It’s Mama Weegee for you!
Posted by Gemini on August 5, 2008
98% this week. Oh, we’re very close to the end. :o To make it very short, the translation is done, the hacking progressed a little, and I’m tired of this game. Read the rest to find out what I’m talking about.
Hacking my way
Welcome back, battle menus. I decided to take a break on the fusion set up button and went back to some “fast and easy” hacking, but it wasn’t as painless as excepted. X_x So, last week’s victim was the Analyze module, which had 3 sub-modules to be reworked.
First one, stats/condition. It’s more like a nitpicky edit, since all I did was moving around the first vertical ruler and aligning HP values better. As usual the game likes to do stuff in a weird way in battles, so the ruler is actually composed of 2 parts and I had to change coordinates for both, but it’s cool now.
Next sub-module, personality/comments. This was a little more complicated thanks to the personality bullshit (couldn’t get it to use variable spacing in there) and the window panels to be resized. Everything in that damn hell is defined through a huge routine, and there were even things using multiple methods for coordinate setting.
Third, items! Resized the left panel as usual and moved around all the strings. Nothing complicated here.
There’s also a fourth one, which are the header and footer window panels. Footer was really simple as it needed only a 1 pixel fir for the arcanum string, and the usual nitpicks on HP/LV digits. Header was a little more complicated as it needed heavy coordinate changes for each word (yeah, those are printed separately), and cursor needed to be moved according to the new coordinates. Took me a while to track down all those values. >_>
Now let’s move to another of the battle modules:
It’s the Personal Data menu, in all it’s bugginess. This is one of those screens that nobody uses, and in fact it’s probably the buggiest in game. Did they test this stuff anyway? I guess no, unless they had some really bad testers back in 1999.
First of all, the Persona status page used a stretched version of the tarot image (82×120 vs original 80×120). I have absolutely no clue why somebody would do that. Not only it looked bad, but it was also hiding part of the panel on the right. Smile now: no more stretched images for tarots. I’ve also fixed some of the Persona cards which had a couple typos (Emperer and Jugdement).
For the second image, it’s the “Status: Human” page, which cost me countless swears. First of all, it’s still not perfect (notice the glitches around the life and magic bars), and this is what completely stopped me on the assembly front. The routine responsible for that part is absurdly GIGANTIC, and I don’t really feel in the mood to keep looking at it anymore, especially after the mess with fusion spells. As for the rest of the screen, I’ve successfully hacked the personal data panel and gave it better alignment, totally missing in the original. I even had to make the game support variable length names since it always assumed that all characters’ surnames were only 2 kanji long! Talk about bad programming.
All demon personalities
Yep, they are done. Tom is fast as hell on this stuff, even if we did experience a few… “problems”. X_x For some reason the old man personality was saved as a duplicate database instead of a simple txt. At first I thought Tom had to redo that gigantic part, but fortunately it was still possible to recover most the file and convert it to txt. I guess that was a bug with my dialogue/database editor, even though I have no clue what caused it.
On my side, I had to check that all contacts weren’t bigger than RAM can hold for them (which I believe is 64kb, but I’m not sure), and fortunately they all perfectly fit. I’ve also added compression on them, so that everything loads faster and takes less space on disc.
Let’s start with an almost good news: a few days ago I finally cleared the game with the patch on emulator, from start to end, with little to no problems. Does this mean that the game is already entirely playable? Unfortunately, no. There are still some things that make it crash, but it’s only a matter of fixing a few missing portions of code.
Time to discuss about one of the optional enhancements, which is making PCSX able to detect translated saves as not corrupted. Well, for no actual reason it already can! It suddenly started to recognize them a couple days ago. That’s really one absurd emulator… But if it works, it works. Carry on. :D
Now let’s talk about speed. The completion percentage progressed a lot in these two weeks, but it shouldn’t for a while since we decided to take a little break from Persona for about a week. Actually, I already did and started working on one of the two secret projects in collaboration with Tom (please, don’t ask what they are in the comments, we won’t tell you anyway), in order to extract most of the script from both so that he can do something about those while I complete the hack on Persona 2. The first one is already done, but Tom is more interested in the second one, which I haven’t hacked that much. Here I come. :D
Lastly, a little note about derived translations. I’ve already discussed about this several times with many people, but I’ll make it clear once and for all like it is in the FAQ page, question #11: for those hoping to use our work to make a translation out of it, we will NOT support you in any way. We won’t give you our script, code hacks, programs, etc. I personally don’t like translations of translations, so the game will stay only in English. If you are going to send me an email about it you will get no reply or a very rude answer, depending on my mood.
That said, it’s all folks! There isn’t really much more to show, so the next news will probably announce the beta testing. You will probably have to wait 3 or 4 weeks for that, but I guess it’s worth the wait.
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