Wikifang:Telefang 1 Translation Patch/Bugs: Difference between revisions

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* "Are you calling me over?" message is formatted like an SMS
* "Are you calling me over?" message is formatted like an SMS
* Items menu has text overflow and tile overwriting issues
* Items menu has text overflow and tile overwriting issues
* Title screen sample sounds like Vinny had his way with it on emulator
=== Low priority ===
=== Low priority ===
* <s>When playing in monochrome mode (i.e. GB or SGB mode), tiles in the D-Shot menu screen are corrupted. This is because tiles for monochrome systems are loaded differently from tiles for the GBC.</s>
* <s>When playing in monochrome mode (i.e. GB or SGB mode), tiles in the D-Shot menu screen are corrupted. This is because tiles for monochrome systems are loaded differently from tiles for the GBC.</s>
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* <s>Code for adding diacritics (dakuten and handakuten, e.g. ほ to ぼ to ぽ) was not updated for Latin scripts. The replacement table assumes the Japanese kana character set and both functions don't disable the VWF when drawing names. It should have a new replacement table that cycles through grave accents, acute accents, umlauts, and so on within the Latin-1 character set.</s>
* <s>Code for adding diacritics (dakuten and handakuten, e.g. ほ to ぼ to ぽ) was not updated for Latin scripts. The replacement table assumes the Japanese kana character set and both functions don't disable the VWF when drawing names. It should have a new replacement table that cycles through grave accents, acute accents, umlauts, and so on within the Latin-1 character set.</s>
* Menu tiles need to be redrawn to fit current font (some tiles are squished)
* Menu tiles need to be redrawn to fit current font (some tiles are squished)
* Replace the Japanese logo on the SGB border with the translated equivalent
* No SGB palettes have been defined for this game. In general, the builtin SGB support appears to be completely unused, as if they had copypasted it from another project.
** Define reasonable SGB palettes for title screen, menu, overworld, etc
** Alter menu screens to make use of SGB attribute-set commands
** Use SFC OAM instead of DMG OAM for sprites

Revision as of 15:36, 23 November 2017

This is a list of known bugs in the Telefang 1 translation patch. This only includes bugs that the original Japanese game does not have, so any bugs that originated in the Japanese version will most likely not be fixed unless they are severe.

Current bugs

High priority

  • When called by a Denjuu, species name is incorrect. I got a call from "Monstera" but it had the name "Tsunonasu".
    • Name is still not centered correctly when receiving calls
  • Story item obtain message is improperly formatted
  • Giving your current Denjuu an item has a broken message
  • "Are you calling me over?" message is formatted like an SMS
  • Items menu has text overflow and tile overwriting issues
  • Title screen sample sounds like Vinny had his way with it on emulator

Low priority

  • When playing in monochrome mode (i.e. GB or SGB mode), tiles in the D-Shot menu screen are corrupted. This is because tiles for monochrome systems are loaded differently from tiles for the GBC.
  • Certain move, habitat, and item names are too long to fit and get cut off, or overwrite other data.
  • The text inserter occasionally messes up newlines in dialogue.
  • When selecting "Calls" from the D-Shot menu and selecting a Denjuu, the sprite is the wrong one.
  • Code for adding diacritics (dakuten and handakuten, e.g. ほ to ぼ to ぽ) was not updated for Latin scripts. The replacement table assumes the Japanese kana character set and both functions don't disable the VWF when drawing names. It should have a new replacement table that cycles through grave accents, acute accents, umlauts, and so on within the Latin-1 character set.
  • Menu tiles need to be redrawn to fit current font (some tiles are squished)
  • Replace the Japanese logo on the SGB border with the translated equivalent
  • No SGB palettes have been defined for this game. In general, the builtin SGB support appears to be completely unused, as if they had copypasted it from another project.
    • Define reasonable SGB palettes for title screen, menu, overworld, etc
    • Alter menu screens to make use of SGB attribute-set commands
    • Use SFC OAM instead of DMG OAM for sprites