Pie is tasty, progress is better
Posted by Gemini on May 7, 2008
But there isn’t much translation progress in this news, actually. I’ve been playing around with EP and IS code lately (comparing stuff can be useful) and this is the result of my studies.
Names? I has tehm, and Jun’s so emo. >:3
Main menu screen is gone for good. As you can notice, glitched character names are no more (i.e. gfx successfully replaced with actual text, like in EP), and their HP/SP values were also move one pixel down to look a little better. I’ve also configured my text inserter to automatically fix all menu choices as they are centered by static values (lazy Atlus). I’ve also fixed money and time counters to v-align better. This menu should be totally done now, and fortunately all menus using those character’s panels share the same routine, so no more work to do for them, at least for main menu. Next step: character names in battle.
More in game footage:
Just a little teaser. xD I wanted to also make another footage to show you the new battle event dialogues, but unfortunately there are still some sync/memory card write issues with pSX, so I’ll have to wait a little more for pSX Author to fix it, but it’s shouldn’t take him too much, I’m sure of it.
Now let’s talk about the translation front. Tom’s been working hard lately and he’s got all battle-event dialogues (pre/mid/post boss), so all that is left in battle is demon contact, which is one of the biggest parts of the game (1,61 MBytes, ykes!). As for menus, Event Item descriptions are done and expanded as necessary, so that makes misc menus 100% complete, at least translation-wise. Oh, I’ve also reverted Eikichi’s nickname to Michel. I can’t really stand it that way for some reason, but it’s the only way it can be correct (Michelle’s a girl’s name).
For those who love mysteries, here the dummied fusion spells:
It’s nothing hack related, but I posted anyway for those who are interested in all the secrets behind Innocent Sin. I made a buggy Action Replay code so that I could add a spell called “Commercial Use”, absolutely necessary for all these fusions. Brief description of what they do:
- Dark Grand Cross: Camera rotates and a dark light shaped like a cross appears under the enemies. It deal some status effects (Sleep and Charmed, probably some other), but that’s all;
- Hellish Flower Blossom: looks like some kind of demonic eruption. The thing deals 400-500 damage to all enemies, but it’s really terrible considering Lucifer and Satan can do even 1,000 with a simple attack;
- Wheel of Fortune: looks similar to the spell the Joker uses in the prologue, but it’s light orange and there are whirls around all enemies. Deals 150-200 damage to all enemies. As Flower Blossom, pretty useless;
- Wheel of Time: visual effect is similar to Wheel of Fortune, but there are no whirls. Seems like it does absolutely nothing, or at least it didn’t on nazis.
And if you like weird easter eggs:
Maybe you didn’t recognize him, but that’s the black Joker from Eternal Punishment. ;D I found a way to dump his data and make it compatible with IS engine (they use a sightly different format for frame data). He’s fully working and can be used as a Persona (what bosses use are actual Personas, more or less), so maybe I will implement him as an easter egg in the final patch. Who knows…