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« Reply #120 on: December 27, 2014, 05:22:19 AM »

Google translate can be really finicky. If you ever get an accurate translation for a complete sentence, consider yourself lucky lol

It usually works pretty well for small parts, though, and I often make use of it when I encounter kanji I'm not familiar with.

ahaha, yeah, I've tried it, God you can't understand most of the phrases.

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« Reply #121 on: December 30, 2014, 12:56:13 AM »

I want to announce a new patch release :D after some months there was a lot of progress in the graphics of the game, which are also quite important, this includes in-game portraits, partner's naming screen, and minigame description (the firewood minigame one).

http://www.mediafire.com/download/l1suy7m816i8sm5/sn3gba_graphic_menus_v0.6_Jrombase.ups

Thanks and kudos to Ghanmi from the gbatemp forums for the big graphic help, mz, Almagest and FAST for helping with kanji identification for a handful of graphical NPC names.TsubasaShaoranExel and Leaf, as well as the previous translators, for names.

To leaf, hope the script is treating you well, xD If you need any type of context of when a char is saying anything and how ask me right away, I'll be glad to help.
« Last Edit: December 30, 2014, 11:29:50 PM by pablitox » Logged

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« Reply #122 on: February 09, 2015, 10:38:03 PM »

Hey there, wanted o make a bit of a post.

I did change some graphics, thanks to ghanmi for the quick tutorial, so this leaves only compressed graphics and the script insertion. I did not receive any news from Aent of whatsoever, so I'm looking for help again. I hope that aent can share with use what they have if they decide to answer again.
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« Reply #123 on: April 12, 2015, 02:11:56 AM »

I am still taking appliances to finish this translation, romhackers needed
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« Reply #124 on: June 22, 2015, 09:05:44 PM »

This is still going!


This thread will be used to give an update on the translation of this game. The old thread had a lot of outdated information and broken links, so I decided to make a new one with the latest patch and information available.

A bit of story - Translation

As far as it goes, the translation had it's problems since the beginning: translators and hackers leaving with a half unfinished job were the most common.
Two years ago, the project was revived by oil_ who made a site the translation:

http://sntranslation.vacau.com

A lot of people did contribute to it (kind of an open translation) though some parts of it still bother me a bit (some stiff translations, untranslated lines, etc). Luckily, another user is making a TLC and proofreading, so when I receive the polished version I'll post it. Meanwhile, here's the current version of the script: https://github.com/wangds/sncsm3/blob/master/resources/scriptTXT.7z

Hacking the game

Well, that's all about the translation so far. The hacking front wasn't as lucky as the other one, but some progress has been made since oil_ left:

Graphical front: following parakarry's footsteps, ghanmi could make use of their awesome skills and translated some graphics:





Though some of them are still missing:

+Select Hero:
+Select Partner:
+"Tsushin" (Link) in-menu graphic
+"Omake" (Extras) in-menu graphic
+Similar in-menu graphics in Engrish that may need fixing
+Fishing tutorial:
+Names in Credits

and some minor problems:

+Title screen, third and fourth options: I messed up inserting one of the four frames for "2P" ("tsushin/link" option, the graphic probably needs to be redone) and didn't touch omake "bonus".
For those two I'll need to use the no$gba debugger to move the sprites anyways removing the gaps for a proper translation.
+Opening lines not fixed yet to use the proper translation ("a land called paradise"). This should be possible (called "a paradise land" once). The wording is awkward because of tiles repeating and imposing draconian limitations on the thing, but it should be possible if the tilemap is modified.
+The glow effect doesn't match the crude shitty new English logo. It needs heavy tile map reworking.

All the NPC and character's grahpics were translated. I'll try searching for the missing ones, but if someone wants to help it could be good too. Here are some files which will be useful:

Parakarry's old files: https://www.mediafire.com/folder/3ltu3ztzon6t7/patch


Script front: This one's the most difficult so far. For what I gathered asking the process involve finding some opcodes of the game (pointers that indicate what the game has to do, example load V.E's portrait, wait for user's input to advance, etc). Luckily, another user from the last thread, Earthdarkness, has decided to lend us a helping hand making tools that can overcome the character limits of each line. We'll have to wait for their input on the tools, but im sure it will be done.

About the system messages, Ritchburn's tools did provide a good help to translate things like weapons, items. So far the progress in that front is:

Weapons: 100% translated (with each weapon's description).
Items (includes equipables, imbue, recovery, ores): 100% translated.
Quest Items (99% translated; did find a problem with some of them, more on that in a while).
Magic: 100% translated. (even the guardian beast special attack).
Special Skills: 100% translated.
Bestiary: 100% translated (proofreading could be awesome).
Boss data: 90%
Other system messages:~50% Translated.

The process involved a lot of trial and error, so I left it kind of unfinished. Also there's certain problems I found with some messages:
  • One of them is a boss which
    Spoiler for Hidden:
    should have the same name as the main character, same as with your partner
    I found no way to assing it. If someone could look that one up, it could be awesome.
  • In the same way, one system message goes roughly like: (Guardian) smithing rank is now (Option1) (in runes: (Guardian)鍛冶ランクが(Option1)になりました) where (Guardian) means the type of weapon (sword, axe, spear, fist, drill, bow) and (option1) is the rank (Usually 1, 2 or 3).
If anyone could help me and take a look at them, It'd be useful too.

The patch

Here's the latest patch released:

http://www.mediafire.com/download/l1suy7m816i8sm5/sn3gba_graphic+menus_v0.6_Jrombase.ups

it includes the graphics done by ghanmi and some of my translated system messages.

Credits:

translation:
macaronron
salixa
X_Wings
xswordcraftx
cyan
haruka-123
Zynk
Akiron
Chronomoogle
TheZu
gangrelion

hacking
Ritchburn
Aent
TLZ
Earthdarkness
Ghanmi
and everyone else involved I may have forgotten, lol.

Contact

PM me or send a message to pablofernandez409@hotmail.com , I'd strongly advice NOT to use the sntranslation chatroom as the site is totally outdated.

Updates

soon.
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« Reply #125 on: November 29, 2017, 06:29:38 PM »

Hey everyone! sorry for necro bumping this post again.


I'm still working on Hajimari no Ishi, and while we made a LOT of progress translating the script, we need help inserting it back into the rom.

Hopefully Aent is not busy enough to help us back, or another person with similar hacking knowledge.


Thank you! Happy
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« Reply #126 on: November 30, 2017, 06:46:08 AM »

I should probably look into this again.

Would be fun if I could find a way to make it use Golden Sun's text compression!

Just remember, I make *no promises*, though.... Esp. since that last time I looked at it (years ago),.... it turned out I didn't make much progress...  I forget if we documented any of the code or not. So I'll need to find those addresses again. - It'll likely be a complex task...


@Script = So do we have it in a text document? One line per index? (If the game does it by index? Forget. Edit: Oh yes, you have it one per file by address... went to the link in the earlier post.) I know that lines can have funny stuff going on in them, though. But I'll need to think what's actually needed in the event /all/ the text is being compressed at the same time. (And with the possibility of modifying the code.)


For now, I will just look... then decide if I'll do anything a bit later.


---
I think I'll document the functions.... There's likely going to be a lot of code editing(?) if this goes through?
And with the compression format theory, you don't really have to go to 8-bit char... could keep it 16-bit. (Maybe, at least with a slightly modified version of the compression format.) ... Since that's what would be in the char trees... where-as, the text data would be variable bits. (In theory.) ; But I think I'm interested in making it 8-bits when it is in the char trees... should I ever have a decent enough plan....
« Last Edit: November 30, 2017, 07:23:12 PM by Fox » Logged

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« Reply #127 on: November 30, 2017, 08:33:37 PM »

I should probably look into this again.

Would be fun if I could find a way to make it use Golden Sun's text compression!

Just remember, I make *no promises*, though.... Esp. since that last time I looked at it (years ago),.... it turned out I didn't make much progress...  I forget if we documented any of the code or not. So I'll need to find those addresses again. - It'll likely be a complex task...


@Script = So do we have it in a text document? One line per index? (If the game does it by index? Forget. Edit: Oh yes, you have it one per file by address... went to the link in the earlier post.) I know that lines can have funny stuff going on in them, though. But I'll need to think what's actually needed in the event /all/ the text is being compressed at the same time. (And with the possibility of modifying the code.)


For now, I will just look... then decide if I'll do anything a bit later.


---
I think I'll document the functions.... There's likely going to be a lot of code editing(?) if this goes through?
And with the compression format theory, you don't really have to go to 8-bit char... could keep it 16-bit. (Maybe, at least with a slightly modified version of the compression format.) ... Since that's what would be in the char trees... where-as, the text data would be variable bits. (In theory.) ; But I think I'm interested in making it 8-bits when it is in the char trees... should I ever have a decent enough plan....

That would be definitely useful fox! Hopefully your try yields good results this time.

As a reminder of where we are right now: the script is currently compressed using LZ77, and it's made of PSI3 files or varying lengths. Each of this script files have a subset of different control codes, that tell the game how to show the information (portraits, type of text box, if the dialogue branches etc) A lot of them have been identified and I'm doing my best to document them, it will take a day or two though. It's not a complete list but I'm sure it'll be useful too.
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« Reply #128 on: November 30, 2017, 11:17:13 PM »

Well, any work to bring the translation project 1 step closer to finishing is good work.... (Even if it's minor.)

Sounds good. Where might I find the most updated English script, anyway?  Not too familiar with PSI3 files, but I'll look at them. I think before I was studying system related text (Uncompressed)... But all that is nice to know.



Thinking about it a little more, should we not fully do 8-bits... (If 16-bits are easier.)... we can still do the GS Compression, and still do 8-bits in the char tables (Since I just realized 16-bits there would be clumsy regardless/Would have made sense for normal Huffman, though.), but have those values look up the 16-bit codes. Hm! (That'd be a max 0x200 byte table (Likely less) + whatever code to make it work.) Each 16-bit would represent a single character, though... So double characters should be avoided... to do variable length characters) -- But of course, I'd like to do a bit of research on Summon Night's code, so a lot of this could just be empty thoughts.
« Last Edit: November 30, 2017, 11:48:40 PM by Fox » Logged

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« Reply #129 on: December 01, 2017, 12:04:28 AM »

Well, any work to bring the translation project 1 step closer to finishing is good work.... (Even if it's minor.)

Sounds good. Where might I find the most updated English script, anyway?  Not too familiar with PSI3 files, but I'll look at them. I think before I was studying system related text (Uncompressed)... But all that is nice to know.

The most updated english script is here: https://github.com/salixa/SNSC3-Translation

As you can see, it's formatted differently because some progress was made in identyfying the control codes. Alas I don't have all the info available.

Arount here, page 5-6 there's some tools to rip and uncompress the english script, using a C function first and passing the scripts through DSDECMP
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« Reply #130 on: December 01, 2017, 01:08:23 AM »

Okay. Thanks! Wow. A lot to take in.

And that sounds nice. I kind of wish there was a key. (Hex values that represent each control code.) I'll probably get them as I document the game code. (Depending on how much time I devote to it.) ; (Though, I guess you're working on that... if going by your posts.)

@rip/uncompress = If it is compressed in the ROM, another option is to just dig it out of the game's RAM where it is decompressed?
« Last Edit: December 01, 2017, 01:17:14 AM by Fox » Logged

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« Reply #131 on: December 01, 2017, 03:46:14 AM »

Okay. Thanks! Wow. A lot to take in.

And that sounds nice. I kind of wish there was a key. (Hex values that represent each control code.) I'll probably get them as I document the game code. (Depending on how much time I devote to it.) ; (Though, I guess you're working on that... if going by your posts.)

@rip/uncompress = If it is compressed in the ROM, another option is to just dig it out of the game's RAM where it is decompressed?

if it's useful, the uncompressed script inside the gba are stored at 0x02006000 which is in the WRAM. Some control codes were documented with their hex value, once I'm done I'll share them.
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« Reply #132 on: December 03, 2017, 04:41:21 AM »

Okay. Thanks! Wow. A lot to take in.

And that sounds nice. I kind of wish there was a key. (Hex values that represent each control code.) I'll probably get them as I document the game code. (Depending on how much time I devote to it.) ; (Though, I guess you're working on that... if going by your posts.)

@rip/uncompress = If it is compressed in the ROM, another option is to just dig it out of the game's RAM where it is decompressed?

I have collected everything I know about how the control codes work in-game, with some examples. Also, how the script is read by the game.

Here's the file: https://www.mediafire.com/file/os9sqb59xpdbbw7/List%20of%20Hajimari%20no%20Ishi%20Control%20Codes.txt
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« Reply #133 on: December 03, 2017, 06:49:48 PM »

Oh cool. That's nice.

One thing, though.  It looks a bit unorganized and rushed.

I'd prefer the commands written the 16-bit way (That is the way they are written, right?).... and for them to be in order by their number... So like....

Something like below, but I'll have to work quite a bit on it....

---

General / Control Flow?
0000
0001
0002 = conditional jump, test player's gender
0003 = simple jump
0004 = End of script
0005
0006
0007 = function call

(Not sure if there are categories for 0100+ and 0200+)


???
0300
0301
0302
0303
0304
0305
0306
0307 = Set variable
0308 = Normal Text box
0309 = for text that spans 3 lines
030A
030B = Text box with large letters
030C = for one line
030D = options
030E = End
030F
0310
0311 =  Box with Title (Where will you go?)
0312 = Box without Title (just a text box)
0313 = default option (no option chose)
0314 = option (Deikle Village)
0315 = end of menu
0316
0317 = popup message: This are special text boxes that are really small and appear in the middle of the screen
0318 = wait for key press on pop up text box??

0363 = set actual place in the game's menu

037D = set name sprite
037E = set visible or invisible (portrait) Invisible are for NPC which doesn't have any portraits


???
0478 = sets portrait.
0479 = sets eye expression and mouth expression.
047A
047B
047C
047D = adds extra sprites if the portrait is wider.
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Sometimes I like to compare apples to oranges. (Figuratively) ... They are both fruits, but which one would you eat more? (If taken literally, I'd probably choose apples.)
Maybe it is over-analyzing, but it doesn't mean the information is useless.
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« Reply #134 on: December 03, 2017, 07:29:49 PM »

Oh cool. That's nice.

One thing, though.  It looks a bit unorganized and rushed.

I'd prefer the commands written the 16-bit way (That is the way they are written, right?).... and for them to be in order by their number... So like....

Something like below, but I'll have to work quite a bit on it....

---

General / Control Flow?
0000
0001
0002 = conditional jump, test player's gender
0003 = simple jump
0004 = End of script
0005
0006
0007 = function call

(Not sure if there are categories for 0100+ and 0200+)


???
0300
0301
0302
0303
0304
0305
0306
0307 = Set variable
0308 = Normal Text box
0309 = for text that spans 3 lines
030A
030B = Text box with large letters
030C = for one line
030D = options
030E = End
030F
0310
0311 =  Box with Title (Where will you go?)
0312 = Box without Title (just a text box)
0313 = default option (no option chose)
0314 = option (Deikle Village)
0315 = end of menu
0316
0317 = popup message: This are special text boxes that are really small and appear in the middle of the screen
0318 = wait for key press on pop up text box??

0363 = set actual place in the game's menu

037D = set name sprite
037E = set visible or invisible (portrait) Invisible are for NPC which doesn't have any portraits


???
0478 = sets portrait.
0479 = sets eye expression and mouth expression.
047A
047B
047C
047D = adds extra sprites if the portrait is wider.

Yeah, it's a bit rushed, sorry >_< they are written by how you'd find them on the script files.

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« Reply #135 on: December 03, 2017, 08:37:01 PM »

Oh no, you're fine. It's no problem.... This'll be very useful during research.
Was more or less saying that going forward, I will be trying to use this other way. (I might include the arguments too. though I left those out of my example.)
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« Reply #136 on: December 04, 2017, 12:34:51 PM »

Oh no, you're fine. It's no problem.... This'll be very useful during research.
Was more or less saying that going forward, I will be trying to use this other way. (I might include the arguments too. though I left those out of my example.)

I see. Glad it was useful!

One question, suppose all the functions have been identified properly, I guess we'll have to code them to make a decent dumper/inserter that, in case of the dumper writes down the XML plus the japanese text, and in the case of the inserter, reads up the xml formatted text and writes down the opcodes + translated text, am I right?

of course, we'd need to take into consideration the fact that the sizes of each script will be different, and thus we'll need to modify the script table...I think that's how it was supposed to go down.


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« Reply #137 on: December 07, 2017, 01:05:44 AM »

Yeah, sounds like a good way to go... Especially if we ever want those tools to be used for more than just translating...
As for the script table? I am not sure exactly what that refers to, but I don't imagine it to be a problem? (Re-pointing is easy if you got the space. Right?)
(A bit random, but I kind of hate Python when it comes to file management. C# does a pretty good job, though.)

I've already started documenting. The document is at https://docs.google.com/document/d/19HGbHkmIUfvd7fc0_gEpcuAjtwagtr7HpLv2dwE5jPg/edit
It it is to list most of the functions in the game. (Functions being the code blocks that were intended to be called.)

This is just the start, and there's a long way to go. But it's nice seeing the first section (0000+) only has a small number of commands.

0000 = Unused (Pointer is 00000000)
0001 xxxx xxxx EXPR = Set var to EXPR (xxxx=Type (2/3) , xxxx (2nd) =Index)
0002 xxxx EXPR = Conditional jump (in script) if EXPR=0.
0003 xxxx = Simple Jump
0004 = Related to ending script?
0005 EXPR = Loads PSI3 file. (Index being EXPR) Current position is not saved.
0006 EXPR = Loads/calls PSI3 file. (Index being EXPR) Current position is saved.
0007 xxxx = Function call (For same 0x1C byte entry)
0008 = Return from sub-function. (Does nothing if in main function?)
0009 xxxx = Function call? (Another 0x1C byte entry?)
000A EXPR = Sets slot EXPR (0-7) to type 0x9.
000B EXPR = Gets the on flags for the engine block EXPR (0/1)
000C = Nothing (Just returns 0 to continue script.)
000D = Sets PSI3 file id(Not sure?) to 0000, but doesn't load it? (Unknown purpose.)
000E = Unused (Pointer is 00000000)
000F = Unused (Pointer is 00000000)

In the code, these ^ are pretty much separated into two groups, interesting enough. 0001,0004-0009 in the first group, 0002,0003,000A-000D in the other group.
« Last Edit: December 07, 2017, 01:14:17 AM by Fox » Logged

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Sometimes I like to compare apples to oranges. (Figuratively) ... They are both fruits, but which one would you eat more? (If taken literally, I'd probably choose apples.)
Maybe it is over-analyzing, but it doesn't mean the information is useless.
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« Reply #138 on: December 07, 2017, 02:19:18 AM »

Yeah, sounds like a good way to go... Especially if we ever want those tools to be used for more than just translating...
As for the script table? I am not sure exactly what that refers to, but I don't imagine it to be a problem? (Re-pointing is easy if you got the space. Right?)
(A bit random, but I kind of hate Python when it comes to file management. C# does a pretty good job, though.)

I've already started documenting. The document is at https://docs.google.com/document/d/19HGbHkmIUfvd7fc0_gEpcuAjtwagtr7HpLv2dwE5jPg/edit
It it is to list most of the functions in the game. (Functions being the code blocks that were intended to be called.)

This is just the start, and there's a long way to go. But it's nice seeing the first section (0000+) only has a small number of commands.

0000 = Unused (Pointer is 00000000)
0001 xxxx xxxx EXPR = Set var to EXPR (xxxx=Type (2/3) , xxxx (2nd) =Index)
0002 xxxx EXPR = Conditional jump (in script) if EXPR=0.
0003 xxxx = Simple Jump
0004 = Related to ending script?
0005 EXPR = Loads PSI3 file. (Index being EXPR) Current position is not saved.
0006 EXPR = Loads/calls PSI3 file. (Index being EXPR) Current position is saved.
0007 xxxx = Function call (For same 0x1C byte entry)
0008 = Return from sub-function. (Does nothing if in main function?)
0009 xxxx = Function call? (Another 0x1C byte entry?)
000A EXPR = Sets slot EXPR (0-7) to type 0x9.
000B EXPR = Gets the on flags for the engine block EXPR (0/1)
000C = Nothing (Just returns 0 to continue script.)
000D = Sets PSI3 file id(Not sure?) to 0000, but doesn't load it? (Unknown purpose.)
000E = Unused (Pointer is 00000000)
000F = Unused (Pointer is 00000000)

In the code, these ^ are pretty much separated into two groups, interesting enough. 0001,0004-0009 in the first group, 0002,0003,000A-000D in the other group.

Amazing!! Well the dumper's ready then (i'll send you a link to a drive folder so you can post there all your findings if you want and check what we have done so far).


Nice, I'll bookmark the file to check it out throughly. I'll edit this post if I have any questions!
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Fox McCloud, the Hacking Doctor
Mercury Clan

Prodigy
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Coins: 995
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I am: certainly not a Gallant!
Clan Position: Head Gallant
Posts: 2463

« Reply #139 on: December 07, 2017, 02:37:27 AM »

You are welcome. Still got to document the other commands, though. = Hopefully I can get at least half of those in this month. (?)

Sounds good. I also have it in my Hacking Docs folder. (Misc. Docs link in my signature.)
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Golden Sun Docs: Broken Seal - The Lost Age - Dark Dawn | Mario Sports Docs: Mario Golf & Mario Tennis | Misc. Docs
Refer to Yoshi's Lighthouse for any M&L hacking needs...

Sometimes I like to compare apples to oranges. (Figuratively) ... They are both fruits, but which one would you eat more? (If taken literally, I'd probably choose apples.)
Maybe it is over-analyzing, but it doesn't mean the information is useless.
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December 24, 2019, 09:33:09 PM
Fox: Even just plain Editor work can make some difference. = At least these forums are indexed on the Search engine. I was also curious about whether to um... go through all the topics on these forums and take all the important stuff out/placed into a folder for a bit of organization. Would be a bonus since if something ever happened to this forum, or if we ever wanted to start afresh again, it wouldn't be that difficult to do so.
December 24, 2019, 09:23:03 PM
Fox: One thing is for sure. This place has become completely dead. (Mostly because of Discord.)  = I don't think much will happen with this forum unless I, Salanewt, or someone else does a thing.
December 24, 2019, 09:18:05 PM
Fox: Probably not?
December 24, 2019, 06:51:08 PM
Luna_blade: I suppose this is the last Christmas of this forum? 
December 24, 2019, 06:50:51 PM
Luna_blade: Yay thanks for the coins
December 19, 2019, 04:39:45 AM
Fox: Okay, another thought... "gsmagic" could be the code name/project name... and "Golden Sun Magic" could be the more formal official name... (As in using both names.)  -  I still need to look into these other games as well... so who knows if it could be better to call it Camelot Magic if those should ever be supported to a decent standard.  Would probably be a long time from now, though. As I can be pretty lazy.
December 18, 2019, 10:01:39 PM
Foreclosure: gsmagic is fine
December 17, 2019, 05:44:32 PM
Fox: Also. I call my program "gsmagic" and not "GSMagic" =P (Not asking for correction/I being silly)... Had to call it something, so picked something short.  Maybe I should rename it to Golden Sun Magic later. *shrug*
December 17, 2019, 05:35:04 PM
Fox: (And "Golden Sun" instead of "GS" to reduce confusion that would likely not be there anyway... when "Golden Sun" doesn't take up much space to start with. (Imagine being new and thinking GS meant GameShark, or some other oddity. Ew.)) - All just thoughts...I'm still going with most of this not mattering that much, though.
December 17, 2019, 05:12:55 PM
Fox: "Misc. GS Hacking" = That name looks odd, so I'd probably just go with "Golden Sun Hacking"
December 17, 2019, 05:08:05 PM
Fox: I tempted to also suggest the Editors can go in the first category. Since the Editor is the reason this place exists in the first place. (I think.)
December 17, 2019, 04:53:19 PM
Fox: (combined = Not meant to be taken literally... but rather.... to generalize things more, since it apparently looks like we don't need the extra space no one is using.)
December 17, 2019, 04:48:49 PM
Fox: Worse still... we've only used those for Golden Sun content.... and there's not much there.
December 17, 2019, 04:45:53 PM
Fox: E.g. Maybe everything in "Assets & Discussion" could be combined with "Creative Works".... I don't feel like sound and art apply to general hacking anyway... that only comes into play when you have tools to insert them.
December 17, 2019, 04:40:26 PM
Fox: categories and/or forums
December 17, 2019, 04:36:48 PM
Fox: Everything else seems to be about right, though. Perhaps some categories could be combined(?), but doesn't really matter that much.
December 17, 2019, 04:33:03 PM
Fox: (I still think The Community section fits best at the bottom. =P)
December 15, 2019, 05:10:04 PM
Salanewt: Heya! I'm planning to get the demo up today, but if you can't wait then it's already available on the Discord.
December 15, 2019, 04:12:27 AM
Fox: (Then sell the badges on the Trade Center for a very high price... and give a lot of active people coins to buy them with, so they can basically transfer the coins to me if they want something... Gosh I could be a naughty hoarder. =P)
December 15, 2019, 04:06:19 AM
Fox: I'd buy up all the stock for each item too... but man... I think I'm too lazy for that. =P
December 15, 2019, 04:01:24 AM
Fox: There we go. That should be all of them.
December 15, 2019, 03:25:32 AM
Fox: Duplicates will still show up as separate entries on the profile as well. Interestingly enough.
December 15, 2019, 03:18:25 AM
Fox: (Well, one of each badge, at least.)
December 15, 2019, 03:18:08 AM
Fox: Now I can buy up the whole shop. :3
December 14, 2019, 08:58:08 PM
Foreclosure: Guys, I really want to see the AI overhaul demo... please fast! :D hehehe
December 14, 2019, 08:57:33 PM
Foreclosure: I sent 2 thousand coins for ya bro
December 14, 2019, 01:31:38 AM
Fox: In my opinion, even with the old system where it was set up so you could only coin people once per hour... I think it would have been far more fair if we could have also coined ourselves hourly.... since people have favoritism for certain people.... I feel like that could mitigate it some. At least to get badges that people care about the most. - Unlimited coining sounds like a step further than that, which is interesting... :)
December 14, 2019, 01:12:00 AM
Fox: Do note, that people can't coin themselves... but I feel if you got someone who's willing to transfer the coins you give them back to you... it is as though you have that coin option on yourself anyway....
December 14, 2019, 01:07:29 AM
Fox: Go to any of my forum posts, look for where it says Coins... under that, you'll see [increase] , clicking that will give me coins. You won't lose anything for doing so. Click it as much as you like... Under that, you should see Send Money (a faster option if you got the coins). Use that link to transfer your coins to me of any amount you want. (e.g. Put in 2000, means I get 2000, you lose 2000... but if I've already given you 2000+, you don't really have to see it as actually losing anything.)
December 13, 2019, 03:42:39 PM
Foreclosure: How do I return favor, sir?

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