Amia's Adventure-PC cloned translation 
version: 1.1
release date: May 27th, 2002

Any bugs found, or comments on the game? By all means, please email me at
naflign@Japan.co.jp 
Projects like these are very much a comunity project where every player is involved in
the progression of the project. Any time bugs are found, reporting them makes the game
better for everyone playing, and also helps to remind me that the game is actually
being played.

1.1 update:
Fixed a problem with an early fight not allowing you to exit the area after completion.
Also fixed were two missing item descriptions.

Requirements: Direct X 7 or higher, a windows operating system supporting that. The processor speed requirments
are unknown, but should be pretty slight. I've seen it run quite well on a 150mhz computer.

Well, this brings to an end the second of clone translation projects for the most
unknown of the Phantasy Star series. I'm never very good at writing these kinds of things,
for a more interesting read the translators notes are in AfewwordsaboutAmiaBGBsAdventure.doc.

I'm really quite happy where this project has been going. Initially we were quite uncertain
whether we were doing the right thing by going with cloning the engines and inserting the
translations into them, but seeing the results I'm quite satisfied we did the right thing
in going this way rather than hacking the cd. Both Rebecca and Toby are so dedicated to 
finding the perfect wording to convey their translations, and they wrote so wonderfully
that it'd be like defacing artwork to have to chop the text up in order to fit it in
the roms space. 

What's next? That target of the next will be a surprise, but a significant amount of the next kan
translation is already in fact finished. It's actually entirly me that's keeping this
from being a duel release. Right when the engine is finally getting polished, I've decided
to scrap it and do a rewrite. Most of the components I'm using are closed source, which
is making for the killing of some last bugs extreamly annoying. But the main reason is
that I really dislike the idea of the can games being playable in English 'only' on 
operating systems made by one company. These phantasy star 2 prelude games are an
important part of the history of one of the greatest rpg series ever made, and 
having only a certain group being able to play them is quite agrivating. So I'm 
affraid the next game will be delayed as I port what I can, and rewrite the engine
so that it'll be more portable to other operating systems. In fact the windows
version will no longer be the main target, instead it being a port of the Linux
build. The supported platforms will be Linux, Mac, and windows. If anyone is interested
in porting the next game over to another platform, please contact me! My email is
naflign@Japan.co.jp It should be quite portable, being written using SDL (along with
sdl_mixer and sdl_image).

If you find any bugs, please give me a shout at naflign@Japan.co.jp and I'll try to fix them, or at the very least make sure they don't show up in the next build!

Additional thanks go out to
Todd Riggins: Development of Exotica, a directX wrapper for euphoria
Chris Bensler: Some further development of Exotica, in ExoticaX
RDS for Euphoria, a very overlooked interpreted language http://www.rapideuphoria.com/
Mic for the winamp dll wrapper
The Ogg Vorbis people for developing a great open source sound format, which is used here
Winamp: Of which I borrowed a couple dll's.

If anyone wants to host this game on their webpage, feel free. But please check for updates
on my page every once in a while if you do, to make sure your hosted version isn't falling
behind.


