Shadowth117

@shadowth117.bsky.social

Honestly, pretty happy with how OverEasy, my Billy Hatcher editor is coming along. Most of the important stuff is rendering now straight off the game files. There's some things to work out, but it's fairly functional at this point.

since so much of this game is completely static, on the base map without any random features you can still - farm enemies and loot things - shop, smith, and level up - fight a few bosses - admire the scenery it's like a whole tiny rpg just for you!

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After nearly a decade, Phantasy Star Generation:1 for #PS2 got updated to Version 3.00 for the English patch! Done by FlamePurge ▫️ Released 5/25/25 ▫️ Full Retranslation From Ground Up ▫️ Dialogue Is As Accurate And Natural As Possible ▫️ More Info in README.txt

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First draft of a Spanish menu for King's Field 1. This is in-game, not an edited image. I've been trying to get to this point for quite some time now, so I'm very happy that a Spanish translation is totally possible. D-Don't look at the glitchy menu on the right..... #KingsField

King's Field 1 menu modded to display Spanish words.

Minor UI change for demonstration's sake, but I've added extraction and repacking for the ae_*.arc ui files. Now you can actually change the UI to reflect the name of whatever stage model you import and the like. <https://github.com/Shadowth117/Aqua-Toolset/releases>

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hello! I'm working on a translation patch for ARMORED CORE MOBILE MISSION, the JP-only keitai game from 2004 that just got a PC port I've implemented everything on a technical level, so now I need help with the actual translating part (screenshots are machine translation for testing purposes) 🧵1/2

Main menu in original JapaneseMain menu in placeholder machine-translated EnglishMission briefing in original JapaneseMission briefing in placeholder machine-translated English

Much less janky version. Seems like Richie, the animal it replaces, has a run that loops at a set place that might be hardcoded, but it's definitely usable at this point after some minor animation edits to push it up in the air a bit.

Shadowth117@shadowth117.bsky.social · last yr.

I've revived the Billy Hatcher ice whale from the dead, complete with what I assume to be its proto egg pattern from the unused demo egg patterns. The animations need a tune up, but it works!

I've revived the Billy Hatcher ice whale from the dead, complete with what I assume to be its proto egg pattern from the unused demo egg patterns. The animations need a tune up, but it works!

Added rendering for eggs today and along with that put a transparent preview of what's in the egg above them. I figure this should help with clarity, especially with some eggs, like the Sonic eggs, having the same texture.

So apparently the old version of Pirates Island didn't have the weird quicksand collision. It's similar, but they must have added it by mistake in a refinement pass. The render models are also pictured for comparison.

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Also found these today in Billy Hatcher PC in bm_stg01.gvm. No matching model unfortunately. The painted look, but different styling make me think it's from a mock up stage or maybe another Sega game.

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I swear it must seem like I conjure these up sometimes, but as I comb through the PC version of Billy Hatcher I just find more weird stuff over time. Apparently there's a whole unused set of egg item animals with a pig that wasn't used entirely.

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Probably known, but for whatever reason on Pirates Island, the collision under these two towers is for quicksand and you'll get a quicksand instadeath touching the steel structure there. I noticed this while implementing the collision viewing for OverEasy.

For the record, this guy basically said screw it and made his own Dark Souls Animation Studio from scratch for Dark Souls 2's crazy systems and went out of his way to reimplement much of the formats in C++ instead of using SoulsFormats. Worth a follow even if you can't spare on the monetary end.

Radai@lordradai.bsky.social · last yr.

I've opened a ko-fi page for those who want to support my work. I will keep providing free updates, nothing I do for Dark Souls II is ever going to be locked behind a paywall. It's just for those who want to support me :3 ko-fi.com/radai

Fun little factoid I found looking at the original Monster Hunter's models; Rathian at least seems to have a mesh specifically for a head cut, something afaik you can't do or see. The other cut segment you see inside is his detachable tail end at the origin.

Decided for the hell of it to look at Monster Hunter 1's guts and get textures converting. There was a Noesis script I found, but it failed on unpaletted textures and 16 bit paletted textures so I fixed that. Will probably make it more user friendly before release.

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