Oh man… I want that display case something fierce! 🙂
That’s actually the game that I suggested to my brother to make for the Virtual Boy. It would be perfect.
Interesting. I’ll have to mention that site to my brother. Thanks for this info.
Hey Lester Night,
Yes, the IPS patch above is for the V2 release, so it is the most up-to-date patch that my brother has made.
As for omitted information, if you look at my forum thread containing the translations for Space Squash, in each post containing my translation for the Japanese text on a particular screen within the game, you will see my full translation for all of the Japanese text on that particular screen. However, my brother could not fit all of these full translations into the screens within the game because of character space limitations within the game, which differed for each screen. Often times, if a screen originally contained, let’s say, 65 character spaces for all of the Japanese text, that number was the amount available for the English text that would replace the Japanese text, no more. So let’s say my full translation for a screen contained 85 character spaces, but the area in the ROM for that particular screen only had 65 character spaces available because the original Japanese text took up that amount of space, I had to shorten my full translation by 20 or more characters so that the English text could fit in the ROM and appear on the screen when playing the game. In these instances, I simply omitted certain adjectives or used synonyms for certain words that had less letters in them, in order to try to fit the whole general meaning of the statement in the game. Thus, when I say “omitted information,” I am only referring to my original, full translations that appear on the forum thread. Some of the adjectives and other lesser important words in those full English translations had to be omitted for the English patch due to character space limitations within the ROM itself. Each statement in the game is essentially a more concise statement that has the same general meaning as the full translation.
Well, I’ve attached the IPS file that my brother made, which you can look at to see how he did everything that has been done thus far. Technically he updated Feel’s original IPS file, so he basically expanded on it. As far as translating the controls screen and the character names on the VS screen goes, I can only say that it will take a much more advanced technique than what has already been used to alter the Japanese text in the game. My brother would be the better one to explain what all needs to be done, perhaps, to get these two screens altered and also explain the major problems that he has run into. He has been very occupied with other things lately, so I don’t know if or when he might be able to be consulted to explain the main obstacles that must be overcome.
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Hi Wyndcrosser,
I’m the one who created the English translations on this site for Space Squash and SD Gundam, and my brother Greg Stevens is the one who created the English translation patches for the ROMs using my translations.
We actually have a new update to the English version of the Space Squash ROM, which you can find here:
http://www.planetvb.com/modules/newbb/viewtopic.php?post_id=20300#forumpost20300
You will read in my post there that 2 parts of the game have not yet been translated and may very well never be, unless I can find a computer programmer who can update those sections for us. It’s only the Controls Screen and the Characters names on the VS screens, which aren’t that big of a deal, but it would be neat if they could be translated as well to get the whole game in English, less the credits at the end. SD Gundam is also fully translated except for the credits at the end, and my brother and I have no plans to try to alter the credits of either game.
I’m letting you know this just so you know that there could be a future update to the Space Squash ROM, but it might not be for a while and also might not ever happen. If you’re fine with making a cart from this latest version, knowing that a later version could be released in the future, then definitely go ahead. SD Gundam is definitely considered finalized, though, so you can go ahead with making the cart for that since no person is ever likely to translate the end credits of the game.
What are your carts going to look like? Will they have stickers on them that look like the original Japanese stickers but translated into English?
Attached to this post is a new update to the English-patched Space Squash ROM. It should already be ready to be loaded to and played on a FlashBoy Plus immediately after download. In this version, all changes from the previous version remain the same, but now the Introduction Story that appears at the start of the main game finally appears in English. My brother also eliminated the “Read Instruction and Precautions Booklet” screen and simply replaced it with a screen that attributes the translation to him and me. He wanted to do this as sort of a way to “add our signature” to the game, and I figure that most people don’t care much about the original screen anyway, so it works. 🙂
My brother has spent many hours trying to figure out how to get the Controls screen appearing before the Practice mode translated and the character names on the VS screens translated as well. Right now, he feels that he will never be able to accomplish this, so if I can’t find another programmer who has the ability to modify these screens with my English translations that I created, this could very well be the last update to this translation patch that will be made. Nevertheless, I do hope to ask around and see if I can find someone to get these screens translated as well, but if any programmer out there already thinks he can do it and would like to do so, please let me know. I’d greatly appreciate it, and I’m sure so would the many people who play the English version of this game.
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I think the video is very well made. Very catchy song, good singing skills, and a nice highlight real of Nintendo’s history.
shenmueso wrote:
… is it so very wrong to suggest an update to an existing work be made available for download, as has been the proud tradition of such communities?
You are free to make your own update to the existing work and make it freely available for download. If you do, I will download it and compare it to my professionally made box that I’ll be getting at a great price.
Wow, shenmueso. I see nothing but negativity coming from your last post. Seriously, if you want a new box and manual, order one from him. If you don’t, then don’t. It’s that simple. There’s no need to make comments like that here.
If you can’t see the differences between UncleTusker’s design and the original box design, then your rose-tinted open source goggles must be very fogged up indeed.
Uncle Tusker put the prices here:
http://www.planetvb.com/modules/newbb/viewtopic.php?post_id=20042#forumpost20042
The Box and Manual combo: $25
Box only: $15
Manual Only: $12
These prices include shipping to the USA. If you live somewhere else in the world, there will be an additional shipping charge.
If you post on this thread saying you want to purchase something from him, though, he will contact you via PM and let you know his PayPal address and how much to send. It would be better just to send him a PM directly, though, instead of having him contact you about it from reading the thread. I know all this because I’ve already made my pre-order with him.
TheForce81 wrote:
I already have the cartridge with Bound High on it, I would very much like the new sticker for it with the combo I asked for. Is that possible?
I would like the same. Please include a new sticker as part of my combo that I already paid for. I can even send some additional money for it if need be.
shenmueso wrote:
great to see this being done. i already have a game and box, but would like to get a manual to complete my set. what does the manual consist of? how many pages is it and could you make the file available for those able to print it themselves?the box art has obviousy been made public, it would befit the spirit of the vb community to release the manual in the same way as whoever made the box art.
Hi shenmueso,
You can find the original instruction booklet images to print here:
http://www.planetvb.com/modules/newbb/viewtopic.php?post_id=16386#forumpost16386
You can find “cleaned-up” images of the instruction booklet to print here:
http://www.planetvb.com/modules/newbb/viewtopic.php?post_id=19038#forumpost19038
Maybe you are right, bigmak. If that is the case, then one can only wonder who out there might have the most finished version of the game.
After checking projectvb.com, I found that it does, in fact, say there:
“I’ve been told that all stages appear to be the same (with 14 levels each, but all 14 levels are the same no matter what stage you select)”
So I guess there must only be 14 different level layouts in the whole game. It’s strange, then, that the author of the article in Retrogames 23 wrote:
“Each of the four stages is progressively harder, as are the series of levels contained within each stage.”
This might lead one to think that the level layouts of Stages 2, 3, and 4 are different from the level layouts in Stage 1.
I was under the impression that VB Faceball had 56 different levels, based on the Game Info Review on this site as well as the article in Retrogames 23. Mr. G, when you say that there are only 4 more levels of NikoChan Battle, do you mean for Stage 1 or actually the whole game?
MineStorm wrote:
… the labels will be much nicer than the one’s I did (on my laser printer).It’ll be just like you bought it in a shop.
If that is the case, then I hope a new label will be included in the box and manual combo for Bound High, for those of use who already have Bound High carts but with lesser quality labels.
How certain are you that it was, in fact, Dragon Hopper? I would think that other members of this site would have surely seen it on Ebay as well. Do you remember the amount that it sold for?
I found this information about ladybugs:
“When a ladybug is attacked by a predator, it defends itself by “reflex bleeding.” This is when the ladybug oozes blood from its leg joints. The blood contains a special substance that repels ants…”
Here are some thoughts I’ve had: If you wanted to make this a special move in your game, you could do it in such a way that when the special move is performed, the ladybug character spills this substance from its legs onto the ground beneath it and the substance remains in that spot on the ground for a short time. If the other enemy character steps on the substance, he is stunned for a little bit due to the fowl smell and, therefore, is open to an attack from the ladybug. The reflex bleeding special move would probably have to be an attack that must be charged for 2 seconds before it can be performed, so that the player using the ladybug doesn’t just quickly fill the whole stage with the substance.
bigmak wrote:
… caught with my pants down… still have things up in the air…
LOL.