Wikifang:Telefang 1 Translation Patch
Welcome! This page follows the updates on the Telefang 1 Translation Patch (currently active on Tulunk Village).
Started out as a vision and a thought, the members of Tulunk Village worked together to work towards what one day we would all achieve - a completely translated Telefang 1, as a proper English replacement to supersede the currently infamous bootlegged version.
Although still a work in progress, one day we can all realize this dream.
Links:
Patch: Text dump and translations ・ Known bugs ・ Things to do
Documentation: Bank map ・ RAM map ・ Malias compression ・ Encoding ・ Power/Speed ROM differences ・ Game State Machine
Raw dumps: Compressed graphics ・ Tilemaps ・ Attributemaps
Thread on Tulunk Village
Latest version
The patch currently works with both the Power Version and Speed Version of the game.
The latest version is v144, rolled by kmeisthax with contributions from andwhyisit.
To discuss this patch, check out the forums. For full patch notes please check the version history.
Changelog
Version 1
By andwhyisit
- Added the english text characters in the rom
- Added all the english move names
http://fast.filespace.org/andwhyisit/TelefangMenuPatch.ips (link dead)
Version 2
By andwhyisit
- Name input, attack names and denjuu names
http://www.mediafire.com/?4yflnptly8y
Version 3
By andwhyisit
- The symbol for Chiru has been replaced
- Fangs renamed to Fungus with all the evolutions following suit
- All of the Evolutionary Stages are written out in full apart from "Super Machine Denjuu" which was shortened to "S.Machine Denjuu".
http://www.mediafire.com/?lddymatjmvo
Version 4
By Blaziken257
- Intro inserted in rom
- Added "NAV" to the bottom
- Changed font to a Pokémon-like one
Added text such as:
- "Give nickname?"
- "Fight/Status/Run" (I guessed on Fight and Run, but I know "Position" is supposed to say "Status")
- "____ has challenged you!"
- The T-Fanger Stranded Child (I called it "S. CHILD" due to the 8-character limit)
- "Save number?"
- "Critical!!" (I know I got this one right)
- Changed "Kryptoraid" to "Kryptoride" and "Kryptoarmor" to "Kryptoarm", but I didn't change any other Denjuu names
etc. http://z15.invisionfree.com/Tulunk_Village/?act=Attach&type=post&id=1494247
Version 5
By andwhyisit
- Made some name adjustments plus cleaned up alot of the squashed effect with the names.
http://www.mediafire.com/?ifvznqpr3m6
Version 5.1
By Blaziken257
- Added "___ appeared!"
- Changed "Escape" to "Run"
- Added the "Fight"/"Run" text in the battle screen
- Added the types (used the same ones as the bootleg, because there's a 4-character limit, but I capitalized "Wood")
http://z15.invisionfree.com/Tulunk_Village/?act=Attach&type=post&id=1495075
Version 6
By Blaziken257
- Replaced "You defeated the enemy Denjuu!" with "The enemy Denjuu were defeated!" It means the same thing, but you don't have to worry about the was/were thing.
- Edited the screen where you pick your Denjuu. If you have none, it now says "- None -" and the top-right says "Pg."
http://z15.invisionfree.com/Tulunk_Village/?act=Attach&type=post&id=1495784
Version 7
By Blaziken257
- When viewing the D-Shot on a regular Game Boy, it loads different tilesets (from $1E4000-$1E7FFF, as opposed to $1EC000-$1EFFFF). Those buttons were redisigned, but only for the monochrome Game Boy so that we could still have the already existing ones.
- Added "ISOLATE" as a T-Fanger.
- Added the "NO SIGNAL" icon on the bottom left.
- Changed "___'s attack! ___!" to "___ used ___!" because of the text length issue.
http://z15.invisionfree.com/Tulunk_Village/?act=Attach&type=post&id=1498440
Version 8
By andwhyisit
- discovered where the preset name is (it is limited to 3 characters and each character is stored separate from each other), attempted to squeeze Shigeki into the 3 tiles.
- cleaned up names, renamed "Krypto" to "Crypto" (in both the Denjuu names and Dialogue text), and added the 's symbol (hex value 06).
http://www.mediafire.com/?655woxsybdm
Version 9
By Blaziken257
- Translated Crypto's picture book entry. Scrunched down so that it fits two lines.
- Changed "___ used ___!" to "___'s move! ___!" There weren't any issues with text wrapping here.
- Revamped the phone button graphics to the Game Boy Color. In case anybody liked the old ones better, THOSE were moved to the Game Boy ones for now. Also added are the Speed buttons, unused.
- Added "You received ___ mail messages." There were different lines of text for each number (1-4), so there weren't any singular/plural issues.
- The NO SIGNAL fixed.
- Fixed the chopped off 0 on the phone.
- Added "I tell you my phone number!" because I got tired of looking at the garbled text, though since I just took it from Diamond, it's probably inaccurate.
http://z15.invisionfree.com/Tulunk_Village/?act=Attach&type=post&id=1516892
Version 10
By Blaziken257
A lot of translations of battle messages, plus:
- Added in Toronko Village and Kurinon Village as map locations; check them out.
- Switched the lowercase and uppercase buttons, but didn't change the entries yet.
- Copied all the Denjuu Arrive/Denjuu Attack phrases from the Diamond ROM
- Added "___ arrived!" when a Denjuu arrives.
- Added the Smoke status effect. Called it "Fog" for now.
- Added "Are you sure?" when you selected your Denjuu.
- Added "Go! _____!" when fighting a T-Fanger.
http://z15.invisionfree.com/Tulunk_Village/?act=Attach&type=post&id=1530618
Version 11
By andwhyisit
- Fixed the name entry values
http://www.mediafire.com/?dbmhom4mjd2
Version 12
By Blaziken257
- Added Kimbles' battle translations
http://z15.invisionfree.com/Tulunk_Village/?act=Attach&type=post&id=1592847
Version 13
By andwhyisit
- The "You have # messages" tiles are done.
- "Ok!" stamp is done, with palette changes of course!
- Item names done.
http://www.mediafire.com/?ml0kozmn2hu
Version 14
By Sanky
- Added Cancel in menu and "No Items".
http://sanky.master.sweb.cz/TelefangPowerV14.ips
Version 14.1
By Sanky
- Made Cancel and No Items look better.
http://sanky.master.sweb.cz/TelefangPatchV14dot1.ips
Version 15
By andwhyisit
- Added personalities and status effects
http://www.mediafire.com/?th23nmhegjw
Version 16
By Blaziken257
- Added Kimbles' shop text.
http://www.mediafire.com/download.php?gz2ezzzmzyz
Version 17
By Blaziken257
- Added most of the dialogue in Toronko Water Station, up to part of the way when you wake up Nejiro.
- Made all the shop text point to one place, freeing some space.
http://www.mediafire.com/download.php?bxnmny2mnmj
Version 18
By Blaziken257
- Rest of the translated stuff for Kakuza Party done.
http://www.mediafire.com/download.php?y1dj2rzdzwn
Version 19
By Blaziken257
- Toronko Village dialogue almost done.
http://www.mediafire.com/download.php?m0gemyzdjyx
Version 20
By andwhyisit
- The word "Denjuu" can now be accessed with the code E56600.
http://www.mediafire.com/?mtyc0ommkyg
Version 21
Skipped.
Version 22
By andwhyisit
- The default name is now "Shigeki".
http://www.mediafire.com/?0mzmqzrljlm
Versions 23-25
Andwhyisit's in-house developtment versions.
- v23 and v24 contained the fix for the E5 code words but aside from that they were mostly failed attempts.
- v25 contained Kimbles font and that E5 code word fix (which I pulled from v24). I was set to release v25, but I waited until v26 was done instead.
- v26 contains the rest of the updates mentioned..
Version 26
By andwhyisit
- Changed the font to Kimbles' font
- Cleaned up some code
- Cleaned up the look of the Denjuu names so that it doesn't look ugly
- Updated the Denjuu names to match the wiki
- Skipped three versions
http://www.mediafire.com/?m20nj14t0wx
Version 27
By andwhyisit
- Made the promised fixes
- Changed the T-Fanger ISOLATE to KAKUZA
- Fixed minor cases of double characters in wrong places
- Made the attack list header read "Moves"
http://www.mediafire.com/?wfwonznomzy
Version 28
By Sanky
- All the map label text is now translated
- Made "Cancel" in the menu look better again since Andwhyisit probably skipped version 14.1, to go with the soon-to-be-added translated menu.
http://www.sankysoft.com/tulunk/TelefangPatchV28.ips
Version 29
By andwhyisit
- Created some asm code to allow running asm code from the previously empty bank 1.
http://www.mediafire.com/?kotnb5gygmx
Version 30
By Sanky
- Replaced the place names with correct translations (see here).
http://www.sankysoft.com/tulunk/TelefangPatchV30.ips
Version 31
By Malias
- Added a working variable width font feature!
- Width table is located at 2FB00.
http://www.mediafire.com/?njzy2dmhl3j
Version 32
By Blaziken257
- Modified the font to work with Malias' variable width hack.
http://www.mediafire.com/?njzy2dmhl3j
Version 33
Skipped by Sanky for unknown reasons. Shame on him! (okay actually this version had the modified intro but not the other changes)
Version 34
By Sanky
- Title screen now says "POWER VERSION".
- New lines in the intro are modified to make full use of the VWF.
- Labels on the map when you press start are done (again!). Includes full names like Toronko Village instead of Toronko Vill.. The only shortening is Pepperi Mount., because Pepperi Mountain didn't fit by one character.
http://www.sankysoft.com/tulunk/TelefangPatchV34.ips
Version 35
By andwhyisit
- Solved a problem with the VWF code.
http://www.mediafire.com/?pttatgp7pog6mg9
Version 36-38
By andwhyisit: v36: Ported back over the changes from v29. v37: Didn't go anywhere really. Dropped v37 and started the counter back up at v38 because v37 was going in the wrong direction and needed to be scrapped and stated again from v36. v38: Restructured some of the VWF code to make it easier to read.
Version 39
By andwhyisit
- Rewrote all suspect "LD (nn),A" and "LD A,(nn)" in the code so that they wrote to and read from an otherwise unused section of ram. THIS FIXES THE DENJUU CALL GLITCH.
http://www.mediafire.com/?y5v2owpiwc3cp0r
Version 40
By Sanky
- Made various ASM fixes to get rid of the disappearing first character bug:
Made this change: 3E 08 ld a,08 3E 07 ld a,07 on the following adresses: Status screen personality - 9164 "Fight" upon opening moves - 14CCA In-battle Denjuu names - 17633 142F0 Additional in-battle Denjuu name fixes: ROM:017E2C CD 61 64 call 6461 ROM:017E2C 00 00 00 nop nop nop ROM:01594B CD 61 64 call 6461 ROM:01594B 00 00 00 nop nop nop This fixes the Denjuu name after winning: ROM:017363 3E 04 ld a,04 ROM:017363 3E 03 ld a,03
- Still needs fixing:
- Denjuu name when a status effect appears, e.g. Fog
- The HP/DP bars, first character gets overwritten on battle start
http://www.sankysoft.com/tulunk/TPatch40.ips
Version 41
By Blaziken257
- Changed the font to a custom, thinner one
- Applied the SGB enabling patch
http://209.85.117.197/12414/167/0/p1036525/TPatch41.ips
Version 42
By Sanky
- Put in all new translations by Kimbles using a dumper and a script to re-insert the text I wrote
- Redone everything story-wise (intro, Nerikara's speech, Nejiro/Netaro text, etc.)
- Redone battle messages and "general" bank
- Started work on Kurinon
- Changed 0x00 to a full-width space
http://telefang.net/misc/TPatch42r1.ips
Version 43
By Blaziken257
- fixes the monochrome phone graphics and the ? and - widths
http://209.85.117.197/12414/167/0/p1036732/TPatch43.ips
Version 44
By Sanky
- Garbled text removed.
- Wrapping line breaks fixed.
- Full-width spaces (0x00) replaced with half-width spaces (0x20).
- "DEKICHBA" changed to "Tabasco".
- "KAKUZA" changed to "Kakuza".
- Untested fix to text rendering while switching Denjuu.
http://telefang.net/misc/TPatch44.ips
Version 45
By andwhyisit
- Title screen is now IN ENGLISH!
- "Civilized Denjuu" changed to "Cultured Denjuu".
http://www.mediafire.com/?xtd1h45c5daygsf
Version 46
By Sanky
- Kurinon story text
- Some calls, partially text messages but they don't display properly.
- Other fixes in older text.
http://telefang.net/misc/TPatch46.ips
Version 47
By andwhyisit
- Minor title screen edit.
http://www.mediafire.com/?83r0zk0c553g5rh
Version 48
By andwhyisit
- Fixed some Yes/No questions.
- Changed garbled text on level up screen. Not perfect but it'll do for now.
- Started work on breaking the denjuu name limit.
http://www.mediafire.com/?17a4ho3i8qb6ydn
Version 49
By andwhyisit
- Solved the disappearing personalities bug that showed up in the last version.
http://www.mediafire.com/?mqrx7hgrx64dc8b
Version 50
By andwhyisit
- Wrote a few asm functions later used in v51. No visible changes.
Version 51
By andwhyisit
- More advancements made towards breaking the limit.
Note: The E5 code for pointer 0x114060] needs to be changed to E5 A0 CC or «&0xcc90» in the text dump to match this patch.
http://www.mediafire.com/?1xmyrbqq5a6ka94
Version 52
By andwhyisit
- Repositioned and repointed the compressed data from bank 37h.
http://www.mediafire.com/?q0e3yu91zgx2b95
Version 53
By Sanky
- Completely translated the menus
- Translated the status screen
- Changed the ugly "No items" icon
- Changed the ugly "POWER VERSION" text on the title screen
http://telefang.net/misc/TPatch53.ips
Version 54
By andwhyisit
- Fixed the nicknaming screen.
http://www.mediafire.com/?bme7vboq046vblg
Version 55
By Sanky
- Changed the status screen a bit.
- Added in Kimbles' translations of the Denjuu phrases!
http://www.mediafire.com/?qx1dia24z1ejpf3
Version 56
By andwhyisit
- New English title screen added.
http://www.mediafire.com/?qx1dia24z1ejpf3
Version 57
By kmeisthax
- Sprite layout modified so that sprites 0Fh and 10h were situated below the G in the telefang logo.
http://www.mediafire.com/?3on2j28te2vt3n9
Version 58
By andwhyisit
- The G in the title screen was moved down thanks to kmeisthax repositioning those sprites for me.
Version 59
By andwhyisit
- The 2-char character tiles were removed, as well as all use of them in-game.
- All missing ascii characters were added in (20h to 7Fh) and the dash shortened. This means that the tilde will now show.
http://www.mediafire.com/?ksbleyhlie646il
Version 60
or Telefang - Power Version (J) [C][!] (Eng. beta branch-vwffix): by kmeisthax
- Made VWF work for the rest of the text
http://www.mediafire.com/?z767hcto1e8891v
Version 61
By kmeisthax
- Disabled the string centering routine
http://www.mediafire.com/download.php?em14dism6lkld91
Version 62
By RacieB
- Translated the index complete certificate
http://www.mediafire.com/download.php?he53ki7ihvrnr1d
Version 63
By User:Sanky
- Put in new translations and doubled the character limits of the following:
- Item names, T-Fangers, attacks, habitats, personalities, status effects
- See Lists for details
- Made the Denjuu name in ___ appeared! correct
http://telefang.net/misc/TPatch63.ips
Version 64
- Fixed the Denjuu call screen text routine to not use clobbered tile pointer every character and instead respect the VWF state OldTileMode.
- String centering undisabled because Sanky's branch didn't get the patch and I forgot to document it.
- (Speaking of which, did you know I document all my patches in my Findings section?)
http://www.mediafire.com/?ka7i4666ta9sjg1
Version 65
- "Status item" text no longer shows graphical errors after 16 drawn tiles.
- VWF core routine no longer touches MainScript state, other users of VWF no longer corrupt MainScript state
- Known bug: Oshe's curry speech seems to be improperly formatted or I have more main script corruption bugs. Denju call screen main script is weird because it doesn't get initialized like regular main script windows.
http://www.mediafire.com/?75d9i2s7bqdcq41
Version 66
By andwhyisit
- All Denjuu name occurances are now entirely sourced from the 16-char entries. No more uppercase names.
http://www.mediafire.com/?zy1i993496wkwid
Version 67
- VWF core routine now much more conservative with drawing onto the next tile, should fix all "next tile in VRAM gets erased" bugs.
http://www.mediafire.com/download.php?o66us8fvbn2z4d2
http://www.filedropper.com/telefang-powerversionjcengbetav67
Version 68
By User:Sanky
- Fix for "INVALID" placeholder Denjuu nature on certain status screens
http://telefang.net/misc/TPatch68.ips
Version 69
By andwhyisit
- Fixes auto-nickname limit.
- Known bug: Denjuu loss screen shows incorrect denjuu name
http://www.mediafire.com/?ae94sbwz2pd3p1d
Version 70
By User:Kmeisthax, un-by User:Sanky
- Removed Sanky's v40, as we fixed the underlying cause of the behavior by making the VWF more conservative on tile usage. This was causing a bug where VRAM clears would complete one tile earlier then they should.
http://www.mediafire.com/download.php?vg6rbsea1aqni4f
Version 71
By andwhyisit
- Fixed the Denjuu loss screen bug.
- Updated Denjuu names.
http://www.mediafire.com/?58lale7mv8hojgk
Version 72
By andwhyisit
- Bug fix for v71. Denjuu names other than Crypto were behaving stangely due to the code looking for the sram Denjuu data in 6-byte blocks rather than 16-byte blocks.
http://www.mediafire.com/?1cqkeh5b9xivtc9
Version 73
By andwhyisit
- A bugfix for my.. bugfix? o_O;
http://www.mediafire.com/?h00bkea2ujncal9
Version 74
By Sanky
- Changed one ld a,09 to ld a,10 so attack names don't get cut off in-battle
- Changed "Cultured Denjuu" to "Cultivated Denjuu"
- Changed "Dark Void Denjuu" to "Dark Space Denjuu"
- Inserted Umekichi "dialogue"
http://telefang.net/misc/TPatch74.ips
Version 75
By andwhyisit
- Moved the name data in D460 to D6A0 to prevent data in ram from being overwritten or misread.
Note: All E5 60 D4 codes in the script are now E5 A0 D6. Unfortunately there are too many to list.
http://www.mediafire.com/?3i363mxfhicnecb
Version 76
By andwhyisit
- Moved the name data in D440 to D68D to prevent data in ram from being overwritten or misread.
Note: That one E5 40 D4 code in the script is now E5 8D D6. It's from the line that says "[name] appeared!" in bank 45.
http://www.mediafire.com/?gginzeict2onohw
Version 77
By Sanky
- Kurinon Village done! Story, NPCs and even unused text. Kimbles probably knows better than me, by this point. XD
http://telefang.net/misc/TPatch77.ips
Version 78
By andwhyisit
- Fixed garbage text in Denjuu names over 6-char by stopping the copied entry from being truncated before the trailing E0.
- Increased printed characters for Denjuu names on the status screen.
- Increased printed characters for the Denjuu names on the pre-battle Denjuu selection screen.
- Increased printed characters for the in-battle Denjuu name that appears above the health bar.
http://www.mediafire.com/?bsyvsbslglgwouc
Version 79
By Sanky
- Fixes the game crashing upon picking up and placing an item again.
The single change: RO78:6FF9 ld a,0B RO78:6FFB ld (C423),a RO78:6FFE ret
http://telefang.net/misc/TPatch79.ips
Version 80
By andwhyisit
- Apparently in v78 I only broke the character limit for the first name in the Denjuu selection screen. This should fix the limits for the second and third names.
http://www.mediafire.com/?1k1drpnt000llox
Version 81
By andwhyisit
- Nickname screen fixed.
http://www.mediafire.com/?vmqc4q3vljx5507
Version 82
By andwhyisit
- Fixes the Denjuu name not appearing during a phone call.
http://www.mediafire.com/?bws4rz0h7973b1c
Version 83
By kmeisthax
- This VWFs every other piece of text in the game (that I know about).
http://www.mediafire.com/?hz3r5w8srms52m6
Version 84
By kmeisthax
- This adds a byte at WRAM C7C8, when it's set to 1 it causes all letters to be treated as 8 pixels wide. This isn't actually set by anything, I need to write VWF-Enable and VWF-Disable control codes into the main script interpreter, but it's getting late.
http://www.mediafire.com/?8mc455y33rwh0m7
Version 85
By kmeisthax
- Adds two control codes EA (VWF disable) and EB (VWF enable).
- Still cannot be used until I modify the game to use a different script routine for the naming screens.
http://www.mediafire.com/?a66cb1jrzr1ipmf
Version 86
By andwhyisit
- Moved D4B1 names to D658 where they can't overwrite reserved values in ram.
- Mass replaced E5 B1 D4 with E5 58 D6 in the script.
- Fixed an E5 code typo in the phrase "[name]'s Denma attack went up!" causing the name to not display.
- Found a cure for Ornith's sadness. :P Yep. More name limit expansions.
- Expanded D420 to 16 chars and a trailing E0. Sorry Sanky but I had to remove your old hack.
- Moved D420's content to an unused section of ram to accomodate the full 17 bytes.
- Refixed the "[name] appeared!" message after the above changes.
- Applied FWF to name input screens. This adds an extra pointer to the game script btw.
http://www.mediafire.com/?e06d79bf25mbq7u
Version 87
By Sanky
- Added in Kimbles' Iris story and NPC translations!
- Tweaked the map text routine to enable text longer than 15 characters (moved it from CA00 to CCC0)
- Changed Peperi Mount. to Peperi Mountain accordingly, although we probably want to do full names later (i.e., The Devil's Mountain, Mt. Peperi)
http://telefang.net/misc/TPatch87.ips
Version 88
By andwhyisit
- All dialogue and associated pointer table pairs now occupy their own bank.
Note: Previously empty bank numbers 25, 43, 44, and 58 are now used.
http://www.mediafire.com/?e4bwd172ekp3dcr
Version 89
By Sanky
- Updated Kimbles' translations
- Corrected evolution graphics which were crashing before.
Originally (Japanese version):
0x1d - bank 0x4d + 0x65c9 (0x1365c9), 0x350 bytes compressed read in 0x9000 0x1e - bank 0x4d + 0x622e (0x13622e), 0x350 bytes compressed read in 0x9000 0x1f - bank 0x4d + 0x648d (0x13648d), 0x190 bytes compressed read in 0x9400
In v88 the graphics have mysteriously dematerialized. Now:
0x1d - bank 0x61 + 0x4000 (0x184000), 0x350 bytes compressed read in 0x9000 0x1e - bank 0x61 + 0x4350 (0x184350), 0x350 bytes compressed read in 0x9000 0x1f - bank 0x61 + 0x46e3 (0x1846e3), 0x190 bytes not compressed read in 0x9400
The first two are backgrounds and need not to be changed. The third one is the CANNOT EVOLVE text, which we might want to change (I fudged it a bit), so it's uncompressed. Yay! http://telefang.net/misc/TPatch89.ips
Version 90
By Sanky
http://telefang.net/misc/TPatch90.ips
Version 91
By Sanky
- Made the tilde a bit longer and prettier~
- Added dumps and placeholders for multiple banks
- This fixes the glitchy calls. When andwhyisit moved the extra texts into individual banks, he accidentally wrote the pointers in big endian, which is why the game exploded upon attempting to read them.
http://telefang.net/misc/tfpatchv91.ips
Version 92
By Blaziken257
- Fixed cursor position for Yes/No prompts on the following screens:
- Being asked to nickname a Denjuu
- Being asked "Are you sure?" after selecting Denjuu prior to battle
(More details here: http://s15.zetaboards.com/Tulunk_Village/topic/515337/22/?x=30#post-8257997 -- could be useful for future cursor fixes)
http://www.mediafire.com/?uoev1qodv6qvwvs
Version 93
By Sanky
- Made "Defense", "Denma", "Type:" look better on the status screen
- Put a space after Sky etc. to workaround the glitchy tile, and moved the slash elsewhere to workaround long types.
- Put in a small chunk of Barran NPC text.
The previously compressed status screen tiles can now be found uncompressed at 0xd4a26.
http://telefang.net/misc/tfpatchv93.ips
Version 94
By andwhyisit
- Fixed the midnight palette bug in VBA.
http://www.mediafire.com/?62z6aojafzu4oak
Version 95
By andwhyisit
- All VBA-related clock bugs to my knowledge are now fixed.
http://www.mediafire.com/?i802j2czifjacbu
Version 96
By Sanky
- Corrected a horrible corruption caused in v91.
- Reinserted the moved banks, since the previous placeholders didn't have end codes.
- Reinserted the general bank with a handful of changes.
- Added tiny hex codes 1 through 1f to the font, because I could.
http://telefang.net/misc/tfpatchv96.ips
Version 97
By Sanky
- Inserted (and fixed up the handling of) dungeon map names
- Inserted some phone calls
http://telefang.net/misc/tfpatchv97.ips
Version 98
By andwhyisit
Normally when you go to choose to not nickname a Denjuu you end up with a full-length default name, but if you choose to nickname and then go with the default you would be stuck with the truncated name. With this patch the game checks that the 6-char truncation of the default matches the submitted nickname, and if so replaces it with the full length default.
So essentially this allows you to change your mind after saying yes to nicknames.
http://www.mediafire.com/?4fy3na4c6qjcwj7
Version 99
By andwhyisit
- Fixed some overly long lines ("What was that all about...?" and "X has challenged you!") that broke the text box.
- Fixed the FD figure jumping over 100 in phone calls.
http://www.mediafire.com/?adqx5drmdxu68ud
Version 100
By andwhyisit
This fixes the names not appearing in the call log.
http://www.mediafire.com/?4v5vuiqfg2skz72
Version 101
By Blaziken257
This repositions the cursor on various screens when linking two games.
(More details here: http://s15.zetaboards.com/Tulunk_Village/topic/515337/23/?x=30#post-8260524)
- IPS format: http://www.mediafire.com/file/353n2s1h2znrir6/tfpatchv101.ips (157 KB)
- BPS format: http://www.mediafire.com/file/6ftg5o6kls5dxtr/tfpatchv101.bps (90 KB)
Version 102
By Blaziken257
- Characters for foreign languages (Spanish, French, German, and Italian) are added to the game's font, but currently unused.
- The D-Shot screen now cycles between uppercase-lowercase-numbers instead of uppercase-numbers-lowercase. The character entry, buttons, and label on the bottom left have all been updated accordingly.
(More details here: http://s15.zetaboards.com/Tulunk_Village/topic/515337/24/?x=30#post-8264304)
- BPS patch: http://www.mediafire.com/file/56n19u7tc18qyho/tfpatchv102.bps
- IPS patch: http://www.mediafire.com/file/1tmadiac77n4ksc/tfpatchv102.ips
Version 103
By Blaziken257 and Sanky
- Implemented a bug fix from version 102 where certain D-Shot screens would have lowercase letters on their buttons instead of numbers
- Added ¡ and ¿ to the font (currently unused)
- Fixed a blank nickname bug introduced in an earlier patch
- BPS patch: http://www.mediafire.com/file/cd2o58wii1k53wj/tfpatchv103.bps
- IPS patch: http://www.mediafire.com/file/fbneou0p18b75qu/tfpatchv103.ips
Version 104
By Sanky and Kimbles
- Inserted Barran story & NPC text.
- Added an ellipsis and a "!!" character. Started using Denjuu E5 code and 's.
- Implemented a special character for FAR text, FC, which currently simply jumps to bank 2E, pointer following. Code is at B:7c89, as an extension of kmeisthax's advice.
- Updated other misc. text.
http://sanky.rustedlogic.net/etc/tfpatchv104.ips
Version 105
By Sanky
- Translated the credits splash screen, seen on startup.
http://sanky.rustedlogic.net/etc/tfpatchv105.ips
Version 106
By Sanky and Kimbles
- Added new translations by Kimbles, including but not limited to:
- Ion Island
- Beginning of Paparouna
- Various corrections
http://sanky.rustedlogic.net/etc/tfpatchv106.ips
Version 107
by Sanky
- Reinserted all text using new text inserter. Line wrapping and cut-off issues, begone!
http://sanky.rustedlogic.net/etc/tfpatchv107.ips
Version 108
by andwhyisit
- Fixes the bug where Denjuu with a contact number greater than 16 (as in your 17th Denjuu) would return the name of the Denjuu with contact number "((contactnum-1)%16)+1" instead.
http://telefang.net/misc/tfpatchv108.zip
Version 109
by andwhyisit
- Replaces the Japanese Melo-D buttons with English counterparts.
http://www.mediafire.com/download/7df2rn5sca5npw2/tfpatchv109.zip
Version 110
by andwhyisit
- Fixes that missing slash between page numbers.
- Also fixes the page indicator when trading so that it displays something useful like "Pg. 01/01" instead of "(0D14 01'01".
http://www.mediafire.com/download/v86ikrt2yx0neyp/tfpatchv110.zip
by kmeisthax
- Complete port of all patch changes to Telefang Speed.
Version 111
rolled by kmeisthax, with contributions from sanqui, andwhyisit, RacieB, and Blaziken257.
Speed IPS: https://www.mediafire.com/?m4gzh07m3lvy4r8
Power IPS: https://www.mediafire.com/?edyuuwokwp4rde6
- Telefang now has a new English title screen present on both Speed and Power versions of the game. It's a slight modification I made to andwhyisit's own mockup from six years ago: http://s15.zetaboards.com/Tulunk_Village/single/?p=8213650&t=7012161
- Additionally, the DMG palette of the overhang sprites was altered slightly to stand out less.
- (Original iteration of this title screen mocked up by andwhyisit [1], further adjustments by kmeisthax. Translated & formatted copyright declaration by RacieB)
- DMG graphics have been updated across the board to match their CGB equivalents.
- Text in the SMS bank was force-formatted to 6 tiles wide instead of the usual 16. This has notably resulted in a few regressions, such as outbound calls.
- A whole bunch of patch leftovers were removed in order to make way for more graphics changes.
- Text compilation was adjusted to use CSVs. Existing translations were pulled from the wiki and inserted into the patch, so nothing has been lost. Future translations will be sync'd from a Google Sheets document shared with the translation team in an upcoming version of the project.
- Text compilation now has a slightly adjusted formatting algorithm. Notably, question text had a regression and is incorrectly formatted in certain areas.
- The multiplayer menu and link error indicator are now translated. (Graphics & tilemaps provided by andwhyisit)
- Partial automatic RTC-less operation is now present. MBC3 cartridges without an RTC circuit will now correctly recognize this and refrain from corrupting their own save data. MBC5 cartridges currently do not trip this check; however, running Telefang on MBC5 does not corrupt save data either. A future update will modify this check to operate correctly on such hardware so that real-time events may still occur.
- (Original RTC-less patch provided by Blaziken257, modified by kmeisthax for automatic RTC detection.)
- Some unused advice code was removed to provide additional room in the HOME bank. AuxCodeJmp now properly retains certain registers upon return, allowing better advice flexibility. Additionally, the call flow of this particular pointcutting method was adjusted to make it easier to redirect the return address elsewhere.
- A number of screens that center text were modified to take font pixel widths into account when aligning text, rather than assuming one character equals one tile. This requires manual pointcuts into a new advice function for every piece of UI that draws centered strings.
- The Status screen was modified to properly center strings, not draw garbled tiles next to unknown moves, and not cutoff the Denjuu habitat. Due to this, the "Type:" string was redrawn to be a shorter icon so that the type would fit. This may be modified again if we need longer type strings.
- Advice code was modified to correct issues with certain Denjuu having their nicknames load incorrectly.
- (Bugfix provided by andwhyisit)
- Centering code used by the Pause Menu contact and call screens were modified to use our new centering advice, correcting their alignment. This has caused a regression in certain screens that expected the old code to remain within a shorter tile width than they were written for.
- The "corrupted save data" error screen was translated. Furthermore, a Speed specific version of this screen was created, correcting an omission from the original release.
- (Translated Power and redrawn Speed graphics resources provided by andwhyisit.)
Version 112
Rolled by kmeisthax, with contributions from sanqui, andwhyisit
- The summon screen in link battles now renders the entire nickname of your selected denjuu.
- The "Trade" and "Melo-D Transfer" badges now render correctly on the individual connection screens for those respective functions.
- Translated the "オリジナル" text for Melo-D transfers as "Original", matching the existing translations for Melo-D edit.
- Altered RTC detection to work properly on MBC5 and other similar cart hardware with additional RAM banks. (andwhyisit, sanqui)
- Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience.
Version 113
Rolled by kmeisthax
- A new script was added to pull translations from Google Sheets as translators add them. (Note that we do not have the new translations I was waiting for ready yet.)
- Project tools were converted to Python 3, and PRET was removed in favor of rgbgfx.
- New overflow bank system was defined to allow spilling code to multiple banks, so that we won't run out of space for our translations. In total we have three overflow banks with the possibility of more.
- Some script files were merged into a single .csv for the sake of the translators working in GSheets.
- SMS messages no longer appear incorrectly formatted; the text mechanism now supports newlines on arbitrarily shaped text windows, and we also have a full six lines of tiles for SMS text.
- Upper and lower case input on naming screens no longer cycles through an arbitrary collection of accented characters. Instead, accented characters have been moved to the diacritics button.
- Naming screens now have punctuation moved to the asterisk and pound buttons on the number input mode. Brackets are still available using the pound key on the upper and lower case input screens.
- Diacritics button graphic has been localized to reflect it's purpose of applying accents to Latin characters and not kana.
- Text rendering using the diacritics button has been fixed to not use VWF, matching the behavior of other buttons.
Version 114
Rolled by kmeisthax
- Redraw the logo on the SGB border to our English "Telefang" logo
- Colorize the title screen for SGB operation.
- Colorize the title menu for SGB operation, sort of.
- Fix "Are you calling me over?" message getting formatted like an SMS.
- Fix item use messages getting corrupted by the overworld code.
- Fix centering of the item name on the pause menu inventory screen, and the species name on the pause menu contact screen.
- Remove a nickname draw that was ordinarily overwritten on the denjuu nicknaming screen, which was broken by the above fix.
Version 115a,b
Rolled by kmeisthax, with contributions from andwhyisit, obskyr
- Fix initial time selection reverting to 00:00 when starting a new game on non-RTC hardware. (Thanks, andwhyisit!)
- Change "ARRIVE!" to "ARRIVED!" when a Denjuu arrives to battle. (Thanks, obskyr!)
- Add a music note ♫ to the font and encoding. (Thanks, obskyr!)
- A buttload of question-and-answer phone conversations, A bunch of EXP item conversations, 123 Denjuu descriptions, A few battle text changes, Changes to a few attack and arrival phrases, A couple of story/NPC line fixes, Some unused lines (Thanks, obskyr!)
- Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience.
A previous release of Patch version 115, retroactively named v115a, was replaced to fix a critical font issue. The original v115a download is listed below:
Speed IPS: http://www.mediafire.com/file/l8d34mbommdx236/Telefang%20-%20Speed%20Version%20%28J%29%20%28Eng.%20beta%20v115%29.ips Power IPS: http://www.mediafire.com/file/trohx9jk3616e6d/Telefang%20-%20Power%20Version%20%28J%29%20%28Eng.%20beta%20v115%29.ips
Version 116
Rolled by kmeisthax, with contributions from obskyr, andwhyisit, and Kimbles
- All of the villages of the Denjuu World got together and slightly modernized their names. Most of Telefang's place names are actually plant-themed, so we've changed "Toronko" to "Tronco", "Kurinon" to "Krinon", "Burion" to "Bryon", and so on. (Thanks, Kimbles!)
- A number of Denjuu calls have been translated, including several quizzes that were surprisingly difficult to translate. There are still a few conversation chains that we haven't gotten to yet, or are still debating; but you should notice fewer instances of /0x134nnn/ whenever your Denjuu pals phone you up. (Thanks, obskyr!)
- Some of the Index entries have been revised now. (Thanks, obskyr!)
- Denjuu types now appear correctly on the Index page. We also changed the existing abstract type graphic out. Now, on the Index page, it says "Habitat:", while the Contact/Status screen says "Type:". (Thanks, andwhyisit!)
- Unlocking a move on level-up no longer references the old, unused moves table. (Thanks, andwhyisit!)
- The level-up screen no longer has garbage tiles or abbreviations (mostly) in it. (Discovered by andwhyisit)
- The names of Denjuu you enlist no longer get cutoff on the "Got X's phone number!" message. (Thanks, andwhyisit!)
- Denjuu that call you no longer have their names cut off on your D-Shot, and they will be centered.
- Fixed no-RTC mode (again) so that new games don't start at midnight anymore (unless you want them). (Thanks andwhyisit, Shokupanda!)
- Added a little music note glyph ♪ taken from one of the game's pre-release screenshots. Try and find where we hid it! (Thanks, obskyr!)
Version 117
Rolled by kmeisthax, with contributions from obskyr, and andwhyisit
- Our headline feature is a new UI design for the Field Guide (previously known as "Index" until obskyr pointed out that it's a terrible name) which was primarily motivated by text length concerns imposed by the original user interface. The Japanese language UI only has space for two lines of text, and longer messages will draw a non-functional continue indicator. The new design has room for three lines of text, along with unlimited numbers of pages. (Thanks, obskyr!)
- Adding paging support to a screen that uses script messages is a little difficult, since the text window wants to scroll up, and none of that animation is aware of the additional lines - nor will it ever be. So we had to disable that animation for paged screens that shouldn't have a scroll up animation, by carefully managing the text interpreter's internal state.
- The Denjuu name actually can't be vertically centered like that normally, because it's part of the background layer and needs to be aligned to the tile grid. An earlier version of the redesign placed the name right at the top, above the evolutionary stage indicator. obskyr didn't like this, so he created and added a sprite for the name to live in.
- For extra credit, andwhyisit and obskyr added a second set of evolution indicators just so that this screen could have better text centering.
- The base ROM has code to center text, but nothing to right-align it. Of course, that wouldn't do, and we added extra code to right-align the habitat.
- We also redrew "Habitat:" to match the normal font more. (Thanks, obskyr!)
- After redesigning the field guide, obskyr proceeded to complete all the translation work for it, so no more monsters with placeholder entries.
- Licorice is now Lycoris, and a number of other typos have also been fixed. (Thanks, obskyr!)
- We've switched our base ROM of Power Version to the correct dump. If you patch Power Version, and it fails to boot on real hardware, you will need to acquire the correct ROM from a Power Version cartridge.
- Fusion and lab evolution no longer cut off Denjuu names. (Thanks, andwhyisit!)
- We changed "Index" to "Field Guide" on the pause menu.
- This required completely reorganizing all of the Pause Menu's graphics, which were... a mess.
- Furthermore, we actually didn't have enough tile space to spare for "Field Guide". andwhyisit came through with a patch that allowed us to move tiles specific to the title-screen menu onto a separate graphics resource, which gave us enough room to fit all our text!
- ...Well, almost all our text. The confirmation screen for deleting a Denjuu has to share tiles with the confirmation screen for saving. So for the former, it's the slightly awkward sounding "Will you delete?".
- Speed Version's Melo-D Editor now has translated button graphics. (Thanks, andwhyisit!)
- After some deliberation we decided to change the tagline for the English translation to Telefang: Mobile Monsters. (Thanks, obskyr and andwhyisit!)
- We've massively improved our default font, which now looks better and gives us more space on average. (Thanks, obskyr and andwhyisit!)
- The thinner numerals caused problems with the shop windows, which doesn't like our VWF. Andwhyisit contributed a quick hack to fix it.
- The bold numerals are still retained in version 117's default font, but are now only in use for numbers the game calculates, such as battle damage, shop quantities, and so on.
- We're signing our work. The Tulunk All Staff logo now appears after the normal staff logos at the start of the game, so that people who obtain an old patch beta can find out where to get new ones. This is entirely skippable for now. (Thanks andwhyisit!)
- Noisy's name is no longer corrupted. (Thanks andwhyisit!)
- We implemented a condensed font for names that are too stubborn to fit. This gives about a 10-15% size reduction in exchange for some aesthetics. (Thanks, andwhyisit!)
- We then applied it to all table strings. Game-wide. This means that long names should automatically fit without additional help from us... assuming they're not too long.
- We fixed the centering on the calls and text screens - contact names now center correctly, and will even automatically condense if they don't fit this specific space.
- We also implemented status effect graphics to replace the text that was already there. Only 4 tiles were allocated in the original ROM, which isn't enough space to fit all the ailments your Denjuu can get hit with, so we drew our own. (Thanks, andwhyisit!)
- Centered text is no longer off-by-one pixel anymore, as we now account for the last pixel of tracking space. (Thanks, obskyr!)
- andwhyisit added some new text control codes that should help us fix options in text, since those have been broken for a while now.
- The screen that shows up when you get called by a Denjuu to be informed that they're late (late-arrival screen) now properly clears the Denjuu name. (Thanks, andwhyisit!)
Version 118
Rolled by kmeisthax, primarily developed by andwhyisit
Full developer commentary: https://fantranslation.org/node/114
Contribute on GitHub: https://github.com/telefang/telefang/tree/patch
- Articles are now supported for encounter messages! This applies to all three kinds of encounters (random encounters, story Denjuu, and T-Fangers).
- We even have postfix articles; T-Fangers like "Kakuza Party" now are introduced as "A Kakuza Party member has challenged you!"
- This system may require additional tweaking for the upcoming German-language patch.
- Story encounters with nickname-bearing Denjuu now show that Denjuu's nickname in the encounter screen..
- Battle messages involving numbers now properly pluralize related words. e.g. "1 point" vs "2 points".
- Added control codes for formatting questions correctly. This means that the option selector no longer overlaps the question text in most phone calls.
- Added control codes for two-line questions. For questions with long answers, they can now sit on two lines.
- Reformatted pretty much all the Denjuu quiz calls to use the question control codes.
- Changed our text inserter to properly account for the width of our new message arguments.
- Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience.
- This means that we removed potentially unsafe patch points which could have resulted in unreproducible phantom crashes. (Thanks, kmeisthax!)
Version 119
Rolled by kmeisthax, with contributions from andwhyisit.
- Map names now autocondense to fit their container. This should fix tile overflows in the map screen.
- Fixed a crash bug introduced last release when I fixed unsafe patch points. One of the patch points wasn't fixed properly, and would cause the game to randomly crash 10% of the time.
- It's more like it crashed 100% of the time, but in a way that would return to normal execution by accident in most cases.
- Fixed UI messages where Yes/No wasn't properly aligned to the selection icon. (Thanks, andwhyisit!)
- Fixed the key item obtain message being improperly formatted. (Thanks, andwhyisit!)
- The original Japanese release used spaces to manually format the message, which isn't kosher when proportional fonts are at play.
- We considered centering the text to retain the same emphasis, but the existing text-centering routines are designed to handle string buffers, not a full message.
Version 120
Rolled by kmeisthax, with contributions from andwhyisit.
- We added a routine to convert colors from Game Boy Color to Super Famicom / Super Nintendo colorspace. This allows us to colorize screens easily and to reuse existing palette data. (Thanks, andwhyisit!)
- We then proceeded to colorize the status screen to demonstrate the automatic palette conversion.
- We lose the background color of the windows since the original game assigns it to color 0, which is shared across all palettes. It's either white windows or yellow everything.
- We could fix this in a future patch, but it would require sweeping changes to multiple subsystems.
- We added a bold font and control codes to allow us to bold text. (Thanks, andwhyisit!)
- This will allow translators to format key items to stand out in dialogue.
- We extracted, translated, and injected the credits text.
- We also fixed a bug which caused credits text to render incorrectly with proportional fonts. (Thanks, andwhyisit!)
- Embarassingly, this credits text has been translated since at least 2012 but wasn't transferred or injected into the ROM when I moved the project to the current build system.
- If you want to cheat your way into the credits to see this for yourself, open BGB's debugger and breakpoint $F:4041. Then, walk around and talk to people until the breakpoint trips. (Taka-P's house is useful for this.) Then, set $0:CD08 to 6A and resume execution to see the credits roll. (andwhyisit found this out, too)
- Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience.
- We fixed a fatal crash bug that prevented original Game Boy and Super Game Boy players from starting the game.
Version 121
Rolled by kmeisthax, with contributions from andwhyisit.
- Battle messages now have articles in them, e.g. "The Oshe fled!" (Thanks, andwhyisit!)
- Credits messages have been reformatted and redesigned. We also signed our work here, too. (Thanks, andwhyisit!)
- Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience. (Thanks, andwhyisit!)
- Shops no longer charge you for items that you don't have inventory space to hold them in.
- A certain invisible door in Freesia no longer does anything.
- These both are long-standing bugs in the original game which took multiple months of disassembly to fix. And not in the sense of the bugs being difficult to fix - we just needed to completely understand how events work before we could modify them.
- Yes, this means we are one step closer to total-conversion mods for Telefang.
- SGB mode now contains color palettes for the Zukan inner screen as well.
- The remaining screens on the pause menu are subscreens of the pause menu itself, which means we need to disassemble that whole menu before we can colorize it.
Version 122
Rolled by @kmeisthax with contributions from @andwhyisit and @obskyr.
- SMS messages can now exceed one screen. Players can scroll up and down through longer messages. (Thanks, andwhyisit!)
- Certain denjuu may have joined the U.S. Navy S.E.A.L.s because of this.
- Our text inserter now supports automatically formatting questions.
- Because editing questions is no longer terrible, we finished translating more of them! (Thanks, obskyr!)
- There are at least ten new translated calls.
- /0x1340c6/ ▸Yes No
Version 123
Rolled by @kmeisthax with contributions from @obskyr and @andwhyisit.
- Translated and revised a handful of incoming phone calls. (Thanks, obskyr!)
- Made the scrolling arrows on long SMS messages bob. (Thanks, andwhyisit!)
- Fixed an issue where multi-line questions may not display their choice arrows. (Thanks, andwhyisit!)
Version 124
Rolled by @kmeisthax with contributions from @andwhyisit and @obskyr.
- Menus have been reorganized and touched up. (Thanks, obskyr!)
- Colors now display correctly on the title menu in SGB mode.
- The sound menu also works, but returning to the main menu screws things up.
- Negative status afflictions now display the correct article. (Thanks, andwhyisit!)
- Evolution-related screens now display numbers correctly. (Thanks, andwhyisit!)
- This also includes the "MAX" experience indicator, which screwed up the above indicators even more.
- Translation text has been
updated and revisedaugmented. (Thanks, obskyr!)
- Fusion is now called "augmentation", with Fusion evolution changing name to "Bionic evolution". Items and phone calls dependent on this nomenclature have been adjusted accordingly.
- The phrasing of some other phone calls has been adjusted.
- Key items now use bold text. (Also thanks to andwhyisit for making bold text possible!)
- Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience.
- Location names displayed after traveling to a new area no longer cause the main script text to display in narrow font.
- SMS scroll performance has improved. (Thanks, andwhyisit!)
- In certain situations, junk would display at the start of messages initiated by routines that did not correctly initialize the text machinery. We added protections against this happening. (Thanks, andwhyisit!)
- Font spacing has been adjusted slightly. (Thanks, obskyr!)
Version 125
Rolled by @kmeisthax with contributions from @obskyr and @andwhyisit.
- Splash screen logo colors are now calculated dynamically, which makes them appear more accurate to the CGB version. (Thanks, @andwhyisit!)
- BomBom was already perfect, so we didn't change it at all.
- Displaying the status screen during an enemy encounter now correctly shows question marks where their stats should be, instead of nothing. (Thanks, @andwhyisit!)
- Displaying the status screen on SGB no longer assaults the viewer with a bright yellow flash. (@Normmatt caught this one!)
- We fixed an issue where the Title Menu showed incorrect attributes on SGB if you entered and exited the Sound Test menu option.
- Phrases spoken by Denjuu in battle (e.g. when arriving or attacking) are now subject to automatic line narrowing for large phrases. This fixes an issue where a handful of Denjuu with long lines would draw outside of their intended area and corrupt other tiles. (Thanks, @andwhyisit!)
- Right after this @obskyr retranslated them so that they aren't long enough for this to be necessary.
- This isn't a user-facing facility; but @obskyr built an automatic formatting and preview system into our Google Sheets setup so that translators can see what their lines will look like right out of the gate without having to rebuild and relaunch the ROM.
- We made some tweaks and grammatical fixes here and there in the translation. (All of these are @obskyr)
- Our translation is augmented. Again.
- We changed 'bionic evolution' to 'augment evolution', since we decided on changing the term yet again shortly after last release.
- "Lab evolution" is now "DNA evolution", too.
- SMS translations have started being redone, and are all manually formatted to fit the SMS screen snugly.
Version 126
Rolled by @kmeisthax with contributions from @obskyr and @andwhyisit.
- Status screen redesign! (Thanks, @obskyr!)
- "Type" has been replaced with "Habitat" to match the field guide screen.
- Two habitats have been changed, from "Field" and "Water" to "Grassland" and "Aquatic".
- A whole bunch of difficult code modifications had to be done in order to facilitate this, such as limit breaking the table of habitat names and moving some UI elements into sprites.
- Status effect indicators in battle have been adjusted. (Thanks, @obskyr!)
- Fixed a bug where short Denjuu names would accrue bits of other text, such as previously-rendered SMS messages. (Thanks, @andwhyisit!)
- Fixed a bug where names would be truncated on link battle victory screens. (Thanks, @andwhyisit!)
- Fixed a bug where incorrect Denjuu names would be displayed on the defection screen of a link battle. (Thanks, @andwhyisit!)
- Possibly? fixed a bug where incorrectly rendered garbage tiles appear on the text message for an incoming call. (Thanks, @andwhyisit!)
- Properly center the names of incoming callers. (Thanks, @andwhyisit!)
- The motherlode of SGB colorization fixes. (Thanks, @andwhyisit!)
- Title & Pause Menu colors have been adjusted to match CGB.
- All colorized screens have had their palette indexes adjusted for the sake of the SGB's limitations, such that window colors are no longer white. This required redrawing a large portion of the tiles to accomodate the color change.
- Translation adjustments (Thanks, @obskyr!)
- A whole bunch of adjustments were made to the phone conversations.
- All the denjuu text messages are translated.
- The credits in the opening splash screen are now in western name order.
- We fixed a mistranslated status condition and it's corresponding moves and affliction messages. "Forcefields" are now "seals", because the Japanese word for forcefield is actually a colloquialism that shares a word with religious terminology. In short, it's a magic zone.
Version 127
Rolled by @kmeisthax with contributions from @andwhyisit and @obskyr. (Actually, they did all the work this time.)
- Add SGB colorization to a number of menu screens. (Thanks, @andwhyisit!)
- This includes character naming screens, the save overwrite warning, and half the in-game pause menu.
- Doing this required some adjustments to how SGB attributes are stored and recalled, which allows us more space for more screens to be properly colorized at once.
- We added room for more cross-bank patches (aka "AuxCode") in future updates. (Thanks, @andwhyisit!)
- We fixed a bug wherein several bytes' worth of junk instructions would execute. Luckily, this wasn't causing a game crash, but it's still bad form. (Thanks, @andwhyisit!)
- Story-related SMS messages have been translated up to Freesia. (Thanks, @obskyr!)
Version 128
Rolled by @kmeisthax with contributions from @andwhyisit and @obskyr.
- Fixed a bug where name entry would cause a controlled crash. The resulting game was technically still playable but you would need to save, reset, and load again in order to play properly. (This was noticed by @SoraHjort about a week after @andwhyisit fixed it)
- Colorize the Field Guide overview screen in SGB mode. (Thanks, @andwhyisit!)
- Colorize the outgoing call screen in SGB mode. (Thanks, @andwhyisit!)
- Colorize the Contact subscreen completely in SGB mode. (Thanks, @andwhyisit!)
- Colorize the Melo-D subscreen in SGB mode. (Thanks, @andwhyisit!)
- Colorize the Map screen in SGB mode. (Thanks, @andwhyisit!)
- I am sincerely grateful for this absolutely ridiculous display of hacking talent.
- Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience.
- Sorry, I meant Translation Fixes and Improvements™ (Thanks, @obskyr!)
Version 129
Rolled by @kmeisthax with contributions from @andwhyisit and @obskyr.
- Colorized the Encounter screen in SGB mode. (Thanks, @andwhyisit!)
- Colorized the Summon screen in SGB mode. (Thanks, @andwhyisit!)
- Some explanatory text was reformatted to use bold. (Thanks, @obskyr!)
Version 130
Rolled by @kmeisthax with contributions from @andwhyisit and @obskyr.
- Thanks to @obskyr, you can now continue your adventure in the Denjuu World into Paparouna Lake!
- SGB colorization has been added for the recruitment and nicknaming screens. (Thanks, @andwhyisit!)
- Denjuu nicknames have been expanded to ten characters. (Thanks, @andwhyisit!)
- Denjuu nickname is limited to 8 characters, which is still an increase from two; UI limitations prohibit us from extending them further for now.
- Your saves are still compatible between all versions of the game.
- The nickname screen is no longer prefilled with a species name. Instead, if you enter no nickname, then the species name will be used.
- Naming screen keyboard behavior has been tweaked to more resemble mobile phone input. (Thanks, @andwhyisit!)
- The keyboard now automatically shifts from uppercase to lowercase when you press a key.
- This matches the behavior of slightly-smarter flip phones; you can just type "shigeki" and get a properly capitalized name instead of "SHIGEKI" in all caps.
- The keyboard also moves the cursor to the next character slot a short time after each key press. This, also a feature of many phone keyboards, lets you enter repeated characters without having to move the cursor manually.
Version 131
Rolled by @kmeisthax, with contributions from @andwhyisit, @obskyr, and Kimbles.
- A whole host of translation updates!
- The story, NPCs, and story calls in Panses, Dimenza's Mansion, Toulipa, and Fraoula are now translated! It's the biggest story upgrade the patch has seen in quite some time. (Thanks, obskyr!)
- The Field Guide's text has been manually formatted to flow well across pages. (Thanks, obskyr!)
- The terms Infernal Denjuu and Fallen Denjuu have been put into use for two evolutionary stages, and the evolutionary stage graphics have been updated a bit. (Thanks, Kimbles and obskyr!)
- Dungeon names have been touched up a teensy-weensy bit. (Thanks, Kimbles and obskyr!)
- Name entry and text limit overhauls, continuing our work from the previous month's release
- Nicknames for Denjuu have been widened further to 10 characters. (Thanks, andwhyisit!)
- You can use an extended set of Latin glyphs in your character and Denjuu nicknames: Ø, ů, ø, Č, Ž, Ř, Š, č, ž, ř, š, ě, ý (Thanks, andwhyisit!), Å, Æ, Œ, å, æ, and œ (Thanks, obskyr!)
- A new thin font has been added for name input. (Thanks, andwhyisit!)
- The user experience for entering in text has been adjusted. (Thanks, andwhyisit!)
- Numbers used in nicknames now use the correct, standard number glyph. (Thanks, andwhyisit!)
- The positioning of diacritics has been updated a bit to improve readability. (Thanks, obskyr!)
- Further work has been made on completing the SGB colorization effort. (Thanks, andwhyisit!)
- Post-battle evolution screens are now colorized.
- Denjuu recruitment and defection screens, in both story and link modes, have been colorized.
- Link battle summoning screens are now colorized.
- Fixed a bug where, after viewing a Denjuu's status during a link battle, you would incorrectly see its habitat displayed on top of the screen. (Thanks, andwhyisit!)
- A host of small modifications, not visible to players:
- Our text preview utility now supports font and name controls. (Thanks, obskyr!)
Version 132
Rolled by @kmeisthax with contributions from @andwhyisit and @obskyr
- Significant improvements have been made to the Super Game Boy (SGB) mode thanks to @andwhyisit.
- Battles, both link mode and story mode, are now in color on SGB.
- Dungeon maps are now in color on SGB.
- Incoming phone calls are now in color on SGB.
- Three cutscene screens are now in color on SGB - the antenna tree cutscene, the "We are connected" cutscene, and the Kai cutscene.
- Story-related Denjuu recruitment is now in color on SGB.
- Fixed a bug where the field guide completion certificate rendered improperly on original Game Boy (DMG) mode. (Thanks, @andwhyisit!)
- Adjusted the name entry backspace input handling again. (Thanks, @andwhyisit!)
- Further improvements to overall translation stability and other minor adjustments have been made to enhance the user experience. (Thanks, @obskyr!)
Version 133
Rolled by @kmeisthax with contributions from @andwhyisit and @obskyr.
- Fixed automatic personality actions (e.g. attacking automatically) being triggered when you back out of the Attack menu. (Thanks, andwhyisit!)
- This bug also exists in the official Japanese version of the game.
- Fixed a bug preventing our no-RTC mode from working. (Thanks, andwhyisit!)
- Fixed a bug where text would render incorrectly after a game over. (Thanks, andwhyisit!)
- Fixed incorrect graphics on the Melo-D numpad. (Thanks, andwhyisit!)
- Fixed a bug where text would render incorrectly when quickly switching between Denjuu in battle. (Thanks, andwhyisit!)
- Changed the options menu such that selecting a new window color immediately changes the displayed color on SGB. (Thanks, andwhyisit!)
- Fixed the palette of enemy names in battle. (Thanks, andwhyisit!)
- Fixed a bug where cancelling an attack from the target selection menu would cause graphical errors. (Thanks, andwhyisit!)
- Fixed a bug where unknown moves on the status screen occasionally rendered incorrect pixels. (Thanks, andwhyisit!)
- Special shoutout to Blaziken257 who has been doing a bang-up job testing the patch in all sorts of combinations of operating modes. Several of the bug fixes in this patch are the direct result of his bug-finding work.
- A whole host of colorizations courtesy of andwhyisit:
- Colorized the game over screen in SGB mode.
- Colorized shop-related menus in SGB mode.
- Colorized the Field Guide completion certificate in SGB mode.
- Colorized the overworld in SGB mode.
- Restored the colors of the Field Guide completion certificate in CGB mode. (Thanks, andwhyisit!)
- Adjust the appearance of semicolons in our font. (Thanks, obskyr!)
Version 134
Rolled by @kmeisthax with contributions from @andwhyisit, @Blaziken257, and @obskyr
- The translation has been updated! You can now play in English up until near the end of Mt. Peperi. Additional translation tweaks have been made. (Thanks, obskyr!)
- Translation text has been adjusted to prevent misformatting due to our automatic formatting tools triggering on manually formatted lines. (Thanks, obskyr!)
- In outdoor areas the primary palette had been made to change when transitioning from one acre to the next. (Thanks, andwhyisit!)
- The following screens have been newly colorized in SGB mode thanks to andwhyisit:
- Trade selection screen coloured in SGB mode.
- Trade defection/recruitment screens coloured in SGB mode.
- Melo-D transfer send/receive screens coloured in SGB mode.
- Melo-D transfer screen coloured in SGB mode.
- Pre-trade connection screen coloured in SGB mode.
- Pre-battle connection screen coloured in SGB mode.
- Link menu screen coloured in SGB mode.
- Link connection screen coloured in SGB mode.
- Link error screen coloured in SGB mode.
- Eryngo no longer uses a Gaiurus sprite in Toulipa Antenna Tree. This was a Japanese version bug that was fixed thanks to andwhyisit.
- The following bugs have been squashed thanks to andwhyisit:
- The background colour of the incoming caller name was fixed in SGB mode.
- The darkest colour of the main overworld palette in SGB mode was made to always be black.
- The SGB mode colours were fixed for a number of dungeons. (Thanks, Blaziken257)
- Returning from the status screen to the summon screen when there is only one denjuu available for selection no longer causes a sprite-based explosion.
- Win/lose text at the end of battle no longer has palette issues in SGB mode.
- Quickly scrolling the summon screen the moment it loads no longer causes text bugs.
- Closing the map screen while the location window is still printing the location name no longer causes text bugs.
- Recovering health in the HUD no longer causes lag in SGB mode.
- The trade defection screen now no longer calls your traded denjuu "Tsunonasu".
- The habitat now clears properly when returning from the status screen to the trade selection screen.
- The window border no longer glitches on certain phone calls.
- The "no items" shop screen no longer has stray white blocks in SGB mode.
- Lines that are greater than 126px in length in the message box no longer cause graphical issues.
- Stray characters no longer appear on occasion to the left of the habitat name when switching between Zukan entries.
- Pressing the A button repeatedly on the Zukan page no longer causes text rendering issues.
- Stray tiles on the level up screen fixed.
- Erratically blinking clock fixed.
- The shop is less lag-prone in SGB mode.
- The map screen window no longer flashes white in SGB mode.
- The "X obtained" message now shows the correct item name.
- The send/receive options for Melo-D transfer are now aligned correctly.
Version 135
Rolled by @kmeisthax with contributions from @andwhyisit and @obskyr
- The first and third screens of the attract mode animation have been SGB colorized thanks to @andwhyisit.
- The save corruption screen has been SGB colorized thanks to @andwhyisit. I hope nobody ever has to see this screen.
- Prices displayed in shops are now correctly aligned thanks to @andwhyisit.
- The following translation fixes have been made by @obskyr, with Kimbles' approval:
- A number of item-related phone calls have been translated.
- The "Archery Set" has been changed to "Bow & Arrow", and this change has been reflected in several item-related phone calls.
- The "Injector" has been changed to "Syringe" in all messages that mention it.
- Formatting has been adjusted for several NPC lines of dialogue. Further translations of NPC dialogue have also been added.
- Shopkeeper dialogue is now manually formatted.
Version 136
Rolled by @kmeisthax with contributions from @andwhyisit, @obskyr, RacieB, and DKFlamey
- A whole host of bugfixes, courtesy of @andwhyisit:
- Flash of two random tiles on winning a telefang fixed.
- Cowardly or timid Denjuu fleeing no longer cause palette issues in SGB mode.
- The logic to stop you from buying more than 99 of an item now works correctly when buying more than one item at once.
- Stray blank miscoloured tiles in Zukan entries fixed in GBC/GB-mode.
- Fixed a regression last release where the titlescreen intro animation never progressed past scene 1 in GBC/GB-mode.
- @andwhyisit also implemented a handful of cross-language trading features. Due to various limitations, we cannot retain your nickname across versions, so we implemented some replacement rules:
- When trading from English version to the Japanese version the game auto-nicknames Denjuu from a predefined list (said list is incomplete, but will be updated over time). This nickname list was provided by @obskyr, RacieB, @andwhyisit, DKFlamey, and @kmeisthax
- When trading from the Japanese version to the English version nicknames are ignored and default nicknames are used instead.
- When trading from the English version to another English version the game sends the full 10-character nickname.
- All of these nickname transferring principles also apply to link battle defection/recruitment.
- @andwhyisit finished the remaining SGB screens:
- Scene 2 of the titlescreen intro animation has been coloured in SGB mode.
- Scene 4 of the titlescreen intro animation has been coloured in SGB mode.
- Scene 5 of the titlescreen intro animation has been coloured in SGB mode.
- Scene 6 of the titlescreen intro animation has been coloured in SGB mode.
- With this release every screen in the game is coloured on the SGB.
Version 137
Rolled by @kmeisthax with contributions from @andwhyisit, @obskyr, and @Blaziken257.
- SGB palette fades have been implemented for the zukan completion certificate, the full intro animation, the titlescreen, all cutscenes, both map screens, the fade in for the encounter screen, all link menu screens, the game over screen and the save corruption screen. (Thanks, @andwhyisit!)
- An English voiceover ("Let's Telefang!") has been added to the titlescreen. (Thanks, @andwhyisit!)
- The credits have been updated. (Thanks, @andwhyisit ... and everyone on the project, too!)
- The palette selector on the SGB has been locked to prevent graphical weirdness. (Thanks, @andwhyisit and @Blaziken257 for reporting issue #393!)
- The beginning of the Ion Island Sanaeba arc is now translated. (Thanks, @obskyr!)
Version 138
Patch v138
Rolled by @kmeisthax with contributions by @andwhyisit and @obskyr
Power IPS: https://github.com/telefang/telefang/releases/download/patch-v138/Telefang.-.Power.Version.J.Eng.beta.v138.ips Speed IPS: https://github.com/telefang/telefang/releases/download/patch-v138/Telefang.-.Speed.Version.J.Eng.beta.v138.ips
- Fixed colour transitions when entering and exiting the pause menu. (Thanks, andwhyisit!)
- Further SGB menu color adjustments have been made. (Thanks, andwhyisit!)
- You can now delve further into Sanaeba's Lab! (Thanks, obskyr!)
- Stylistic and grammatical bug fixes. (Thanks, obskyr!)
- Special-cased Noisy's nickname in trades. (Thanks, andwhyisit!)
- A number of caves had their SGB main palettes corrected. (Thanks, andwhyisit!)
- Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience.
- Fixed a bug where a stray tile's worth of miscolored border would appear on the calls screen on Speed version. (Thanks, andwhyisit!)
- Fixed a bug where white lines would appear before a Denjuu's phone number on the recruitment screen. (Thanks, andwhyisit!)
- Fixed a bug where shop windows would draw without their colors. (Thanks, andwhyisit!)
- Fixed a bug involving color transitions from the title to link menus in SGB. (Thanks, andwhyisit!)
- Improved voiceover quality of the titlescreen (Thanks, andwhyisit!)
Version 139
Patch v139
Rolled by @kmeisthax with contributions by @andwhyisit
Speed IPS: https://github.com/telefang/telefang/releases/download/patch-v139/Telefang.-.Speed.Version.J.Eng.beta.v139.ips Power IPS: https://github.com/telefang/telefang/releases/download/patch-v139/Telefang.-.Power.Version.J.Eng.beta.v139.ips
- Translated the augmentation and lab evolution menu screens. (Thanks, @andwhyisit!)
Version 140
Patch v140
Patch rolled by @kmeisthax with contributions by @andwhyisit and QA testing by @Blaziken257
Speed IPS: https://github.com/telefang/telefang/releases/download/patch-v140/Telefang.-.Speed.Version.J.Eng.beta.v140.ips Power IPS: https://github.com/telefang/telefang/releases/download/patch-v140/Telefang.-.Power.Version.J.Eng.beta.v140.ips
- Fixed a visual bug in various places caused by overflow on the item name "Bow and Arrow" (Thanks, @andwhyisit, and @Blaziken257 for finding this issue)
- When rendering this particular bit of UI, if the name is longer than the tiles allocated to it, it will begin to draw over other bits of UI, depending on how long the name is.
- The bug was fixed by adding an extra tile of space for the name in the UI, allowing it to fit longer names.
- The bug was then mitigated by renaming the item to fit within the visual frame allocated by the UI. This moots the previous fix.
- This visual bug could be encountered both in shops as well as when selecting an item to augment a Denjuu with.
- Fixed a bug where the skip button on the attract sequence / intro failed to work on screens 5 and 6 in SGB mode. (Thanks @andwhyisit, and @Blaziken257 for finding this issue)
- Fixed several issues caused during the transition from the status screen into the link battle summon screen when playing on SGB: (Thanks, @andwhyisit for fixing, and @Blaziken257 for finding, these issues)
- When transitioning out of the status screen, palettes would unload, causing the screen to change to grayscale. This has been fixed by removing the unload, as all screens that this transitions to are now colorized.
- When transitioning into the link battle summon screen (from any screen), a white box would appear where the "Call up to 3! SELECT: Status" text would ordinarily appear, for a few seconds. This was fixed by redrawing the tiles in question with the correct color before the fade-in.
- Both issues are only present with the combination of SGB mode and link battles.
- Fixed a visual bug where the wrong phone number would display when a Denjuu is recruited. (Thanks @andwhyisit, and @Blaziken257 for finding this issue)
- This bug has been present since Patch v132.
- Fixed a visual bug where exiting the Field Guide from anything other than the last page of an entry no longer has the chance of causing text rendering issues with centred text. (Thanks @andwhyisit, and @Blaziken257 for finding this issue)
Version 141
Patch v141
Patch rolled by @kmeisthax with contributions from @andwhyisit
Speed IPS: https://github.com/telefang/telefang/releases/download/patch-v141/Telefang.-.Speed.Version.J.Eng.beta.v141.ips Power IPS: https://github.com/telefang/telefang/releases/download/patch-v141/Telefang.-.Power.Version.J.Eng.beta.v141.ips
- There is no longer a skip in the player's walking animation when the top-right shop window closes in SGB mode. (Thanks, @andwhyisit)
- The DNA evolution screen now correctly reads "continue experimenting" if the Denjuu in question fails to evolve, rather than the notably incorrect "continue augmenting". (Thanks, @andwhyisit)
Version 142
Patch v142
Patch rolled by @kmeisthax with contributions from @andwhyisit and @obskyr
Power IPS: https://github.com/telefang/telefang/releases/download/patch-v142/Telefang.-.Power.Version.J.Eng.beta.v142.ips Speed IPS: https://github.com/telefang/telefang/releases/download/patch-v142/Telefang.-.Speed.Version.J.Eng.beta.v142.ips
- @obskyr adjusted the English-language titlescreen voice clip to be as high-quality as possible.
- Prevent the player from buying something in a shop when the price window is open. This would ordinarily cause shopkeeper dialogue to overwrite the contents of the window. (Thanks, myRattata from Discord, for catching a bug the QA team at Smilesoft missed.)
- Credits text has been adjusted and aligned as appropriate according to the wishes of the contributors in question.
- Translated the NPC dialogue in Sanaeba's Lab and Ixos Forest. (Thanks, @obskyr !)
- Removed annoying dependency on a specific version of RGBDS. You may now compile with any version you like (hopefully).
Version 143
Patch v143
Patch rolled by @kmeisthax with contributions from @andwhyisit
- Improved SGB color support thanks to @andwhyisit.
- Project now supports being built with RGBDS 0.4.0, also thanks to @andwhyisit.
Version 144
Patch v144
Patch rolled by @kmeisthax with contributions from @andwhyisit
- New SGB palette selection for the Power Version titlescreen, thanks to @andwhyisit. This renders the colors of the denjuu (specifically Crypto) far more correctly.