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View Code? Open in Web Editor NEWA translation of MOTHER 2 for the GBA.
License: MIT License
A translation of MOTHER 2 for the GBA.
License: MIT License
New strings are on my fork.
"The" display is tricky. It works sometimes.
I'm 99% sure of these:
SuppressNextEnd
should be false for [03 FF]
[1C FF]
's description is inaccurate. It does not return after the jump.Forgot to add this before.
The in-game naming screens (i.e. the ones in Summers/Tenda Village) are way too spacious for the strategies this hack uses to print text strings. Surprisingly it looks half-decent with the strings currently in place, but eventually the guts of the display part need to be torn out, and the actual entry part needs to be implemented too.
(For the time being, the scripts relating to the naming screen are untouched from M2GBA's control codes. EarthBound uses the same naming screen for both locations, but for now they're kept as two different events to make sure a legible player name can be created for the final boss fight.)
Most of the item menu display has been implemented by now, but a few things remain:
To Ness' Nightmare: In like the fourth or fifth time of throwing PSI Rockin' Yotta at him, my attacks just disappear. And yes, he has PSI Shield Beta on him. I don't know if it's the shield itself, or the hack, but I am not winning this fight. Every time I kept spamming the PSI Rockin' Yotta attack at him, at some point the attacks don't phase him.
To Giygas: Same thing happens on Giygas' fight in phase two, after Porky stops annoyingly taunting me. This where Giygas starts making his infamous attacks "that I cannot grasp."
If you want to see what I'm talking about or want to replicate this problems, here's some save states:
67 FF is the control code that returns a character from the player name. It's been downgraded since the SNES game: it can only read from the 12-character player name, not any arbitrary stat.
There seems to be a function related to this control code at around 0x80EEB16. It does something involving start and end offsets that I couldn't understand.
Mother 2's inventory management text ("X gave the Y to Z" and related messages) differs greatly in structure from EarthBound.
Mother 2's text follows this basic structure:
EarthBound still retains this control code logic in unused text ("himself.") but has a different system.
name(0xFF)
command, which reads from window memory. (No idea when it's copied to that place.)I would give more details but I haven't touched the OPEN_MENU_BUTTON routine in EarthBound in a while.
These systems are pretty incompatible, even if we wanted to try to implement them. L2142 has no knowledge of who the recipient is.
also, the eb logo doesn't pulse like in the original and doesn't stay on the screen for as long.
If you go from page 3 to page 1 of the teleport menu, the header won't update anymore.
One example is the Ramblin' Evil Mushroom.
In the Onett police fights, and similar situations when a text box is opened immediately after a battle, a single character is printed before the fade back to the overworld begins. Then the game realizes it's supposed to be fading in and stops printing text before continuing.
It's a bit difficult to describe, but listening to the text noises will highlight the problem.
When there are multiple items in an equip menu (e.g. going "Weapons" and selecting from two or more weapons), it is impossible to scroll up to the top option from the second option.
When enemies drop an item, depending on the dialogue branch called (more testing needed), it may not be added. This is probably a script issue but it's a strange one.
Mother 1+2 seems to have an additional [87 FF] in L2124, but it's strange that some codepaths work correctly.
In most places with phones, once a person to call is chosen, the text for phone contacts remains in the tiles. When the text for the phone call is displayed, the phone contacts' names obscure parts of the text in places where there was previously no text.
It's a little hard to explain in words, but we've encountered it for a while. Example screenshot (Lost Underworld gets hit especially hard since it has such a short text line):
Normally, the musical note character gets converted to Ness's name in the name of Ness's Nightmare. In this hack, though (at least for battle users; unclear if battle targets use the same code) it remains a musical note.
(Thanks to John for the screenshot and for finding this issue.)
Musical note in JP is 0xF8 (248) and in EN is 0xAC (172), so it might be a simple fix for mismatched character IDs?
When Carpainter attacks Ness with lightning in the overworld but it's reflected, the text box opens while the lightning is still on screen. When the lightning finally goes away, a portion of the text box is cleared.
Possibly related to #34
Similar to issue #34, you can see and hear the text boxes opening too quickly when you're not in battle, by hearing its sound opening and closing two times.
This happens:
It's not gamebreaking, but it is annoying.
A first attempt at this was made and certain key values were found, however it was not working as it should have been.
I know you've got a lot of stuff already working with xkas but as your aware that's pretty much dead and unavailable these days.
Would you consider moving to something like ARMIPS which is open source and supports all the features of xkas and also has built in support for table files and a lot of other useful features.
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