Fire Emblem: Sanctuary of Strategy
 
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The Manual of FESS Prowess - This is mandatory reading for everyone!
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Author Topic: Still translating?  (Read 726 times)
Shrodu
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« on: June 14, 2008, 01:51:37 PM »

Is this game still being translated?
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Celice
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« Reply #1 on: June 14, 2008, 02:41:05 PM »

Yeah.  A guy by the name of Rei is translating the game now, with some help from an ASM guy and some old code.  While this is the most promising translation, I really doubt we're ever going to see much of anything ever for this game in specific
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Shrodu
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« Reply #2 on: June 14, 2008, 02:52:52 PM »

Yeah.  A guy by the name of Rei is translating the game now, with some help from an ASM guy and some old code.  While this is the most promising translation, I really doubt we're ever going to see much of anything ever for this game in specific

Hmm...You'd think that with FE3's translation, that FE1 would be a cakewalk.

Perhaps it'll be even easier with the release of FE11 (IF we see FE11)
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Celice
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« Reply #3 on: June 14, 2008, 04:20:19 PM »

Oh no, translating isn't the hard part.  It's getting the text into a game that's the hard part, especially on an NES/Famicom, whose expansion can be hell if you have no clue what you're doing, and even then, be prepared for the possibility of having to rearrange tons of crap if you mess with the mapper.  So most of the people without some basic ASM skills run away after a little bit of tinkering.  Hell, I even left it when there were forced pointers used in the dialog--I wasn't about to jump through hurdles for a fun hack or two.

Generally, as systems become more advanced, the developers are more lazy :p  It's easier to utilize better hardware and lazy compressions and whatnot (the GBA's internal compression being spamed in tons of games is a good example of this) when they're repeatedly used, while on the NES, some things were the same one day and radically different the next
« Last Edit: June 14, 2008, 04:22:18 PM by Celice » Logged
Shrodu
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« Reply #4 on: June 14, 2008, 06:45:38 PM »

Oh no, translating isn't the hard part.  It's getting the text into a game that's the hard part, especially on an NES/Famicom, whose expansion can be hell if you have no clue what you're doing, and even then, be prepared for the possibility of having to rearrange tons of crap if you mess with the mapper.  So most of the people without some basic ASM skills run away after a little bit of tinkering.  Hell, I even left it when there were forced pointers used in the dialog--I wasn't about to jump through hurdles for a fun hack or two.

Generally, as systems become more advanced, the developers are more lazy :p  It's easier to utilize better hardware and lazy compressions and whatnot (the GBA's internal compression being spamed in tons of games is a good example of this) when they're repeatedly used, while on the NES, some things were the same one day and radically different the next

Ah. I see.  Here I thought that the technology would be primitive.
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SolarAdept



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« Reply #5 on: June 20, 2008, 04:03:28 PM »

maybe it was... and because it was primitive it is very complicated.
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