@ @@ @@@ @ @@@@ @ @@@ @ @@ @@ @@@ @@@ @@ @@ @@ @@@@ @@@@ @@@ @@ @@@ @@ @@ @@@@ @@@@@ @@ @@ @ @ @ @@ @@ @@ @@ @@ @@ @@ @@ @ @@ @ @@@ @@ @ @@ @@ @@@@@@ @@ @@ @@ @@ @@@ @@ @@ @@ @@ @@ @@@ @@ @@ @@ @@ @@ @@@ @@ @@ @@ @@@ @@ @@ @@ @@ @ @@ @@ @@ @@ @@ @@@ @ @@@ @@ @@ @ @@ @@ @@ @@ @@ @@ @@ @@ @@@@ @ @@ @@ @@ @@ @@ @@@ @@@@ @@ @@ @@ @@ @@ @@ @ @@ @ @@ @@ @ @@ @@ @ @@ @@ @@ @@ @@@ @ @@ Ashguine Story 2 @@@@@@@@ @@ @ @@@@@ @ @@ @ @@@ @ @@ @ - Ashguine Story 2: Citadel in the Void - Copyright (c) T&E SOFT 1987 SW-M002 Japanese to English translation for MSX2 by MSX Translations version 1.0.0 Released 27.MAY.2012 NEW IN THIS VERSION -------------------------------------------------------------------------------- First public release. SPECIAL NOTES -------------------------------------------------------------------------------- This patch is for the MSX2 game Ashguine story 2. Ashguine is the name of the main character and is an anagram of the names of his father and mother. There are three Ashguine games, but these games can't really be seen as sequels. The games share common elements in the story with Ashguine 1. In that sense they can better be viewed as set in alternate universes. Ashguine also features in a manga called アシュギーネ―爬人の邪都 made by Masaomi Kanzaki (1988). If you like manga, be sure to check it out. The main antagonist is someone other than Banutracus. We don't know if the story is considered canon. Most likely the story is set in another alternate universe seeing there are some conflicting elements in the background story. Ashguine story 2 and 3 feature items that can be found in one game but used in the other if you save your game data on (FM) PAC. Ashguine Story 2 and 3 promoted the features of the Pana Amusement Cartridge. You can find a crystal in Ashguine story 2 which will allow you to open any number of doors in Ashguine story 3. Another crystal you can find in Ashguine 2 powers up the control sphere to its maximum power level in Ashguine story 3. In Ashguine story 3 you can find item(s) which allow you to transfer your Life, power and speed to Ashguine story 2. If you finished both Ashguine story 2 and Ashguine story 3 you had to write down you character's name(s) and the password you got in the end demo of both games. You had to send those in referring to the Ashguine Super Campaign. If you did you would get a nice Ashguine licence holder which had a logo of Ashguine, T&E soft and Micro Cabin on it. Inside there was a great looking key chain with the Ashguine logo on it and a serial number. A nice incentive for completing both games. The FM-PAC features two sample MSX-MUSIC songs from Ashguine Story 2 made by Daisuke Asakura. The other 3 songs are from Ashguine Story 1 made by K. Ozawa. STORY -------------------------------------------------------------------------------- DAWN The planet Nepentes is a world that revolves around a binary star. Because the axis of Nepentes is always positioned parallel to the suns, the climate is harsh with the exception of the area near the equator, so an ancient people called the Pretarians built an underground civilization. The surface of the south pole is molten by the scorching heat of the two suns, the north pole is ruined by thick ice. The civilization greatly advanced their scientific capabilities and achieved further development. They actively performed gene manipulation and made it possible for the Pretarians to even live deep within the planet. The ones on whom the operation failed were released to the surface. The majority died, being either burnt alive by the sunlight or frozen. And so people came to live in every corner of the planet, excluding the poles and the center of the planet. The effect of exhaustingly digging the interior of Nepentes together with extreme erosion expedited the decline of the planet. Scientists made plans to shift the planet's axis in order to make the climate of Nepentes warmer. On the equator they built a huge wall (the Ring) and installed a centrifugal particle accelerator. Creating a strong magnetic field they tried to correct the position of the planet. This project, that cost many lives and vast amounts of energy, seemed to work well in the early stages. Moving the planet's axis little by little the planet's temperature began to level. However, when the project reached halfway, a tremendous spontaneous collapse started. The volcanoes in the south caused large eruptions, the glaciers in the north melted at an abnormal speed and unimaginable tsunami swept across the northern hemisphere. These disasters shook Nepentes and destroyed the underground cities. A small number of people who survived (later called the Eletrians) came to live in the dawn area of the southern hemisphere for a long time. The climate had become a little warmer, but civilization had regressed hundreds of years. At the same time on the northern hemisphere, separated by the wall when the climate suddenly changed, people on whom genetic manipulation failed revived from among the melting ice and by coupling with cold-blooded animals from the polar regions they gave birth to new species. Most of the inferior species perished straight away. Two races survived: the Azumural and the Ghouls. Their reproductive rate and intelligence were surprisingly high. Both the Ghouls and Azumural had a belligerent nature, but since there was a wide and deep crevice between both countries they didn't know about each other's existence. THE AGE OF WAR It was clear to anyone that King Dois XIV of the Ghouls was the cause. He was born being a member of the dominant Dji tribe, (the Dji tribe, the cruelest race, occupied the large majority of the Ghoul troops). Because he went ahead with self-indulgent policies in support of the military, life of the general populace became poor and their dissatisfaction kept growing day by day. The incompetent ruler came up with a simple solution. In short, he decided to turn the dissatisfaction of the masses outward. So first of all among relatively docile minority races the Ghoul army was sent to the entire area (the land of the Eletrians). Thus the Eletrian invasion by the Ghouls started. The Eletrians who didn't know about military strategies simply tried to escape and were quickly driven to the mountainous regions in the south. Though the swift attack was insufficient for the Ghoul army to settle it, in the blink of an eye one third of the Eletrians were killed and half of the territory became Ghoul country. It was 20 months later that the Eletrian counterattack started. They defeated everyone from the Ghoul army with Guerrilla tactics, moving quickly across the vast terrain. In a surprise attacks Ghoul soldiers who were completely unprepared for this, without time to arrange their formations, became prisoners one after another. The leader of the counteroffensive was the Eletrian prince Lord Fashua. He is young, intelligent, has abundant energy and there is no one who has a better sword arm. He is well known for taking the lead and advancing the fight. He inspired young men to volunteer to become soldiers. This time the beginning kingdom of Eletria had something of an organized army. Quickly the natural scientific capabilities of the Eletrians recovered because their industrial power excelled. The dominance of the Ghouls crumbling away, they pushed back to near the Ring. The Ghoul army joined the reinforcements there and was barely able to stop the advance of the Eletrian army. The Ghoul army which had lost many elite troops temporarily pulled back their soldiers to reorganize. Since the Eletrians were also exhausted, they didn't chase them far and they watched the movement of the Ghoul army. Both armies glared at each other with the Ring dividing them. The Ring became a buffer zone from then on. Though occasional skirmishes occurred, still the Ghoul army launched a large offensive once every several years in order to remember them. Each time Eletria repelled them and this continued for several decades and so it began to change into a marsh. Because of the constant war, the people were impoverished and the land had gone to ruin. THE AZUMURAL The time had come to put an end to the long and unproductive battle. This was brought about by the Azumural, the third race that came from the heavens. While both countries were fighting, the Azumural steadily developed their scientific capabilities and in the end even acquired aviation technology. They got to know about the world beyond the Ring. Because of their brutal nature they made a temporary alliance with the Ghouls and invaded Eletria. The balance of fight largely deteriorated and the Eletrians barricaded themselves in the last remaining fortress Nesha Castle. Even though the castle was boasted to be impregnable, it couldn't withstand the new weapons of the Azumural like the flying tanks and it surrendered after only three days. Banutracus, leader of the Azumural, ignored the advice of the Ghouls and cold-bloodedly executed the captured Lord Fashua, who was a legendary warrior to the Eletrian people. Banutracus not only persuaded the Azumural soldiers to plunder, raiding people's homes, he personally took the lead. He went around laying waste to the area and exhausted the limits of injustice. Though the Ghouls and the Azumural had cooperated as allied forces, on the frontline the behavior of the Azumural turned around and became oppressive towards the Ghouls. Ghoul Division Commander Gui, not having the cruel streak of Banutracus, betrayed the Azumural. He rescued Fashua's daughter Nesha who was imprisoned and crossed the desert. They concealed themselves in the depths of the ancient ruins of an underground civilization that had once flourished there. Nesha sure did detest Gui in the beginning, but soon she opened her heart because of his kind spirit. The couple had a child called Ashguine, who exceeded the genetic differences between the Eletrians and Ghouls. So he spent his childhood in the ruins and eventually he became a promising young man. PLANETARY LIFE-FORM "VIE" In the end even with the Gui family living hidden underground he stretched out his grip of suppressive force. Both his parents were captured and murdered by Banutracus. Escaping the spot reminding of their inevitable deaths, Ashguine went even deeper underground to the temple, upon which he got into contact with the planetary life-form "Vie". Being the core of Nepentes, it was the life force of the planet itself. "Vie" hated the murderer Banutracus who spread catastrophe across Nepentes which was still restoring itself. So the planetary life-form informed Ashguine about the teleporters scattered across Nepentes since ancient times. Promising to support him, "Vie" gave him a powerful weapon. Ashguine, who now had attained the power of "Vie", has become the warrior of legends. He starts on his journey to Gizemahl Castle, the castle of his mortal enemy Banutracus. FEATURES -------------------------------------------------------------------------------- - Full translation of all the texts in the game. - Completely re-wrote two of three print subroutines with support of new lowercase variable height/ width fonts. - Created two new proportional fonts used in the intro and ending demo/ credits (end demo/ credits font is based on font that was used in credits scroll). Also re-done in-game font used in menus. - converted end-game credits from graphical data to text to create more space. - Improve texts in game menus to make their options more understandable. - New game logo featuring a translated subtitle. - Added optional MSX-MUSIC and MSX-AUDIO music to the game based on the original music and FM-PAC music. If you have both MSX-MUSIC and MSX-AUDIO, both will be used. Original sound effects are still present in the game. - Game translation fits in the same 2MBit (256KB) ROM as the original game even with added MSX-MUSIC. The version which supports MSX-AUDIO adds 32KB of drum samples and makes the ROM size 2.25MBit (288KB). - Fixed a palette bug which caused you to see yellow colors splashed on the screen before you get to see the fade-in of the stage number. - Improved ROM initialisation so the game will now load on all MSX2 computers or higher. - Added a feature to start game in NTSC mode on PAL computers (hold key "6" until T&E Soft logo appears). MSX-MUSIC or MSX-AUDIO playback speed will not be affected. - Optimized & improved game interrupt subroutine, sprite sort subroutine and some other minor stuff. - Improved the screen split at the top of the game screen so it will look more polished and no flicker (It's optimized to work on most common MSX models and emulators). - Fixed the bug which caused the main character and enemies to flicker on MSX2+ and Turbo R computers. - Fixed a bug which caused the player's name to become empty when the number of characters in the name equals 10. - Eliminated some characters from being used in name entry. Now you can only use A-Z and 0-9. - Converted the password at the end of the game to English. CONTROLS -------------------------------------------------------------------------------- LEFT, RIGHT, UP, DOWN: Move. DOWN, UP: Select the option of your choice in menus. SPACE: Swing sword and/ or shoot the controle sphere. STAND STILL: Use your shield ESC: Cancel (menus) 6: Start game in 60Hz NTSC mode (very useful for PAL computers). Hold it until T&E Soft logo appears. F1: Press it during the demo to load game data. ENTER: Accept option in menus, interrupt intro demo. CHEATS YOU ENABLE WITH THE +6 TRAINER -------------------------------------------------------------------------------- 1. Unlimited Lives 2. Unlimited Energy 3. Ashguine Power-Up doesn't decrease 4. Control Sphere power doesn't decrease 5. Unlimited Keys 6. Unlimited Time FILES -------------------------------------------------------------------------------- A2ENG100.IPS - Japanese to English translation patch for Ashguine Story 2. This patch works on ROM file with following sha-1 checksum: HEX: EFDF63F01293251DC593163A42F31556FD042282 A2E100MC.IPS - Mapper conversion patch for another very common ROM version that can be found online. Somebody converted the standard 'ASCII 8' mapper to a 'Konami' mapper. This patch converts it back to the original mapper type. If you have this ROM version you are required to use this patch first and then follow up with "A2ENG100.IPS". sha-1 checksum for this version: HEX: 4EDB5ED12C1B9BC7EFA571CA67FFC732F53D3A4A A2E100MM.IPS - Music patch so you will have only MSX-MUSIC. If MSX-AUDIO present, it will be ignored. ROM file isn't expanded. Apply only after A2ENG100.IPS. (Unfortunately doesn't work on the Japanese version) A2E100MA.IPS - Music patch optimised for MSX-MUSIC but if MSX-AUDIO is present, it will be used too. ROM file isn't expanded. Apply only after A2ENG100.IPS. (Unfortunately doesn't work on the Japanese version) A2E100AS.IPS - Music patch so you will have the special MSX-AUDIO version, as well as sample kits. Will give you the best experience if MSX-MUSIC is also present ("Stereo"). ROM File is expanded by 32KB. Apply only after A2ENG100.IPS. (Unfortunately doesn't work on the Japanese version) A2ETR100.IPS - +6 trainer patch. This patch can be applied independently. A2ENG100.TXT - this text file. HOW TO APPLY THIS PATCH -------------------------------------------------------------------------------- 1. This patch is in the IPS format. That means you need to apply it with an IPS patch program. There are many programs to choose from. On a regular MSX you can use IPS4MSX.COM. Lunar IPS or IPS.EXE for instance do the job nicely on PCs. MAC-users can apply the patch with a program like UIPS. But there are many other suitable programs. If you're planning to play the translated version on openMSX you don't need to patch your ROM at all. This emulator supports soft patching. Look in openMSX' documentation on how to use patches in this way. 2. Make a dump of Ashguine Story 2 for MSX2. If you don't know how to do this or if you don't have the equipment to do it yourself AND own the original cartridge, then you can get one of the ROM files available on the internet. Be sure you use the patch on a clean dump though. Any changes made to the ROM file, like for instance an applied cheat, might result in undesirable side-effects after patching. Make a back up of the dumped ROM file just in case. 3. Place the IPS program, this patch and the ROM of Ashguine Story 2 you want to patch in the same directory. Apply the patch to the ROM file. 4. On an MSX2, MSX2+ or Turbo R the game should work with any program you ordinarily load MegaROMs with. Provided that you have enough memory of course. On emulators that don't have auto ROM type detection or when it doesn't seem to work correctly, select the 'ASCII 8' ROM type. CREDITS -------------------------------------------------------------------------------- - Translation credits - 232 : Translation, beta testing Max Iwamoto: Coding, graphics, fonts, redesign, trainer, beta testing Meits : MSX-MUSIC and MSX-AUDIO music, beta testing Vampier : Proofing, beta testing - Other - Special thanks: BiFi for helping with the PSG bug that can cause damage on some systems MoonBlaster music re-player in this release based on 2 versions: 1. MoonBlaster re-player from http://msxbanzai.tni.nl/dev/software.html 2. MoonBlaster re-player source code modified by Ro that could be found on http://www.msx.org/forum/development/msx-development/asm-player-MSX-MUSIC?page=2 CONTACT US -------------------------------------------------------------------------------- If you find any bugs or just want to contact us, please email to msx.translations@gmail.com TERMS AND CONDITIONS -------------------------------------------------------------------------------- These patches are free for non-commercial use. It is not allowed to redistribute a ROM file with either the translation and/ or music patches already applied to it or supply the patches together with the game ROMs. The contents of this archive should be distributed without any modifications to its contents. If copyright holder(s) of Ashguine Story 2 should want to contact us, please send us an email at msx.translations@gmail.com DISCLAIMER -------------------------------------------------------------------------------- Though we took great care creating this translation, there still might be bugs or errors in it. If you find anything wrong, let us know. Use this patch at your own risk. We cannot be held responsible for any damages to files, either directly or indirectly. PREVIOUS TRANSLATIONS -------------------------------------------------------------------------------- (Japanese to English) -------------------------------------------------------------------------------- 01. Ganbare Goemon v0.9.5 - (c) Konami 1987 02. Yoshida Konzern v0.5.0 - (c) - MSX-MAGAZINE SOFTWARE 1990 03. Woody Poco v1.0.1 - (c) dB-SOFT 1987 04. Penguin Wars 2 v1.0 - (c) ASCII 1988 05. Romancia - Dragon Slayer Jr. MSX2 v1.0.0 - (c) Falcom 1986 06. Dragon Slayer 4 MSX2 v1.0.0 - (c) Falcom 1987 07. Romancia - Dragon Slayer Jr. MSX1 v0.7.0 - (c) Falcom 1986 08. Welcome to Heaven v1.0.2 - (c) Taito 1987 09. Malaya's Treasure v1.0.0 - (c) Pony Canyon 1989 (Japanese to Spanish) -------------------------------------------------------------------------------- 01. Romancia - Dragon Slayer Jr. MSX1 v0.7.0 - (c) Falcom 1986 --------------------------------------------------------------------------------