Star Ocean Blue Sphere Rival

Hand to Hand Arranged Star Ocean Blue Sphere Music Extended Music OSTOriginal Soundtrack Official VGM. Star Ocean The Second Story Ost - White the Heart Extended - Duration: 10:01. The Director's Cut 2 Disc version of Star Ocean: Till the End of Time has been released in North America, with more playable characters, more games and additional storyline tangents. As of July 2005, Star Ocean: Till the End of Time is a part of Sony's Greatest Hits line, indicating that the game had done reasonably well in North America.
Contents.Creation and influence As fans of and, the developers at created the Star Ocean series with a sci-fi setting in mind and have cited as one of their main influences for the visuals of the games as well as being an underlying, but noticeable, influence to the series as a whole. While the first game included more fantasy elements to appeal to a broad audience, subsequent installments naturally moved towards a more sci-fi oriented feel, with described by its producer Yoshinori Yamagishi as tri-Ace's 'ultimate vision' of the 'whole Star Ocean world'. The large gap of time between and Till the End of Time, in terms of in-universe chronology, can be explained by the series' choice to emphasize the setting of its fictional world rather than focus on its characters.
Design Star Ocean games are known for their real-time battle engines, and, for being one of the first of its kind to come to the consoles. Battles take place on a separate screen, but all characters (rather than waiting in one spot and taking damage) are fully mobile in three dimensions, can dodge and chase foes, and must cast their spells and deploy attacks despite enemy harassment.
In the earlier games, magicians had spells, whereas fighters had special physical attacks called 'Killer Moves'; both are learned after passing certain level requirements (or through specific items and ) and cost HP or MP to use. In Star Ocean: Till the End of Time, all the characters are able to use spells and battle skills (i.e. Killer moves).The series is also known for being some of the earliest action RPGs to allow players to alter the storyline's outcome through the player's actions and dialogue choices, mainly through a social relationship system referred to as 'private actions'. The original, published by in 1996, introduced a 'private actions' social system, where the protagonist's relationship points with the other characters are affected by the player's choices, which in turn affects the storyline, leading to branching paths.
This was expanded in its 1999 sequel, which boasted as many as 86 different endings, with each of the possible permutations to these endings numbering in the hundreds, setting a benchmark for the number of outcomes possible for a video game. Using a relationship system inspired by, each of the characters had friendship points and relationship points with each of the other characters, allowing the player to pair together, or, any couples (both romantic relationships as well as friendships) of their choice.
However, the relationship system in Star Ocean not only affected the storyline, but also the gameplay, affecting the way the characters behave towards each other in battle.Star Ocean games also take an all-encompassing approach to items. Party members can create new objects or improve existing ones through crafts like, writing, painting and cooking.
The strongest items and equipment are usually only available via Item Creation, and many others can be sold for a profit or provide other benefits (books can be used to transfer skills and abilities; cooked foods can be used to circumvent the 20-of-each-item inventory limit), placing great importance on Item Creation.The characters of the series were designed to be 'action-figure-like'. A feature adjusting the characters' appearance when changing their equipment was considered for the series but ultimately was scrapped because of the large number of characters to design. ^ Christian Nutt (May 15, 2003). Archived from on June 28, 2011. Retrieved July 1, 2007. Yin-Poole, Wesley (March 10, 2009). Retrieved August 17, 2009.
Lada, Jenni (February 1, 2008). Retrieved September 11, 2009., RPG Fan. Brendan Main,. Christian Nutt (May 19, 2005).
Retrieved July 1, 2007. Hirohiko Niizumi (April 12, 2009). Archived from on June 22, 2009. ^ Hirohiko Niizumi (May 12, 2007). Archived from on June 22, 2009. Ashcraft, Brian (April 14, 2015). Retrieved April 14, 2015.External links.
Like I said in my introduction post, I am also one of the many poor souls who wants Star Ocean Blue Sphere translated into English, so here's a screenshot that is essentially a collage of the work that I've pulled up so far:Now, I looked at the French and Chinese translations that have been successfully completed 100%. It seems the French translation seems to have replaced the font table at address 000F4000, but the Chinese translation did not touch it. Rather, the Chinese translation started their work at 0008C000 and put their own font table there. They were able to make room, as another translator, Mz, had mentioned in an earlier post.So far, I have used SearchR3 to find the use of 'star ocean' and then I made my English font table from there. So far, so good for a newbie like me! I double-checked that these locations were correct, and lucky me!
I can now make a full table file for the entire Japanese script, and be able to manually translate it. Not very efficient, but given the current shenanigans mentioned by Mz, I might as well dig deeper into this rabbit hole. With a working table file, Hexecute can finally stop giving me garbage, and give me actual text instead of the occasional Kanji, random number/letter or two.If you would like to give me advice, or perhaps stop me from reinventing the wheel, please do respond! Being a layman, I have no advice that would benefit you.
The only one that has released anything is lokai20. I believe he's done with his second attempt after his original progress died with his hard drive and mz's possible progress.
His last video was anticipating passing on what he had to others. But he was translating as he went, as opposed to mz and Aeon Genesis/Gideon Zhi who seem to each have a completed translation. Until there's some collaboration, you might have to just reinvent that wheel.lokai20:mz:Aeon Genesis/Gideon Zhi. Well, crap.From one dude dropping his thumb drive down a street stream in the rain, to a hard drive failure with BOTH projects combined (gonna have to ask about that, after I have definitive evidence of my translation effort), and I thought Aeon Genesis' 100% announcement was referring to Mz's work but I guess he did that, too. Thanks for letting me know about their works, but I am already VERY aware of pretty much every single post and video they've made, so it's not really news to me. This game sure is cursed!So if I DO have to reinvent the wheel, I'll just have to be a Smarty TM and actually back up my work, regardless of whether it's on a solid state drive (which it is) or not lmao.
It's 2017, and there was definitive proof that we could've translated this gameboy color RPG years ago, and even within this year too! I'll just have to break the curse once for all.
But, college is coming around the corner, so I'll have some update on my progress ready despite that time delay. Helloooo, I'm back. I got college out of the way, so I'm restarting this lost cause.I'm looking at the French translation right now, and even though I hear that, and I quote, 'The French translation is a huge piece of shit. They made up 99% of the text, and it's not properly hacked, so the ROM space they had was minuscule.
Avoid it like the plague.' Thanks, Mz.I'm looking at these screenshots on the homepage here:, and translating them, and they seem to check out so, I'll double check and see if the stuff is actually a garbage fire or not.Honestly, I'm just gonna go off the French translation and put it into English, since French is a lot easier to translate than Japanese, lol!
If it really is bogus, then I'm back at square one, no biggie. Yeah, this has been on my to-post queue for the last month or two, but it's kind of languished behind the Masoukishin releases. I've been trying to make a post at least once a week, usually on a Monday or Tuesday, and this happened to be this week's. (There are only three left; one's an announcement, one's progress that I want new screenshots for, and one's, well, you'll see.)None of my work is actually based on the French version; the 4x8 font in my screenshots is actually done programmatically (though it might be the same graphics as the french one, idk). I held out for a vwf from other people for.years. and at this point I'd rather just have the 4x8 and something releasable than nothing at all, and I'm not confident enough in my z80 skill to write an actual vwf.It's still a good ways off though, and I'm probably a few months away from being able to devote any meaningful time to it.
Main dialog (and some of the incidental stuff) is translated and inserted. Needs to be edited. Font assembly work for main dialog.should. be done, but that hasn't touched events, battles, or menus.Unfortunately either the emulator I was using to test was bad (very possible) or some of the scripting got broken during reinsertion. After the intro cutscene plays you end up with a ghost Precis flickering in and out of existence in the corner, and the remainder of the intro event doesn't play as it's supposed to; you can just talk to Dias, pick your party, and leave the ship. I recall this working in an earlier version though, so I'm not sure what happened.
I experienced a blackscreen crash in Mile Tower as well.Haven't touched anything beyond the dialog, though iirc I started documenting the combat text routine. I haven't looked at it much since fall. Masoukishin's text work popped while I was tinkering with this, and that took priority.
Sounds like you still have a.lot. of work ahead of you. To this day I have nightmares of thousands of items, spells, monsters, descriptions, profiles, minigames. Great game, but not really fun to translate.If you're interested in some PHP files (and a MySQL database) to edit the rest of the game, or even just to use as a reference (if you can manage to read tens of thousands of lines of ugly code written in a few weeks), just let me know.(I had a lot of crashes along the way too. Most of them were bad pointers within the custom scripting engine of the game, or just bad reverse engineering of some bytecodes, sometimes overwriting other stuff accidentally. A quick look at my code seems to show there are at least 9 different bytecodes that serve as a pointer in one way or another.).
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Quite a few, I'd say. At least 5, it seems. I was just organizing the files that I was going to send to Gideon Zhi.Maybe we could join all our efforts? A VWF from there, a decent translation from there, etc.I have all June free to work on anything (minus the time it takes to watch the World Cup matches ), so maybe I can help with other stuff too.This is what I already have: all of the text already located and editable, tested from start to finish, a shitty translation, a shitty 'dual-tile' font, all the graphics localized and ready to edit and insert with a single batch (most of them already edited), 31 save files from the very beginning of the game up to the final boss.
And maybe other stuff I forgot already.Some screenshots: In other words, my version mainly needs a decent translation and better ASM routines. Anyone interested in joining our works? Movie swords for sale.