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Romhacking => ROM Hacking Discussion => Topic started by: Frequency_Modulation on June 26, 2014, 08:18:55 am

Title: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Frequency_Modulation on June 26, 2014, 08:18:55 am
For the past year or so, myself and another fellow have been working on a translation of this long-lost game in the SMT series, and it's now complete (as of July 2nd, 2014).

You can check out the work done so far here: http://pastebin.com/LHKVLNQB
It's under 'Devil Summoner', with script sheets #1-7.

Also, weapon names: http://pastebin.com/raw.php?i=ktXkpNa1
And armor names: http://pastebin.com/raw.php?i=urQeU7Ed

It's just something we've been working on in our spare time, and as fans of the series myself we'd be excited to see it finally be in English. I'm posting an ad for programmers in the Wanted Ads as well, since we can only handle the language part. I'm still new to this site, so if this is the wrong section, please excuse me. I checked around and it seemed like the right place for this.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Isao Kronos on June 26, 2014, 09:56:10 am
oh neat, i was just reminded this version exists the other day
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Frequency_Modulation on June 26, 2014, 09:59:39 am
It actually has several improvements over the Saturn version, most important of which is a Demon Compendium that is in many of the later SMT games.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Piotyr on June 26, 2014, 04:15:41 pm
Just beat devil summoner for the ps2 and thought to myself "I sure would love to play the original" and here we go! I can't wait!
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Gideon Zhi on June 26, 2014, 04:33:02 pm
I'm posting an ad for programmers in the Wanted Ads as well, since we can only handle the language part.

I'll take a look. Pretty busy this weekend though with the Seattle Retro Games Convention (http://www.seattleretro.org/) but I'll try to find some time.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Frequency_Modulation on June 26, 2014, 09:34:26 pm
That's great! Let me know how it goes if you get to it.
Until then, if anyone else is interested, please still post, just in case Gideon Zhi can't for one reason or another.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Isao Kronos on June 28, 2014, 03:12:48 am
Here's hoping it isn't programmed by drunk salarychimps like SMT If.. was!
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Gemini on June 28, 2014, 06:25:36 am
Given the way it was ported to the PSP, it probably looks like a complete mess. PSX Soul Hackers is a hell due to all the abstraction, but given this is yet another Saturn game ported to a different system, I bet my ass it's messy time once more.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Frequency_Modulation on June 28, 2014, 02:28:10 pm
Given the way it was ported to the PSP, it probably looks like a complete mess. PSX Soul Hackers is a hell due to all the abstraction, but given this is yet another Saturn game ported to a different system, I bet my ass it's messy time once more.

I don't know the ins and outs of it, but it is at least not the Saturn version being emulated on the PSP, given the vastly reduced loadtimes, faster battle animations, and added features.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Isao Kronos on June 28, 2014, 09:54:34 pm
At least from what i hear PSP debugging is pretty good nowadays or something?
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Gemini on June 29, 2014, 12:15:33 am
I don't know the ins and outs of it, but it is at least not the Saturn version being emulated on the PSP, given the vastly reduced loadtimes, faster battle animations, and added features.
It's definitively recompiled to work "natively" on the PSP, but so was Soul Hackers and its inner working was quite awful. In other words, if you need somebody to get a proportional font and other hacks done (you'll have to get at least the former, given the quantity of text), make sure they don't implode in raging pain. It took me literally a full month to design proportional font code on Soul Hackers, and adjusting other aspects for the translation was plain madness (overlays have dupe code everywhere). :S
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Frequency_Modulation on June 30, 2014, 12:36:14 am
I went on Cathedral of Shadows, a Megami Tensei podcast, to talk about the project!

You can listen to it on Youtube: https://www.youtube.com/watch?v=-jb3-vQy7cs
Skip to 15:17 if you want to get right to the part about the DS1 translation.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: tryphon on June 30, 2014, 01:10:27 am
I highly doubt that emulated Saturn games exist, especially on the PSP.

For debugging, PPSSPP seems to do a very decent job.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Frequency_Modulation on July 02, 2014, 10:44:46 pm
The script translation has completed its first pass, so all the story dialogue is uploaded there in the pastebin if anyone would like to read it.
It was missing the final part, but that's now been added.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: mrkotfw on July 09, 2014, 06:39:53 pm
Any updates?
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Frequency_Modulation on July 09, 2014, 08:05:13 pm
Any updates?
We're working on inserting the script now and testing how that works.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Piotyr on July 10, 2014, 06:06:37 am
I want to say, good work! I thought I was going to have to wait a LONG time before playing this game. Dream come true man! Next do the cell phone megaten games! (Hey if I'm gunna dream, dream big!).
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Pennywise on July 10, 2014, 03:40:26 pm
In all honesty, you probably are going to have to wait a long time to play this game. The translation may be more or less finished, but hacking an SMT is never easy and takes a shitload of time, especially if you want the game to look nice.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Frequency_Modulation on July 10, 2014, 05:22:16 pm
In all honesty, you probably are going to have to wait a long time to play this game. The translation may be more or less finished, but hacking an SMT is never easy and takes a shitload of time, especially if you want the game to look nice.

Well it certainly doesn't look nice yet, but we're making progress. Here's a screenshot from what the default font looks like (we still have to get a VWF):
(http://puu.sh/a5Gic/ca5d0b122a.png)
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Piotyr on July 11, 2014, 06:31:36 am
In all honesty, you probably are going to have to wait a long time to play this game. The translation may be more or less finished, but hacking an SMT is never easy and takes a shitload of time, especially if you want the game to look nice.
I consider within 2 years "Soon" so if he gets it done in that time line I will totally be happy!
Comes from reading about translations being "Almost done" or to be released "Soon" but then hit snags and take like 2 years.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: mrkotfw on July 23, 2014, 02:22:00 pm
I greatly value all the hard work that's being put into this.

Having said that, would it be possible for the team to release documentation on the structure of the game? Information about file formats, etc.

There's a possibility that someone might pick up the Saturn version!
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: esperknight on July 23, 2014, 03:50:32 pm
I don't mind releasing my tools at all.  Sadly though the Saturn version is vastly different setup wise.  I have been meaning to see if it does use the same script resources though.

DS PSP uses one huge file that contains the text and scripting files and maybe the level map files too.  The Saturn version doesn't.  I might look later if I get time :)
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: mrkotfw on July 23, 2014, 03:52:36 pm
I don't mind releasing my tools at all.  Sadly though the Saturn version is vastly different setup wise.  I have been meaning to see if it does use the same script resources though.

DS PSP uses one huge file that contains the text and scripting files and maybe the level map files too.  The Saturn version doesn't.  I might look later if I get time :)

That's rather odd. Either way, that will be most useful!
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: esperknight on July 23, 2014, 08:52:20 pm
Uploaded all my code plus the Japanese scripts here : https://subversion.assembla.com/svn/transprojects/psp/devil_summoner/

If you're curious to see how I dumped it see : https://subversion.assembla.com/svn/transprojects/psp/devil_summoner/tools/code/devil_summoner_psp_script_extract.cs

It's hard coded to dump from eve_files.bin which contains everything.

It's possible that the table used to dump these is the same as what the Saturn version uses. I haven't checked.  But anyone who wishes to check  feel free :)  The table is located in the tools folder.

Scripts are located here if anyones curious to see the original ones : https://subversion.assembla.com/svn/transprojects/psp/devil_summoner/scripts_txt/

Enjoy! :)
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: mrkotfw on July 24, 2014, 01:16:44 am
Thank you!

Some of this definitely looks similar to that of Soul Hackers.

I haven't worked on Soul Hackers in quite a while, but does any of this look familiar: <https://github.com/ijacquez/SMT-DS-SH/wiki/EVENT.BIN (https://github.com/ijacquez/SMT-DS-SH/wiki/EVENT.BIN)>?

I think I was told that both games used the same engine.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: cj iwakura on July 25, 2014, 06:29:19 pm
Well it certainly doesn't look nice yet, but we're making progress. Here's a screenshot from what the default font looks like (we still have to get a VWF):
(http://puu.sh/a5Gic/ca5d0b122a.png)

Great to see even this much work. Maybe you'll beat Soul Hackers' translation to release! :P
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: mrkotfw on July 25, 2014, 06:31:05 pm
It seems that I can't boot the game via Yabause... Hm...
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: cj iwakura on July 25, 2014, 06:36:46 pm
It seems that I can't boot the game via Yabause... Hm...

Good luck with that. I haven't found a Saturn emulator that runs it. I have a hard copy and play it on my Saturn with an action replay.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: mrkotfw on July 25, 2014, 06:38:54 pm
Good luck with that. I haven't found a Saturn emulator that runs it. I have a hard copy and play it on my Saturn with an action replay.

SSF seems to get further than Yabause.

Though, I can probably look to debugging on real hardware. That will be a pain though...
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: esperknight on July 28, 2014, 09:17:48 am
Yeah Yabause has timing/interrupt issues with it I believe.  I talked to CyberWarriorX about it before and I'm looking at helping with implementing more debugging features (trace/mem logging which do exist already, just need to make the more accessible) with Yabause to help with it and other projects (need more time.........).  Reminds me I need to message CyberWarriorX as it's been a while.

Good luck :)  I may try poking at it later if I get a chance... You could get lucky and the font mapping is the same for PSP.  I'd think it could be the same so might be worth a try loading that up and searching any likely files using that table.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: mrkotfw on July 28, 2014, 01:27:52 pm
Yeah Yabause has timing/interrupt issues with it I believe.  I talked to CyberWarriorX about it before and I'm looking at helping with implementing more debugging features (trace/mem logging which do exist already, just need to make the more accessible) with Yabause to help with it and other projects (need more time.........).  Reminds me I need to message CyberWarriorX as it's been a while.

Good luck :)  I may try poking at it later if I get a chance... You could get lucky and the font mapping is the same for PSP.  I'd think it could be the same so might be worth a try loading that up and searching any likely files using that table.

Yeah, exactly. It goes into an infinite loop (0x06000952 I believe).

Yeah, let's hope so.

More accessible? What do you envision? Do you mean more of a UI change?
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: esperknight on July 28, 2014, 02:11:31 pm
More accessible? What do you envision? Do you mean more of a UI change?

Yep, a UI change. As currently right now you can enable trace logging but it must be compiled in and then it starts logging as soon as Yabause starts a game.  My version modifies it to enable only when you tell it to be enabled.

I thought at first I'd have to start from scratch but I got lucky in that another developer had added it all in.

The next steps are to add into the debugger modal (as right now its in the drop down on the main menu) and to also make it log faster as it's really slow right now.  Right now it logs all registers when really all I care about is the ones in use at that time (a la Agemo's PSCX debugger) and it logs memory access which I want to make a separate option.

Another idea to help speed it up is to have it have a buffer in memory so its not constantly writing to disk.

If you're curious or if anyone is, I'll upload my build of Yabause that has the initial logging stuff done.

Easiest way to use it is to break/pause on a spot you want to start from, enable it, and then run from there.

Otherwise its just to slow to wait it out for updates (as I do with Agemo's PSCX debugger.  Hrm, maybe I should take a look at how he did it to see how its quicker...)
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: mrkotfw on July 28, 2014, 02:32:13 pm
Yes, those are all excellent ideas.

Please do.


Is this work going to be pushed into Yabause?
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: esperknight on July 28, 2014, 02:43:56 pm
Yes, those are all excellent ideas.

Please do.


Is this work going to be pushed into Yabause?

Good timing as I was just going to post it anyways :)  I guess I won't edit my post then but just have it here :
http://www.mediafire.com/download/94wx3ci4r75m0eu/yabause_with_logging.rar

Eventually hopefully it'll be pushed up. I just need to find time to work on it more.  Laziness and other factors don't help :)
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: mrkotfw on July 28, 2014, 06:38:18 pm
Many thanks! I'll be looking it over tonight.

July 29, 2014, 03:45:45 am - (Auto Merged - Double Posts are not allowed before 7 days.)
It wasn't clear, but how exactly do you use it? I noticed that it was extremely slow for me (trace enabled by default?).
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: esperknight on July 29, 2014, 12:04:00 pm
If you click on the Debug dropdown from the toolbar you'll see an option to click Trace Logging and toggle it on. This enables it.  Prob should give it a different icon or something....

And it's slow as it has the SH2 Interpreter core being used (File -> Settings -> Advanced).  I can't help that though... but you need it enabled to use Trace Logging properly.

As long as you dont see a file called sh2trace.log then it's not enabled (or shouldn't be :) )

Would you be interested in my code base as well?  I can post that too if anyone's interested.  That one may need some tweaking though as it uses CMake to generate the solution files and I'm not sure if it hard codes the path to the DLLs or does the relative.... I'm pretty sure its the former.  It's easy to just open a solution file in notepad and edit it though (or even do it through VS).
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: mrkotfw on July 29, 2014, 12:10:03 pm
If you click on the Debug dropdown from the toolbar you'll see an option to click Trace Logging and toggle it on. This enables it.  Prob should give it a different icon or something....

And it's slow as it has the SH2 Interpreter core being used (File -> Settings -> Advanced).  I can't help that though... but you need it enabled to use Trace Logging properly.

As long as you dont see a file called sh2trace.log then it's not enabled (or shouldn't be :) )

Would you be interested in my code base as well?  I can post that too if anyone's interested.  That one may need some tweaking though as it uses CMake to generate the solution files and I'm not sure if it hard codes the path to the DLLs or does the relative.... I'm pretty sure its the former.  It's easy to just open a solution file in notepad and edit it though (or even do it through VS).

That makes more sense. I wasn't sure if it was a UI change or something.

I had actually thought it was the source code. I run Linux, mainly, so yes :)
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: esperknight on July 29, 2014, 12:39:59 pm
Hrm.. building it may be a bit trickier since mines for Windows... (I don't do Linux much anymore since all the tools I need are on Windows).

Here's my Yabause src : http://www.mediafire.com/download/o564ff650o94bd0/yabause_ek.rar

Here's how to compile Yabause : http://wiki.yabause.org/index.php5?title=Compiling_Yabause/linux/linux/qt

Easiest thing would be to follow that and get it working. Then take my stuff and overwrite the Yabause dir you grab.

Now if you're curious about the main tracing stuff, that's all under src\sh2trace.c.  The other changes are just to add it to the UI.

Also, keep in mind, I didn't code any of it so I can't recall how all of it works :)  I just added the feature to enable and disable it.

If your interested and you'd like to help I wouldn't mind at all :)
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: mrkotfw on July 29, 2014, 12:42:46 pm
Hrm.. building it may be a bit trickier since mines for Windows... (I don't do Linux much anymore since all the tools I need are on Windows).

Here's my Yabause src : http://www.mediafire.com/download/o564ff650o94bd0/yabause_ek.rar

Here's how to compile Yabause : http://wiki.yabause.org/index.php5?title=Compiling_Yabause/linux/linux/qt

Easiest thing would be to follow that and get it working. Then take my stuff and overwrite the Yabause dir you grab.

Now if you're curious about the main tracing stuff, that's all under src\sh2trace.c.  The other changes are just to add it to the UI.

Also, keep in mind, I didn't code any of it so I can't recall how all of it works :)  I just added the feature to enable and disable it.

If your interested and you'd like to help I wouldn't mind at all :)

I'm curious in getting back to working on deciphering the events format in possibly this game and Soul Hackers. So this would be of use to me.

I might just have to stick to Windows...

Thanks, I'll take a look and I might see if I can get it to work on Linux. That'll increase the changes of having it pushed.

Thanks!
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: esperknight on July 29, 2014, 12:53:32 pm
Good luck with getting DS to work.  All I can tell you (from what I recall with chatting with CyberWarriorX) is that it's a bad timing issue related to interrupts.  Basically a section of code in the BIOS gets wiped and it shouldn't (ever).  You can tell due to putting a write breakpoint on the point it tries to execute that's NOPed.  It gets wiped after showing the intro movie (with the glass on the table).

From what i saw within the Yabause code itself (and my memory is hazy on this...) is that if you look at it right before it breaks... the return execution is wrong when it comes back from that instruction (due to the interrupt and other stuff).  So it executes the wrong thing and whacks it out.

From my only notes (I need to take better notes...) :

Break on 600BCD0

Break in code on this :
// Execute it
opcodes[context->instruction](context);

So basically once hte movie plays, put a breakpoint there.  Hit enter.  Then when that breaks put a breakpoint in the Yabause code base on that line and then execute it. It doesn't return properly from there (should hit 600BCD4 but it doesn't).  This is due to an interrupt killing it from what CyberWarriorX said.  But once again... I'm forgetful so I could be off on some things :)

So yeah, if you get it working def push that change up to Yabause :D

Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: oneyedragon on October 26, 2014, 03:09:03 pm
So...Does anyone have any news about this wonderful project ?
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: yahawew on April 09, 2015, 07:37:04 am
Any news about this project?  :angel:
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: cj iwakura on May 06, 2015, 05:52:20 pm
Esper's still working on it, but from what I know, the translator's been busy.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: sorgur on June 05, 2015, 10:11:38 am
Can't wait!
I really hope it won't get cancelled...
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: cj iwakura on June 05, 2015, 09:07:23 pm
It won't be, but for all intents and purposes, the translator has vanished, and we need his help to match the extracted text to his translation.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: RaidouJFlo on June 21, 2015, 06:46:19 pm
Op is doing God's work. I hope this becomes a reality.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Tom on June 26, 2015, 02:08:37 am
Somebody asked me to lend a hand... Perhaps I can help match the text up? I wouldn't try to alter the translator's lines, out of respect for whatever work they've done. I'll just match them up, if that's all that's needed.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: flynninfinite on June 26, 2015, 09:39:39 am
^^^^^^^^^

He's Tom from Innocent Sin... Our salvation...
Please accept his help
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Tom on June 27, 2015, 09:44:39 pm
I took a look at the files.  :o

Unfortunately, looking at the scope of what's needed, I realize why the translator seems to have vanished. Matching THIS much text up to a separate script is madness. It is like trying to copy a telephone book by hand, except all but one digit of every phone number have been erased and it's up to you to fill in the missing numbers. You have to dial each possible variation of the number, see if the right person answers the phone, and if they do, only then can you proceed to the next number... Oh, and you're using a rotary phone, naturally.  :laugh:

Only about 1 percent of the script has been edited in. It would be easier to totally retranslate the game than do all of the cross-referencing needed here to get that text-translation. And what's more, things like the demon conversations have no translation at all. (Ugh, I remember all of the work that I put into Soul Hackers for these.) I never intended to translate Devil Summoner 1 myself. I said this before, when I worked on Soul Hackers. I figured that I could help, but this is beyond help.

The way I see it, there are three options:

1. Wait for the translator to make a glorious return. (Though knowing the amount of work that's cut out for him, I have my doubts.)

2. Find someone to just forget the direct-to-text translation and do the whole thing on their own. (It's a good chunk of work, but not impossible. I certainly don't want to translate it, though.)

3. Wait for an official translation of the PSP game (never going to happen) or a remake.

My suggestion is to tell the translator to forget about his original script and just translate directly from the text dumps. (I'm surprised the translator didn't do that from the start, to be honest.)
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: cj iwakura on June 29, 2015, 08:11:36 pm
I took a look at the files.  :o

Unfortunately, looking at the scope of what's needed, I realize why the translator seems to have vanished. Matching THIS much text up to a separate script is madness. It is like trying to copy a telephone book by hand, except all but one digit of every phone number have been erased and it's up to you to fill in the missing numbers. You have to dial each possible variation of the number, see if the right person answers the phone, and if they do, only then can you proceed to the next number... Oh, and you're using a rotary phone, naturally.  :laugh:

Only about 1 percent of the script has been edited in. It would be easier to totally retranslate the game than do all of the cross-referencing needed here to get that text-translation. And what's more, things like the demon conversations have no translation at all. (Ugh, I remember all of the work that I put into Soul Hackers for these.) I never intended to translate Devil Summoner 1 myself. I said this before, when I worked on Soul Hackers. I figured that I could help, but this is beyond help.

The way I see it, there are three options:

1. Wait for the translator to make a glorious return. (Though knowing the amount of work that's cut out for him, I have my doubts.)

2. Find someone to just forget the direct-to-text translation and do the whole thing on their own. (It's a good chunk of work, but not impossible. I certainly don't want to translate it, though.)

3. Wait for an official translation of the PSP game (never going to happen) or a remake.

My suggestion is to tell the translator to forget about his original script and just translate directly from the text dumps. (I'm surprised the translator didn't do that from the start, to be honest.)

The translation originated at smtg(4chan), and I'm not even sure there were text dumps to work from until Esper got it.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Tom on June 29, 2015, 10:57:22 pm
Of course it was done without dumps. Nobody would make something like that if dumps existed.  :) What I'm saying is, whoever translates the games is going to want to do it straight from the dump without using the text-translation. The text translation, in my opinion, is only useful to people who want to play the game in Japanese while referring to the text on the side.

Integrating the text is WAY more trouble than it's worth. If the project has been abandoned by the original translator from that website, your best bet is to find a dedicated translator who can do it from the ground up. I could do it myself, but there are other projects that I would prefer to focus on.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: cj iwakura on June 29, 2015, 10:59:41 pm
Of course it was done without dumps. Nobody would make something like that if dumps existed.  :) What I'm saying is, whoever translates the games is going to want to do it straight from the dump without using the text-translation. The text translation, in my opinion, is only useful to people who want to play the game in Japanese while referring to the text on the side.

Integrating the text is WAY more trouble than it's worth. If the project has been abandoned by the original translator from that website, your best bet is to find a dedicated translator who can do it from the ground up. I could do it myself, but there are other projects that I would prefer to focus on.

I agree, and I also hope you get Soul Hackers done first. :P Devil Summoner has a fantastic plot, but actually playing it... blech. I have the Saturn version, and it is nothing short of sadistic. (Granted a lot of this is due to language barrier, but hey...)

Would I play a translated version if it were finished, though? Absolutely.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Tom on June 30, 2015, 08:36:16 am
I agree, and I also hope you get Soul Hackers done first. :P Devil Summoner has a fantastic plot, but actually playing it... blech. I have the Saturn version, and it is nothing short of sadistic. (Granted a lot of this is due to language barrier, but hey...)

My role with Soul Hackers, short of revisions, is already done. The only thing that I didn't translate is whatever text is contained in the Pocketstation application, and that's probably just ten words or so, stored graphically. Gemini never hacked that. If it is even possible, I don't know if anyone would ever see it, unless the Vita got hacked. (Man, I wish Atlus had released Soul Hackers on the PS1 Game Archive, so we could use the Pocketstation functionality!)

To be honest, I just wanted Soul Hackers done because it was a "lost" translation, but since there's an official translation available now, I don't care if my translation for it ever gets released. Of course, if Gemini wants to finish it himself or pass it along to another capable hacker, I will give them my support and participate in any revisions and testing, but I'm not actively pushing for it to be finished. On one hand, it's a shame for all of our work thus far to go to waste. On the other hand, it might be more of a shame to essentially waste even more time on it.

As far as the whole "Devil Summoner" story goes, I never even beat the Saturn version. (It was too much of a chore to play, and the script seemed so dull. I'm sure in its day it was really amazing, but I just can't get into it.) Soul Hackers was much more character-oriented and interesting in comparison... But hey, it's better than Ronde, right?  :thumbsup: To be honest, I never even played the PS2 Devil Summoner games, so I'm probably not the best "fan" to give a fan translation of Devil Summoner.

Now if someone wants to translate Last Bible 3, on the other hand...  :D

Oh, I almost forgot... I did translate part of Soul Hackers Intruder (the cell-phone exclusive sequel to Soul Hackers) on Youtube. You can check it out here, if you'd like. I was planning to translate more, but it seems that not too many people are interested in watching it. I don't want to translate it if barely anyone is even watching.

https://www.youtube.com/watch?v=kgJPH8Mol_c&list=PL9TKnIOsEtbqO1SvGWspha4cdKYF3HWup
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Piotyr on June 30, 2015, 12:11:20 pm
I would watch! :) I am very interested in the smt cell phone games like the alternate universe take on smt2 where it shows law having won.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: cj iwakura on June 30, 2015, 10:06:17 pm
My role with Soul Hackers, short of revisions, is already done. The only thing that I didn't translate is whatever text is contained in the Pocketstation application, and that's probably just ten words or so, stored graphically. Gemini never hacked that. If it is even possible, I don't know if anyone would ever see it, unless the Vita got hacked. (Man, I wish Atlus had released Soul Hackers on the PS1 Game Archive, so we could use the Pocketstation functionality!)

To be honest, I just wanted Soul Hackers done because it was a "lost" translation, but since there's an official translation available now, I don't care if my translation for it ever gets released. Of course, if Gemini wants to finish it himself or pass it along to another capable hacker, I will give them my support and participate in any revisions and testing, but I'm not actively pushing for it to be finished. On one hand, it's a shame for all of our work thus far to go to waste. On the other hand, it might be more of a shame to essentially waste even more time on it.

As far as the whole "Devil Summoner" story goes, I never even beat the Saturn version. (It was too much of a chore to play, and the script seemed so dull. I'm sure in its day it was really amazing, but I just can't get into it.) Soul Hackers was much more character-oriented and interesting in comparison... But hey, it's better than Ronde, right?  :thumbsup: To be honest, I never even played the PS2 Devil Summoner games, so I'm probably not the best "fan" to give a fan translation of Devil Summoner.

Now if someone wants to translate Last Bible 3, on the other hand...  :D

Oh, I almost forgot... I did translate part of Soul Hackers Intruder (the cell-phone exclusive sequel to Soul Hackers) on Youtube. You can check it out here, if you'd like. I was planning to translate more, but it seems that not too many people are interested in watching it. I don't want to translate it if barely anyone is even watching.

https://www.youtube.com/watch?v=kgJPH8Mol_c&list=PL9TKnIOsEtbqO1SvGWspha4cdKYF3HWup

I would still very much play the console version of Soul Hackers, because that game deserves better than the garbage audio of the 3DS version, so I truly hope Gemini hasn't given up on it(he's claimed he hasn't, but who knows). Atlus USA did a phenomenal job, especially on the dub, but the hardware really isn't up to snuff. SH deserved a Vita port. Still, I'm ecstatic it came out in some form.

Devil Summoner has a really well thought out plot, it got an entire Ultimania(esque) guide put out to it. The plot of the character dying and his soul being slapped into Kyouji's body is brilliant, and it ties into Soul Hackers as well(along with Sid Davis' psycho self).

It's just that the dungeons are long and tedious, and the BGM isn't nearly as good as SH's(though it has its moments).
https://www.youtube.com/watch?v=_i-FNQU1F3U

(I still have no idea where that plays at, since I'm AT the university and never heard it...)
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: flynninfinite on June 30, 2015, 11:33:53 pm
I would still very much play the console version of Soul Hackers, because that game deserves better than the garbage audio of the 3DS version, so I truly hope Gemini hasn't given up on it

Yeah...I am playing with the 3ds version right now. The voices' volume is really low and  gets easily obscured by the BGM... Also there are the untranslated parts...great job atlususa!

The PSX version is more similiar to the SAT's one. The atmosphere is more dark and grim...and it might just be the barrier with the language, but it also seems harder than the 3ds'one.

Anyway I highly doubt Gemini will take that project again since there is an official release.
Now he's working on Echo Night 2.

I can't get out of my head this battle OST
https://www.youtube.com/watch?v=OZv3hjJz4NI
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: cj iwakura on July 01, 2015, 12:38:17 am
Yeah...I am playing with the 3ds version right now. The voices' volume is really low and  gets easily obscured by the BGM... Also there are the untranslated parts...great job atlususa!

The PSX version is more similiar to the SAT's one. The atmosphere is more dark and grim...and it might just be the barrier with the language, but it also seems harder than the 3ds'one.

Anyway I highly doubt Gemini will take that project again since there is an official release.
Now he's working on Echo Night 2.

I can't get out of my head this battle OST
https://www.youtube.com/watch?v=OZv3hjJz4NI

He's said he still plans on doing it, but I assume the official release took the wind out of his sails.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: Tom on July 01, 2015, 02:26:36 am
 I am sure the Devil Summoner plot gets good as you proceed, however I just can't force myself to keep playing. If only I had played it as a teenager, when I was stuck with a game and had no choice but to keep playing and learn to love it... The music is pretty good, but the Sega CD version of SMT was the best! I wish they made the music more like that in Devil Summoner on the Saturn. It is like the music took a step backwards from the Sega CD to the Saturn. :(
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: flynninfinite on July 01, 2015, 09:13:37 am
I can't even find a japanese walkthrough of this game on YT
Only one channel with some battles
https://www.youtube.com/watch?v=xiu97Kgwe1k

July 05, 2015, 11:09:19 am - (Auto Merged - Double Posts are not allowed before 7 days.)
https://www.youtube.com/watch?v=gO5VzgWIhNQ

Epic 90s mood
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: CornOnTheCob on August 20, 2015, 01:50:39 am
Any official news on this? Like where its at in development? How long should we expect to wait for an release?
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: swinezig on August 20, 2015, 09:23:15 am
Someone didn't bother to read the rules.  ;)

The game is perfectly playable with the English script. Might be a little bit uncomfortable for most people, but eh.
Of course, demon negotiations weren't translated, but that's another story.
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: pauloarkana on September 22, 2016, 02:07:31 am
any signal of life?
Title: Re: Shin Megami Tensei: Devil Summoner [PSP] - Script Translation
Post by: KingMike on September 22, 2016, 08:39:27 pm
With no real discussion in a year, and two years since an update from anyone on the team, it's time to close this until the team wishes to update again.