It’s been a few days since we released Rusty, and the response has been pretty great! You never really know what to expect while you work on these sorts of projects, but suffice to say all of our expectations were pretty much shattered by all of the positive reactions we’ve seen from press and individuals alike. Before we talk about that, let’s talk a bit about a few of the issues people faced while trying to use our patching process for Rusty.
First up, we accidentally included the x64 version of xdelta in our executable so anyone running the patcher on a 32-bit machine was unable to patch any of the files our patcher extracted from the Rusty disk images. Our bad. That’s been fixed. Another issue that we got a bunch of reports on was a bit more difficult for us to track down, but we did end up figuring out that a common build of the game is set to read-only. Whoops! We’ve included a better error message for that. Finally, we made the GDC Clock error message a little more clear (it’s translated in the game’s files now) so that people would know exactly what to check and where to look to get the game running. Not a huge amount for us to fix for this release, thankfully. Hopefully with this newer update to the patcher and the game’s files it’ll be even easier for you guys to patch and get the English version of Rusty up and running. You can get your hands on the new version over at the Rusty project page, or here:
Onto the fun part of this post, let’s take a look at all of the things people have been saying around the web. The first responses to the release are usually found on Twitter, and there were certainly a bunch of people who retweeted our initial tweet about the release, and it was picked up soon after by @RPGSite and @Suprise_News. After that, a number of articles started popping up starting off with Indie Retro News, Siliconera, and even our friends down under at Kotaku AU wrote a nice article about it. Those are just the English publications. There were also a number of foreign articles written by Otaku Freaks (Spanish), RetroGaming History (Italian), and RetroVillage (Italian). There have also been a few videos posted on YouTube that have the patch applied already as well (Svati and Hengki).
All in all, it’s been a fun release and we’re glad that you guys seem to have been enjoying it as well. We’ll hopefully have some more things for you guys to mess with coming soon!
So it’s been a few months since we released E.V.O.: The Theory of Evolution and announced a whole slew of new projects that we’d start working on. Well, we’ve got something to show off for all of our work. Here, have a translation patch for Rusty!
The first day has already wrapped up, but there’s still another day to go. Our very own SkyeWelse has a booth setup showcasing a bunch of retro Japanese PCs, and that includes a special setup to play E.V.O.: The Theory of Evolution in English on real PC-98 hardware.
That’s not all he has at his setup, but that’s probably the one you’re most interested in if you’re reading our page at the moment. He also has an MSX and x68000 setup alongside his multiple PC-98s, so it’s a pretty neat gathering of retro Japanese computers all in all. Check his Twitter account for some more pictures and information about everything he’s brought.
For more information about Vintage Computer Festival Southeast (VCFSE), such as where to find it, tickets and all that mess, check out their website. There’s a ton of cool stuff for Retro PC enthusiasts there, so chances are you’ll find some other things that you’re interested in addition to SkyeWelse’s booth. Definitely worth it to check it out.
If you do make it and find the booth, tell SkyeWelse we sent you!
And before we sign off for this post, have another quick picture from the booth.
Fresh off the presses, here’s our trailer for our translation patch for Rusty!
We haven’t started proper playtesting just yet, but keep your eyes open for possible streams popping up soon. We’ve also just tested the patch on actual hardware and it appears to work just fine. Everything’s coming together quite nicely.
We’ve updated our translation of E.V.O.: The Theory of Evolution! If you had trouble patching your copy of the game before, try it again with our new patching program, which works on many more builds of the game.
Hey everyone, been a little while since our last progress report. If you haven’t been following any of us on Twitter (kuoushi, hollowaytape, SkyeWelse), this news post will catch you up with everything we’ve managed to accomplish so far on all of our projects. No release dates in here, but it will be a pretty long post so get comfortable.
It’s been a little over a week since we released our translation patch for E.V.O.: The Theory of Evolution out into the world, and response from you guys has been nothing short of wonderful. When you spend a lot of time with a project you tend to start having doubts that anyone will play it. We were expecting maybe a couple hundred people to take an interest at the most, but our expectations have been exceeded by a fair amount. Before getting into that though, let’s get a few news items from us out of the way.
This is the official release announcement for 46 OkuMen’s English translation patch for Enix’s E.V.O.: The Theory of Evolution (46 Okunen Monogatari: The Shinkaron) on the PC-98 system. If you know what you’re doing, download the patch here and enjoy! Check out the project page for more information about the game as well as the links to the patch and the fully translated manual which has a bunch of cool and helpful information. There’s also more information about the history and process we went through in translating and romhacking the game itself, as well as references we found in the game.
So I know what some of you may be thinking. Why announce three projects when you’ve barely finished with your first one? Well, we’ve taken a sort of do what you’re interested in approach to working on projects. hollowaytape tinkers with the romhacking and programming aspects he is having more fun with at the time, while kuoushi works on translating other projects that are simpler in terms of text dumping. That way we both have things to keep busy with and spend less time sitting on our thumbs. We’ll see how it works as far as finishing things, but it’s at least more fun that way.
Hope everyone’s recovered after our totally huge and shocking announcement that we’ve been working on translating Rusty even though we said we’d been looking into it as an option before. If that announcement didn’t particularly shock you, this one might not either. It’s still a fun announcement that we’re officially working on another project though, so let’s get right into it.