Thanks for the summary, Hiei-!
You know, I never expected that the project would be moving this quickly. This project could have been finished years ago.
Although DougRPG and FlashPV have not posted anything online (as far as I know) aside from Doug's text hack image and video, the graphics hacking is proceeding well. The shop signs mostly use unique graphics for each town, so it's not as simple as changing one inn logo and having every other inn in the game display the proper sign. The way the graphics are done require each instance to be encountered in the game, documented and translated individually. Not hard, of course, but it's more work than it could have been.
We've gone with mostly iconic graphics... So weapon shops will have crossed swords... The publishing centers will have a paper and feather pen, the hatchery has an egg... The only exception so far would be the Inn signs. Those are spelled out in English.
Reworking the items and almanac entries will be the main hurdles to overcome (for me, at least). For the moment, I've spent my free time working on perfecting the formatting. I keep hoping that as DDStranslation becomes more familiar with the game, maybe he'll be able to work out a new way to organize the menus that will give the items more breathing room, to avoid too much abbreviation... But I think it's just going to be a matter of cracking down and shortening them with as much care as possible, in the end.
(Many of the item names are quite long, and what's worse, the items are often directly referenced in the script, even in multiple-choice menus...)
The multiple-choice menus that appear in the dialogue windows are VERY finicky. I've got them working now, but they're NOT auto-generated. I had to space the text in the script exactly where the highlights were. Took a lot of trial and error.
Everything works perfectly in the current script, but if I change the length of any of the item names as they appear in the dialogue window to reflect the changes to the item list, I'll need to rework them into those script choices directly. (Not looking forward to that.)
Of course, the in-script references don't need to match up exactly. If, say, the Royal Dragon Longsword was referenced in a choice (it isn't, by the way)... I could theoretically leave the name as that in the dialogue while having the actual item abbreviated (with a sword icon in place of the word longsword, or something to that effect). I'm going to mull this over as I continue my (currently second) playthrough of the English version.
I'd like to hope that DDStranslation could find some work-around by completely changing the interface, but given how interconnected everything is (from changing equipment to selling items), I doubt that's really feasible beyond the number he gave me. He's given me a frame of reference for how short the names need to be, and now it's up to me...
Ahh, editing... The one thing worse than translating boring system and interface text...