Really great work, guys! It brings a tear to my eye to have witnessed a great team come together like this and have gotten so far, so fast, and already so close to the finish line evidently!
Thanks for the kind words!
Both games are fully
playable in English, so it's just cleanup and polishing that are left on my plate.
Like normal ... I'm sure that those jobs will expand to take up whatever time is available while SamIAm works on the dub.
Anyway ... the credits roll is all screwed-up, so that's another thing to fix, and then there are still the chapter title graphics and a few other things still to do, so I've got plenty to keep me busy.
Well, the whole credits sequence turned out to be a bit of a PITA, with it using its own customized script-interpreter, and an embedded script within the code-overlay itself that hadn't been extracted before.
On top of which, it's using yet-another custom text-printing routine (1bpp black-and-white) that needed to be hacked.
That's been done now, and I've put in a 2bpp VWF text-printing routine so that we can use our regular fonts with a drop-shadow.
The script-interpreter has also been modified to handle new commands to switch between the condensed and normal fonts, and also to "tab" out the printing to allow for columns of VWF text.
Now it just needs translations for all of the credits.
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I've also finally done the remaining (fairly major) hacks to the Xanadu 2 Opening cutscene to change the character portraits into English.
This turned-out to be a severe PITA too, since once-again, it was originally designed to only "sparkle/fade" in a 1bpp (white-or-transparent) bitmap overlay with the name onto the underlying portrait sprites, and there was never any thought put in to allowing a palette entry for a drop-shadow.
Luckily, all the portraits included "black" in them (except for one), so it was mainly a case of extracting the original graphics and then remapping the images and color palettes so that black was always color 14, and white was always color 15.
Then a set of modifications to the "sparkle/fade" code to handle 2 bitplanes, and a set of new graphics for the text overlay, and Bob's-your-Uncle!
Here's the result, together with the latest (and probably final) revision to the subtitle to say "The Last Dragon Slayer".
The font for the character names isn't set-in-stone, and may change if someone with artistic skills wants to give it a try and comes up with something that looks better, but I'm not unhappy with it as it is.