Under Barack Obama
Posted by Gemini on June 23, 2008
We’re back, and with the usual 2 point update on the global progress percentage, which brings it to 85%. This week the update keeps track of the progress on menus, dialogues, and demon contact. Bring it on! Or bring back a mountain, if you can.
- All tarots in game have something written on them in roman characters, and they are all pretty much correct and without errors. Well… not Persona cards. Some had very weird typos like Inannna, Syaka, Vinshnu, etc… They’ve all been fixed, and fortunately this change was painless for once in a while;
- This menu has been sitting for over 2 months since Tom had translated the event item descriptions. Well, now it’s finalized. It only missed the “Event Items” title to be aligned to the center.
Game’s third biggest area has been translated! Yeah, that’s it: Honmaru Park is gone, and it required “only” 5 days of endless pain. xD Not only Tom had to translate this huge zone, but he also had to reduce the translation a little because it was too big for the allocated space in RAM, which is about 128 KB including the event table for that map. Also, as you can see from the shots, other zones of the game have been translated, and they are Kasugayama High, Lisa’s House (aka Silverman Manor), Rosa Candida (Rengedai), Satomi Tadashi (Rengedai), and Time Castle. And yeah, the count is indeed the coolest shop keeper evah! Check out Steven Sealvergal, too! Next target should be Peace Diner, Chikalin’s favorite place!
Demon contact, broom broom
Guess what? They work now! The problem was actually a lot easier than expected. It was a small logic error with the code responsible for determining a “segment” size in CD sectors. For some reason my formula was sightly wrong, which caused the game to expect an incorrect amount of sectors and enter an infinite loop. The thing was particularly nasty because some battles start with a demon contact, and when they do a broken contact means black screen of death. I’ve also fixed a bug with a missing special code for text, which triggered sound clip reproduction. There are still some crashes, but they are all related to the buggy code I left in the multiple choice system and will be eventually fixed.
On the translation side, Tom did one of the 14 missing contact files which is used for party’s lines. He will probably be working on something else, thought, since he’s still making his way through NPC dialogues. I think contacts will have to wait a little more for the full thing to start working at full throttle.
And for those who love weird stuff, I think Barbatos likes Jun a lot, ’cause he got charmed using the “Death by flower” contact three times. Ah Okada, you’re so kinky for implementing such weird stuff. :3
Misc stuff corner
Not much to say here as the image should be pretty clear. I expanded and translated the name for save blocks in Memory Card, so now they go with the format “Persona 2: Tsumi/File X/Lv XX”. I usually leave this hack for the end of each project, but boredom was killing me and I needed something very easy to tackle down.
Speaking of memory card, I finally succeeded in adding to IS the ability to identify EP data (both US and JP versions), which will probably be used for some easter egg in the translation. I’m looking at you, black Joker. ;D And possibly something else, too. On this matter, I remember I’ve seen somewhere a European version of EP, but I couldn’t find it anywhere else (no trace on Sony Index and GameFAQs), maybe because it was a fake or something. Anybody knows about this version? I wanted to cover all EP IDs within the MC block detection code (each region has one), but if no PAL version exists I guess that’s less work for me.
And for the final part, there is one more thing to fix in Personal Data menu. I thought it was all finalized, but I forgot that Tatsuya’s name can grow bigger than the status window if you use long names with wide characters (i.e. “mmmmmmm mmmmmmm”), so I need to tweak the panel with character data to resize automatically when big names are in use.