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Fatal frame 4 translation 4.3
Fatal frame 4 translation 4.3












  1. Fatal frame 4 translation 4.3 Patch#
  2. Fatal frame 4 translation 4.3 software#
  3. Fatal frame 4 translation 4.3 code#
  4. Fatal frame 4 translation 4.3 series#

It started out as a way to play your own songs in Guitar Hero, but at the time I ran into Colin I had given up on it, moving on to work on different projects instead.

Fatal frame 4 translation 4.3 Patch#

Now the patch itself is actually a year and a half old, having gone through four entire rewrites - and name changes - over that time. Nintendo's OS updates often cause issues, but the strength of that community ensures the survival of projects like this. It was some time before I convinced him to keep working on his rough prototype code.Īaron: As Colin said, the Wii has an excellent homebrew community behind it.

Fatal frame 4 translation 4.3 code#

A more elaborate code was developed, but early on was scrapped as a chance conversation with Aaron brought up the current patch method. I had originally planned on using an extensive array of cheat codes, but that proved unlikely once we found out the way they encoded the font would require far more than the cheat code system could handle. From the start I had wanted to use this to allow something that more people could use than most translation patches, which have traditionally been limited to methods of questionable legality, or at the best methods abused for purposes not so legal. I found the highest quality Fatal Frame forum around and gave a post, and we eventually added other members to our team.Ĭolin: The Wii is a little unique in terms of consoles in that it has had a strong homebrew community working on it for a while. With the help of Chabi, an interested Japanese hobby coder, we were able to identify some relevant sections and the ball just kept rolling. I decided to take a quick look at the game assets, and discovered a few things. My girlfriend approached me to complain about this, and mentioned how she wished that someone would do a translation patch. At that time, the news wasn't final, so no one was quite sure exactly what or why. To be honest with you, the fan driven project started about the same time as the announcement that Nintendo had decided not to bring the game over. When and how did the idea of creating a fan-driven translation begin?Ĭolin: Thanks.

fatal frame 4 translation 4.3

However, Nintendo and Tecmo waited until the following April to announce that it would not be coming out outside of Japan. Zero Tsukihami no Kamen, otherwise known as Fatal Frame Wii, was released in Japan in July of 2008. HookedGamers: I know I’m not the first to say it but congratulations on finally completing the project! I’d like to begin chronologically if I could. I developed Riivolution, the game patching method for the project. I developed the primary tool used for decoding and extracting the original Japanese images and text and injecting the translated English content.Īaron: And I'm Aaron, studying Computer Science as a first-year university student.

Fatal frame 4 translation 4.3 software#

I was the team leader, head translator, and developer of the game patch.Ĭlayton: I'm Clayton - a software developer and technology consultant in Memphis, TN. Before we begin, could you introduce yourselves?Ĭolin: My name is Colin, and I'm a philosophy/independent studies student at the University of Waterloo. HookedGamers: Thanks for taking the time to sit down with us. Their work reached completion recently, high time to have a chat with the team behind the Fatal Frame 4 Translation Project. A team of determined translators, homebrew programmers and many others, united under the same banner to bring it beyond the shores of the land of the rising sun.

Fatal frame 4 translation 4.3 series#

Tecmo however, announced in April of 2009 that the game would not be published outside of Japan.įans of the series weren’t about to just stand by and let their favorite franchise pass them by.

fatal frame 4 translation 4.3

The game fared well in Japan but overseas gamers were left frothing at the mouth to get the game under the franchises’ English name.

fatal frame 4 translation 4.3

Tecmo delivered on this promise in 2008 with the release of Zero: Tsukihami no Kamen (Zero: Mask of the Lunar Apocalypse). The series saw three releases last generation and players were eagerly anticipating a new title. One series that has remained true is the Fatal Frame universe, a series of haunted mansion exploration games in which players tried to fend off poltergeists using special cameras to capture the tortured souls of the dead. Titles such as Resident Evil 5, FEAR 2 Project Origin and even Silent Hill’s latest iteration all turned out to be lackluster when it came down to scaring the player. Horror games have been experiencing a downfall in fear factor as of late.














Fatal frame 4 translation 4.3