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964 lines
47 KiB
964 lines
47 KiB
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The Destiny of an Emperor-II Translation Project:
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-------------------------------------------------
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-Confederated Translation Company (Destiny Translations, Gaijin Productions,
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Magic Translations, and The Vale)
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Whats new in V1.10
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====================================================
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A graphics bug that had some sprites out of place
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when joining or leaving your party or just standing
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in overworld maps has been squashed.
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====================================================
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Introduction:
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Hello Destiny Fans! This is a rather large .nfo file, but the creation of our
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DoaE-II English patch was a rather large project, underway for close to two
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years. I would recommend that players and would-be ROM hackers alike read it,
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for it is literally chocked full of useful information.
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A Policy Statement:
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We "amateur" videogame hackers and translators do this purely for fun, for the
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love of the games, and also for the many educational experiences and benefits,
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with not even the slightest hint of personal monetary gain of any sort. In
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fact, we are hardly "amateurs", except in the "not-for-profit" category.
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Collectively, we enjoy a huge amount of formal education, up to and including
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post-graduate degrees. Without the benefit of a source code, we have created a
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product that we claim is far superior to what a bunch of "paycheck grubbers"
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(so-called professionals) could wangle on their best day!
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That said, let me issue a warning that if anyone (other than CAPCOM) comes up
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with the bright idea of pirating our patch, combining it with the DoaE-IIj ROM,
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and selling copies of a DoaE-IIe game for money, the "Liu Bei Legion" will hunt
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you down anywhere you might be in this whole wide world. There is no place to
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hide! I guarantee, if someone tries to sell our patch, his head will decorate a
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pointed stick in front of Xinye Castle! Before we're through with you, Lu Bu
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will look like a one-legged Sunday School teacher. 'Nuff said...? Okay, on
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with the show! :)
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In the Beginning....
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For a while, I didn't know where to start with this text. I've been involved in
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many superb projects with a varied assortment of teammates. Some projects have
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reached completion, while others have languished; but no single effort to date
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has meant more to me personally than Destiny of an Emperor-II. Indeed, it is
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one of the two games that drew me into this hobby (the other one being Dragon
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Quest V). My two all-time favorite videogames, RPG or otherwise, are Destiny
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of an Emperor (I) and Dragon Warrior (Quest) IV.
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The People Involved:
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Rather than talk about the game itself at the outset (for true fans KNOW both
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the game and Romance of Three Kingdoms legend...), I will discuss instead, the
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special people involved in each stage of the project.
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Me (Wildbill):
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As I stated, DoaE-I is tied for my all time favorite game. Let's face it; the
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game is downright addictive, and I must have played it at least 50 times through
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the years since it's release in 1989. As of 1997, I had no idea that a sequel
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even existed, as I did not follow the export market. But then I discovered the
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emulation world quite by accident, searching for information about a possible
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English prototype of Dragon Quest (Warrior) V, and a few weeks later I stumbled
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into Zophar's Domain, Demi's Rom Hacking WWW Board, and a now defunct RPG news
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website, all of which followed amateur translation efforts. This was in the
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days of the "FF2 and FF3 Translation Wars", and it was in this millieu that I
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first heard about the Japanese DoaE-II game.
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Cataclysm-X:
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What a character CX is! But he and I have always enjoyed cordial relations, and
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it was CX who first attempted a translation of DoaE-II, teamed up with Shujin
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Rik, as translator. But CX ran into all sorts of problems with what is now
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known as the "ROM-from-Hell", especially with a form of text compression invoked
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by a system that uses thousands of bytes for "substrings". I followed CX's
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progress and rantings about the technical challenges, then finally learned
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enough about the emulation world to establish a dialogue with CX and other
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people who were working on projects of interest to me.
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CAPCOM of America:
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I wrote CAPCOM a very polite and passionate letter, requesting that they bring
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DoaE-II to America, on PC or anything, but they didn't even afford me the
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courtesy of a reply.
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Dark Force:
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For several years, DF has been a mainstay in the J2e and DeJap translation
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"companies", and has lent his talented hand to several major releases, including
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FF4. DF also has an abiding interest in the Ro3K legend, both the Chinese and
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Japanese languages, and advanced hacking techniques, including assembly language
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(ASM). DF took over the DoaE-II project, a new person for me to badger on
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message boards, about progress. Eventually, DF and I had several ICQ chats and
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exchanged a few e-mails. It was through his tutelage that I learned many
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additional details about DoaE-II's substring compression, and ASM problems
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associated with converting its extensive Chinese ideographs into English.
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A Turning Point:
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Then, events took a fateful turn. About mid-1998, Dark Force told me one
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day that he would probably never get around to finishing DoaE-II, that it was
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too time-consuming with all the other things he had to do (and quite possibly
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the toughest Famicom hack ever attempted), that I should take over the reins of
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the project and look for the necessary cast of talented people to help me get
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the job done. So, I did exactly that, became a project manager, or facilitator,
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as my only real technical roles have been scriptwriting, some tile work on Shop
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signs, the English font, the Chinese table file, some translations of both
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Japanese and Chinese lists, and a hand in the Destiny website design and
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maintenance.
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Jim Price:
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Through the first half of 1998, Jim Price and I had worked on Technos Samurai
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for Famicom, a game we completed that became one of the first releases of the
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newly created Confederated Translation Company (following Magic's SFC Villgust).
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As work on T-S was winding down, I asked Jim if he would become the chief hacker
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for the DoaE-II project, and he agreed. Within a few days Jim had dumped the
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script, and our project was off and running. Jim and I started from the English
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patch worked on by Dark Force, one that already had a rough English Prologue, Introduction, and font, plus a few other features. Within a short time Jim had
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some more English menues built, and had loaded a few weapons, items, tactics, castles, and even some warlords. Jim also found the code to expand the menu
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boxes, created multi-character tiles to fit in long menu words like "Tactics",
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and started the Title Page conversion.
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Musashi:
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Musashi was one of the first people I met in the translation scene. A
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contributor to the Earthbound Zero Prototype Dumping Fundraise, Musashi is also
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a dyed-in-the-wool Destiny and Ro3K fan. When I told him I had received the
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project from Dark Force (about the same time as I told Jim), I asked him to join
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the team, too. Thus, Jim, Musashi, and I formed an early triumvirate in those
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heady early days of this CTC/Destiny/Gaijin DoaE-II project, about September
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1998. It was Musashi who re-translated the Prologue, Introduction, and
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eventually, large blocks of the 40,000+ byte Bank-1 dialogue, and ALL of the 40+
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kilobyte Bank-2 dialogue. Musashi also helped design the Destiny Translation
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website, and applied some rather impressive finishing touches to those Shop
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signs I started. All of the translations loaded by the previous patch owners
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were eventually supplanted by our own work, but having it to start from was
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still invaluable to our efforts.
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Faraday:
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Ah, Faraday! He is a translator deluxe, from merry olde England, and a pure joy
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to work with. He prefers to translate scripts of games that he loves (and DoaE
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does not represent one of his favorite genres), but nevertheless, everything he
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did for DoaE-II was absolutely suberb, meticulously researched, and placed in
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context with the styles of the period. Faraday translated the lion's share of
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the Bank-1 dialogue, and about 30% of Bank-3 before he had to take a leave-of-
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absense to deal with some personal issues. If anyone wishes to play some of the
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fine works translated by Faraday, try SFC Villgust, Technos Samurai, or Phantasy
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Star Gaiden, all produced by CTC teams!
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Braxton:
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Braxton did a lot of quality work on the DoaE-II Title Page, including the
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conversion of "Tenchi wo Kurai" to "Destiny of an Emperor". Brax also did the
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sword, and "The Story of Zhuge Liang" logo. That's the beauty of the CTC WWW
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Board. Usually, when someone posts a request for help, that call is answered.
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Robin:
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Robin is a good friend and a fellow RPG-lover, also from England, who is a
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pretty darn good self-taught, Kanji-reading Japanese translator. I asked Robyn
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to look at the Kana-only DoaE-II bank script, after Faraday ran into conflicts
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with his free time. But DoaE-II has a lot of strange readings that are military
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in nature, so Robyn and I worked it out that the most efficient use of his time
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was to translate Kanji projects like Mystic Ark. But Robyn was willing to
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tackle the DoaE-II script, and to me, that makes him valuable part of the
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effort.
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Michael Wishlow:
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Mr. Wishlow is either a con-artist or a thief. At the very least, he is a
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person of very low integrity, for I made a flawed judgment, myself, then Wishlow
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completed the debacle by absconding with sixty U.S. Dollars ($60). Times were
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getting desperate for the project in late 1998 and early 1999. Musashi was
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coming through with Bank-2, but about the time Faraday got 30% through Bank-3,
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and had to halt his DoaE-II work permanently, Jim Price's computer crashed and
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he went incommunicado from the rest of us for several months. Musashi and I
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kept working on the translations, Chinese table file, etc.; and I kept
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searching for more pool translators. That's when I decided it would be worth
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$60 (about the price of a high-end game cart), to "contract" with Wishlow for a
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Bank-4 translation.
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(An excerpt from this transaction)
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Subject: Re: Translation of SuperFamicom RPGs
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Date: Wed, 10 Feb 1999 19:03:07 PST
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From: "michael wishlow" <abunaideka@hotmail.com>
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To: wildbill@aloha.net
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...
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>> >michael wishlow wrote:
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>> >>
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>> >> I have several contracts i'm working on so figure about a week for
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>> >> completion.
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>> >> Please send payment in either Cash or International Money Order.
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>> >> By the time it gets here,i'll most likely have the translation done
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>> >> and i'll send the completed work via E-Mail.
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>> >> I look forward to working on this.
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>> >>
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>> >> Send to: Michael Wishlow
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>> >> 109a Park Row
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>> >> New Westminster,B.C
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>> >> V3L-2J5
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>> >> CANADA
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If any of my Canadian friends want to contact Wishlow about getting this money
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back, hop to it, and use the $60 to buy a game cart for dumping, or something
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similar....
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Demi:
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After being screwed by Wishlow, things started looking up again. While working
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in Japan, Demi found a complete full-color 208-page Strategy Guide for DoaE-II,
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and mailed it to me when he returned to Ohio. I scanned it into graphic form,
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and send copies around to the various members of the team. I even uploaded it
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for a time, when much of CTC was hosted by Postman77 and his domain, the-liu.
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This guide was invaluable, because it correlated Chinese ideographs of every
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name and feature in the game (using Furigana), with their corresponding Kana
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transcriptions. This unlocked the door to a successful translation of
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EVERYTHING in the game, especially warlord names, some of which were "mangled"
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beyond recognition in their Katakana forms.
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Izack:
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Izack, a Destiny fan from Singapore, volunteered to be our Chinese translator,
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and provided just about everything we needed in that area. His biggest
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contribution was translating all of the new Tactics in DoaE-II, and he did it
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within mere days! DoaE-II uses 50 Tactics, 22 of which were present in DoaE-I,
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so that left 28 new ones, including 10 special battle array Tactics.
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Additionally, Izack translated all of the warlord names from the Strategy Guide,
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and helped immensely with the Weapons List, including conversions of weapons
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with later era Japanese names, to appropriate Chinese weapons of the Ro3K
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period. He even suggested that we re-name an episode featuring a bottle of
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Japanese Sake, to Chinese Jiu, which we happily did!
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Taskforce:
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One day, Musashi and I were talking about all of the setbacks, key among them,
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Jim's mysterious disappearance at the very time when he was reporting progress
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on an automated script insertion utility. I realized that with over half of the
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game already translated, I needed to do something to jumpstart the project. I
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made one more futile attempt to contact Jim, then went to one of my most trusted
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and reliable workmates and friends in this hobby field, Taskforce. TF and I had
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already finished Villgust, and were planning Phantasy Star Gaiden. Even though
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I knew TF wasn't a history buff, or a big military strategy game fan, he was
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certainly capable of writing a script inserter. So, I explained about Jim, and
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asked TF if he would modify his Villgust inserter to load Bank-1, and possibly
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2. The rest (hee-hee-hee) is history! To synopsize briefly, Taskforce picked
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up a very early stage of possibly the hardest NES hack ever, and saw it through
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to conclusion. As such, he is the biggest hero of this project. Eventually,
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Jim did re-appear, and gave his blessing to TF taking over, but not before he
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(Jim) saw my Chinese table file (many months in the making), posted at the
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Destiny website. Jim grabbed that table file and dumped all of the Chinese
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warlord names for us, as such has been the unselfish spirit of our extended
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Destiny team! But much more is to be revealed about TF's work with Insertion
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and Pointer Tools, his never-ending wrestling match with Substring Compression,
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the dreaded "F2" Warlord List, and all of the other hacking chores he
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accomplished. Look in his technical notes (below) for much more information on
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these details.
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Varkon:
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Sometimes, good things come in threes, and Godsend Number Two was soon to emerge
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on the scene. Shortly after Taskforce joined the project, I cajoled one of our
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excellent Mystic Ark translators, Varkon, to translate that very Bank-4 that
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Wishlow had been paid $60 to do. Varkon, a former winner of a competition
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called the Japan Bowl, proved to be a translating dynamo! He believed that
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translating one kilobye of DoaE-II script per hour was slow, but it's not
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really, when compared to the 60 or more hours the rest of us spend editing,
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preparing, and inserting that same 20 kilobyte script that took him about 20
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hours to translate. At first blush it might appear that the translator has
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the easiest job of all. Not so. All serious translating teams have learned
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(sometimes painfully) that projects go absolutely nowhere without serious,
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competent, dedicated translators. The work is exhausting, and translator
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burnout is common. But Varkon finished Bank-4 so quickly (and it became
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painfully apparent that Faraday wasn't going to return), that I prevailed upon
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him to finish the last 70% of Bank-3. Once he settled down to it, Varkon flew through the rest of the script quickly, and just like that, most of the DoaE-II translations were completed, achieving our first huge milestone in this project!
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Jair:
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The third missing link in assuring completion was ASM hacking skills. Taskforce
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eventually loaded the four banks, while the rest of us beta tested, edited,
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wrote FAQs, translated manuals, etc., but one of the the biggest bars to
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completion (after bank-loading) was the ASM hacking necessary to alter the
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routines that controlled how the names in the "F2" Warlord List were displayed
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on Status and Battle pages. The names displayed just fine in straight
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dialogues, inserted as a process of not-so-simple variables, as most fell into
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the realm of substring compression. For this reason, editing and formatting
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script required that all names reside entirely on one line of insertable
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dialogue. But the biggest challenge was displaying the Chinese (ideographical)
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names in Pinyin (English), because each Chinese ideograph used four bytes,
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stacked two-over-two, and the four segments were stored at random in a huge
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Chinese font table! In the simple chart below, the 12 c's represent the
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segments (of three ideographs) that were available for each name conversion:
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cccccc Zhuge_
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cccccc to become: _Liang where: _ is a blank space.
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Enter, Jair... yet another contributor to the Earthbound Zero Fundraise. To
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make a long story short, Jair volunteered to solve these conversion problems,
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and actually did so during the Christmas holiday period of 1999. As Taskforce
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proclaimed on the CTC WWW board, "Jair is da man!"
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Yan Zhang:
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Yan Zhang is a student at a scientific and technical magnet school in Virginia,
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and says he enjoys the Ro3K legend and games immensely. During the earlier part
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of 1999, I read a FAQ he started drafting for DoaE-I, then e-mailed Yan, and
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asked him if he would volunteer to write an official DoaE-II English translation
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Project FAQ and Walkthrough. As of the time of writing this document, Yan's FAQ
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is about 97% finished.
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Jainsafel:
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A really nice person from the University of Texas in Austin, who is working on
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our project's official translation of the Destiny of an Emperor-II Game Manual.
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The actual document was severely battered when I received it with the DoaE-IIj
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gamepak, but still readable. At the time of this writing, Jainsafe1's work is
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still on-going, but her translations of some of the Tactics are printed in a
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section below.
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Postman77:
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P77 was our Destiny (and CTC WWW board) host for about a year, allowing us
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server space and access to his domain, the-liu. We would still be with P77 had
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his partnership not failed with the other server owners. Hopefully, P77 says he
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will be back in the server business sometime during the winter of 2000.
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Randy:
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A prince of a fellow who offered us a domain for the Lennus-II Translation
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Project, and graciously granted the latitude to support a number of projects,
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including a new home for Destiny and Magic Translations. Thanks, Randy! I hope
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you will find some pleasure playing DoaE-IIe while we continue working on
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Lennus-II.
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World-wide Destiny Fans (and fellow team members):
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All of you... you're the best! Concerning DoaE-II, I've never had a crank e-
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mail from anyone, proving that a mature game and series like Destiny of an
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Emperor also attracts a mature audience. It's a real pleasure to share this
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game's English patch with y'all! To the dozens of people who have worked on
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this game, offered help, and sent encouragement over the past year-and-a-half, I
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hereby dedicate our Destiny of an Emperor-II English translation patch to ALL of
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you!
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------------------------------------------------
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Tips for Playing Our English Version of DoaE-II:
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------------------------------------------------
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I don't want to divulge spoilers, but this game is a little different from the
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original, so consider this section a "Tip" page, just like in the game manuals.
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(Note: I rate the Nintendo-of-America version of DoaE-I a "G", whereas the Ro3K
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novel and the DoaE-II Japanese script read more realistically, as to how
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soldiers might act, fight, and speak while embroiled in a long-running war.
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Therefore, as compared to DoaE-Ie, from NOA, I'd rate our game at least "PG", or
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possibly "PG-13". But as I mentioned, there are some notable differences
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between the original and DoaE-IIe, so here are tips to help players get off to a
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good start.)
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1. The first five warlords possess full suites of weapons and armor, but
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players will need to use the Equip command before fighting, or even the little
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"frito-bandito" types in the countryside will beat you to a bloody pulp in just
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a few rounds!
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2. Be sure to designate a Stratigist, or you will not be able to use your TP!
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3. Equipable weapons are warlord-specific, instead of being fully
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interchangeable. Be careful when one general leaves the party, and another one
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joins and inherits all of the old equipment. You may need to visit the armory
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to purchase a new weapon.
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4. There is a Vault feature in this game, for storing excess items. It is
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located to the immediate right of the Save-Game desk in Headquarters Buildings.
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5. There are many useful new items in DoaE-II, like Elixirs for restoring TP in
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the field, and Tents for regaining both HP and TP.
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6. Elixirs A, B, C, and D carried over from DoaE-I, but we did a more literal
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translation than NOA, naming them Herbal, Copper, Silver, and Gold Elixirs.
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7. Previously defeated warlords are not necessarily recruitable after you clear
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a battle scenario. The number of people you can rally to your side and/or keep
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on the rolls at the Billetting Facilities are much more limited than in DoaE-I.
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8. For increasing levels more quickly, you may use Training Gymnasiums in
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various towns, but it's very expensive, and you can accomplish the same thing by
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fighting in the countryside, plus earn much needed "Jin" (Gold). When your
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level is high enough, the Gym operator will tell you to seek a more advanced
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facility.
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9. ChiTuMa is available in this game, when Guan Yu leaves the Luoyang area with
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Liu Bei's wives in tow, those fine ladies, Gan & Mi. This is realistic to the
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plot of the Ro3K novel, for Cao Cao gave Guan Yu the "Red Hare" in an attempt to
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entice his continued service. Try giving the horse to any warlord (starting
|
|
with Guan Yu). Equip ChiTuMa and see what happens. I guarantee, you'll like
|
|
it, a LOT!
|
|
|
|
10. There are regular Steeds for sale in this game, too, but they are not used
|
|
to lure enemy warlords to your side, as in DoaE-I. You will need to experiment
|
|
with Steeds to learn what they can do for you!
|
|
|
|
11. Many Scrolls are available, that can be read for effecting certain tactical
|
|
actions. Some are special, essential to advancing in the game, while others are
|
|
handy for a one-time execution of standard Tactics in regular battles.
|
|
|
|
12. Significant new Tactics were designed for DoaE-II, so as soon as you learn
|
|
a new one, use it to see what it does. Check our special Tactics Section for a
|
|
brief description of some of those new Tactics.
|
|
|
|
13. A few familiar Tactics and Items are missing in DoaE-II, like Gui Huan and
|
|
Gullwing (the warping tools). But the game is quite expansive, and if returning
|
|
to previously settled areas becomes necessary, the necessary avenues of approach
|
|
will be provided.
|
|
|
|
14. Unlike DoaE-I, most of the attacking and healing Tactics may be directed
|
|
toward either a single person or the entire group. Manipulate the cursor
|
|
buttons to choose between single or multiple options. (Note: Some multiple
|
|
options are availably ONLY in battle mode.)
|
|
|
|
15. There are quite a few bugs in various emulators, whether playing Japanese
|
|
or patched ROMs, especially in battle mode. I recommend fwNES V302 for the
|
|
best emulation and fewest lockups.
|
|
|
|
16. There are also a few minor item bugs in both the Japanese and patched ROMs,
|
|
especially regarding Smoke Bombs. This is either a CAPCOM glitch, or else we
|
|
need a new dump and/or better emulation support. Use Save-States frequently to
|
|
safeguard against lockups.
|
|
|
|
17. The game begins in Xuzhou, when the Emperor and Cao Cao dispatch the
|
|
Brotherhood to chase down Yuan Shao, who is fleeing toward his own brother's
|
|
domain (Yuan Shu) of Jizhou, holding the Imperial Seal that he stole from the
|
|
ashes of Luoyang. This is very realistic to the actual novel, except Xuzhou is
|
|
really Lu Bu's fiefdom, who appears in DoaE-II within the context of his
|
|
expected behavior, but in scenarios that are not necessarily in the correct
|
|
chronological order of actual history.
|
|
|
|
18. The subtitle of the game is "The Story of Zhuge Liang", who may have been
|
|
the greatest Chinese Tactician of them all. Zhuge Liang is recruited about one-
|
|
quarter of the way through the game. Be careful how you go about waking him up!
|
|
|
|
19. Although the characters and castles are very similar in DoaE-I and II, the
|
|
plot is vastly different. If you enjoyed DoaE-I, I believe you will LOVE DoaE-
|
|
II.
|
|
|
|
20. There are some innovations in this game that became standard features in
|
|
SNES games, sequences that I never saw in an NES game until I played DoaE-II.
|
|
These tips are not all-inclusive, but should be helpful until Yan has finishes
|
|
and releases his FAQ/Walkthrough.
|
|
|
|
----------------------------
|
|
The DoaE-II Tactics Listing:
|
|
----------------------------
|
|
|
|
You will need to master many of these tactics in order to advance and win the
|
|
game, especially those counter-tactics against certain enemy actions.
|
|
|
|
I included the original Japanese translations in the first chart, so players
|
|
could see how similar (or misleading) they were, compared to the actual Chinese
|
|
definitions provided by Izack.
|
|
|
|
* Also used in DoaE-I
|
|
**Used in DoaE-I and loaded into DoaE-II, but not actually used in the game.
|
|
|
|
Japanese Translation Pinyin Definition
|
|
---------------------------------------------------
|
|
1. fire attack *Lian Huo Train Fire
|
|
2. hellfire *Ye Huo Hellfire
|
|
3. sweltering heat *Yan Re Sweltering Heat
|
|
4. heat-resisting *Da Re Great Heat
|
|
5. fire god *Hou Shen Fire God
|
|
6. water flask *Shui Tu Stream
|
|
7. river current *Shui Xing River
|
|
8. sea mine *Shui Lei Water Lightning
|
|
9. flood *Hong Shui Flood
|
|
10. water current *Shui Long Water God
|
|
11. choosing comfort Luo Mu Drop Wood
|
|
12. choosing kill Liu Mu Wooden Stream
|
|
13. falling rocks Luo Shi Drop Rocks
|
|
14. stone throwing Tou Shi Catapult
|
|
15. barrier Ji Shi Valley of Rocks
|
|
16. army surgeon *Chi Xin Brave Heart
|
|
17. copper shaman *Tong Xian Copper Shaman
|
|
18. silver shaman *Yin Xian Silver Shaman
|
|
19. well done *Wan Fu Perfect Recovery
|
|
20. gold shaman *Jin Xian Gold Shaman
|
|
21. adjournment San Kai Scatter
|
|
22. deterrant force He Yi Crane
|
|
23. put on a sword Bai Ma White Horse
|
|
24. pharmicist Heng Fang Square (OFF/DEF up)
|
|
25. cold/freeze Yu Lin Fish Scale
|
|
26. self-protection Feng Jian Wedge
|
|
27. clan Yi Wen Zhi Brotherhood
|
|
28. drainage Bei Shui Backs to Water
|
|
29. silence Jing Mo Silence
|
|
30. divine Ba Gua Eight Diagrams
|
|
31. back to beginning Ce Jian Tactics Reduction
|
|
32. absorb *Ji Mian Immunity to Attacks
|
|
33. separate *Ce Mian Immunity to Tactics
|
|
34. poor plan *Jie Ce Undo Tactics
|
|
35. assassination *An Sha Assassination
|
|
36. impersonate *Yi Xin Suspicions
|
|
37. alienate *Li Jian Alienate
|
|
38. betray Li Fan Betray
|
|
39. blasting Tool Fu Sha Morale Blow
|
|
40. reject/denounce *Bei Ji Critical Hit
|
|
41. reception Chao Ma Scold/Insult (Deride)
|
|
42. mimic word Wei Tui False Retreat
|
|
43. conclusion Xue Lu Retreat
|
|
44. trust Xing Luan Break Concentration
|
|
45. good luck Chi Fu Good Fortune
|
|
46. sever repeatedly Ce Fan Reflect
|
|
47. trap Xian Jing Trap
|
|
48. total destruction Jie Zhen Break Formation
|
|
49. kills poison Sha Du Cure Poison
|
|
50. hot weather Yan Dun Smokescreen
|
|
51. night watch Suo Di Shorten the Road
|
|
52. scar Zhao Gui Resurrect
|
|
53. return **Gui Huan Warp
|
|
------------------------------------------------------------------
|
|
|
|
Now, presenting Jainsafel's translation of the new Avalanche and Formation
|
|
Tactics, from the DoaE-IIj game manual...
|
|
|
|
DoaE Manual Translation v1.1
|
|
by Jainsafel
|
|
|
|
-----
|
|
|
|
pg. 35
|
|
|
|
-----
|
|
|
|
Avalanche Tactics
|
|
|
|
Causes gigantic trees or rocks to fall from above and knock down the enemy.
|
|
However, it cannot be used when there are no mountains or hills nearby. It can
|
|
be used against single enemies as well as the entire enemy group.
|
|
|
|
-----
|
|
|
|
Drop Wood Tactic [Luo Mu] (Consumes 4 SP)
|
|
|
|
Causes a huge tree to fall above the enemies' heads, knocking them down.
|
|
|
|
-----
|
|
|
|
Wooden Stream Tactic [Liu Mu] (4 SP)
|
|
|
|
With this powerful drop wood tactic, gigantic trees are made to fall like rain
|
|
and knock down the enemy.
|
|
|
|
-----
|
|
|
|
Drop Rocks Tactic [Luo Shi] (6 SP)
|
|
|
|
Causes an enormous stone to fall from above the enemies' heads, crushing their
|
|
army.
|
|
|
|
-----
|
|
|
|
Catapult Tactic [Tou Shi] (8 SP)
|
|
|
|
Using a catapult, continuously launches stones which crush the enemy.
|
|
|
|
-----
|
|
|
|
Valley of Rocks Tactic [Ji Shi] (10 SP)
|
|
|
|
Invites the enemy into a valley (or some such) with a blocked exit, and drops
|
|
huge stones and trees from above, knocking the enemy army down beyond all
|
|
recognition.
|
|
|
|
-----
|
|
|
|
pg. 41
|
|
|
|
-----
|
|
|
|
Formation Tactics
|
|
|
|
Lu Bei's army, while fighting, can alter their attack and defense power, ect.,
|
|
by means of their formation layout. Ensure successful battles by changing your
|
|
formation according to the situation.
|
|
|
|
-----
|
|
|
|
Scatter [San Kai] (Consumes 0 SP)
|
|
|
|
The usual senario is that of a non-laid-out formation. If you use this tactic
|
|
when your formation is laid out, then it will return to that regular state.
|
|
|
|
-----
|
|
|
|
Crane Formation [He Yi] (Consumes 8 SP)
|
|
|
|
Loses defensive power in place of heightened attack power. Its effectiveness is
|
|
particularly evident in battles fought on level ground.
|
|
|
|
-----
|
|
|
|
Square Formation [Heng Fang] (Consumes 12 SP)
|
|
|
|
Raises both attack and defensive power, but agility becomes extremely low. When
|
|
up against Bai Ma this formation becomes very weak.
|
|
|
|
-----
|
|
|
|
White Horse Formation [Bai Ma] (Consumes 8 SP)
|
|
|
|
This was in "The Art of War": The art of war considers 'godspeed' an aim.
|
|
Should you lay out in this formation, attack and defensive power will not
|
|
change. However, your agility will rise and you will probably be able to turn
|
|
the fight in your favor.
|
|
|
|
The true value of this formation will be demonstrated when you employ it against
|
|
the enemy's Heng Fang Tactic.
|
|
|
|
-----
|
|
|
|
pg. 42
|
|
|
|
-----
|
|
|
|
Fish Scale Formation [Ya Lin] (8 SP)
|
|
|
|
Decreases the Tactics success rate of your enemy by one-half. Raises your
|
|
attack and defense power as well, but the attack power of the commanders on
|
|
either wing lowers to almost nothing -- though their Tactical success rate
|
|
rises.
|
|
|
|
-----
|
|
|
|
Wedge Formation [Feng Jian] (16 SP)
|
|
|
|
Attack power and agility rises quite a bit, but the attack power of the
|
|
commanders of either wing (the head and 5th unit of the line) become next to
|
|
nothing. (However, compared to the other three units their defensive power
|
|
becomes the strongest.) Especially effective on level ground.
|
|
|
|
-----
|
|
|
|
Brotherhood Formation [Yi Wen Zhi] (16 SP)
|
|
|
|
Attack power and agility rise, but defense power goes down. Effective on level
|
|
ground.
|
|
|
|
-----
|
|
|
|
pg. 43
|
|
|
|
-----
|
|
|
|
Backs to Water Formation [Bei Shui] (24 SP)
|
|
|
|
A formation Tactic of life or death. Attack power doubles, and fierce fighting
|
|
(a critical blow) occurs with more ease. But in place of that, defense power is
|
|
lowered by half. Can only be used if near a water-source. Again, since you
|
|
certainly cannot retreat, if you need to, use San Kai then lay out in some other
|
|
formation.
|
|
|
|
-----
|
|
|
|
Silence Formation [Jing Mo] (32 SP)
|
|
|
|
Temporarily erases your form while in front of the enemy, making it easy to
|
|
dodge enemy attacks. Defensive power also doubles. However, you become unable
|
|
to use Recovery Tactics.
|
|
|
|
-----
|
|
|
|
Eight Diagrams Formation [Ba Gua] (48 SP)
|
|
|
|
The strongest Formation Tactic; said to have its origins in The Art of War's
|
|
antiquity. We hear that it involves things called the Gates of Life and Death,
|
|
but no more details are known.
|
|
|
|
-----
|
|
|
|
Note: Since I pasted this version of Jainsafel's translation work in this .nfo
|
|
file, she and Jair have teamed up to produce a color version of many of the
|
|
pages in the actual game manual. This work can be accessed from the Destiny
|
|
website.
|
|
|
|
----------------------------
|
|
Taskforce's Technical Notes:
|
|
----------------------------
|
|
|
|
Well, I'm not really sure where to start. There were many features in this game
|
|
that were not the usual fare for me, nothing at all like the translations I have
|
|
done in the past. I will discuss these issues on a case-by-case basis.
|
|
|
|
Pointers:
|
|
|
|
Well, these were certainly fun! The typical way a pointer works is
|
|
characterized by the usage of two bytes that point to an address in the ROM.
|
|
Typically, pointers fall within the current bank and are reversed. Usually, the
|
|
last byte of the address is followed by its first byte, that can have a value
|
|
added or subtracted. Well, the pointers in this game worked that way, but they
|
|
certainly weren't listed that way. Instead, the pointer bytes were split into
|
|
two separate groups. Within a given section, all of the pointer's second bytes
|
|
were grouped together first, then a similar group of their first bytes followed
|
|
them in the ROM.
|
|
|
|
"So," you say, "what's the big deal?" Well, for one thing it caused the
|
|
programming of insertion tools to be a lot more tedious. That was a bit of a
|
|
challenge. To begin with, just finding and identifying them was a big pain,
|
|
that is, until I finally discovered how they were stored. Thanks go out to Jim
|
|
Price, for giving me a nudge in the right direction. After I read his text
|
|
document, it surely speeded up the process of finding them.
|
|
|
|
Substrings:
|
|
|
|
I've examined a lot of games, but I have never seen a substring system as
|
|
complex as this one. Let me explain how a substring works... You store whole
|
|
words or groups of frequently used letters and symbols in one part of the ROM,
|
|
then use a couple of bytes to call them in your text. This is a form of text
|
|
compression that is used to save bytes. Let's say that you have the word "The"
|
|
150 times in a rom. You make it a substring and use the bytes EA 02 to call
|
|
that word when you need it. "The" contains three bytes, but the code to call it
|
|
uses only two. Thus, you save one byte each time you call that word, a savings
|
|
of 150 bytes. Those 150 bytes can now be used for fitting more text into the
|
|
game's dialogue. This primitive, but effective form of pseudo-compression may
|
|
be a great tool for adding space to a ROM, but it's hell to program. And with
|
|
DoaE-2 having more than 1,000 substrings in the japanese ROM, they were a
|
|
real pain to deal with.
|
|
|
|
Here is a comparison: Breath of Fire II, an SNES game much larger than DoaE-2,
|
|
has only 256 of these substrings. Theoretically, DoaE-2 has 4 times as many,
|
|
but we didn't wind up using 1000+ English substrings because our combinations
|
|
used more bytes on average. I'd estimate that we still had about 700 or so, and
|
|
defining them was a Herculean challenge. I think that DoaE-2's inserter is
|
|
probably the largest for any fan translation to date, although much of that is
|
|
just repetitious code, dealing with each case of substring insertion.
|
|
|
|
The F2 Warlord List:
|
|
|
|
As if 700 English dialogue substrings wasn't enough, the dreaded F2 Warlord List
|
|
also turned out to be a substring list! Well, this was the hardest part for me.
|
|
I wrestled with how to get this to work for many an hour. I would start to work
|
|
on it, then restart that work again, over and over it seemed. Let me explain
|
|
why it was the hardest thing for me in the entire ROM:
|
|
|
|
Problem 1: It wasn't just the names in this list. Each name was accompanied by
|
|
a list of statistics and other code that told the ROM what warlord picture to
|
|
display, what Chinese to print, etc. Thanks to Jair, we were able to use the
|
|
Chinese bytes for English space, and still have enough room left over for the F2
|
|
(Pinyin) names of the warlords. Otherwise, we would have run way short of
|
|
bytes. As I mentioned, stored among the F2 data were the generals' Strength,
|
|
Agility, Intelligence, and a lot of other attributes.
|
|
|
|
Problem 2: F2 Pointers... The F2 Pointers, as with the other banks, didn't
|
|
fall into the same order as the text did. While the first pointer might lead to
|
|
the general listed first, the second one might point to the fourth general
|
|
instead of the second. You might say this made the story a bit interesting,
|
|
especially during Alpha testing!
|
|
|
|
I had to devise some way to keep all of those extra bytes intact and the
|
|
pointers properly straight, too, while being able to move things around so I
|
|
could fit in all of the English letters we needed. Whew, that was quite a
|
|
chore! I switched from manual to auto-insertion more than once, but finally
|
|
wound up using the auto method. It wasn't quite as hard as I figured, but still
|
|
took some manual adjusting of the pointers to get it 100% accurate.
|
|
|
|
Menu Expansion:
|
|
|
|
I've done my share of this in the past. The Gun first showed me this technique
|
|
in Villgust. I quickly reverse engineered the patch he handed me and learned
|
|
the ins and outs of it for the Villgust ROM. I took what I knew from there and
|
|
before long determined how it worked with the Game Gear, in Phantasy Star
|
|
Gaiden. The NES, however, does not use the same screen mapping conditions as
|
|
the other two platforms, which have similar screen mappers (at least with the
|
|
games I did). The NES horizontal and vertical start positions of a menu are
|
|
contained in the same byte for this game (and others I've seen, too). This was
|
|
a bit different. However, The width and height worked about the same, so after
|
|
I found that - and with a little help from a doc left by Jim Price - I figured
|
|
out how they worked, and put this task behind me.
|
|
|
|
An Unexpected Problem:
|
|
|
|
In December 1999, I lost the current source to the inserter and the most recent
|
|
I had was several months old. There still remained one mistake, but I corrected
|
|
that manually when inserting. Thank goodness it was far enough along that I
|
|
didn't have to rebuild it. There was a lot of missing code in there that I
|
|
would have had to rewrite. Luckily, the EXE I had was the current one, and was
|
|
usable. Had it not been, this project could have been delayed even more weeks
|
|
or months.
|
|
|
|
Conclusion:
|
|
|
|
A couple of final notes: This is the largest game I have done to date, topping
|
|
even Villgust. The overall text size is about 100k, which is absurd when you
|
|
stop to consider that the ROM is only 512k total. That's 1/5 of the total ROM,
|
|
unheard of, save for this game! Villgust, which is twice its size, only had
|
|
about 85k total, if I remember correctly. (It will probably top it again later
|
|
this year when we rework the Villgust script.) The inserter weighed in at a
|
|
final size of 400k. That's just over 100k less than the ROM size. The source
|
|
(which I do not have a current version of) was well over 2000 lines, and over
|
|
100k.
|
|
|
|
- Thanks to Jim Price for the info he left about the game. It really helped.
|
|
|
|
- Thanks to my long-time teammates, Wildbill and Faraday, just because they are
|
|
good friends and we always look forward to working together on our next
|
|
project(s). It's good to have you back, Faraday. I'm sorry you had to go
|
|
through the loss of your father, Wildbill. I've been there, and I know what
|
|
it's like. I knew you're beginning to come to terms with it, and I hope that
|
|
fond memories are what stay with you in times to come.
|
|
|
|
- Thanks to Jair, who has become a good friend as well. He really saved our
|
|
butts on this project!
|
|
|
|
------------------------
|
|
Musashi's Project Notes:
|
|
------------------------
|
|
|
|
Destiny of an Emperor 2 is why I became involved in romhacking and translation.
|
|
I had run across Dragonsoft, an old translation site working on games such as
|
|
Romancing Saga 3 and Destiny of an Emperor 2. Once I saw the name Destiny of an
|
|
Emperor 2 I tried to contact the team in the hopes that I could assist them
|
|
somehow. Well things didn't work out right away and I turned to other projects
|
|
to learn the ins and outs of both romhacking and translating. Thus was born
|
|
Gaijin Productions. I personally have invested a great deal of time into
|
|
research the Three Kingdoms era and its related fields. I've read several
|
|
version of the novel in addition to researching everything from Sino-Japanese
|
|
(Japan was called Wa) relations from that time, to Barbarian nations, to Han
|
|
society and culture, to Chinese methods of divining. I am also a history major
|
|
and have taken many courses in an effort to comprehensively study China (among
|
|
other topics). While my knowledge of the Three Kingdoms era is not perfect, I
|
|
will say that it is comprehensive. I've done more than play Three Kingdoms
|
|
themed video games and read poorly translated novelizations (though I admittedly
|
|
have done both to an extensive degree). Game-wise, Destiny of an Emperor 2 is a
|
|
superb improvement over the first. Working with the Destiny team has been an
|
|
immense pleasure and a learning experience. I have attempted to keep the story
|
|
historically faithful without violating Capcom's own spin on things.
|
|
Unfortunately size limitations have forced us to butcher things here and there.
|
|
Despite the severe reduction of the scripts the game is still a Three Kingdoms
|
|
game, with all the bells and whistles. What I do want players to realize is
|
|
that playing a Three Kingdoms game or reading a Three Kingdoms novel does not
|
|
make you a historian of the era. If want to claim any sort of expertise in this
|
|
area I suggest you dedicate some time in a genuine academic pursuit of the era.
|
|
The internet and your local library will not do. And remember that Destiny of
|
|
Emperor 2 is just a game. Its purpose is not to teach you history, its to have
|
|
fun.
|
|
|
|
---------------------------
|
|
Jair's ASM Technical Notes:
|
|
---------------------------
|
|
|
|
I started work on Destiny of an Emperor II in the summer of 1999 and finished
|
|
around Christmas, six months and 63 pages of notes later. I originally offered
|
|
to try implementing a useful DTE, but Taskforce had a much more serious problem
|
|
for me to tackle. The original Japanese game stores two names for each warlord,
|
|
the Japanese Katakana name and the Chinese name. The Chinese names appear on
|
|
the General screen, the army status screen, and the battle screen. Taskforce
|
|
quickly realized that these Chinese names could not be easily replaced. That
|
|
part of the game would have to be reprogrammed to load and display the English
|
|
names.
|
|
|
|
That was where I came in. After many hours of disassembling, tracing,
|
|
experimenting, and head-scratching, I started to understand how the routine
|
|
worked, and I figured out how to load a single letter to the screen. My first
|
|
attempt at a full routine failed to do anything useful, for reasons I don't even
|
|
remember offhand. Discouraged and busy with schoolwork, I gave up for the time
|
|
being. In December, my determination returned, partly out of pride and partly
|
|
because I didn't want to let the rest of the Destiny team down. After a
|
|
torturous sequence of debugging, more experimentation, howls of bafflement, and
|
|
occasional dances of joy (literally -- ask my roommate), it was finished. The
|
|
technical details are too long to explain here, although I do plan to write up
|
|
my entire experience some day. The routine begins at 7c043 for anyone
|
|
interested in studying it.
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|
|
|
Working on DoaE-II was usually baffling and frustrating. This was truly the ROM
|
|
from hell, at least to my beginning ASM skills. On the other hand, this project
|
|
improved my abilities immeasurably. And as wretched as I felt during the months
|
|
of confusion, I felt wonderful when I fired up the ROM that last time and saw
|
|
the battle screen come up with English names sitting properly in their places.
|
|
I was so thankful that God had blessed me with the skill and luck to succeed.
|
|
It was also wonderful working with such a great group of people! I feel honored
|
|
to have been a part of this project, and I hope you all enjoy the game!
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|
|
|
Special thanks to:
|
|
|
|
- loopy, for releasing the debugger-enabled build of loopyNES, without which I
|
|
simply would have failed.
|
|
|
|
- The author of 6502.txt, which I constantly refer to for basic 6502 assembly
|
|
information.
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|
|
|
- Yoshi, for his NES technical documentation, a priceless source of information
|
|
about registers and the PPU.
|
|
|
|
- Taskforce, for putting incredible effort and dedication into a game he doesn't
|
|
even especially like!
|
|
|
|
- Wildbill, for working tirelessly to hold this project together and get it
|
|
done.
|
|
|
|
- Everyone, especially those who have helped me over the years, those who hang
|
|
out and waste time with me on ICQ, and yeah .... All you know who you are.
|
|
Yay! ^_^
|
|
|
|
-------------
|
|
Team Summary:
|
|
-------------
|
|
|
|
Presenting: The DoaE-IIe V1.10 patch
|
|
|
|
-----------------
|
|
What's Been Done:
|
|
-----------------
|
|
|
|
--Everything that we know of.
|
|
|
|
------------------
|
|
What's Left to Do:
|
|
------------------
|
|
|
|
--Nothing that we're aware of. (We did leave a few Chinese ideographical
|
|
nomenclatures on the status page that may or may not be changed in future patch
|
|
enhancements.)
|
|
|
|
-----------
|
|
Known Bugs:
|
|
-----------
|
|
|
|
--The occasional battle lockup with many emulators.
|
|
|
|
--A CAPCOM or dumping glitch with the item-numbering system that occurs
|
|
sometimes with the Smoke Bombs.
|
|
|
|
--A CAPCOM or dumping glitch involved with transferring TNT between warlords.
|
|
|
|
-----------------------------------
|
|
Additional Thank You's (Taskforce):
|
|
-----------------------------------
|
|
|
|
--Loopy. Like Jair said, the loopyNES debugger allowed him to figure out what
|
|
the heck was going on in the indescribably screwy name-display routines.
|
|
Without it, that part of the project would have failed entirely and you'd be
|
|
seeing Chinese names on the battle and other screens!
|
|
|
|
--YOSHi, for his NES technical doc, especially the section on the PPU.
|
|
|
|
--The author of 6502.txt.
|
|
|
|
-----------
|
|
Conclusion:
|
|
-----------
|
|
|
|
Since this is a public beta, please let us know of any bugs other than
|
|
occasional, unsolvable battle lock.
|
|
|
|
Wow! The others and I (Wildbill) may have said it ALL already, but I guess the
|
|
most amazing thing is that we actually finished this sometimes frustrating
|
|
project, one of the best examples of teamwork I've ever been involved with.
|
|
Thanks to all of you. It took us a long time to complete, but I feel it was
|
|
well worth the effort. And now, here it is for all of us to enjoy forever!
|