For the three people still checking this, HD has been released. You can get it on the main site. Enjoy. 🙂
That’s right. It’s out. I’m too tired to write up a lengthy post, so just go grab the patch and enjoy it. Feel free to post comments here.
Because I’m a lovable sort of guy, I thought I’d upload a video of the intro to BK3 in English. I’ve been meaning to do something to commemorate each anniversary of Twilight Translations, but I’ve hitherto failed. This is still a few days late (the actual anniversary is June 22nd), but it’ll have to do:
In other news, the script is now in the hands of the editor and I’m slowly getting the testing team together. No, you can’t help. Unless I know you or someone I know can vouch for you, you’re not getting a hold of the beta. Sorry.
You saw the post on the site and you want to help out, right? Do that thing you do with the clicker that drives me wild and let me know. I’ll hook you up with a sample to edit and if you’re righteous enough, you might even get the job.
So, it only took almost 2 years, but there it is, a VWF in Bare Knuckle 3! Check the main site for me screenshots. I still need to implement the code to initialize the VWF routine for Blaze’s letter and the warning message that’s shown before Stage 1, and I need to go over the script to see how much work it needs. Needless to say, the shot above and on my site are in no way any indication of the final patch.
So, I’ve been working on the VWF for Bare Knuckle 3 practically all day and I’ve just about got it and I’ve never been so happy to see random garbage spewed all over the screen. I started this day armed only with a flowchart and some pseudocode and I stand (sit really) before you with 24kb of code (that’s a little under 8 pages of code). There’s a few kinks left to work out of it, but they shouldn’t be too terribly difficult to fix. It really just depends on how many bugs I find in SEKAS.
On a somewhat related note, someone really needs to code a debugger for the Genesis. Debugging with only Gens Tracer is a bit of a pain. Great tool, it just doesn’t offer me the ability to stop execution mid-game and examine RAM like I need to. Fortunately, it isn’t that much more work this way. I’d still like to have a debugger, though.
All in all, today’s been an extremely productive day. I can’t recall the last time I spent all day working on a project and not wanting to kill someone by the time the day was over. I’m definitely gonna have to do this again. Yes, again…
As those of you who’ve checked the main site in the past week or so know, I’ve been working on Bare Knuckle 3 a lot in the past week. Actually, it’s been a week today since I started working on it again. Since this time last week, I’ve managed to figure out all of the text read and tilemap write routines that the game uses.
I spent most of today testing non-VWF code that I could test with the Japanese text still in place. Instead of having three independent routines to read text, they’re all now routed to a single routine. The tilemap routines, however, will stay independent of one another as they’re each handled slightly differently from the other. I’ve also thrown together a VWF routing. Although I haven’t begun testing it yet, I’m fairly confident that it’ll work.
At the moment I’m trying to come up with a viable way of handling line breaks. You see, instead of there being a control code like normal games, BK3 loads and draws an entire string in VRAM, one character right after the other. Line breaks (and line lengths) are determined in the tilemap routines. As you might have guessed, they’re hardcoded. I need to study the code a bit more and see what the most efficient course of action is.
There ya have it folks. Progress. I hope you’re all as excited about this as I am. Like I’ve been saying for the past year, once SEKAS was finished up progress on BK3 would pick up and sure enough it has. Stay tuned kiddies, we might just see make that Christmas ’08 release afterall.
I’ve spent the past 5 hours fixing bugs I’ve found in SEKAS over the past few months and it looks like I finally got them all. Most importantly, as I may have mentioned in a previous post, is the use of labels within non-branch and non-jump instructions, like the move “family”. Here’s an example:
Now, instead of reporting text_read as an invalid source operand, SEKAS will take the label “text_read”, see if it is a label, and replace it with its effective address. That means you can have data stored in the source code and access it elsewhere by addressing it via a label. Pretty handy feature, n’cest pas?
As some of you may or may not be aware of, Twilight Translations and Studio Llama Translation have teamed up to bring a number of Super Robot Wars games to English audiences. Up until now I’ve been rather hush-hush about my involvement with the projects. Sure, I’ve made a few posts on Studio Llama’s blog from time to time, but I’ve never officially acknowledged the projects on my own site. Today that changes.
The script for Super Robot Wars Advanced (SRWA) for the Gameboy Advance was dumped last year. I haven’t really had a chance (due to commitments to other projects) to sit down and implement the VWF I plan to. I have worked with the game enough to know one thing: I hate compiler generated assembly code. Once the hacking for SRWA is squared away, the other GBA SRWs should be fairly simple to hack.
That leaves us with the Playstation SRWs. Suzaku’s and my plan is to start at the beginning of each “saga” and work our way through to the subsequent entries in the series. In other words, we’ll be tackling the games in chronological order. For the Playstation series, that means beginning with the Complete Box, which collects SRW2, SRW3, and SRWEX all in one spiffy package.
My copy came earlier this week and I’ve just started working on the game. Let me make one thing clear, this is the first I’ve ever really worked with the Playstation. With that in mind, I thought it’d be interesting if I use this game as a demonstration of sorts. What if, I asked myself, I use my blog as a journal? That seems the most beneficial for everyone. For me, I’ll have the chance to reflect and collect my thoughts. For you, you’ll have the chance to first and foremost be kept up-to-date on where the project stands. In addition to this, you’ll also have the chance to see what goes into a project like this, especially when the hacker is new to the system. Hopefully it proves useful to someone.
The first dev-post won’t go up until tomorrow. That’s mostly because I’m too tired to take screenshots and type everything up tonight. If you tune in tomorrow, I guarantee you’ll find something worthwhile. Or maybe not.
As I mentioned in a reply to the previous post, I have finals this week, but I should be free to work on a few things after that. My plans are to finish up the VWF for Spider-man: Lethal Foes and find a script editor (see below if you’re interested in the job).
Another thing I would really like to get finished up is SEKAS. At this point it should have all functionality implemented that it’s going to, with the exception of macros. I’m seriously considering releasing SEKAS in its current state so I can begin getting feedback on it. I’d love to be able to add macro support, but I don’t see that happening over Christmas break. Please respond to this and let me know what you think.
Potential Spider-man: Lethal Foes Script Editors
Please read and edit the following in a manner you think fitting of the Spider-man mythos and comics of the early to mid 90’s:
and his men[line]
have stolen a[line]
thrown all of[line]
New York into[line]
hears about it,[line]
he rushes to[line]
So, Doc Ock and[line]
his goons stole[line]
a device for[line]
What could he[line]
want with such[line]
off my Spider-[line]
I tried to remove all of the control codes (except for the end of line and end of string ones, obviously) to make this easier. The only guidelines are 14 characters per line max. While I’m fairly certain you’ll have unlimited lines at your disposal, for now I want you to work within the above confines, i.e. use the same number of lines used above.