Recca wrote:
No, the original Japanese version works fine in Zsnes. Whereas, the freeze point in our English translation also occurs in Snes9x version 1.51. Therefore, I believe that it's a problem with our current English version and not the emulator. Zsnes works perfectly fine with La Wares, I tested it with both the Japanese and English versions of the game.
I have a feeling that there's more translated text in the various banks than the game can handle. Just look at the ErrorMSG.txt file. After patching the game, it reads:
"C:\Romhack\trans\LW\Enemies\EN_020.bin did not compress completely. [ BYTES OVER: 84 ]"
A number of other enemy texts also contain this message. Rearranging sentences and cutting down small bits of text are not enough to fix this problem apparently. Perhaps Bongo` might be able to think of a fix for this without reducing large amounts of text.
Aside from using the Japanese version to play past this boss, there's no way to continuing beta-testing in English until it's defeated.
Taskforce: Tell us you're not having tea with Dorothy and Toto in Kansas!
Edit: Okay, this is the strangest thing... I used my .srm save with the Japanese version of the game to enter the La dungeon and saved. After that, I used the save again with the English version and everything works fine. I can open chests and view the cut-scene without the game freezing. This problem is definitely because of the patching process and not because of the emulator (both Zsnes and Snes9x work fine with La Wares). We need to fix this problem or tell everyone to use the Japanese version to skip over that freeze point, haha!
Edit 2: Turns out that right before a freeze point occurs, the game's text boxes corrupt. If you save using a .srm save when that happens and load the game, everything works fine afterwards. There's a problem with some of the later dungeons it seems. I wonder why?
Ah, the sweet mysteries of re-coding. I go through this drill frequently, test, experiment, put together a report with graphics and saves, and RAR/ZIP the package to Bongo`.
Short time later, he'll send an update and say one of the following:
1. Here you go!
2. Fixed!
3. Oh, I introduced a nasty bug, but it's gone now!
4. Bah! I left the debugging code in the file!
5. You have plenty of space now!
6. I hate this game!
7. The expanded buffer may slow down the speed.
8 The programmers introduced some really stupid code!
9 I'm never touching this *bleeping* game again!
The problem completely disappears and fades into the distant past so quickly, you begin to wonder if it was a figment of your imagination!
Taskforce: Tell us you're not having tea and crumpets with Dorothy and Toto in Kansas!