Follow up to this, if someone wants to continue to work on this game, I have most of the files figured out and lots of the data offsets. If I work on this game, it'll be after Terra Phantastica , which is after Bomberman Fight!!
Last update for a while.
Version .003
Added World tour save data screens
Answer:
the first row of numbers is the tile number in decimal value.
the second row of numbers is the tile number in hexadecimal value.
the 3rd row is the value in the game data file (+60...
Version .002
added main menu dialog choices for saving.
edited KYOTU2.ROM tiles to make the Romanji match the ASCII
I havent figured out the error code strings yet
ie "not enough space" "error saving" etc
Resource is already up but I figured why not a thread too?
SO I posted the first patch and missed this screen:
and a few other data strings. I ended up finding them and I'm about to upload a slightly better patch, until someone finds the next thing.
I will post up stuff I figure out about...
I put a quick save patch up for a redditor. Eventually me and trekkies or someone else can get this all sorted for a real patch
https://segaxtreme.net/resources/street-fighter-zero-3-barebones.223/
I saw this post on reddit:
I have already been poking around with the Zero 3 files and knew how to do what was asked. I was/am focused on trying to get world tour translated but its not an active project. This is the gist of what's patched:
should be 26 tracks. for my original game they are called
Silhouette Mirage (Japan) (Track 01)
and after the patch its
SILHOUETTEMIRAGE_Track_1
I would suggest building the patched ISO into a different folder.
We were going to but now I think I'll leave it in just to bug you :p
If it becomes a time sink to get it padded via coding I can always just edit the letter "i" to be more "stylized" and be 2 or 3 pixels wide. Same for any other 1 pixel wide characters.
Looks like Conan has the VWF in place:
it might not look much that much different than the original screenshot
but the kerning is much better and it will make a world of difference when the intermission text is translated.
I'm not the primary dev, but it was discussed in Discord. I cant give a time table, but I can say there is a lot done already. This was a screenie from when I was poking around with files before everything was figured out.
I can't say when it'll be done but at the rate everything is going it...
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