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Author Topic: Translations of early Famicom games  (Read 2065 times)

goldenband

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Re: Translations of early Famicom games
« Reply #20 on: June 08, 2017, 12:23:35 am »
I have a fan translation of Super Monkey Daibouken on my hard drive under the name "Super Monkey Adventure". I don't remember who did it, though I seem to recall (incorrectly?) that it was associated with some humorous site like the ROM Pit at Something Awful. Screenshot here:



There's also a second (different?) translation by Pluvius here, plus a title screen hack:

http://www.romhacking.net/translations/2515/

It's exciting to see how close 1983-1985 are to being fully translated. 1986 has some interesting games, like Seikima II - Akuma no Gyakushuu and Toki no Tabibito - Time Stranger.

I think the Super Xevious title screen change looks perfectly decent. AdamL's NES completion FAQ seems to indicates that's the only Japanese in the game, so...cool! ;D
« Last Edit: June 08, 2017, 12:35:03 am by goldenband »

cccmar

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Re: Translations of early Famicom games
« Reply #21 on: June 08, 2017, 01:28:37 am »
Daiva 6 - Imperial of Nirsartia was actually translated. The devs used a pretty interesting gimmick here - on pretty much every platform this game was made for you would play from a different perspective, meaning a different race/alien tribe. So, each of the games was basically a presentation of the story from a unique perspective. A very unusual concept indeed! Still, you'd have to own it on quite a few platforms in order to have a "full" experience.

Toki no Tabibito is probably the most text-heavy of the bunch. It plays kinda like a VN you could say, with various scenarios that unfold depending on your decisions. I think it is based on an anime, too. Mississippi Satsujin Jiken could have more text though, I'm not 100% sure about this. The C64 version of the latter is available in English, whereas TnT appears to be a Famicom exclusive. 

Seikima II, Aiigina no Yogen and Nagagutsu wo Haita Neko have handy longplays online, if you need to check the amount of text without playing them.
I believe someone is already working on that Sherlock Holmes game, but maybe I'm mistaking it for some other project.
And yeah, as goldenband mentioned Ganso Saiyuuki is done. :)

Nice idea, by the way! Good luck with your projects. :)

« Last Edit: June 08, 2017, 02:05:09 am by cccmar »

KingMike

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Re: Translations of early Famicom games
« Reply #22 on: June 08, 2017, 02:03:11 am »
I had some progress on Seikima II (I'm guessing the name is some kind of joke or reference and is to be pronounced Seikimatsu, and there is no Seikima 1) and Space Hunter.
On Seikima I should probably try to make a cheat to get the instruments to test the good ending.

Also Gegege no Kitaro was officially localized as Ninja Kid, since you mentioned the other two Bandai localizations. Probably the least known, though. (if Chubby Cherub is only known for the crazy prices it sells for and of course Dragon Ball is much better known today than it was 30 years ago)
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Psyklax

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Re: Translations of early Famicom games
« Reply #23 on: June 08, 2017, 06:34:58 pm »
There's also a second (different?) translation by Pluvius here, plus a title screen hack:

Damn, you're right, I missed it. I thought I'd caught every translation but I think I'll have to go through them again. Oh well, that's a good thing! :)

I think the Super Xevious title screen change looks perfectly decent. AdamL's NES completion FAQ seems to indicates that's the only Japanese in the game, so...cool! ;D

Well, in that case, I guess I'll upload it to the RHDN database. :)

Daiva 6 - Imperial of Nirsartia was actually translated.

Again, duly noted. I wasn't paying attention clearly. Another one ticked off the list! :D

Gegege no Kitaro was officially localized as Ninja Kid

You're right, I included its translation in my list but forgot it was localised. Added it now.

Fredde

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Re: Translations of early Famicom games
« Reply #24 on: June 09, 2017, 03:40:32 am »
I had some progress on Seikima II (I'm guessing the name is some kind of joke or reference and is to be pronounced Seikimatsu, and there is no Seikima 1)

The band that the game is based on is actually called "Seikima-II".

Spinner 8

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Re: Translations of early Famicom games
« Reply #25 on: June 10, 2017, 02:51:15 pm »
Excuse my horn-tooting but I have an online spreadsheet of every Famicom game and whether or not it was released in English, and I still keep it updated. You can even sort by release date. :)

https://docs.google.com/spreadsheets/d/1tvtZ5O9Uwd51GVdnMgEan-V1xBQcYj1XzTJ5tbpUl-w/

Psyklax

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Re: Translations of early Famicom games
« Reply #26 on: June 11, 2017, 07:40:05 pm »
Update time again! :)

I've annoyingly hit a small roadblock on the Gomoku translation. Everything is done except the opening move list and the title screen. I can't think of a way to redo the title screen the way it's been done here, and still have it looking acceptable. It's painted in three blocks using very few tiles, I can't exactly think of a good way of getting "Gomoku Narabe" in that space, but I'm open to suggestions. :) As for the opening moves, I detailed my problem in a previous post: I need to dig further into the ASM and figure out how the game gets the magic number that decides which opening move name is displayed, and somehow recode it so that it's split by direct and indirect, not star and moon. The other option is just to ignore it entirely and put the move list into the readme file (cribbed from Wikipedia). It's open knowledge so anyone who really wants to know can find out. Unless I can figure out how to do it my way, I might be stuck with that.

In the meantime I decided to get stuck into "Aigiina no Yogen - From The Legend of Balubalouk" (henceforth referred to as Aigiina). I see there's a 'translation' in the database but apparently almost nothing has been done. This surprises me, as after a short amount of investigation I've got the intro pretty much cracked and the NPC dialogue parts too. There's not a massive amount of text and I think it shouldn't be that hard to get it done relatively quickly. I've just been messing with the ASM, trying to increase the text window size (the window is bigger but the text doesn't like being longer if it has to scroll - more work needed). Maybe the original translator didn't have such an awesome emulator like FCEUX, which makes hacking NES games SO much easier.

Anyway, that's what I'm up to at the moment. Oh, and I've looked at Mahjong for completeness sake. Not sure how much work it will be, though I don't know a lot about mahjong itself to be honest. :D I might get to it after Aigiina.

goldenband

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Re: Translations of early Famicom games
« Reply #27 on: June 11, 2017, 08:49:56 pm »
I can't exactly think of a good way of getting "Gomoku Narabe" in that space, but I'm open to suggestions. :)

Would a simple text subtitle using a standard font be easy to implement? It's fine to keep the kana (especially for a game steeped in Japanese-ness) as long as there's an English translation somewhere onscreen.

In the meantime I decided to get stuck into "Aigiina no Yogen - From The Legend of Balubalouk" (henceforth referred to as Aigiina).

Awesome! One nice thing about this one is that the ending's already in English. :) BTW Spinner 8's list notes a C64 version in English but I have no idea how similar it is to the Famicom version, and in any event I welcome the opportunity to play it on the NES with an English localization.

KingMike

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Re: Translations of early Famicom games
« Reply #28 on: June 11, 2017, 09:27:15 pm »
There supposedly is a beta official localization of Aigina but at this point the cart might as well have fallen of the face of the earth, as I don't know if the owner planned to either dump it or sell it.
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Psyklax

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Re: Translations of early Famicom games
« Reply #29 on: June 12, 2017, 02:59:28 am »
Would a simple text subtitle using a standard font be easy to implement? It's fine to keep the kana (especially for a game steeped in Japanese-ness) as long as there's an English translation somewhere onscreen.

Hmm, an intriguing idea. Not sure how I'd do it in practice. Might need to use sprites for it, I could position it before the main title. There are sprites on the title screen already which I've removed, so putting in some more could be feasible.

There supposedly is a beta official localization of Aigina but at this point the cart might as well have fallen of the face of the earth, as I don't know if the owner planned to either dump it or sell it.

All the more reason for me to carry on. :)

June 12, 2017, 07:49:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Yeah, double post, but I figured it's worth it for an update! :D

I delved into the ASM behind the title screen for Gomoku, and after figuring it out, I made a new one at last!


I'm pretty happy with the "Gomoku Narabe" blocky look (took me a while to do it all by hand) but the "Renju" part was, obviously, a lot quicker. I'm curious for your feedback on that part, cause I think it looks a bit poor, to be honest. :) I just put it as a placeholder, thinking I'd probably replace it soon enough. I just didn't want to use the same style as the left part.

Incidentally, the "Renju" part isn't on the original title screen, but the cart has it written on (and GoodNES uses Renju also). And since the Wikipedia article for the board game calls it Gomoku [Narabe], and the professional rule set is known as Renju, I decided not to translate the title into English.

So with this title change, all that's left is the opening moves, which are not essential to playing the game (expert players might care). So the game is as good as done at this point, though I won't be releasing the patch quite yet, just to see if I can figure out the ASM and can actually do the change I want.

Let me know your thoughts, especially on the Renju part. That bit took a couple of minutes and I think I ought to do something else. :D

ps. If anyone really wants to try out the translation thus far I'll be happy to make a preliminary patch - think of it as version 0.9. I wouldn't put it on the database yet, though.
« Last Edit: June 12, 2017, 07:49:26 pm by Psyklax »

Psyklax

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Re: Translations of early Famicom games
« Reply #30 on: June 19, 2017, 11:54:06 am »
I waited my 7 days to avoid this being another doublepost - let's hope I waited long enough. :D

Gomoku Narabe Renju is finished (actually finished a few days ago). You can catch the translation in the database:
http://www.romhacking.net/translations/3073/

I've done a bit of tinkering with Mahjong, and I don't think it'll be such a difficult task as there obviously isn't much text to mess with. It's obviously made by the same team as Gomoku, so there are similarities inside. It's not an urgent task but eventually I think I'll manage it.

Meanwhile I've made headway on Aigiina no Yogen (I think I'll change the title to Aighina's Prophecy). I've got the intro pretty much figured out (though with a bit of messing around I'm sure I can convert it to 8x8 from 8x16 so I can squeeze more text in there). I can already do the NPC dialogue, but I'm trying to go further: I'm attempting to expand the dialogue box. So far I've stretched the box, and got the text to extend to fit it (it's originally 16x3 tiles, and I want to add an extra 4 on each line). The only problem is when another bit of dialogue appears: the way it removes the original text is proving a little tricky to fix. I'm sure I'll get it done soon enough, then I'll be wanting to implement a DTE routine if I can fit it in the ROM somewhere (not actually sure if there's space for it). If I can manage both of these, we'll be ready to go, as I've got more or less all the dialogue translated (some weird lines in there, too).

I have to mention, regarding the dialogue, that there IS an English version... for the Commodore 64. I looked inside a disk image and found plenty of text which roughly matches the Japanese version, but I still wanted to do the translation my way regardless. Still, it was quite helpful in case I got stuck (kana-only translations are the worst! :D ).

So, just an update for everyone. After Aighina and Mahjong I can't decide what I'd like to go for next. Better take a look at my list...

goldenband

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Re: Translations of early Famicom games
« Reply #31 on: June 19, 2017, 06:28:36 pm »
Gomoku looks terrific! I overlooked your double post on June 12 so it was a nice surprise to see this update today. :) Very pleased to see that Aigiina is coming along nicely and Mahjong is in the queue. This will do so much to make the early Famicom library more accessible.

If KingMike is working on Seikima II and Space Hunter, and somebody else is working on Sherlock Holmes - Hakushaku Reijou Yuukai Jiken as cccmar mentioned, then I guess the remaining games from 1983-1986 (other than the partial Macross title screen hack) would be:

Hon Shougi - Naitou 9 Dan Shougi Hiden
Mississippi Satsujin Jiken
Nagagutsu wo Haita Neko - Sekai Isshuu 80 Nichi Daibouken
Toki no Tabibito - Time Stranger

Is there even any Japanese text in Nagagutsu wo Haita Neko besides the title screen and the kanji for "day" that's in the upper right corner during gameplay? That might be a quick one. Toki no Tabibito sounds intriguing but might be labor-intensive.

KingMike

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Re: Translations of early Famicom games
« Reply #32 on: June 19, 2017, 07:37:51 pm »
Wasn't Nagagatsu officially localized as Puss In Boots, or is that a different/different enough game?
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Psyklax

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Re: Translations of early Famicom games
« Reply #33 on: June 19, 2017, 08:03:27 pm »
Is there even any Japanese text in Nagagutsu wo Haita Neko besides the title screen and the kanji for "day" that's in the upper right corner during gameplay? That might be a quick one. Toki no Tabibito sounds intriguing but might be labor-intensive.

I've just spent 10 minutes examining the CHR-ROM in Tile Molester and I can't see anything except the title and the 'day' kanji. I also found out how the title screen is done, so that'll be relatively easy to change. I might see to that myself. :)

Wasn't Nagagatsu officially localized as Puss In Boots, or is that a different/different enough game?

Looking at the two side-by-side, they are clearly completely different games. Same character, just different games.

EDIT: If anyone's curious what I'm up to with Aighina thus far, here's a little AVI to show you.
http://s346165667.websitehome.co.uk/psyktrans/ai.avi
The new dialogue isn't what the guy says at all, it's just nonsense I wrote to fill the new 20x3 window (instead of 16x3). It was way more of a headache to get this working than you might think! :)
« Last Edit: June 19, 2017, 08:30:59 pm by Psyklax »

cccmar

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Re: Translations of early Famicom games
« Reply #34 on: June 20, 2017, 02:39:34 am »
If KingMike is working on Seikima II and Space Hunter, and somebody else is working on Sherlock Holmes - Hakushaku Reijou Yuukai Jiken as cccmar mentioned, then I guess the remaining games from 1983-1986 (other than the partial Macross title screen hack) would be:

Hon Shougi - Naitou 9 Dan Shougi Hiden
Mississippi Satsujin Jiken
Nagagutsu wo Haita Neko - Sekai Isshuu 80 Nichi Daibouken
Toki no Tabibito - Time Stranger

I'm pretty sure that Murder on Mississippi was released for C-64 first, in English of course, supposedly by Activision themselves. I still have that game sitting on my shelf, as a matter of fact. The FC version came out a bit later, as a port of the original C-64 game. The game has tons of text, as you might imagine, so it will likely take the most time to finish.
Hon Shougi/Nagagutsu wo Haita Neko don't have that much text from what I played, you're right. Also, as Psyklax mentioned, Puss'n'Boots is a completely different game - I think that it was a US-only release, in fact. NwHN is a Japan-only prequel or something like that. :)
There seems to be a complete script for Time Traveler on GameFAQs, dunno if it helps in any other way than being additional reference, but it's there, and yeah - the script seems quite long, but also fairly linear.
« Last Edit: June 20, 2017, 02:49:50 am by cccmar »