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600 lines
28 KiB
600 lines
28 KiB
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ReadMe-DvD_Translations-Dragon_Slayer_Jr_Romancia-revA.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 DvD_DSJr.IPS file without this file.
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Thanks.
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Dragon Slayer Jr. - Romancia
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AKA
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Dragon Slayer III
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Original Game by Nihon Falcom
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Famicom Version Copyright 1987 by Tokyo Shoseki
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English Translation Copyright 2008 by DvD Translations
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Patch Version: Rev A Release Date: April 23, 2008
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DvD Translations
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dvdtranslations.eludevisibility.org
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Reverse Engineering by: DvD
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Code Edits by: DvD
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Translation by: harmony7
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Graphics Edits by: DvD
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Beta Testing by: RadicalR, DvD, & KlD
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Limited Beta Testing by: Agent Baron
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Script Editing by: RadicalR, DvD, KlD, & harmony7
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Game Play Improvements Designed by: DvD & RadicalR
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ReadMe by: DvD
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----------------------------------- CONTENTS ----------------------------------
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THE MANUAL
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(1) Dragon Slayer Game Series History
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(2) Game Description
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(3) Controls
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(4) Helpful Hints
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USING THE PATCH
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(5) Patching the ROM file
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(6) Playing the game on an emulator
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TRANSLATION DETAILS
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(7) Why DvD chose to translate THIS game
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(8) Why YOU should bother playing THIS game
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(9) DvD's Hacking Comments
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(10) harmony7's Translation Comments
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(11) RadicalR's Beta Testing Comments
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(12) Project Timeline
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(13) Software Used In This Translation
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---------------------------------- THE MANUAL ---------------------------------
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(1)------------------- Dragon Slayer Game Series History ----------------------
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The Dragon Slayer series consists of the following games:
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Dragon Slayer
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Dragon Slayer II : Xanadu (plus at least 2 expansion packs)
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Dragon Slayer Jr.: Romancia
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Dragon Slayer IV : Drasle Family (English released as "Legacy of the Wizard")
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Faxanadu (Dragon Slayer II Gaiden)
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Dragon Slayer V : Sorcerian
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Dragon Slayer VI : The Legend of Heroes
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The series continues to this day, either as sequels to The Legend of Heroes
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or sequels to Sorcerian. Keeping track of them all is pretty confusing.
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As with most Falcom games, they were ported to many systems.
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Two games in Falcom's Dragon Slayer series were ported to the Famicom and a
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gaiden was created specially for the Famicom. However, only two of these
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games ever saw releases in English. Now, you can play the one we missed out
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on.
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Dragon Slayer IV : Drasle Family Namco 07/17/87
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Dragon Slayer Jr.: Romancia Tokyo Shoseki 10/30/87
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Faxanadu Hudson 11/16/87
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Dragon Slayer I and II were only originally released for Japanese 8-bit PCs.
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Sorcerian, probably the best game in the series, was released for the Sega
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Megadrive and PCEngine CD, but sadly, was not translated. Still, Sierra did
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port the IBM PC version.
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Dragon Slayer VI (I & II) were released for the Super Famicom, Sega Megadrive,
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and PCEngine CD. Only the TurboGrafx-CD version was released in English.
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(2)---------------------------- Game Description ------------------------------
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Romancia is a side-scrolling action RPG. You control Prince Fan who must heal
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the people of Romancia and save Princess Celina. You will travel to heaven and
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hell and back trying to find the legendary Dragon Slayer to rescue the girl you
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love. The original game had a 30 minute timer, but Tokyo Shoseki has increased
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the size of the game and gotten rid of the timer. Now, the challenge in the
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game is both trying to figure out what to do and doing all of this without
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being able to save. Although you can buy or find items that will refill your
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health or increase your hit points, you cannot get any stronger, and only the
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monsters in the first area drop hearts or swords and monsters never drop
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money.
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--Selectable Items--
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You can have a total of 8 selectable items at one time. You cannot have more
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than one of the same item. People will mention most items before you find
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them and items you can acquire are always shown between [square brackets].
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There are a total of 16 different items that can be found.
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Some of the items can be used up, and some can only be gotten rid of by giving
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them away or selling them. Some items you can re-acquire an infinite number
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of times and others exist only in limited quantity. Not all items are needed
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to pass the game.
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--Multi-Quantity Items--
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[Heart] HP Max 30 When it gets to 0, you die, unless...
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[Swords] Swords Max 15 Quantity of swords that Prince Fan can throw
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[Coin] Money Max 30 Quantity of Gold Coins
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You can buy things with these.
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[Staff] MP Max 15 Use these to cast spells.
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You need to select a magical item to use first.
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If you run out of MP, and you try to use a magical
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item, it will disappear, so watch out!
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[Shield] Shield Max 30 Each shield is equivalent to 1 HP.
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You will USUALLY have to lose all your shields before
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you lose any HP, although environmental effects may
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bypass your shield and simply affect your HP.
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[Ring] Karma Max 30 You need your Karma to be at least a certain level to
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do certain things to advance the game. Usually you
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want to raise your Karma...
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For a reasonable level of challenge, DvD Translations recommends that you use
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save-states only at one place in the game, the first church. Then the game
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plays more like Faxanadu, where you could always get a password at the church.
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(This isn't counting the unreasonably difficult final boss...)
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DvD Translations has done a lot to make this game more playable. See section
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(8) for details. If you don't want to read it, then know that if you talk to a
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person who says "Cheater", that that character was essentially a statue in the
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original Japanese game.
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(3)-------------------------------- Controls ----------------------------------
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Start - Start Game
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- Pause Game = Allow you to Select Item in Inventory
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- Un-Pause Game
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Up, Select, A, & B - Hold while hitting Start at title screen to enter
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the "Sound Test" screen
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Left, Right - Select Item in Inventory
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Up, Down, Left, Right - Move Prince Fan
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Up - Jump Up
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- Talk to a person
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- Talk to a person again (if you don't move first)
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- Give item to person
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Up, pause, Up - Double Jump
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Down - Search
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Tap A - Use Selected Item in Inventory on Prince Fan
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Tap B - Swing Sword
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Hold B - Throw Sword
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(4)----------------------------- Helpful Hints --------------------------------
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As with ALL RPGs, always talk to a person without moving until they repeat what
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they say, they may say multiple things and you'll need every hint they give.
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And of course, if you do something, they may change what they have to say.
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There's more than one thing worth finding in Paradise...
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You can only get limited quantities of some items. One of the "Cheaters"
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allows you to overcome this limitation for one of these key items. If you seem
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to have run out of something you need, visit him.
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You can escape from hell.
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Your first goal is to raise your Karma all the way.
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------------------------------- USING THE PATCH -------------------------------
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(5)------------------------- Patching the ROM file ----------------------------
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Original game ROM size: 8 16k program ROM banks
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&
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0 8k character ROM bank
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= 128 kBytes
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= 131072 Bytes
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Games designed for the original Famicom/NES hardware have one or two 16k
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program banks and one 8k character bank. Later, all games made for the NES
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used special mapper chips to expand the size of the addressable ROM beyond
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these limitations. This game uses the first fancy mapper chip made by
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Nintendo, MMC1. For this game they used it to switch between 8 different
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program ROM banks and to use VRAM instead of ROM for the background and
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sprite tiles. Also, for this game, they used the MMC to do a pattern table
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swap in the middle of the screen. It is this last feature which some
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emulators do not emualate correctly.
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How to patch the ROM file:
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You need:
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1) A ROM file. The file needs to include the standard 16 byte iNES header
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followed by the program ROM. With header, the ROM file is 65552 bytes in
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size.
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The header should be as follows:
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4E 45 53 1A 08 00 10 00 00 00 00 00 00 00 00 00
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I'm not telling you how to get the ROM file, but once you do, call it
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Romancia.nes.
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3) Patch File: DvD_DSJr.IPS
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4) An IPS patching program
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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 Romancia.nes), DvD_DSJr.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 DVD_DSJR.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 ROMANCIA.NES is highlighted.
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h) Hit Enter.
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i) Hit 'Q' to quit.
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(6)-------------------- Playing the game on an emulator -----------------------
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All emulators that can play the original ROM file can play the translation.
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No expansion or mapper changes were done and it uses the very common MMC1.
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It will RUN in almost all emulators, but Nesticle and RockNES have the same
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problem, the don't handle the pattern table switch and so the graphics on half
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of the screen look garbled.
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I recommend FCE Ultra version 0.94. Version 0.98 added graphics enhancements,
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but screws up save-states and batteries and killed the debugger. I'm thinking
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of giving a link to version 0.94 on my site because it is hard to find.
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Nestopia also works well and I'm sure that will be the emulator that most
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people play it on.
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----------------------------- TRANSLATION DETAILS -----------------------------
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(7)------------------ Why DvD chose to translate THIS game --------------------
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Well, I like to play games in the order they were released. At some point
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during my collecting of RPG/action RPG games for the NES, I had picked up
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"Legacy of the Wizard" and it was getting to be time that I actually played it.
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Still, I had always heard how difficult it was, so I was hesitant to play it.
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Anyway, with the wealth of game information on the net, I had recently learned
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that LotW was actually called Dragon Slayer IV: Drasle Family (why do companies
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change game names so drastically? It always comes back to bite them in the ass
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when they try to release sequels to the game...) So, it was part of a larger
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game series, by Falcom, whose other series, Ys, is one of my favorites. The
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problem was that LotW was 4th in the series and all the prequels were in
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Japanese. A good thing, though, was that Faxanadu was part of the series.
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Faxanadu is one of the NES action RPGs in my collection that I was given as a
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kid and I always liked it. It wasn't the best game I had ever played, but it
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definitely was fun. So, I thought that the other games would be similar.
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Later, I realized that Hudson had taken a lot of liberties with the game engine
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when they made Faxanadu, and had improved it a lot.
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Anyway, a third game in the series had been released for the Famicom but had
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never been translated for the NES. It was Romancia, a game I had tried since
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FCE Ultra, made a point to say that they had gotten the game to work with a
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specific release of the emulator, since apparently, it wasn't the most
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straightforward game to emulate. I tried it again, and it looked pretty good.
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In the first part of the game, the forest, the graphics and music were pretty
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good, and characters dropped hearts and swords to re-fill your inventory. I
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couldn't figure out how to exit the forest, but I had seen enough... or so I
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thought! The game play seemed reasonably fun, plus the title screen did a
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cool effect that looked like it would be fun to edit.
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Well, Dragon Slayer and Dragon Slayer II - Xanadu were not made for any of
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the systems that I was interested in making a patch for. DS is essentially
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in English already, since it practically has no text. I tried it. It wasn't
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fun. Xanadu, through, seemed pretty cool; I originally considered translating
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it, even though it wasn't for a system I normally produce patches for, but
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since I wasn't even going to play Dragon Slayer, why bother?
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So, I dove into Romancia, and found that there was just one simple block of
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text, with pointers, plus ample room for a good translation and any hacking
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room. It looked pretty reasonable to hack, and so I gave it a try. Actually,
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I'm glad I did.
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(8)---------------- Why YOU should bother playing THIS game -------------------
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Well, this is the best effort DvD translations has put out to date. Really,
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we polished this turd so much that some people might actually LIKE the game.
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Although, we're not holding our breath! Read on to find out what we did and
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why we did it...
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If you are a fan of Faxanadu and Legacy of the Wizard, you can see where these
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games came from... and see why no one bothered to officially translate this
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one!
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Actually, the game is pretty fun up through visiting Romancia town. Everyone
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should give it a try to see the title screen translation and graphics fixes.
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But more importantly, the text. Of course, this time, we had the excelent
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harmony7 to accurately translate it, and we all worked together to polish the
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script. (For all those who care about Portopia Rev B, he's been 75% done with
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the script for the better part of a year now...) But, what DvD is personally
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very proud of is the hacking he did to put a variable-width font in the text
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box. He didn't do it to be flashy, he did it out of necessity. But, as far
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as we know, it has never been done on any NES game before, and it works
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perfectly. (Yes, we know the Japanese Esper Dream 2 had a VWF font but it was
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huge font that either was 1 or 2 tiles wide for every character, not ANY width
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for each character.) If you know of another NES game with a VWF, released
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before DvD finished his (technically in March of 2007), don't slam us, just
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let DvD know. He'd be interested in seeing how they did it.
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The Japanese version of this game was REALLY hard. Think about it, a
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multi-hour action RPG where you CAN'T SAVE with a practically impossible final
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boss. Thank God for save-states. Plus, there were many places in the game
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where it was not obvious what to do. There were things you could do that you
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really couldn't recover from; all you could do was reset and try again. By the
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way, the reason that this was so was that the original Falcom game was only 30
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minutes long. It had a timer. If you couldn't complete the game in 30
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minutes, you had to reset anyway. So, resetting when you got stuck wasn't
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really a big deal. We realized that that is why the game is called "Jr.". It
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is not because it is easy, but because it was Xanadu, but in a much shorter
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form where there really was no need to save. Unfortunately, Tokyo Shoseki
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ruined the game by making it much longer (for example, in the original game,
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you start at Romancia castle!) without adding the ability for a password or
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battery save.
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After RadicalR and DvD finally passed the game (RadicalR playing first, DvD
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delving into the code to figure out why RR was stuck) we decided the game
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would have been a lot more fun if Tokyo Shoseki wouldn't have coded it like
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they had. RadicalR was given the task of playing as much of the MSX version
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as he could stand and we could see tons of changes Tokyo Shoseki had made,
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sometimes for the better and but usually for the worse.
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DvD realized that if we released the game as is, no one would pass it, no one
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would like it, and our translation would seem poor because of it. We decided
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to leave the changes Tokyo Shoseki had made to the game, but make the game
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playable for a person who chose to use save-states to emulate a password save,
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like Faxanadu.
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But, except for the final boss (who we didn't touch), we didn't need to make
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the action easier. We HAD to make this game better in terms of the hints it
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gave the player. Plus, there was a cool item in the game that had been removed
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for some reason. And, there were places in the game where you could screw up,
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and not be able to pass the game. There were limited numbers of certain key
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items. Also, there were a number of places where the original coders just
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simply made a mistake and the reason we couldn't figure out something was
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because of these mistakes.
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But, there are always purists out there, who hate it when a game is changed.
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We wanted to make everyone happy, but DvD was very firm in wanting only one
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version of the translation available. Believe us, we thought about this a lot.
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To make both groups happy, we made 3 key decisions:
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1) Obvious bug fixes were acceptable.
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2) Any text enhancement or complete additions, would be acceptable and not
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considered changing the game.
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3) Any action that affected your players inventory in a way that couldn't be
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done in the original game would be completely optional for the player and
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obvious to avoid... if they wanted to torture themselves. Thus, I'll say
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this: If you want to play without "cheating"
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- Don't walk back to the first 2 guys from the forest
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This was in the ROM but they removed it for some reason...
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- If someone says "Cheater" don't talk to them again, they originally
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didn't say anything at all! 2 of these 3 people simply perform actions
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that existed in ROM (one all the text existed and the other the item did)
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but were removed for some reason. I really wanted to bring back what
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they had removed, regardless of whether they made the game any easier
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(or harder!). The last was added so that you wouldn't have to restart
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the game if you did something too many times. This character was added
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based on RadicalR's request.
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With the changes we've made, to maintain a fun level of challenge, let us
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recommend using save-states but only creating them in one place, to simulate
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a password save. If you do it at the first church it will be just like saving
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in Faxanadu. The only place we would also reccomend creating save-states is
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when you are fighting the final boss; he is unreasonably difficult.
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(9)------------------------- DvD's Hacking Comments ---------------------------
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There are 3 major parts to this translation:
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1. The Variable-Width Font
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The variable-width font was added because it was impossible to simply expand
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the text box. The original game does not write tiles to the text box.
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Instead the same 30 tiles are permanently used to form the contents of the text
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box. The tiles' pattern tables are in VRAM, and the pattern tables are written
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to with the shapes of the letters from PROM, based on the text that needs to be
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displayed.
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Well, there was no way that English text was going fit in a 30 character box
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and there were no more characters to use to expand the size of the box. The
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only thing that was going to work was to display multiple characters per tile.
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So, this was my first task. If I couldn't get it to work, there was no reason
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to continue working on the game, and we would abandon the project. It was a
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fun challenge. I knew people implemented VWFs on Genesis and SNES games, but
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I didn't look at any of those. I just thought about what needed to be done
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and wrote the code out. I kept editing it until it fit in the location where
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the original text code existed.
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Well, after I tested the code that I wrote and ironed out all the bugs to get
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it to write and erase text correctly, it looked like it wasn't going to work.
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There was a timing issue. While it was writing the text, the screen would
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scroll randomly. I had done everything I could think of to make the
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routine as efficient as possible, but it still had a problem. I looked
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everywhere in the code to see what I could disable, but nothing worked. After
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days, I stumbled upon a solution. I simply made the maximum height of the
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characters 7 pixels instead of 8. Most characters aren't 8 pixels high anyway
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since you need a blank row of pixels to separate lines of characters. That was
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it. It now looks like the font you see today with no timing issues. A 7-pixel
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font also had another advantage. The VWF information could be stored on
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8th byte and now it was easy to view the font and its VFW info together.
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Now that that was done, Romancia HAD to be done... of course, I had not played
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the game much yet...
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Soon after I finished this, harmony7 gave me a 65%-complete script which I
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inserted... oh yeah, that's right, I added the script inserter to Table
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Dumper Pro for this game at this time, in preparation for his script. With
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this, I could finally start playing the game. I played for about an hour and
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at this point I still liked the game...
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2. The Title Screen
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Hacking the title screen was much more complicated than it looks. Deja vu.
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Hacking it went through several stages:
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1) The title screen graphics are all compressed. I had to write a custom
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compressor to re-insert them from a BMP I made from a screen shot.
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This first version just replaced "ro-ma-n-shi-a" with "Dragon Slayer Jr.".
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Although this accomplished what I needed, it still looked bad. The
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graphics for the princess and prince looked terrible since they were a
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pixel by pixel port of the MSX2 version and the MSX2 could display colors
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|
without the restrictions of the NES.
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2) The compressor was expanded to be able to modify ALL the graphics of the
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|
title screen. Now the prince and princess's eyes, the prince's bandanna,
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|
the princess's hair, her crown and jewels, the castle, flags, sky, grass,
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|
pathway, etc., could be fixed so that they didn't look so terrible. The
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|
only remaining flaw deals with the castle. Since they imported the screen
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|
from the MSX2, the bottom of the castle was not put on an attribute table
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|
boundary. There is no way to get the castle be completely white and cyan
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|
unless it was moved up by exactly 5 pixels. But this would change how it
|
|
looked by a lot since it would now be covered by the prince's hair. So,
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|
I decided to leave it like it is.
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|
Still, something seemed wrong. The title of the game was Romancia, not
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|
Dragon Slayer Jr. That bugged RadicalR and was starting to bug me...
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|
3) Now that it was relatively easy to edit the title screen, I decided to
|
|
throw away the work I had done making it say Dragon Slayer Jr. and change
|
|
Romancia at the top to Dragon Slayer Jr. and have it fade in Romancia using
|
|
the same script that was original used to write Romancia at the top. The
|
|
result is what you see today.
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|
4) There are two other things dealing with the crown.
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|
While working with the graphics fixes and changing which colors were in
|
|
palettes of the sprites, I had to define the white color to be used in the
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|
jewels in the crown. In doing so, I made a small mistake on one of the
|
|
colors. But this mistake caused them to sparkle when Romancia was being
|
|
shown on the screen. When I fixed the mistake, I decided I liked the
|
|
sparkling and changed it back.
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|
|
|
The gold color of the crown was not very intense in FCE Ultra and looked
|
|
too close to the color of the princess's skin. So I changed it slightly to
|
|
look more gold. Well, this looks kind of green-gold in Nestopia, but it
|
|
still looks ok to me, so I left it with the change.
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3. The Game Play Enhancements
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|
Read section (8), all that you need to know is detailed there.
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(10)------------------- harmony7's Translation Comments -----------------------
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|
This is the first time I've worked on a complete script of a game before I'd
|
|
played through it. This enough was enough to make working on this game more
|
|
challenging than any other translation I've been involved with.
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|
|
|
Granted, the script for this game was short. It was just a bit over 100 blocks
|
|
of text. But this actually made this project much more difficult than anything
|
|
I had worked on in the past.
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|
|
|
With Final Fantasy V, Dragon Quest 3, Portopia Serial Murder Case, Mother 3,
|
|
and anything else I'd attempted before, I'd played through the games (quite
|
|
thoroughly, I might add) before taking up their scripts.
|
|
|
|
Translating games is not like translating a book. I would imagine that it is
|
|
closer to translating a movie, in that the text script by itself is not enough
|
|
information to gain a complete understanding of what's happening. One would
|
|
have to experience the full audio and visual elements to see how the parts
|
|
fit together.
|
|
|
|
Each text block was just a few words, taken out of context, from a game I'd
|
|
never played... It was quite an interesting experience.
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|
|
|
Even still, I feel I might have had an easier time than RadicalR. I'm sure
|
|
the difficulty of this game has come back to haunt him in his dreams.
|
|
|
|
(11)------------------- RadicalR's Beta Testing Comments ----------------------
|
|
|
|
I won't say much. This was probably the hardest beta I had to do. Last count of
|
|
restarts: 56 (Yes, I actually counted!) However, you shouldn't have to restart
|
|
so many times, now we fixed a lot of the bugs.... And I don't care what the
|
|
game says. I DO NOT HAVE CONNECTIONS.
|
|
|
|
(12)--------------------- Project Timeline Highlights -------------------------
|
|
|
|
Dec 23 2006 - Project Started by DvD
|
|
Mar 29 2007 - First VWF Working; DvD decides to complete the project
|
|
Apr 25 2007 - Ready for first script
|
|
May 1 2007 - First harmony7 script inserted
|
|
May 3 2007 - First title screen hack, as Romancia - Dragon Slayer Jr.
|
|
Jul 21 2007 - Beta testing by RadicalR begins
|
|
Oct 16 2007 - Table Dumper Pro Released, hidden item found
|
|
Jan 24 2008 - Game play improvements finished; final beta testing can begin
|
|
Apr 9 2008 - Hacking completed, final issue dealing with the added item fixed
|
|
Apr 19 2008 - Final beta testing by KlD completed
|
|
Apr 22 2008 - ReadMe editing completed
|
|
|
|
(13)------------------ Software Used In This Translation ----------------------
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|
|
|
* Emulators
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|
|
|
PC
|
|
- FCE Ultra 0.94 (debugger, beta testing, version 0.98 sucks!)
|
|
by Bero & xodnizel
|
|
- Nesticle (used to isolate sprites from background)
|
|
- Nestopia (Mac & PSP versions, beta testing)
|
|
|
|
* Tile Editor
|
|
|
|
Tile Layer Pro 1.0
|
|
by Kent Hansen
|
|
|
|
* Disassembler, Table Dumper
|
|
|
|
Table Dumper Pro (many versions, but that last one was 7.10.13 INTERNAL)
|
|
by DvD
|
|
|
|
* Hex Editors, Script Dumper
|
|
|
|
- Thingy Version 0.98
|
|
by necrosaro
|
|
|
|
* Disassembled Code And Table Reverse Engineering
|
|
|
|
WordPad (Win XP)
|
|
by Microsoft
|
|
|
|
* Manual Creation
|
|
|
|
Notepad (Win XP)
|
|
by Microsoft
|
|
|
|
* IPS Patch File Creator
|
|
|
|
Snes-Tool Version 1.2
|
|
by The M.C.A./Elite
|
|
|
|
-------------------------------------------------------------------------------
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