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Lets localize Terra Phantastica! |
Malenko - Aug 16, 2022 |
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Malenko | Aug 16, 2022 | |||
Lets start with the obvious. The likelihood of me actually finishing this is pretty much non existent. I saw this game on a SegaLordX video and thought it looked neat. Also mentioned below, this is not the best technique to use on a text heavy game like Terra Phantastica; this is more about how to do it and less about what game we're working on There is an immense amount of text ; and my knowledge of Japanese is laughable at best. That being said, I am going to do my best to figure out how all the data is stored and how to change it so that maybe some others will help by making tools and offering translation help. I thought this thread could also double as some sort of quasi-tutorial so people can see my terrible method for figuring these games out. I almost *always* start with the menus. For me its the most important part because navigating around and knowing what to pick to even start a game is pretty high up on the priority list. So for Terra the screen you get is this: Now I've played enough import games to know the second one is options, and since I know I don't have a save game for this title I was confident the top one was something like "start game". After finding the data , I did use deepl and google to machine translate just to make sure. Machine translation is absolutely fine for most menu items but you'll need a real translator for story and dialog! So what I did was look for the options screen text by searching it's shift-JIS value in @derek (ateam)... 's byte-search tool. If you are unsure how to get the shift-JIS value the easiest way is to use google translate on your phone, then copy/paste the text and email yourself the Japanese. Then just copy 1 letter at a time and search a shift-jis table (like https://mattsmessyroom.com/uploads/sjis.tbl... ) I found it in 0.bin . So I opened 0.bin up in a hexeditor and found the value: You can see on the right that the Japanese text matches perfectly. The CLUTCH thing to notice is that the word EXIT further down is in English in Shift-JIS value. So the first thing I tried was just using English values for the main menu. With with wxMEdit you can type on the right or put values in on the left, other editors may vary. I always try to use the 2 byte value first because then you get double the letters. if it doesnt work you just go back and use the 4 byte values. Without knowing too much about the way the data is presented; I always try to use the same number (or fewer) letters, then pad out the rest with either 20 (single space) or 8140 (double space) in this particular case I padded out "Options" with 208140 which is a total of 3 spaces. Then I used @Knight0fDragon... 's SSP program to make a new patch and apply it so I can test. I have started a new thing where I keep vanilla versions of the files and ISO, just incase I need to go back to untouched files. I use the Vanilla ISO to patch against when testing The important thing is to be fine with it not working and not to get discouraged. It not working is not a failure, its eliminating what doesn't work, so that you can narrow down what DOES work. I got lucky this time and it worked first try: I then repeated the same process for the options screen, which was made easy by the fact it already had *some* English on the screen: Find the values (I didn't byte search this, since I figured the menu text was all together) in 0.bin and then change them to English: Since I was using the 2 digit JIS values I was able to put more letters on each line and better flesh out what the options were and what they do. There is ZERO tile editing on these screens, these fonts are already part of the game. The 2 digit JIS values here gave me false hope that I could use them for the entire game. SPOILER: I could not and had to make custom tiles. And the result of the patch on the options screen: In your head-cannon you probably think this took 5 minutes but in reality it took me probably 2 hours to get it all sorted. All of these projects are big time sinks so you do have to mentally prepare for that. Don't get burnt out, take breaks, hop in discord to ask for help, hop in discord to hang out and relax. |
TrekkiesUnite118 | Aug 16, 2022 | |||
While the craming 2 letters in one tile works fine for more simple games or a mini game, etc. it's probably not best to use it for something like an RPG that has a ton of text. You should probably try to figure out how to enable the 6x12 font system used in the menus instead for the normal game text instead. |
dadregga | Aug 16, 2022 | |||
This is awesome as a purely "here's how I do it with all the potentially un-fun bits left in" standpoint - I love it. |
SoloNerfherder | Aug 22, 2022 | |||
Hi, very interesting to see an example of English patching a game! Do you need any help with translating? I’m a smartphone game translator for a company here in Japan, but would like to work on console games, even old classics like this! |
Malenko | Aug 23, 2022 | |||
Saw your reply on Shiro, hop in the discord and we can chat. I did find a full play through that has *ALL* the text on screen, so that should make my life a lot easier.
I found the data tables for all the classes and enemy types, so those are all done now. I am about 70% done the battle menus now. There are a few spells that dont make any sense to me like..... Tomato Tomato High? |
SoloNerfherder | Aug 24, 2022 | |||||
Got it, will check the playthrough out, thanks! BTW, just eyeballing that katakana, it says Tomato Mato High. But without more context I can't say if that's 100% correct. Ah, ok, found a scan of the manual: On the right hand side, just says it's a more powerful version of the Tomato Mato spell that drops even bigger tomatoes that crush enemies. |
Ace_of_DiscaL | Aug 31, 2022 | |||||
Hi, I LOVE RPGs, and this one is so obscure & delicious looking. Is there anyone working on the manual yet? I can help by using Google Image Translate to translate the manual. The scan You linked there is a bit low res though btw. |
Danthrax | Sep 1, 2022 | |||||
This one is better: File:Terra Phantastica Sat JP Manual.pdf - Sega Re... |
Malenko | Sep 6, 2022 | |||
Big thanks to @derek (ateam)... for writing up a tool in PERL to automate converting the weird custom value table to Shift-JIS and also taking the shift-JIS value and putting the glyph into a text document. I still have to copy/paste the values but this is an incredible time save for me. Now I can get big chunks ready for SoloNerfHearder to translate. like this: |
derek (ateam) | Sep 6, 2022 | |||||
Happy to help! Also, long live Perl |
incrediblehark | Sep 6, 2022 | |||
Really excited for this, gotta have all the Saturn RPGS translated! Thank you for putting the time in to this project. |
Nemu | Sep 7, 2022 | |||
Very interesting explanations. It makes me wanna retry to translate some obscure Saturn "dating" games Can't wait to read your next posts. |
Malenko | Sep 7, 2022 | |||||
That's the idea, to help people get started on their own projects. Pick a game, look at the files then hop in the discord. We are here to help. |
SoloNerfherder | Sep 8, 2022 | |||||
Malenko and I happened to discuss the manual (I only just saw your comment), and I said I'd do it, but thanks! |
Malenko | Sep 14, 2022 | |||
I finally plowed through the tutorial to create a save game. So I am going through and getting those squared away. but I still have a few strings left to locate (prolly a ton) I know where its getting the save titles from, but it writes the name from the file when you save, wont be an issue if you save after the translation is done. Leaps and bounds have been done to the battle data, while there is some abbreviation its likely the best I can do if we cant get extra letters added to the available space. |
Malenko | Sep 16, 2022 | |||
Now that have a save, I am continuing work on all the menus that occur between battles, such as Claude auto equipping your troops found the data for item descriptions and there's A LOT. |
CrimsonDragoon | Sep 20, 2022 | |||
Looking good so far! |
Malenko | Sep 28, 2022 | |||
Been working with @SoloNerfherder... on getting the opening scenes translated. They are mostly done, on paper. Next step is working with @Mr Conan... to figure out how to hijack the print screen command so that the work load gets cut by hundreds of hours. Plan is to get the compression sorted for the graphics so I can get the town names and certain attacks in English as well. @nanash1... did something similar for my drift king project and he said he would try to help out again in a few weeks. A lot has been done on the "back end" but nothing I can really show in screen shots |
Malenko | Sep 30, 2022 | |||
So I did put some placeholder item descriptions in while Nerf works on finalizing the text: Some item names will change, and I'm sure the description text will as well but it still feels like progress to me! (and its something I can show in a screen shot other then hex editor captures) Most (all?) of the formation names are also in place...... But some still need their descriptive text inserted I reallllllly hope people give this game a go after all this work is done. |
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