Looks very promising, agree with Gideon's advice. With the intro being so information-dense, would it perhaps be possible to add a page and split the text over three screens or make a press of a button let you advance?
I think that's beyond my current level of NES ASM knowledge, but as this project comes along it shouldn't be too hard considering we now have an added 512kb that wasn't there originally.
Anyhow, here's some screens of what I've done so far:
Item names expanded to 10 characters (technically 11 if you include the symbol at the beginning):
In-battle they'll still be 8 characters (for now), but thanks to the magic of the bank switching and tons of free space due to the Kea's MMC5 mapper patch, I can use an entirely separate set of text strings for items in-battle:
Expanded battle windows, enemy names can now be 11 characters long:
(also I will tell you right now that the final boss will be named, "Cloud of Darkness", and I've already made the squish tiles to do it).
More stuff, here are some lines I translated myself as they weren't present in the DS version:
I did reword things to make it sound more natural (particularly in the second screenshot, the original line was, "おい！ けんかしてるひまがあったら でぐちを さがせ！", which a literal translation would be, "Oi! If you've got the time to argue then find the exit!")
I did say that I will be using the DS version's text when possible, but since I am also taking a look at the original Japanese Famicom text, any dialogue that is censored in the DS version will be uncensored in my translation (I don't know if it was the DS localization that censored stuff or if the Japanese version of the DS remake was already censored to begin with), for instance, here's some dialogue that I made very close to the DS version but kept the reference to 'holy water':
In addition to that, here's some progress on my FFIII text editor (it's only compatible with the Japanese version right now and I don't plan on adding any support for the AWJ or ad0220 translations, sorry. I'm not even going to look at those):
My text editor can view the original Japanese script for each message in the game, which for me is very convenient.
In case any of you are worried about what the quality of this translation will be like, let me say this: While I did once say several months ago that I'm not good enough at Japanese to translate a game myself, I will say that I have been studying Japanese every single day for several weeks now (since summer break began). I was born in Japan, but I have lived in America since 2001 and until recently, my Japanese vocabulary was that of a little kid (because that was when I left Japan). Luckily I have no issues with reading hiragana and katakana, and because recently I have been studying Japanese every single day, I am at a point now where I can comfortably play Japanese games in hiragana and katakana and understand everything that is going on (not that good at kanji yet, but that's besides the point because there's no kanji in this game). Final Fantasy III isn't exactly a sophisticated work of literature, and because I'm also comparing the entire game alongside the DS version, it's very easy to tell when the DS version used the same dialogue as the original (not to mention I'm also looking at Japanese videos of the DS/PC/PSP/whatever version if I'm unsure of if the DS version changed something or not, for instance, some of the stuff that Luneth says in the DS version during the opening cave sequence is actually exactly what some of the Onion Knights say in the original); in other words I really don't have to translate that much stuff myself, as about 75~85% of the dialogue will be taken straight from the DS version. I also have several sources of Japanese dictionaries if I'm unsure of a word (both online and physical).
I'll start my own thread eventually lol, but not until I'm at least a third of the way done with the script so I'll have more stuff to show.