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[WIP][RECRUITING] Slime Mori Mori Dragon Quest 3 (Rocket Slime 3DS)

26 October 2016 11:00PM

Translation Help - 3DS

Slime Mori Mori Dragon Quest 3 (Rocket Slime 3DS)

Since Dragon Quest is around 30 years old, it only makes sense that the titular slime would’ve had his time in the spotlight. It does, and it was glorious.

INTRO

Imagine waking up on an unknown island, not knowing how you got there, or why you’re there. Right outside your immediate view you can see monsters roaming, watching your every move. Now, realize you’re a slime, the island is your house, and the monsters are platypus love-children. Oh, and you have a warship.

As the game starts, you’ll be greeted by the titular team of the game before this, Rocket Slime. If all you oldies out there can’t remember it in your old age, your best (only?) friend, Hooly, tried to straight-up destroy you in a 1v1 battle. Your friend Swoosty reprises his role as the coward, and, instead of helping you fight, he helps you craft increasingly powerful (OP?) weaponry to fire out of your cannon. (If you ask me, I think the sword would be more useful if you used it as a sword, not a cannonball…)

WHAT IS DONE? What we have progress on is as follows:

    • Translate Menu Text
    • Translate Items/Monsters
    • Extract, edit, and replace in-game images
    • Translate all dialogue

PROOF WE AREN’T JOKING

OUR CODE?

This particular .3ds game is unique in that near-all off the text in-game is stored in the code.bin. Because it is stored in the code.bin, extraction and reinjection have been a prime issue. While, yes, we can do rudimentary edits through our XML, our team does not have the skill set to properly do this.

Our dilemma is that we are restricted by our character limits. While this seems like a stupid-obvious thing to answer with “Just take out words/translate shorter!”, this won’t really work. While, yes, it would work in most situations, a lot of the core meaning is lost along with some phrases being too long for us to translate shorter than the character count gives us. For example, the Japanese character that means “huh?” in English is one character long. If we were to translate it how we can now, our translation would be: “?” That’s just a generally all-around awful translation, and to fix these we need another party member.

WHAT DO WE NEED?

What we need is someone who can assemble/compile the code.bin to be readily available for editing. What I have attached below is the code.bin. If anyone wants to take a crack at it, be my guest.

Our team is a friendly, active environment that has a real passion for this game. If anyone is interested, please let me know!

code.bin

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