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Author Topic: The Dragon Force II Localization Project  (Read 2 times)
Cheetah
Guest
« Reply #15 on: September 13, 2009, 05:44:52 pm »

Well wow there is some crazy stuff going on with the graphics in this game. I have spent about 1.5 hours going through all the files with GGD and so far I have found only a couple things that I can recognize as graphics. The world map in "TP_MAP" and the character portraits in "FACEDATA". Though I couldn't find palettes in either of these file. Definitely nothing as far as menus are concerned.

I still haven't looked everywhere, but given my lack of success I'm guessing things are pretty complicated.
little_one
Guest
« Reply #16 on: January 15, 2010, 07:54:36 pm »

Wow glad there are people trying to translate my favorite game .

So how things going ? Well whatever it is good luck to you guys Smiley
FaustWolf
Guest
« Reply #17 on: January 19, 2010, 03:27:42 am »

Hi little_one! It's chugging along slowly but surely. The amount of text to translate is huge, but we're gradually getting more people on board on the translation side, which is great. All the compressed text has been uncompressed and dumped for the reading pleasure of the translation team. Since everyone's schedules are hectic, we're always keeping an eye out for more bilngual talent.

Next up on the technical side of the DF II project is handling a nasty issue where the text decompression routine is preventing us from using ASCII values (and the lovable half-width character output associated with those values in Shift_JIS) in storyline dialogue. Sixfortyfive had simply been using ASCII to type in menu text as seen in the now ancient sample video, but when it comes to the storyline dialogue, the compression routine treats ASCII values as compression dictionary references and not as ASCII input. We haven't found any way to make the dictionary entries refer to the English section or otherwise read half-width areas from the font sheet either.
 
Normally what would be done at this point, I think, is to NOP out the text decompression routine via ASM modding. Failing that (seeing as I'm inexperienced in ASM routines, let alone Saturn ASM code), I have a kooky backup plan.

If anyone reading this just happens to be either really experienced in reading, or interested in studying, Saturn ASM routines, and doesn't want to even begin to think about whatever constitutes a "kooky backup plan" in this case, we'd be greatful to have your help.  Cheesy  If I can figure out enough about ASM code to intelligently communicate with the author of Yabause, I'll give that a try.
« Last Edit: January 19, 2010, 03:38:57 am by FaustWolf »
tizubythefizo
Guest
« Reply #18 on: April 15, 2010, 05:13:11 pm »

wow, i'm glad to see that 2 games i've been wanting to play for YEARS are being translated. (this and chaos seed). I'm eventually going to have a degree in game programming, but at my current level of programming skill I think trying to learn saturn ASM would make my head implode lol. I'd almost wonder if trying to track down some of the old working design programmers might be an easier solution to your problem.
FaustWolf
Guest
« Reply #19 on: April 16, 2010, 02:42:14 pm »

Going straight to the source, eh? It's not an idea I would jump on after the Crimson Echoes experience, but has anyone in the game modding community ever done that before? I mean, got a technical question answered by the game's very developers? That would rock.

Well, it would have been Sega of Japan's "JForce team" that probably developed Dragon Force II (Working Designs translated and published in the US/English market); but it's also true that Working Designs had to do some modding of its own to make game enhancements from what I understand.

I'm confident enough in working out an elbow grease solution to the dictionary compression scheme problem. The major concern right now is just the translators finding time to work on the project, and recruiting more. Sandslice and Hanmyou have been much occupied with life lately, but most (if not all) of the in-battle quotes have been translated to date. That still leaves the story dialogue text, which is really the meat of the game's text. Filler has expressed interest in joining up once his plate is clear, so I'm excited at the prospect of getting this baby jumpstarted again down the road.

Expect another video on September 3 as an anniversary progress update.
Dragoon ZERO
Guest
« Reply #20 on: April 16, 2010, 11:55:37 pm »

Quote from: FaustWolf on April 16, 2010, 02:42:14 pm
Going straight to the source, eh? It's not an idea I would jump on after the Crimson Echoes experience, but has anyone in the game modding community ever done that before? I mean, got a technical question answered by the game's very developers? That would rock.

A Secret of Evermore programmer, ItsBillsFault, has done that over at GameFAQs. Not a common thing, I'm sure, but you never know who might be willing to help.
FaustWolf
Guest
« Reply #21 on: April 17, 2010, 06:24:14 pm »

Holy shit! That is truly amazing. This is for another thread, but I'd love to see some kind of effort to document those few instances in which game developers have crossed over to assist fan communities with unofficial translations and stuff. The only other similar instance I can think of is that the person who translated Mother 3 works as a translator in the videogame industry as well, though I'm not sure whether he's related to the Earthbound/Mother property in any way as part of his job.
KingMike
Guest
« Reply #22 on: April 17, 2010, 08:53:01 pm »

Tomato's done a few video game related things, but I think he mostly works in anime. He's just a big fan of EB.
(and he visits this board sometimes)
FaustWolf
Guest
« Reply #23 on: September 02, 2010, 04:07:04 am »

Just a proof of life here -- still goin'!

http://www.youtube.com/watch?v=jFxBf1tm39c
http://www.youtube.com/watch?v=q9tVNqBnKY4

Way more has been translated than is reflected in the anniversary video, I've just gotta sit down and get it all inserted. Big news on the technical front though: a small ASM tweak has disabled a text decompression routine that was active in the game's storyline text, allowing straight ASCII input there. I can't describe just how worth it sitting down and learning some basic assembly language concepts is. A year ago I was seriously going into this with the idea that I would fill up the SHIFT_JIS space on the font sheet with English character pairs, because the text decompression routine basically forced the use of SHIFT_JIS encoding...yeah, that would have been bad. Now we can focus on shifting around menus and other onscreen elements to better display English text.
 
Still keeping an eye out for more translators! The final stretch on the translation side is all the story dialogue, which dwarfs what's been translated to date. We could always use more help on the technical side too if anyone's interested in Saturn game modding.
murphy9926
Guest
« Reply #24 on: September 02, 2010, 06:47:27 pm »

Just singed onto theses forums just to track this. Very glad to hear its still moving forward!
cj iwakura
Guest
« Reply #25 on: October 01, 2010, 04:55:00 pm »

Looks sharp so far. Hit me up if you want a tester, or an amateur translator. Tongue
FaustWolf
Guest
« Reply #26 on: October 01, 2010, 05:55:05 pm »

Yeah, it'll be difficult to go through every scenario for typos and crashes once the text is in, so I'll divvy up the beta testing process. It's still a ways away though. I'm hoping to get what's been translated so far inserted by New Year's.

How comfortable are you with Japanese-to-English, cj iwakura? I'll take every bit of help we can get, though I have to admit there's probably no more easy-to-moderate difficutly text left, since we've got the various labels and item names translated. I've been toying with the idea of hitting up Japanese Dragon Force or Saturn fansites and see if any bilingual fans there might be interested, so even some good Japanese searching skills would be helpful at this point.
cj iwakura
Guest
« Reply #27 on: October 01, 2010, 06:16:45 pm »

Mediocre, but I know people who are better who may be able to help.
Special T
Guest
« Reply #28 on: October 01, 2010, 08:22:26 pm »

I'm glad to see the amount of work you all have put into this, it's shaping up to be a promising project!

Do you have any plans on translating the manual? The US manual for the original Dragon Force was pretty helpful and an interesting read.
FaustWolf
Guest
« Reply #29 on: October 01, 2010, 10:16:31 pm »

cj, if you can get in contact with some folks and let them know we're on the lookout for additional translation help, that would be awesome.

Quote from: Special T
Do you have any plans on translating the manual? The US manual for the original Dragon Force was pretty helpful and an interesting read.
Most definitely! I absolutely adored the manual Working Designs did for Dragon Force I, and we've got several physical Japanese Dragon Force II manuals on hand amongst the project team members. It's a lower priority right now, but I'd like to release a PDF with the story & nation background, general bios and troop matchups at least. Rather than a scanlation of the physical manual, I think we'll probably go in the direction of composing a fresh mini-booklet based on the source material so the quality of the imagery won't depend on our personal scanners Cheesy.


The text insertion in the game still looks pretty rough right now, really; some menu rearrangement and text wrapping alteration needs to be done to fit general class names and some other labels.
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