Romhacking.net

Romhacking => Personal Projects => Topic started by: MatatabiMitsu on January 07, 2017, 12:23:51 pm

Title: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: MatatabiMitsu on January 07, 2017, 12:23:51 pm
The Game

(http://i.imgur.com/hXQtXCN.jpg)

Gokinjo Boukentai (Neighborhood Adventure Team) is an RPG for the Super Famicom released on May 24th, 1996 by Pioneer.
The story was written by Yosuke Kuroda, who is a rather prolific anime screenwriter whose writing credentials include works like Excel Saga, Gundam 00 and the Please Teacher/Please Twins series (among many others). The character design is done by the manga artist Sudo Masumi, who has a cute, comical art style. The team working on the game is the same team that produced the game Bounty Sword.

This overlooked gem is often compared to Earthbound due to its modern-day setting and 'little kids vs. strange happenings' plot, but it is definitely it's own thing and can stand on its own merits. It has, among other things:

+ A free-form stat-building system where you take classes to raise stats and build your character however you want.
+ A branching storyline, with certain episodes only unlocking if certain stat conditions are met by certain points of the game.
+ A new game+ function that shows you which episodes you've seen and which you have left to see, for those interested in 100% completion.
+ A world that opens up as you raise your stats. Certain stats will unlock new ways to interact with the world around you. For example: early in the game you are unable to use computers, but raising certain stats high enough will allow you to access computers for valuable information.
+ A jazzy, catchy, upbeat soundtrack. (https://www.youtube.com/watch?v=DWni8c1X2Ms (https://www.youtube.com/watch?v=DWni8c1X2Ms) <Sample: Normal battle theme)

And much, much more!

I am Matatabi Mitsu and I work as a professional Japanese translator (though not in the games industry). I'm tired of using my Japanese to translate dry, boring manuals and stuff all the time so I wanted to try doing something fun with my skills. I've worked on visual novels and manga translations before, and now I'm delving into RPGs. When I lived in Japan (sadly I don't anymore) I was a big-time collector of rare SFC games, and Gokinjo Boukentai was one of my absolute favorites because it wasn't just rare, it was cult-classic level good. I can't wait to share this game with the world.

The Project
KingMike graciously gave me the scripts he had ripped from this game, so I've already gotten started working on the translation. Between the main game script and the objects script there are about 9,000 lines (main: 7,000 & objects 2,000) though the object script has a lot of repeated text so it may end up being shorter than that.

I will be translating the full script and object script. Once the translation is done I'll hand it over to whoever wants to use it for a translation patch. Or, if people jump onboard, we can turn this thread into a full translation patch project instead.

If you're interested in helping out, here's some things I would need done for this to go from translation to full translation patch:

1. Image editing. Some translation will require in-game images to be edited with English text. If you can rip the images from the game yourself that would be awesome, otherwise I'd need someone able to do that.
2. Programming. I can give you an English script but I don't know where it goes or how to put it back into the game, so I need someone who can do that. Also if there's any bugs that pop up we'll need someone who can smush 'em.
3. Editor. Someone with experience in creating translation patches, hopefully. It'd be nice to have someone to look over the translation and make sure it's going to look good once it's back in the game. Adjusting line length, fixing incorrect symbols, and giving the writing a glance for typos and errors would be great.

I'm sure there's something I'm forgetting, I'm new to this whole thing, but for now I'm just going to be plunking away at the translation.
If you'd like to help out, please let me know!
Or if you want to talk about the game, project, translation or anything else please use this thread.
I'll keep this OP updated with the current translated script line count as I go along.


Current Progress
Main Script: 640/7623 lines translated (Second day of the story, done!)
Object Script: 0/1818 lines translated
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: Cargodin on January 07, 2017, 06:18:56 pm
Oh snap, I love this!!

If you are looking for an editor, I would be happy to help with that. I dont have any editing credits on other patches, but I'm experienced with the game and translate stuff on my own, so I might be of some use.

Either way, good luck with your work! I will keep an eye on this thread in the future!
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: ArkthePieKing on January 07, 2017, 06:46:28 pm
Wow, I can't believe I've never heard of this game before. I'll definitely be keeping an eye on this thread. Thanks for putting in your hard work to make this a reality for the rest of us!
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: Lentfilms on January 07, 2017, 06:54:59 pm
I unfortunately can't help in any way but I've been hoping someone would translate this game for some time so thank you for starting this project and I hope you find the help you need.
For anyone that wants to learn more about the game, HG101 did an article on Gokinjo Boukentaian back in 2014 that you can read HERE (http://www.hardcoregaming101.net/gokinjo/gokinjo.htm)
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: USC on January 07, 2017, 10:10:35 pm
Just downloaded it to take a look. The font's located at 0x00093873, 8 by 16 pixels, easily viewable in 2BPP mode.
It goes 0 - 9, A - Z, Katakana, Hiragana, punctuation/symbols/dialogue border, then finally "accented" Katakana and Hiragana.

I'll try to figure out the encoding when I get a minute, but it seems like it could all fit in 255 characters.

Edit: Ah, if you've been given the scripts already then you must know the encoding. :)
Regarding image editing, what graphics do you need changed? I saw a bunch of uncompressed images while I glanced through the ROM, so at the very least I rip them and give you the hex locations to reinsert them once edited.
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: Merr Man on January 07, 2017, 11:22:02 pm
Yes! I am always a huge fan of seeing a new Super Famicom RPG enter the translation process, even something not entirely expected. Besides what it is, it is those details that also are leaving me very excited, especially the progression system. Also the concept reminds me a little bit of Yo-Kai Watch. I'll look forward to when this project gets finished, you have my support.
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: BlackDog61 on January 08, 2017, 03:49:19 am
Does the script dump contain (technical) info about where the text was inside the game?
Inserting it back could be problematic otherwise. But we're talking about KingMike, so I bet there's "stuff" to help insertion - right? Right?
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: aqualung on January 08, 2017, 08:19:15 am
Yay! Another snes RPG i've been wanting to play in English for years! I thought no one was interested in translating this obscure game, but I see I was wrong.

Matatabi Mitsu san, thank you very much for taking the challenge of localizing this little gem. A high five from Spain.
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: MatatabiMitsu on January 08, 2017, 09:12:16 am
Edit: Ah, if you've been given the scripts already then you must know the encoding. :)
Regarding image editing, what graphics do you need changed? I saw a bunch of uncompressed images while I glanced through the ROM, so at the very least I rip them and give you the hex locations to reinsert them once edited.

The images that would need to be edited that I can remember from the game would be the stat boxes and the lesson select screen, as well as the pass/fail images for the lessons:

Stats & Lesson Select
(http://iforce.co.nz/i/dky0ypht.a30.png)

Pass image example
(http://iforce.co.nz/i/d5qe3km4.gi5.png)

Fail image example
(http://iforce.co.nz/i/hgz4mb2y.krx.png)

Those are the ones I can think of for now. Hopefully the stat images are shared through the whole game, since they look the same on the character status screen as well. Though I'm not sure exactly how it will all work since the little bars under the stats grow, so maybe just the titles are images? Or there's an image for every possible length of the bars? I dunno...

Does the script dump contain (technical) info about where the text was inside the game?
Inserting it back could be problematic otherwise. But we're talking about KingMike, so I bet there's "stuff" to help insertion - right? Right?

Er. I'm very new to rom manipulation so I'm not sure if I know the answer to this one or what to look for, but the beginning and end of the script contain these strings:

[DIALBLOCK 2400DD]
[BLOCK SIZE 13FB]

[DIALBLOCK FFFFFF]
[BLOCK SIZE FFFF]

If those aren't what you're looking for then I don't know if there's anything else in there. The rest of the text is just the script with some instructions like [END] or [WAIT]

Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: USC on January 08, 2017, 10:52:28 am
MatatabiMitsu: Ah, okay. I'll see if I can find those - hopefully they're not compressed.

By the way, do you have any interest in changing the world map text and other non-menu text?
For instance, at 0xF333A we have what I assume is the school sign, some road markers, and additional text I haven't come across in-game yet:
(http://oi67.tinypic.com/rvvols.jpg)

If so, I can dig up all those for you as well.

Edit: Okay, I think I've found the status screen at roughly 0x87372, and it does looked to be compressed (since editing it causes the game to lock up if you load the status screen, haha).
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: BlackDog61 on January 08, 2017, 10:53:59 am
Er. I'm very new to rom manipulation so I'm not sure if I know the answer to this one or what to look for, but the beginning and end of the script contain these strings:

[DIALBLOCK 2400DD]
[BLOCK SIZE 13FB]

[DIALBLOCK FFFFFF]
[BLOCK SIZE FFFF]

If those aren't what you're looking for then I don't know if there's anything else in there. The rest of the text is just the script with some instructions like [END] or [WAIT]
Yeah, I suppose the first one (not all F's) is a useful one, indeed. Sorry for interrupting your work, please proceed.  ;D
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: MatatabiMitsu on January 08, 2017, 01:32:44 pm
MatatabiMitsu: Ah, okay. I'll see if I can find those - hopefully they're not compressed.

By the way, do you have any interest in changing the world map text and other non-menu text?

If so, I can dig up all those for you as well.

Edit: Okay, I think I've found the status screen at roughly 0x87372, and it does looked to be compressed (since editing it causes the game to lock up if you load the status screen, haha).

I'm fine with translating every bit of Japanese in the game, but it'll be up to the person who actually edits the images if they want to go through with everything. If you could get all the images with text like that I'd be very grateful and will include them in the translation. After that it's up to the image editor to decide what images they actually want to edit and which can just be left as is. I'd imagine place names like the school should be translated, but the random 'safety first' bits might be okay to leave in Japanese.

Sorry to hear about the compression. Just from the little I've read in the starter guides I know that means it'll be much more difficult to edit those files. Hopefully a way will be found to work with them, but for now I'll just focus on the main script. By the time I'm done with that maybe things will work out.

Anyway thanks everyone for the support and advice! I'll keep you all posted on any updates and progress, though I don't want to spam up the thread so I won't always make a post announcing that I did a few more lines, so just keep an eye on the OP every once in a while to see if the line count has changed.
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: USC on January 09, 2017, 10:57:39 am
Okay, here's my first pass through the ROM looking for uncompressed graphics:
.PNG file (http://hhcard.org/subdomains/iso/uncompressed-text.png) (Colors aren't the same as in-game)

I wouldn't mind editing (at least some) of the graphics once you've translated. What's your preference for the English font or font style used?
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: MatatabiMitsu on January 09, 2017, 02:14:05 pm
Thank you so much! I'll do a quick translation of those when I get home from work.

If you'd like to edit the graphics a little that would be wonderful. I'm not too picky about font so please use whatever you're comfortable with.


One thing that's worrying me is I haven't seen any battle text. It might just be somewhere I haven't looked in the script yet, but I didn't find it when I skimmed the two scripts I have yesterday.

Hopefully that isn't compressed or hidden somewhere hard to find in the code.

Edit:
Here's the translated image
http://imgur.com/SHMlM2k (http://imgur.com/SHMlM2k)

January 10, 2017, 09:42:40 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Sorry for the double post but is there a simple, step-by-step guide for re-inserting translated text into a game? I've looked around and I found guides on making tables and then the 'everything you need to know about ROMhacking' guide just sort of implies that re-inserting the text has something to do with tables and kind of trails off. I'm really super new to this all so I know this is probably a super newbie question but I'd really like to able to do that so I can get some preview screenshots up.

In other news the translation is clipping along very nicely. Should hit 500 lines before turning in for the night.
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: USC on January 11, 2017, 08:38:45 am
It depends. First, do you know the hex encoding used for the characters? (E.g. If you open the ROM with a hex editor and find where the dialogue is, あ might be represented in hex by "4A", い might be  "4B", and so forth).

If you do, you can at least do in-place editing. Change the hex code for each word/dialogue so that it spells out an English word instead. As long as it's the same size or smaller compared to the original Japanese, you can translate it that way. It's a pain though, haha.

==================================

If you also have the table file (basically a text file with the full set of あ = 4A, い = 4B rules in it), you might be able to use Atlas (http://www.romhacking.net/utilities/224/) to automatically reinsert the script into the game. The script file you described sounds like an Atlas script, so you may be able to just run it that way. :)
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: mz on January 11, 2017, 11:44:45 am
Here's the translated image
http://imgur.com/SHMlM2k (http://imgur.com/SHMlM2k)
Isn't that "No idea" image a school crossing sign?

Like this one: http://i.imgur.com/bjPTNok.jpg
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: MatatabiMitsu on January 11, 2017, 12:07:52 pm
It depends. First, do you know the hex encoding used for the characters? (E.g. If you open the ROM with a hex editor and find where the dialogue is, あ might be represented in hex by "4A", い might be  "4B", and so forth).

If you do, you can at least do in-place editing. Change the hex code for each word/dialogue so that it spells out an English word instead. As long as it's the same size or smaller compared to the original Japanese, you can translate it that way. It's a pain though, haha.

==================================

If you also have the table file (basically a text file with the full set of あ = 4A, い = 4B rules in it), you might be able to use Atlas (http://www.romhacking.net/utilities/224/) to automatically reinsert the script into the game. The script file you described sounds like an Atlas script, so you may be able to just run it that way. :)

Thanks! I'll try that out tonight and see what I can do.

Isn't that "No idea" image a school crossing sign?

Like this one: http://i.imgur.com/bjPTNok.jpg

That could be it! I was trying to figure out what kanji it was supposed to be but it could easily be a normal pedestrian crossing/school zone sign. The ones in Japan are very similar to those in other countries, from what I've seen.
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: USC on January 11, 2017, 12:38:46 pm
Ah, that's definitely it then - that sign is used right in the front of the school in the game.
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: MatatabiMitsu on January 11, 2017, 09:26:20 pm
Hmm. I poked around with Atlas and some of the table creation programs but I just can't seem to figure it out. It doesn't help that I just don't have much time on my hands. Translating the game itself will take a lot of the free time I already have each night, and it seems like learning how everything works together will take time I don't have.

I think I'd better fall back to my original intent with the thread of eventually finding someone else who is actually knowledgeable about this stuff to handle the programming side of things. If anyone's remotely interested in poking around and seeing if we can get some preview images up so we can start a project page I would happily send the script as it currently is to anyone who wants it. For the time being I'm just going to focus on the translation.

(Also I noticed a lot of the utilities don't play nice with my computer, either because it's 64 bit, it's Japanese Windows, it can't run DOS, or some combination of those three)
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: MatatabiMitsu on January 21, 2017, 04:42:30 pm
Simple bump to let folks know the project is still creeping along. I'm aiming to clear the first 1000 lines on Sunday.
I have realized, though, that the script will require some editing. I wasn't sure of the character limits per line going into this, and now that I know them I'll either need to go through them myself or have someone else go through them and re-cut the line breaks so that each one fits within the character limit. Places where we can't squeeze them in will have to be marked so we can hack in another line of text at that location.

But, again, for now first priority is just getting everything translated. Once we're there we can do whatever we want with the translation.
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: Blackiris on January 21, 2017, 09:33:43 pm
Happy to see someone working on this! I hope you'll find someone to help you on the hacking/programming site.
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: ChronoMoogle on January 24, 2017, 07:44:44 am
Happy to see somebody picked this gem up :) I did the HG101 article back in the days  :thumbsup:
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: sillik on January 24, 2017, 08:14:44 am
Looking forward to this! You can post a Help Wanted Ad on the site, this could help you find a hacker.
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: DSwizzy145 on January 24, 2017, 01:40:35 pm
I'm glad someone picked this up finally :D can't wait to play this on my SD2SNES very soon!
Title: Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
Post by: waldrumpus on April 08, 2019, 05:09:36 am
I'm interested in starting a translation for this game or participating in an existing translation effort.

Is this project still being worked on?