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Translation Help - SNES
Hello there! I’m a translator looking to get involved in game translation.
I have a BFA in Japanese and have currently been living in Japan for around six years. I passed level N1 of the JLPT in 2010 and speak, read, and write Japanese fluently. In addition, I have been working as a freelance translator/interpreter for over 5 years in a variety of fields from general business documents to nuclear power plant safety standards.
My dream is to work in the gaming industry as a localizer but I reached a roadblock at the first interview with Konami last year because of my lack of “industry-specific experience”. As a result, I’d really like to build up a portfolio through ROM translation.
If you’re looking for a translator, please feel free to contact me with your project details.
Posted By: Koji
Translation Help - NES
I’ve made enough progress in this game that I’m about ready to dump the text. Before looking for someone to translate the entire game, I wanted to see if someone would be willing to translate a small block at least.
The item list, enemy list and script are all in different parts of the ROM, so I figure if I get one of those translated I can work on seeing how to make it fit. And if that all goes well, have the rest of the game translated.
I’ve been working on a table for the japanese text (it’s all Kana) but I also wanted to go over it with someone to make sure that the table is correct before dumping.
Thanks! All credit will be given to those who help of course.
Posted By: Vaccy
Translation Help - WS
Hi there. I’m seeking a translator for my fairly long-standing project of translating the Wonderswan game Neon Genesis Evangelion: Shito Ikusei. I will admit, the script is somewhat messy. There are a lot of control codes mixed into the text, as well as the script pointers. It’s pretty ugly, but I’ve done my best to neaten it all up. If you want to help, or just get more information, feel free to contact me.
Website: http://shitoikusei.wordpress.com Posted By: taarna23
Translation Help - PSX
A while back we released an English patch for Suikogaiden Vol.1: Swordsman of Harmonia, and we’d like to continue with the sequel, Duel at Crystal Valley.
Unfortunately our translators only managed to complete 3 out of 4 chapters before other things got in the way, leaving us with an incomplete translation. The Episode that’s missing is Episode 2: Caleria, we have everything else in place so this is the last bit we need in order to finish.
As this is a VN-type game, it is quite text-heavy so we need someone with the adequate Japanese knowledge to help us out. It is approximately 3000 lines. It would be a tremendous shame to have to abandon this project when we’re so close to the goal.
If you’re interested you can mail me at demonvelsper (at) hotmail.com
Website: http://suikogaidentranslati...on.freeforums.org/index.php Posted By: Raww Le Klueze
Translation Help - PC98
Looking for someone who’s interested in translating Xenon for PC98 (most likely will do the FM Towns and PC versions as well since the scripts should all be the same). Xenon is one of several visual novels from Hiroyuki Kanno who also did YU-NO: A girl who chants love at the bound of this world and Eve Burst Error and the only one not localized.
The script comes in about at 513k or so.
Be warned this does have some adult scenes as well.
Feel free to email me at esperknight (at) yahoo com if interested.
Posted By: esperknight
Technical Help - SNES
In need of assembly knowledge. I do not expect this project to give birth to a full level editor immediately after the compression scheme is figured out, but this could be the spark that lights up the fire that eventually burns us even a level inserter/exporter to one of the greatest and most obscure SNES games of all time. Together, as a group effort.
I know where the compressed physmap/level data is in the ROM and I know the RAM area where the physmap/level data is decompressed to. I have separate files of each compressed level. Technically I could get every decompressed level file also, if it helps to understand the compression algorithm. I also know most of how the decompressed level data works, as in, what bytes correspond to what tile types, e.g. conveyor belt, slope, spawn-safe tile. I can see similarities between the compressed level data and the decompressed data in RAM, but I can’t quite make the connection. It’s not RLE. In simpler words, what I don’t know is what happens ‘in between’. How does the game convert the small array of bytes to full definitions of each tile and phys. definition?
I was told to put a read-breakpoint to the address where the level data starts, and after doing so, the emulator halted immediately when I entered field 00. Disassembly was upon me, but having only limited 65816 knowledge, I could not continue.
Website: http://www.facebook.com/vervalkon Posted By: Verneri Kontto
Beta Testing - NES
Hi,
My friend and I are nearly finished with the Spirit Hero Wataru Translation for NES. It’s currently in an alpha-stage as we’re ironing out the game crashing bugs I’m coming across but everything is inserted and translated. Looking for maybe one or two dedicated testers to play through once it is in beta which should be the next week or two. I’d like to get this finished and off my plate so only inquire if you’re interested in playing through the game quickly. I’ll continue to test it myself but I’m getting so sick of playing the same parts over and over it would be nice to have someone else’s eyes take a look. Of course you’ll be given credit.
On the Title Screen hack if anybody wants to take a crack at making a nice english logo I’d appreciate it. I’ve tried a few times myself but not been happy with any of the results. Better left to those with the skills :) Again credit will be gladly given.
Just shoot me a message if you are interested. I’d like to have this finished within a month.
Thanks,
- Hubz
Posted By: Hubz
Technical Help - GB
I SPEAK JAPANESE.
I just need a programmer who can help me translate this game. It’ll be a very SIMPLE workflow. I email you a PDF of screenshots and the corresponding English, you do the code stuff, and TOGETHER we go down in fame as being the guys (or guy and gal) who finally finished a 100% translation of Survival Kids 2 (GBC).
I loved Survival Kids 1, and being good enough to translate Survival Kids 2 is a lifelong dream of mine. HELP ME PLEASE.
PS Just FYI, my Japanese is good enough to translate Survival Kids 2. IT IS NOT GOOD ENOUGH TO TRANSLATE OTHER STUFF so please don’t ask for help on an unrelated topic.
Website: http://www.hattontown.com Posted By: hattontown
Technical Help - GEN
I need somebody experienced in Genesis rom hacking. Also a knowledge of how emulators work would be necessary due to my .ips not working to an extent in some of them. Thank you.
Already have a full translation inserted just need help tinkering with the final .ips file
Posted By: RomanWarrior
Technical Help - SNES
I’m hoping someone out there will be willing to help me finish the work I’ve been doing on Final Fantasy IV.
Honestly, I’ve got most of it done, but I find myself lately without the willpower to do any romhacking. I no longer need a translator. I can handle the script. I’ve even got an editor. And most of the hacking work is done.
What I’ve already done:
- Item Names expanded to 15 characters (from 8).
- Most menus edited to accommodate that.
- Magic menu expanded to allow 7 character spells (from 5).
- Most menus fully hacked and expanded so that there are little to no abbreviations.
- Boxes that pop up to tell you where you are (”Baron Castle”, etc) are hacked and translations inserted.
And a lot more.
What needs to be done, you ask?
- I hacked the item menu to make the items appear one line after another (instead of being 8 characters side by side, they’re 15 characters one on top of another). I tried hacking the hand cursor to work with that, but it needs a bit of fixing.
- Magic menu is still lacking. 7 characters is not enough for spells like “Leviathan” or “Thundaga”.
- Misc. menus need some fixing (The sell menu, for example. Or the equip menu).
- The Battle Menu. It needs to be expanded to fit longer enemy names, longer attack names, and longer command names.
After that’s all done, it’d be pretty much complete.
Contact me on RHDN or email (DarknessSavior@gmail.com) if you’re interested in helping. I really hope that all of my hard work over the last few years won’t go to waste.