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Re: Current Project Status (1/14/09): Alpha Testing
Posted: Sun Mar 15, 2009 3:58 pm
by Pizuz
"Ночной Дозор"
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.
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Sun Mar 15, 2009 4:12 pm
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.
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Tue Mar 17, 2009 9:00 am
by Kirbysuperstar
So how about them Policenauts translations. They're certainly something.
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Tue Mar 17, 2009 12:26 pm
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.
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Tue Mar 17, 2009 1:40 pm
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).
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Tue Mar 17, 2009 3:50 pm
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.
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Tue Mar 17, 2009 4:46 pm
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.

Re: Current Project Status (1/14/09): Alpha Testing
Posted: Tue Mar 17, 2009 7:01 pm
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.
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Tue Mar 17, 2009 7:37 pm
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.
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Wed Mar 18, 2009 7:01 am
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
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Wed Mar 18, 2009 8:57 am
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.
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Wed Mar 18, 2009 10:44 am
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.
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Wed Mar 18, 2009 10:59 am
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!
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Fri Mar 20, 2009 1:33 am
by The Prince II
"I just want to tell you both good luck, we're all counting on you."
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Fri Mar 20, 2009 11:50 am
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.
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Fri Mar 20, 2009 12:00 pm
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?
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Sat Mar 21, 2009 4:48 pm
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
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Sat Mar 21, 2009 5:20 pm
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.
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Sun Mar 22, 2009 10:30 am
by slowbeef
I love that The Prince II did it twice, just like in the movie.
(Getting close on one bug.)
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Mon Mar 23, 2009 11:46 am
by JimboKudo
13 is an unlucky number...
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Mon Mar 23, 2009 12:09 pm
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.
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Mon Mar 23, 2009 3:06 pm
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.
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Mon Mar 23, 2009 6:47 pm
by Anubis
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Mon Mar 23, 2009 7:29 pm
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

.
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).
Re: Current Project Status (1/14/09): Alpha Testing
Posted: Mon Mar 23, 2009 7:35 pm
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.