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some love for Albert Odyssey |
xhul - Jul 14, 2025 |
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TrevoStuden | Jul 17, 2025 | |||
I loved that game, I'll admit the final dungeon is a helluva ride to get through.... I did finally breakdown and used gamefaqs. Because the elevators and floors, everything gets disorienting. And you are onto something with the magic, the game did start to feel a little too easy towards the end. Also the rate of random battles on the open map, I think could be toned down, but I have no idea how in the hell your going to solve that. |
Waffle_the_Great | Jul 17, 2025 | |||
Albert Odyssey was indeed fun. The loading times though were absolutely horrific for the fights. It had some great music at times too. Loved the air castle theme. |
xhul | Jul 19, 2025 | |||||||||
Aight, i'm gonna be wise and stop my attempt at reducing loading times, at least i tried. Indeed, even optimising the lowest level CD data reading loop (from 7 to 5 cycles for each 32-bit chunk) produces insignificant results, somehow. Or maybe Mednafen is just unreliable when it comes to that, not sure.
I definitely want to address that, and i believe i have enough knowledge to do it, actually. It would make exploration less painful of course, but indirectly, loading times before|after battles as well. I've been thinking about increasing difficulty|experience|loot to compensate (even more than what WD did), but that sounds like a lot of work. Any different suggestions?
Couldn't agree more, absolutely one of the reasons the gameplay is worth taking a look at (if you ask me). |
TrevoStuden | Jul 19, 2025 | |||||
good luck in your efforts and thanks for helping the saturn community! |
Colin DuBord | Jul 19, 2025 | |||||
Good Luck man! Cant wait too play the final result! |
Ardiloso | Jul 20, 2025 | |||||
Yup, final dungeon is shit. Back in the days I left my saturn powered on more than 24hs (all day playing, had to sleep and go to school) because I couldn't find the end and the save point was faaar behind and I knew I would never finish it if I had to restart. 10 years later on a replay, memory kicked in and I beat it in about 20 minutes but still a shit dungeon. |
xhul | Aug 2, 2025 | |||
Some progress regarding random encounters =] From a reverse engineering point of view, altering the probability itself was too rough for my taste. So, i managed to code a hack that basically increments the used counter every 2 steps, instead of after each one (2 hacks actually, 1 for the world map, and 1 for everywhere else). That's pretty stable, and makes traveling less painful (which should reduce the horror of the last dungeon a bit in the process). I'll probably leave loot alone, but increasing experience|gold gain looks feasible without too much trouble. I'm not sure by how much yet, though (something between +50% and +100%, i guess). That was more challengy than expected, but i already found a way to identify if a battle is the result of a random encounter or not, i think. Indeed, we don't want that specific boost to affect boss battles. |
LTH | Aug 2, 2025 | |||
Nice to see someone working on giving Albert Odyssey some love. Along with these QOL changes, a fully retranslated script and restoration of Japanese voices would be cool to see. |
xhul | Aug 2, 2025 | |||||
I agree regarding the text, i'm definitely not a fan of excessive (and questionable) humour in RPGs, though it seems some players love what Working Designs did. The voices don't bother me that much, i find the narrator's performance in the intro pretty good, actually. Also, i haven't played the game enough, but i've read that actual voices are close to non-existent outside of the intro and game start. |
KoolFiller | Aug 2, 2025 | |||||
I''ve actually already created patches to restore the Japanese sound effects in the last couple of weeks. I have one patch that restores all the Japanese SFX while keeping the existing English voices, and one patch that does the same but also undubs the English voice lines. I should be releasing the patches soon, but I have been a little short on time and wanted to test a bit more. |
LTH | Aug 2, 2025 | |||||
Epic, hopefully the opening cutscene can have subtitles added for the voice over narration if possible, for those that want the JP audio. |
Colin DuBord | Aug 2, 2025 | |||
This is amazing! Just started the U.S. Verison. I’m going to wait till your version is ready now. Looking forward to it! |
xhul | Aug 3, 2025 | |||||
Awesome. I didn't know they changed the (non-voice) sound effects as well, i wish i had more time to check the differences. Out of curiosity, to which US version do your patches apply? 1.010 or 1.100? |
KoolFiller | Aug 5, 2025 | |||||
I started with the earlier revision and then I remade it for the later revision. I know there is a typo in the earlier one, and there are apparently minor differences otherwise. There are almost 700 sound effects in the game, many were changed. Actually many in-battle voices were simply removed or replaced with generic animal noises, or grunts. For example, when Gryzz does his main attack, he says something that sounds like "Seeya!" Amon says something that sounds like "Eagle Dance" when he does the Eagle Dance special attack. Certain characters have Japanese voice samples for attacks, magic spells, deaths, etc. (which don't really NEED translation I think). Many other samples have changed, like laughs and stuff. As for voice lines in the English version... It's just the opening scenes, a short intermission narration, and the character Lulu has 2 small voice lines. By the way, I am really looking forward to seeing what you cook up when it's ready. Amazing work you're doing. |
KoolFiller | Aug 5, 2025 | |||||
Almost ready. Will be on resources page when done testing. Had a neighborhood blackout while I was fighting Radoria last night, now I gotta get back to it lol. |
KoolFiller | Aug 5, 2025 | |||||
I'd like to see that too. It will probably be more difficult than subtitling a video though, as the cut scenes seem to be rendered in-engine. I'm also hoping some are inspired to do a full retranslation, but that's outside of my realm for now. For now I'd recommend booting the English dub first to watch the cutscenes, also you can find the intermission narration transcribed on thecuttingroomfloor if you want to play the Japanese dub first and still understand what they are talking about. Personally I think I will favor the version that keeps the English lines but restores the rest of the Japanese SFX, but it's cool to me to hear how both versions sound. |
xhul | Aug 5, 2025 | |||||||||||||
Great that your stuff is compatible with the revision, cause it's also compatible with mine =] Regarding the changes they made, there seems to be more than what's been documented since, according to the file modification times, at least.
Interesting, looking forward to experience the differences. Thanks a lot for the details.
Changes to the battle system itself will only work as a whole, and though i've made decent progress patching|injecting executable code, editing|balancing non-executable data will take a while. That said, i plan to release the random encounter frequency change patch first =] |
xhul | Aug 9, 2025 | |||
Just finished the coding of patch V1, the XP|gold buff was more challengy than expected. Now i have to convert from Ghidra language to hex, and test everything put together. I intend to use the 0608E81C>0608FFFF HWRAM region for extra executable|non-executable data. My last fear is that the game actually uses it, but everything indicates that it's not the case, so i have decent faith. If it's as safe to use as i think, injecting extra data will be as convenient as just putting it at the end of the file called "0" =] |
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