Bugs, Icons, and Clock Cycles

2 weeks, 6 days ago by Mato

Various news on the sprite text front. First, Jeff and I spent a @O*#TUOS amount of time trying to figure out a few bugs that our sprite text hack was causing. I won’t go into the details, but eventually we found and fixed them. They were real nasty ones, too. Very glad that that’s over. Here are some pics of the bugs now gone.


  • Claus doesn’t freak out now

  • Boney doesn’t move now

  • A different bug (before)
    (ignore the blue, that’s for testing)

  • after

These bugs affected a bunch of other things too, so it’s good to see them gone now.

The next thing to do was make the sprite text handle the status icons correctly. It was a huge pain, but I spent a few hours today getting it to work. It’s lame, because there are only 8 item descriptions in the game that use these status icons. Ah well. Here are screens of some of them in action. I’m pretty proud of how they turned out, for some reason.


Oh yeah, it looks like the “KumatoraD/   uster” problem was fixed, but not *really*. It’s hard to explain, but we’ll still need to do a quick hack to make the menus handle 8-letter names correctly.

After that, I needed to fix a few other little bugs/rare instances of stuff. After that, I wanted to see how much sprite text could be thrown at the enemy descriptions. It looks like we can use more text than can fit on the screen now. Hail the power of sprite text welding! I’m not sure if there are any string overflow problems with such long descriptions, but I’ll look into that later. There seem to be no problems now, at least.

I did some general testing to see if there were any other glitches, but nothing’s turned up. So for now, it looks like the sprite text hacking is done. But there’s still one last thing to do before we can cross that off the to-do list: optimization. I showed a video earlier of how much slowdown occurs when there’s sprite text on-screen. It’s definitely unacceptable, so now I need to make it so this sprite text hack works magic and makes things run smoothly.

The first step was to see where the bottleneck/bottlenecks are. My first hunch is that the font-copying code itself is the biggest problem. The game constantly copies/draws the font over and over and over, even when nothing is happening or changing. My idea for optimization is to have the game draw the text only once, when it needs to be drawn, and then skip any re-draws until a change happens. To see how much of a speedup we’d get, I turned off the font-copying routines. The speed-up was a lot more than I expected.

(Warning! Boring video, ignore if you don’t like blah blah technical crap)

So the font-copying is the biggest obstacle, but you can tell from the name summary screen that it’s not the only major cause for slowdown. So another thing we’ll have to do is really optimize our hack code and smooth everything out so it’ll run faster. This almost sounds like a homework assignment for a CS class. I should also mention that I use the naming screen as benchmarks, but the slowdown stuff affects any screen with sprite text, which means pretty much any main menu/shop menu-type screen.

Anyway, so those are the next two things I’m gonna have to work on next. I’ve been dreading this for a while now, but hopefully it’ll go easier than I fear. This sprite text hack = insane. It’s probably almost as much code as all our other hacks combined. This makes that crazy battle text hack look like child’s play now 8O

Please accept this screenshot. It is heartwarming and fuzzy.

Posted on Wednesday, April 23rd, 2008 at 7:04 pm by Mato, filed under Uncategorized. You can follow any responses to this entry through the RSS 2.0 feed. Responses are currently closed, but you can trackback from your own site.

337 Responses to “Bugs, Icons, and Clock Cycles”

  1. Megahedron said 2 weeks, 6 days ago:

    Wow, awesome. So about how long do you estimate this hack to take to finish up?

  2. Vagn said 2 weeks, 6 days ago:

    Great job Mato!

  3. MinunQ said 2 weeks, 6 days ago:

    Well, I’m glad all those problems are gone now.

  4. A Fan said 2 weeks, 6 days ago:

    Glad to see it coming out so nicely! Will you keep a log somewhere of “gotchas” like the second-line problem for status icons that future translators may need to know about?

    And Jupiter-x was correct in the last thread from the old story, eels are, in fact, fish. I’m surprised, though, that we actually did have an ichthyologist (or at least someone who could fake it) in the house…

  5. The King and Queen of Cheese said 2 weeks, 6 days ago:

    Amazing. The awesomeness of your undertaking has rendered me…speechless (…………………………………).

  6. Sparks said 2 weeks, 6 days ago:

    YAY! I love updates!

  7. Moulinoski said 2 weeks, 6 days ago:

    I hope what you need to fix doesn’t break anything else. D: I mean the project looks so nice now it’d be a shame for something to blow up…

    Well, best of luck, to you, Tomato and Co.

  8. Sharpie EB said 2 weeks, 6 days ago:

    Yes.

    Everytime I see a knew MOTHER3 post I get so excited. It seems really close to being done. But you never know that one thing could damage the whole project and make everything die.

    I cant wait. When the patch is done Im not talking to anyone for at least 17 days

    Its great that you have fixed the bugs that are bugging you and stuff. Its great that the team is taking time out of their like to bring a fantastic game to the english language.

    Thanks a lot

    Sharpie EB

  9. Eric Picard said 2 weeks, 6 days ago:

    Sweet. I love reading these updates. Keep up the good work!

  10. ArashiSai said 2 weeks, 6 days ago:

    YES!!! Now I don’t have to be reminded of M3’s birthday for the 100000000000000000000000000000000000000000000th time ( I do check this site about that many times a day)

  11. NatrapsX said 2 weeks, 6 days ago:

    Kick-ass as usual!

  12. Poo said 2 weeks, 6 days ago:

    Everytime I start a new game of Mother 3, I’m going to picture Boney moving all the way to the left.

  13. KMeist Hax said 2 weeks, 5 days ago:

    Anyone else notice that the sound that plays when you accept the names at the end of the naming screen in the JP version sounds different from http://www.youtube.com/watch?v=jzFR22uNHAM where there seems to be slowdown at the end? I just noticed that right now.

  14. Adam said 2 weeks, 5 days ago:

    Yay! This is exciting stuff!!! Congrats on almost knocking out another obstacle!

  15. Magus said 2 weeks, 5 days ago:

    Optimizing some crazy ass mega hack?

    Mato. You’re gonna need a beer or three.

  16. Troy said 2 weeks, 5 days ago:

    You are amazing Mato what you’re doing is amazing as well

  17. Old West said 2 weeks, 5 days ago:

    The game constantly copies/draws the font over and over and over, even when nothing is happening or changing.

    A) What in the world is the logic behind that, B) Why didn’t that process lag the original version?

  18. eedracon said 2 weeks, 5 days ago:

    how did the first people read it so fast?

    Well it seems you are slowy figuring out the problems present. But, I find it insane that it is progressing so quickly. You are now highest grade robots, congradulations. (I had to bring that back from the grave)

  19. Mato said 2 weeks, 5 days ago:

    A) Hard to explain, but it makes it easier to handle things when some text has changed on screen but other text hasn’t.

    B) The game actually had something just like what I need to do. If a tile already has the same letter as the letter we’re about to draw, it’ll skip it. But the fact that we’re now using multiple letters per tile screws that up entirely.

    —–

    I just now realized that part of my original idea for telling if text has changed or not won’t work in all cases — my idea was to check the string’s address and the string’s length with, but I just realized that won’t be enough for things in RAM. If only there was some way to do this easily :/

  20. Old West said 2 weeks, 5 days ago:

    Ah, okay then. Well naturally I wish you luck, and I’m sure you’ll have found your way out of this in no time. :)

  21. Arsenis said 2 weeks, 5 days ago:

    It’s weird how I am sitting here, not doing any hacking.
    And I feel the frustration.

  22. TheBird said 2 weeks, 5 days ago:

    these updates always make my day

    if i knew anything about rom hacking, i would have offered to help.

    but i don’t

    im a good programmer though

  23. Redlandsman87 said 2 weeks, 5 days ago:

    Cool, a new update. ^^b

    Good job, Mato. You’re getting closer and closer every day.

  24. Zaxtur said 2 weeks, 5 days ago:

    I think when I finally get to play the fully translated version of Mother 3, I will honor you by naming my game dog Mato instead of Boney.

  25. Zaxtur said 2 weeks, 5 days ago:

    * or I could put in my favorite food as “Matos.” LOL.

  26. MasterInsan0 said 2 weeks, 5 days ago:

    I love the technical blah blah parts of the posts…in fact, they’re what keep me coming back. =P
    I guess I’m just a nerd like that.

    As a side note, this week’s Zero Punctuation mentions Mother 3 (although it’s actually reviewing Brawl). Yahtzee seems to share our view that it would have sold extremely well in English. I wonder if he knows about the translation…?

  27. A Fan said 2 weeks, 5 days ago:

    Instead of the string length, why don’t you use some simple hash on the string as well as the address? Then you shouldn’t get confused by strings of the same length in the same place in RAM.

  28. James said 2 weeks, 5 days ago:

    Just out of curiosity, do you have any numbers on how many people are subscribed to the RSS for this blog? And great work, thanks for keeping at it despite difficulties!

  29. MotherAddict said 2 weeks, 5 days ago:

    that screenshot made my day.

    good job, but it looks like you’ll need some good luck for the upcoming fix,

    SO GOOD LUCK!:D

  30. dramere said 2 weeks, 5 days ago:

    word to favorite food “matos”, and word up to tomato himself

  31. Aphrodine said 2 weeks, 5 days ago:

    I actually appreciate the technical blah-blah on this blog. Otherwise I would have imagined that the translation would have happened like this:

    1.) Read the game in Japanese.
    2.) Make an educated guess as to what it says in English.
    3.) –MAGIC HAPPENS!–
    4.) End.

  32. Castform said 2 weeks, 5 days ago:

    stop messing around asking when this finished, im glad you are in it, even if it a minor update thank you so much for doing this, I really want to help if I’ve got time, love mother 3

  33. Crass said 2 weeks, 5 days ago:

    I don’t if you’re actually “doing a great job” because you guys are the only ones doing this but to me it looks like you guys are doing an incredible job, the rate you’ve been taking care of each problem has gone by extremely fast (even though I’m sure it feels like forever)
    anyway thanks again guys, really appreciate the time put in to this

  34. PizzaPasta said 2 weeks, 5 days ago:

    God, it looks so damned good in english. I ordered a copy from NCSX two weeks ago and I started playing around with it today.

    I can’t read much outside of the names and some of the items but I get the general idea of what’s going on. It really does seem to be made with the non-japanese speaker in mind.

    I have to say that I’ve been playing RPGs for about 20 years now and I’ve never had so much fun in an rpg battle.

    God, I just can’t get over how good that Earthbound font looks!

  35. Darkmark said 2 weeks, 5 days ago:

    “…but the slowdown stuff affects any screen with sprite text, which means pretty much any main menu/shop menu-type screen.”

    Does this mean that you don’t use sprite text welding for the main script? In the last video some text was vanishing or getting eaten because there were so many letters on the screen.

  36. KMeist Hax said 2 weeks, 5 days ago:

    A Fan: Hashes take time to compute, unless there was a really quick one that was sound enough to work…

    For about half a second I was honestly thinking the solution to the “check if text has changed” problem would be to create an event handler. That’s what happens when you spend a whole week coding in C# and then read an ASM hacker’s blog.

    James: You can’t really tell how many people have subscribed to the RSS.

    — Last note —

    about Yahtzee’s mention of MOTHER3, I wholeheartedly agree with everything he said… Plus Nintendo’s going to be out of franchises once Mario Kart Wii is out.

    I mean it’s not like I’m going to sell my Wii or anything - especially since it’s been hacked for homebrew/emulators now, so I can play Earthbound on it and MOTHER3 when this translation’s done. Still, I don’t see what Nintendo has planned other than “rehash our old franchises” and “rehash sports games with waggle gimmickry”… Maybe Wiiware will find a healthy balance between the two. I mean there is the Strong Bad’s Cool Game For Attractive People game type series.

    Someone should make a counter, when the final patch is out, showing how many downloads occured, and how much money Nintendo lost out on. I guess that would be a little too antagonistic, though.

  37. G.Wicks said 2 weeks, 5 days ago:

    I cannot accept that screenshot because there shouldn’t be a comma after “fluffy”.
    >:P

    It’s gotten to a point where, even though your most recent achievements on this project are probably really huge, the newer changes are appearing to be smaller and smaller. It really seems like you are getting closer and closer to fine-tuning stages. I can’t believe how much you’ve achieved in just one year, it’s pretty amazing. This will truly be the most important fan translation of any game ever, ever. People will erect a giant golden statue of a tomato in your honor. There will be magazine articles and parades in the streets. I can’t wait. This game is going to be awesome.

  38. NintendoBrad said 2 weeks, 5 days ago:

    If hacking M3 were a videogame, you guys would be at the mini-boss right now.

  39. KKH3049 said 2 weeks, 5 days ago:

    I love chickys.

  40. Mato said 2 weeks, 5 days ago:

    Darkmark: The main script doesn’t use sprite text. But it does use a buffer, and it only allows for a small # of letters. I can only think of one good reason for doing it that way, and that’s to make text lines move up more easily. I might have to do a repeat of the battle text hack for the main script. My other choice is to do text welding here, too. It might not be as big of a pain since I wouldn’t need to allocate sprites, which is a huge mess. Either way, it’s going to be a very painful hack.

  41. Alaska Nebraska said 2 weeks, 5 days ago:

    It was a huge pain, but I spent a few hours today getting it to work. It’s lame, because there are only 8 item descriptions in the game that use these status icons.

    See, this is why I love you guys. You put your all into taking care of the seemingly arbitrary things. You have my eternal gratitude.

  42. mitch said 2 weeks, 5 days ago:

    Quick one for finals week!

    http://i32.tinypic.com/abru3q.png

  43. Clawclaw said 2 weeks, 5 days ago:

    Mitch, I would pay to see that fight.

  44. Brandon said 2 weeks, 5 days ago:

    Total pedantry:

    On the shop screen, on the left, the feathers are precisely two pixels above the text baseline, and two pixels left of the first letter. On the right, the feathers are seven pixels above the baseline, and four pixels left of the text.

    The tiniest of tiny tiny issues, I know. But maybe it would totally be an easy fix to do in between tearing out your hair on the important problems.

  45. CaptainDuh said 2 weeks, 5 days ago:

    “I just now realized that part of my original idea for telling if text has changed or not won’t work in all cases — my idea was to check the string’s address and the string’s length with, but I just realized that won’t be enough for things in RAM. If only there was some way to do this easily :/”

    Mato: You may have been over this already, but why can’t you just set a bit when the string changes? Are there too many things changing the string for this to be feasible?

  46. TheMetroidMan said 2 weeks, 5 days ago:

    Hey Mato I have a question for yah! I just found another rom for Mother 3, an untainted one that I am saving for the final patch when it comes out however it looks like a different file from the menu patched rom I have now. The file I have now looks like the winzip icon, since I use it to unzip and when it click that in Visual Boy Advance it loads up just fine in Japanese. When I have to apply the patch will I just use the folder/zip file thing or do I need to delve deeper to find a certain file to apply the patch to. Hopefully I am not being too confusing or dumb haha. If anyone else knows the answer feel free to chime in since I am probably not as tech savvy as many of the people on here. Thanks so much Mato and your progress makes me happier everytime I see it. I pray 9 times for your success with optimizing the sprite stuff.
    Your fellow fan,
    TheMetroidMan

  47. misterknuckles said 2 weeks, 5 days ago:

    G.Wicks: the comma after “fluffy” is an Oxford comma which is a perfectly acceptable use of a comma, it’s just not commonly used in American English grammar. :P

    I’m more bothered by the use of “Omelets” instead of “Omelettes” although both are technically correct.

  48. Jean said 2 weeks, 5 days ago:

    shfjgj Awwww ; v; chick~

  49. Mato said 2 weeks, 5 days ago:

    mitch: still seems cool to me :)

    Brandon: You *do* know that the pen cursors animate and sort of “bounce” up and down, right?

    CaptainDuh: The problem is that there are multiple strings at any one time, and more can appear or current ones can disappear at any time. You need to keep track of them all, it’s not just one string.

    TheMetroidMan: If you’re not very computer savvy, then I recommend you unzip the ROM, then get rid of the .zip file. This will leave you with the uncompressed clean ROM. Sometimes people try to patch the zip file or try to stick the patch in the zip file with the ROM and of course that’s not going to work. So to avoid future confusion, it’d probably be best to unzip the file.

  50. Gabe said 2 weeks, 5 days ago:

    My blackberry made the ting noise and then there was Mother stuff. Someone SHOULD make Mato into a game. The Mato Saga. Only for SegaCD.

  51. VRoope said 2 weeks, 5 days ago:

    You guys rock. It’s heartwarming to read into all these little details. Keep up the good work!

  52. rc5 said 2 weeks, 5 days ago:

    Wait… they don’t use the comma at the end of the list in American grammar? Really?

    Weeird.

    Are there only four status effects in Mother 3? Or just four with item antidotes? i.e. There’s no mushroom!!??

  53. A Fan said 2 weeks, 5 days ago:

    KMeist: Actually, I’m almost wondering if a CRC will do, those can be computed in O(n) with a very low constant multiplier. I mean, most are little more than a shift & add…

    Maybe this hash? http://isthe.com/chongo/tech/comp/fnv/

    If we knew all possible strings, there are ways to find a perfect hash function, but… :)

  54. SoreThumb said 2 weeks, 5 days ago:

    Lucas’s equipment in your final screenshot assures me that all a dude needs in life is a Chick.

    Well, me, myself, I’d at least like Mother 3 when you’re done with it, too 8)

    BTW, ever consider checking your host access logs to see which IPs access the site? consider that Itoi could have visited it once, perhaps 8)

  55. Mato said 2 weeks, 5 days ago:

    After updating, I went and started to clean up the sprite text hack code. Most of the excess baggage stuff was easy enough to get rid of, but the *really* cycle-intensive stuff I might need to look more at later to try to get better results.

    After that, I was tired but didn’t want to sleep, so I decided to relax by doing some more easy, aesthetic stuff real quick. You might notice a few little changes here, for example :P


    I might not get much done tomorrow, I need to focus intently on real life work. What sucks about this difficult hacking is that you can’t really get anything done unless you have huge blocks of time to devote to it. Having lots of 15-minute breaks won’t get you anywhere.

    Anyway, a hash is a decent idea, A Fan. But I’m worried it might lead to false positives, plus it needs to be really fast, since these checks will always be executing non-stop and I’m trying to REDUCE the # of cycles as it is already. I had another slight idea, but it would need some RAM, and I’m always scared to use big chunks of RAM. But it may be the best choice yet.

  56. seth said 2 weeks, 5 days ago:

    no idea why you guys are doing this, and what youre getting out of it if anything. But what you guys are doing is completely awesome, and i had to buy both mother 3 soundtracks just to show some sort of appreciation (which both just make me want to play the game more.) Keep up the good work, and God bless yas.

    Seth

  57. Platypus Man said 2 weeks, 5 days ago:

    Just to be clear, the comma at the end is a serial comma (http://en.wikipedia.org/wiki/Serial_comma), and it’s not an American/British thing. In fact, it’s more common in American than British. As an American who is bothered very much by the lack of a serial comma, I thank Mato for putting it in there.

  58. Mechageo said 2 weeks, 5 days ago:

    Great work so far! The answer will come to you in the shower.

  59. G.Wicks said 2 weeks, 5 days ago:

    MisterKnuckles:
    Oxford English, eh? You know, there really shouldn’t be a difference between American and actual British English. All I know is that when listing things the last two items are not separated by a comma, just the word “and”. I wonder why that’s different with Oxford English? I wish I had known that as a first grader, I could have given my teacher a smart-ass remark when she corrected me in English class.

    I think Mato lives in Arizona or something so I’m not sure if he’s British.

  60. pauyasfyla said 2 weeks, 5 days ago:

    I find the Oxford comma less confusing, personally, as it separates the last two items in the series. It’s a matter of taste, really. Neither way is incorrect.

  61. misterknuckles said 2 weeks, 5 days ago:

    I’m not saying that the comma is only a British thing, because Mato is clearly American. I’m just saying that the particular comma you mentioned isn’t a mistake. When listing things in a sentence you can either separate the last item with a comma followed by the word “and” or you can ignore the final comma and just separate the final two words with “and”. The line would still be correct if it said “Tiny, yellow, fluffy and chirpy.” It’s just a minor differencne in writing style. Some style guides say use the Oxford (serial) comma, others say avoid it. No big deal.

    If you’re curious, the main differences between American English and British English are mostly in spelling and vocabulary choice. Wikipedia has a really long article about it, although some of the stuff it says isn’t entirely accurate. http://en.wikipedia.org/wiki/American_and_British_English_differences#Writing

  62. A Fan said 2 weeks, 5 days ago:

    G.Wicks: I think he used to live here, but doesn’t any more. I know that we both graduated from the same university (ASU) a few years apart, but I never (knowingly) met him. Though I think I was playing some of his translations at the time, or at least soon afterwards … :)

    Mato: How big are your registers, again? 32 bits? Because that algorithm seems to be just about a shift & add instruction for each byte of text you consume and if you have a 32-bit register, it should be easy to use that variant. It says it’s really good for situations where very similar text needs very different hash values. Perfect hashing, of course, would be ideal, but you can only compute a perfect hash if you know every possible string that could be in memory.

    I’m afraid that’s likely to change on you :) I also seem to recall that the means of FINDING the perfect hash takes quite a while, though there are programs that do it for you, I think. It’s been a really long time since I read about that.

  63. Triangle said 2 weeks, 5 days ago:

    lol, i love how people just find the smallest thing to nitpick about,….. eg the comma issue,.. its pretty funny (and probably a bit annoying to Mato?)

    Mechageo: i agree with that…. a long shower might do him good :)

  64. Carl said 2 weeks, 5 days ago:

    I am reminded of the story of an author who was annoyed that his editor always removed his serial commas. In retaliation, he dedicated one of his books to “my parents, Mother Theresa, and God.” Of course, that phrase has a very different meaning sans comma.

  65. misterknuckles said 2 weeks, 5 days ago:

    Yeah, it is a small thing to nitpick about. But people on all forums and message boards do the same thing. Check this out for some EB Style humour:
    http://www.annoyances.org/exec/show/article09-208
    “How many forum members does it take to change a light bulb?”

    BTW. This project is really amazing so far! I can’t believe how much work goes into translating a game. Everything looks so professional. Good luck Mato & Jeffman, hope things end up going more smoothly for you after this slow-down issue gets resolved.

  66. Thanius said 2 weeks, 5 days ago:

    Where do I donate?

  67. Jeffrey said 2 weeks, 5 days ago:

    Wow, this looks great!
    This update gets me all pumped up and energized for the next update, btw that Video makes this next obstacle look like real bad news. :(

  68. Charles said 2 weeks, 5 days ago:

    66 responses in 7 hours?
    That’s OBSCENE. Seriously, NoA needs to get their heads out of the dirt..

    So I was talking with a friend of mine (another EB fan) and we were discussing the upcoming remake of Final Fantasy 4 on DS..
    If you haven’t seen it, you should check it out; it looks amazing. Full 3d rendered graphics, voice acting… It’s impressive.
    So my question is… If they can do that to a classic SNES game like FF4, then why can’t they do it with Earthbound? Seriously, EB would just be twenty times awesomer(if that’s even POSSIBLE) with all those beautiful 3d graphics and such… And even voice acting for all its zany text!

    x_x
    When is NoA gonna get their collective head out of the dirt and see the light… The glory…
    The MOTHERship.

  69. ok said 2 weeks, 5 days ago:

    Excellent Mato. . I am Very Impressed as of Usual. To Solve Your Problem, Perhaps When Performing The Tasks Of that is Sprite Welding, Create a Limited Series of Indices Particular To that Instance of Text For Which Sprite Welding is Performed .. A Sort of Temporary Enumeration If You Are The Will of my Idea. It is Unlikely you Will Be Constrained by RAM with Even Several Sprite Welds in a single Dialogue with This Method ! Use These Values On Each Redraw To Perform the Traditional Character Comparison Otherwise Impossible Due to sprite Weld Techniques ! No Problem of Hash Computation Overhead ! A Little Arbitrary I Admit but In ROM Hack What is Not Arbitrary And Draconian ? Perhaps more methamphetamine Will Solving your Problem Mato my Boy!! Puff Puff!

  70. Charles said 2 weeks, 5 days ago:

    What’s sad is I actually understood most of that…
    D:

    Way to kill my brain at 2am. xD

  71. PK2 said 2 weeks, 5 days ago:

    Wow, this is really great work. I find it great you’re working so, SO hard on this to get a translation of the excellent Mother 3 to all of us. When this is finally released, I hopefully WILL donate, just to give you a ittle something for your trouble. Great work, and I sincerely hope this whole thing works out… Then I can take ALL the Mother games, in English, on my iPod hahaha… I hate Nintendo of Europe for not releasing any of them here.

  72. somedood said 2 weeks, 5 days ago:

    so wait, does that mean once you’re done optimizing this you’re done with the hacks?

  73. Manners.jr said 2 weeks, 5 days ago:

    now im happy and all about the translation but what about the people who cant or dont want to download the game and play on a emulator. i want to play on a gba/ds cart

  74. Real1 said 2 weeks, 5 days ago:

    Manners.jr, you use a flashkit for that.

  75. G.Wicks said 2 weeks, 5 days ago:

    Whatever. It still bugs me though.

  76. Chano said 2 weeks, 5 days ago:

    Mato, are you using available IWRAM for VWF hack? Past week I did a sprite VWF text system for my game and when I put the routines in IWRAM I got a 350% speedup, so just assure than the whole routine is placed in IWRAM (if there’s enough space).

  77. Apteryx said 2 weeks, 5 days ago:

    It’s cool that they’re redoing FF4, but seriously, how many times can they re-release these games? I just bought it for GBA or DS or whatever, and now another version (albeit completely redone) is coming out. It makes me want to puke. I know Mother 3 could easily be picked up by a publisher here in America, what with all the new publicity from the Smash series, this website, and such.

    Keep up the good work guys! Free Blue Moon and Sam Adams at my house!

  78. undeadkirby said 2 weeks, 5 days ago:

    since I broke my leg ive had free time 24/7 every single day, i wish i could give you some of my free time Mato. Your hack is a godsend, i actually started teaching myself japanese just so i could play this game (as ive said, alot of free time). I wish i could help or something :(

  79. KMeist Hax said 2 weeks, 5 days ago:

    Oh great, Mr. Methamphetamine is back.

  80. undeadkirby said 2 weeks, 5 days ago:

    heh?

  81. Aphrodine said 2 weeks, 5 days ago:

    Apteryx:

    It’s not being re-released. It’s being redone. It was re-released with crappy cut scenes for the PlayStation a few years ago. Now it’s going to be completely redone with new graphics, voice acting, and everything.

    I’m actually extremely excited about the FF IV remake. ^__^ FF IV is the reason why I am playing video games today. Back when I was knee’s high to a grasshopper my siblings and I played Final Fantasy together, but it wasn’t until FF II/IV came out that I fell in love with video games. XD Ever since then I’ve decided to name my first daughter after Rydia. Now I just have to find a guy who is willing to put up with a chick who wants to name her daughter after a mistranslation. >_>;; (Apparently “Rydia” was supposed to be “Lydia.”)

    Anywhoo…

    I don’t know how well the Mother series would be if it was made into 3D. Even when I heard the announcement for EarthBound 64 I was a little disappointed. The current style reflects the carefree and stylized feel of the series. Then again, it’d look fantastic if it was cell-shaded. :[ On the other hand, some people dislike the cell-shaded styles. Maybe a remake would attract non-retro gamers as well?

    I guess the moral of this story is, “It’d be awesome if there was a Mother remake, but Aphrodine shouldn’t be in charge of the project because she can’t make a decision to save her life.”

  82. Lynn said 2 weeks, 5 days ago:

    If EB was redone in a harvest moon 64 style graphic that might not be too bad. Those cute clunky characters would lend themselves well to EB.

    Also.
    The slowdown didnt seem too bad really. Ive put up with worse from much lamer games.

  83. Stillz said 2 weeks, 5 days ago:

    u guys are great, and make me wanna be a comp. sci major

  84. darcagn said 2 weeks, 5 days ago:

    Thanks for preserving the Oxford comma. :)

  85. 7ucky said 2 weeks, 5 days ago:

    I’m back! What? No one noticed? Aww….

    Great job guys. It gives me goosebumps to see how far everything is and the tenacity you displayed when tackling the other hacking tasks, I have no doubt in my mind you’ll bake these optimizations up pretty quickly.

    Good to be back and reading! :D

  86. Nutsjesmoar said 2 weeks, 5 days ago:

    Aphrodine, you’d be surprised the things guys will put up with.
    And Rydia is an awesome name. It’d beat having Frank Zappa for a dad. Moon Unit? Really?
    Anyways, any new attention the series could get, whether through remakes, a new game, release on VC, people posting lite-brite LED-type icons of Ness around Boston and causing mass media hysteria (hint, hint) would be welcome. Seriously.

  87. Mato said 2 weeks, 5 days ago:

    I never did catch up with the questions in the last topic, so many posts kept being made and I was busy working/hacking/real-lifing to keep up. But I’ll try to do better here, so here are some answers to stuff.

    ———

    Megahedron: I need to catch up with real life work, so I dunno, maybe sometime next week I’ll have it optimized, hopefully.

    A Fan: I might make a list, but it might still be fixable before the end. But anyone who tries to hack this game HAS to expect things to be unfriendly anyway :P

    MasterInsan0: Yeah, I saw that yesterday, that was pretty cool. Pretty sure he knows, he’s just a normal bloke like the rest of us :P I don’t think it would’ve sold “extremely” well, but a few hundred thousand probably.

    James: I have some sort of counter but I’m not sure how accurate it is or WHAT it is. It shows some sort of number related to RSS views we get each day, lately we’re getting about 800 unique ones and 6000-ish total a day. Not sure if that’s good or bad but we started out with 63 unique ones a day a few months back.

    rc5: I don’t have an exact count, but there are 8 items that use status icons in their descriptions, so I figure there are at least 8 different status afflictions. Maybe more.

    A Fan: Yeah, I dunno about your hash link, too much work to be doing each and every time :| Gotta find a way to do this though…

    All: I think Chewy wrote that Chick description actually, I’m not sure. But I always put that final comma there, I never liked it without. I like being consistent with stuff. I also never like it when someone claims grammar/punctuation should be one way only when there are a number of correct ways to do it. Including this comma stuff and apostrophe+s stuff. Save the world — don’t be one of those misguided punctuation Nazis!

    Thanius: No donations here, see the FAQ page.

    PK2: No donations here, see the FAQ page.

    somedood: Only the sprite text hack. That recent video + the to-do list should show that there’s still a lot of other stuff left to do.

    Chano: I definitely don’t have the skill to do something like that here, since the game already has a ton of code there. The VWF code is also spread throughout the original game’s code, so it’s not really possible to compartmentalize it all and move it into RAM.

  88. MrPopo said 2 weeks, 5 days ago:

    Shaving cycles?

    Obviously you should bust out loop unrolling. And maybe some manual reordering of instructions to prevent NOOPs from stealing cycles. Draw the pipeline diagram!

  89. Mato said 2 weeks, 5 days ago:

    Yes, I’ll be unrolling the main drawing routine, but it’s not going to help very much, it’s still already doing 4x+ the amount of work the original does when copying/drawing the font. There aren’t many other loops to unroll, sadly. If possible I’d rather not mess with pipeline junk, I’m not even sure what kind of detailed hardware the GBA’s CPU has. Oh well, I’m still sure I’ll get it working well eventually.

  90. GoldyK said 2 weeks, 5 days ago:

    Heh, the FF IV remake is already been remade and released(in japan at least) we’re just waiting for the localization. I’m looking forward to playing it after first getting it on the SNES over a decade ago.

    I’d be totally for the idea of an Earthbound remake, however it couldn’t pull in the money like a main series Final Fantasy could with its many followers.

  91. J Dark said 2 weeks, 5 days ago:

    *humping the air*

    You effing rock… PSI omega your skills to the max!

    *humping air*

    ok i just had a mother 2 moment there… ahhaah..

  92. Karol said 2 weeks, 5 days ago:

    Aphrodine: A/S/L….? just teasing. kinda.

    Every time I see the game up and running in English I get a bit more excited. The video’s from the last post were amazing. Mother 3 will be a treasure that only a few gamers will be able to experience. Much like Earthbound Zero and the n64 Custom Robo’s. Can’t wait.

  93. A Fan said 2 weeks, 5 days ago:

    Aphrodine: Well, the Japanese don’t have an L or R to begin with, they have another weird syllable that’s half way in between (it’s just a flap of the tongue, so the tongue hits the top of the mouth [unlike our R], but it is further back than an L, which hits the front teeth [and close to the position for an R]). I THINK I have it mostly correct now, after lots of practice, reading about how I’m supposed to move the tongue and listening to native speakers (i.e. anime).

    So I guess you could say that Rydia is closest to the name Lydia, but they wouldn’t be pronounced any differently by the Japanese, anyhow. And, IMHO, Rydia is a much cooler name, but that’s just me :-)

    Mato: Hmm, good luck with all that, then. I guess I don’t know how many cycles drawing takes. I figured a few hundred (maybe 100 bytes of text on screen at any time x 2 instructions that probably only take one clock cycle) might save you thousands. But if it had to do both, I guess that would still lag up :( It’s too bad you can’t trap it every time something is added or updated, but I guess there are too many such things? I’d almost just add a temporary debug hack to find me the address of everything that gives me more text to draw by recording them somewhere in RAM, then go patch each of those entry points to use my own code before the drawing code.

    Or something like that, I dunno :-)

  94. rbelmont000 said 2 weeks, 5 days ago:

    I wouldn’t want EB or Mother 3 to be redone in 3D on the DS. It looks too ugly, in my opinion, and sprites > 3D anyway.

    However, if they did make it 3D, it’d be cool if they made it look like this

    http://www.gametrailers.com/player/4948.html

    Homeland. Awesome looking Japanese ONLINE RPG.

  95. Chano said 2 weeks, 5 days ago:

    Mato said:
    I’m not even sure what kind of detailed hardware the GBA’s CPU has.

    I suppose you already know this site. Anyway,
    http://nocash.emubase.de/gbatek.htm

  96. SAM-E-BOI said 2 weeks, 5 days ago:

    WHOOOOO!!! SPRITE HACK PROGRESS!!!

  97. Old West said 2 weeks, 5 days ago:

    KuMATOra

  98. ArashiSai said 2 weeks, 5 days ago:

    damn, I wish I had your skill in Japanese, mato. I freakin wait all week for a manga chapter to be translated by Friday when I know I could have it as early as Wednesday if I was good enough :/

  99. ArashiSai said 2 weeks, 5 days ago:

    Btw, A lot of you here are real tech-saavy so I thought I’d ask

    Whenever i try to watch a video on Youtube, It says that JavaScript is not on. Do any of you know how the hell to turn it on? Help me, plx

  100. Spam Man Deluxe said 2 weeks, 5 days ago:

    You know, I read every word of these updates even though I hardly understand some of the stuff. Huh. Anyway, keep up the good work! But get some rest!

  101. wtfitsed said 2 weeks, 5 days ago:

    haha the title of this post sounds like a bright eyes song for hackers haha

  102. solidpit said 2 weeks, 5 days ago:

    This question has probably been answered but: What is that weird sound that is going on when you’re choosing the name?

  103. Drü said 2 weeks, 5 days ago:

    [Orinally posted by Aphrodine 19 hours ago.]
    I actually appreciate the technical blah-blah on this blog. Otherwise I would have imagined that the translation would have happened like this:

    1.) Read the game in Japanese.
    2.) Make an educated guess as to what it says in English.
    3.) –MAGIC HAPPENS!–
    4.) End.

    >That reminds me of the quirky ill-translations of the first two EB/MOTHER games. Minus the “magic.”

    Great job Mato! You actually are doing greater than I would have planned for : )

  104. Rog said 2 weeks, 5 days ago:

    Damn dirty bugs. Good to see you fixed’em.

  105. Daemoncollector said 2 weeks, 5 days ago:

    @solidpit:

    The weird sound is the music playing in the background, because of the slowdown the music updates slower. This causes the weird stuttering.

  106. BOBBY_A said 2 weeks, 5 days ago:

    its nice to see that the text is almost done! but that last 10% must be a looooong way to go :o

    Mato, just out of curiosity, did you manage to talk with Neo and ask him about how long he will need to do his script draft?

  107. flclrocks07 said 2 weeks, 5 days ago:

    [Orinally posted by Aphrodine 19 hours ago.]
    I actually appreciate the technical blah-blah on this blog. Otherwise I would have imagined that the translation would have happened like this:

    1.) Read the game in Japanese.
    2.) Make an educated guess as to what it says in English.
    3.) ????
    4.) Profit!!!

    >That reminds me of the quirky ill-translations of the first two EB/MOTHER games. Minus the “magic.”

    Great job Mato! You actually are doing greater than I would have planned for : )

    Fixed.

  108. Nathaniel said 2 weeks, 5 days ago:

    Yayyy!!

    I’m probably one of the many who hasn’t commented in forever, but has been checking this site almost daily. I get giddy everytime there’s some sort of breakthrough, even if it’s just a little thing.

    You guys are heroes. Like, I’d build a statue if I could in your honor. :D

  109. Apteryx said 2 weeks, 5 days ago:

    God, I need to stop visiting this site 5+ times a day.

  110. some guy said 2 weeks, 5 days ago:

    yeah, this site is very addicting, and the fact that it seems very close to completion makes its addicting. hopefully we’ll see it done soon. cant wait.

    Great job everyone, i applaud you guys!

  111. Eddward said 2 weeks, 5 days ago:

    Since people say “Rydia” was supposed to be “Lydia” what about Puyo Pop Fever? Amimte says “If it isn’t Rita” to Rider. What? Huh? How does Rider become Rita? Sure a letter change and it’s not that big of a deal but totally mispronouncing a name (Puyo pop has voice acting)?

    Glad to see the translation is still going foward. One other thing, I swear everytime I see a michevous mole I think about an engineer from Team Fortress 2. Don’t know why but I do.

  112. A Fan said 2 weeks, 5 days ago:

    > What? Huh? How does Rider become Rita?

    Because Rider would get written as [ra][i][da] and [da] is the voiced version of [ta], which means that the only difference is a little “-like mark. Miss, ignore or lose that mark, and you have the wrong version :) Or maybe they got really wrong and wrote it in Japanese as [ri][da], which has a much different sound than Rider.

    Also, at least for me, I can’t always hear them clearly, so ta and da don’t really sound that different. Especially when pronouncing English words, they’re not often clear.

    Besides, you’re not reading Rita quite the way the Japanese would. The i has an eeeyh sound, a has an aaah sound, and ai has an aaayh sound (kinda like how the Fonz says it, if that makes any sense) because it’s really the other two vowels mashed together. Rita as pronounced by them wouldn’t sound much, if any, different than Lighter :-)

    Yes, it is weird, but it starts to make more sense once you learn the kana and realize that Japanese is restricted to only a little over a hundred syllables.

    It’s those damn long vowels that get me, though, especially trying to tell the word ‘doll’ from ‘mermaid’ by anything other than context. And that one series had a ‘chivalrous’ mermaid. I’m just glad they didn’t have a chivalrous mermaid doll or there’d have been some expression combining ninkyo, ningyo and ningyou, assuming I remember the damn words at all… :)

  113. Shostakovich said 2 weeks, 5 days ago:

    hey how do you make text blue? I want to play Dracula X with blue texts can I hack it?

  114. Majora said 2 weeks, 5 days ago:

    Sorry if off topic, but I am trying and failing to instal the menu patch:
    I have a tested and playable ROM along with the patch.

    I am using the recomended pff-o-matic3 patching program.

    The program finds the patch fine, but the ROM does not show up under the program’s specific search conditions.

    The ROM is a .GBA file, and changing it to a .ISO file has no effect.

    When I change the search conditions to all files, the ROM does show, and the program says that the patch is installed. However, when I play the ROM, it is still fully Japanese.

    I am using the Vurtual Boy Advance emulator.

    I am using Windows Vista

    Please Tell Me What I need to fix!

  115. Paige(Halfmetal Alchemist) said 2 weeks, 5 days ago:

    So close, yet so far. D: I have faith in you, though. My guess is three months. Because you rock so much, it wouldn’t surprise me if you finished this in two. You really rock for doing this! Thank you!!

  116. ArashiSai said 2 weeks, 5 days ago:

    @Majora

    1) Are you sure you’re not trying to patch the zip file? You have to patch the ROM itself

    2) I know the GBA file sometimes doesn’t appear. On the bottom there’s sometimes a filter that says something like .ISO files. You have to change that to All Files and EVERYTHING should appear, regardless of what it is. Then just select the ROM

  117. Majora said 2 weeks, 5 days ago:

    Arashi:
    Thanks for the help, but as I already said in my first post, I have “unziped” the ROM and have gotten the Program to find it. When I try patch it, it says that it was patched succesfuly. However, when I boot up the new ROM, it is still in full Japanese.

  118. Majora said 2 weeks, 5 days ago:

    Any one else have ideas?

    (Sorry for double post, but I need this menu patch bad XD)

  119. ArashiSai said 2 weeks, 5 days ago:

    Hmm… well, I do find Vista kinda sucks… My dad has it and it’s TERRIBLE, but I doubt that’d stop the patch from working

    Did you try other patching programs?

  120. Majora said 2 weeks, 5 days ago:

    Arashi:
    No, I haven’t tried any other programs. which one did you use and could you provide a link?

  121. ArashiSai said 2 weeks, 5 days ago:

    That’s weird.. I just downloaded the patch to see if I could figure it out and it worked perfectly for me, and I’m using a real old computer (2003)

    I really don’t know what to tell ya

  122. Eddward said 2 weeks, 5 days ago:

    A Fan: actually I was refering to the english version of Pyuo Pop Fever. That’s where I heard that weird line. Nice to know a little more of the Japanese stuff. I can’t even understand what’s being said in Japanese with out sub titles. No wonder it’s so damn hard to learn with all that crazy stuff going on. Guess Sega does it again with translations though. Here’s hopeing that Mato does the translation proud.

  123. Majora said 2 weeks, 5 days ago:

    Arashi:
    So what your saying is that it’s probably something to do with Vista? Well there just one more thing to add to the very long list of reasons to hate it. Well, my freind reccently got his 2003 XP PC working again, so I guess I’ll just pop in and instal the patch :P Anyway, thanks a bunch for answering my question!

  124. ArashiSai said 2 weeks, 5 days ago:

    ok, look, it’s not posting the link for some reason so I’ll put spaces between all the characters. Just put them together to get the site :/

    h t t p : / / w w w . m e g a g a m e s . c o m / p s x / p s x _ p p f . s h t m l

  125. ArashiSai said 2 weeks, 4 days ago:

    sorry for double post

    np, Majora. XP 03 should work, it’s the same as mine, and if mine, which is real screwy, can get it to work then your friend’s new one should too. I’d still reccomend the above link though

  126. Majora said 2 weeks, 4 days ago:

    Arashi:
    You posted the link to the site I downloaded my program (pff-o-matic 3.0) from is there a certain program that I sould down load?

  127. hasone said 2 weeks, 4 days ago:

    Drü said 3 hours ago:

    [Orinally posted by Aphrodine 19 hours ago.]
    I actually appreciate the technical blah-blah on this blog. Otherwise I would have imagined that the translation would have happened like this:

    1.) Read the game in Japanese.
    2.) Make an educated guess as to what it says in English.
    3.) –MAGIC HAPPENS!–
    4.) End.

    >That reminds me of the quirky ill-translations of the first two EB/MOTHER games. Minus the “magic.”

    ————-

    I have to disagree. Any translation that gives us the “new age retro hippy” has to be doing SOMETHING right. and I took a look at that page with the detailed differences between mother 2 and earthbound, and they weren’t that bad at all. In fact, I think I like the feel of earthbound a bit better than the feel of mother 2. perhaps it’s because I first played it when I was 11 and didn’t like death and seriousness in my games. For instance, I prefer the buzz buzz death scene in the american version. (did I mention spoilers for 5 minutes into the game? sorry)

    not that mother 2 is that serious. I think.

  128. ArashiSai said 2 weeks, 4 days ago:

    I don’t think so. Most of the PPF-ers work fine for me, I’d say just keep downloading one after the other till you find one then delete the extra ones that you don;’t need. It’s what I would do :D

  129. hasone said 2 weeks, 4 days ago:

    Wikipedia said:

    “Embedded hardware, such as the Game Boy Advance, typically have a small amount of RAM accessible with a full 32-bit datapath; the majority is accessed via a 16 bit or narrower secondary datapath. In this situation, it usually makes sense to compile Thumb code and hand-optimise a few of the most CPU-intensive sections using full 32-bit ARM instructions, placing these wider instruction into the 32-bit bus accessible memory.”

    Might it help you to switch from thumb to arm and/or vice versa, mato? It seems that maybe creative use of both might lead to optimization. It also seems that creative use of both might lead to massive headaches.

  130. hasone said 2 weeks, 4 days ago:

    sorry to post, but as i read further down the article it seemed that there are a bevy of wonderful options for you to use, some subset of which the GBA has. using them creatively could lead to speedups, and implosions of certain fruity persons. And we can’t afford too many more of those.

  131. hasone said 2 weeks, 4 days ago:

    *sorry to triple post.

    make that sorry to quadruple post

  132. ok said 2 weeks, 4 days ago:

    Mato He Is Great ! :) Meth or no MEth… A true Role Model to Coder Everywhere

  133. TheReaper08 said 2 weeks, 4 days ago:

    Its good to read that by turning off the font copying routines,the speed went up lot more than you expected,also I hope the sprite text hack is not soo insane like you said but if it is don’t worry and take your time and I bet you will solve this issue like you have the other’s,anyways I really hope that none of these major issues scare you or any other person working on this amazing project so keep up the amazing job you guys are doing and always trust in your amazing abilities and don’t fear anything,only fear giygas.

  134. Majora said 2 weeks, 4 days ago:

    I can not hope to express how amazed I am that you’ve done all of this punishingly hard work and asked for nothing in return. In the words of WolfO’Donell “I can’t let you do that”. Expect a hefty donation from me when this is all over :D

  135. Skullrama said 2 weeks, 4 days ago:

    I guess I’ll be the one to say it this time, ‘no donations for the translation, no exceptions’. If you wanna donate to Tomato or Starmen.net, ideally you do it for completely seperate reasons, or at the very least you make no mention of the translation, the work done on the translation, or anything of the sort, in conjunction with your donation. And you don’t talk about it on this blog.

    Are we clear?

  136. A Fan said 2 weeks, 4 days ago:

    > A Fan: actually I was refering to the english version of Pyuo Pop Fever. That’s where I heard that weird line.

    Oh, well, then they probably didn’t understood what the Japanese were saying :-) Or it got translated by someone who was Japanese and… I dunno.

    Majora: Umm, it’s only a menu patch, right? So you probably did patch it just fine if you were actually able to load the ROM, but most of the game (except for some menus) will still be in Japanese :/ This includes most of the intro, IIRC. As the others said, just switch to ‘all file types’ and patch an unpatched copy of the .gba file.

  137. Majora said 2 weeks, 4 days ago:

    I’m back!
    I went on an old version of XP and the pach installed correctly (HOORAY :D) However, when I try to playmy newly partialy english Mother 3, the VBA just shows a blue greenish screen with green dots going in a diagonal patern, why is this?

  138. TheReaper08 said 2 weeks, 4 days ago:

    Try patching it again with LUNAR.

  139. Majora said 2 weeks, 4 days ago:

    Link please?

  140. TheReaper08 said 2 weeks, 4 days ago:

    doh I meant PPF-O-Matic sorry for double posting.

  141. TheReaper08 said 2 weeks, 4 days ago:

    Look at the download section of this blog and you will find the links for PPF-O-Matic patcher.

  142. Mato said 2 weeks, 4 days ago:

    Majora (or whoever else is having patching problems): Does this help any?

    hasone: Don’t know ARM, and don’t know how to how to switch between it and THUMB, and don’t know how to even copy it into RAM (and hopefully nothing will be there already, the game already has lots of ARM code in RAM). Not even sure how to go about assembling ARM code, since byuu’s xkas only supports THUMB. They’re certainly options though.

    I spent a little bit of time today tidying up the main font-copying routine, I managed to shave a few more cycles off of it I think. I’m gonna go unroll the loop now before I go to bed so I can see how well that does. The suspense will keep me from sleeping if I don’t do it before sleep :P

    Man, next week I really gotta get my schedule straight again.

  143. Kumatora said 2 weeks, 4 days ago:

    I appreciate all the trouble you’re going through, don’t overwork yourself. Get some rest at some point. =D

  144. hasone said 2 weeks, 4 days ago:

    mato:

    It might be possible that something that could help you is in that ARM code in ram, but I do remember the part you said where you’re touching maybe 1% of the game’s code, and the other part where you’ve gotten this far just fine without it. And I guess the end result of Thumb or ARM is the same - bits in the registers and memory get changed, bits are sent to various things and then processed. So it probably doesn’t matter.

    Anyways, good job and good luck, and please don’t burn out or implode or damage yourself. I know that urge to code very well - I’ve been writing something in a much higher level language than ASM, but that urge to add a tiny little feature or fix one more bug is amazing no matter what level the code is at. I also know what it can do to you if you’re not careful - I was going to read a book for class today ><

  145. Majora said 2 weeks, 4 days ago:

    Mato:
    The process you just posted is exactly what I have been doing, but the patch is not taking effect. Is this a Vista problem or is my ROM bad?

  146. hasone said 2 weeks, 4 days ago:

    majora: this might be a discussion to take to the irc channel. someone there was able to solve a similar problem.

  147. Majora said 2 weeks, 4 days ago:

    Please ignore my previous posts. I’m just going to stop complaining now. :P

  148. hasone said 2 weeks, 4 days ago:

    majora: that’s not what I meant. I just figured that irc would get you better service than a blog comment area, though you might have to wait until people are awake. the link is in one of the previous post’s comments. i’m sure no one wants to see you suffer :)

  149. TheReaper08 said 2 weeks, 4 days ago:

    Well Majora I have heard that windows vista has given gamers all sort of problems with emulators and old school pc games and many other software so If problems continue to occur I suggest to get windows xp.

  150. Mato said 2 weeks, 4 days ago:

    Well, I unrolled the big loop that draws/copies the font. The problem is, I don’t know how to benchmark speed in this case, so it’s a very vague “I guess it’s faster?” kind of thing. I tried making a new video of the name summary screen and comparing it to the one I posted in this update, but that’s not very accurate, plus the results both came out to about 20 seconds each to go from choosing yes to a full black screen.

    I’m pretty sure that unrolling the loop helped a tiny bit, like maybe a 10% speedup in more average cases (like item or enemy descriptions), but it’s definitely not good enough. I also took out a few more memory accesses in the routine to shave a few more cycles off. I guess the really big thing will still be the “check if the strings have changed” thing, which I still have no good idea on how to go about doing in an efficient manner. My current idea is to do a check like this at the start of each string:

    - Does this have the same address as #th string from last time? If not, set the redraw flag

    - Does this string have the same length as #th string from last time? If not, set the redraw flag

    - Now comes the hard part, there’s a decent chance this string IS different, but happens to use the same RAM address as last time and happens to have the same length too. I don’t want to do full string comparisons if possible, since that might be a bit too intensive.

    Anyway, I guess I’ll muck around in the code some more. I’m really really starting to hate this sprite text hack WEROIUGLKJSF

  151. hasone said 2 weeks, 4 days ago:

    mato: fraps could help you. I hear it does framerates on programs and stuff. dunno.

  152. Mato said 2 weeks, 4 days ago:

    It’s not really framerate-type slowdown though.

  153. TheReaper08 said 2 weeks, 4 days ago:

    A 10% speedup by unrolling the loop sounds great.

  154. A Fan said 2 weeks, 4 days ago:

    Maybe you should ask harmony for ideas? Didn’t he do this hack once before, only to lose it when his computer died?

  155. TheReaper08 said 2 weeks, 4 days ago:

    What about asking Jeffman for ideas ?

  156. Mato said 2 weeks, 4 days ago:

    Actually I was wrong, I don’t think harmony did sprite welding. I just assumed he did because one of his early screenshots showed a really long description, but after I fixed item description length issues I realized his screenshot could be made without the need for text welding.

    I guess I could start to work on the optimization thing and use those first two test cases, and then eventually figure out a way to do the third test. I don’t know when I’ll have good time to sit down and try it though. I’m not even sure if it’ll be a good idea to do the test in the same place the original game did; that might result in that claus/boney/etc. bug again, maybe. Bah, I know I’m gonna dream about hacking again tonight now that I have these ideas :P

  157. bcat said 2 weeks, 4 days ago:

    wow. you guys are amazing. so unbelievably dedicated to this and doing it so well and fast too! keep up the good work. (yes i read the entire entry haha).

  158. Triangle said 2 weeks, 4 days ago:

    10% speed up? then its obvious: just unroll the loops 10 more times and you’re good to go…:P

    Im sorry………. i shouldn’t mock the hacking issues, i deserve to get shot in the pinky toe..

    Cant you call upon one of the superhackers, requesting for special help on just this one thing… any input even? im sure they can take like 10 mins out of their life to give a suggestion or two?

  159. LordNecros said 2 weeks, 4 days ago:

    Out of curiosity, you said you’re going to try and detect if the string has changed… why not just set the rewrite flag _when_ the string is changed?

  160. CLOWN said 2 weeks, 4 days ago:

    Mato there’s so many great Japanese games that I wonder how good they are but I will never know because I cant read Japanese and will likely never see a English release,seriously I wish most Japanese games started to have a English option lol its 2008 not the 80’s or 90’s anymore,do you think that in the future gaming companies in Japan might open their eyes and add the English option in their games or atleast on popular games.

  161. Mato said 2 weeks, 4 days ago:

    LordNecros: It’s already been discussed, but the problem is that there are anywhere from 0 to maybe 16 strings being represented at any one time on the screen by sprite text. Also, strings can suddenly appear or disappear, before all the current strings, at the end of the current strings, or even somewhere between some of the current strings. It’s a big mess, and the text all comes from different sources too. Your idea would be easy if there was only one string per screen, but not here really.

  162. Mato said 2 weeks, 4 days ago:

    CLOWN: No, I doubt it’ll ever happen with anything but games that aren’t text intensive. The cost and development time/issues involved probably wouldn’t be good for Japanese companies who want their Japanese product out ASAP. Plus if we go down that road, eventually people will want games to not only have English AND Japanese by default, but more and more other languages too. There’s a point where it won’t be worth it for the main business.

    I do think we’ll see it happen more and more, but not necessarily with things like RPGs.

  163. Iasua said 2 weeks, 4 days ago:

    From the depths of my heart I thank you for all of you’re efforts. I pray for the blessings of whatever diety is in charge of illicit yet noble ventures such as these looks down upon this project with a kind eye. Stealing the intelectual property of the rich to give to the poor. Mato, you are a real Video Game Robin Hood!

  164. Nodal said 2 weeks, 4 days ago:

    “No, I doubt it’ll ever happen with anything but games that aren’t text intensive.” What’s more text intensive than Phoenix Wright?

  165. CLOWN said 2 weeks, 4 days ago:

    By the way this blog is awsome and the best I have seen for any game translation ever on the net,with all the pics,video’s,info.

  166. Mato said 2 weeks, 4 days ago:

    Nodal: That would be a special case. Translation generally isn’t done side-by-side with the development of Japanese games, or even by the same company in many cases. The translations usually happen afterward.

  167. Fillerman said 2 weeks, 4 days ago:

    Back from the abyss to try and think of stupid ideas that are likely to not work, no need to even comment on them if they aren’t worth considering.
    Anyway, since I’m assuming keeping many symbols in one of these ‘boxes’ makes sure that it’s not all spaced out like I’ve seen in some screenshots/videos, I’ll only mention the idea then pass on it and think of others.
    Namely:
    - ’simplifying’ the text images, the game has to keep it’s font images somewhere, maybe you can simplify those in some way.
    - Perrrhaps… you could code it (probably a very difffficult code) to skip redraw in only some places and not others. Especially since most of the stuff on the problem screen repeats itself more than a few times (the names)
    - A third, unlikely and would take a long time idea might be to work from the original, add only the english text and fiddle around with it on that hack. Not hacking out the bugs from the process on the more robust version of the hack (the one we are all eagerly awaiting), this might give you a bit of insight as to the problem. Sometimes working from the beginning can really help things out.
    - Lastly, call in the troops, while an unfavorable tactic, getting everyone aboard this problem would fix it that much quicker, or simply get new angles on how to solve/work on the problem.

    Before decending back to my invisibility, I must congratulate the team on this work, you all seem to be working on this quite well and at a good pace, I just hope you all don’t overwork yourselves. Hopefully we will be able to join you in great cheer in the near future, :).

  168. J said 2 weeks, 4 days ago:

    http://g.photos.cx/spritetext-65.PNG

    …oh dear.

  169. A Fan said 2 weeks, 4 days ago:

    Haha, that was a good picture :)

    Mato: Only 16 strings? It *can’t* take long to hash them compared to drawing them, can it? It’s like 4 clock cycles per letter over 100 letters (shift, add, compare to end of string char & branch), unless you have to fetch the string out of some special memory or something slow. I thought we were doing something on the order of a quarter million instructions each redraw, right? Heck, merely counting them has to take almost as long, because you’ve got an increment, compare to the end char and a branch for each loop…

    Even so, I have to think that a guy like Harmony would have ideas, even if he doesn’t have time to hack. I dunno. Good luck! Maybe you’ll find a solution in your sleep? :)

  170. NecrosaroIII said 2 weeks, 4 days ago:

    Pointing back to Phoenix Wright, the first three games were programmed for GBA. The DS ports were created almost entirely for the US, though I think the first one may have been done originally in order to drum up hype for GS4.

  171. [Unknown] said 2 weeks, 4 days ago:

    Is it worth trying to compare only the first or last few characters? What is the likelyhood of a same-length string that matches memory address and first few characters - but is not the same? How long do they even get, anyway?

    It could have false matches, of course, but it may be an option. Another option would be to do different things for short vs. long strings.

    You also mentioned that the game did a check already, which only works for full letters on sprites. Is it worth attempting some sort of hash upon initial drawing (e.g. simple add or something of start position within sprite + letters on sprite), saving it in the same way, and using that? Using this in addition to the length and memory checks (where those override) might likely be sufficient, no?

    If you could profile, it would be great to determine what specifically causes the slowdown. E.g.: is the initial draw fast enough (that if you never drew again, it would be fine)? Is it setting up “new” sprites every draw, and is that significant?

    Do you have any way to flag redraws in the tools you are using? You may be able to get some measurement of actual performance by incrementing a counter every time redraw fires. My assumption would be it is firing less frequently with the slower code (leading to a smaller number for the same number of seconds.) This would be a quick and dirty “fps” like number within the actual game.

    -[Unknown]

  172. Legs_Not_Allowed said 2 weeks, 4 days ago:

    Are you sure the text-redrawing isn’t some sort of badly-planned fix for something? It sounds superfluous, of course, and if you’d fix it the game would be, well, acceptably quick, but considering what a mess the rest of the game supposedly was, you would think they had a reason to shove it in.

    Just my two cents. Keep up the good work.

  173. MaiXu said 2 weeks, 4 days ago:

    God damn it, my campus turns off water and electricity for 36 hours and you bastards go and comment the hell outta this update. What will I do with myself if I can’t get in there early and say something somewhat clever and/or germane to the h4c|<s!?!

    I guess all I can say now is: Mato, GeoffMan, et. al, you are continuing to do an awesome and amazing thing, a thankless thing that many will never be able to understand just how much work it’s been … so thanks again, and keep up the good work.

  174. Aphrodine said 2 weeks, 4 days ago:

    In other news…

    Ness is apparently some sorta anthro bee.

  175. eyfey said 2 weeks, 4 days ago:

    Aphrodine:

    O_o… that’s disturbing…

  176. Lynn said 2 weeks, 4 days ago:

    I dont know if this would be a huge structure change or not but:

    What if you took any input to the screen as an interrupt and then used and ISR to do the redraw routine.
    It would save you the need to do a checking loop wouldnt it?

    Then again, it might be too difficult.

  177. RamblinEvilMushroom said 2 weeks, 4 days ago:

    I’m so excited! I turned on M3 again today…. even though I can’t understand it. :( It made me sad. I’m so excited for you to be done!

  178. Mato said 2 weeks, 4 days ago:

    [Unknown]: It might not happen much, but if you wind up having strings of the same length in the same part of RAM, the game won’t know that it’s a different string and then it won’t redraw the string when it should. It’s probably a rare thing, but it needs to be taken care of. Some instances I can think of are the naming screen, what if you’re cycling through the list of Default “Favorite Foods”, and two of them in a row have the same string length? That’s just one case I can actually think of, there are probably plenty more. Like item descriptions, there’s always a small chance that moving around on the item screen, two item descriptions will have the same length, and they always use the same address in RAM. So a little extra check is somehow needed. One that is fast and accurate, and if possible, without having to check every letter in the string. Might be hard to do though.

  179. Mato said 2 weeks, 4 days ago:

    A Fan: I looked closer at that hash thing you posted. I guess I was looking at the technical mumbo jumbo and not people’s implementations. That PowerBASIC inline assembly version looks decently portable and understandable. I’ll give it a try sometime, not sure when, since I need to do stuff today and this weekend might be workland. My approach will be something like this:

    - check string address, if not the same, set redraw_flag
    - check string length, if not the same, set redraw_flag
    - do hash stuff, compare with the hash for this #th string last time, if not the same, set redraw_flag

    The problem is, I’m already trying to slim down the code to speed things up — as you can see in the name summary screen with font-copying turned off, the non-copying code needs optimizing too. So adding this hash stuff in will slow it down even more, especially since you need to multiply some numbers with FNV. Oh well, we’ll see where we wind up once we got this stuff up and running. I predict the naming screens will still have a bit of slowdown but the main menus and stuff will work better.

    Blargh, why can’t this game be easy to hack :(

  180. BOBBY_A said 2 weeks, 4 days ago:

    can you just not apply the sprite welding hack to the naming menu and revert to jeffman’s original?

    or am i too simple minded?

  181. A Fan said 2 weeks, 4 days ago:

    > So adding this hash stuff in will slow it down even more, especially since you need to multiply some numbers with FNV.

    There’s an alternative to the multiplication step, BTW, though they only express it in C:

    #if defined(NO_FNV_GCC_OPTIMIZATION)
    hval *= FNV_32_PRIME;
    #else
    hval += (hval<<1) + (hval<<4) + (hval<<7) + (hval<<8) + (hval<<24);
    #endif

    I don’t know if that takes more or fewer cycles than the MUL opcode, but it might be worth adding them up to see :)

    Depending on how many cycles a hash takes, you might even cut out the string length check entirely, or else do it in parallel with the hash as an extra check…

    Anyhow, I hope it helps :)

  182. Loren said 2 weeks, 4 days ago:

    Hey, it looks like you’ve already got hundreds of people supporting you but I wanted to add my voice to the mix. This is an amazing thing you guys are doing for the community and I can’t tell you how excited I am to play Mother 3. Thanks so much, you’re honestly an inspiration.

    -loren

  183. PizzaPasta said 2 weeks, 4 days ago:

    Mato,

    Your spoiler free walkthrough is great. I’m at Chapter 2 and I have now idea what’s going on but that’s how I want it. Thanks for putting that together.

  184. Dan said 2 weeks, 4 days ago:

    Mato: If all else fails you could theoretically find every point in the code that writes text to whatever memory stores strings to be drawn, and set a redraw flag whenever new text is written. Depending on how many places this happens this may or may not be feasable.

  185. Poo said 2 weeks, 4 days ago:

    Earthbound rules!!!

  186. Aphrodine said 2 weeks, 4 days ago:

    PHASE ONE: Print out screen shots and tape them to your DS.
    PHASE TWO: ???
    PHASE THREE: Profit.

  187. flclrocks07 said 2 weeks, 4 days ago:

    # Aphrodine said 55 minutes ago:

    PHASE ONE: Print out screen shots and tape them to your DS.
    PHASE TWO: ???
    PHASE THREE: Profit.

    >Sup /b/? :D

  188. Zeruel 21 said 2 weeks, 4 days ago:

    Wow…seems like everyone here has some idea about what to do…
    I wish I knew enough about programming to help :(

  189. GoldyK said 2 weeks, 4 days ago:

    Majora said 20 hours ago:
    I can not hope to express how amazed I am that you’ve done all of this punishingly hard work and asked for nothing in return. In the words of WolfO’Donell “I can’t let you do that”. Expect a hefty donation from me when this is all over

    Actually, when I see all the hard work and progress, I think of a different Wolf O’Donell quotation: “NO WAY! I don’t believe it!”

  190. Anna said 2 weeks, 4 days ago:

    Sometimes you just need to think simpler. Would just taking some register and just adding up the string’s ASCII or other arbitrary value and ignoring any carrys be faster than these hashes?

    Alternatively, go old school. Old time BASIC interpereters only cared about the first and third letter of a command; i.e.

    10 PXIADSG “HELLO WORLD”

    was the same as

    10 PRINT “HELLO WORLD”

    I don’t know how M3 is structured, especially the particulars on the string memory here, but a “spot check” that only looks in the usual culprit places might be accurate enough to patch around the exceptions; hell if you’re smart and lucky, you might not even need that.

    Another idea that seems like it’d be lightning fast but possibly a lot of work and what the constant redrawing was trying to avoid in the first place: make a redraw flag and hunt down all the references to anything that changes the strings and have it set that flag. Since setting the flag would be only a couple bytes worth of instructions even if there’s a couple hundred of these it shouldn’t be too bad, but tracking them down could be a huge bitch.

    Good luck, thanks for all the hard work Mato :)

  191. hasone said 2 weeks, 4 days ago:

    what if you just make it redraw every other frame? would that be noticeably slow?

  192. hasone said 2 weeks, 4 days ago:

    noticeable to a person who hasn’t played mother 3, of course.

  193. Snakerope DX said 2 weeks, 4 days ago:

    You guys are amazing. Fantastic job!

  194. Rincebrain said 2 weeks, 4 days ago:

    I bet the lazy bums had it redraw the fonts over and over again because they ran into an issue with displaying too many sprites onscreen sometimes, so instead of having sprites wink out, they figured out that they had the spare cycles to just rerender everything so it’ll “flicker” but the text is still readable.

    Or maybe it’s a debug thing for some times during development they ran into the problem, and didn’t remember to turn it off for compiling because there’s no visible impact in the Japanese version?

  195. PENGUINGUY said 2 weeks, 4 days ago:

    Because you’re posting so many screenshots of things that are already fixed, I am beginning to get a feeling of hope that the project is very far in.
    Please post pictures of horrible and ugly glitches so to lower my hopes to prevent disappointment.

  196. Majora said 2 weeks, 3 days ago:

    GoldyK:
    “I can’t lose!!!”

  197. Mato said 2 weeks, 3 days ago:

    Penguinguy: Here’s a pic from November.

  198. insania said 2 weeks, 3 days ago:

    PHASE ONE: Stop mindlessly copying memes from 4chan.
    PHASE TWO: ???
    PHASE THREE: Profit.

  199. A Fan said 2 weeks, 3 days ago:

    Anna: The problem would be finding those suspect places. If there are strings that are the same except for a number (or something like that), it’d break unless you happened to check the exact right place :/ I don’t think the hash is slow, though. Even with a MUL, we’re talking maybe 1,000 cycles for a screen full of text, but that 1,000 is out of a quarter million with everything else it does. So I don’t think saving 2-3 cycles here or there will do nearly as much as being smarter and skipping loops worth tens of thousands of cycles or more :)

    It would be nice, too, if we could avoid a FULL redraw and only do a partial one on the parts that changed. That would probably save a lot. Sure, there’d be a tiny lag spike the first time all the text got dumped on the screen, but it’d probably be over before you noticed.

    After all, isn’t the cursor a sprite? Won’t that change all the time, requiring redraws? Or am I mistaken?

  200. Aphrodine said 2 weeks, 3 days ago:

    @insania:

    WOW! 4chan makes South Park? I guess you learn something knew every day!!

    [/sarcasm]

    Seriously. Chillax. -__-;; Contrary to popular belief the internet is NOT serious business.

  201. Tentu said 2 weeks, 3 days ago:

    Hey mato i just wanted to stop in and say thanks for all the work you and your team mates have been doing for this game. I really want to play this game but dont know japanese, so keep on the good work and thanks again for this wonderful translation project!

    -Tentu

  202. David said 2 weeks, 3 days ago:

    Mato, couldn’t you just add the letters together? (i’m assuming that each letter has a numerical value) and if the total is different than the last total, then redraw?

    Sure, this may possibly induce bugs, but I cant imagine it happening often, if ever. If this isn’t enough, i’m sure you could find another way to make sure it’s less likely (like multiplying the letter’s numerical value with itself).

    Another thing to keep in mind is that usually multiplication takes longer than addition. Not everything is 1 cycle.

  203. David said 2 weeks, 3 days ago:

    Well, for normal processors, not everything is 1 cycle. I am assuming it’s the same for the gba.

  204. Crazy Weavile said 2 weeks, 3 days ago:

    I have no programming skill, so forgive me if this is a stupid question, but couldn’t you just have a script where it recognizes the weird 1.5-or-so letter tiles as letters for that purpose?

  205. A Fan said 2 weeks, 3 days ago:

    Well, I’m not Mato, but I do know a thing or two about hashing. And bitmaps :)

    David: Yes, but there’s a lot of math involved in what makes a good hash. That idea would, unfortunately, make collisions more likely. This is why you always want to choose well-tested hashes and things instead of inventing your own :)

    Crazy: Yeah, sort of. But the tiles are a lot bigger than the letters themselves and would take a lot more time to hash or compare :-)

  206. MaiXu said 2 weeks, 3 days ago:

    You know, I have yet to play Smash Bros. Brawl. Won’t have a chance until I leave China behind in June at get back to America. But I’ve seen enough of the game to see how awesome Ness and Lucas play. I’ve heard the Mother music in the game, too. And I cannot for the life of me wait to play Mother 3 in English and see what kind of character Lucas is, what his story really is about. The waiting for this fantrans is so much sweeter than any internal NOA localization, because I can taste the passion and love for the game and the awesomeness of the community in a place like this. To see it take shape and see the support of the local fans … it’s really special. Really cool.

    Thanks, Mato.

  207. madlobster said 2 weeks, 3 days ago:

    Mato, I have to say that I’m worried about all the talk about using hashes. It just seems too likely to have collisions with other strings used during such a long game. Although I guess you already thought of that, and havew a solution I don’t havesince I’m really drunk while posting this comment… (spent too much time drinking “coffee” in fourside?)

  208. KoolKojo said 2 weeks, 3 days ago:

    Soo…u guys finished all the diologue translation, right?

  209. LordNecros said 2 weeks, 3 days ago:

    Are you trying to redraw the sprite text, and -only- the sprite text when possible?

  210. Drü said 2 weeks, 3 days ago:

    I’m actually glad this patch is being done by Mato and NOT Nintendo.

    Nintendo would only put their want for profit into the localization of this game and not their actual hunger to play it and have others play it and enjoy it (like Mato is).

    At the end of the day (or few years, however you want to put it), Mato is going to be considered a deity for his efforts to localize a game with a team of himself and few others like Jeffman to achieve what an entire paid localization team could never hope to. This entire process of translating, hacking, and debugging is a product of love for a game and it’s fans - something that I question exists in development today even for games from the Mario series or Star Fox (both of which have, in my eyes, taken a trip downhill).

    All NoA would see in this game is a paycheck, and I can honestly say that. That’s how twisted I think they are.

  211. Derrek said 2 weeks, 3 days ago:

    did anyone else notice that almost all the stuff on the to do list is over 50% done? and that theres isnt much left on the to do list?if the project keeps at the speedy progress it has been lately. i would predict all the important hacks to be done by June

  212. Mato said 2 weeks, 3 days ago:

    Too tired to read through all the latest comments. but I’ve pretty much decided that I’ll forego the whole hash thing and do simple string comparisons if the first two checks turn up somehow. Doing a hash will already require going through the entire string, so might as well just do a full string compare in very rare cases, plus this will ensure no “maybe”s. And we won’t need to waste time doing math to calculate hashes and storing them for each and every string each and every time. Only downside is that this’ll require a big chunk of RAM, since you’ll always need to have all the strings in memory to compare against.

    Anyway, I’ll try to mess with that stuff sometime this weekend. Really need to catch up on real life work though :(

  213. A Fan said 2 weeks, 3 days ago:

    > Mato, I have to say that I’m worried about all the talk about using hashes. It just seems too likely to have collisions with other strings used during such a long game.

    Well, let me relax you with a little math, then :) The one mentioned is a 32 bit hash. That’s a 32-bit number, which goes from 0 to (2^32)-1. So 4,294,967,296 possible values. What we care about is the birthday paradox (collisions) which relate to the square root of that value for a good hash like the one posted. The square root is 65,536. So long as we have fewer different strings than that, we’re very probably golden. Mind you, this is the WHOLE STRING. Not just each word or something. There are probably only a few hundred items and some other misc text things. I doubt there are that many different lines of text or anything close :)

    And if one did occur? Change the translation, even by one bit. Can’t do that? Make a non-printable 0-width character code (we control the font, right?) and use that to break it up. Not that that’s likely to happen, after all :)

    If you’re wondering what I meant by ‘birthday paradox’, try Wikipedia :) But the square root of 365 is just under 20, so once you have over twenty people, it begins to become reasonably probable that two will share a birthday.

    Oh, and the square root thing is mostly an approximation. It’s 23 people where you get to 50% chance of having/not having two with the same birthday. If you want to know why I didn’t calculate it out for the 32-bit hash collision, take a look at this :-)

    http://mathworld.wolfram.com/BirthdayProblem.html

  214. Inzoum said 2 weeks, 3 days ago:

    Wouldn’t constantly comparing strings take a whole whack of cycles just to do? even if it’s a little less, I can still imagine slowdowns arising from that… Assides from using flags, I can’t think of anything that wouldn’t require tons of cycles to check…

    Actually, a single flag would probably not be enough, as a simple “Sell? Yes/No” popup would trigger the whole item list to be re-drawn. So each “window type” would need its own flag and each part would need to be checked for redraw during the sprite memory refresh phase “do I need to redraw this? no, move on, and this? yes!”.

    I’m probably overconfident in thinking the programers had some clearly separated drawItemList() drawSellDialog() drawCharacterList() drawGivePopup() etc. methods that could be modified to set various ItemListRedraw, PopupRedraw, CharacterListRedraw flags… I’m willing to accept that my faith has failed me and they just wrote a drawStuffAllOverThePlaceWithNoRealPropperPlanning() method that would make your life miserable.

    Good luck Mato!

  215. Pit_Icarus said 2 weeks, 3 days ago:

    @ Dru

    That’s not NoA being twisted, thats them being a corporation. All companies want to make money. Welcome to the real world.

  216. somedood said 2 weeks, 3 days ago:

    yeah, Dru is a little bit off with his rant.

    NoA would have this done in a much smaller time period and just as efficiently, but they’d take out and censor certain things in the game which makes me lean more towards this translation instead.

  217. Inzoum said 2 weeks, 3 days ago:

    Hmmm… unrelated to Mother3, but definitely related to this website: PeerGuardian 2’s “P2P” block list will block this website as well as starmen.net if you opt to block HTTP trafic (apparently for circulating fake files on emule), be warned.

    Allow HTTP trafic from blocked IPs if you don’t want any bad surprises, PeerGuardian will still block undesired trafic on other ports though.

  218. J said 2 weeks, 3 days ago:

    Why does everyone think Nintendo would unreasonably censor or change Mother 3? I’m sure there would be a few changes of obscure Japanese references into something more fitting of an American pallete, but this isn’t the same Nintendo that was around in the Super Nintendo era, neither here nor there. And tell me, just what grand deviance is there between Mother 2 and Earthbound, for e