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GimmickMan posted:Probably one of the most fun SRWs to see LPed, considering how messy it is and just how much plot there is to juggle. Good stuff, you guys. Garmraid all day, every day. The Cerberus is boring as hell (until 2nd OG made it rad).
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# ? Jul 8, 2016 02:25 |
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# ? Jun 9, 2024 02:02 |
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Well, they get different routes. Garmreid gets really lovely music. Cerberus has the same lovely music, but Cerberus Ignite's theme is top tier.
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# ? Jul 8, 2016 07:38 |
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Broken Loose posted:Well, they get different routes. Garmraid's upgrade theme is cool, drat it (not as cool as Cerberus', sure, but still good)! You'll all see, when we get there... And I'm pretty sure they don't have different routes; the first two prologue missions change but then things join together for the rest of the game. I'll do them all for completion's sake but, once through, I'll stick with Garmraid's path.
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# ? Jul 8, 2016 11:28 |
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Does MX let you assign music to characters or machines? Because if so surely a new game plus run would let you have the best of both worlds.
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# ? Jul 8, 2016 14:35 |
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HiKaizer posted:Does MX let you assign music to characters or machines? Because if so surely a new game plus run would let you have the best of both worlds. Unfortunately, no. PS2 MX came before that was a feature (selecting various spirit commands at once isn't there either...). I had considered doing the PSP version for it and the handful of extra missions but, honestly, the PS2 version is still the superior game.
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# ? Jul 8, 2016 16:14 |
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My my, it's finished . Between Caphi, Dr Pepper, Brunom, and Seyser Koze, people have actually managed to forget the massive graveyard of SRW LP attempts that came before them, which is no small feat. Even the ones that finished were extremely condensed, so an LP such as this is a true masterwork, like a translation patch that's slightly less soul crushing to work on. Two and a half years of incredibly work.
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# ? Jul 8, 2016 18:55 |
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A bit late on this but congratulations really are in order for the great work you guys did on this LP. Good job, guys!
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# ? Jul 8, 2016 19:04 |
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A translation patch would probably be less soul-crushing to work on, to be honest. Much of my time was spent isolating the right instants for screenshots and videos. Automating the actual clipping helped a lot (pretty sure you can't do that in Z because the portraits aren't boxes at absolute positions on screen!), but at least half the battle is getting to the right place at all, timing the capture, arranging events and dialogues ahead of time, god forbid it's one of those bosses who talks to every single character because you have to actually see them all because none of the scripts online include facial expressions or mid-events and even then you'll only get certain kinds of dialogue if you're lucky... I'm not fishing for credit here, it's a labor of love, I'm just saying translating string-for-string sounds harder than summarizing but not if you factor in all the other stuff that goes into LP presentation. What I'm really trying to say is congratulations to Brunom and Dr. Pepper, since this time around I just did some of the words.
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# ? Jul 8, 2016 19:12 |
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Caphi posted:A translation patch would probably be less soul-crushing to work on, to be honest. Much of my time was spent isolating the right instants for screenshots and videos. Automating the actual clipping helped a lot (pretty sure you can't do that in Z because the portraits aren't boxes at absolute positions on screen!), but at least half the battle is getting to the right place at all, timing the capture, arranging events and dialogues ahead of time, god forbid it's one of those bosses who talks to every single character because you have to actually see them all because none of the scripts online include facial expressions or mid-events and even then you'll only get certain kinds of dialogue if you're lucky... I tried thinking of a way of automating the portraits but none stuck due to how we were cutting them at each character's outline. Most programs needed a specific sensitivity setting or they'd start cutting out pieces of dark hair, clothing or (worse) hidden faces. So, at the end of it all, I check my portrait folder and see that I have personally cropped, added borders, resized and named 1467 different portraits! There WAS a game-changer I discovered throughout all this, though: a Word addon that I managed to set up to mass find-replace and get everything (portraits, BGMs, images) in place in one go. That cut out a tremendous amount of manual labor... I'd rather not think of how troublesome it'd be to get the finale set up without that.
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# ? Jul 8, 2016 19:31 |
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Brunom1 posted:I tried thinking of a way of automating the portraits but none stuck due to how we were cutting them at each character's outline. Most programs needed a specific sensitivity setting or they'd start cutting out pieces of dark hair, clothing or (worse) hidden faces. What will you be doing with all those portraits, anyways? Oh, out of curiosity, did the Special Disk have any credits in it?
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# ? Jul 9, 2016 02:19 |
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Congratulations on finally completing this! Thanks to you, I've gotten a delectable sampler of SRW's crossover goodness. I'd try and search out for more, but I'm too lazy to learn Japanese.
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# ? Jul 9, 2016 02:27 |
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Booky posted:What will you be doing with all those portraits, anyways? It did, though it was only a static credit sequence so I skipped (figured it'd be the same as the first game). And I'll be keeping the portraits around as a memento. If anyone wants to grab them for whatever, I've uploaded the excel spreadsheet I used for the find/replace thing over here. Has pretty much every important character and then some, so long as they appeared in Rand's side and/or in the missions I posted. Edit: Any pictures missing up there, you can find the raws here (vt1 link). This page regularly rips stuff out from SRWs, going from the start of the PS2 era until recent games. Brunom1 fucked around with this message at 03:26 on Jul 9, 2016 |
# ? Jul 9, 2016 03:21 |
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Congratulations on finishing! It's been one hell of an adventure, and it's impressive that you guys were able to stay the course and get through all this!
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# ? Jul 10, 2016 16:22 |
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All good things must come to an end. Thank you for the LP!
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# ? Jul 10, 2016 21:02 |
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So long and thanks for all the fish.
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# ? Jul 11, 2016 03:38 |
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Caphi posted:A translation patch would probably be less soul-crushing to work on, to be honest. I don't disagree with you, but SRW translation patches are pretty drat soul crushing.
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# ? Jul 14, 2016 00:05 |
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Blaze Dragon posted:Great job on the whole LP! Z is very long, and very good, but it can also get rather tedious and I can only imagine it being even moreso with the whole LP ordeal added to it, but you did it! You fully did it! Honestly, I have to say that while there were tedious parts, they were all in the Let's Play Making part of this project. Playing Super Robot Wars Z was a blast from start to end.
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# ? Jul 14, 2016 08:21 |
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General Revil posted:I don't disagree with you, but SRW translation patches are pretty drat soul crushing. What the actual gently caress.
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# ? Jul 14, 2016 09:30 |
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General Revil posted:I don't disagree with you, but SRW translation patches are pretty drat soul crushing. What am I even looking at?
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# ? Jul 14, 2016 23:25 |
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Sordas Volantyr posted:What am I even looking at? Romhack, I think. Writing hex-code into memory addresses. ...I think.
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# ? Jul 14, 2016 23:46 |
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Sordas Volantyr posted:What am I even looking at? Onmi posted:What the actual gently caress. Tiny part of the decompression subroutine.png I'm not a code monkey, but I think that's a part of the program that changes the text, and the giant mass of arrows is probably just a visualization of the code that let's someone see the whole thing run piece by piece until every value that's meant to be read has been.
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# ? Jul 14, 2016 23:48 |
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Sordas Volantyr posted:What am I even looking at? Onmi posted:What the actual gently caress. A tiny part of the decompression subroutine for SRW GC. Making sense of this has been a nightmare. And unfortunately, we need to crack this if we don't want to be stuck dealing with some really nasty memory hacks.
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# ? Jul 15, 2016 02:23 |
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General Revil posted:A tiny part of the decompression subroutine for SRW GC. Making sense of this has been a nightmare. And unfortunately, we need to crack this if we don't want to be stuck dealing with some really nasty memory hacks. That image looks like its mapping the inner workings of a new nuclear missile guidance chip. I can't help but wonder/dread what a game like Alpha would look like... The thing never had a chance, huh?
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# ? Jul 15, 2016 02:57 |
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Brunom1 posted:That image looks like its mapping the inner workings of a new nuclear missile guidance chip. Gideon did manage to translate @G. I'm pretty sure it uses the same engine as @. Then again, @ is stuck at 65% forever, so who knows.
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# ? Jul 16, 2016 01:02 |
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Alpha is at least twice as long as AG, maybe closer to thrice, so you can see how it might be an insane amount of work.
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# ? Jul 16, 2016 03:24 |
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Wounded Land posted:Alpha is at least twice as long as AG, maybe closer to thrice, so you can see how it might be an insane amount of work. Yes, from what I understand, the engine is the same. Once one is hacked, the other is hacked as well. It's just a matter of translation, and I know full well what a daunting task that is.
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# ? Jul 16, 2016 05:17 |
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Major congrats on finishing this, think I mentioned before, but the guy who does all-text versions of this on GameFAQs is just awful (he likes to insert atrociously unfunny jokes everywhere, and is too lazy to so much as check Wikipedia for official Romanizations of names, making it a massive pain to figure out who the gently caress he's even talking about sometimes, he even Romanizes some names completely differently from one game to another, not to mention plain reading kanji incorrectly). So, these LPs provide a vital service in making his material obsolete. It's too bad I missed the voting, because while I love G Gundam (the clear winner), I was going to make a case for one of Machine Robo, Dendoh, or RahXephon, since they don't have a lot of appearances in SRW (I went with RahXephon when I played, mainly because, as was said, MX is the only time it's shown up). That said, G Gundam is central to one of the primary odd decisions made in MX that I mentioned a few pages back, so it's not like a boring option or anything the way ZZ Gundam would have been.
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# ? Jul 16, 2016 06:04 |
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man vote dendoh you still got time
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# ? Jul 16, 2016 08:23 |
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Brunom1 posted:Garmraid all day, every day. The Cerberus is boring as hell (until 2nd OG made it rad). Funny, that. I'm playing OG2nd now and I keep thinking the Cerberus isn't half as cool as it was in MX.
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# ? Jul 16, 2016 19:17 |
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Great work on the LP. Finally getting to see Setsuko's side of the deal thanks to you two!
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# ? Jul 18, 2016 02:09 |
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Here we go folks: Answer me, Shinji! The School of Super Robot Wars MX! I've already requested that this be archived, so I'll be locking it soon enough. See you on the other side!
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# ? Jul 27, 2016 18:26 |
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And here's the LP archived! This thread will be closing tomorrow.
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# ? Aug 13, 2016 05:49 |
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It's been wild, y'all, Dr. Pepper, Brunom, everybody in the audience. Go forth and be happy, and always remember how SRWZ taught us not to believe everything we read on the internet.
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# ? Aug 13, 2016 06:13 |
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This LP has been everything I wanted from a SRW LP.
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# ? Aug 13, 2016 06:19 |
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It's finally over. This insane ride. Two whole years, a lot of crazy stuff in my life has happened in two years. Hard to believe it's over. Lots of exciting moments, didn't get to do everything I wanted but that's fine. I have no idea what I'm going to do next, if anything, for an LP. I guess I'll keep reading Brunom's LPs and have fun.
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# ? Aug 13, 2016 06:19 |
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Many things have changed for me over the last couple years, but this LP has been a shining point of positivity and inspiration in the midst of all the muck of death and presidential campaigns.
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# ? Aug 13, 2016 06:44 |
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Thanks for all your hard work, guys!
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# ? Aug 13, 2016 06:46 |
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This LP was really something great. Congrats and thanks for all the work you did!
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# ? Aug 13, 2016 07:02 |
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Oh poo poo, gotta think of something clever to say before the thread closes G-great job guys, you're real, uh, Let's Playin Machines :iamafag: gently caress!
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# ? Aug 13, 2016 08:49 |
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# ? Jun 9, 2024 02:02 |
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Once again, congrats on making it through all of Z1.
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# ? Aug 13, 2016 08:52 |