Category: SaGa

  • Romancing SaGa: Fated Respinner for Super Famicom

    Mod Showcase Stream by Ivor Biggun

    You can follow Ivor Biggun via YouTube.

    Fated is the new respinner soon to be announced.

    It is believed to be the first Western mod of Romancing SaGa (SFC) that is not a translation.

    Fated Any% Barbara in 3:13:50

    Date: October 19, 2026

    The first live run attempt features Barbara, the Dancer.

    It is believed to be the debut livestream by Ivor.

    So come show your support for our community’s work. We hope to see you there!

    For the Based Board for Fated, click here.

    This post has been viewed 36 time(s).

  • Romancing SaGa: Fated Respinner for Super Famicom

    New Any% Record by Ivor Biggun

    You can follow Ivor Biggun via YouTube.

    Fated is the new respinner soon to be announced.

    It is believed to be the first Western mod of Romancing SaGa (SFC) that is not a translation.

    Fated Any% Hawke in 2:48:57

    Date: October 18, 2026

    This offline run attempt features Hawke, the Pirate.

    Congrats to Ivor Biggun for earning the title of Fated Record Holder via his speedrun submission to the Fated leaderboard on SRC here.

    This title was formerly held by clymax via his mod showcase run, which has a time of 5:08:34 using Gray plus the Destiny DLC.

    For the Based Board for Fated, click here.

    The new run spans two episodes, so the playlist is available here.

    Badge Awarded

    This post has been viewed 15 time(s).

  • Saga 2 Jukebox – Making Actual Progress

    I’ve been up to a few things the past week or so. First, here’s the fruit of my labor. I added background music to town 1, town 2, Ki’s Palace, and the first cave. Every piece of music in this clip is music I arranged and added into the game. I also improved a few of the tracks, like increasing the bass for The Forbidden Realm.

    Chai Kingdom will not be the world 1 music, but you get the idea. I was mostly showing off how town music will work, as well as the music I’ve already made. I also made some improvements to the engine. Adding town music is very easy with Saga2Edit. I just need to replace the door scripts with other scripts that call the door script before changing the music. Although in some of the Saga 2 hacks, this will require expanding the amount of scripts available

    Understanding How Instruments Work

    To improve the engine, it is first necessary to understand how “instruments” work on the Gameboy. In short, there are no instruments. You modify the sound wave with different settings, then choose the notes you want to play. Here is a quick summary of how it works

    Duty cycleAlters the sound wave to shift the tone. I think of it as the “material” of the instrument. Brass, strings, or hollow/wood
    Volume envelopeShifts the volume of the note. Think of this as how a note is played. A quick strike, a long note that swells in volume, a flat note that is just held at a static volume, etc
    vibratoAdds flavor to the sound wave. Like reverb or a bloom effect
    Wave TableUsed for channel 3, it allows more complex sounds. I’m still understanding exactly how the engine handles these, although I managed to add some crazy sounding ones

    For example, in my engine, the following “instruments” use these settings. I gave them plan English names to make setting instruments more intuitive.

    InstrumentVibratoVolume EnvelopeDuty Cycle
    XylophoneFlat – Does NothingStrikeHollow ($80)
    ViolinQuiverSwellStrings ($40 or $c0)
    French HornSwayBreathBrass ($00)

    I also made an instrument tester, although I’ve updated a lot of these since recording the video (piano listed in it is more of a chime. piano should use the string duty cycle). I added melodies from my current music so I could hear them with notes that fit the instrument

    With new and better organized settings, I was also able to get some music sounding much better that I had almost given up on. I still have a few tweaks I want to make, but I was able to grab the Mystic Quest Battle theme, which I REALLY want to have in the game

    Next Steps

    Currently, I’m trying to finalize all the instrument settings. They are mostly done, with the exception of “breath” which has audio pops in it for some reason. I’m also currently researching how to add more wave tables.

    I also need to start testing more music in game. Sound effects mute audio in channels 1, 4, or both. I have most of my music optimized in the first video, but in the cave the menu interferes with the violin at the start of Fate in Haze. I just need to move it to channel 2.

    Future Vision For the Engine

    My real end goal is to create an engine that is easy to use for other rom hackers to use for gameboy music that comes with well over 100 tracks they can use. To make it as simple as I would like, I’m taking inspiration from Mystic Editor, which uses mml for the music.

    My end result will look similar. The difference is I’ll have volume control like they have with octave, the ability to name instruments instead of just using the in game settings, and some other tweaks. I’ll have to decide how I want to label note lengths like dotted notes. I was thinking D for dotted and T for triplet at the end, but that might change. You’ll still have the ability to manually change instrument settings like vibrato and volume envelope if needed

    Example:

    — chai_kingdom_ch2:
    TEMPO 65
    INSTRUMENT: flute
    VOLUME: 9
    OCTAVE: 3
    d4D, e8, g4, e4

  • Romancing SaGa (WSC) English Fan Translation Released

    WonderSwan Color Port Never Translated in a Quarter Century

    You can follow Ivor Biggun via YouTube.

    Do note: This Translation Patch was made with AI, more information below!

    Romancing Saga’s 2001 Wonderswan Color Port has received a fanmade English Patch at last! The Japanese exclusive handheld device debuted in 2000 and Square immediately got to work on releasing the 1992 Super Famicom JRPG to the system, completing it by 2001.

    Posted on Reddit by user u/gio-74, the author states:

    The English script is based on the SNES English translation of Romancing SaGa by DDSTranslation (v1.2, 2016): Japanese to English translation by Eien Ni Hen, programming by DDSTranslation, special thanks to Alex W. Jackson. That patch is in turn based on the 1998 Trans-Dimension translation by Shujin-Rik, Hakai and Musashi, with F.H. (Frank Hughes), Tamahome, Hoky and MakoKnight. Their lines were matched to the WonderSwan script and adapted where the remake changed or added text; the scenes that exist only on WonderSwan were translated from the Japanese. All credit for the original English goes to them.

    The author also stated that Artificial Intelligence had been used in the making of the translation, the report linked below goes into further detail.

    The report can be read here:

    What’s new over the SFC Original?

    The Wonderswan Color boasts much superior technology to the Super Famicom, which had hindered the original 1992 release due to size limitations. Much of the cut or axed content returns in the WSC version which has now been made readily available for English speakers!

    The IPS file can be downloaded here: All credits to their respective authors. The Reddit post with the original poster’s commentary can also be found here:

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