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Title: Demo patch released! (August 12th, 2009) Post by: Cless on August 12, 2009, 01:51:12 PM A couple weeks later than initially estimated, but here it is.
Download the patch and some patchers here (http://www.tales-cless.org/?page=tales#releases) View patching instructions and information here (http://forum.tales-cless.org/tales-of-phantasia/how-to-patch/0/) Not much else to say. Read the front page of the website. Title: Re: Demo patch released! (August 12th, 2009) Post by: battosai on August 12, 2009, 01:58:40 PM yay cant wait to try it out!
Edit: So far so good, it works great for me. cant wait to see the final product ;D Title: Re: Demo patch released! (August 12th, 2009) Post by: DemonFang on August 12, 2009, 02:50:39 PM I'm sooooooooooo excited!!! ;D
Title: Re: Demo patch released! (August 12th, 2009) Post by: dr-nix on August 13, 2009, 03:01:04 PM Works fine. Just tried the very begining though. It was easy to patch and so on. Nice job.
Title: Re: Demo patch released! (August 12th, 2009) Post by: battosai on August 16, 2009, 07:39:17 AM Edit: hrmm it appears that using a different graphic plugin it shows up so never mind what I just said....
Title: Re: Demo patch released! (August 12th, 2009) Post by: Cless on August 16, 2009, 09:46:19 AM Yeah, that sub has issues with the D3D plugins and the OpenGL plugin. There are no problems with it on the real thing, the software video plugins, and apparently the OpenGL2 plugin.
Title: Re: Demo patch released! (August 12th, 2009) Post by: Gibble on August 16, 2009, 01:33:54 PM Gone through the demo twice now on my psp - It works great! can't wait for the full release
Title: Re: Demo patch released! (August 12th, 2009) Post by: headlights on August 16, 2009, 09:12:26 PM ^ Gibble did you use PSX2PSP or POPstation to convert it?
Neither works for me... Title: Re: Demo patch released! (August 12th, 2009) Post by: Gibble on August 17, 2009, 03:36:59 AM I used PopstationGUI 3.00 and you have to use a compression level less that 4 (I used 3)
Title: Re: Demo patch released! (August 12th, 2009) Post by: leon.dx on August 17, 2009, 01:02:00 PM I just want to say that I have played through the demo a few times now and I must say, this doesn't even feel like a fan translation project, it feels like a real localization. The amount of work PP has put into this project over the years really shows it looks absolutely perfect as it is right now so I can't even imagine how much better it will get. O__O Phantastic Work PP. You guys are the best, can't wait for the final patch. (b ' ')b
Title: Re: Demo patch released! (August 12th, 2009) Post by: Cless on August 17, 2009, 02:08:38 PM Nice to get some feedback on the text. nusakan0 and I have worked damn hard to go beyond our base translation (yet not take things way too far) in most places to make it sound natural and readable.
Kinda funny how things have gone since nusakan0 joined the team. I've had to re-evaluate how I see localization. Just a couple years ago I thought we'd be golden as long as we stuck with Demon Fang, Apple Gel, and the story term magitechnology. Nope! This kind of thing was way more than just borrowing legacy terms and doing a grammar cleanup here and there from the translation. I considered the state of the script shortly after Hino Rei finished checking the existing translation for accuracy issues and translating the remaining parts as nearly final (I still have a copy of the script in this state which can be very easily inserted into the game if people actually want to do comparisons. The differences are pretty large, I think). Just before nusakan0 joined the team and started contributing edits, I was extremely conservative about changes that went into the script. With his contributions, I began to realize how much sticking to that approach wasn't going to end up with an optimal localization; games with with even just half-decent localizations still read a lot better than what we had. I loosened up a lot and started contributing more liberal edits of my own, while trying to stay within reasonable bounds (though there are places here and there where you just can't help stretching things even a little further). I think the result has been many times better. Anyway, I'm still going slowly over the fourth draft and attempting to inject a little more life into things I didn't have any ideas for when I did the third draft, or revising stuff I did then with better ideas. I'd just about call it a fifth draft at this point. I do make a lot of small changes that would probably appear to be nitpicky to a lot of people, but I've got some kind of OCD on how I want this thing to turn out. Title: Re: Demo patch released! (August 12th, 2009) Post by: rootbeerking on August 19, 2009, 08:42:24 PM Great work, I too wanna say the translation is amazing! Well worth the wait, and is a lot better than most official translations I think!
I have a question(or two I guess haha): How far does the demo go before cutting you off? or does it? I played until just before the point where Dhaos is set free, and then decided to go to sleep. I know there is no saving, but could one play through the whole game in english, if they never died or turned off the system? Thanks. And keep up the great work. I can't wait to actually play through the full release, the wait has been more than worth it. Title: Re: Demo patch released! (August 12th, 2009) Post by: Carnivol on August 20, 2009, 07:27:04 AM Great work, I too wanna say the translation is amazing! Well worth the wait, and is a lot better than most official translations I think! I think everyone who's been involved somehow are happy to hear these things. You'd be amazed by how many times someone's been displeased with some random line of text and made it seem like it was the end of the world if it wasn't somehow improved upon. Heck, I dunno if Cless is even happy with everything in the demo as they are now, but I guess these sorts of things at least show that he might should be :haha: (I'm such a big meany that I almost exclusively give him negative feedback on stuff. If I didn't comment on it, I either liked it or I missed it... though, I'm very thorough! ;D) I have a question(or two I guess haha): How far does the demo go before cutting you off? or does it? I played until just before the point where Dhaos is set free, and then decided to go to sleep. I know there is no saving, but could one play through the whole game in english, if they never died or turned off the system? I dunno how far after that you followed things, but the demo basically ends (resets) after a little bit of cutscene progression after that (no more interactivity). Title: Re: Demo patch released! (August 12th, 2009) Post by: Heimdallr on August 20, 2009, 06:45:34 PM Maybe it's just my settings or my image but something messed up on me. At the beginning of the demo, I went to go talk to Ami after Chester said she had something for Cless. I talked to her, she said "Oh, hello Cless" and it got stuck on that message. It wouldn't progress no matter what button I pushed.
Chances are it's something on my end but I thought I'd let you know just in case. PS. First post, weee. Hello all. I've been following this project off and on for several years. It's amazing how much work you guys have put into it and kept at it for so long ^^ Title: Re: Demo patch released! (August 12th, 2009) Post by: Cless on August 20, 2009, 07:55:45 PM Maybe it's just my settings or my image but something messed up on me. At the beginning of the demo, I went to go talk to Ami after Chester said she had something for Cless. I talked to her, she said "Oh, hello Cless" and it got stuck on that message. It wouldn't progress no matter what button I pushed. I've never experienced anything like this before while testing the game with ePSXe or my PS2. Can you tell me what you were using to play it with? Title: Re: Demo patch released! (August 12th, 2009) Post by: Carnivol on August 20, 2009, 08:47:57 PM Haven't had that happen on me neither, and I think I might've ran through the opening of the game on almost anything and everything that will play a PS1 game at the moment :haha:
Only time I've had problems was on my PS1 when I used some bad CD-R media... and when I made the cheat engine crash a couple of times when pausing emulation and resuming it. Title: Re: Demo patch released! (August 12th, 2009) Post by: Heimdallr on August 20, 2009, 08:52:25 PM I've never experienced anything like this before while testing the game with ePSXe or my PS2. Can you tell me what you were using to play it with? I used ePSXe 1.7.0, running the game straight from the .bin file. Video plugin: Pete's OpenGL Driver 1.76 Sound plugin: ePSXe's core SPU I was using my PSP as a virtual joypad, if this helps any.. Title: Re: Demo patch released! (August 12th, 2009) Post by: Carnivol on August 20, 2009, 09:10:29 PM Dunno how that virtual gamepad thing works, but I'd guess there likely was an issue there somewhere (dunno if it just emulates keyboard input or if it pretends to be a normal gamepad)
Title: Re: Demo patch released! (August 12th, 2009) Post by: Heimdallr on August 20, 2009, 09:20:10 PM It pretends to be an actual gamepad. Another thing about it is it works on a wifi connection, so maybe something just happened to interrupt the connection at that time... I'll try playing the demo again using my Nyko Airflo.
Edit: I didn't encounter the problem again using this controller. I guess either the PSP's wifi connection was interrupted or there's a problem with the homebrew itself. I really should've tried it with a different controller before posting here.. D: Title: Re: Demo patch released! (August 12th, 2009) Post by: Cless on August 20, 2009, 10:50:37 PM Does it happen again while using the PSP? If so, it's probably that.
If not, it's hard to come to any sort of definite conclusion, since every computer is different. Title: Re: Demo patch released! (August 12th, 2009) Post by: Heimdallr on August 20, 2009, 11:12:15 PM It didn't happen again using the PSP... I wonder what happened the last time ???
Title: Re: Demo patch released! (August 12th, 2009) Post by: Cless on August 20, 2009, 11:24:44 PM All I can do at this point is relay something Habilain told me about a month ago...
Quote As to what happened... possibly a cosmic radiation induced error? Computers get 1 cosmic radiation error per month of uptime per gigabyte of RAM used. You have to be really unlucky still, but meh... I don't really know anything about that, but yeah. That's one other possibility, I suppose. Title: Re: Demo patch released! (August 12th, 2009) Post by: Heimdallr on August 20, 2009, 11:30:03 PM Hah, maybe that's what happened after all. Thanks.
Title: Re: Demo patch released! (August 12th, 2009) Post by: leon.dx on August 21, 2009, 09:02:21 PM Cosmic Rays...lolwut.
Played through the demo again, this time on my PSP, works great. Title: Re: Demo patch released! (August 12th, 2009) Post by: DemonFang on August 23, 2009, 05:31:49 PM I'm having a problem, too, and as usual I'm clueless about it. I seem to be having some trouble playing this on my PSP.
I ripped the game from my own personal copy (using ImgBurn), and applied the patch with no trouble. When I try running the game using the ePSXe emulator, everything works fine. The problem is when I try to convert the game to an eboot. When I try using PopStation GUI v3.00 and run the eboot on my PSP, I simply get a black screen. Nothing happens. When I tried using v2.21, my PSP says "The game could not be started. (CA000005)". I have tried compression levels 3 and 4, if that matters. I have never had this sort of issue before...what could be the problem? This usually works! Title: Re: Demo patch released! (August 12th, 2009) Post by: Gibble on August 23, 2009, 05:50:25 PM are you using popsloader? you should use 3.71 - worked for me
Title: Re: Demo patch released! (August 12th, 2009) Post by: DemonFang on August 23, 2009, 06:07:50 PM No, I wasn't using popsloader. I was able to play Absolute Zero's translation on my PSP without it, so I figured I wouldn't need it for Cless's translation, either, since it's the same game.
Oh well. I guess I'll try it, then. Thanks! Title: Re: Demo patch released! (August 12th, 2009) Post by: DemonFang on August 23, 2009, 06:58:47 PM Nope, still didn't work. I used 3.71 and now whenever I try to play the game my PSP just turns off.
Title: Re: Demo patch released! (August 12th, 2009) Post by: Carnivol on August 23, 2009, 07:55:40 PM Are you currently able to run any other PS1 games on it?
Could be something wrong with your setup. Also, always make sure you've got popsloader handy, you might want to experiment with which one you use... I forgot what I was using early, but I think it might've been 4.## something. Also, try without compression first. I dunno if compression breaks compatibility, but just give it a shot with none first. Title: Re: Demo patch released! (August 12th, 2009) Post by: DemonFang on August 23, 2009, 08:46:37 PM Thanks for the help. Yes, I am currently able to run several other PS1 games with no trouble at all. Also, I tried it with no compression and that didn't seem to help. I'll try experimenting like you said. =)
Title: Re: Demo patch released! (August 12th, 2009) Post by: Carnivol on August 24, 2009, 06:52:14 AM I never tried the demo on my PSP (but other builds have been up and running smoothly), but I'll give it a shot later. It "should" work, though. Nothing about the demo (vs other recent test builds) should be so radically different that it'd make the game misbehave on the PSP. So there's probably just something wonky.
Anyway, digging around a bit, it seems like 3.## pops had a lot of crashing/black screen problems with the Absolute Zero patch, at least (though, I know that the battle related crashes there are not 'cause of their patch, but the game itself. Not sure about the rest) Anyway, it's a known issue that the tool you use to create your PS1 game eboots with might be the source of the problem too (and may have been in the aforementioned case too) Could be a case of using the wrong game ID too, but I seem to recall Phantasia working fine while using its own... Title: Re: Demo patch released! (August 12th, 2009) Post by: DemonFang on August 24, 2009, 09:53:52 AM Anyway, it's a known issue that the tool you use to create your PS1 game eboots with might be the source of the problem too (and may have been in the aforementioned case too) Is there another tool you'd suggest? Title: Re: Demo patch released! (August 12th, 2009) Post by: battosai on August 24, 2009, 10:02:37 AM I'm having a problem, too, and as usual I'm clueless about it. I seem to be having some trouble playing this on my PSP. I ripped the game from my own personal copy (using ImgBurn), and applied the patch with no trouble. When I try running the game using the ePSXe emulator, everything works fine. The problem is when I try to convert the game to an eboot. When I try using PopStation GUI v3.00 and run the eboot on my PSP, I simply get a black screen. Nothing happens. When I tried using v2.21, my PSP says "The game could not be started. (CA000005)". I have tried compression levels 3 and 4, if that matters. I have never had this sort of issue before...what could be the problem? This usually works! If I remember correctly CA000005 means your missing the keys.bin file in the eboot folder ... but its been along time, try using psx2psp 1.4.2 to make it, it will need the keys.bin and base.pbp to run but I never have any problems with it...(cept for threads of fate of course) Title: Re: Demo patch released! (August 12th, 2009) Post by: DemonFang on August 24, 2009, 10:08:52 AM Nope, I have the keys.bin file with the eboot...
EDIT: Okay, I just replaced all the popsloader files on my PSP, and now the game seems to run fine. Don't know why it was giving me trouble before, but as long as it works now I'm good! Thanks for the help, guys. Title: Re: Demo patch released! (August 12th, 2009) Post by: Leiw on October 02, 2009, 02:03:07 PM Great job Cless, I just fought my way through the demo and I must say the text feels very real and polished.
I had to play it on ePSXe though cuz my new HDTV can't display NTSC 60 Hz in colour... maybe I'm doing something wrong, or my RGB cable doesn't do the job anymore... For anyone playing this game on epsxe, I would recommend using the Eternal SPU Sound plugin instead of the internal epsxe one and use the settings "Buffer size = 22" and tick the option "SPU IRQ - Force interruption flag7" |