Patch is up (v1.01 incoming)

Talk about Kojima's hard sci-fi masterpiece.
Pizuz
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Re: Current Project Status (1/14/09): Alpha Testing

Post by Pizuz »

"Ночной Дозор" :mrgreen:

Honestly, I found that movie pretty trashy. Especially those parts with the flashlight and those funny colored bulbs for dispelling certain kinds of evil.

BTW: I guess this is _again_ getting pretty OT.
Marc
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Re: Current Project Status (1/14/09): Alpha Testing

Post by Marc »

Pizuz wrote:BTW: I guess this is _again_ getting pretty OT.
Yeah, if this keeps happening we'll have to lock the topic for awhile.
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Re: Current Project Status (1/14/09): Alpha Testing

Post by Kirbysuperstar »

So how about them Policenauts translations. They're certainly something.
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slowbeef
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Re: Current Project Status (1/14/09): Alpha Testing

Post by slowbeef »

They certainly are.

...Shrug.

Um, did a lot of graphics work and still doing it. Mostly getting the opening and ending credits in English, which was just a tedious "Oh look at that, GIMP crashed in Vista again" before I got frustrated enough to just switch out to Paint.NET.

I do not envy artists.

Count's still 13.



At any rate, I'd say we have graphical drafts for the ending credits, but it's also a matter of fixing the pSX compatibility issue with them... I dunno. Right now, my plan is to try and finish up some changes to the opening credits, hand-off to Artemio, insert the end credits and test with ePSXe.

Meanwhile of course, Marc finds more bugs to make my life miserable. At least Disc 1's looking pretty good.
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87th
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Kojima games owned: METALGEAR SERIES
MetalGear (MSX2) [European]
MetalGear (NES) [European]
MetalGear (Famicom) [Japanese]
MetalGear 2: Solid Snake (MSX2) [Japanese]
Snake's Revenge (NES) [European]
MetalGear Solid (PlayStation) [European]
MetalGear Solid: Premium Pack (PlayStation) [European]
MetalGear Solid: Integral (PlayStation) [Japanese]
MetalGear: Ghost Babel (Gameboy Color) [European]
MetalGear: Ghost Babel (Gameboy Color) [European]
MetalGear Solid 2: Sons Of Liberty (PlayStation 2) [European]
MetalGear Solid 2: Substance (PlayStation 2) [Japanese]
MetalGear Solid 2: Substance + The Document of MGS2 (PlayStation 2) [European]
MetalGear Solid 2: Substance (Xbox) [European]
MetalGear Solid 2: Substance (PC) [European]
MetalGear AC!D (PSP) [European]
MetalGear Solid 3: Snake Eater (PlayStation 2) [European]
MetalGear Solid 3: Snake Eater - Premium Pack (PlayStation 2) [Japanese]
MetalGear AC!D2 (PSP) [European]
MetalGear Solid 3: Subsistence - 1st Edition (PlayStation 2) [Japanese]
MetalGear Solid 3: Subsistence - Promo copy (PlayStation 2) [European]
MetalGear Solid 3: Subsistence - 1st Edition (PlayStation 2) [European]
MetalGear Solid: Digital Graphic Novel (PSP) [European]
MetalGear Solid: Portable Ops (PSP) [American]
MetalGear Solid 4: Guns of the Patriots - Limited Edition (+ Bonus Disc, Soundtrack and 6" Old Snake Action Figure) [European]

SNATCHER SERIES
Snatcher (Mega CD) [European]
Snatcher (Saturn) [Japanese]

POLICENAUTS SERIES
Policenauts Pilot Disk (3DO) [Japanese]
Policenauts (3DO) [Japanese]
Policenauts (PlayStation) [Japanese]
Policenauts (Saturn) [Japanese]
Policenauts (Saturn) [Japanese]

ZONE OF THE ENDERS SERIES
Zone Of the Enders (PlayStation 2) [European]
Zone Of the Enders: The Second Runner - Special Edition (PlayStation 2) [European]

BOKTAI SERIES
boktai: The Sun Is In Your Hand! (Gameboy Advance) [European]
boktai 2: Solar Boy Django (Gameboy Advance) [European]

OTHER SERIES
Penguin Adventure (MSX) [European]
Kabushiki Baibai Trainer Kabutore (DS) [Japanese]

KOJIMA-RELATED GAMES
Konami Krazy Racers (Gameboy Advance) [European]
Super Smash Bros. Brawl (Wii) [American]
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Re: Current Project Status (1/14/09): Alpha Testing

Post by 87th »

My modded PSone arrived today. Just tried burning disc 1 of Policenauts at x4 speed with ImgBurn. It seems to run perfectly. Thanks for the advice, Slowbeef. Having the hardware has made me very excited about the translation, again. Think I'm going to play MGS: Integral now (I've never played it on a PSone before, so it's always crashed on the credits and I haven't been able to get a finished game save).
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slowbeef
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Re: Current Project Status (1/14/09): Alpha Testing

Post by slowbeef »

87th wrote:My modded PSone arrived today. Just tried burning disc 1 of Policenauts at x4 speed with ImgBurn. It seems to run perfectly.
Just a warning to everyone else - I've read that it depends on your actual burner too, i.e. some brands just won't do it correctly even at 4x.

I think I might pick up a modded PS1 as well so I can verify this stuff first hand, since I've got like 3 different burners.
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Kojima_Devotee
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Re: Current Project Status (1/14/09): Alpha Testing

Post by Kojima_Devotee »

Excellent decision on the paint program. PAINT.NET is far superior to GIMP; I recall my first time using GIMP, an error screen appeared and stated that "bad things will happen soon." GIMP may be free, but it aggressively defines the "get what you pay for" adage.

That's not always true with Freeware, though, as PAINT.NET demonstrates. :P
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Sure, mainstream games are fun, but you haven't tried Snatcher yet.
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The Spoony Hou
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Re: Current Project Status (1/14/09): Alpha Testing

Post by The Spoony Hou »

slowbeef wrote:At any rate, I'd say we have graphical drafts for the ending credits, but it's also a matter of fixing the pSX compatibility issue with them...
So you're going to "hack" the game to run? Would that be a separate patch?

I don't think it's a good idea to change how the game works to adapt to a broken emulator... but then again, if it works on the real hardware, I guess it's not much of a problem :p.
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akor1108
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Re: Current Project Status (1/14/09): Alpha Testing

Post by akor1108 »

I use Paint.net too! It is super excellent. I edit a shizload of pictures and have very good artsy times with that program. Stick with it!

don't give up.

I hope things turn out well.
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abhi
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Re: Current Project Status (1/14/09): Alpha Testing

Post by abhi »

I got a question, now my friemds lives for away from me.

So if he needed to come down and stay with me so we can complete this game, how long would it take if we played hours upon end each day
Marc
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Re: Current Project Status (1/14/09): Alpha Testing

Post by Marc »

abhi wrote:I got a question, now my friemds lives for away from me.

So if he needed to come down and stay with me so we can complete this game, how long would it take if we played hours upon end each day
Depends how fast you wanted to get through it. If you wanted to be quick, you could do it in maybe 10 hours, but this isn't a game I would recommend rushing. A leisurely, thorough run of the game might be around 15 hours.
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Policenauts Sega Saturn
Metal Gear Solid US PS1 Black Bar
Metal Gear Solid VR Missions US PS1
Bleemcast! Metal Gear Solid
Zone Of The Enders US PS2 w/Demo
Zone Of The Enders Premium Package JP PS2
Metal Gear Solid 2 US PS2 Black Bar
Metal Gear Solid 2 Substance US PS2
Metal Gear Solid 2 Substance US Xbox
The Document Of Metal Gear Solid 2
Zone Of The Enders: The Second Runner US PS2
Boktai The Sun Is In Your Hand
Metal Gear Solid The Twin Snakes
Metal Gear Solid 3 US PS2
Metal Gear Solid 3 Subsistence Special Edition US PS2
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Re: Current Project Status (1/14/09): Alpha Testing

Post by khmr33 »

When MGS hit the US in 1998, a friend and I played through the whole game... 17 1/2 hours in one sitting.
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Re: Current Project Status (1/14/09): Alpha Testing

Post by Westlake Lurker »

Been lurking for almost a year now. I check the project status every day, even though I know we've still got bit of a wait ahead of us. I just wanted to say you guys are super awesome, and keep up the good work! Thank you!
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The Prince II
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Re: Current Project Status (1/14/09): Alpha Testing

Post by The Prince II »

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HIT ME WITH YOUR RYTHM STICK! HIT ME! HIT ME!
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Re: Current Project Status (1/14/09): Alpha Testing

Post by Kirbysuperstar »

slowbeef wrote:Just a warning to everyone else - I've read that it depends on your actual burner too, i.e. some brands just won't do it correctly even at 4x.
That's true. Some burners hate certain media/dyes, some burners hate burning at certain speeds, some media/dyes hate burning at certain speeds. It's a real toss up, you've gotta experiment and expect to have a few duds here and there. Some drives (such as Lite-on) have HyperTuning, which makes it remember configurations that are successful on a mediacode. That helps a bit.

All in all... experiment, heh.
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Fly
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Metal Gear Solid, Metal Gear Solid: Special Missions, Metal Gear Solid (GB), Metal Gear Solid 2: SoL, Metal Gear Solid 2: Substance, Metal Gear Solid 3: Snake Eater, Metal Gear Solid: PO, MPO+, Metal Gear Solid 4: GotP, Metal Gear Ac!d, Metal Gear Ac!d 2, Zone of the Enders Ape Escape 3.

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ROM of Metal Gear Solid Mobile!

Re: Current Project Status (1/14/09): Alpha Testing

Post by Fly »

I suppose I'll be going the emulator route, since I don't have a chipped PS1 and I don't trust myself with soldering tools. I'll put up with crashes, as long as it's still possible for me to play the game.

... Actually, thinking about this bug, it's a weird coincidence, but Nekura_Hoka's Metal Gear fan-translation crashes after the credits. Maybe it's a Kojima thing?
JimboKudo
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Re: Current Project Status (1/14/09): Alpha Testing

Post by JimboKudo »

Does anyone know if this method actually works? And if it does, would it work for Policenauts backup that's patched?
http://www.youtube.com/watch?v=_W8Tk6zu ... re=related
Pizuz
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Re: Current Project Status (1/14/09): Alpha Testing

Post by Pizuz »

What this guy is basically doing is jamming the switch that recognizes if the lid is open or not. This is how all swap tricks work. However, I don't recommend this particular method, because removing the CD while the drive's still spinning might damage the motor, period. The older PS2 models with the tray which can be opened with a slide card might be a little less dangerous, because of some additional physical safety mechanisms, but the one time I opened the drive while the disc was still spinning, I heard some nasty scratching noises which might eventually damage the disc.

What Swap discs like Breaker Pro do is keep the CD from spinning (and shut down the laser) so you can swap it without damaging the drive, discs and/or your eyes.
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slowbeef
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Re: Current Project Status (1/14/09): Alpha Testing

Post by slowbeef »

I love that The Prince II did it twice, just like in the movie.

(Getting close on one bug.)
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Re: Current Project Status (1/14/09): Alpha Testing

Post by JimboKudo »

13 is an unlucky number...
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Re: Current Project Status (1/14/09): Alpha Testing

Post by Artemio »

JimboKudo wrote:13 is an unlucky number...
Luck is just a name given to the high amount of uncontrollable events that govern reality, and assigning that to numbers is just the result of the need of our brains to find patterns; even when none are available.
From the mathematical perspective, consciousness might be regarded as a second derivative of sensation.
-- Terrel Miedaner

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slowbeef
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Re: Current Project Status (1/14/09): Alpha Testing

Post by slowbeef »

If it helps any, it's a "progressive 13"

It actually had gone up to 16 as we found/added more, and now we're back down to 13.

The feature I recently installed (the end credits are now in English) was probably the biggest remaining in terms of actual man-hours, meaning just sitting there and making all the graphics.

I usually only report the minimum number of bugs in our list. Part of the reason it's going so long from 20->10 is that the numbers do go up in the background and we have to fight to bring them back down.

But the more problems we encounter before beta, the smoother beta will go.
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Anubis
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Re: Current Project Status (1/14/09): Alpha Testing

Post by Anubis »

:mrgreen:
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The Spoony Hou
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Re: Current Project Status (1/14/09): Alpha Testing

Post by The Spoony Hou »

Artemio wrote:Luck is just a name given to the high amount of uncontrollable events that govern reality
Just like God :P.
slowbeef wrote:The feature I recently installed (the end credits are now in English) was probably the biggest remaining in terms of actual man-hours, meaning just sitting there and making all the graphics.
Did you add the hack to make it work in the pSX emu? Also, my previous question still stands (if this hack will be separate of the translation patch).
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slowbeef
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Re: Current Project Status (1/14/09): Alpha Testing

Post by slowbeef »

The Spoony Hou wrote:Did you add the hack to make it work in the pSX emu? Also, my previous question still stands (if this hack will be separate of the translation patch).
The hack for the end credits bug is one of the 13, but we have a notion of how we're going to address it.

The translation patch will include this fix.
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