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Dragon Ball Z: The Legend Translation Inquiry (SEGA Saturn)
wonder-inc - Feb 2, 2025
 wonder-inc Feb 2, 2025
Hello folks.
Hope you've all been well.

I made this thread to inquire if anyone knows how to resolve/point me on where to look for the issue I'm experiencing relating to translating this game. I actually have all of the other assets translated to English, and this is the only thing left to address prior to release.

In the game's Story mode, there are these small title cards before the start of each chapter/episode. They look like this.



The text in the above image is actually composed of a number of individual assets drawn by VDP1. In the above case, we actually have the yellow text, and then 3 other assets in the portion below. Since my concern is specifically regarding the assets below the yellow text, I will be focusing on that.




What I want to do is subdivide the assets differently to suit whatever it is I want to write in English, to avoid having to squish the text. I know this is definitely possible, because this is how the above title card looks like in the European French version.

Here we actually have 4 VDP1 textures for the white text, and they're layered completely differently from how they are in Japanese.

Playing around with both regions, and doing various tests, I can confirm the following.

1. While the data for the expected textures are stored in a file labelled as GD_INF, the expected Parameters (the expected dimensions, number of files, placement, etc...) is actually stored in a separate file called AP_INF.
2. Although I have a rough understanding of how the files in GD_INF are stored and identified. I haven't been able to find/determine where in that file it's pointing to its equivalent AP_INF data.
3. I have a range in where I suspect the data controlling the parameters in AP_INF is stored but I haven't been able to identify it concretely so far, due to the fact that the smallest modification results in Story Mode crashing instantly.

As such, I have made this thread to inquire if anybody might be able to find where the data that controls the parameters in AP_INF is.

If communication on Discord is preferred, kindly let me know.

Thank you in advance.

 Knight0fDragon Feb 3, 2025
Did you look at the Portuguese translation?

You are going to have to compare the French version to the Japanese versions code to find the routines, then hack it to do what you need.

 wonder-inc Feb 3, 2025

Knight0fDragon said:

Are you referring to this one?

If so, my research seems to suggest that the Portuguese fan translation only applied to the PlayStation version of the game. (The game was only officially localized in Japanese and in French)

I did prior check Pitito's Spanish translation, and his work doesn't modify these title cards' division.

In regards to finding the routine, how would you recommend I do that? I did try dumping the VDP1 RAM from both regions while the title card is loaded, and I made some observations in regards to some code that got loaded and modified during runtime. But that didn't help me identify exactly which one's relevant to the title card. (For example, I did test swapping the stuff I suspected with the French counterparts to test, but it just results in Story Mode crashing, implying the relevant portion is probably larger than I expect, and maybe even scattered around).

Example from something I made note of before during my tests.

 Knight0fDragon Feb 5, 2025
no, I thought it was Portuguese, but it was Spanish.


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