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Romhacking => Personal Projects => Topic started by: Thirteen 1355 on October 23, 2019, 01:43:26 pm

Title: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 23, 2019, 01:43:26 pm
Good morning/afternoon/evening/night guys and gals!

(https://i.imgur.com/A1qWNNY.png)
(https://i.imgur.com/prctERG.png)
(https://i.imgur.com/0O8G6uC.png)
(https://i.imgur.com/KQ2Ol8c.png)
(https://i.imgur.com/IB4laov.png)
(https://i.imgur.com/SBg9d0s.png)

New text is on the left.

I am in the process of relocalising Mega Man X2, to match the context of the story with the Japanese version. Mega Man X is changed to simply 'X', for example, like in the first and third game. The X-Hunters' dialogue will be somewhat overhauled and Sigma's mention of Zero's origin will be fully fleshed out.

Firstly, I am not sure if 'relocalizations' should go under hacks or translations, but I'd go with hacks, since it's not really a full retranslation.

Secondly, I wonder if I should change Serges to Sagesse. Give me your thoughts!

EDIT:
Obviously I can't get the picture embed stuff to work here, still  :o
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 23, 2019, 01:55:13 pm
I always hated how X was just called "Mega Man" in the English version!

COA really must have thought he was the original Mega Man, and that confused English speaking fans for years, and lead to X sounding like a little kid in X4 "because he's Mega Man!".
Title: Re: Mega Man X2 Relocalization
Post by: acediez on October 23, 2019, 01:57:02 pm
Nice! Looking forward to add this to my X hack collection

In case you didn’t know, there’s a retranslation of the script by the same person who retranslated 8 and X4.
If you decide to extend this to a complete script overhaul, here it is:

https://hondoori.wordpress.com/scripts-and-localizations/rockman-series/rockman-x2/
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 23, 2019, 02:00:12 pm
Haha, that's actually the script I'm taking the Japanese info from. His script is a complete rework though, and honestly I'm not sure if I'd be able to insert that script as a whole into this ROM (with everything needing to be about the same amount of symbols and all that). I also believe that some of the English writing is pretty nicely done ("but Mega Man X and the new generation of Maverick Hunters have yet to destroy all of Sigma’s followers.")

This:
(https://i.imgur.com/RLH1fPp.png)
instead of this (https://www.youtube.com/watch?v=DDEPlpSgjJw&feature=youtu.be&t=7).
Title: Re: Mega Man X2 Relocalization
Post by: acediez on October 23, 2019, 03:03:24 pm
Be sure to include any interesting bit you find in the script missing from the american version, like Serges refering to X as "Rock... X..." (maybe "Mega... X..." in this case).

It's only halfway there, but it's the only canon "Mega Man" mention in the X's series that I know of. A very slight and uncompromised hint of him being Wily, just like they did with Isoc in X6.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 23, 2019, 03:10:27 pm
Exactly why I decided to make this hack. I wouldn't mind the 'Mega Man X' mentions much (since ZX series kinda call both X and Zero 'Rock Men' or 'Mega Men'), if not for Serges' specific mention. I want to restore his lines and that's the initial reason I chose to edit this game's text, and by extension, to remove the 'Mega Man' bits while restoring Serges'.

Still wondering if I should keep it Serges or make it Sagesse.
Title: Re: Mega Man X2 Relocalization
Post by: acediez on October 23, 2019, 04:44:56 pm
I'd keep the localized names (Serges), as I usually don't have a problem with those, I just want to get cut meaning and content.

But really, it's up to you. If your aim is to have a 100% faithful relocalization that includes all the japanese names, that's fine too.
Title: Re: Mega Man X2 Relocalization
Post by: star_scream1646 on October 23, 2019, 04:56:58 pm
I always hated how X was just called "Mega Man" in the English version!

COA really must have thought he was the original Mega Man, and that confused English speaking fans for years, and lead to X sounding like a little kid in X4 "because he's Mega Man!".

Same here, I never understood how come they kept calling him "Mega Man X" when they simply called him "X" in the first game.

I think COA was trying to make it so that "X" was really Mega Man, I say this because of the ending in Mega Man 7. When Mega Man tells Wily "I am more than a Robot!!!" I think they were trying to suggest that Mega Man was somehow internally evolving allowing him to being able to think, feel and make his own choices. Which is what Dr. Light said X was capable of doing in his message in the first X game, of course they scrapped that idea and "Mega Man X" went back to being "X" in X3 . Leaving my favorite X game sounding weird, when ever I read the dialogue.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 23, 2019, 04:58:16 pm
Yeah it's out of place, when the other games did it all correctly. X2 is my favourite too, out of the SNES games, and I was surprised nobody had done this before.
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 23, 2019, 05:42:00 pm
Same here, I never understood how come they kept calling him "Mega Man X" when they simply called him "X" in the first game.

I think COA was trying to make it so that "X" was really Mega Man, I say this because of the ending in Mega Man 7. When Mega Man tells Wily "I am more than a Robot!!!" I think they were trying to suggest that Mega Man was somehow internally evolving allowing him to being able to think, feel and make his own choices. Which is what Dr. Light said X was capable of doing in his message in the first X game, of course they scrapped that idea and "Mega Man X" went back to being "X" in X3 . Leaving my favorite X game sounding weird, when ever I read the dialogue.
Yeah, and his dialogue boxes just say Mega Man, don't they? That always bothered me.
(https://i.imgur.com/iqsiQrf.png)

It's sad that the Ruby Spears cartoon got that aspect down better than COA did for a time.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 23, 2019, 06:38:08 pm
Weirdly enough, in some lines, Dr. Cain does simply call X 'X', while at other points he calls him 'Mega Man X'.

Anyway, progress is going smoothly! Most of the bigger cutscenes have already been tackled, as are the Light Capsules (though I'll probably need somebody to test the Shoryuken one). Tomorrow I'll do the Counter Hunter pre-battle texts and more.
Title: Re: Mega Man X2 Relocalization
Post by: CoolCatBomberMan on October 23, 2019, 07:28:56 pm
I cannot stress enough how much I would prefer "Sagesse" over "Serges." The X-Hunters all have meaningful French names that coincide with their fighting styles, something that's lost in the original localization. "Sagesse" means wisdom, and the character is known for using machines, rather than directly fighting you. In times like these, developer intent should always take precedence.
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 23, 2019, 08:02:14 pm
Thirteen 1355, would you mind if I submitted some minor graphical corrections? While I was helping Justin with his X3 hack, I noticed a few errors in the X2 armor tiles (as well as some unused graphics for X in his X2 armor falling down like in X1 against Flame Mammoth, so I wonder if an enemy or boss would have done that in X2?). Some tiles incorrectly used the brown from the yellow parts as the shading for the red parts of the armor instead of the dark red in the palette, and the charging palette has the dark red as white for some reason.

Also, for some reason, the teleporting animation has all of its frames removed when X has his armor (I can't recall if it's just one part of all of them), but that's something I wouldn't know how to fix, so I can't do anything about that.

I know this isn't a graphic hack, but I wouldn't want to just have a standalone hack for a few tile fixes and a palette change, so would you mind me fixing those issues on my own and sending you the patch for those changes to put in your hack to add a touch more polish?
Title: Re: Mega Man X2 Relocalization
Post by: star_scream1646 on October 23, 2019, 08:04:41 pm
Yeah, and his dialogue boxes just say Mega Man, don't they? That always bothered me.

It's sad that the Ruby Spears cartoon got that aspect down better than COA did for a time.

Yes, whenever X talks the game calls him (Mega Man), while the other characters call him "Mega Man X" and I had to look up what Thirteen 1355 said. Dr. Cain simply calls him "X" which I never noticed.

Here is a good one though, when you go to face Sigma and don't have all the Zero Parts Sigma calls X "Mega Man". When you beat Zero, X's dialogue box again calls him (Mega Man) but then Zero calls him "X". So I thought maybe only his friends call him "X" but when you have all the parts and the real Zero shows up, he calls X "Mega Man X" but then when he opens the floor for X he calls him "X" then when you go to finally fight Sigma he now refers to X as "Mega Man X" when just 2 minutes ago Sigma simply called him "Mega Man". Talk about confusing :banghead:
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 24, 2019, 12:05:51 am
Okay, well I just went ahead and fixed up all of the coloring mistakes I could find in the tile set. Apparently there are even some bigger ones that I never noticed before, such as a frame of shooting from a wall jump where X's armored buster was colored red instead of white!

Here is a link to the IPS patch. (https://drive.google.com/open?id=1VJ8LhNCAr91lnrmjx3sZklT8bdr6x9Ge)

Here are some examples of things I fixed:

First, a zoomed in view to make it clear where the kneecap uses the brown instead of dark red:
(https://i.imgur.com/gE24BDI.png)

Since X1 has that palette entry as white (I don't know why, but X's palette has two identical shades of white in X1. Maybe the armor white and the eyes were intended to be different shades at one point in X1's development?), I think perhaps originally during development they used the X1 palette for the armor, but then since they realized that white was redundant, they changed one to make the reds look better. Unfortunately the graphic artist did a sloppy job of it, since random frames have his hand or kneecaps using the brown shade still instead of the unique dark red. The first double buster shot frame also had the corner of his arm graphic with a single brown pixel on the white armor part.

This also extends to the charge palette which has the dark red become pure white, which is a leftover from X1's charging palettes, since they clearly didn't correct the red for that palette. I did, however, and it looks all the better for it.

Here are some before and after examples of what I have done:
(https://i.imgur.com/wHbjlz9.png)

This also shows that red colored buster tile that I fixed, as well as showcasing how messed up his color scheme was both in graphics and in palette, since the original charging palette clearly shows where they used the brown instead of the red, as the dark red is white, which looks terrible anyway.

Also, the palettes when X is getting armor from Light's capsules had the white for the dark red, since they were just ported from X1, so not only did I fix that, but I also updated those palettes to have a smoother transition to each color, so it's superior to the original versions (the purple was originally too dark, so it kind of just flashes to bright green from that. Now it's a smooth glow):

Original:
(https://i.imgur.com/JwaeRa7.gif)

Improved and fixed version:
(https://i.imgur.com/wThdZcf.gif)

You can really tell in the blue areas.

I hope you're willing to use these graphical corrections in your hack, just as a little bonus. :)
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 24, 2019, 06:01:51 am
Thirteen 1355, would you mind if I submitted some minor graphical corrections? While I was helping Justin with his X3 hack, I noticed a few errors in the X2 armor tiles (as well as some unused graphics for X in his X2 armor falling down like in X1 against Flame Mammoth, so I wonder if an enemy or boss would have done that in X2?). Some tiles incorrectly used the brown from the yellow parts as the shading for the red parts of the armor instead of the dark red in the palette, and the charging palette has the dark red as white for some reason.

Also, for some reason, the teleporting animation has all of its frames removed when X has his armor (I can't recall if it's just one part of all of them), but that's something I wouldn't know how to fix, so I can't do anything about that.

I know this isn't a graphic hack, but I wouldn't want to just have a standalone hack for a few tile fixes and a palette change, so would you mind me fixing those issues on my own and sending you the patch for those changes to put in your hack to add a touch more polish?

Thanks a lot! Yes this looks worthy of adding in for sure! I will do so and give proper credit.

I cannot stress enough how much I would prefer "Sagesse" over "Serges." The X-Hunters all have meaningful French names that coincide with their fighting styles, something that's lost in the original localization. "Sagesse" means wisdom, and the character is known for using machines, rather than directly fighting you. In times like these, developer intent should always take precedence.

Yep! I decided to go with Sagesse for consistency's sake (and I also don't really like Serges as a name).

Now onto the stuff:
(https://i.imgur.com/6XyiG4K.png)
(https://i.imgur.com/i2C23TK.png)
(https://i.imgur.com/LBKQpBO.png)
I'm not entirely sure if it suffices to make Sagesse say "We have possession of Zero" instead of "We have possession of Zero's parts". I could replace 'possess' with a shorter word and make him say 'Zero's parts'. Violen refers to his parts right after so I think him just saying 'posession of Zero' seems fine, since they basically own his entire body. I would like some suggestions!

Secondly:
(https://i.imgur.com/0tfBvCy.png)
In both the Japanese and English versions, (Dr.)Light doesn't say 'please'. I added this to make up for the chunk of text that came to be unused when removing 'Mega Man'. I like the 'please', but maybe even better would be for him to say 'Come, enter the capsule'. What do you guys think?
Title: Re: Mega Man X2 Relocalization
Post by: Solid One on October 24, 2019, 07:30:43 am
Great job. MMX2 is a game that needs a proper relocalization. Good luck with your project.

BTW, what do you think at doing a hacking work similar to this MMX1 retranslation based on japanese rom (http://www.romhacking.net/translations/3452/)? There's a new thin VWF font for dialogues, and the author maintained the original japanese names (Rockman, Repliroid, Irregular, Vava, the original japanese bosses, etc). Although most people here are used to english terms (Megaman, Reploid, Maverick, Vile, etc), it'd be interesting to have an optional patch using those terms, not necessarily based on the japanese rom.

Quote
Haha, that's actually the script I'm taking the Japanese info from. His script is a complete rework though, and honestly I'm not sure if I'd be able to insert that script as a whole into this ROM (with everything needing to be about the same amount of symbols and all that).

You could do the same that justin3009 has done in MMX3 Zero Project v4.0: He expanded the rom size from 2mb to 4mb, and moved all texts, with its respective pointers, to the end of the rom. This way, he obtained all needed space for rewriting X scripts and add Zero ones altogether.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 24, 2019, 07:38:05 am
Great job. MMX2 is a game that needs a proper relocalization. Good luck with your project.

BTW, what do you think at doing a hacking work similar to this MMX1 retranslation based on japanese rom (http://www.romhacking.net/translations/3452/)? There's a new thin VWF font for dialogues, and the author maintained the original japanese names (Rockman, Repliroid, Irregular, Vava, the original japanese bosses, etc). Although most people here are used to english terms (Megaman, Reploid, Maverick, Vile, etc), it'd be interesting to have an optional patch using those terms, not necessarily based on the japanese rom.

You could do the same that justin3009 has done in MMX3 Zero Project v4.0: He expanded the rom size from 2mb to 4mb, and moved all texts, with its respective pointers, to the end of the rom. This way, he obtained all needed space for rewriting X scripts and add Zero ones altogether.

Personally I'm not a huge fan of terms like 'Rockman', 'Repliroid', and 'Irregular'. I don't see any worth in spending time on that  :laugh:
The expanding thing would cost some more time, and I might do that eventually, but right now I'm pretty happy with my results that come from creative writing within these limitations. I usually prefer making the changes to a ROM as small as possible in terms of general data structure.

(https://i.imgur.com/sPBUwKn.png)
The Japanese version at least mentioned that the stage you randomly revisit as the 'final stage' is just a place you've visited before.
Title: Re: Mega Man X2 Relocalization
Post by: justin3009 on October 24, 2019, 02:38:23 pm
It sounds like you're overwriting the actual dialogue instead of moving the dialogue out into a new area. If you went with that method, which is fairly simple, you would be able to write the dialogue however you want.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 24, 2019, 03:30:12 pm
I understand, but right now it feels as if I can achieve the purpose without doing so. I want to see how much time that would take, but first I'd like to complete it this way and take a look at what's done and if it's nice.

I don't know how long repointing would take and I'm someone who's pretty hellbent on finishing the way he starts. I certainly do want to give repointing a try though. I guess my initial concern with that is the higher probability of other patches conflicting, but I'm not sure if that'd actually be the case.
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 25, 2019, 03:55:47 am
Is there any interest in this?

(https://i.imgur.com/F8a224H.png)

I'm not a fan of the US title screen logo, since it's over-sized and clunky. This is much sleeker.

The thing is, while I think I know the concept of replacing the title screen (I have already decompressed the graphics and found the title screen graphics), assembling them and positioning everything is something I'm still mostly unsure of. I don't know what emulator for the SNES has the same type of debugging features as BGB or Mesen with VRAM viewers and setting breakpoints in the code and other things of the sort.

I guess I should ask around the appropriate section of this board, but I don't know if I'd be able to manage it anyway. If I end up learning how to do it, I might end up having to settle for this:
(https://i.imgur.com/u1XRVrO.png)

But maybe finding out how to move the 2 up as well.

Here's the "Mega Man" graphic that I made, by itself:
(https://i.imgur.com/RryCPBu.png)

I don't know if anyone else is interested and more knowledgeable and willing to insert the title, or at least help point me in the right direction. I imagine if one knows what they're looking for, finding a way to basically reverse import the Japanese logo into the game, and then just replacing the ROCKMAN tiles would be the quickest method. I did try to decompress the Japanese graphics, but the tool I used doesn't accept Rockman X2, so that path hit a roadblock for me.

Of course, I also don't know if Thirteen 1355 even approves of it to begin with. I can imagine one not being in favor of this due to it creating an inconsistency with the other games' logos, and it might involve expanding the ROM and storing the tiles elsewhere, but I wouldn't know the process of finding the pointers to relocate the new tiles. Honestly this might end up being more work than it's work, and even if this doesn't become a thing, I guess I'm just a big enough fan of this series, and enjoy working on graphics enough that I got my enjoyment out of this. At least it's a look at what could have been! :laugh:


Secondly:
(https://i.imgur.com/0tfBvCy.png)
In both the Japanese and English versions, (Dr.)Light doesn't say 'please'. I added this to make up for the chunk of text that came to be unused when removing 'Mega Man'. I like the 'please', but maybe even better would be for him to say 'Come, enter the capsule'. What do you guys think?
Perhaps "X, step into this capsule to receive another ability..."

Honestly, I think it's fine just without the "please". The extra blank space isn't a big deal in my eyes, and Light isn't pleading with him to enter it; he knows X is going to anyway.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 25, 2019, 04:38:19 am
I got no problem with adding a title screen edit in an optional version of the patch. Your sprite edits I already applied however. That one just feels like a definite improvement.

Yeah I realised I completely forgot I could simply add a bunch of spaces after 'capsule.' and be good. 
Title: Re: Mega Man X2 Relocalization
Post by: Herpuia on October 25, 2019, 11:43:48 am
I don't know if call this a Retranslation or an improvement romhack, but i'm happy finally someone is fixing & improving X2 :thumbsup:

Should i suggest SRAM Saving as a bit related option?
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on October 25, 2019, 01:41:54 pm
I'm not a fan of the US title screen logo, since it's over-sized and clunky.
I don't know if anyone else is interested and more knowledgeable and willing to insert the title, or at least help point me in the right direction.
(https://i.imgur.com/RryCPBu.png)
Just for fun I decided to take a look at this. Here's what I have so far (in-game screenshots), just need to fix the '2' positioning and insert the new logo tiles.

JAPAN --> USA --> NEW
(https://i.imgur.com/LD9BYdX.png)
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 25, 2019, 01:58:35 pm
Sounds fun! Especially for this project!
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 25, 2019, 02:23:14 pm
I was trying to figure it out and discovered BSNES Plus, so I managed to get the tile map for the Japanese logo. If you want me to go ahead and put the new Mega Man tiles in I can do that for you if you wish.

(https://i.imgur.com/FWafOtu.png)
Title: Re: Mega Man X2 Relocalization
Post by: Heaven Piercing Man on October 25, 2019, 04:37:52 pm
Is there any interest in this?

(https://i.imgur.com/F8a224H.png)

I'm not a fan of the US title screen logo, since it's over-sized and clunky. This is much sleeker.

The thing is, while I think I know the concept of replacing the title screen (I have already decompressed the graphics and found the title screen graphics), assembling them and positioning everything is something I'm still mostly unsure of. I don't know what emulator for the SNES has the same type of debugging features as BGB or Mesen with VRAM viewers and setting breakpoints in the code and other things of the sort.

I guess I should ask around the appropriate section of this board, but I don't know if I'd be able to manage it anyway. If I end up learning how to do it, I might end up having to settle for this:
(https://i.imgur.com/u1XRVrO.png)

But maybe finding out how to move the 2 up as well.

OMG OMG The first one is literally perfection and is the way it always should have been.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 25, 2019, 04:42:37 pm
I was trying to figure it out and discovered BSNES Plus, so I managed to get the tile map for the Japanese logo. If you want me to go ahead and put the new Mega Man tiles in I can do that for you if you wish.

(https://i.imgur.com/FWafOtu.png)

Yes, that would be awesome actually. If you can give me another patch I can simply apply it to the current project's ROM, and eventual future attempts that expand the ROM/repoint stuff around.
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 25, 2019, 05:05:12 pm
Yes, that would be awesome actually. If you can give me another patch I can simply apply it to the current project's ROM, and eventual future attempts that expand the ROM/repoint stuff around.
DarkSamus will surely have it done way before I even figure out what to do. :P

I really appreciate it as well. I still will try to figure it out on my own, so that I can do the same for X1 and X3, maybe. I have an X3 music patch in the planning (I actually have it mostly done), and I'll probably wait until I figure out this title screen business. It's actually kind of embarrassing to me since I'm way out of my league here, but I did manage to remap Game Boy tiles recently, but I'm sure that's a simpler process.
Title: Re: Mega Man X2 Relocalization
Post by: SpringSonic9187 on October 25, 2019, 08:15:14 pm
I have an X3 music patch in the planning (I actually have it mostly done)
Does it even fix the Light Capsule theme so it sorta sounds like the way it was supposed to be (https://www.youtube.com/watch?v=Ia2B7Getp1c)?
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 25, 2019, 09:22:41 pm
Does it even fix the Light Capsule theme so it sorta sounds like the way it was supposed to be (https://www.youtube.com/watch?v=Ia2B7Getp1c)?
I didn't add the bassline back (I'm actually not a fan of it), and I don't think the string sample is loaded anymore, so I don't know how to change the header information for the tracks which dictates which samples it loads, but I did improve it by retuning the "organ" sample that the lead instrument uses, so now it's smoother and easier on the ears instead of sounding like an old, off-key instrument. That also is a big improvement to Buffalo's stage theme.

I have a video on YouTube (https://www.youtube.com/watch?v=8_U0GIRDIrk) which showcases the retuned Brass Section sample that I did a while back, which fixes lots of tunes as well.
Title: Re: Mega Man X2 Relocalization
Post by: SpringSonic9187 on October 25, 2019, 11:42:55 pm
I didn't add the bassline back (I'm actually not a fan of it), and I don't think the string sample is loaded anymore, so I don't know how to change the header information for the tracks which dictates which samples it loads, but I did improve it by retuning the "organ" sample that the lead instrument uses, so now it's smoother and easier on the ears instead of sounding like an old, off-key instrument. That also is a big improvement to Buffalo's stage theme.

I have a video on YouTube (https://www.youtube.com/watch?v=8_U0GIRDIrk) which showcases the retuned Brass Section sample that I did a while back, which fixes lots of tunes as well.
Great enough. Hopefully your patch works with Zero Project. I mean, it's a music patch, it can't be too broken for a huge improvement hack.
Title: Re: Mega Man X2 Relocalization
Post by: julayla on October 25, 2019, 11:49:04 pm
This is getting good and I can't wait to try out the relocalization version of this.
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on October 26, 2019, 12:34:14 am
...and done! I feel like the letters could have been made a bit bigger, but that's what I was given to work with.
(https://i.imgur.com/RryCPBu.png)    (https://i.imgur.com/ryycT5Y.png)

JAPAN --> USA --> NEW
(https://i.imgur.com/5btufbK.png)

All data fit within the original space, so no data relocation was necessary.
Here is the ips patch and source code: https://drive.google.com/open?id=1AIh1OQq-OgZpUXuXMte-hQLft7mm_dwW

I didn't add the bassline back (I'm actually not a fan of it), and I don't think the string sample is loaded anymore, so I don't know how to change the header information for the tracks which dictates which samples it loads.
I have the sound data documented for X1 + X2 (and partially for X3), including the dynamic sample loading tables for each stage. X3 uses the same setup so it is easy enough to find the dynamic sample loading table if you need me to.
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 26, 2019, 03:27:55 am
...and done! I feel like the letters could have been made a bit bigger, but that's what I was given to work with.
Yeah, I was intending on making an attempt to learn how to insert it myself, and my plan was to simply insert the tiles in the same places as the Japanese logo, then find the Japanese tilemap location and simply copy them over to the US title screen tilemap because I figured that would be the easiest way to achieve it, and I wanted to make sure I didn't need extra tiles since at the time I made it I didn't have the Rockman tileset to make sure I wasn't going over the limit. Of course, after posting this, I have done just that, so I just decided to delete most of this post to prevent this thread from being clogged with my nonsense. :happy:

...It took about two hours this time, but it actually turned out much better. I stupidly forgot about the SNES stretching the aspect ratio to 4:3 when I made the original, so it ended up slightly wide. This one looks much better in the proper 4:3:

Spoiler:
(https://i.imgur.com/IYjdYir.png)

Plus the logo matches up with the red triangle much more accurately now.

[EDIT] removed some ramblings and the previous, not quite as good logo
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 26, 2019, 06:17:04 am
I actually tend to play in the 8:7 aspect ratio. Wouldn't it make more sense to adjust the logo to that aspect, given the fact that basically everything is?

I did a make start on the big text wall at the end (Do robots really need to fight and all that?). Because it's so long, it's probably gonna be the biggest challenge to keep the message true to the JP version within the space limits of the US one. But I'm pretty confident it will turn out well.

However, I've always wondered if these ending messages really mean something in the big picture of the X series, or if they're just kinda dramatic end screens and nothing more. X3's wall refers to X and Zero needing to fight one another eventually. This one refers to Light's vision. In short, I'm wondering if the Japanese version of the text holds any different message I'm missing.
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 26, 2019, 12:08:47 pm
I actually tend to play in the 8:7 aspect ratio. Wouldn't it make more sense to adjust the logo to that aspect, given the fact that basically everything is?
It's kind of iffy actually. Some games take it into consideration, and others don't.

The Rockman X2 logo seems to take stretching into consideration, because I compared it with the logo on the cover art, and the in game one was a bit thinner, so I did the same to my Mega Man one. Besides, if I didn't thin it out at all, the M would have reached outside of the screen and have been cut off. That would have looked terrible.
Title: Re: Mega Man X2 Relocalization
Post by: Masaru on October 26, 2019, 03:22:14 pm
...and done! I feel like the letters could have been made a bit bigger, but that's what I was given to work with.
(https://i.imgur.com/RryCPBu.png)    (https://i.imgur.com/ryycT5Y.png)

JAPAN --> USA --> NEW
(https://i.imgur.com/5btufbK.png)

All data fit within the original space, so no data relocation was necessary.
Here is the ips patch and source code: https://drive.google.com/open?id=1AIh1OQq-OgZpUXuXMte-hQLft7mm_dwW
I have the sound data documented for X1 + X2 (and partially for X3), including the dynamic sample loading tables for each stage. X3 uses the same setup so it is easy enough to find the dynamic sample loading table if you need me to.
A question that i have now it's ¿how it would look if we use the original rockman 2 logo pallete?
Title: Re: Mega Man X2 Relocalization
Post by: RikohZX on October 26, 2019, 03:37:59 pm
I will say that either way you look at it, it still looks better than the original US logo. Also keeps a nice consistent shine look horizontally. The 90's really loved their weird localization and logo changes, didn't they?
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 26, 2019, 04:45:35 pm
(https://i.imgur.com/BI778kH.png)

Cleaned it up even futher, and I laid it out with the tiles lined up with the Japanese logo, and the only extra tile it should use would be an extra one for the bottom left of the M. One of the tiles on the underside of the logo which is a single grey line needs to be doubled up in the tilemap, but in storage fits over a single tile.

I'm attempting to port it over myself with my own limited knowledge. DarkSamus' patch is a life saver since comparing it with the stock game has showed me the values I need to change for the tilemaps and the position of the 2 sprite on the title screen.

My biggest issue right now is finding the 2 graphics, since they're not stored with the Mega Man X graphics. There are so many files from the decompressor to keep track of, so I'll probably just keep the US 2 for a while and focus on the tilemap and inserting the new logo tiles in the meantime.

It would be stupidly easy to just modify DarkSamus' patch, but the decompressor won't work on it since the checksum is different. I don't know of any other way to decompress the graphics, so I have to do everything from scratch again. If DarkSamus wants to reinsert these new tiles, that's fine, but I'm still going to try it on my own in the meantime as well so that I can also do this for X1 and X3.

I'm also just going to drop this in the thread now, so that I don't continue clogging up Thirteen's project.  :angel:
Title: Re: Mega Man X2 Relocalization
Post by: acediez on October 26, 2019, 05:21:27 pm
It's probably to late to point this out since it's already inserted, but maybe you'll like the idea and consider it if you go back to this later on... What about a slimmer outer border? To make it look closer to the japanese logo

(https://i.imgur.com/KXOKp6C.png)

Would probably have to adjust the text size within the red triangle though
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on October 26, 2019, 07:08:30 pm
My biggest issue right now is finding the 2 graphics, since they're not stored with the Mega Man X graphics.
The 2 is stored uncompressed (4bpp linear, little-endian) at file offset 0x143000.

Code: [Select]
compressed files:
  * logo_gfx_1.bin     = "ROCKMAN" & "X" graphics
  * logo_tilemap_1.bin = "ROCKMAN" tilemap

uncompressed files:
  * logo_gfx_2.bin     = "2" graphic
  * logo_tilemap_2.bin = "X" tilemap
  * logo_spr_pal.bin   = "2" palette
  * logo_bg_pal.bin    = "ROCKMAN" & "X" palettes
NOTE: for the compressed files I decompressed the USA files -> replaced with my new uncompressed stuff -> recompressed -> extracted the new compressed files from the rom.

It would be stupidly easy to just modify DarkSamus' patch, but the decompressor won't work on it since the checksum is different. I don't know of any other way to decompress the graphics, so I have to do everything from scratch again. If DarkSamus wants to reinsert these new tiles, that's fine, but I'm still going to try it on my own in the meantime as well so that I can also do this for X1 and X3.
It's easy enough to hack the binary, that's what I did to dump the Japanese graphics. I'm planning on inserting the new logo tiles, I was just waiting until we decided on the final graphic before I did. I like the thinner border on acediez's version, can that be incorporated into your version Metalwario64?

If you need help with X1 & X3 hacking let me know and I can help.
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 26, 2019, 07:23:53 pm
Yeah, Acediez' idea should be very simple to incorporate.The blue parts of the letters should be fine as-is, right? I'll work on it tonight.

I appreciate your help greatly as well! Thanks for all of your info and insight! :thumbsup:

[EDIT]

Okay, here it is:
(https://i.imgur.com/25chU0z.png)

(https://i.imgur.com/5v2HXWi.png)

I actually redid it almost entirely. I made the edges not only the same size as the Japanese logo, but I made them shaped and shaded in the same style as well. It took a lot of time to do, but it seems pretty accurate to me, outside of remaking the logo entirely to be less angular and more rounded like the Rockman logo, but I really don't want to do that.

I ended up increasing the height by two pixels by hand, and with the smaller edges, it actually should fit within the exact same number of tiles again, and is roughly the same size as the Japanese logo. Hopefully everyone agrees on this one being worthy, but if anyone notices something off that I didn't please point it out!
Title: Re: Mega Man X2 Relocalization
Post by: Herpuia on October 27, 2019, 04:39:22 am
Yeah, Acediez' idea should be very simple to incorporate.The blue parts of the letters should be fine as-is, right? I'll work on it tonight.

I appreciate your help greatly as well! Thanks for all of your info and insight! :thumbsup:

[EDIT]

Okay, here it is:
(https://i.imgur.com/25chU0z.png)

(https://i.imgur.com/5v2HXWi.png)

I actually redid it almost entirely. I made the edges not only the same size as the Japanese logo, but I made them shaped and shaded in the same style as well. It took a lot of time to do, but it seems pretty accurate to me, outside of remaking the logo entirely to be less angular and more rounded like the Rockman logo, but I really don't want to do that.

I ended up increasing the height by two pixels by hand, and with the smaller edges, it actually should fit within the exact same number of tiles again, and is roughly the same size as the Japanese logo. Hopefully everyone agrees on this one being worthy, but if anyone notices something off that I didn't please point it out!

That logo looks freaking awesome! :o
I simply can't understand why Capcom made changes like this, i mean the original logo is fairly unrelated (and uglier) to something out of a megaman game.
Title: Re: Mega Man X2 Relocalization
Post by: TransmitHim on October 27, 2019, 12:45:52 pm
Yeah, Acediez' idea should be very simple to incorporate.The blue parts of the letters should be fine as-is, right? I'll work on it tonight.

I appreciate your help greatly as well! Thanks for all of your info and insight! :thumbsup:

[EDIT]

Okay, here it is:
(https://i.imgur.com/25chU0z.png)

(https://i.imgur.com/5v2HXWi.png)


By losing the border the smooth gradient on the shape of the word is lost, meaing the bottom of the G looks really weird, as it's a good few pixels higher than the letters around it.
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 27, 2019, 01:45:28 pm
(https://i.imgur.com/U4H3g00.png)

I tweaked the bottoms of the letters some more to make the transition between elevation of them smoother, and I tweaked the top left of the first M because it was a touch rounded looking.

I personally don't see anything else wrong with it now. [EDIT] I actually fixed the transition between the first M and the E. The way the Japanese logo works is for letters with the same "elevation", they stay connected on the bottom, but when the elevation changes, the shading "resets", and the corner has a highlight to it. I forgot to do that with the M, and now is should be absolutely "perfect" in an accuracy sense.

By losing the border the smooth gradient on the shape of the word is lost, meaing the bottom of the G looks really weird, as it's a good few pixels higher than the letters around it.
Hmm... I tried to match the shading of the Japanese edges as closely as possible. It's almost 1:1 in some areas. I'm not entirely sure what's wrong. It's also above the E and the same elevation as the A, so I'm not sure if I'm not seeing it or what. There is a bit of "stair stepping", as the bottom of each letters is completely straight now, but that's how it was in the Japanese logo, and it was probably an intentional choice to make them look better at this low of a resolution. Before mine was a bit muddy.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 28, 2019, 11:53:58 am
So, right now I got Darksamus's patch for the title screen edit. Metalwario, would your edit be different in any way, or do you just intend to figure out how you'd make it work yourself?
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on October 28, 2019, 12:06:37 pm
here's the latest version with the updated logo: https://drive.google.com/open?id=1AIh1OQq-OgZpUXuXMte-hQLft7mm_dwW

(https://i.imgur.com/uqfoXMa.png)

JAPAN -> USA -> NEW
(https://i.imgur.com/xbFT3vj.png)
Title: Re: Mega Man X2 Relocalization
Post by: acediez on October 28, 2019, 12:24:24 pm
Looks perfect to me! Looking forward to the Relocalizatiin patch, and to eventually see this logo implenented on X1 and X3
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 28, 2019, 12:52:35 pm
So, right now I got Darksamus's patch for the title screen edit. Metalwario, would your edit be different in any way, or do you just intend to figure out how you'd make it work yourself?
No, I'm just figuring it out so that I can attempt to put it in X1 and X3. Go ahead and use DarkSamus' newest one. :thumbsup:

here's the latest version with the updated logo: https://drive.google.com/open?id=1AIh1OQq-OgZpUXuXMte-hQLft7mm_dwW

(https://i.imgur.com/uqfoXMa.png)

JAPAN -> USA -> NEW
(https://i.imgur.com/xbFT3vj.png)
Thank you very much for that! It looks great, and when the time comes I'll probably inquire about your knowledge for help with the other SNES X games. I'm grateful for your generosity!

Looks perfect to me! Looking forward to the Relocalizatiin patch, and to eventually see this logo implenented on X1 and X3
Thanks, I appreciate it! I'm glad it didn't take a million reinserts like my graphical overhauls usually do. ^_^'
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 28, 2019, 02:14:11 pm
here's the latest version with the updated logo: https://drive.google.com/open?id=1AIh1OQq-OgZpUXuXMte-hQLft7mm_dwW

(https://i.imgur.com/uqfoXMa.png)

JAPAN -> USA -> NEW
(https://i.imgur.com/xbFT3vj.png)

Uh-oh. I actually already patched the base ROM of the relocalization with your patch. Is it safe to just overwrite that with your current patch?

October 28, 2019, 02:16:38 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Right now I'm handling the final stage bits of the game. Going good though! There may be some other thing that I've always found a bit dumb in X2: The final stage. That one's just Magna Centipede's level and it always bothered me. Restarting this fillery-feeling rethread everytime you lose against one of the final bosses also isn't much fun. Is there a way to disable most of the final stage, or maybe even make a teleport in the rematch stage, that leads straight to the final boss rooms?
Title: Re: Mega Man X2 Relocalization
Post by: acediez on October 28, 2019, 02:56:42 pm
That one's just Magna Centipede's level and it always bothered me. Restarting this fillery-feeling rethread everytime you lose against one of the final bosses also isn't much fun. Is there a way to disable most of the final stage, or maybe even make a teleport in the rematch stage, that leads straight to the final boss rooms?
Hmm... If you do that, please make it optional. I wouldn't mix cutting out content you don't like with a relocalization project.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 28, 2019, 03:01:05 pm
Yeah that certainly won't be part of the main patch. I'd make it a different thing altogether.

(https://i.imgur.com/WQHPHuu.png)
Holy hell I didn't know it was this bad. For a second I thought I had made a typo but it was actually the official script.
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on October 28, 2019, 03:31:50 pm
Uh-oh. I actually already patched the base ROM of the relocalization with your patch. Is it safe to just overwrite that with your current patch?
yes, everything is placed in the same location. for future reference, I recommend making a build script that takes a copy of the clean base rom and applies all the changes to that (for an example you can check the src folder I included with my patch).
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 28, 2019, 04:54:18 pm
Yeah that certainly won't be part of the main patch. I'd make it a different thing altogether.

(https://i.imgur.com/WQHPHuu.png)
Holy hell I didn't know it was this bad. For a second I thought I had made a typo but it was actually the official script.
Oh, I forgot about that. I always make fun of that one when I play through X2. :laugh:
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 28, 2019, 05:20:06 pm
The only time I didn't collect all parts was when I first played X2, when I was a smoll teen and had to use savestate abuse to get anywhere. Back then I didn't even know you could collect life increases or armor parts, let alone get three Zero parts. Back then I never noticed this typo. Maybe the translators never play-tested that route...
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 28, 2019, 06:46:35 pm
The only time I didn't collect all parts was when I first played X2, when I was a smoll teen and had to use savestate abuse to get anywhere. Back then I didn't even know you could collect life increases or armor parts, let alone get three Zero parts. Back then I never noticed this typo. Maybe the translators never play-tested that route...
I switch it up from time to time. I like the Zero fight.

As for the final stage, I think it's perfect, since we're shown the Central Computer through the cutscenes with the X-Hunters, and reincorporating it at the end feels like a natural progression. I don't get why so many people complain about it. I mean, X4 just goes from a straight hallway to the boss rush and then another straight hallway and the Sigma battles, and X1 is just a vertical shaft.

If anything has to be changed, maybe make the enemy layout different to change it up and make it more challenging with a more tricky placement of searchlights?
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on October 28, 2019, 06:51:01 pm
Glad to see that someone's working on X2's translation! If you need a proofreader, let me know! I worked on the retranslation that was released last year & posted in this thread & I'm glad that it's been updated!

Looking forward to this one's completion, as it's the first MM game I ever played & finished!
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 28, 2019, 07:22:48 pm
I switch it up from time to time. I like the Zero fight.

As for the final stage, I think it's perfect, since we're shown the Central Computer through the cutscenes with the X-Hunters, and reincorporating it at the end feels like a natural progression. I don't get why so many people complain about it. I mean, X4 just goes from a straight hallway to the boss rush and then another straight hallway and the Sigma battles, and X1 is just a vertical shaft.

If anything has to be changed, maybe make the enemy layout different to change it up and make it more challenging with a more tricky placement of searchlights?

At least they're NEW hallways, NEW shafts :P
but yeah I don't know (yet) how I'd do that anyway, so I'll leave it for now.

Actually, I think I'm done with revising the script for X2. I'm surprised it all went so quickly, though it makes sense when it's for a platformer game. I'll likely upload the patch tomorrow. The sprite improvements of MetalWario will be incorporated by default, and DarkSamus' title screen improvement will be optional, for people (like me) who like consistency and want to keep around the original title until similar patches exist for X1/X3 (so get to that pronto!).



October 28, 2019, 07:24:52 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Glad to see that someone's working on X2's translation! If you need a proofreader, let me know! I worked on the retranslation that was released last year & posted in this thread & I'm glad that it's been updated!

Looking forward to this one's completion, as it's the first MM game I ever played & finished!


As long as you won't suddenly turn into Magic Emperor Ghaleonh41, I'm all good with that! I probably will have a maximum of one or two typos, because I'm very strict on that stuff. But I'd like some people to check if the script feels natural/consistent in tone, since I've juggled a bit between Hondoori's script and the official translation.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on October 28, 2019, 09:20:49 pm
HA! That's a good one! Can't wait until this is done then!
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on October 29, 2019, 01:35:41 am
DarkSamus' title screen improvement will be optional, for people (like me) who like consistency and want to keep around the original title until similar patches exist for X1/X3 (so get to that pronto!).
all done! source code & ips patches for the 3 X games available here: https://drive.google.com/open?id=16b42QzChCtN_ezKG41_8AEBiHo4dz-iD

JAPAN --> USA --> NEW
(https://i.imgur.com/lHpH6Xd.png)
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on October 29, 2019, 01:49:20 am
Dang, you're incredible!
Title: Re: Mega Man X2 Relocalization
Post by: acediez on October 29, 2019, 02:27:39 am
Amazing! Thank you very much!

Is the X1 patch compatible with the japanese version? So it can be used with the Rockman X retranslation.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 29, 2019, 06:10:43 am
Cool! Is the X3 one Zero Project compatible? X3 hacks should be Zero compatible by law.
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on October 29, 2019, 11:00:59 am
https://drive.google.com/open?id=16b42QzChCtN_ezKG41_8AEBiHo4dz-iD
  - added support for the Japanese versions of X1 ("rmx_logo.ips")

Cool! Is the X3 one Zero Project compatible? X3 hacks should be Zero compatible by law.
yes, it's compatible.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 29, 2019, 12:14:53 pm
Right now I'm handling the final stage bits of the game. Going good though! There may be some other thing that I've always found a bit dumb in X2: The final stage. That one's just Magna Centipede's level and it always bothered me. Restarting this fillery-feeling rethread everytime you lose against one of the final bosses also isn't much fun. Is there a way to disable most of the final stage, or maybe even make a teleport in the rematch stage, that leads straight to the final boss rooms?

Hmm to come back to this...
Maybe a better thing, that also would cut down retry time, is making it possible to skip cutscenes, or to make cutscenes only play once, at the first time you are about to battle the final boss.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on October 29, 2019, 01:15:31 pm
Great work, DarkSamus! I just updated on my end & the patches work perfectly!
Title: Re: Mega Man X2 Relocalization
Post by: SpringSonic9187 on October 29, 2019, 04:10:24 pm
all done! source code & ips patches for the 3 X games available here: https://drive.google.com/open?id=16b42QzChCtN_ezKG41_8AEBiHo4dz-iD

JAPAN --> USA --> NEW
(https://i.imgur.com/lHpH6Xd.png)
I don't think there's a version made for the 1.1 version of X1...
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 29, 2019, 04:15:17 pm
I think the X1 patch works on both.
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on October 29, 2019, 04:20:18 pm
I don't think there's a version made for the 1.1 version of X1...
Both versions of X1 are supported (1.0 and 1.1 for both USA and Japan ROMs). This is stated in the readme I included.
Title: Re: Mega Man X2 Relocalization
Post by: SpringSonic9187 on October 29, 2019, 04:24:34 pm
I think the X1 patch works on both.

Both versions of X1 are supported (1.0 and 1.1 for both USA and Japan ROMs). This is stated in the readme I included.

UPDATE: Actually, nevermind. Snatched a Mega Man X (USA) (Rev 1).sfc from somewhere and it actually works as intended, no garbage logo at all.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 29, 2019, 04:40:02 pm
I don't know what difference these versions would ever be able to make for a patch that changes graphics that are the exact same between both versions.
Title: Re: Mega Man X2 Relocalization
Post by: RealGaea on October 30, 2019, 10:06:41 pm
all done! source code & ips patches for the 3 X games available here: https://drive.google.com/open?id=16b42QzChCtN_ezKG41_8AEBiHo4dz-iD

JAPAN --> USA --> NEW
(https://i.imgur.com/lHpH6Xd.png)

THANK YOU SO MUCH. Testing compatibility with the Spanish Translations...

X2 and X3 works fine, but X1 causes a glitch that makes all item drops disappear when they touch the ground...
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 31, 2019, 04:05:54 pm
So, is anyone up for a playtest? I feel kinda iffy about releasing it straight up without some kind of testing for stuff that could be better. To be fair the suggestions of repointing and expanding text space have made me felt a bit like my relocalization may not be good enough. This feeling can be washed away by getting some feedback on the hack  :)
Title: Re: Mega Man X2 Relocalization
Post by: acediez on October 31, 2019, 04:56:03 pm
Just drop it here as it is and let people test it before you submit it to RHDN. You can release it as a v1 and, if you feel like it, you can go for a v2 later on, expanding text and using the retranslated script, etc.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on October 31, 2019, 05:43:52 pm
I'm up for it!

However, I agree with Acediez.
Title: Re: Mega Man X2 Relocalization
Post by: SpringSonic9187 on October 31, 2019, 05:59:22 pm
I'm up for it!

However, I agree with Acediez.

↑This.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 31, 2019, 06:11:00 pm
https://drive.google.com/open?id=1M8VmE3Q-mYUfb9nkAJjeqT_pU_A5Hx_B

Here it is! Patch it to the average X2 ROM (headerless) and it should be all good! The main patch includes the relocalization and MetalWario's sprite fixes. Darksamus' title screen patch is included as well.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on October 31, 2019, 06:26:36 pm
Ok, will do!
Title: Re: Mega Man X2 Relocalization
Post by: SpringSonic9187 on October 31, 2019, 07:52:04 pm
Issue report: The music stops at Wheel Gator's capsule. To make things worse, the game softlocks.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on October 31, 2019, 08:09:18 pm
Cool, that's literally the one capsule I didn't test, because all the others worked. I'll fix it tomorrow.

Oh, could you send me a savestate standing before the capsule (before activating it)? Then I can check it out myself.
Title: Re: Mega Man X2 Relocalization
Post by: SpringSonic9187 on October 31, 2019, 09:15:39 pm
Cool, that's literally the one capsule I didn't test, because all the others worked. I'll fix it tomorrow.

Oh, could you send me a savestate standing before the capsule (before activating it)? Then I can check it out myself.
Or you can use this (http://www.mmhp.net/Passwords/MMX2/) to generate a password that only gives you the leg upgrade, if you want to.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on October 31, 2019, 10:19:57 pm
Ran into a problem. After getting all of Zero's Parts, I get the cutscene but there's no text, just a blue box at the bottom at the screen & X just leaves.

https://drive.google.com/open?id=14fpmioM3bh-kLhW2UnuhKXW2QdCffFGt
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 01, 2019, 05:45:53 am
Hmm, will look at it. Thanks.

If these two are the only issues and I simply made some mistakes there, it should be good. I think these two are the only bits I didn't test. If more issues pop up, and I did test some of the parts where they occur, it's probably time to repoint the text.

November 01, 2019, 07:43:43 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, fixed the capsule issue. Just a thing I missed in the dialogue end script.
Zero parts should be no problem to fix as well.

EDIT: I want that Shovel Knight amiibo Ghaleon :(

Issues fixed! Updated patch:
https://drive.google.com/open?id=1WTSolSvX8SRKYcwio0fdB8keu6UwS-ex
Title: Re: Mega Man X2 Relocalization
Post by: julayla on November 01, 2019, 01:05:32 pm
I'm glad that most of the Megaman X games are getting the proper retranslations they deserve. Though I have to wonder...once Rockman X2 is done, will translation work be worked on soon to X3? I mean at least give it a tweek or anything. Still, thanks for making this.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 01, 2019, 01:31:42 pm
I think Mega Man X3's Zero Project actually relocalizes some bits and pieces. I can remember the ending text wall being different.
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on November 01, 2019, 04:38:42 pm
I think Mega Man X3's Zero Project actually relocalizes some bits and pieces. I can remember the ending text wall being different.
I'd like to see a full one at some point. X calling Doppler "doc" always rubs me the wrong way, as if the translator was trying to make him seem "cooler".
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 01, 2019, 04:48:36 pm
Haven't found any bugs yet, just a typo & a possibly awkward line.

https://drive.google.com/file/d/1WDPYdnUBZTFRSzDMpreJwzdP31C0Erqw/view?usp=sharing

https://drive.google.com/file/d/1ob0prvQQHlOIUqm6mTQPrQEF0YI5wtNi/view?usp=sharing - Perhaps you can change it to "But for how long, I wonder?"

Glad to see another Shovel Knight fan! Bought this a few years back...

Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 01, 2019, 05:43:35 pm
Thanks a lot! Will correct this straight away!

Yeah the amiibo have all sold out. I want it so I can unlock a secret bossfight in Azure Striker Gunvolt haha.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 01, 2019, 05:46:42 pm
Oh. Forgot about that, since I have that game for PC...

Perhaps this could work? https://www.amazon.com/Shovel-Knight-Amiibo-Nintendo-Renewed-u/dp/B07ZF853KN/ref=sr_1_3?keywords=shovel+knight+amiibo&qid=1572644778&sr=8-3
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 01, 2019, 05:49:37 pm
Shame, that one doesn't send to the Netherlands. Thanks for giving it a try.

The ) has been re-added and 'take back' (Zero's parts) has neatly been changed into 'retrieve'.

Edit:
I am thinking of going with:
"I wonder for how long that will last..."
or
"I wonder for how long that will stay..."
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 01, 2019, 06:04:20 pm
Blast...

Ok, good changes. I'd go with "I wonder for how long that will last..."
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 01, 2019, 06:09:26 pm
https://drive.google.com/open?id=17Z5uT0Qp6BQtwcSibwRiuTpa6_MPUr8B

Here it is! Fixed the two issues.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 01, 2019, 06:37:31 pm
Great, I'll apply it & keep testing when I have a chance.

Try these listings: https://www.ebay.com/sch/i.html?_from=R40&_trksid=p2380057.m570.l1311.R1.TR10.TRC2.A0.H0.XShovel+Knight+.TRS0&_nkw=shovel+knight+amiibo&_sacat=0


November 02, 2019, 02:10:26 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Now it's on a separate line. I'll wait to see if I run into anything else first.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 02, 2019, 02:29:55 pm
Oh wait, didn't get notified here. What's on a seperate line exactly? Is that referring to anything in the hack or the forum messaging?

Jesus, it's really hard to check updates in one go and actually respond, if you can't send two messages within 120 seconds.

Ouch, the shipping prices for these make my eyes water.
Title: Re: Mega Man X2 Relocalization
Post by: erecyog on November 02, 2019, 03:41:11 pm
Oh wait, didn't get notified here. What's on a seperate line exactly? Is that referring to anything in the hack or the forum messaging?


I believe he's referring to this spacing issue:
(https://i.postimg.cc/pTKrdsHd/mmx2.png) (https://postimg.cc/jwdtgQCV)

The closing parenthesis after Dr. Cain's name is on a separate line.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 02, 2019, 03:47:04 pm
I'm silly...
Lemme go fix that.

Fixed!
https://drive.google.com/open?id=1LMBRWS8I0LDpmWeOD__HM-SDcMN4IwfC
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 02, 2019, 05:56:16 pm
Thanks, erecyog. Thirteen, I'll keep going with the tests before I add anything else so you can fix everything in one go.

And the shipping prices for the Amiibo are ridiculous, huh? ._.'
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 02, 2019, 06:34:51 pm
You can report any way you want. I don't mind doing it in multiple parts either. If I do it in one go I'd have to do it all at once, a huge list. If I do it in multiple, I have to constantly reopen HxD. Both have their pros and cons so I don't mind either way.

Yeah they sure are (prices). I might just try and find one of these unofficial amiibo cards.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 02, 2019, 09:47:14 pm
Here we go!

https://drive.google.com/open?id=1TGW9ae30PByKGJHxYUgBuj_C7wj-w91A - For this one, try removing the ellipses & replace with a question mark.

https://drive.google.com/open?id=1NqObFrJKUCuhwByuHSbbS4Wd2ov6DNvS - What do you think about this one? Can either leave it as is or have Dr. Cain say "It seems it will take some time. Do your best a little longer."

https://drive.google.com/open?id=1PJ6pMhKzSygXGaY2ltS6lwM8PJjDN1vc - Would it be possible to move North Pole to the previous line?

https://drive.google.com/open?id=1VIUzA7aMscbRgSBz_hlFhvODoi5DuarG - Same with this one, moving the last line to the previous one.

https://drive.google.com/open?id=1CWaj2VKJqW1aEPMJwiG_ch3JNNrZ9HnF - Same with this one, moving the last line to the previous one.

https://drive.google.com/open?id=1fCGZzz7Qx-x3Ixr-gbxqtwdulqcDbx8O - Remove the ellipses & replace with a period.

https://drive.google.com/open?id=1JPZh3I02qwBBOdm446AMIpKwRYWi5TZa - Now this might be a tough one. In the original JP script that you're using, Sigma just says "Tch!" at this moment. But I 'm sure that you needed to fill the dialogue box since this version has more of these. If so, you'll probably have to leave this line as is.

https://drive.google.com/open?id=1aDk_ZtESmFRXac8hXHXa2hCBNdZZI0Gz - Not sure if this is supposed to be as is or spelled Crystal.

https://drive.google.com/open?id=172vOjyf7Hwsn2kEUw53rNInfeUtp92v3 - I see that this was changed. Would it be good to leave it as is? Or change it back to Mega Man X for consistency with the other games?

https://drive.google.com/open?id=18eo4bZsc3cu0VQexR5WLWH45C5SYEKV9 - For this one, do you think using an exclamation would be better for this line? Or just leave it as is?

https://drive.google.com/open?id=1Ii0ITAsBa_ky2TJ9Rfnqj4xWIRsPxhbL - The ellipses for Zero is missing here.

Unofficial amiibo cards?
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on November 02, 2019, 11:35:04 pm
Here is a little something I'm working on for fun, MMX2 SRAM saving! https://drive.google.com/open?id=1ivS9bqwLrouwrBW7X-4AeY36I9r0ixB6

Be warned, this is still an early WIP. There is currently only one save slot and the new save/load menus are not implemented yet, but the game is fully playable.
Code: [Select]
* When you are on the password screen after beating a level, press 'START' to save the game (a sound will play to confirm the game was saved).
* On the title screen choose 'LOAD GAME' and then press 'START' on the password screen to load the saved game.

Save file contents:
Code: [Select]
* lives
* armor
* weapons (including shoryuken)
* heart-tanks
* sub-tanks
* sub-tank energy
* x-hunter states / zero parts
* fortress progress
* misc. game flags (intro stage beaten, cutscenes)

Mockups for the save/load menus:
(https://i.imgur.com/q0jssIv.png)
I can't decide which version I like more, so I was hoping for some feedback.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 02, 2019, 11:38:41 pm
Interesting... I'd go with the first one, personally.
Title: Re: Mega Man X2 Relocalization
Post by: Heaven Piercing Man on November 03, 2019, 01:11:23 am
Maybe a star next to X for the Shoryuken?
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 03, 2019, 05:58:51 am
Here we go!

https://drive.google.com/open?id=1TGW9ae30PByKGJHxYUgBuj_C7wj-w91A - For this one, try removing the ellipses & replace with a question mark.

https://drive.google.com/open?id=1NqObFrJKUCuhwByuHSbbS4Wd2ov6DNvS - What do you think about this one? Can either leave it as is or have Dr. Cain say "It seems it will take some time. Do your best a little longer."

https://drive.google.com/open?id=1PJ6pMhKzSygXGaY2ltS6lwM8PJjDN1vc - Would it be possible to move North Pole to the previous line?

https://drive.google.com/open?id=1VIUzA7aMscbRgSBz_hlFhvODoi5DuarG - Same with this one, moving the last line to the previous one.

https://drive.google.com/open?id=1CWaj2VKJqW1aEPMJwiG_ch3JNNrZ9HnF - Same with this one, moving the last line to the previous one.

https://drive.google.com/open?id=1fCGZzz7Qx-x3Ixr-gbxqtwdulqcDbx8O - Remove the ellipses & replace with a period.

https://drive.google.com/open?id=1JPZh3I02qwBBOdm446AMIpKwRYWi5TZa - Now this might be a tough one. In the original JP script that you're using, Sigma just says "Tch!" at this moment. But I 'm sure that you needed to fill the dialogue box since this version has more of these. If so, you'll probably have to leave this line as is.

https://drive.google.com/open?id=1aDk_ZtESmFRXac8hXHXa2hCBNdZZI0Gz - Not sure if this is supposed to be as is or spelled Crystal.

https://drive.google.com/open?id=172vOjyf7Hwsn2kEUw53rNInfeUtp92v3 - I see that this was changed. Would it be good to leave it as is? Or change it back to Mega Man X for consistency with the other games?

https://drive.google.com/open?id=18eo4bZsc3cu0VQexR5WLWH45C5SYEKV9 - For this one, do you think using an exclamation would be better for this line? Or just leave it as is?

https://drive.google.com/open?id=1Ii0ITAsBa_ky2TJ9Rfnqj4xWIRsPxhbL - The ellipses for Zero is missing here.

Unofficial amiibo cards?


The thing with X2's text, is that not only does it need to match the amount of symbols. It also has to match the same amount of lines. That's why many of these things are as they are. The first one I'll certainly fix since that doesn't look good, but Zero's ellipses were already missing in the original X2. I tried to add them but the extra line would mess up the rest of his text.

I will check what I can do and change as much as possible!

Unofficial amiibo cards are fanmade cards containing the chips amiibo have that allow you to scan for extra content in games and all that.

Edit:I now realise having too much space shouldn't be a problem. So most of these thingies will be fixed. The amount of lines still seems an obstacle, though.

Weather Cristal is an official translation typo, which is now fixed.
About Sigma's US only line "Fine. If you will not follow me...": If you know of something I could write up there instead, suggestions are welcome. I find it rather fitting for Sigma but that's because I'm used to the US translation to begin with. And yeah, I can't outright remove it like this.

Actually, line issues aren't a problem. Should be easy.
(https://i.imgur.com/DL0LoQc.png)
Decided to go with this. Previously it looked as if it's a surprise to Cain, that Point 00 is the North Pole.


November 03, 2019, 07:20:02 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here is a little something I'm working on for fun, MMX2 SRAM saving! https://drive.google.com/open?id=1ivS9bqwLrouwrBW7X-4AeY36I9r0ixB6

Be warned, this is still an early WIP. There is currently only one save slot and the new save/load menus are not implemented yet, but the game is fully playable.
Code: [Select]
* When you are on the password screen after beating a level, press 'START' to save the game (a sound will play to confirm the game was saved).
* On the title screen choose 'LOAD GAME' and then press 'START' on the password screen to load the saved game.

Save file contents:
Code: [Select]
* lives
* armor
* weapons (including shoryuken)
* heart-tanks
* sub-tanks
* sub-tank energy
* x-hunter states / zero parts
* fortress progress
* misc. game flags (intro stage beaten, cutscenes)

Mockups for the save/load menus:
(https://i.imgur.com/q0jssIv.png)
I can't decide which version I like more, so I was hoping for some feedback.

Crazy! I'm starting to think actually making these patches takes less of your time than uploading them on RHDN!
I'd go with whatever version looks closest to X3's Zero Project save menu, for consistency's sake.

Updated! Fixed issues reported!
https://drive.google.com/open?id=1LOojOq-erx6V7GJC1IdhNQuApdMAqhzE
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 03, 2019, 08:58:20 am
Ok, I figured that might be a potential issue. I think that’s why Her-Saki went with the Japanese version of X1. As for Sigma’s line, I think it would be best to leave it alone, since changing it is probably asking for trouble.

I’ll check the next patch in a few.

So, the amiibo cards have chips in them so you don’t have to get the amiibos themselves. That is an incredible idea since it helps those who can’t get to them or would rather not have them take up space.
Title: Re: Mega Man X2 Relocalization
Post by: Solid One on November 03, 2019, 09:00:12 am
Here is a little something I'm working on for fun, MMX2 SRAM saving! https://drive.google.com/open?id=1ivS9bqwLrouwrBW7X-4AeY36I9r0ixB6

Be warned, this is still an early WIP. There is currently only one save slot and the new save/load menus are not implemented yet, but the game is fully playable.
Code: [Select]
* When you are on the password screen after beating a level, press 'START' to save the game (a sound will play to confirm the game was saved).
* On the title screen choose 'LOAD GAME' and then press 'START' on the password screen to load the saved game.

Save file contents:
Code: [Select]
* lives
* armor
* weapons (including shoryuken)
* heart-tanks
* sub-tanks
* sub-tank energy
* x-hunter states / zero parts
* fortress progress
* misc. game flags (intro stage beaten, cutscenes)

Mockups for the save/load menus:
(https://i.imgur.com/q0jssIv.png)
I can't decide which version I like more, so I was hoping for some feedback.

Great feature. I'd suggest the second version, since it resembles more the SRAM saving feature present in MMX3 Zero Project (v4.0).
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 03, 2019, 09:22:28 am
Ok, I figured that might be a potential issue. I think that’s why Her-Saki went with the Japanese version of X1. As for Sigma’s line, I think it would be best to leave it alone, since changing it is probably asking for trouble.

I’ll check the next patch in a few.

So, the amiibo cards have chips in them so you don’t have to get the amiibos themselves. That is an incredible idea since it helps those who can’t get to them or would rather not have them take up space.


Ah yes, I could've went with the Japanese version. Importing Latin alphabet is something I've done before. However, it's possible that many other would-be X2 hacks won't work with the Japanese version. Still though, I may look at it for a bit.

Hmm no that can't be it. The Japanese version has the same amount of text boxes as the US one. It simply can squeeze more story into one box, as Japanese characters consist of more context than one Latin letter.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 03, 2019, 09:49:46 am
Ah, makes sense for this one at least. I think X1’s Japanese version had more boxes, but I’m not quite sure about it.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 03, 2019, 10:00:43 am
Honestly, I'm not sure myself. I only checked the intro cutscene.  :P
But even if it has more boxes, it wouldn't be much because of the Japanese symbol reason.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 03, 2019, 12:01:36 pm
I think we're almost done. Just have to do a playthrough without Zero's parts. Only one I saw was "Keep doing your best, X!" but since that's a line problem as you said, might be best to ignore it. Same with Zero's missing ellipses. Would it be a good idea to just remove that part of the dialogue altogether? What do you think?

Here's the final edit. https://drive.google.com/open?id=1uYy7qUy0FN6LkWADlIL9yas2Z01JVmZs - Just change to "I'll be fine. Hurry up and go!"
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 03, 2019, 01:35:30 pm
(https://i.imgur.com/4tPcZO5.png)

Not sure if this is the best solution. Outright removing doesn't work with all the text box amount stuff.
"ll" has been fixed now. So that should cover about everything.
Title: Re: Mega Man X2 Relocalization
Post by: acediez on November 03, 2019, 04:06:38 pm
Here is a little something I'm working on for fun, MMX2 SRAM saving! https://drive.google.com/open?id=1ivS9bqwLrouwrBW7X-4AeY36I9r0ixB6
This is great, and very impressive! Thank you for making it!
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 03, 2019, 07:27:27 pm
It might; need to see it in game first for context... Did you post the new link?
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on November 04, 2019, 12:02:57 am
Not sure if this is the best solution. Outright removing doesn't work with all the text box amount stuff.
I'm working on a text dumper/insertion script so we can edit the text freely. Text files are much easier to work with than raw hex. ;)

I just finished documenting the text control codes. Most codes have an additional parameter and there are 3 codes used only in the Japanese version.
Code: [Select]
$80 = newline

$81 = wait for input

$82 = close textbox

$83 = indentation
  * param = (1-byte) number of characters to indent

$84 = UNUSED, accent mark (dakuten)
  * param = (1-byte) character below the accent mark

$85 = UNUSED, accent mark (handakuten)
  * param = (1-byte) character below the accent mark

$86 = scroll text up
  * param = (1-byte) number of lines to scroll (usually line count +1)

$87 = delay text printing
  * param = (1-byte) number of frames to wait

$88 = text speed
  * param = (1-byte) speed of text printing

$89 = VRAM addr
  * param = (2-byte) (((val + $20) & $7FF) | $800)

$8A = play Dr. Light capsule music

$8B = speaker ID
  * param = (1-byte) used for talking animations

$8C = UNUSED, prints a character (needed for range +$80)
  * param = (1-byte) the character to print

$Cx = text color
  * param = (8-bits) palette index
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 04, 2019, 02:02:39 am
Hmm, my edits were as good as finished and I'm quite happy with it. I can do an 'extended version' though, but it feels a bit sad for my poor unextended patch. On the other hand it's another step towards having the best X2 edit possible.

Ghaleon, the six dots are supposed to represent silence between both talking parties. I hope that's satisfying haha.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 04, 2019, 08:09:58 am
Ok, I think that can work! Ready for release?
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 04, 2019, 08:35:56 am
Will double check everything in hxd and then will release it today.

Should also release my Xtreme 1 and 2 Refill patches. I think they're as good as done.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 04, 2019, 09:33:57 am
Good to hear! Do you have any other projects that you're working on?
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on November 04, 2019, 10:32:14 pm
Neat, it looks like we won't have to expand the rom to add more text. By simply moving the text data backwards into freespace, we can gain up to 2480 bytes to work with! That'll be more than enough room for any new text. :)
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 04, 2019, 11:38:17 pm
That’s great news, DarkSamus993!
Title: Re: Mega Man X2 Relocalization
Post by: supersonicjc on November 05, 2019, 03:28:59 am
so was helping out on another x project and was made aware that this was happening and now that I'm finished helping out on that one I'm excited to give this one a try, booted this up and have more a question so far before I even get to start game, on the string with the wire frame "mega man x vs count hunters" is it not possible to add "er" to it to make it counter? totally going to run through this game several times and hopefully its all good to fix what the original team back in 1994?? couldn't understand the original source material lol
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on November 05, 2019, 08:25:30 am
on the string with the wire frame "mega man x vs count hunters" is it not possible to add "er" to it to make it counter?
With the new expanded space for text, yes, it is now possible to fix that.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 05, 2019, 08:52:18 am
Welcome, Supersonicjc! I don't think it was possible before, so I didn't bother to bring it up in my corrections. So we'll see what happens from here.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 05, 2019, 09:19:21 am
I was about to upload the patch on RH now but my pc froze haha. No problem though, I'll do it now that it's been started up again.

Count. Hunters yeah, there was no way I could write that out in full. DarkSamus is working on stuff that will make it possible. I will submit the unexpanded version right now, and work on expanded version once the tool is ready.
Title: Re: Mega Man X2 Relocalization
Post by: Domino089 on November 05, 2019, 12:21:08 pm
Is it possible to pass the English text of this relocalization to the Japanese Rockman X2 rom as a translation?
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 05, 2019, 01:33:18 pm
Sorry, I don't get what you mean  :police:
Title: Re: Mega Man X2 Relocalization
Post by: Heaven Piercing Man on November 05, 2019, 01:41:00 pm
He means actually putting the script in the Japanese ROM, as the X1 patch does
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 05, 2019, 02:18:58 pm
What would be the difference between the US rom with English text and a JP rom with the same English text?  :banghead:
Title: Re: Mega Man X2 Relocalization
Post by: darthvaderx on November 05, 2019, 05:47:50 pm
Great work, but could you make this title screen for Megaman VII, X and X3 too?

(http://www.romhacking.net/hacks/snes/images/titles/4777titlescreen.png)

I am trying to do this with Megaman 1-6 with some result:

Megaman 1 already has a translation from Japanese:

(https://i75.servimg.com/u/f75/19/84/74/21/rockma10.png)

About the others just couldn't edit MM2 and MM4 yet:

(https://i75.servimg.com/u/f75/19/84/74/21/megama10.png)

(https://i75.servimg.com/u/f75/19/84/74/21/megama12.png)

(https://i75.servimg.com/u/f75/19/84/74/21/rockma11.png)
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 05, 2019, 05:54:45 pm
X1 and X3 already got the title screen treatment, from DarkSamus. He's probably going to upload these patches seperately.
These NES Mega Man title screens look really nice, though! Would like to see them uploaded at some point.

The X2 Relocalization is up (that was fast)! Just submitted the credits list.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 05, 2019, 08:23:13 pm
I'd love to see those too, including the subtitles!
Title: Re: Mega Man X2 Relocalization
Post by: pleasejust on November 07, 2019, 05:13:57 am
I'm not that familiar with Mega Man lore but what is the big deal in a character calling X mega man? Is Mega Man X an upgraded mega man or a completely different character?
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 07, 2019, 07:01:25 am
X is a completely different character built by the same guy who made Mega Man. Not many people in the X era even know about Mega Man or its creator.
Title: Re: Mega Man X2 Relocalization
Post by: Heaven Piercing Man on November 07, 2019, 10:10:03 pm
And in X2 this is important. In the Japanese versions, nobody ever calls him "Rockman X" except for Serges (in a garbled transmission "Ro...ck...X..." when he announces he has Zero's parts) which is a subtle hint that he knows a little more than he should.

I think the only one who knows his full name should be Dr. Cain since he had to have read the specs file from the X1 intro when he unearthed his capsule.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 10, 2019, 12:55:00 am
True, Heaven Piercing Man.

Thirteen 1355, any updates?
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 10, 2019, 01:30:21 am
Uuh I released the patch?
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 10, 2019, 09:45:10 am
Ah, right. We’re waiting on DarkSamus.

Doing a playthrough of the recent patch.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 10, 2019, 10:23:10 am
DarkSamus is working on the tool yeah, although he's quite busy at the moment. I'm not exactly waiting as I'm already doing some new projects. For now this relocalization is complete. Once DarkSamus has finished the tool I'll work with it.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 10, 2019, 11:00:20 am
No problem! I'll get back to X6 then. Waiting on the next patch of X1 so I can test it too.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 10, 2019, 12:06:58 pm
An X1 patch? What's that about?
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 10, 2019, 02:33:25 pm
Remember when I joined the thread & mentioned working on the patch for the Japanese version of X1 that was linked here? I managed to get back in touch with Her-Saki & proofread the script again.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 10, 2019, 03:27:33 pm
Ah yes, good luck with that!  :D
Title: Re: Mega Man X2 Relocalization
Post by: acediez on November 10, 2019, 10:28:55 pm
Remember when I joined the thread & mentioned working on the patch for the Japanese version of X1 that was linked here? I managed to get back in touch with Her-Saki & proofread the script again.
I missed that... Are your working on an update to the Rockman X retranslation? Or are you porting over the retranslated script to the american version?
If it's the later, that would be great news for me. I'd love to have Capsule Remix and the retranslation on the same playthrough  :)

(Though now that I think of it, it's probably easier to port Capsule Remix to the japanese version than the other way around)
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 10, 2019, 11:34:41 pm
We're working on the retranslation of the Japanese version, although I did tell him that people would be interested in the script being ported to the American version. Capsule Remix? Are you referring to the MSU-1 Audio hack, Acediez?

Still working on my X6 playthrough & found a lot. I'll post them when I have a chance.
Title: Re: Mega Man X2 Relocalization
Post by: acediez on November 10, 2019, 11:40:21 pm
https://www.romhacking.net/hacks/3409/
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 10, 2019, 11:46:15 pm
Oh, I see. Interesting! It'd be cool to make that compatible...
Title: Re: Mega Man X2 Relocalization
Post by: G30FF on November 15, 2019, 08:03:11 pm
I was just playing through the game, and in Counter Hunter Stage 2, when Sagesse is defeated, his dialogue box calls him SARGESSE. I don't think that's been mentioned earlier in this thread, and if it has, I apologize!
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 16, 2019, 10:52:31 pm
No, I don't think that was mentioned... I'll take a look.

Yeah, that needs to be fixed. Thanks for catching it, G3OFF!

Thirteen 1355, is it supposed to be Sagesse or Sargesse?
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 18, 2019, 11:24:34 am
Oh yeah, okay yeah heh. That's stupid of me. I'll fix that quick.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 18, 2019, 03:30:44 pm
I don't think it's a big deal. At least it was caught. XD

In other news, I started proofing the Japanese version of X2. Think it might be able to help with the relocalization?
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 18, 2019, 04:38:42 pm
Not only was it caught, the removal of the R that wasn't supposed to be there allowed me to finish Sagesse's spoken sentence with ellipses rather than a single dot. "Such a pity..."

I feel the relocalization is fine as is for now, but honestly I don't know what proofing means  :-[
Thanks a lot for the commitment!

Oh yeah, would you look at this!  :P
https://yachtclubgames.com/2019/09/behold-the-shovel-knight-gold-edition-amiibo/
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 18, 2019, 05:44:04 pm
Ah, that helped then! Proofing is short for proofreading, no issue.

Nice, a gold amiibo! And it comes out in December! Good Luck getting it!

So as I go through the JP version of X2, it seems that Silk Shot is known as Scrap Shot in that version. Should we leave it as is for this one? Or change it?


November 20, 2019, 04:20:38 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I also noticed that the JP version doesn't have anything that lets us know who's talking save color coded text. I wonder if this is what caused the text issues you were having before?

Finally, I still get the Sargesse typo even though I used the updated patch.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 25, 2019, 12:12:49 pm
Ah! I didn't check this thread in a while, since new messages from the same person merge and all that. I like Silk Shot, but that's probably because I'm used to that name. I don't feel like it's worth replacing that though.

So the names before characters say something is JP only? Interesting. It's consistent with X1 and X3, so I wouldn't change that, but maybe that explains the issues yeah.

November 25, 2019, 03:18:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
http://www.romhacking.net/hacks/4777/

I've updated the hack again, I hope that this time the Sargesse edit has gone through!
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 25, 2019, 04:51:26 pm
Honestly, I'm used to the name too. But it makes more sense in JP since what you gather or shoot changes depending on where you are.

As for the text dialogue, yeah that's a thing. I know in X1, it's also color coded & has no names regardless of what region you're playing. Aside from that, I wasn't thinking that you would change it, more like would you even be able to without causing a problem?
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 25, 2019, 06:01:34 pm
Wow okay, yeah you're right. Playing through X1 right now and it has no character names at the top.
I'd be able to change it, but I thought both X1 and X3 had these names as well. Seems only X2 and X3 though. I think in scenes for the Counter Hunters, it's pretty handy, though, to see who's actually talking and know their names as well.

As for Silk Shot, where is the name fully mentioned? X1 only uses abbreviations, doesn't X2 do the same?
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 25, 2019, 06:24:14 pm
I don't think you should change it, to be honest... Because we don't get to see their names until you fight them the first time to get Zero's Parts. And I think that's a bit jarring, but that's just me.

Let's see... For Silk Shot, it shows up during the Weapon Get Screen & in the Weapon Select Screen.

Aside from that, ran into a glitch. It comes up after Sagesse's text.

https://drive.google.com/open?id=1ycx9zW_j8EjHCHLdQoQljuDnlTK8JHvq

https://drive.google.com/open?id=1PfuH5eV-2Dan_cBhY5IjldOnT8U7Mq6Y
Title: Re: Mega Man X2 Relocalization
Post by: G30FF on November 25, 2019, 07:00:22 pm
I can confirm the glitch after beating Sagesse too. When it happens, it freezes the game for me.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 25, 2019, 07:16:13 pm
 :-X :-[ :-\ :huh: :P ::)

November 25, 2019, 07:16:49 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I'll take a look at that tomorrow!

**** **** ****!!!!!
Okay I should go sleep  :angel:

November 25, 2019, 07:17:49 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
oooooooooooorrrrr I could edit it now!

November 25, 2019, 07:18:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
No, I really should go sleep.

November 25, 2019, 07:18:17 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
But I kinda wanna edit it now.

November 25, 2019, 07:18:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
But no. About Silk Shot, I kinda feel like changing it (tomorrow). As you pointed out, it actually has nothing to do with silk.

November 25, 2019, 07:22:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Does that glitch happen before, or after Sagesse talks (or instead of)?

November 25, 2019, 07:27:04 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh yeah, could I get a savestate of that moment?
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 25, 2019, 08:24:28 pm
Man, that's a lot of responses... Might as well fix it tomorrow.

It happens after he talks. Let's see... I realized that in the JP version, he has some additional dialogue prior to that, so the game is probably having a hissy fit as a result.

https://drive.google.com/file/d/1ynZG41BdWaZPrn5lmShh6k9kl2HbjwjT/view?usp=sharing
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 26, 2019, 03:36:30 pm
(https://i.imgur.com/YB1jUlf.png)

Aah, I just forgot to put down this closing comma.

November 26, 2019, 04:22:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Would 'Junk Shot' be a good option as well, for Silky?
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 26, 2019, 04:49:42 pm
I think Junk Shot could work, too.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 26, 2019, 05:09:05 pm
Does anyone know how to edit the weapon names in the weapon menu/item screen? These names aren't regular text.
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on November 26, 2019, 10:59:06 pm
Does anyone know how to edit the weapon names in the weapon menu/item screen? These names aren't regular text.

They are regular text actually, it just uses a different encoding.
Code: [Select]
$069CB4 ($31CB4) = text string VRAM write address  (12 addrs, 2 bytes each)
$069CE2 ($31CE2) = text string pointers (12 ptrs, 2 bytes each)

; the value 0 is an end-flag for the text string
$069CFA ($31CFA) = [74 84 8B 85 86 72 7D 8C 79 00] = CRYSTAL.H
$069D04 ($31D04) = [73 87 73 73 7D 76 8C 85 00]    = BUBBLE.S
$069D0D ($31D0D) = [85 7A 7D 7C 8C 85 00]          = SILK.S
$069D14 ($31D14) = [85 8C 89 79 76 76 7D 00]       = S.WHEEL
$069D1C ($31D1C) = [85 8C 85 7D 7A 74 76 84 00]    = S.SLICER
$069D25 ($31D25) = [85 8C 74 79 72 7A 7F 00]       = S.CHAIN
$069D2D ($31D2D) = [7E 72 78 7F 76 86 8C 7E 00]    = MAGNET.M
$069D36 ($31D36) = [85 8C 73 87 84 7F 76 84 00]    = S.BURNER
$069D3F ($31D3F) = [78 8C 74 84 87 85 79 00]       = G.CRUSH
$069D47 ($31D47) = [7A 8C 86 84 72 74 76 84 00]    = I.TRACER
$069D50 ($31D50) = [8A 8C 73 87 85 86 76 84 00]    = X.BUSTER
$069D59 ($31D59) = [76 8A 7A 86 00]                = EXIT
...
$069D64 ($31D64) = [85 87 73 8C 86 00]             = SUB.T

This is the table for the text strings:
Code: [Select]
72=A
73=B
74=C
75=D
76=E
77=F
78=G
79=H
7A=I
7B=J
7C=K
7D=L
7E=M
7F=N
82=O
83=P
84=R
85=S
86=T
87=U
88=V
89=W
8A=X
8B=Y
8C=.
8D=Q

------------------------------------------------------------

PS: I'm still working on my text tools so we can have expanded text, but I've been really busy the past couple of weeks and have not had time to work on it (my constant chronic headache has also been giving me more trouble than usual lately so I've had to give up hobby time to rest instead).
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 27, 2019, 12:34:01 am
Sorry to hear, DarkSamus. Hope you feel better soon!
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 27, 2019, 06:40:51 am
They are regular text actually, it just uses a different encoding.
Code: [Select]
$069CB4 ($31CB4) = text string VRAM write address  (12 addrs, 2 bytes each)
$069CE2 ($31CE2) = text string pointers (12 ptrs, 2 bytes each)

; the value 0 is an end-flag for the text string
$069CFA ($31CFA) = [74 84 8B 85 86 72 7D 8C 79 00] = CRYSTAL.H
$069D04 ($31D04) = [73 87 73 73 7D 76 8C 85 00]    = BUBBLE.S
$069D0D ($31D0D) = [85 7A 7D 7C 8C 85 00]          = SILK.S
$069D14 ($31D14) = [85 8C 89 79 76 76 7D 00]       = S.WHEEL
$069D1C ($31D1C) = [85 8C 85 7D 7A 74 76 84 00]    = S.SLICER
$069D25 ($31D25) = [85 8C 74 79 72 7A 7F 00]       = S.CHAIN
$069D2D ($31D2D) = [7E 72 78 7F 76 86 8C 7E 00]    = MAGNET.M
$069D36 ($31D36) = [85 8C 73 87 84 7F 76 84 00]    = S.BURNER
$069D3F ($31D3F) = [78 8C 74 84 87 85 79 00]       = G.CRUSH
$069D47 ($31D47) = [7A 8C 86 84 72 74 76 84 00]    = I.TRACER
$069D50 ($31D50) = [8A 8C 73 87 85 86 76 84 00]    = X.BUSTER
$069D59 ($31D59) = [76 8A 7A 86 00]                = EXIT
...
$069D64 ($31D64) = [85 87 73 8C 86 00]             = SUB.T

This is the table for the text strings:
Code: [Select]
72=A
73=B
74=C
75=D
76=E
77=F
78=G
79=H
7A=I
7B=J
7C=K
7D=L
7E=M
7F=N
82=O
83=P
84=R
85=S
86=T
87=U
88=V
89=W
8A=X
8B=Y
8C=.
8D=Q

------------------------------------------------------------

PS: I'm still working on my text tools so we can have expanded text, but I've been really busy the past couple of weeks and have not had time to work on it (my constant chronic headache has also been giving me more trouble than usual lately so I've had to give up hobby time to rest instead).

Get well soon, man!

Aha, I already assumed it was just different encoding.  I tried searching for a table in the hex itself, but I couldn't find an alphabet so I gave up. Thanks a lot!

November 27, 2019, 07:26:46 am - (Auto Merged - Double Posts are not allowed before 7 days.)
(https://i.imgur.com/OeGV4My.png)
(https://i.imgur.com/ZB7r9O9.png)

I went with Junk Shot and Rush Burner (JP name is Rushing Burner). All good I think.

V 1.2 will now be submitted, fixing the Sagesse bug and updating these two.

November 27, 2019, 08:15:00 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh, joy, I accidentally created the new patch with the title screen edits included  :banghead: :banghead: :banghead: :banghead: :banghead: :banghead: :banghead: :banghead:

November 27, 2019, 08:25:13 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, I updated to Version 1.3. Everything should be good now.  :police:
Title: Re: Mega Man X2 Relocalization
Post by: Special on November 27, 2019, 08:53:45 am
If the title screen edit is not "canon" then you should probably change the screenshot used on the RHDT hack's page to show the original.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 27, 2019, 09:17:35 am
Hmm, but it's a feature that one of the downloaded files brings...

November 27, 2019, 09:17:51 am - (Auto Merged - Double Posts are not allowed before 7 days.)
What's better, Scrap Gun or Junk Shot?
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 27, 2019, 11:14:07 am
Junk Shot is fine. Didn't see anything wrong with Speed Burner either, but ok. Time for a new test!
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 27, 2019, 11:22:12 am
Speed or Rush Burner?
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 27, 2019, 11:26:18 am
Might as well stick with Speed Burner.

And leave the screenshot as is since it's optional & all.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 27, 2019, 12:11:44 pm
Yep, V1.4 has been submitted (there's three updates in the queue now lol). Reverted Rush to Speed.

November 27, 2019, 02:00:05 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
http://www.romhacking.net/hacks/4777/ (http://www.romhacking.net/hacks/4777/)

It's up!
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on November 27, 2019, 02:16:43 pm
Scrap Shot makes the most sense I think, since not only does it gather scrap metal, but it also gathers scraps from all around the area, which is why it changes depending on the stage. Unless you consider leaves, rocks and crystals all "junk" (those crystals might have a lot of value :P).
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 27, 2019, 02:19:54 pm
Well, I can't extend the amount of text as you may know. So I have to get a name that's equal in length as the US name.
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on November 27, 2019, 02:20:57 pm
Ah, I forgot about that.

Carry on. :angel:
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on November 27, 2019, 02:29:24 pm
Well, I can't extend the amount of text as you may know. So I have to get a name that's equal in length as the US name.
With some custom code it can be moved into freespace so the name can be expanded. I can put that together if you want. :)
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 27, 2019, 03:03:47 pm
That would be nice, thanks! This is probably the only instance where I feel kinda limited by the space stuff.

November 27, 2019, 03:04:29 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
In that case, could you go with Scrap Shoot and Rushing Burner?
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 27, 2019, 03:09:28 pm
That'll work. Time for a test!
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 27, 2019, 03:15:06 pm
I'd wait till DarkSamus has repointed :P
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 27, 2019, 04:08:06 pm
You mean wait until he can expand the text so the name can be changed?
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 27, 2019, 04:10:30 pm
Yep! Unless you want to go through X2 another time, or leave that edit alone for testing hehe
Title: Re: Mega Man X2 Relocalization
Post by: Bregalad on November 27, 2019, 04:22:55 pm
I cannot stress enough how much I would prefer "Sagesse" over "Serges." The X-Hunters all have meaningful French names that coincide with their fighting styles, something that's lost in the original localization. "Sagesse" means wisdom, and the character is known for using machines, rather than directly fighting you. In times like these, developer intent should always take precedence.
"Violen" misses one t. The real word is "Violent". But the "t" is not pronunced, so the misspelling might have been intentional.

For years I thought "Serge" surname had a meaning of sagesse/wisdom... I'm disapointed to see it was a simple mis-localization, because such a cultural reference would have been cool.

Quote
I always hated how X was just called "Mega Man" in the English version!

COA really must have thought he was the original Mega Man, and that confused English speaking fans for years, and lead to X sounding like a little kid in X4 "because he's Mega Man!".
I always was, and still am confused. Personally I'm one of the few to prefer the original Mega Man series. Not that I don't like the X series, but they're weird and their relation to the original is unclear : Sequel, spin-off ? Or was "X" supposed to mean "10" (now I know this can be ruled out, but back then we didn't know).
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 27, 2019, 04:27:58 pm
Mega Man X was basically a continuation of the Classic series, a "Super" series of Mega Man games intended for the Super Nintendo. I wouldn't call it a subseries since it's really the natural progression from Classic Mega Man. It's basically a sequel series. It takes place around 100 years after Classic.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 27, 2019, 05:23:06 pm
In that case, I'll bide my time.
Title: Re: Mega Man X2 Relocalization
Post by: julayla on November 28, 2019, 12:25:20 pm
I'm really enjoying you guys doing the Relocallizing of this game. It's pretty good so far, and to be honest, I like the US names of the Maverick bosses that get fought better for the original trilogy better for some reason (wish X1 at least kept the names of the 8 boss Mavericks when the retranslation was done since I somewhat prefer names like Chill Penguin instead of Icy Penguino for some example, but oh well).
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 28, 2019, 03:01:28 pm
Thanks, julayla! That'd be nice, since those names are a corruption of the original names anyway.

There might be a retranslation done for the US version at some point. I did let him know that people are interested...
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 28, 2019, 06:02:07 pm
Yeah, keeping Japanese names in English translation is fooking ridiculous. Why play an English translation when you have to put up with these awkward, unfitting names like Icy Penguino? Rockman??

I saw a ZX undub hack on Romhacking and it kept in all these inconsistent, not-western AKA not fitting to our standards names. Repliroid, Rockmaann, Irregulars. Why? They got new names in the west for a good reason. It's just utter crop and foek it.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 28, 2019, 06:13:47 pm
Pfft! The only one I would keep is Irregular. That & Maverick mean the same thing, & there's nothing wrong with either one.

I wonder what it would take to do a relocalization of X1...
Title: Re: Mega Man X2 Relocalization
Post by: Metalwario64 on November 28, 2019, 06:17:14 pm
Yeah, keeping Japanese names in English translation is fooking ridiculous. Why play an English translation when you have to put up with these awkward, unfitting names like Icy Penguino? Rockman??

I saw a ZX undub hack on Romhacking and it kept in all these inconsistent, not-western AKA not fitting to our standards names. Repliroid, Rockmaann, Irregulars. Why? They got new names in the west for a good reason. It's just utter crop and foek it.
Eh, I don't think it's necessarily inferior (I like Repliroid for being closer to Replicant, because Blade Runner is awesome and we're living in those times now. :P), but I think if someone prefers those terms then they should be optional secondary patches to preserve them for people that do prefer it, and not the only option.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 28, 2019, 06:19:48 pm
Pfft! The only one I would keep is Irregular. That & Maverick mean the same thing, & there's nothing wrong with either one.

I wonder what it would take to do a relocalization of X1...


I personally feel X1 has a rather great localization, for a simple platformer.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 28, 2019, 07:47:24 pm
There was also a lot missing from our version of it, to be fair.
Title: Re: Mega Man X2 Relocalization
Post by: julayla on November 28, 2019, 08:09:44 pm
Eh, I don't think it's necessarily inferior (I like Repliroid for being closer to Replicant, because Blade Runner is awesome and we're living in those times now. :P), but I think if someone prefers those terms then they should be optional secondary patches to preserve them for people that do prefer it, and not the only option.

So true. That's also how I feel on some Sailor Moon translated games that keep mostly Japanese names and some of the inconsistency. They, like the people who were behind the Super S Puzzle game style, should have given a patch for the other translated games that have both Japanese and English localized names (before Viz) like the Samurai Pizza Cats had. It somewhat feels a bit insulting that people praise Macekre dubs like Samurai Pizza Cats, the first 2 Digimon series, and Ghost Stories, but give too much hate on when Sailor Moon's dub names are used. I grew up with the DIC AND Japanese names and felt that their US given names were similar to like how Digimon did with the Digidestined when it came to using US names. Still, some people should do what you guys do.
Title: Re: Mega Man X2 Relocalization
Post by: Rodimus Primal on November 28, 2019, 08:40:20 pm
Yeah, keeping Japanese names in English translation is fooking ridiculous. Why play an English translation when you have to put up with these awkward, unfitting names like Icy Penguino? Rockman??

I saw a ZX undub hack on Romhacking and it kept in all these inconsistent, not-western AKA not fitting to our standards names. Repliroid, Rockmaann, Irregulars. Why? They got new names in the west for a good reason. It's just utter crop and foek it.

I'm glad to hear about this in your decisions with X2. I think this stems from the argument of literal translation vs localization. A lot of times a game series will choose to KEEP the localization choices in sequels as it fits the audience better. It's why I REFUSE to play the FF7 Re-Translation with its choices (Phoenix Tail, Mogeri, etc) or the Rockman X1 translation. It's also why I took the choices I did in my own projects.

I'm going to have to try this out sometime when I get the opportunity.
Title: Re: Mega Man X2 Relocalization
Post by: SpringSonic9187 on November 28, 2019, 08:47:06 pm
Eh, I don't think it's necessarily inferior (I like Repliroid for being closer to Replicant, because Blade Runner is awesome and we're living in those times now. :P), but I think if someone prefers those terms then they should be optional secondary patches to preserve them for people that do prefer it, and not the only option.
According to the MMZX Undub GBATemp post: "I know some of you guys won't be very happy to see "Rockman" and "Irregulars" instead of "Mega Man" and "Mavericks", but my goal was to make a full undub including such changes."

geo-kun, I'm sorry, but was that necessary?
Title: Re: Mega Man X2 Relocalization
Post by: justin3009 on November 28, 2019, 09:41:53 pm
Using a little bit of ASM then using Atlas/Cartographer you can dump the entire script, have it write into empty space and it'll update all the pointers and stuff as needed. Without ASM, as long as you know what values are what letter and know the text location, you can dump and insert the script in the same place no problem.

There's no need for any fancy tool since the text storage is pretty basic. It might be easier with a GUI utility or something but it's not all that complicated to do using the utilities out there.

Edit: Sent a PM to original author with Atlas file that can be imported into X2. It's a bit messy to look at with all the text commands but it works. There's no need to move the dialogue to empty space either since there's a ridiculous amount directly after the dialogue itself.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 28, 2019, 09:53:04 pm
Hello, Justin! It's been awhile! Anything new?
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on November 28, 2019, 11:38:23 pm
There's no need to move the dialogue to empty space either since there's a ridiculous amount directly after the dialogue itself.
Actually, there's only 30 bytes of freespace after the text, then it's the end of the bank (the game does not handle bank switching for text). Anyway justin's method can still work, just move everything upwards and then update the code to read from the new location of the ptr table.
Title: Re: Mega Man X2 Relocalization
Post by: justin3009 on November 28, 2019, 11:42:25 pm
I wonder what's so different in my version of the ROM then. There's a TREMENDOUS amount of empty space after mine.

But yeah, just move the pointers up and the method still works without any issues.

Modify the atlas file a bit and it'd still work just fine.
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on November 29, 2019, 12:30:34 am
I wonder what's so different in my version of the ROM then. There's a TREMENDOUS amount of empty space after mine.
Oh there's a lot of freespace alright, it's just in the bank following the text.

(https://i.imgur.com/U438Jje.png)
Code: [Select]
text = bank $27 ($138000 - $13FFFF)
freespace = bank $28 ($140000 - $147FFF)

Anyway, the point has been made. :)
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 29, 2019, 02:58:47 am
I'm glad to hear about this in your decisions with X2. I think this stems from the argument of literal translation vs localization. A lot of times a game series will choose to KEEP the localization choices in sequels as it fits the audience better. It's why I REFUSE to play the FF7 Re-Translation with its choices (Phoenix Tail, Mogeri, etc) or the Rockman X1 translation. It's also why I took the choices I did in my own projects.

I'm going to have to try this out sometime when I get the opportunity.

Exactly, hence why your FF4/FF6 'relocalizations' are the best 😅

I think keeping in mind who your audience is, is very important. Imagine buying FF6 in the west, but Kefka is called something Japanesey and so is the rest of the cast. This would only make sense to you if you KNOW the game is from Japan originally (something I believe shouldn't be visible in-game, would be very immersion breaking since FF6 doesn't take place in Japan) and know the names the Japanese version has. I don't mind Japanese names if the game is indicating a Japanese setting (Live A Live's near future chapter has its main character called Akira Tadokoro in the fan translation. He's from Japan. The chapter is influenced by these mecha animes.



November 29, 2019, 03:07:00 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I wonder what's so different in my version of the ROM then. There's a TREMENDOUS amount of empty space after mine.

But yeah, just move the pointers up and the method still works without any issues.

Modify the atlas file a bit and it'd still work just fine.

By now there's only a few words that I'd like to see expanded. I'm very happy with how my relocalization turned out, and the only option I see with fully expanded text is a straight up copy of the Hondoori script, which to me comes across as rather dry and unexciting in some places. The limitations fuelled my creativity while keeping it simple, which helped me.

The words I feel need more space are "Count.Hunt.", "Silk/Junk Shot", "Speed Burner" and that's it I believe.
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on November 30, 2019, 01:14:05 am
Alright, managed to squeeze in some hobby time in between the holiday festivities. :)

------------------------------------------------------------

here's the patch that edits the pause menu text: https://drive.google.com/open?id=1SEQMZc4Gpdi8Fk0aMUi4HWPrV3ejfb_2
(https://i.imgur.com/l71e3bS.png)

------------------------------------------------------------

And now, because people requested it (and mostly because I wanted to examine the VWF code), I present Her-Saki's Rockman X translation (http://www.romhacking.net/translations/3452/) ported to the USA versions (both 1.0 and 1.1): https://drive.google.com/open?id=1heMbbGseiMWeVynQkYA5jNHEJia_6HtE

Why port it to the USA versions you ask? Because it makes it compatible with other hacks such as Capsule Remix (https://www.romhacking.net/hacks/3409/) and MSU-1 Audio (http://www.romhacking.net/hacks/2274/).

All credit goes to Her-Saki for the original hack, I just reversed-engineered his work and ported it to the USA versions. One thing I did change though, was to revert the names back to their localized counterparts (Rockman X -> Megaman X, Vava -> Vile, irregulars -> mavericks, etc).
(https://i.imgur.com/4sdDJqT.png)
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on November 30, 2019, 02:50:35 am
Awesome work, DarkSamus! Can't wait to try this out!
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on November 30, 2019, 03:35:50 am
Woah, craziness! Guess it's time to replay X1 again! I actually planned to take a look at its retranslation and change the names to US variants, but this is better.

Right now I'm playing through them all. I have finished X2 plus relocalization plus refill patch yesterday. I think that with the menu weapons (but wait, does that also include the 'get Weapon' texts?), edited, the patch stands pretty much finished.

I assume X3 has no real missing/censored/erronous dialogue with the Zero Project. X1's covered as well. PS1 hacking seems a bit higher-level.

With Xtreme I don't feel it's worth the time, since Extreme Mode (which has no dialogue) is the best way to play anyway.

On an unrelated note, I've developed refill patches for both Xtreme 1 and 2. I'm testing these as I go through the X games. If these work well, all the X games have a perfectly working refill patch (weapons refill upon losing a life).

DarkSamus, if it's too much of a hassle, I'd still gladly upload your refill patches for you. :P
This would mean nearly every Mega Man game got a compatible refill patch. I think only 9 and 10 are missing now. WAD editing is quite tough.
Title: Re: Mega Man X2 Relocalization
Post by: julayla on December 01, 2019, 11:07:02 am
Woah, craziness! Guess it's time to replay X1 again! I actually planned to take a look at its retranslation and change the names to US variants, but this is better.

Right now I'm playing through them all. I have finished X2 plus relocalization plus refill patch yesterday. I think that with the menu weapons (but wait, does that also include the 'get Weapon' texts?), edited, the patch stands pretty much finished.

I assume X3 has no real missing/censored/erronous dialogue with the Zero Project. X1's covered as well. PS1 hacking seems a bit higher-level.

With Xtreme I don't feel it's worth the time, since Extreme Mode (which has no dialogue) is the best way to play anyway.

On an unrelated note, I've developed refill patches for both Xtreme 1 and 2. I'm testing these as I go through the X games. If these work well, all the X games have a perfectly working refill patch (weapons refill upon losing a life).

DarkSamus, if it's too much of a hassle, I'd still gladly upload your refill patches for you. :P
This would mean nearly every Mega Man game got a compatible refill patch. I think only 9 and 10 are missing now. WAD editing is quite tough.

Same with me when it comes to relocalization games. It'd be fun to see how fans do it better when it comes to filling in plot holes.
Title: Re: Mega Man X2 Relocalization
Post by: G30FF on December 02, 2019, 01:13:32 pm
Right now I'm playing through them all. I have finished X2 plus relocalization plus refill patch yesterday. I think that with the menu weapons (but wait, does that also include the 'get Weapon' texts?), edited, the patch stands pretty much finished.

I tried playing through with the menu weapons patch on top of the relocalization patch. It's just the names in the pause menu, the get weapon text is still the same.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on December 02, 2019, 02:27:27 pm
Yep, DarkSamus is aiming to repoint the words that could be longer.
Title: Re: Mega Man X2 Relocalization
Post by: G30FF on December 03, 2019, 10:32:58 am
I'm excited to see the results! I'm loving how all of the SNES X games are getting so much love. I tried playing X1 with the retranslation posted here for the US version, with the Capsule Remix patch, and it's a great experience.

I'm also really glad for the relocalization for X2. The Counter Hunters finally feel like proper characters instead of how boring they were in the vanilla US localization.
Title: Re: Mega Man X2 Relocalization
Post by: DarkSamus993 on December 07, 2019, 08:17:44 pm
It's been slow going with my headaches drastically limiting my time lately, but I still managed to get some work done.

The variable-width font is still a big WIP (as you can see it's quite broken right now). :P
(https://i.imgur.com/9X70e0D.png)

Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on December 07, 2019, 08:23:18 pm
Take your time, DarkSamus. One thing, you might run into a problem when it comes to the Get Weapon screen for Crystal Hunter. Her-Saki ran into the same problem while we were working on the JP version.
Title: Re: Mega Man X2 Relocalization
Post by: Thirteen 1355 on December 08, 2019, 07:45:05 am
Looks like a great start nonetheless! Headaches suck, don't rush yourself. I've caught the flu, so I'm not too well either.

Ghaleon, what's that cute profile pic from? It's all kinds of dizzying.
Title: Re: Mega Man X2 Relocalization
Post by: Ghaleonh41 on December 08, 2019, 04:27:03 pm
It's from Mythical Detective Loki. One of my favorite manga.
Title: Re: Mega Man X2 Relocalization
Post by: julayla on December 11, 2019, 10:43:05 am
That's pretty cool. I might have to check it out one day.