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Lunar 2: Eternal Blue Saturn Translation 0.21 |
Mr Conan - Jul 29, 2022 |
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Var | Oct 16, 2024 | |||
Can’t wait for the next update. The announced collection just reminded me how much I want to play this on Saturn. |
DarthMotzkus | Nov 15, 2024 | |||
@Mr Conan... any news about the new translation and movie subs? |
Mr Conan | Dec 17, 2024 | ||||
Mr Conan updated Lunar 2 Eternal Blue Saturn English Patch... with a new update entry: Lunar2 Eng v0.21...
Read the rest of this update entry...... |
Mr Conan | Dec 18, 2024 | |||
Thanks, ill take a look later. Looks like my batch test failed on a few of the files... and that was one of them. So my guess is after i fix the program, it will show there's another timer in there that needs to be adjusted. |
Mr Conan | Dec 18, 2024 | |||||
Let me know how this works. |
Saff | Dec 19, 2024 | |||||
The overlapping issue is cleared up now! I've gotten as far as the end of the Larpa section and wanted to point out a few things:
On the brightside, I wouldn't say these issues "break" the game and make the dialog unreadable, just awkward, otherwise everything is smooth sailing so far with combat text, menus, etc! EDIT: I should add; the issues I've noticed here, were present in the previous versions of the patch as well. They were not introduced with version .21a. |
DarthMotzkus | Dec 19, 2024 | |||
Hope you can figure out the subs on all videos. This can be the definitive original way to play this. Thanks for all your great work @Mr Conan... |
Mr Conan | Dec 19, 2024 | |||||
The incorrect dialog you're pointing out is something i manually put in, ill go correct it. WD extended the dialog far beyond what was going to fit to the JP audio, so i abbreviated it based on the rough translation i have. I think the overlapping text is due to a bug in my encoder that i fixed a while ago... apparently i never copied that fixed executable over to my build area though, so it makes sense that the issue is still happening. I'll post another update in a day or so. As for that needs to be fixed thing.... I'll need to check back and figure out what i was doing. The following is in one of my text files, no clue why i did this..... Label: Text ADDED Offset: 0x55C Size: 0x1C bytes Text_Start Control_Code 0xB143 (Left Portrait 0xB143) "NEEDS TO BE FIXED" Control_Code 0x1000 (newline) Text_End |
Mr Conan | Dec 19, 2024 | |||||
Soft Subs are still on the TBD list. I left myself quite a bit of notes a year ago, just need to find the time to pick it back up and code something together. |
Mr Conan | Dec 20, 2024 | |||
Heres another update @Saff... . I think it should resolve what you noted. |
Saff | Dec 20, 2024 | |||||
I appreciate you making updates so quickly! I feel bad when I have to come back with another correction, lol Lucia is now the one who is now like those helpless humans, and everything is cleaned up on the Larpa overlap error so that looks good! There's two minor points about the Church scene; honestly they could be glossed over but I'll sum them up: During the flashback with young Ronfar, Mauri, and Leo, after progressing past the very last line of dialog in that flashback, the dialog box disappears, but the flashing yellow arrow in the bottom right corner that indicates when it's waiting for you to push a button is still there, and one more button press is required before it switches back to the Church. No big deal really! I know in the original Japanese, "present day" Ronfar does not have dialog during the flashback as he does in the localization, and instead his lines start after the scene switches back to "the present", so it may be related to your having to work around the differences between the original and the localization. On the "Needs to be fixed" part that you updated to "Ha Ha Ha...", I noticed the following: In the original, he says " ......" after the visual effect of his second attempt to lift the curse. With the patch, he says it before the visual effect. Again, I know you're working around that disconnect between the original and localization. So if it can't be helped, I would say it isn't too out of place where it is as it could just be him panting during the effort rather than right after! I highly doubt many would notice the difference, lol That's all I've got! I did not progress past Larpa, so I haven't picked up any new "well actually..." issues Once again, thank you for your effort! Appreciating games like Lunar is one thing, but it's equally as enjoyable to help someone who is dedicating their time on projects like these! |
gameofyou1 | Dec 21, 2024 | |||
I just wanted to say thanks for all the hard work on this project! I hope to try it out soon, with Satiator. |
Mr Conan | Dec 21, 2024 | |||||
Thanks, keep reporting what you find. It sounds like theyre all pretty simple fixes so far. The goal would be to clean up this version for now, then do an overhaul whenever the translation is complete. Theres also the chance i port in more content from PSX. After fixing some bugs in the script extractor that might be more likely, also could be a ton more work than im thinking. |
Late To the Beard Party | Dec 22, 2024 | |||
Great to hear you're making progress, I imagine some people waiting on this might just go to the new versions coming soon instead, I for one will stick around as I really want to play the Saturn versions as the Saturn still is one of my favourite consoles. |
Saff | Dec 22, 2024 | |||||
Very much the same here! I've noticed the color is just a little more vibrant on the Saturn versions, and the music has some subtle differences that have been fun to experience. I also tended to struggle with the balancing in the PS1 releases, leading a younger me to just use a gameshark to bypass the gameplay, so it's been great re-experiencing these games "as intended". (localization/translations not withstanding) Unfortunately, I've had some kind of popping/crackling issue with the audio on my console that only seems to rear its head when using the Satiator, and I've ruled out just about everything except for the capacitors and the Satiator itself. Tried different size/format of micro SD cards, Micro-to-SD adapters, with and without the RAM cart, even installed one of those PSU replacement boards to rule out the PSU. I've ordered the capacitors as I have plenty of soldering experience under my belt, but just to show how dedicated I am to keeping the old hardware alive! |
Saff | Dec 22, 2024 | |||||
Started working my way through the West Salyan Desert with Hiro and Ronfar and came across some untranslated stuff in-battle, though it's not technically dialog related so I don't know how practical it is to fix. For Ronfar's "Destiny Dice" skill, you select it, and then once it's Ronfar's turn to move/act, you're asked to select between the following untranslated text: ! (Chda ze/It's Odds!) ! (Handa ze/It's Evens!) Naturally it's a rough translation, appear to use stylized characters instead of the regular dialog/item description font, and the Kanji are colored similarly on-screen. EDIT: I'm actually unsure if I have the correct Kanji here due to how stylized they are; I'm working with Google Translate and "hand-drawing" the characters with the mouse and these are what I got, but they then "translated" into something that made sense within the context of the game. After the player chooses, Ronfar rolls the dice and then a giant (rather heavily stylized) Kanji graphic appears in the middle of the screen telling you if it's Odd - or Even - (Both Kanji are red for the "results" message)) If it matches what you chose, another large message graphic replaces the Odd or Even Kanji with (A ta ri/Win) If it doesn't match and you lose, then you get (Ha Zu Re/Miss) (Again, the Win/Miss messages are colored similarly on-screen) Is this within the scope of your patch? I'd put the choice selections a little higher priority over the results messages since the outcome is self-evident without a translation. Though at the same time, you could argue that it's a "gamble" no matter what you choose anyway! Har har! (Okay I'll see myself out...) |
Mr Conan | Dec 22, 2024 | |||
@gameofyou1... @Late To the Beard Party... Thanks for the encouragement! @Saff... Those are both in scope to fix. I have tools already to insert and move battle text images around in memory, which is how the others were updated. Odds/Evens are stored as images (the game re-uses daze for both, but its not hard to adjust). I asked the translator what they thought about doing some stylized graphic work instead of the plain Even/Odd in the WD dub, never heard back and forgot about it. Looking at my extracted images, it appears I'm missing Han and all of atari/hazure, so there may be a bug in that somewhere. I'll add that to my todo list. @Malenko... offered to do some tile work, so maybe i can get him to do those. |
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