Romhacking.net

Romhacking => Personal Projects => Topic started by: oil on August 01, 2013, 05:45:26 pm

Title: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: oil on August 01, 2013, 05:45:26 pm
Some people already gave a shot at hacking this game but all of them ended abandoning the project. Using the script dump from user Ritchburn (at gbatemp) and the english font patch from parakarry64 and ubuntuinside (also from gbatemp) I managed to understand how the game works and write some tools for text compression and insertion that seem to be working perfectly.

(http://i.imgur.com/4gVpBEL.png)

I already posted about this in the gbatemp thread http://gbatemp.net/threads/summon-night-craft-sword-monogatari.227224/page-6#post-4726603 (http://gbatemp.net/threads/summon-night-craft-sword-monogatari.227224/page-6#post-4726603)

As I said there I don't know japanese and can't translate it, so I made a site with a simple interface for many people to be able to translate it at the same time. The site is http://sntranslation.vacau.com/ (http://sntranslation.vacau.com/). You can register there in seconds and just start translating as many lines as you want. The interface looks like this:
(http://i.imgur.com/zLjCdJP.png)

There's already a couple people translating some stuff there, but more people are needed, so if you know japanese and want to help that'd be awesome, even if it's just a few lines.

Thanks to all of you for your help!
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: wyndcrosser on August 01, 2013, 08:28:58 pm
really nice work, congrats on the a nice start.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: DSwizzy145 on August 01, 2013, 11:11:09 pm
Great work! can't wait till it's done ;) wish i could help out but i might be busy doing something else atm instead.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: Special T on August 02, 2013, 12:36:36 am
I look forward to seeing this game translated. Thank you for your hard work!
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: BRPXQZME on August 02, 2013, 01:08:55 am
Mind putting in another box for comments or something? It would be helpful for clarification, particularly since isolated lines can be very ambiguous as to whether they should be translated with a certain inflection in English. There are also other things like translations that look iffy (but aren’t), and at times it may be necessary to say “this is how Atlus did it, bizarre but it works” or “this is what the official site says” or “screw it, we need to contradict previous canon for X reason” (e.g. you currently have RUN-DOR down as “Rundor”; I’d rather not have to pop on IRC to ask whether that’s intentional or not). And sometimes, you just need to find the text in-game to have any prayer of making sense.

I don’t foresee myself helping out with this as much as I saw the first time this came up (I tend to be a bit diva-ish about doing the bulk of a translation anyway, so you’re not missing much), but I wouldn’t mind assisting with a translation/tonal consistency check or something later on.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: oil on August 02, 2013, 07:55:15 pm
Thanks for your suggestion. I already thought about adding a comments box, but I prefer for people to ask on the forums or on IRC and then add a message myself to the guidelines section about how to handle stuff that appears often. That way the translation pages won't be filled with comments and people won't need to go look through a bunch of pages to find how something is being translated.

The reason why RUN-DOR is translated as Rundor is because RUN-DOR just doesn't fit. If you try to change it you'll see that the length will be bigger than the limit. That's because there are no combinations of half-width capital characters in the modified font, so it uses a 2 byte full width character for each letter. The good thing is that you can name RUN-DOR in capitals if you choose him as your Guardian Beast, only you can just name him RUNDOR because that also has a limit  :-\
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: BRPXQZME on August 02, 2013, 09:31:08 pm
Well, as a game translator with some experience, I assure you, there is too much text for that to really work well. The last thing you need in a group translation is the potential for an edit war.

And it may sound officious, but finding a way to make uncomfortable text fit in there somehow is what all the cool kids do in fan translation :P
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: ChronoMoogle on August 03, 2013, 09:35:10 pm
Nice game! I already enjoyed playing through it without understanding too much quite some time ago... With a translation it'd probably be even more awesome :)
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: oil on August 04, 2013, 03:28:45 am
I made a few changes to the site:

- Added a simple chat box to use it instead of the IRC channel

- Added another field to the table called "Full Translation". If you want to translate a line but have problems making it fit within the limit, write the translation in this field. Other people (even non-japanese speakers) can later change it to make it fit. I hope this relieves some weight from translators.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: DarknessSavior on August 05, 2013, 07:31:17 pm
You really need to work on getting the line limits to be larger, or some of these translations just won't work.

For example:

0181814c.txt   ミューノがあんなことする 24
0181814c.txt   はずがない 10

This is one whole sentence. It says "There's no way that Murno would do that."

If you split it up the way it would be phrased into English, it comes out to this:

There's no way that
Murno would do that.

The first line, at 20 characters, fits. The second line is also 20 characters, and doesn't. Even if I make it "she would do that" it's still WAY over.

~DS
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: oil on August 06, 2013, 02:16:27 am
You really need to work on getting the line limits to be larger, or some of these translations just won't work.

For example:

0181814c.txt   ミューノがあんなことする 24
0181814c.txt   はずがない 10

This is one whole sentence. It says "There's no way that Murno would do that."

If you split it up the way it would be phrased into English, it comes out to this:

There's no way that
Murno would do that.

The first line, at 20 characters, fits. The second line is also 20 characters, and doesn't. Even if I make it "she would do that" it's still WAY over.

~DS

I'm still trying to override the limit but there are many factors involved.

If you can translate you shouldn't worry about the limit, just type the translations in the full translation field. That way if I manage to get rid of the limit those translations can be used and if I can't people that don't know japanese can try to make them fit within the limit.

If I can't manage to do it then the dialog will have to be dumbed down a little. The goal is to allow people that don't know japanese to enjoy the game. Even if the translation isn't perfect people will be able to enjoy it, official translations for some games are known to be really bad but that didn't stop people from enjoying those games.

In the specific case you posted you could write "Murno would not do that" for example. That fits perfectly and says the same thing, not as nice as the original but still does the work.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: ChronoMoogle on August 12, 2013, 07:26:25 am
The translating site seems to be down, just saying ;)
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on September 08, 2013, 03:12:27 pm
Well the site has been up and with great news! the translators got 100%on items and menues and the story is at 25%

Cheers to the team!
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on October 01, 2013, 06:02:54 pm
posting some other progress, the translation of the text is at 85%


we are starting to make lines fit in game

edit: guys we have reached a kind of a bottleneck here, problem? line limits, its being too harsh on us, and it makes the dialogues lose a lot of meaning, so we need help of a person who can help us override it so it won't be a problem anymore. If you do know how anyone, please tell him to contact oil in gbatemp.net
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: carefreeworld on January 04, 2014, 08:43:35 pm
I actually have one of the dumped projects on my computer, which does translate all of the menu items and spells and about 2/3 of the enemies, but none of the script, however i can't seem to find the original website to see if they made any improvements. anyway get back to me at carefreeworld@hotmail.com if anyone wants a copy of it, it's more straightforward than the second game in the series so i didn't have an extremely tough time beating it my first time
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: Drakon on January 04, 2014, 10:37:58 pm
This is awesome.  I wish I had the skill to write something to handle various rom compressions.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on January 05, 2014, 01:45:02 pm
thanks for the support guys! seriously, you rock!

the script's been 100% translated, with only proofreading left, also the line's trimming is at 60%. Thanks to the rom's hardest compression method, it's going to be a pain bypassing it, also our leader's gone awol, with no replies or whatsoever.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: constraint on January 08, 2014, 11:01:26 pm
Great job! I hope your leader returns.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on January 09, 2014, 01:15:24 pm
Oh yeah, another user, TLZ, has oppened a IRC chat, if anyone wants to help. They're a good hacker, so they can help us with the problems right now:

#Summon-Night on irc.sorcery.net
http://chat.mibbit.com/?server=irc.sorcery.net&channel=#Summon-Night
irc://irc.sorcery.net:6667/Summon-Night


Join if you want to help.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on February 05, 2014, 12:40:07 pm
Progress: unfortunately with our leader gone we are force to start from zero, Luckily Ritchburn sent us his tools, so we can start from there. We'll need some asm hackers though, because tlz (our current one) is really busy.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: VicVergil on February 05, 2014, 01:22:45 pm
But at least you still have the translations, right?
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on February 05, 2014, 09:16:23 pm
Yeah, thanks to a user who ripped it from the page.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on February 13, 2014, 05:10:51 pm
Oh yeah, I thought I could post here Ritchburn's tools. Here they are :

https://github.com/wangds/sncsm3

These were made by Him, so if you wanna use them or ask about them ask him.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: VicVergil on February 13, 2014, 08:06:51 pm
He could not appreciate his mail to be published (spams, troll PMs..)
You'd do him a huge favor if you don't post it publicly.

I'm considering in the far future to work on this game (alongside Mother 3) for my own language. Well, I even did some spoofs for the font and some uncompressed battle graphics (but not the meaty parts)
Since I'm not familiar with LZ77 compression (and certainly not ARM, though i'm trying to learn c6502 and 6518) I'll abstain from doing both for the moment.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on February 13, 2014, 08:49:21 pm
Dang, sorry, did not mean to post his email, I was gonna say you can find it on gbatemp's summon night thread :o
writing using this slowish internet is hell..

He could not appreciate his mail to be published (spams, troll PMs..)
You'd do him a huge favor if you don't post it publicly.

I'm considering in the far future to work on this game (alongside Mother 3) for my own language. Well, I even did some spoofs for the font and some uncompressed battle graphics (but not the meaty parts)
Since I'm not familiar with LZ77 compression (and certainly not ARM, though i'm trying to learn c6502 and 6518) I'll abstain from doing both for the moment.

Oh, that might be cool!I don't really know about this stuff, but it intrigues me to find out how it works, considering it uses a lot of assembly who I studied in my university.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on March 01, 2014, 01:55:14 pm
Now we are wanting help from a translator with knowledge on the summon night craft sword series for proofreading tand editing he script. contact me through pm
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on March 15, 2014, 11:29:00 am
Hey there,  just telling you guys about our progress. there has been progress alright, just not very noticeable.

I could understand ritchburn's tools and insert a lot of things, mainly the bestiary and items descriptions (these tools are that awesome). We have a proofreader now so that will clean up the script a bit, I've yet to talk to tlz regarding the script, though i guess he must made some advance, even a little.

March 17, 2014, 01:26:09 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
To update in the latest news, I want to release a patch. It will contain almost all text BUT the script translated, this means bestiary, weapons and their descriptions, items, materials, etc. It Doesn't include system messages and places names, as they are in the script. Though I'll need a bit of help with the boss data. I need someone to make savestates (preferably using visualboyadvance. make sure to list the version used) before each story related boss so I can check their names are correct, in the meanwhile I'll finish with the weapon description.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: blackbear989 on April 11, 2014, 06:16:20 pm
thank you for the update. I am really glad something is done regarding this project, even a small progress is a improvement.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on April 14, 2014, 10:24:16 pm
Well guys, after the long wait (and working around this little problem I had) here's the latest version patch:

http://www.mediafire.com/download/2n72a8656odxtbb/Summ0n_N1ght.rar
It has:

items: 100%
Bestiary: 70% (currently missing boss data)
Materials: 100%
Weapons: 100%
Magic: 100%
Specials: 100%
Script: up to the first meeting with Murno

the script is not complete yet, so it'll have to take its time.

Lots of appreciation should be given to:

macaronron
salixa
TLZ
X_Wings
xswordcraftx
cyan
haruka-123
Zynk
Akiron
Chronomoogle
TheZu
Ritchburn (for using his tools)
parakarry
gangrelion

and lots of people involved! (sorry if I forgot anyone)
This patch is also for bugtesting and errors/typos corrections, there will be some of them in the item's description and bestiary, so don't be afraid to point it with a screenshot or something.

Reason to edit: added new link
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: Mirby on April 15, 2014, 10:34:49 pm
Glad to see this still chuggin' along. :3
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on April 15, 2014, 11:53:14 pm
Thanks for the support, really :D

though we are kind  at a stale without someone to help us insert the script

i tried doing a bit change, to no avail, it does not work
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: VicVergil on April 16, 2014, 05:49:00 am
Congrats for the progress.
But what's exactly the problem with the main script insertion?
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on April 16, 2014, 03:39:44 pm
For starters, i don't really know much about gba hacking (yes, even though i'm studying programming in university), the other one is that we had to rip the script from the page it was translated, and the format in which the script is currently in is different from the one used as example in the tools to translate.

Edit : luckily though, scripts in order so we just need to find a way to insert it
 



to clarify:

# day0-017bcb2c-kajishi.txt
#
# Here is a very basic script to interpret.
#
# All commands must start at the beginning of the line.
# Anything not recognised is treated as a comment!

# --------------------------------------------------------------
#   INTRODUCTION SCRIPT
#
## The following patch works on the script beginning 0x017bcb2c.
## This will read the dialogue, and automatically mark in addresses.
begin 0x017bcb2c

# Delete dialogue branch for Rif: That is without saying!
## Replace the address at the offset by a new address.
addr 0x017bce56 = 0x017bce58+12

## Seek the offset, and replace the next string.
## The string starts immediately after the colon, ie. " Kajishi!"
## Do NOT place comments after strings!
seek 0x017bcb5c: Kajishi!

## Seek and replace, but quote to retain trailing spaces.
seek 0x017bcb82:"  A title for one who has mastered  "

## Skip 4 characters (00 00 08 03), and replace the next string.

an so on it goes.

About the script:

くそう(...)
Shoot(...)
cakepans

ボスタフ親方がアニスの仲間だった
To think that Chief Bostaph was
cakepans

なんて(...)
working with Anise(...)
cakepans

ボスタフ親方がアニスの仲間だった
To think that Chief Bostaph was
cakepans

なんて(...)
working with Anise(...)
cakepans

なによ、もう(...)
What's going on, jeez(...)
cakepans

みゅーの様ヲ ごゔぁんノ遺跡ノ奥ニ
I do not know what
cakepans

ツレテイッテ 何ヲスルツモリカハ
they plan to do,
cakepans

ワカリマセンガ(...)
taking Lady Murno into the Govan Ruins, however(...)
cakepans

アマリ 時間ハナイモノト 思ワレマス
I believe that we do not have much time.
cakepans

そうだな(...)
You're right(...)
cakepans

みんなのためにも早く追いついて
We're going to hurry after them and
cakepans

ミューノを取り戻すんだ!
get back Murno for everyone's sake!
cakepans

そうだね(...)
You're right(...)
cakepans

Well ritchburn sent me a list of tasks so it can be done, basically:

Basic steps:

1. Identify the dialogue for testing purposes, and add it to main.c.

2. Replace the text with some garbage (so it will actually fit in the rom),
   and create a patched rom.

3. Try to run the script in the game.

4. If the game hangs, then you probably messed up the jump addresses.
   I can't be bothered elaborating on this right now, so let's just pretend it's not a problem.

5. Then you putting the translated text in line by line.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on May 03, 2014, 10:07:51 pm
We are recruiting help now, we need someone who can insert the script.

The tools are already there, and also the translated script, sadly our asm hacker does not have the time, and i've reached my limit for now.


Please, send PM thos who want to help.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: Personality on May 10, 2014, 01:11:18 am
Wow! Some people are still working on this project.
You have my utmost thanks guys. I loved the swordcraft games with their dialogue, interesting story, and deep character development, all of which modern games just plain lack.

Ugh sorry, much like Aera and Edge from SCS2, I'm really bad at machines/computers. I really wish I can help with this project..

but thanks for continuing this! I gave up hope at 2012, but you guys revived it!
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on May 15, 2014, 08:13:56 am
Well guys, i give up. lack of interest makes me think no one wants to see it done, so i am to.

does not mean anyone else can take this over, just pm about the files.


cheers!

May 15, 2014, 01:32:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's the tools and everything you'll need if you want to start:


https://github.com/wangds/sncsm3


the most important one, has everything you need:

releases: every patch version from the first one.
resorces: contains: Jackson's scripts and translations, Main script which is the one ritchburn used to translate the script, character codes, some god information regarding dialogue encoding, scriptTXT.7z which is the whole translated script by macaronron and lots of people
src: Here are the tools ritchburn used to translate the game.


https://www.mediafire.com/folder/3ltu3ztzon6t7/patch


This is parakarry's files which they used to change image portraits and such.



that is all? i have also some dialogue about the compression and such, if you need them, send me a PM.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: Mirby on May 15, 2014, 10:26:55 pm
I'd love to see this done, but I can't actually help. No clue about programming or anything.

Don't assume that because no one has responded that there's no interest, that's giving into despair right there.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on May 15, 2014, 10:32:05 pm
Yeah, alright, I'll keep going then, does not want to see this over  ;D



but i'll need more help with this


cheers!
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: BlackDog61 on May 17, 2014, 07:32:40 am
Just wild / simple thinking so far, if I'm not mistaken:
- The sections of script text spans in 2 areas, with each sub section marked with a "PSI3" close to its start. These markers are in 0135b2fc-0135b8bc and also in the main area spanning 01720a91-018c7d71. Assuming everything is filled wit script there, it means there are more than but about 1.7 to 1.8 MB of script (once turned into the game's format, with LZ77 already applied).
- It is all encoded in SJIS-like, so 2 bytes per character, which can be reduced to 1 if we work on the font. If I read patch v6 correctly, even though I don't understand why it seems to replace some Japanese with more Japanese, it seems to stick to 2-bytes encoding; So the tools from Richburn might be further developed to handle this?
- Richburn mentioned he was able to compress things better than the initial game - I'd be curious to get numbers on that.
- The free space at the end of the ROM is about 282kB.
- English is vastly larger than Japanese, I cannot remember the math but I'm afraid it is about a factor of 5?

So if my math adds up, we need roughly 1.8/2*5 = 4.5 MB, out of which we have 2MB. But then there's the Richburn compression upgrade ration, which we have to check.

Since the ROM is already 32 MB, which I read in various places is the max size, we need to find room (or compress like crazy).

So an interesting action would be to look for what we can get rid of / bypass / erase. Chances are, with a near-full 32 MB ROM, there is dead code, but there could also be unused media.

Has anyone tried to map out the ROM? (where are graphics vs sounds vs...)
Random corruption to try and find unused stuff comes to mind, but then the ROM needs to be played a lot to see if it is still working. I think I saw on the GBA thread that you had save states - do they span enough throughout the game that this could be tried?

(Enough thinking for one post. ;))
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: VicVergil on May 17, 2014, 11:15:04 am
In its current form, the game allows only for double-byte characters, and fixed width font.
The translators trying to work around this, used most kanji and kana to house combinations of two latin characters (and that only allowed lower case combinations, or upper+lower case, hence why they can't use all caps for screaming, or the canonical spelling spelling RUN-DOR, among other things).

Hacking the game to allow for 1-byte chars, then using some of the single-byte hex values for letter combinations, is a no-brainer imho.
And that's even before resorting to compressions (LZ, dictionnaries) and the like.

I see also that the script has LOTS of duplicate identical sentences (the script for the boy and the girl are separate, and the only substancial differences are some events and the romance scenes). Should be repointed to use same sentence, even further than that for the sentences different between the boy and the girl by a simple pronoun, a code handling the gender-specific bits could be useful.

Worst case scenario, do two different patches, one with the boy script, and all the sentences for the girl replaced by a single-byte 0/dummy/END char. The other keeping only the girl script.
No offence in following this method, when NISA localized Sakura Taisen 5, they couldn't find space for a dual dub and so just used two discs, each with a dub from either JP or English.

Definitely needs someone proficient with ASM.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on May 17, 2014, 01:41:44 pm
Now that i remember, ritchburn tools lets you name RUN-DOR, you just have to put RUN~-DOR.


If i recall correctly, the rom has got some stuff from swordcraft story 1 and 2, can't remember what exactly
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: VicVergil on May 18, 2014, 09:04:54 am
Now that i remember, ritchburn tools lets you name RUN-DOR, you just have to put RUN~-DOR.


If i recall correctly, the rom has got some stuff from swordcraft story 1 and 2, can't remember what exactly

Oh, there is an "omake" mode where they reused some of the "special" mega boss battles from 2.
But 1? I'm really curious what that could be.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on May 18, 2014, 12:16:14 pm
Oh, there is an "omake" mode where they reused some of the "special" mega boss battles from 2.
But 1? I'm really curious what that could be.

I am not very sure, but i think they were some songs from the sound test option.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: BlackDog61 on May 19, 2014, 02:18:32 am
pablitox,

Any chance you would count the number of English and Japanese characters, to have an idea of how much space we are looking at? (With the long version of the script, of course. ;))
Thanks!
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on May 19, 2014, 08:31:44 am
pablitox,

Any chance you would count the number of English and Japanese characters, to have an idea of how much space we are looking at? (With the long version of the script, of course. ;))
Thanks!

I will do it! im gonna count them from the script.

This is all I could find

english: all A-Z, a-z, 0-9, !,?, !, ~,

村長の家道具屋おきくなったら階にるんただ・♪?!プロスバンの町 南門公園りあえずすそこかがげじつてわハイよ前大丈夫拘束サレテマスガしむ異ニ常アリセンいけどミーノはうねワカ(、)kind of a comma? ナタチヲ川スレンジ採掘場 アジトエリアラ助葛訣誌髄駐舶沫圀悃棔残り0回ケ出シ後まゃとされめ込押コトビデ場めでも行ム特殊腕輪限制動設み逃ばベ住民ュ力ぶせゅ様中連持魔石を一体知方良判断ごゔぁツヒ言守宝ッルメキモ強秘状現自由更変位順先優族今ウ団バふぬ意気親ク悪用ヨぇ私今やお父分心配ろ問題武装集オち決解考共戦ぞ態目子ょ巻本来霊さ戻好知使果入部ゲ妙以上
理ぶドゴヴァ聞ソ話突然連何思元応安無事ぜ通ひぱロネ精杯捕法付ザ知べぎ悪人ちャ時楽やぱ修ま私ッやみウ故ダ結構ぬ生を続昔鍛感情クびぁぇご作器武我極液致冶師今気ョ業他レ方親オば手相ヤ真顔ほ面白当改せわふウ見ぁ指名組相ュ次集料材守様心配ぽ辺ぐ召喚ェ石魔者度想像命苦労絶獣日バ敵待機密項重要施設防衛夜げ的広繰基ズ力十分ゅ狙在現オ状画闘ゔ必要身技術合試習可能ョ因原サ善計動練殿危険全比較ダ判断エ兄番遺跡足ご速ざジせ決勝対追怒ホ間光陰矢ご死年へ間会落「信念曲」口消友ヤ根達教失礼向う下のデ行けえ上たへ行ィギラソ買ういつなに注意が楽ぞだ話終わなばオが渡時だロお了木甘回困置ン森言
早足リッチバーンリフモニカランドルエンジキルフィスルフィールミューノヴィージェイドレミィティエボスタフザックロブ ギランベンソンテュスロシェトラムパイクアニスサージ

so there will be lots of japanese,
There will be some repeated and some missing, sorry for that, but is it a good aproximation?
I don't know if this ones count as japanese or english though http://sntranslation.vacau.com/tlnames.php?page=31


I'm gonna get really busy now, exams time and such, so if you need more help you can always post at our gbatemp thread

http://gbatemp.net/threads/summon-night-craft-sword-monogatari.227224/

or here

sntranslation.vacau.com

May 21, 2014, 03:45:52 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here are the savestates with all boss battles, sorry i forgot (it goes from the first one to last one!)


http://www.mediafire.com/download/naa4ay42ud221o4/Day_12_Bonus_Dungeon.7z

http://www.mediafire.com/download/jcyrqdh49dfis4h/Boss_Rush.7z

http://www.mediafire.com/download/a2cwut2rvq827cu/Bosses_Mainstory.7z

Credits goes to Glenn for the awesome help

Oh yeah, look at this

# Delete dialogue branch for Rif: That is without saying!
## Replace the address at the offset by a new address.
addr 0x017bce56 = 0x017bce58+12
 
if it does what it says, it deletes the dialogue branch for Rifmonica, so her and Ritchburn have the same dialogue
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: VicVergil on May 21, 2014, 09:26:24 pm
Take care to check for Rifmonica's dialogue first though line by line, so that you don't lose anything just in case some lines are unique for each of the boy/girl scenes.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on May 23, 2014, 06:54:10 pm
Well, as for english characters we will need at least 61, which includes a-z A-Z ! ? . ' " ~ (  )  ,
 
Will send how many japanese we need tomorrow.

Oh yeah, the game uses symboles like paw and hearts, should that one get counted on the japanese one or they are not important??
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: VicVergil on May 23, 2014, 11:38:10 pm
I recommend you account for at least 84 characters. That should be enough for the basic latin set, the symbols like the paw and the heart and the three point ellipsis, and also the occasional accentuated characters for other languages -some borrowed words use them, and it could help a lot for other translations-. Including the full set consumes 110 chars.
You may use the rest of the 255 bytes (besides those and the reserved ones for control codes) for letter combinations, dictionary encryption and the like.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: BlackDog61 on May 24, 2014, 03:16:41 am
I know this is going to sound weird, but...
My initial question was for the total length of the text in number of characters, in their respective languages.
I'll go hide away for a stint. ;)
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on May 24, 2014, 10:59:15 am
Oops, sorry, i misunderstood .

gonna count them right away!
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: Personality on May 25, 2014, 03:14:23 am
hey pablitox, thanks for not giving up.
I can't even imagine the amount of work that was put into this, and how much more is needed to finish.
hang in there!
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: DareDevil_Wizard on May 27, 2014, 07:07:59 am
Keep it up guys  :) hope it will be done  :laugh:
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on May 28, 2014, 12:56:48 pm
The script will be ready for tomorrow, exam time can be annoying :banghead:


after this. i will be terribusy again
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: DareDevil_Wizard on May 29, 2014, 02:20:48 am
Don't give up guys  :) do your best to complete this game  :laugh:
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: jgkhgk on June 01, 2014, 09:22:47 am
Thank you so much for working so hard into making this game possible us to play.  :'(
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: DareDevil_Wizard on June 05, 2014, 04:34:28 am
Keep it up  ;D :laugh: :laugh:
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: Azure Lazuline on June 07, 2014, 07:03:30 pm
Thank you so much for working on this, keep going! Everyone is cheering you on :thumbsup:
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on June 16, 2014, 08:09:23 am
Thanks guys  :thumbsup: we could figure the total of english characters we will need to insert in the sript. if cue tools give is a good compression ratio and we manage to change the 2 bits per char, this will be ready.


Of course, more help is always welcome.

June 21, 2014, 11:25:15 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Well guys, i decided to give this up. Lack of interest/asm hackers, whatever,.

if someone picks it up, then i hope you can finish it. Here is what was left to be done:

VERY HIGH LEVEL OVERVIEW Richburn had developed tools which don't seem to be able to handle pointers changes correctly, and which use their own very specific formats for tables (i.e. characters matching to hex), for text dumped, for translation and opcodes. In my humble opinion, improving them to work ok in terms of pointers would be a real pain. However, the folders which Pablitox has been putting together contain good info, so it is worthy looking into them to understand the info available - with a view to re-creating a dumper and an inserter, with pointers accounted for this time. This is what I will detail here. Wastor, on his end, has done everything ok on Summon Nights 1, and has shared the info of "how" with us. So it is good to read all he gave us, try and get familiar with how it works on Summon Nights 1, and then see how much of that can be applied to Summon Nights 3.

So step zero is to read all that has been shared. Info that is not useful: - Richburn's tools code is very not easy to read to me. So I wouldn't bother with the code. Do however read any txt/doc that comes with it. - There's a guy who did a font attempt with 2 ASCII characters for each 2-byte code used by the game. That's a waste of time in my opinion, because it was done to reduce the size of the text, and Pablitox's counting of the characters shows that we don't need to worry.

Step 0 should also include reading all the PM's I sent to Pablitox :) :) and looking into the ROM itself while reading them.

REPRODUCING WHAT WASTOR HAS DONE -SIMPLE STEP ALL IN JAPANESE Start with Summon Nights 1. Look into the ROM. Look for "PSI3" and you will find many occurrences. These mark the start of a block of text. There are many of them PSI3's, because the text is split into small sections, each section is "played" by the game when dialogue is presented. It is not 1 section per character chat, but one section for a few. The text is not directly readable, because it has been compressed. To be more precise, there are 2 layers: - PSI3 encapsulation (this one should be a simple matter of cutting out the bytes) - LZsomething compression. (Cue has created tools that handle that one - I haven't tried, so I don't know what parameters to use, but Wastor knows. Maybe you can even read it in one of his PM's. He was referring to http://www.romhacking.net/utilities/826/ if I understood well.) So there you have to: - split the PSI3 sections out of the ROM (write a specific program for that, in your vaforite language) - apply CUE's decompressor to them (batch file calling for each of them thousands of extraced files. Get parameters from Wastor.) - enjoy reading the Japanese text - get Pablitox to confirm this indeed seems to be the script, and point out the first few sentences (for later test). Also, you should be reading here that there are "non-text bytes" in the text. These are "opcodes", i.e. commands given to the game's engine to do extra things while presenting the text. Some typical ones are "press any key to display the next window of text", "change character portrait to show surprised look", etc. Each game has its own set of opcodes. Don't dig too much into these ones here, except for the ones that insert pointers. (See the text file that has some opcodes explained in it for Summon Nights 3.)

And now it's time to re-insert. One complexity here: CUE's encrypter will not produce the same result as the gamer originally did. Right now, it is a pain because, if I got it well, I think it means you have to handle the in-text pointers right away. Not sure. Try to recompress and play directly. If it works, be happy! :) To rehash, take the same steps as before in reverse order: - compress the Jap' text with CUE's tool - re-create the PSI3 headers - insert the PSI3 sections back into the ROM. Note: you will probably need to insert useless bytes at the end of the PSI3 sections because the new ones are a bit shorter than the original ones. Play and verify that it works. Debug if it does not. :)

REPRODUCING WHAT WASTOR HAS DONE - A BIT OF ENGLISH Now that this works, it's time to insert a bit of English and get familiar with these in-text pointers. Translate a bit of text (preferably at the start of the game, for ease of texting), making it longer than it was. the goal is to have longer text in English than when you re-compress with CUE's tool, but stay within the size of the re-compressed Japanese text. Insert line breaks /new window opcodes as needed for it to look ok. There should be pointers in the text. Ask Pablitox about them - from what I understand, they give a "jump" order depending on which of the heros you are playing, and probably other things. The "bad" thing here is that they are really offsets (either relative to the PSI3, or absolute offsetsin the ROM, I am not sure. I was not able to make Wastor explain that correctly, probably because of my limited Spanish, but you can try and be a pain to Pablitox until he gets the right explaination. Right, Pablitox? ;)) So, because you inserted larger text than in Japanese, the pointers will be wrong. You need to correct them. It's ok to start doing that manually in the insertion process, to test it out. Then re-run the rest of the chain (CUE encryption, PSI3 encapsulation, ROM insertion, play!) until you get them right. Once you have them right, you have to get your program to do it automatically for you (i.e. understand how they are calculated and make the program handle it).

Once that is ok, you will have done all you can with Summon Nights 1. Training is over, it is time to go into the tough part! :) :) Just kidding. Anything from now on is related to Summon Nights 3.

MORE INFO ON CREATING THE DUMPER You need to check the PSI3 struccture, to see if your tool from Summon Nights 1 to extract them and de-capsulate is still working or needs adapting. After that, you run CUE's tool and cross fingers that it works. If it doesn't, try and understand why (I mean - what difference do you see in the bytes?) and see if you can tweak any parameter the tool takes in order to make it work. If it doesn't, call for Cue's help through Pablitox. ;) If all goes well, then you have a long japanese text in front of you (split into many files). Get Pablitox to confirm that this is indeed the right thing, jut to be sure. Then you are on for the same thing as we did with Summon Nights 1. Re-insert the japanese as-is in order to get your toolchain ok. (Especially: if you changed things during the dumping, expect to change things during the insertion.) Once that works, translate a small part, correcting the pointers, with the same constrinats (don't get the compressed size bigger than the original compressed Japanese, but do get it bigger than the CUE-re-compressed Japanese.)

FITTING INSIDE THE ROM After that, we are almost done preparing the tools. Almost. The last problem to take care of is to make it that text will fit inside the ROM. A bit of background info here: the ROM size for Summon Nights 3 is already at the maximum accepted by the GBA. So there is no magic here. And you can look for free sections that can be overwritten, but they are not very numerous and not very large, except for about 200KB at the end of the ROM. so keep in mind that you have that space to look forward to for later. You will have to sue 2 techniques to fit inside the ROM: change character encoding to ASCII, and relocate text. Text is currently encoded in SJIS. (You used the table of that name to get to the Japanese.) This means that, when you insert English back into the ROM, it is still encoded in SJIS. SJIS's encoding of A-Z and a-z characters is using 2 bytes for each character, which is a waste of space. So your mission is to replace SJIS with ASCII. What this means is: - you need to get your tool to produce ASCII instead of SJIS. Depends on how your tool is done - I leave that up to you. Maybe you only need to change the encoding of the text files, after text has been translated? (Notepad++ allows that for instance.) - you need to get the game to understand ASCII. This is the trickiest part. . First, locate the font's graphics in the ROM. CrystalTile2 or TileGGD can be used for that. I'm not good at it, so I can only wish you luck. . Then you need to find the routine that translates "character codes" (i.e. bytes in the table) to offsets within the font. You should start from a breakpoint on the location of the text, and step instructions until you find the right calculation. Have the address of the font at hand, it will help recognize an address that is within the range of the font. By "font" I really mean the font's graphics, here. Once you find it, you are ready for changes. The SJIS encoding of "A" is 8260. The ASCII encoding is 41. After that, characters are in the same order. So you need to add 8220 to the characgter codes read byb the game, before it goes on with its usual processing of the letters to display them. And that's it - you just divided by 2 the amount of space required!!!

GETTING ENOUGH SPACE ON SCREEN Of course, there is more to do. One item comes to mind: you will need to use a variable-width font in order for the text to have enough space on screen to be displayed properly. As this is one of the last items you will get to,and i am not really that familiar with it yet, I suggest we tackle it (or you call for help on RHDN) once you get there.

USING THE EXISTING TRANSLATION Pablitox has an existing translation of all of the Japanese text into English. Which is great, right? But we just changed the format in which the text was dumped, in order to match your new tools, and the format that Pablitox used was not insertable anyways, because all of the opcodes were erased... So, time for a new program, right? The translated text takes the following format: Japanese English Translator's name Note also that the name of the file containsthe initial address of the PSI3 block that contained it in the Japanese ROM.

Good news: we don't care about the translator's name (sorry guys ;)). So you can create a program that will load in RAM all of the text in format "Japanese, original offset, English". Try and match it with the dumped text. Cross fingers that these guys didn't remove too many opcodes. If it doesn't work, then get these guys back to manual work to insert their translations into the dumped text. (After all, this is the only way to get things back into the ROM.)
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: Mirby on June 27, 2014, 07:33:21 am
Awwww this died again. This saddens me since it looked so hopeful. :c
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: Personality on July 22, 2014, 01:07:28 am
 :'( What a shame. Such a great game that will not be played by english speakers.
Well, I'm surprised it lasted this long though, so it was a good 6 year run.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on July 23, 2014, 04:59:12 pm
Well, It has a new leader, saturos, so I'll be helping him for the time being.


Black, what do you think of this?
The scene is in 017bd14c.txt, but it appears that it's not in the exact order as it appears in the game nor the uncompressed PSI3 segments when ripped from the game. Try scrolling down to about line 585 to get the start of the conversation taking place after you fight V.E. It's probably safe to say that other parts are a bit out of order as well so you may have to do some searching.

For instance, the やった! line is right at the start of when it shows text in the PSI3 segment. I haven't investigated the opcodes yet though.
Spoiler:
(http://oi57.tinypic.com/2ly0j84.jpg)
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: BlackDog61 on July 24, 2014, 02:59:03 pm
Well, It has a new leader, saturos, so I'll be helping him for the time being.


Black, what do you think of this?

Hey - is this after decompressing? Or is there no compression after all? Looks like I may have mised something...
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on July 25, 2014, 03:46:56 pm
 Not sure about that. aent is the one who di that, which means he must have dumped the script. he wanted to find the opcodes
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: Aent on July 31, 2014, 09:39:56 pm
Hey - is this after decompressing? Or is there no compression after all? Looks like I may have mised something...

Yes that's after decompressing it via DSDecmp (https://code.google.com/p/dsdecmp/). My apologies for the late response.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on August 16, 2014, 09:55:50 pm
Well, we are still recruiting help for proofreading, It could be awesome if people could meet this criteria:

Knowledge of japanese
Having played the ast two SN swordcraft Story series

Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: megafilipe on October 02, 2014, 11:40:54 am
Can't wait for this translation to be completed!
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on November 10, 2014, 03:38:28 pm
Can't wait for this translation to be completed!

Thanks! this is a hell of a job so remember to thank them team.

The inserter is slowly but surely getting done :)
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: vita1991 on January 04, 2015, 11:17:36 pm
Good luck, everyone! hope to see this translated !!  ;D ;D
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on January 15, 2015, 11:31:27 pm
Thought I'd update this page too, there was a new patch release, this one contains a lot of graphics translated. This includes in-game portraits, partner's naming screen, and minigame description(there were no news on the text inserter sadly, though we are waiting for input).

http://www.mediafire.com/download/l1suy7m816i8sm5/sn3gba_graphic_menus_v0.6_Jrombase.ups

Many thanks to Ghanmi from the gbatemp forums for the big graphic help, mz, Almagest and FAST for helping with kanji identification for a handful of graphical NPC names.TsubasaShaoranExel and Leaf, as well as the previous translators, for names.

Here's some screens:
Spoiler:
(http://i.imgur.com/IgeRiLv.png)
(http://i.imgur.com/TLSeG3J.png)
(http://i.imgur.com/ta9GNvO.png)
(http://i.imgur.com/2KZJb2o.png)
(http://i.imgur.com/1ACvf91.png)
(http://i.imgur.com/wfQP561.png)

Well, that only leaves some graphics and the rest of the script insertion. ::)

 
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on February 26, 2015, 01:16:18 pm
There is a script dumper ready:

I've been working on it on and off in my spare time, but I am pretty new to all this. That tutorial you posted was quite helpful so my thanks to whomever wrote it and to you for posting it.

Ideally I want to break the limit of the current text blocks(PSI3 segments which is what is shown in my last post) so we can have a fuller translation. As it is now, each text block links to the others either by an index number to an array of pointers or a pointer of it's hex location. Still investigating that. If for instance, you take one segment, say the mine entrance right after the intro, and replace it with another. As soon as you leave after fighting VE it will warp you to the new location instead of the mine. In my case it was from there to the shop in the first town. If I walked out of the shop then, it took me outside into the town as it normally would. This tells me that the locations that they lead to aren't linked to the current text blocks location in the game file. If we were to pull out all the text blocks, put our full translation in and put them back in, they would run out of room. Sort of like putting 4 rectangles where 4 squares are supposed to fit. The way to fix this is put them in as normal and once we run out of room for the next one to fit, move it to free space and adjust the pointers as needed for all the text blocks. With luck it will be some sort of array, but I'm not sure honestly. I have located a value that if changed links to various locations and battles but more investigating is needed.

As for the max rom space issue of 32mb, I'm not sure how close we'll come to that. I forget how much free space was said in the other thread. Something like 280kb? I'll have more on that situation soon I hope.

Download here:http://www.mediafire.com/download/rr6djrlhhhn7374/dumptextsv1.zip

I'm gonna include the program I use to dump the text blocks as well as a .bat file to use with DSDecmp: https://code.google.com/p/dsdecmp/downloads/list

Just unzip to a folder with "sn3.gba" in it.(without the quotes). Doubleclick dumptexts.exe and it will dump the encrypted texts to the folder "output". Their names will be in the form of "decimal_hex". Then, with DSDecmp.exe in the original folder, doubleclick dsdecmp_folder.bat and it should make a folder called output_dec. Those will be the decompressed ones as shown in my last post. They include the original script, events, etc, albeit in a fairly unreadable form except for the actual script. For those of you who wish to see the code of dumptexts.exe, it's in src. You'll need GCC to compile most likely. I plan to include any programs/tools I create and their source as I don't want my progress for better or worse to be lost if something beyond my control should happen, lol. Beware I have some experience with C, but am certainly no expert and use google quite often.

If any questions/comments/tips/criticisms, etc I'll try and be more active here to see them. I can't promise I'm the answer to what you've been looking for, but I'm willing to try and help, lol. My apologies for the late response as well as the text-wall.


p.s. Offsets.txt will be created as well. It's just a list of all the starting locations of the compressed segments in hex. Also, not all the txt files will be story dialogue. Some are just empty rooms or lead to battles and such. Also, some might be two different parts of one location. For instance, in the first game I had one for the intro dialogue and one for map items. ("...may..." cutscene for the dialogue and in a separate text for picking up the entrance ticket as well as the placement and teleport location of the stairs)
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: BlackDog61 on February 26, 2015, 05:42:00 pm
Hi Pablitox!
I thought you wrote on the other thread that someone'es handling the inserter. are you doing the same thing in parallel for the sake of learning? (I'm kinda lost in translation there. ;D)
Cheers!
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on February 26, 2015, 11:33:45 pm
Yo black! Fine fine, had a tough day today.

As you mentioned that is aent's script dumper, though i could post it here if it was useful to someone, even if only to identify opcodes and document them.
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: pablitox on March 08, 2015, 08:06:43 pm
Hey guys, wanted to tell everyone I will be taking a break of sorts from this project, real life stuff, don't worry, I will come back, eventually (though if someone more qualified can take this over I will have no problems  :thumbsup:) when I get a bit of gba hacking knowledge.

You can PM me.

See ya around!
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: Masaru on February 08, 2016, 03:00:41 pm
When the 100% Translation
(Sorry im spanish)
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: Stgarte on March 20, 2016, 11:35:16 am
Hello there! I would like to bump this thread! I loved Summon Night for the GBA and would love to see this part being translated into english.  :)
Keep up your work, I really appreciate it!
Title: Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
Post by: bradzx on March 25, 2016, 08:42:36 am
Oil didn't update for long time.   Someone else already did work on and update.   Please go here (http://www.romhacking.net/forum/index.php/topic,19878.0.html).