 other types of
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PseudoCode are used for the handling the menus and the magnifying glass/hammer
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location checking. I wrote custom disassemblers for the main PseudoCode and
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for the menus. You can see the output of them for yourself using Table Dumper
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Pro from the DvD Translations website. The last PseudoCode I just disassembled
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by hand.
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Because all this compression was already in place, there was nothing left
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for me to compress. I had to expand the ROM with a mapper chip to fit in the
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English text. But, I only needed a really basic chip that simply doubles the
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lower bank of program ROM as this is where all the 496 blocks of text are
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stored. I would simply swap it based on which of the pieces of text need to
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be displayed at any moment.
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It turned out that Mapper 78, the Irem 74HC161/32 chip was perfect. With it
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you could have any number of program banks replace the first program bank, but
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not change the second program bank--exactly what I needed. You can switch
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character banks with it too, but I didn't need that. Supposedly, "several
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Japanese Irem titles use this mapper", but I could only find two.
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* Uchuusen - Cosmo Carrier by Jaleco
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* Holy Diver by irem
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And they switch banks quite differently, so in reality they are actually two
|
|
completely different mapper chips. Holy Diver's mapper needed a special 256
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byte table to work... yuck, I didn't have that kind of room to waste. But
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with Uchuusen's mapper, you simply load the bank number you want into register
|
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A and then execute this 4-byte piece of code. Easy and efficient.
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tay ;A8
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sta $d548,y ;99 48 D5
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Of course, not all emulators support Mapper 78, but FCE Ultra does, and it
|
|
gets the sound and colors right too. One thing, FCE Ultra didn't like it
|
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when I simply doubled the lower bank, I had to triple it as it only likes an
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even number of total program banks with Mapper 78, something Uchuusen and Holy
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Diver both have, so I guess that's fair; although RockNES was okay with it
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|
either way. Looking at how much space we use, I could have fit the text in
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if I had only doubled the first bank, but I would have had to actually use
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|
the text compression table for more than just the people who are speaking and
|
|
character names. By tripling the first bank, I had to get lucky on fitting
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|
in my more complicated bank switching code. After writing it as efficiently
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|
as I could, I still needed 1 byte. Arrgh! So, I modified the code that
|
|
calls it to do things in a more efficient way and put two bytes of it there.
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|
And thus I didn't have to utilize the text compression table for
|
|
anything but names and I didn't have to cut out ANY of shiroi's text.
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But, the bigger issue is that this game relies heavily on the text being
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|
correct to be interesting. The script was initially translated without any
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|
context. In that state, I was able to alpha test the game, but aspects of the
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|
story didn't really make sense. So extensive analysis of the code had to be
|
|
done to determine when pieces of text are displayed in the game. Every piece
|
|
of text was edited to not only have the individual sentences make sense, but to
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|
make the whole story make sense. It was a VERY time consuming process.
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There were 2 pieces of text in the game that you couldn't see.
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|
One was due to an obvious coding typo. I fixed it so you can see it.
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Enix may not have noticed this one, as it doesn't affect the game,
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There is one picture drawn with some sprite graphics that you can't see.
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|
Pass the game and I'll give you a link to a page that shows you both the text
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|
and graphics you can't see.
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There are many items/events that seem important but are not actually
|
|
necessary to pass the game.
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|
The game has one true bug.
|
|
The bug would not prevent you from passing the game but would make you re-do
|
|
something you had already done. I felt it was okay to remove this bug and
|
|
still be a faithful translation because:
|
|
1) I'm sure it is a bug.
|
|
2) I'm sure Enix was soon aware of this bug after releasing the game in Japan
|
|
and would have removed it before a North American release, had there been
|
|
one.
|
|
3) The bug was common enough for Radical R to actually stumble upon it in his
|
|
initial beta testing.
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|
4) I had done so much work analyzing the ROM that fixing it was easy.
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|
|
Since the game is port, the graphics that are not used in the final game are
|
|
from a scene in the original game but weren't used possibly because there
|
|
wasn't enough room for code to display them in this version of the game.
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The text you can't see, and a new optional area in the game where you can do
|
|
somthing that seems really important, but in reality has no affect on the game,
|
|
are closely related. I believe this part of the game may have been
|
|
changed over in the port because it was not possible to save the game in the
|
|
Famicom version, and making the player do this part over and over every time
|
|
the game was restarted would have been really annoying.
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|
Once again, shiroi worked with me on this as a translator. I dumped the menus
|
|
and game speech in January 2004 and shiroi quickly finished an initial
|
|
translation of the menus. But, the whole project took practically two years!
|
|
Essentially, the last year and half was spent finding all the context for the
|
|
496 phrases used in the game, editing the text and testing the game. I saw no
|
|
point in releasing this translation until I felt it both complete and polished,
|
|
unlike some other translations I've seen come out in these last two years...
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Anyway, many thanks to shiroi for hanging in with me until we finished this
|
|
thing. You know I can be a little anal. Thanks to KlD, my wife, for helping
|
|
me out with testing and editing. Thanks to all our beta testers, we now know
|
|
where people would have gotten stuck. Thanks especially to Radical R, for
|
|
passing the game so quickly and getting stuck so few times, and for helping to
|
|
proofread not only the game but this document too. I hope to work with you
|
|
again in the future.
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|
|
(9)---------------- harmony7's Translation Comments - Rev B -------------------
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|
|
So here I sit at Starbucks Coffee one day in late October, 2010, trying to
|
|
recall all that we've put into the project. I've actually been a part of this
|
|
project since 4 years ago.
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|
I'm harmony7, and there actually may be a few of you out there who remember me
|
|
as the translator for Final Fantasy V, back when I was part of a group called
|
|
RPGe. I am Japanese, and though at that time I lived in California, I have
|
|
moved back to Japan since then.
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|
|
One day in 2006, I happened to come across a notice at romhacking.net that
|
|
someone named DvD had just released a translation for Portopia. I was excited
|
|
since it was a game I'd known since I was very young.
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|
|
|
Upon trying out this translation, I noticed that the language could use some
|
|
help. The original Japanese game having been one of my favorites, I felt it
|
|
would be great if the project could be improved. I contacted DvD and intro-
|
|
duced myself, and we decided to work on a revision B.
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|
It had been years since I'd involved myself with a localization project, and
|
|
I'd forgotten the amount of work that goes into one.
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|
|
Granted that the actual time we've spent on the game was just a fraction of the
|
|
4 years, and that both DvD and I have been tremendously busy with work and
|
|
family, we are glad to finally be able to release this project. We have made
|
|
improvements to most of the text in the game, and we now believe that it flows
|
|
better, and that some of the mistranslations have been fixed. Our beta testers
|
|
seemed to like the new text, and we hope you do too.
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|
|
|
It's not an easy game, but we hope you will do your best to complete it on your
|
|
own. It's the most rewarding when you do. Good luck.
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|
|
|
(10)---------------- shiroi's Translation Comments - Rev A --------------------
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|
wow, two years on this one game. without any kanji, it was sometimes a little
|
|
tricky, but we muddled through i guess. i ended up really liking this game.
|
|
poor little yasu-kun! anyway, i don't really have that much to add here,
|
|
just to say thanks to DvD and KlD for putting up with me. I hope everybody has
|
|
fun with the game!
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|
|
|
(11)------------------ Radical R's Beta Testing Comments ----------------------
|
|
|
|
Rev B:
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|
|
|
Sorry it took so long. Real Life is a drag. But I managed to find the time to
|
|
get this done! I hope you'll enjoy this as much as I did. Don't get lost in
|
|
the maze!
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|
|
|
Rev A:
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|
|
|
Well, what is there to say? I saw the post from King Mike on romhacking.net and
|
|
figured since my translator had disappeared for a while (Real life is such a
|
|
burden) that I could do some beta-testing, since I have had some experience
|
|
with Rom-hacking - Yes, I'm THAT Radical R.. So I emailed DvD and after a few
|
|
emails, I was set. The part I hated the most was the dungeon crawler. I always
|
|
seem to get lost in those. But I completed the game and I can honestly say that
|
|
it wasn't who I expected. Who was it? Play the game yourself; it's worth it.
|
|
Thanks to DvD for putting up with me when I got lost. Also, thanks to KlD for
|
|
giving me hints even though she wasn't supposed to (just kidding :P). I look
|
|
toward to the next project I get.
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|
|
(12)--------------------- KLD's Beta Testing Comments -------------------------
|
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|
|
Rev B:
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|
|
|
This one is a SO much better translation! The humor really comes through and
|
|
the story truly makes sense now. I totally loved re-playing Rev B. I even
|
|
re-mapped the dungeon during beta testing, even though I didn't have to.
|
|
I thought that playing to make sure I checked every line of text would be a
|
|
little monotonous, but it turned out to be cool to see all the funny text you
|
|
have to work a little (or time it just right) to see.
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|
|
|
Rev A:
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|
|
I was nearby, so I initially got roped into working on this. Once I started
|
|
playing it, I really liked it, though. I know we spent a TON of time trying to
|
|
make the story actually make sense. I thought we did finally make it work,
|
|
just barely.
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|
|
(13)--------------------- Project Timeline Highlights -------------------------
|
|
|
|
Jan 9 2004 - Text Dumped
|
|
Feb 2 2004 - Text indexes added, 000 through 1EF
|
|
Character Name Table Dump Added
|
|
Feb 4 2004 - Main Speech PseudoCode disassembler written
|
|
Feb 15 2004 - Phone Number Dialing Text Dump Added
|
|
Feb 17 2004 - Sound Effects Played Before Text Added
|
|
Feb 20 2004 - Bank Switching Code Completed
|
|
Feb 23 2004 - Script Inserter Finished, Script sent to shiroi
|
|
[shiroi busy with real life, time passes...]
|
|
Aug 7 2004 - Complete Translated Script File sent back to DvD
|
|
Aug 12 2004 - 1st Script Inserted DvD
|
|
Sep 17 2004 - Hacking done!! (Name) extra space problem fixed!!
|
|
Early 2005 - Finally finished determining when every Speech PC gets called
|
|
from Main Code, Menu PC, or from other Speech PC
|
|
Feb 9 2005 - Finished analysis of in game variables not related to text,
|
|
started matching up all speech to speech PC to define context
|
|
Feb 22 2005 - 25% of context is 100% done.
|
|
[DvD busy with real life, time passes...]
|
|
June 9 2005 - Context is 100% done, Version 0.5 script inserted,
|
|
this Manual written, DvD can finally alpha test the game!
|
|
shiroi & DvD speak for the first time and edit some of the
|
|
more key pieces of text together
|
|
Jun 14 2005 - DvD passed the game, Walkthrough finished,
|
|
Script sent to shiroi for polishing now that she actually
|
|
has the context of all of these phrases
|
|
Jul 28 2005 - DvD sends State of Completion doc to shiroi, Editing is 78% done
|
|
[shiroi busy with real life, time passes...]
|
|
Nov 24 2005 - shiroi sends back here edits, Editing is 94% done
|
|
Dec 14 2005 - Editing is 100% done, Beta script inserted, ready for testing
|
|
? ? 2005 - Version 1.0 script inserted, ready for release
|
|
[various beta testers are unable to get the job done]
|
|
Apr 5 2006 - Radical R started beta testing the game
|
|
Apr 25 2006 - Radical R passed the game
|
|
May 6 2006 - Final Patch Made, Final Testing of Final Patch Begins, new map
|
|
created by DvD
|
|
May 19 2006 - Game name changed to PORTOPIA, history of game greatly edited
|
|
in the manual
|
|
Jun 16 2006 - History editing done, game released
|
|
-------------------------------------------------
|
|
Jul 1 2006 - harmony7 contacts DvD
|
|
Jul 2 2006 - harmony7 finds html version of manual
|
|
Jul 3 2006 - harmony7 starts to retranslate game
|
|
Jul 5 2006 - harmony7 sends first tranlsation of the manual
|
|
Jul 10 2006 - hap suggests to use mapper 68 for Rev B
|
|
Mar 11 2007 - harmony7 script editor
|
|
May 10 2009 - harmony7 script editor finalized
|
|
Dec 12 2009 - harmony7 finishes script
|
|
Mar 28 2010 - Radical R Beta Test Starts
|
|
Aug 20 2010 - Radical R Beta Test End
|
|
Sep 25 2010 - KlD Beta Test Starts
|
|
Sep 28 2010 - KlD Beta Test Starts
|
|
Oct 2 2010 - Rev B patch made, just need to finish the ReadMe...
|
|
Radical R comment added
|
|
Oct 29 2010 - harmony7 proofread this file, game history edited, harmony7 and
|
|
KlD comments added
|
|
|
|
(15)------------------ Software Used In This Translation ----------------------
|
|
|
|
* Emulators
|
|
|
|
PC
|
|
- FCEUx 2.1.2
|
|
- FCE Ultra 0.94 (still my favorite version of the orginal FCE Ultra)
|
|
by Bero & xodnizel
|
|
- Nestopia 1.3.7
|
|
- FCEUx 2.0.3
|
|
- RockNES 1.952
|
|
|
|
Mac OS X
|
|
- NEStopia 1.2.3
|
|
- RockNES 4.0
|
|
|
|
* Disassembler
|
|
|
|
NES Disassembler v1.0 beta4 - Buggy, the reason I made Table Dumper!
|
|
by Morgan Johansson
|
|
|
|
* Table Dumper, PseudoCode Disassembler, Script Inserter
|
|
|
|
Table Dumper (many versions!)
|
|
by DvD
|
|
|
|
* Hex Editors, Script Dumper
|
|
|
|
- WindHex 2005.4.20 - Rev B Only
|
|
by Genesyst East Software
|
|
- Thingy Version 0.98 - Rev A Only
|
|
by necrosaro
|
|
- frhed 1.0.156 beta 1
|
|
by Raihan Kibria
|
|
|
|
* Script Dumper
|
|
|
|
Thingy
|
|
|
|
* Script Editing
|
|
|
|
JWPce 1.42
|
|
by Glenn Rosenthal
|
|
Whatever shiroi used!
|
|
|
|
* Disassembled Code And Table Analysis
|
|
|
|
WordPad
|
|
by Microsoft
|
|
|
|
* Manual Creation
|
|
|
|
Notepad
|
|
by Microsoft
|
|
|
|
* Tile Editor
|
|
|
|
Tile Layer Pro 1.0
|
|
by Kent Hansen
|
|
|
|
* Mapper 78 Info
|
|
|
|
Mappers.exe
|
|
by ?
|
|
|
|
* ROM file expander
|
|
|
|
NES ROM Expander
|
|
by DvD
|
|
|
|
* IPS Patch File Creator
|
|
|
|
Snes-Tool Version 1.2
|
|
by The M.C.A./Elite
|
|
|
|
Are you still reading this? Geesh, this file is bigger than the game...
|
|
-------------------------------------------------------------------------------
|
|
987654321098765432109876543210987654321 123456789012345678901234567890123456789
|