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(11-18-2013, 01:53 PM)Red Soul Wrote: First, I'd like to thank everyone involved in the CF2 patch for their hard work (this game and its predecessor are pretty much the only reasons I bother with NGPC emulation and further, it is also the reason I registered here).
Raohmaru's effort to further polish the patch is indeed something great (I haven't tested it yet), but on the stock patch
there is a little issue I came across that I'd like to respectfully report. When using short animations, Hiryu's name appears under the attackers' names, regardless of Strider being present or not during the attacks.
I imagine this was either something that was never found or couldn't be solved, but I thought I'd report it here.
Edit: to post images here, do I have to use HTML tags?
Edit 2: After some quick digging, I found out this error also happens in the japanese game under the same conditions,
so it is no fault of the patch.
Thank you for the kind words, Red Soul! I really love the fact that people are still playing Cardfighters Clash 1 and CFC2English nowadays both on emulator and actual NGPC hardware.
I think you can post images here just by uploading them in the message editor. Maybe my interface is slightly different, since I'm an admin, though.
That's a pretty interesing bug you found. I'm quite glad to hear that it happens in the Japanese version, though, because I was really scratching my head trying to understand what I may have done.
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You bet people still play it, Flavor!
It's a fast-and-furious and easy to pick up but hard to master card game after all. The graphics are great, the ruleset doesn't have complicated rules and so on.
Further, I feel if the NGP has what can be called killer app, it is in the form of the CFC games, in my opinion.
Last but not least, since the NDS offering is so horrendously deviating from the source material, that's all the more reason the original games are going strong.
I put the images regarding that little issue I found below and used a yellow rectangle to mark the text area. I apologize if the size causes excessive page stretching in advance.
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(11-19-2013, 03:54 AM)Red Soul Wrote: You bet people still play it, Flavor!
It's a fast-and-furious and easy to pick up but hard to master card game after all. The graphics are great, the ruleset doesn't have complicated rules and so on.
Further, I feel if the NGP has what can be called killer app, it is in the form of the CFC games, in my opinion.
Last but not least, since the NDS offering is so horrendously deviating from the source material, that's all the more reason the original games are going strong.
I put the images regarding that little issue I found below and used a yellow rectangle to mark the text area. I apologize if the size causes excessive page stretching in advance.
Thanks. Actually, I wonder if this actually may be something I could fix in the text. It's good to have here as a reminder, because I probably can't look into it anytime real soon.
However, I do know how these texts are generated, and it may be (or may not be) a simple fix.
Thanks again!
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(11-19-2013, 04:04 AM)Flavor Wrote: Thanks. Actually, I wonder if this actually may be something I could fix in the text. It's good to have here as a reminder, because I probably can't look into it anytime real soon.
However, I do know how these texts are generated, and it may be (or may not be) a simple fix.
Thanks again!
I really appreciate that you took a look at my report, thank you.
Like I said, all in all it is a rather minor (if intriguing) issue that doesn't
really detract from the gameplay or fun factor at all, but I'm happy to help in any way I can.
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Gracias amigo. Good to hear more work is still being done on this game.[/i]
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11-19-2013, 05:20 PM
(This post was last modified: 11-19-2013, 05:23 PM by Red Soul.)
Here's a little issue I found with Shingo's active ability. The text doesn't account for all the targets the ability hits.
Edit: I'm not sure how damage calculation is made in this case (the base damage is 300, does the text only report the result of 300 - current BP?
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Hello, everyone! This is Jess Ragan... I played a peripheral role in the Card Fighter's Clash 2 translation. The way I remember it, I supplied character descriptions ("flavor text") for the game, but they weren't used; possibly because the project was put on hiatus.
If the project has been revived, I'd like to be a part of it. I'm not sure if I have the descriptions anymore... it was a long time and several computer upgrades ago. However, it might be best for me to start from scratch, as there were some gaps in my list. Ten years ago, I didn't know a thing about the cast of Capcom's Warzard; now, that's no longer a problem.
I'll acknowledge that I have only a passing familiarity with Japanese, and that my hacking skills are similarly modest. (I once hacked the Genesis version of Samurai Shodown and the SNES version of Shaq Fu, but those projects were just for my personal amusement.) However, I'm an accomplished writer, having contributed articles to GameTap and 1UP, and have a deep knowledge of SNK and Capcom's respective game libraries. I'm confident that I can write a lot of snappy dialog in the limited space the game's text windows provide.
If you would like me on board for this project, please let me know! I'd love to participate in the translation.
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Here is the file that Jess sent me many (like almost 12) years ago.
cfc2_characters.doc (Size: 56 KB / Downloads: 16)
I need to look around more, too, because I recall another guy helping out with the project and sending me an entire script of flavor text.
Also, keep in mind that one reason I left the flavor text out of the game was because it was running out of room in the ROM. The Japanese characters take up much less space than entire English words do. One way to "fix" the problem was to leave out all the extra (unnecessary) text.
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I think some translators use a technique to cram more text into Japanese games... double byte or something like that. Of course, that would require a lot more work, and it might not be worth the effort.
How many characters can fit into a text window in this game? I suspect that even the brief sentences I'd written may be too large for them.
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(12-13-2013, 06:56 AM)ManekiNeko Wrote: I think some translators use a technique to cram more text into Japanese games... double byte or something like that. Of course, that would require a lot more work, and it might not be worth the effort.
How many characters can fit into a text window in this game? I suspect that even the brief sentences I'd written may be too large for them.
I believe it's called DTE encoding. I'm not hacking savvy but I'd guess the implementation is not exactly super simple.
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