![]() Changing BEYOND in the savestate file didn't affect anything - because the game had already used that text to draw with I'd caught it when the game was done with it. ![]() The bad news is I can't find that anywhere else in memory, even with a savestate beforehand. Since it starts at 86418 in the file, I do some hex subtraction and find it's at 86168. The header in this savestate is 2B0 long. Since I know that English is ASCII prepended with hex 80, it's an easy search. Sure enough, if I take a savestate with BEYOND onscreen, I can find it in the savestate file. We've even seen the exact same string before. The good news is that there's some English in the in-game text, right at the beginning - in the Prologue. So, last chapter, I showed you how Policenauts stores its English in general via one of the FMV cutscenes, but Marc had wanted some in-game text hacking, so let's do that. We're also gonna be taking a look at some assembly. To be 100% honest, I don't really know how accurate that "first and last tool" business is, but I can say it's probably the most important piece of software you can employ on this ridiculous endeavor. We did try to fix these, but there has to be a point in which you call it a day when it comes to trying to fix things that are A) in the original game, B) not-game-breaking, C) extremely hard to encounter without assistance, and D) likely to push back the project's release date by weeks or even months if you decide to fix them.In this chapter we're going introduce the first and last tool in your romhacking arsenal: the debugger, or "the debugging emulator". ![]() The player can simply close the emulator/turn off the system to quit the game. At the end of Act 2, if you get a Game Over due to a very particular sequence of events, clicking on Quit at the Game Over screen will not quit the game. The system text then disappears, and the player can continue without consequence.ΔΆ. This results in system text remaining at the bottom of the screen until an object is clicked on and in-game text replaces it. The in-game options screen text becoming centered if the player chooses to save in-game, selects a save file, but then instead of saving OR selecting "Don't Save", returns to the previous menu by pressing the B button. Certain hard-to-encounter bugs present in the original game were not changed. In the interest of preserving the story, in the end we decided to remove these bios. We attempted to implement a system whereby a character's bio is added only after they have been encountered in-game, but this proved unfeasible. In the original game, all of these spoiler-heavy bios are available from the very start. Character bios (summaries of information learned in-game) were removed from the glossary. There is no code to enter it is available from the get-go. Uncensored?! Yes, for whatever reason, there was a text choice locked (with no method to unlock) in the original game that we have made available. Some of the game options related to the text (including whether to display furigana) were removed where no longer appropriate for the English translation. Though these were very few, they were fixed as well. icons signifying the wrong items, nametags given to the wrong character) that were fixed. There were even out and out mistakes (i.e. The Saturn version of Policenauts did ship with a few of these - these glitches are no longer present. Finally, the character nametags more closely match the in-game font. Overlays were also used in some of the bonus videos. In addition, a graphic in the Prologue was changed, and an overlay was used to correct a typo in the ending cutscene. Graphical changes present in the PlayStation patch were implemented in this version as well. This also enabled us to subtitle background dialogue not subtitled in the PlayStation patch. ![]() This modification was essential as a cutscene and the bonus videos new to the Saturn version have no subtitles in the original game. The code that controls subtitles was modified, giving us full control over them and enabling us to polish their presentation. ![]() The translator of the PlayStation patch edited their work, and then updated the PlayStation translation and glossary text. Additional text new to the Saturn version was translated by two additional translators. The PlayStation translation and glossary on were used as a base. This includes gameplay text, voice-over dialogue subtitles, the in-game glossary (new to the Saturn version), and bonus videos (also new). The following is a list of changes made to the original game. This is version 1.00 of the Sega Saturn Policenauts English unofficial translation. ![]()
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