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Messages - ozidual

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EverDrive 64 / Re: Shiren the Wanderer 2 N64 Translation
« on: June 30, 2020, 11:07 PM »
The patch discord is going really well.  I have a list in the main post on here of the users on the Discord who have submitted issues to fix.  As for the fixes, so far we've been able to fix all of them.  The discord even helped to spawn another translation patch (non-N64), which is always great news!

In the past few weeks I got some more time to hack again.  I was able to create a process to fully decompress and extract all the textures and then recompress them.  Before I had the textures decompressed, but some of them were a little off.  There was also no way to recompress/re-insert them.  Since I was on a roll, I attempted to do the same thing with Getter Love.  I was able to get better decompression, but compression is still an issue.  A partial success, and who knows, I may be able to get away without recompressing them.  EDIT: Added a small texture that shows one of the differences between my first texture pull and the current one:

After spending some serious time on compression, I decided to take on my to-do list for Shiren:

1. Fix plural items (e.g. stone vs stones) when in the Dungeon.  Plural items worked well everywhere, but when monsters were using them on Shiren, sometimes they were plural when they should not be.  This hack took quite a long time since I had to do some serious digging into how Shiren combined multiple text calls.

2. Remove Grass/Seed when Grass and Seed items are added to the Gainer or Tosser staff.  Normally this wouldn't be an issue, but "Strength Grass Gainer[5]" just takes up too much space in a line.  It would mean shrinking sentences down so they barely made sense.  With the work on the plural hack, the fix was pretty easy to figure out.  I think I spent most of my time figuring out the best spot to drop the hack so it wouldn't affect anything else.

3. Fix the order of variables (e.g. "Inserted Staff into Seed" flipped to say "Inserted Seed into Staff").  Shiren uses a generic call to pull everything from the user's name to items.  Then it has the same order for everything.  This is OK in most situations, but in the example above you'd have to say something like "The Staff had a Seed inserted into it."  That's a bit wordy, and doesn't quite fit with the line limit.  Again it was a pretty quick fix.  The trick was finding the right spot and making the function work in some situations but not others.

4.  Fix the window width of the delete dialogue for the Controller Pak file list.  I spent too much time on this mostly because I went down the wrong path entirely.  It was a simple single variable fix.

5. Fix the file list spacing.  I tried a few things but just wasn't getting it.  In the end, I tried something that looked absolutely bass ackwards and it worked :)  It was a simple variable change from 34 to 39 which in Ascii is changing it from allowing 4 letters to allowing 9 letters (figured out after the fact).

6. That led right into the final major fix which was to allow 8 letters for the username.  I mentioned this before but Shiren originally only allowed 4 letters.  We expanded that to 6-7, but the longest 6 letter name ("WWWWWW") was pushing it for line limits in the game text.  I figured out the last variable in the way of allowing 8 letter names, and then went back to figure out how to calculate the width of the name as you enter it so no name will ever be longer than the length of "WWWWWW".  Now if you type in WWWWWW, it will stop you there, but if you type in for example Ozidual or ShirenKo, it will allow in up to 8 letters.

That's where we are today.  Testing continues on the Shiren discord ( - you're welcome to join us there to get irregular patch updates and help us test the game! All the latest fixes above are in the latest test patch.

EverDrive 64 / Re: [tool] ED64-Saveswap v0.1 beta
« on: June 18, 2020, 03:59 PM »
In the past, all I do is leave everything at the defaults and it converts PJ64 -> ED64/64drive and back again.  I used it when working on Space Station Silicon Valley and Shiren 2.

EverDrive 64 / Re: 40 Winks Rom?
« on: June 06, 2020, 11:48 PM »
piko ntsc have fixed voice speed or not?

Yep.  Well Piko didn't fix it - it's a legitimate NTSC-U ROM of the game.  The ROM that's been out there for years was a PAL ROM. 

Piko purchased the rights to 40 Winks along with the source code.  Then some of the original developers kicked in a little bit too.  Either the ROM came in the original source code purchase or it came from one of the developers.

EverDrive 64 / Re: Everdrive 64 Compatibility
« on: April 14, 2020, 03:07 AM »
I had an issue with loading Ocarina of Time until I realized the 64DD was blocking it.  Don't try to load Ocarina of Time if you have a 64DD attached to your N64 :)

Zoinkity also just translated Puyo Puyo Sun:

and modded the original game to fix a few things:

EverDrive 64 / Re: Shiren the Wanderer 2 N64 Translation
« on: April 02, 2020, 06:22 AM »
I thought it would be fun to pull an April Fools prank, like create a fake link to download the full complete patch and instead send everyone to be rick-rolled.  But with Covid-19 being a big bummer worldwide, April Fools pranks like that seem to be a bad idea.  Instead, lets do something fun! Let's start revealing all the secrets we've kept about Shiren.

First and most important - who is the translator?  Who is that mysterious person that was born in Japan, grew up playing Shiren, and eventually translated it!? 

The answer is... drumroll please... Sharksnack!!

Second, what are the secret projects sharksnack has been working on the past few months besides translating Shiren 2? 

The answer is.... A Full Shiren 2 wiki:
A subreddit for everything Shiren:
A discord channel for everything Shiren:

Third and the final reveal, why am I doing this reveal thing? 

The answer is.... to release a playtest patch for the Shiren 2 English Translation.

Sharksnack and I were chatting the other day.  The world pretty much sucks right now.  There's this pandemic going around and it's affected everyone's life in one way or another.  Some people are at home bored.  Some people are working around the clock.  There's also a lot of loss and sadness.  So it's no surprise that a lot of people are turning to video games to keep themselves sane. 

We wanted to release the full Shiren 2 patch in the hopes that it might bring some happiness to the madness.  I wish it could be the full patch, but that's just not possible right now.  I work in IT and supporting a remote workforce has taken all of my free time.  I have zero time for hacking until things calm down.  Instead, we decided to release what we have as a playtest patch.  We're hoping you can help us polish the text and find all the bugs, both known and unknown.  Shiren 2 is a gigantic game full of so much text and so many different combinations it's hard for two people to test it all.

Since it is a playtest, we're releasing the patch on our discord channel in the hopes that you'll join and help us out with suggestions.  I've used discord for chatting about patches since the first Zelda forums started moving to discord.  Sharksnack, a HUGE Shiren fan, already had the skeleton of a Discord to celebrate everything Shiren.  We're adding a patch feedback channel where you can post feedback on the patch and maybe help us improve on it.

We are NOT abandoning the Shiren 2 English patch.  Not by a long shot.  I have notes on hacks that need to be done, and I want to do them!  Sharksnack is still regularly making tweaks to the text.  There are more secrets to the Shiren 2 ROM that have not been revealed and if there is enough there, I hope we can reveal them.  There is more!  This is just a stepping stone on the way to it all

TL;DR: Go here: to download the Shiren 2 English Translation Playtest Patch

EDIT: I should add that the Playtest patch text is 100% translated though not polished.  The textures are untranslated.  The bugs are fairly minimal in that the only game breaking ones can easily be avoided. 

I seriously doubt PALadin will be able to fix this.  There's no simple way to convert the audio speeds and video speeds in OoT, there's just a lot of editing that would need to happen.  If you pull the audio files for PAL 1.0-1.1 and any of the NTSC 1.0-1.2, there are huge differences between PAL and NTSC, while there's not much difference within NTSC or PAL.  That's just the audio.  The "video files" would then need all their timings adjusted, and there are multiple adjustment points per "video file".  They aren't really video files, but that's a simple explanation for it.

Your only solution is to have a TV that can handle PAL60 or to use an adapter that can handle the conversion.  UltraHDMI allows you to play PAL50 on NTSC TVs, so I'm assuming it works the other way as well.  There could be other video adapters out there that do the same thing.

EverDrive 64 / Re: Everdrive 64 Compatibility
« on: March 28, 2020, 04:31 AM »
As long as they are just normal N64 roms they should work. But if they did something to them they might not work without some hacking. I'm not sure if the iQue is some kind of emulator or does it contain N64 hardware? I have the encrypted firmware which should contain the roms. Have they been decrypted yet?

I agree with you that it would be nice to see the roms working on hardware. I heard some of them may have bug fixes that not even the PAL or Japanese shindou editions have since they are based on an even later version of the source code.

They've been out in the wild for about a year now, and they run fine on the N64 with a flash cart as long as you don't need to save.  The iQue has it's own memory card and so all the ROMs had their save code converted to work with it.  Oh, and I think Doubutsu no Mori has some issues on flash carts, though they may have solved that by now.

Hi there,

I'm trying to run Master Quest on my original PAL hardware using a retroblaster (not an everdrive).
While the game runs, there are several issues:
 - The game runs at a higher speed
 - The colors are oversaturated
 - The music and sounds play to fast and stutters
With this version of the patch and no other patches apart from that:
Legend of Zelda, The - Ocarina of Time - Master Quest (Europe) (GameCube Edition) [60 Hz] - GCto1.0 v09.09.2019

I tried changing the header from NZLE to NZLP but to no effect. It seems the user geriatrix voiced similiar issues on October 26, 2016 (Reply 103). Using an emulator, the game runs fine with no issues at all.

The ROM I'm using is the euopean version of Master Quest from the Ocarina of Time double Pack in the Wind Waker Special Edition and has been ripped using my Wii. But I feel that the problems lie at a diffrerent place.

Does anybody have an idea why this is occuring and how to fix that?

All of the GameCube releases (PAL, NTSC-J, NTSC-U) are at 60MHz, so NTSC.  They would require some massive rewiring to get them to run on PAL systems.  That is all on Nintendo though.  I think the most recent version of OoT that will run on a PAL system is currently the PAL v1.1 cart release (AKA PAL rev. A).  No version of Ocarina of Time since then has been made to run on a PAL system.

So even if you loaded up the original, unpatched PAL Master Quest rom would not run on a PAL system.

EverDrive 64 / Re: 64drive VS. Everdrive 64?
« on: March 27, 2020, 02:10 AM »
64drive can't run 64DD games natively either.  Just the cart hacks.

Honestly, if you plan to do a lot of hacking, and I mean a lot.  The 64drive is better.  If you plan to play lots of games and do some minor mods, you're probably OK with the X7.  Which is good since the 64drive hasn't been available for like a year now I think.

The name should match the ROMs name.  So if the ROM is called:

Zelda OoT v1.0.z64

the save file should be called:

Zelda OoT v1.0.sra

Don't do the save_swap.  That's only needed to convert to/from PJ64 saves.

EverDrive 64 / Re: Rare Nintendo 64 ROMS
« on: March 20, 2020, 01:58 AM »
But there is no cart hack version of Super Mario 64DD that can be played on the ED64.  Your only option is emulators for it.

EverDrive 64 / Re: Shiren the Wanderer 2 N64 Translation
« on: March 15, 2020, 05:19 AM »
Shiren is a game heavy on Japanese jidaigeki culture, so it makes even more sense in this game.

It really is.  That's why I feel so lucky to have someone who grew up in Japan playing this game as the translator. 

There have been quite a few times where I suggested alternative sentences and got pushback because it wouldn't fit the theme.  I love it when that happens!  I get to learn so much more about the game and Japanese culture then.  It also means it'll take longer to figure out a good sentence that will fit in the space provided, but totally worth it.

EverDrive 64 / Re: Shiren the Wanderer 2 N64 Translation
« on: March 12, 2020, 09:10 PM »
I thought I'd give a little peek behind the curtain of the Shiren translation today. I've been dealing with illness (not corona-related) and a busy work schedule for most of the year so not much hacking unfortunately and not much news from my side.

About a month ago I was checking out the Shiren 2 OST and I noticed that the main village was translated as Natane Village. I asked the translator about it because our translation calls it Napus Village. You see Natane means either rapeseed or rapeseed oil (called Canola Oil here in the U.S.).  In fact, if you google translate the katakana for Natane (ナタネ), it comes back with Rape. He decided Napus might be a better option since that is the name of the plant.  You can debate these kinds of changes all you want, but it's what we went with and it ended up working out well for a different reason. Napus takes up less screen space.

You see, the past few months have been spent going back through the translation and making everything fit. Especially the "dungeon text" since you get 2 lines total. In fact, one of the few hacks I did was to extend the width of that window to give us more space.  We chat in discord and the vast majority of the feed is the translator asking me about text and then a back and forth as we try to figure out text that both fits and matches the original text/intent as closely as possible. I would regularly get messages like:

42) How does this sound?

All water on this floor evaporated! (164)
Where 42) is a way to find the text later and (164) is the number of pixels the text takes up. I think we have around 174 pixels per line for this text. I have to admit that it is fun wracking my brain for synonyms and ways of rephrasing sentences so they fit one line instead of two, but it can take a lot of time. Eventually, I did another hack that removes the auto-line break. The breaks were happening somewhat randomly depending on the text, and it gave us a few extra crucial pixels.

Warning, the next section discusses male, female, and everyone in between slightly explicitly.

At the end of January the web exploded because a translator used the word "tranny" in a Goemon translation. For good or bad, I'd rather not discuss everything that happened here, but it led to Mato creating an interesting article here ( At about the same time, Shiren's translator brought up that Shiren 2 uses the word Okama regularly in a section of the text and was worried about how to translate it without offense. The character in question is intersex, truly intersex in that they have both fully functioning organs. We could have used intersex, except for another Mato article here ( that we try to follow as much as possible. Yes, Shiren 2 is a game from 2000, and yes Conkers was released the next year, but we wanted to stay within these guidelines to keep the game as close to what a translator might have done back then. We feel "intersex" (which I hope I read correctly as the proper term right now) which includes the word "sex" in it would not have fit in a translation done back then. Pages and pages of discussion later, we decided to keep it as "Okama". While it wasn't a term used back then, it is a term that is known now. Read the article - it's a good read. It is not just thrown into Shiren 2.  It is used purposely to tell the tale of a character who overcomes adversity not unlike many good movies.

I want to say that the okama discussion lasted a week or so with some research in between. I think we normally spend a minute or so per line and up to 30 minutes on the difficult ones. Is it perfect? No, but revision revision revision. I do hope you like it when we release it. I should mention that we also have some time consuming side projects that will tie into the release. We aren't revising all the time.

One last tale - the one that started this all. I noticed someone has some Shiren 2 merchandise on eBay right now. That led us to talking about Shiren 2's release competition (there will be more on that later), which led us to the 20th Shiren anniversary.  Incidentally the Shiren 2 OST is actually the Shiren 20th CD set.  3 CDs with multiple Shiren game soundtracks on them. At the same time, websites back then were discussing old Shiren games and I happened to see this: - it's Shiren Monsters: Netsal. Basically a GameBoy Advance soccer game based on Shiren and it's monsters.  It was a fun night of chatting about random Shiren stuff.

Oh, and here's a sneak peek of the calculator we use for widths:

EverDrive 64 / Re: Virtual Pro Wrestling English Translation Beta
« on: February 08, 2020, 03:08 AM »
I think you can just add:

NVPE=3 (Virtual Pro Wrestling English Translation)
I didn't know you could use the whole game code. That makes it useful for distinguishing between regional versions.
Huh, I thought they were already in use.  I honestly have no idea.  I'll see if I can test it with Shiren.

EDIT: Just confirmed that the 4-letter name won't work.  Just the 2-letter or the CRC.  Sorry about the confusion.  So it'll have to be reverted to VP=3 and {the current CRC}=3

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