Category: Square

  • 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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  • Romancing SaGa: Fated Respinner Unveiled on Super Famicom

    For clymax’s projects, click here. You can also follow him on YouTube or Twitter.

    The Fated mod of Romancing SaGa on SFC has been unveiled courtesy of clymax. The mod is for use with the DDSTranslation English fan translation v2.0 (which is based on the Trans-Dimension fan translation).

    The mod is unofficial and unaffiliated with Square Enix.

    Like all of clymax’s rando mods, it’s a respinner as opposed to a repatcher, so just simply reset the game to play a new randomization.

    For patching instructions, project status, or other assistance, please check us out on Discord. A teaser trailer is below.

    A release build is being considered, but no plans have been set yet.

    Development Build: Features

    The dev build is on the rotation of mods that can be obtained through our Whirlwind Fiesta annual summer event. For players who do not wish to join the event, do not wish to use Discord, or wish to support the hack author, early access is also available via Game Jolt.

    Item chests now give you randomized items. Seeding not yet supported.

    Gold chests and jewel chests are unaffacted.

    Save ram expanded to 16KB to make room for new features.

    Added support for saving hack state.

    Added support for loading hack state. Multi-session game timers are thus now supported.

    Virtually all maps and locations unlocked to start.

    No more enemy encounters unless you hold down the R button.

    Walk through enemies even if they block your path.

    The portal from Isthmus Cavern to Quietus is now open from the start.

    You can now keep looting random items from the same chest, up to a limit.

    Stat gains are now boosted to 30x. Only affects the eight base stats.

    Your number of battles that is used as one of the ways to level up weapon proficienices is now boosted to 100x.

    Gold gains from battle boosted to 50x.

    Walking speed increased.

    You can now hold down the B button to run.

    A side effect of this feature is that NPC interactions now may require holding down the B button to occur.

    Locations of recruitable characters are scrambled once at game start.

    A demo clip of relooting the same chest is below.

    The Destiny DLC is also available and adds the following features.

    Support added for manual seeding. Your protagonist’s name is your seed for the run.

    The seed determines your chest drops and the scrambled locations of recruitable characters.

    Switch between seeded and seedless rando anytime.

    Seedless rando is also known as luck-based or skill-based rando.

    So, what do you think? How do you think Romancing SaGa on SFC holds up today? Comment below, or come check us out on Discord.

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  • Current WIP and Choosing What Goes in Game

    I figured I would give an update on the current music I’m trying to get across the finish line, as well as what I would like to put in the game vs just in the jukebox or future projects

    Jukebox vs In Game Music

    I’ve thought a bit about what I would want actually in the game vs what I would want just to be able to put on the jukebox while goofing around in town. I think I’ve come up with a few rules that will help

    • Anything from the Saga series or Final Fantasy Adventure is good to be used in game
    • Nothing too iconic. No Mario, Zelda, or tunes like One Winged Angel
    • Try to focus on more obscure music if it is music not from the Saga series

    Of course, none of this is set in stone. If a song is the perfect fit, I’m going to use it

    Some Planned In Game Music
    This track from the Heroes of Might and Magic 2 Gameboy Color game isn’t too well known and would work well for Guardian Town
    Arcana has some music I would like. I need to clean up the battle theme
    Anything from the Romancing Saga series will fit well in the game. I plan to get at least a few more from the snes games
    Final Fantasy Legend 3 music is of course great and fits the game well
    FF Adventure has one of the best soundtracks on the gameboy, and it fits the game as well

    As for the jukebox, everything else. But I’m also going to specifically try for some fun music. Mega Man will come in very handy if I need some more to add

    Some Jukebox Tracks
    There will be some iconic tracks like Saria’s Song
    Mega Man music is fun and easy to convert over. I can get these ones sounding pretty close to the NES
    Other fun music as well, such as NES World Cup

    Besides those, I have some other random tracks I’m trying to get

    Other Random Tracks

    My WIP versionOriginal

    I also plan to get as many tracks from the Ultima NES games, particularly Ultima: Exodus. That game’s soundtrack is nostalgic to me in a way no other game is, so I plan to try to get every single track from it into the engine.

    Ultima WIP

    I also want to get some tracks from these games. Some for in game, some for the jukebox

    Future Hopefuls

    Ys 3
    More from Soul Blazer
    Zombies Ate My Neighbors for the juke box
    Pool of Radiance
    Illusion of Gaia
  • Yohnstoppable’s Chiptune Roadmap

    From a bout of nostalgia to a full music overhaul

    You can follow Yohnstoppable’s work via YouTube.

    Beginnings

    Inspiration

    I always thought the Zozo background music (Slam Shuffle) would be a perfect fit for the desert town
    Ashura’s Tower and the fight with Ashura always had me wanting the Saga 1 tower and boss themes
    A Haniwa’s Contingency: I loved this mod, and it was the first time I really felt like the game HAD to have extra music. The sprites from other games had me wishing it had the battle themes from the other games.

    I also felt like the final area would be so good with Xagor’s Lair music from Final Fantasy Legend 3.

    Gathering Information

    The itch was there, but I honestly did not have the slightest clue where to begin. So I asked on the FFL2 gamefaqs board. Although I received a great answer from Tehtmi, I was a bit out of my depth.

    https://gamefaqs.gamespot.com/boards/585710-final-fantasy-legend-ii/81161973

    It was clear I needed to learn more about disassemblies as well as how gameboy handles music. So I set out to create my own disassembly of Saga 2, which was garbage. I also played with Saga2Edit (made by Tehtmi) and used that disassembly to learn more about how the audio engine worked.

    I checked out other disassemblies for project such as Pokemon and Link’s Awakening. I was able to learn a bit, but I still didn’t feel any closer to being able to bring in any new music. The big break through was when I discovered the Embers of Mana mod and linked up with the Mystic Editor team.

    Getting Somewhere

    Breakthroughs

    I cannot overstate what a break through it was discovering the Embers of Mana mod. This was huge for a few different reasons

    It has a completely custom sound track, so it was clear they knew the audio engine. Embers of Mana Soundtrack
    It has almost the exact same audio engine as Final Fantasy Adventure. It even has a tool to extract the music from Saga 2, seen here
    It is very well documented with how to use the audio engine, what notes it can play, and even has maps of how sound waves are effected

    Getting My Feet Wet

    Now that I had a way to create music, it was time to get to work

    1. Typing out every note by hand was not for me, so I created a script to convert sheet music to mml for the Mystic Editor. If I have decent sheet music, I can export it as xml from Muse Score, then run my script to convert it to xml
    2. I discovered Musescore can actually generate very good sheet music from a well made midi. Midis are lists of notes and lengths, so there really isn’t anything up to interpretation
    3. Now I have a way to take any well made midi and get the notes into the sound engine. Although at this point I have no clue how to work with the instrument settings as evidenced by this old Chai Kingdom version

    I kept learning how things worked, as well as what dutycycle, vibrato, and volume envelopes were. I was slowly getting better. I spent quite a bit of time on the Magus boss theme, and eventually got it to a decent place

    But that still didn’t feel good enough. I kept having to ditch the drums for every song, and it was really bugging me Luckily for me, the Mystic Editor guys came through again. I noticed an old post where one of them just casually tossed the Saga 3 engine into Final Fantasy Adventure.

    After a couple weeks, switching from wla-dx to rbgdis, and a lot of swearing, I was finally able to get it in

    In addition to bringing in the new engine, I also discovered that the sound effects from Saga 2 and FF Adventure all appear to work perfectly in the Saga 3 engine. So now I have drums and a much larger sound library. Now it is time to start creating some real music

    Creating Real Music

    Learning the Engine

    Now that I had my engine, it was time to start creating something actually decent. I was able to make a decent version of some stuff, but I was still having issues making the track as good as I would like

    I was finally able to get my Desert Town theme into the game
    This version of Mount Sabre from Crystalis sounds weak, because I tried using vibrato to imitate multiple instruments, which didn’t work
    I was also running into issues with certain tracks being too harsh at a high pitch.

    Updating the Engine

    I started trying to understand how vibrato, volume envelope, and the wave tables really worked. I tried making a few different settings of my own along with lower volume variations for backup instruments.

    I still don’t completely get how to make my own instrument settings, but I’ve been able to trial and error my way into making some decent ones.

    I was able to use my new volume envelope settings along with what I learned to more effectively layer instruments
    I added my own vibrato setting that has a more intense quiver to try and make the jaw harp sound in Shadow’s Theme.
    I was able to somewhat imitate a cuica. The key was changing the dutycycle from $00 to $80 and going down an octave for the second note.
    I also experimented with other volume envelopes for drums as well as using channel 1 to add a thud and echo for snares

    Improving the Tunes

    With some more experience, I’m now able to make better music. Some of these are still works in progress, but I’m definitely able to add music I wasn’t before

    I was able to get Lonely Town from Soul Blazer sounding pretty clean despite having the violin and flute playing at the same time
    I was able to make the Final Fantasy town music sound (at least imo) better than it sounds on the NES by having it sound like actual instruments
    After learning more about how the drums work, I’m finally able to attempt adding some tracks from what I consider the best sound track on the entire gameboy
    Where to Proceed

    Shifting Goals

    The original idea was simply to get the music from Final Fantasy 1 and 3 into the game. Once I discovered I could add my own tracks, it grew from there into becoming the Saga 2 Jukebox Mod.

    But with the sheer amount of music from the games along with the custom tracks, it felt like a complete music overhaul was in order. At this point, I have

    • 16 tracks from FFL1
    • 19 tracks from FFL2
    • 23 tracks from Final Fantasy Adventure
    • 20 tracks from Final Fantasy Legend 3
    • 20 mostly ready custom tracks
    • ~20 Work in Progress tracks

    So as far as Saga 2 goes, I plan to add script tiles to trigger music so town music can be added, as well as music for other locations like caves and Ki’s palace. Full spreadsheet of what my current ideas are is here – https://docs.google.com/spreadsheets/d/1IWntIfiF3ZX0mWtWTq1RmRyrbU-BpsCh6Ljj9fLt_PA/edit?gid=0#gid=0

    End Goal

    Honestly, the real end goal is to have an engine people will want to use for mods and other projects that has an extensive library of all kinds of music, and is most of all easy to create music for. I’ll be sharing my work along with videos and other documentation on how to make music for it in the future. I also plan to

    • Have an mml format that is more readable than the note macros in the assembly
    • have presets for different instruments like flute, violin, harp, etc that will set vibrato, dutycycle, volume envelope, and wave table
    • Update my script for converting sheet music so people can use it to get their own music into the engine
    • Update my melody tester so you can easily cycle through preset instruments with a melody to see how they sound

    As a final note, here is the playlist of the music which is ready or very close to ready – https://youtube.com/playlist?list=PLarZ7jESu1mc&si=rm0rpgosBcSEz5Ss

    Here are the ones which I consider more “in progress” – https://youtube.com/playlist?list=PLceErzHlGveY&si=T1Z9qty1ZfVeOhBn

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