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Main - Works in Progress - How to Delay a Translation Release Like it's (Not) 2024 (2)


Zoinkity
Posted on 02-04-25 09:53 AM, in Link | ID: 1531

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Ever have one of those projects where you're basically done, then stumble upon a bunch of debug stuff? This one was basically complete ~one month ago, and...then the above image.

The kirby on the bottom is part of a set of smileys that indicate the quality of the piece you drew. At other times, that displays error and debug messages. Only one line long though.

The top of the screen, from left to right:
1) Lowest byte of game counter (increments each time the interface function is called).
2) Current menu mode out of 256 total.
3) Current mahjong state out of 160 total; i.e.: 4 tests for Suukaikan each turn.
4) Most recent byte pushed to Tx buffer.
5) Most recent byte from Rx buffer.
6) Attempted UART receive count, max 120 attempts (give or take).
7) Sequential connection errors, max 120 attempts (v1.1 tries periodically anyway).
8 & 9) Aren't used consistently but always relate to allocated memory.
When animations are playing, these are the upper two bytes of total allocated image data, little-endian.
During normal gameplay, this is a big-endian count of 0x100 page allocations. If a riichi animation plays it (probably) takes precedence until another operation occurs.


...and then the below image.

This one lists the first blocks of allocated memory. Word the left is the offset from the start of the allocation, word on the right its size (minus 8 for the header/handle). Only 14 out of, uhm, up to 2300 at one point?
Incidentally, the top bar on that game type select screen is one of three. The other two are for when a player is deciding to join or turned down a game, or at least they would be if it swapped the images out. Added some logic to do that. It might even do it right.

Besides these on-screen debug features there's also a bunch of unlinked Partner64 messages.

Anyway, compiling it all together for TCRF and another whopper of a readme. It's not absolute overkill like Dezaemon3D was (who knew it had extra, optional hardware?) and probably will leave out the majority of stuff it doesn't print to your Partner64.

Well, there is this one cool one.
It takes the current tile and prints out some crazy intricate stats. It computes how likely it will be a winning tile based on 1) tiles the player can see and count of how many are left, 2) a more clairvoyant approach based on what will actually be drawn, 3 & 4) names of which yaku it contributes to and the likelihood you'll be able to finish them, again from both player and deific vantage.

ArceusI
Posted on 02-04-25 12:38 PM, in (rev. 3 of 02-04-25 12:53 PM by ArceusI) Link | ID: 1532

Bronto Burt

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That's a nice tidbit of info. That would help ensure everything is translated.

Speaking of Translation. I actually tried directly translating Romance of the Three Kingdoms III for the PS1. Not a fun experience. But it's a good attempt.



Just testing if the YouTube embedding really works. This is a first for me.

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AdolescentSeagull
Posted on 02-04-25 12:41 PM, in Link | ID: 1533
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Nice find!

Ever have one of those projects where you're basically done, then stumble upon a bunch of debug stuff?

Well not exactly but I do alternate a lot between working on a hack or cheat code and documenting unused/debug content from games on TCRF. I find that moving from one to another does help keep things fresh.

Zoinkity
Posted on 02-04-25 07:06 PM, in Link | ID: 1534

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Posted by ArceusI
I actually tried directly translating Romance of the Three Kingdoms III for the PS1. Not a fun experience.

Tried a PS1 title once in the past, that bomb defusing game. It's awkward. Worst bit was English support in the save manager was a very tight fit the first time and needs to be duplicated like 20 more times in less space. You would think something like that would just be resident in memory, but that's sort of disk design, isn't it? It's really 20 different isolated programs in a framework.

ArceusI
Posted on 02-04-25 07:19 PM, in (rev. 2 of 02-04-25 07:20 PM by ArceusI) Link | ID: 1535

Bronto Burt

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Posted by Zoinkity
Tried a PS1 title once in the past, that bomb defusing game. It's awkward. Worst bit was English support in the save manager was a very tight fit the first time and needs to be duplicated like 20 more times in less space. You would think something like that would just be resident in memory, but that's sort of disk design, isn't it? It's really 20 different isolated programs in a framework.


Yeah, I used a poor man's method, use another version & compare. The video shows me comparing the PS1 edition of Romance of the Three Kingdoms III to the Genesis edition. There are clear similarities in the menus.

Unfortunately as you did suggest. A true translation is very difficult to achieve. Impossible on an Android like my Summit 5G as there are no tools to do it with, just a patcher and that's it.

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Zoinkity
Posted on 02-05-25 04:01 AM, in Link | ID: 1536

Bronto Burt

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Can't even imagine trying to hack something on a smartphone.
Like, at all x_x

The method would just be so radically different from how I usually operate it's hard to imagine what it is. It's not just the keyboard & mouse shtick but the whole workflow, from reliance on fixed folder structures, automated backups, bouncing between scripting runtimes and hex editors, or just how the heck you'd redraw something.

People do it, somehow. Some people also pull buses with their teeth.

Main - Works in Progress - How to Delay a Translation Release Like it's (Not) 2024 (2)

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