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Romhacking => Personal Projects => Topic started by: Reld on April 28, 2019, 11:28:29 pm

Title: Shounen Ninja Sasuke Translation Hack
Post by: Reld on April 28, 2019, 11:28:29 pm
Shounen Ninja Sasuke is a neat little Super Famicom beat 'em up by SunSoft for one or two players. It has a "quest" mode that features saving and mild RPG elements (kind of like River City Ransom). There's also an "action" mode that strips all of that out and basically makes it an arcade game.

I've been interested in this game ever since I found out about it, but my Japanese knowledge is pretty limited and the game is fairly dialogue heavy for a brawler, so until recently I had only really played around in the first couple of screens. It seemed ripe for a fan translation, but as far as I can tell nobody's working on one, so I decided to take a stab at it myself. I've mainly just been getting things set up, figuring out how things work, and "translating" some things myself as a proof of concept. Ideally I'd like to find an actual translator to work on the script.



Screenshots
(https://i.imgur.com/gy1lQiy.gif)
(https://i.imgur.com/6YRv0pX.gif)
(https://i.imgur.com/Fkyrwxd.gif)
(https://i.imgur.com/poaIyFQ.gif)



What I've Done So Far:

Inserted a complete English font.
The game already had an all caps English font (actually two, one 8x8 and one 8x16). Everything else was (8x16) hiragana. The new font is kind of a custom hybrid of the existing all caps font (shortened vertically) and lowercase letters from some old computer font I can't remember the name of, plus some modifications of my own to tie it all together. I've also used some of the extra hiragana characters for some additional graphic elements like buttons on the equip screen.

Expanded some stuff.
I didn't expand the ROM. there's actually quite a bit of empty space in there already. What I've done is expanded the dialogue boxes, reduced the line spacing, raised the character limit on item names,  and figured out how to repoint everything. 

The dialogue boxes (the ones with borders) used to hold two lines of twenty characters, for a total of forty. Now they can hold three lines of twenty-two, for a total of sixty-six. The narration boxes (borderless) could hold two lines of thirty, or sixty total. Now it's three lines for ninety total. I can also add more boxes if needed.

Item names were nine characters max. They can now be up to twelve.

Increased the number of visible items in item menu/shops.
The reduced line spacing caused all of the items to be moved closer together. At that point I had to either find a way to space them back out, or find a way to increase the number of items loaded on screen at once. I went for the latter.

Moved the little Ninjutsu balls in the status menu up.
This really isn't a big deal, but I'm totally psyched that I figured out how to do it. The little Ninjutsu ball icons are normally part of the 8x8 font, and they're locked to the tile grid so no matter where I put them they were either too low or too high. I ended up using the game's control codes to switch to the 16x8 font (only in the menu) which produced blank spaces because those characters weren't meant to be used. I found where the game defines which character corresponds to which byte, overwrote the graphics for two unused hiragana characters with new two-tile ninjutsu characters, and voila! Properly aligned balls!

"Translated" all of the items and main menus.
This, while technically done, is still kind of a work in progress. Especially the item names.

There are special attacks called "Jutsus" that I'm really not sure what to do with. Rather than translating them directly I've sort of been naming them based on what they do. You can see a few of them in the screenshots. The one with the little log icon, for example is called "kawarimi no jutsu". When an enemy attacks you automatically quickly jump out of the way, leaving a log in your place. It basically lets you get hit once without taking damage. I'm currently calling it "Quick Change" because that's somewhat descriptive and fits within the character limit, but I'm not sure I'm happy with it. The other jutsus are the same way.

I've translated the food items ("Rice Ball" instead of "Onigiri", etc.) but I'm half-tempted to just use the Japanese names. They're Japanese foods, and it's a very Japan-themed game, after all. This might just be my inner weeb getting the best of me though.

There's probably other stuff to mention, but I feel like I'm already writing too much.



Stuff I still need to do:

Find a translator.
I have dumped the script. Despite saying it's "dialogue heavy" it's not really that long. It's no RPG.

I'm not sure if I should make a separate post in the help wanted subforum or not. I made this post first because I got excited and wanted to blab about what I'm doing. If I can't find a translator I'll try my hand at it myself, but my script probably won't be great.

Figure out the graphics compression.
This is going to be a tall order for me, and any insight is appreciated. The fonts and UI graphics are uncompressed, but just about everything else is compressed as far as I can tell. I've done some (very minor) ASM stuff to get some of my modifications working so I can mostly understand what's happening in the code, but working through and understanding a decompression routine is uncharted territory for me. Not to mention figuring out how to recompress. I'd like to at least change the title screen graphic. There are also a bunch of background elements with writing on them. I'm pretty sure the end credits are compressed as well. They use a different copy of the all caps English font, mixed with a bunch of Kanji that doesn't appear anywhere else. I'd like to romanize the names, and fix some spelling errors (like "EXECTIVE" instead of "EXECUTIVE"). I think both the graphics and tile map for the credits are compressed, and I don't know if they use the same routine.

Again, there are probably other things to mention, but this wall of text is long enough.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: SunGodPortal on April 29, 2019, 05:47:40 pm
Cool. Glad to see someone attempting this. I played SNS a few years back with a friend and had a blast. I assume that we beat the game but as easy as it was I also assumed that we were missing out on a bunch of stuff due to our very limited understanding of written Japanese.

PS: R.I.P. Sunsoft... :(
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: ginbunbun on April 29, 2019, 10:24:47 pm
Holy crap man I have been waiting for someone to translate this wonderful game. This is awesome!
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Pennywise on April 30, 2019, 10:15:47 am
Looking good and seems like you're on the right track.

Anyhow, I'm not familiar with the SNES hardware, but reverse-engineering a graphic decompression routine is pretty easy. I've done it several times on the NES and GB and all it really requires is a debugger and trace logger. You basically start with what you know and trace your way backwards. In this case, starting when the graphics are loaded into VRAM. Also, you don't necessarily have to recompress the translated graphics, you can instead load the graphics uncompressed. I believe this is done via HDMA on the SNES.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: KingMike on May 01, 2019, 11:10:42 pm
No, it would not be done by HDMA. HDMA is to do scanline-based PPU register trickery for things like gradient windows.

I think you mean the more general-purpose DMA.
To be more clear, (1) decompression routines would decompress the graphics (2) to RAM and then (3) transfer the data to VRAM.
What these uncompression hacks people write is to skip the decompression part (1) with a routine that directly copies data to that same RAM space. Using the DMA functionality is a suggested method (basically following the tutorial Gideon wrote years ago) due to being simpler and probably faster, though it could be done manually.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Reld on May 01, 2019, 11:23:23 pm
Is it normal for SNES graphics to be encrypted? I might be misunderstanding, but the decompression routine in this game doesn't actually seem to be writing the raw graphics data to RAM. It does decompress data to RAM, but there's another step when it's writing to VRAM where it XORs the first byte with $00, copies it to VRAM, XORs the next byte with the result of the previous XOR, copies it to VRAM, etc. I've never heard of this, and it seems like kind of a waste of time to me to encrypt SNES graphics data. Am I right in thinking that's what this step is for though? I could be way off base, but I don't know what other purpose all those XORs would serve. It seems like pretty weak encryption too, because as far as I can tell the "key" is just the first byte of uncompressed data.

EDIT: Never mind. I think I understand the utility of it now. "Encrypting" things in this way essentially turns runs of alternating bytes,into runs of the same byte, which compresses better.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Googie on May 02, 2019, 06:24:51 pm
Those screenshots look really cool, I'll be looking forward to playing this when it's done.  :D
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Reld on May 04, 2019, 01:24:28 pm
Woo hoo! I managed to put together a working decompressor! Here are a couple of decompressed graphics chunks from the title screen, as viewed in Tile Molester:
(https://i.imgur.com/NbM0PP9.gif)

I wouldn't be surprised if my code would make most programmers want to smack me in the head, but it works and that's all I really care about. Now to see about recompressing...

Thanks to everyone who's commented. I'll definitely look into bypassing the compression if it comes to that, but I'd like to avoid it if possible.

Question for anyone reading this thread: What should the title for the English version be? Wikipedia says it was at one point going to be localized as "Boy Ninja Sasuke", which is a pretty straightforward translation. The end credits romanize the title as "Shōnen Ninja Sasuke" with the accent over the O. I'm tempted to go with that, but I'm fine with either one (or something else entirely if it makes sense). Thoughts?



EDIT: Compressor Get!!
I got a compressor working!
(https://i.imgur.com/KtFDGrH.gif)
On top is the decompressed tiles open in Tile Molester. You can see where I've drawn a random E on one of the background tiles (there's no particular reason for choosing that tile or that letter). On the bottom is an in-game screenshot after recompressing and reinserting the edited graphics. I used the SunSoft logo screen for my test just because it's the first set of compressed graphics the game loads. It's nothing fancy to look at right now, it just confirms that I can edit the compressed graphics.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Reld on May 12, 2019, 09:58:53 pm
I've got a few things to report this time, although only the first one is directly related to translation. You'll see what I mean.

1. I got a new title screen logo inserted!
(https://i.imgur.com/CqtkbHT.gif)
Hopefully this is a little more interesting to look at than that random E I added to the SunSoft logo screen before. I had to edit both the graphics and the tile map. The tile map was also compressed, but thankfully it uses the same... scheme? Format? Not sure what to call it. It's compressed the same way as the graphics. The tile maps seem to be written in kind of an inefficient way, which I think I can use to my advantage when recompressing stuff I've edited, which is nice.

I'm going to put the rest behind spoiler tags, because they're kind of secrets that I found, but they're not actually plot spoilers or anything.

2.
Spoiler:
I found a debug menu!
(https://i.imgur.com/DKsqrE7.gif)
This menu was already in English. As far as I can tell the intended way to access it has been removed, so I've been using that little NPC guy as a trigger for testing. On the left is what the menu looked like when I first got it to come up. It was functional, but as you can see it's pretty broken visually. I think some of the control codes functioned differently at some earlier point in development. After some cleaning up I got it to look like the menu on the right.

The stage select only kinda works. As soon as you change the value (without pressing confirm) it'll warp you to the stage represented by the new number... but it just immediately warps you right back. After that you can't talk to NPCs anymore, which is weird. It's kind of useless, except for seeing the index of whatever map you're currently on.

The next three items are kind of self-explanatory. "ENE NO HP" sets all enemies' HP to zero so they go down in one hit. "MUSIC" and "SE" play music and sound effects.

I'm not totally sure what "ENE RESET" does yet. I'm guessing it makes enemies you've already defeated on the current screen respawn.

I think this was probably originally accessed from the pause menu (Status/Items/Map/Return) because that's where it takes you when you press the back button to exit. I think I can probably restore that behavior, but the question will be how to enable it.

As an aside, the music and sound effect values are displayed as hex values rather than decimal numbers, and they use a special control code that I don't think is used anywhere else. I thought that was kind of neat.

3.
Spoiler:
I found a special attack!
(https://i.imgur.com/WBdD1RK.gif)
This might not be a secret? If anybody can point me to a Japanese guide/walkthrough/FAQ I'd be really grateful. I've tried looking myself, but I'm not sure what to search for. The best I've been able to find is a page full of "cheats" which are basically just RAM values to edit.

Anyway, I've never seen this mentioned anywhere, and it's never done in the few runs I've seen on YouTube.

Basically you start by pressing left or right, then do a full circle from there with the D-pad ending with the same direction and press X. The direction of the circle (clockwise/counter-clockwise) doesn't seem to matter. If done right, you'll shoot one of those cute little waves in the screenshot.

4.
Spoiler:
I found... this thing!
(https://i.imgur.com/bSOVXhx.gif)
This one has to be a secret. I found this totally by accident. You basically just do a bunch of circles with the D-pad. I haven't been able to tell exactly how many you need to do, but It's in the single digits. I think your health also needs to be at least half full. Eventually a transformation sequence will start, complete with all of those roses flying across the pink-tinted screen.

I don't know what to even call this. Adult Sasuke? Super Sasuke?

That pose he's striking in the upper right shot with the rose in his mouth is his idle pose. He always runs, never walks, and he comes to a skidding stop (lower left shot) which makes him hard to control. Running into enemies damages them, but I think you might take damage from it as well. His only actual attacks are the standard jump kick, and this weird thing where he conjures an exploding bowling ball (lower right shot). The bowling ball attack is pretty slow, so he's kind of hard to use in general.

He reverts back to normal when his health is at half or below, or when transitioning to a new map.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: ChaddyBones on May 13, 2019, 02:01:10 am
Fantastic job on the new Title Screen! Captures the aesthetic and feel of the original perfectly! :thumbsup:
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: teahouser on May 13, 2019, 02:25:42 am
Title screen looks great. I'm excited to play this once you're done, keep up the great work!
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Psyklax on May 13, 2019, 03:07:49 am
I don't normally do this, but I really have to commend you on your work. It looks like a really professional job: great attention to detail like squeezing more items on-screen. The new title looks wonderful, too. :) Good job, and good luck with finishing it! ;)
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: foiopaulo on May 13, 2019, 07:41:09 am
I've got a few things to report this time, although only the first one is directly related to translation. You'll see what I mean.

1. I got a new title screen logo inserted!
(https://i.imgur.com/CqtkbHT.gif)
Hopefully this is a little more interesting to look at than that random E I added to the SunSoft logo screen before. I had to edit both the graphics and the tile map. The tile map was also compressed, but thankfully it uses the same... scheme? Format? Not sure what to call it. It's compressed the same way as the graphics. The tile maps seem to be written in kind of an inefficient way, which I think I can use to my advantage when recompressing stuff I've edited, which is nice.

I'm going to put the rest behind spoiler tags, because they're kind of secrets that I found, but they're not actually plot spoilers or anything.

2.
Spoiler:
I found a debug menu!
(https://i.imgur.com/DKsqrE7.gif)
This menu was already in English. As far as I can tell the intended way to access it has been removed, so I've been using that little NPC guy as a trigger for testing. On the left is what the menu looked like when I first got it to come up. It was functional, but as you can see it's pretty broken visually. I think some of the control codes functioned differently at some earlier point in development. After some cleaning up I got it to look like the menu on the right.

The stage select only kinda works. As soon as you change the value (without pressing confirm) it'll warp you to the stage represented by the new number... but it just immediately warps you right back. After that you can't talk to NPCs anymore, which is weird. It's kind of useless, except for seeing the index of whatever map you're currently on.

The next three items are kind of self-explanatory. "ENE NO HP" sets all enemies' HP to zero so they go down in one hit. "MUSIC" and "SE" play music and sound effects.

I'm not totally sure what "ENE RESET" does yet. I'm guessing it makes enemies you've already defeated on the current screen respawn.

I think this was probably originally accessed from the pause menu (Status/Items/Map/Return) because that's where it takes you when you press the back button to exit. I think I can probably restore that behavior, but the question will be how to enable it.

As an aside, the music and sound effect values are displayed as hex values rather than decimal numbers, and they use a special control code that I don't think is used anywhere else. I thought that was kind of neat.

3.
Spoiler:
I found a special attack!
(https://i.imgur.com/WBdD1RK.gif)
This might not be a secret? If anybody can point me to a Japanese guide/walkthrough/FAQ I'd be really grateful. I've tried looking myself, but I'm not sure what to search for. The best I've been able to find is a page full of "cheats" which are basically just RAM values to edit.

Anyway, I've never seen this mentioned anywhere, and it's never done in the few runs I've seen on YouTube.

Basically you start by pressing left or right, then do a full circle from there with the D-pad ending with the same direction and press X. The direction of the circle (clockwise/counter-clockwise) doesn't seem to matter. If done right, you'll shoot one of those cute little waves in the screenshot.

4.
Spoiler:
I found... this thing!
(https://i.imgur.com/bSOVXhx.gif)
This one has to be a secret. I found this totally by accident. You basically just do a bunch of circles with the D-pad. I haven't been able to tell exactly how many you need to do, but It's in the single digits. I think your health also needs to be at least half full. Eventually a transformation sequence will start, complete with all of those roses flying across the pink-tinted screen.

I don't know what to even call this. Adult Sasuke? Super Sasuke?

That pose he's striking in the upper right shot with the rose in his mouth is his idle pose. He always runs, never walks, and he comes to a skidding stop (lower left shot) which makes him hard to control. Running into enemies damages them, but I think you might take damage from it as well. His only actual attacks are the standard jump kick, and this weird thing where he conjures an exploding bowling ball (lower right shot). The bowling ball attack is pretty slow, so he's kind of hard to use in general.

He reverts back to normal when his health is at half or below, or when transitioning to a new map.

This title screen is sick!  :thumbsup:
Keep it up!
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: 4lorn on May 13, 2019, 02:31:48 pm
1. I got a new title screen logo inserted!
(https://i.imgur.com/CqtkbHT.gif)

That *is* one heck of a title screen :o This is looking great. Hoping for more news!

(PS: Not to nitpick, since my Japanese level is zero and I'm not sure how it would be translated, but shouldn't it be Ninja Boy Sasuke?)
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Special on May 13, 2019, 03:50:20 pm
Adding to the praise, that's one of the best title screens I've ever seen done.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Pennywise on May 13, 2019, 06:51:20 pm
Title screen looks great.

Regarding those gameplay things you found, I can't imagine they're secret per se. I bet they're mentioned in the instruction manual.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Reld on May 13, 2019, 10:04:32 pm
Thanks everybody! I'm glad the title screen has been so well received.

(PS: Not to nitpick, since my Japanese level is zero and I'm not sure how it would be translated, but shouldn't it be Ninja Boy Sasuke?)
I guess it could make sense either way, but I think "boy" is meant to be modifying "ninja" ("he's a ninja who happens to be young and male"), rather than the other way around ("he's a boy who happens to be a ninja"). I'm no expert either though. At the very least, according to Wikipedia (https://en.wikipedia.org/wiki/Shounen_Ninja_Sasuke) (which cites a 1994 issue of EGM) "The game was supposed to be released in English as Boy Ninja Sasuke."

Regarding those gameplay things you found, I can't imagine they're secret per se. I bet they're mentioned in the instruction manual.
Hmm... You very well could be right. That would really take the wind out my sails after getting so excited about it! :laugh: I don't know though. I've been searching for every drop of info I can find about the game and not one site I've come across mentions either of those "secrets". My Japanese googling skills might just suck though. Or maybe nobody cares enough about this game to write about it? There's very little info (that I can find) out there for this game in general. I certainly don't think I'm the first to ever discover these things. I dunno. Consider me perplexed!
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: KingMike on May 14, 2019, 12:55:53 pm
I'd go with Ninja Boy Sasuke for something more natural sounding.
Or maybe Young Ninja.

Probably wound need to find the EGM reference to see if it was an actual localization announcement, as EGM had a habit of reviewing Japanese games and making up English names for games without official English titles.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: POWCo-op on May 14, 2019, 01:16:32 pm
Ninja Kid Sasuke is a clear alternative. I would strongly recommend not using Boy in this title.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Reld on May 14, 2019, 01:43:43 pm
What's unnatural sounding about "Boy Ninja"? How is it any different from "Boy Genius"?
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Bonesy on May 14, 2019, 02:00:15 pm
I don't see any problem with it, I don't know why a name change was suggested.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: WaterBlad64 on May 14, 2019, 02:12:47 pm
Me neither. I think it's a great title.

Plus, the title screen looks amazing!
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: goldenband on May 14, 2019, 02:42:06 pm
I'm fine with "Boy Ninja" too. Doesn't rub me the wrong way at all. Beautiful work on this translation hack so far.

EDIT: Given the discussion below, thought I'd add that "Boy Soldier", "Boy Scientist", "Boy Astronomer" are just a few of the books that have boy + profession in their title. That formulation is hardly unknown in English!
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: POWCo-op on May 14, 2019, 04:20:49 pm
I could discuss this at length because I've always done well in English in school, getting A+ grades in this subject throughout my entire life. If there's one thing I'm good at, it's English, which is why I mention this, and not because I'm a narcissist  :). Suffice it to say, though, that boy genius is a unique expression. Boy ninja doesn't sound right, and you wouldn't find people using it in any context whatsoever. That may be because you're never born a ninja or with any profession, but you are born a genius. There's an exception to this in the term mail man, but mail man is an expression because of the double M sound. We even say construction worker instead of construction man. Ninja Kid gets the meaning across very, very well because you would never (in English) expect a girl to be called a kid unless you were referring to multiple girls, as "all the kids at the party had fun." It bears saying that a lot of translations use this expression. Just search Ninja and Kid under NES translations to see how many do.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Reld on May 14, 2019, 04:54:21 pm
I could discuss this at length because I've always done well in English in school, getting A+ grades in this subject throughout my entire life. If there's one thing I'm good at, it's English, which is why I mention this, and not because I'm a narcissist  :). Suffice it to say, though, that boy genius is a unique expression. Boy ninja doesn't sound right, and you wouldn't find people using it in any context whatsoever. That may be because you're never born a ninja or with any profession, but you are born a genius. There's an exception to this in the term mail man, but mail man is an expression because of the double M sound. We even say construction worker instead of construction man. Ninja Kid gets the meaning across very, very well because you would never (in English) expect a girl to be called a kid unless you were referring to multiple girls, as "all the kids at the party had fun." It bears saying that a lot of translations use this expression. Just search Ninja and Kid under NES translations to see how many do.

I don't find this argument very persuasive. Boy genius is not some kind of special exception. How about boy detective? You're not born a detective either. Boy in this case is just being used as an adjective to modify a title. It's not that crazy.

"Boy ninja" is a subset of "ninja". "Ninja boy" is a subset of "boy(s)". That's the actual difference. If I was going to use the word "kid" I'd probably still keep it before "ninja".

It's weird that you call mail man an exception, since it's formatted in the same way you think this title should be. It would make more sense to include in your argument as an exception if the term was "man mail".

Girls are called kids all the time, and not just in groups.

I am not convinced.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: POWCo-op on May 14, 2019, 05:05:17 pm
How about boy detective?
...How about it? Never heard this use before, and I'm pretty traveled.

There is one other option I didn't mention, and it's to leave the word Shounen in the title. Shounen Ninja Sasuke. We all know what Shounen is from Shounen Jump, or maybe we don't. I think many, many people do because of this popular manga magazine.

Quote
It's weird that you call mail man an exception, since it's formatted in the same way you think this title should be. It would make more sense to include in your argument as an exception if the term was "man mail".
No, it's not weird in the slightest. In fact it's alliteration and that is the only reason the expression mail man exists; but I explained this to you already.

Quote
Girls are called kids all the time, and not just in groups.
Yeah, sure, all the time. It's just that I've never heard a solitary girl being called a kid, when in this specific instance it's more of a synonym for a tough, a gang member, a ruffian, etc. If you don't want to change the title, don't. I'm not the one who's doing the translation. However, when you ask somebody who's been taught the English, then he's going to give you his pointers, whether you take them or not.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Reld on May 14, 2019, 05:21:03 pm
...How about it? Never heard this use before, and I'm pretty traveled.

Encyclopedia Brown, Boy Detective (https://www.penguinrandomhouse.com/books/319201/encyclopedia-brown-boy-detective-by-donald-j-sobol/9780142408889/)

There is one other option I didn't mention, and it's to leave the word Shounen in the title. Shounen Ninja Sasuke. We all know what Shounen is from Shounen Jump, or maybe we don't. I think many, many people do because of this popular manga magazine.

I considered that. I went with "Boy Ninja" because it was easier to make into a logo, and because it's an actual translation instead of just a romanization.

No, it's not weird in the slightest. In fact it's alliteration and that is the only reason the expression mail man exists; but I explained this to you already.

... they're called mail men because they're men who handle the mail. There's no alliteration in "fireman". We should probably start calling them "fire fellas" I guess.

Yeah, sure, all the time. It's just that I've never heard a solitary girl being called a kid, when in this specific instance it's more of a synonym for a tough, a gang member, a ruffian, etc.

"I need to pick my kid up from school later."

If you don't want to change the title, don't. I'm not the one who's doing the translation. However, when you ask somebody who's been taught the English, then he's going to give you his pointers, whether you take them or not.

the English

I rest my case. :laugh:
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: POWCo-op on May 14, 2019, 05:25:25 pm
Encyclopedia Brown, Boy Detective (https://www.penguinrandomhouse.com/books/319201/encyclopedia-brown-boy-detective-by-donald-j-sobol/9780142408889/)
Completely irrelevant, as there's a comma here and the words are arranged differently, making the difference. If you want to use this convention, then you can. However, the title would then be "Sasuke, Ninja Kid."

Quote
... they're called mail men because they're men who handle the mail. There's no alliteration in "fireman". We should probably start calling them "fire fellas" I guess.
If you can't even use the word because correctly then I don't know what to say except keep drinking your beer, kiddo.  :beer: There is an alliteration in mail man, but not in fireman. We both understand that.

Quote
I rest my case. :laugh:
In context it's correct, but you can ignore that if you see fit to.

You are either not reading most of the things you quote or you don't know how to read dependent clauses (because a ruffian is never a kid), which is why you may want to hire a proofreader for your scripts. There's a Help Wanted section if you decide to use it.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Bonesy on May 14, 2019, 05:44:50 pm
If you're so hell-bent on criticizing this project, why not do your own version?

Nothing says there can't be multiple projects for one game.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Reld on May 14, 2019, 05:46:40 pm
Completely irrelevant, as there's a comma here and the words are arranged differently, making the difference.

Man. Talk about moving the goal posts!

If you want to use this convention, then you can. However, the title would then be "Sasuke, Ninja Kid."

You've immediately contradicted yourself. If both "Ninja Kid Sasuke" and "Sasuke, Ninja Kid" are acceptable, then the comma doesn't make Encyclopedia Brown irrelevent.

If you can't even use the word because correctly then I don't know what to say except keep drinking your beer, kiddo.  :beer: There is an alliteration in mail man, but not in fireman. We both understand that.

What word do you think I used incorrectly? Alliteration?
EDIT: Never mind. You literally meant the word "because". I used it correctly.

In context it's correct, but you can ignore that if you see fit to.

You either learn English, or you learn the English language. You don't learn "the English"

You are either not reading most of the things you quote or you don't know how to read dependent clauses (because a ruffian is never a kid), which is why you may want to hire a proofreader for your scripts. There's a Help Wanted section if you decide to use it.

Whether a ruffian is or is not a kid has nothing to do with anything I've said. You're not making sense. Why would I want to insert the idea of a ruffian into the title anyway? That's not what shounen means.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: POWCo-op on May 14, 2019, 05:48:35 pm
If you're so hell-bent on criticizing this project, why not do your own version?

Nothing says there can't be multiple projects for one game.
That would be SO COOL. I totally should do this. Totally.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Psyklax on May 14, 2019, 06:21:05 pm
Well damn, Reld was getting some good feedback up to now...

There's an exception to this in the term mail man, but mail man is an expression because of the double M sound. We even say construction worker instead of construction man.

Fireman, policeman, spokesman, chairman, frontman, outdoorsman... in fact, here's a link so I don't have to write them all:
https://en.wiktionary.org/wiki/Category:English_words_suffixed_with_-man (https://en.wiktionary.org/wiki/Category:English_words_suffixed_with_-man)

Reld used 'because' correctly. Shounen means 'boy', not 'kid', they have different connotations. The comma in "Encyclopedia Brown, Boy Detective" is completely irrelevant: his name is Encyclopedia Brown, he is a Boy Detective. Did anyone mention Robin the Boy Wonder from Batman? Oh, there's another '-man'.

Using "the English" in this context is not correct, unless you're implying "the English which I used in my examples", which sounds like a bit of a stretch. Incidentally, I assume you were taught English, rather than being a native speaker of it? Just that I can't remember any native speakers using 'tough' as a noun since the 1920s, maybe. And as for 'ruffian'... well.

But most importantly... Why. Are. You. Arguing. About. This.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: POWCo-op on May 14, 2019, 06:25:32 pm
I thought Psyklax would chime in on this topic. I knew it as soon as I saw he was online. Kid has a grudge against me, lol.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Psyklax on May 14, 2019, 06:59:01 pm
I thought Psyklax would chime in on this topic. I knew it as soon as I saw he was online. Kid has a grudge against me, lol.

:huh:

I actually had to read through my post history. I honestly don't know why you got that impression. Anyone else can read my post history and tell me if there's any sign of a grudge.

I'm not the one to bear grudges. My opinion on "arguing on the internet" chimes with the many memes you can find on Google. All I did was see a new user who is producing what looks like a damn fine hack and then see you go after them while saying passive aggressive things like:

you may want to hire a proofreader for your scripts. There's a Help Wanted section if you decide to use it.

I feel you're being unfair to a new user of the site who is bringing something very good to the community. Especially since it seems completely unprovoked.

Apologies if you feel I have it in for you for some reason I can't establish, but I'm very active on this forum and I do like to help people, especially the newer ones.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: POWCo-op on May 14, 2019, 07:03:36 pm
It's too bad that you can't block problematic users on this forum.

I'm hoping that it's clear the discussion has died down and that beating a dead horse won't accomplish anything.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Sanedan56 on May 14, 2019, 07:21:53 pm
I agree it's supposed to be "Ninja Boy". In English, a character title often comes before the noun. In Japanese, it works the other way around. "Boy Ninja" not only sounds weird, but overly literal too.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Reld on May 14, 2019, 07:47:28 pm
Ha ha oh god no more! :laugh:

The title stays as-is for now. I'm not 100% closed off to the idea of changing it, but it'll take a pretty strong argument to convince me.

In more frivolous news, I had a couple ideas I'd like to get some feedback on. These are just mockups at this point. If the general consensus is that the ideas are stupid I'd rather not waste the time implementing them. I'm pretty sure I can make them work though if they're well-received.

Idea Number 1:
(https://i.imgur.com/MqpAbmQ.gif)
Colored buttons on the equip screen. The green and red palettes actually already exist, but the blue one I'd have to hack in. I thought the gray buttons were just kind of dull to look at, and I've always liked the rainbow buttons of the Super Famicom. I realize that it doesn't totally make sense to color the buttons like the Japanese console for my translation hack, but the PAL controllers had the rainbow buttons too, right? So it's not completely crazy.

Idea Number 2:
(https://i.imgur.com/Gpy9sVy.gif)
Replacing the little "mon" next to your money with a coin graphic. This would require some palette trickery as well. "Mon" is actually what the currency in the game is called. It's a real Japanese currency that's no longer in use. I suspect that most English speakers would just think it was an abbreviation of "money" though, which would then seem like kind of a weird choice. If I instead put the coin graphic there (the same one you've probably already seen dropping from enemies before ever even bothering with the menu) it might seem less confusing. I don't really think anyone would be confused about what that number represents either way though. Just confused about what "mon" means. Thoughts?
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Googie on May 14, 2019, 09:45:07 pm
I dig the title screen, and the recent pics, this is awesome.  :thumbsup:
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: PhyChris on May 14, 2019, 10:10:44 pm
I had to chime in to say great title screen work
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: VicVergil on May 16, 2019, 01:26:54 pm
Excellent title screen edit. Translation is looking really good, and the information about the hidden controls is awesome.
I tried this game before, but it seemed really janky on Snes9X. I don't know what's its problem exactly, whether it skips frames, or that it lags a lot. Overclocking the game doesn't seem to help by much. But it is pretty looking for sure.
The more colorful palette for the buttons doesn't pop up so much it's a visual annoyance, so yes they're good even though the grey palette is good enough too. "Mons" + the coin graphic in the menu would maybe eliminate the ambiguity you're concerned about, it already sounds like a made-up currency name derived from "money".

You are either not reading most of the things you quote or you don't know how to read dependent clauses (because a ruffian is never a kid), which is why you may want to hire a proofreader for your scripts. There's a Help Wanted section if you decide to use it.

Oh man boy kid... Unsollicited position requests in fan projects is a bad look. This general attitude doesn't make it better.
We get you prefer a different name, but that you try attacking the translator and the other name in this fashion, take down other things to make your thing the only viable alternative, is very saddening.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Recca on May 21, 2019, 08:25:28 am
Amazing work so far! I've been looking forward to being able to play this game in English for awhile now. Please keep up the good work, everything is looking great so far. I like the look of the font you picked for sure. It fits the game's style perfectly. :thumbsup:
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Reld on May 27, 2019, 08:57:45 pm
Still working on this. I got the colored buttons and coin icon working. The colored buttons look pretty much just like the mockup, so I won't post a screenshot, but I made a slightly larger custom graphic for the coin.
(https://i.imgur.com/BQItrhV.gif)

I've done the Action mode HUD and some of the background graphics.
(https://i.imgur.com/Xv5y7t5.gif)
(https://i.imgur.com/c8L9V87.gif)
(https://i.imgur.com/by56MOp.gif)
(https://i.imgur.com/hsMhfON.gif)
(https://i.imgur.com/8tk39nD.gif)
(https://i.imgur.com/KwuXBA7.gif)

I also did this little bit of text on the map screen.
(https://i.imgur.com/lX7hI9y.gif)
What it really says is something like "destination", but I can't make that fit. As you can see, I've gone with "goal" for now. I'm torn between that and "target".



I've been researching the event scripting a lot. The whole game is pretty much run off this event script code that consists of a command byte followed by a varying number of parameter bytes. There are all kinds of commands. Various kinds of jump commands, commands for loading compressed or uncompressed tile maps, compressed or uncompressed graphics, loading palettes, copying/writing/adding to/subtracting from/comparing RAM values, branching based on the value at a RAM address, loading/writing text strings... There's a lot of stuff you could potentially do with it. Unfortunately the event script is restricted to one bank, and there's not much free space there. I was able to modify it to add a little quality of life feature that I had wanted for a while though.

In the unmodified game once you select "Quest" or "Action" mode on the title screen the menu will change to a 1-Player/2-Player select menu. If you accidentally picked the wrong mode, you can't back up. You have to just reset the game. I modified the relevant event script data so it now allows you to back out to the Quest/Action menu again.



I did some more digging into the debug menu. It turns out the code for accessing it from the pause menu is still there, but it's coded as a fifth menu item, and the RAM value for the number of menu items is set to four so it's never selectable. Changing that value to five makes it accessible and, for reasons I have yet to figure out, accessing the debug menu that way actually fixes the stage select. I also tested the "ENE RESET" option, and it does exactly what I thought it would do (makes defeated enemies respawn).



Click below for an unimportant but interesting (to me at least) tangent about old video game magazines:
Spoiler:
I was curious about the EGM2 issue (I said it was EGM before, but it was actually EGM2) mentioned on the Shounen Ninja Sasuke wikipedia page, so I tracked it down. It turns out the article in question had nothing to do with an English release. It's an article from a section specifically about new games coming out in Japan. You can see the pages here: Page 1 (https://i.imgur.com/EbojmpS.jpg), Page 2 (https://i.imgur.com/snXMl3x.jpg)
It doesn't seem like they were very impressed with the game, but I also don't think they actually played it. I think somebody sent them a VHS tape preview. You can see the VCR UI text at the top of one of the screenshots. The issue is from August 1994, and despite them claiming the game was coming out that month it wasn't actually released until October.

The only things of interest to me really are that the screens are from a slightly earlier build of the game (the "lives" icons are gray squares with the characters faces instead of the 1p/2p icons from the final), and that the writer couldn't decide if player two's name was "Chin-Nen" or "Chin-Nan". More on that in a minute.

In the process of looking for that EGM2 issue I actually did find an issue of EGM proper that mentioned the game. This one I find much more interesting.
(https://i.imgur.com/fGRGIFZ.jpg)
It's from the June 1994 issue, so a couple months earlier. It looks like EGM and EGM2 couldn't agree on the proper translation for the title either, but I don't really care about that. Look at that screenshot! I guess it's the Action mode HUD, but it's totally different from the final game. Vitality! N-Magic! Why the heck is Sasuke called "M-Buster"!? And player two's name gets yet another spelling!

Speaking of Player two's name, none of the above spellings are actually in the final release. The only official romanization is "CHINNEN". It pops up next to his health bar in Quest mode when he's getting his ass kicked.
(https://i.imgur.com/H55r2ro.gif)

Anyway, like I said none of this is really important. I just find pre-release stuff like this fascinating and I figured I'm probably not the only one so I thought I'd share my findings.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: mikeprado30 on May 27, 2019, 09:22:31 pm
Very nice work bro!  Looking for this one with high expectances :thumbsup:
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Reld on June 09, 2019, 12:16:37 pm
Got a few more graphics things done.

(https://i.imgur.com/84a6Mc1.gif)
This screen comes up when you beat a boss.

(https://i.imgur.com/6eRfBTf.gif)
This weird love graphic pulsates from black to red and back again.

(https://i.imgur.com/AuM6cR1.gif)
This one was interesting because I had to add new tiles instead of just overwriting/moving existing ones.



I also just got an SD2SNES so I've been testing the hack out on real hardware. I'm sure the novelty's already worn off for a lot of folks around here, but it's still unbelievably cool for me seeing my work running on the real deal.

(https://i.imgur.com/FrIY04M.jpg)
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Googie on June 09, 2019, 01:59:08 pm
That's pretty gangsta, I dig that it works on real hardware.  :thumbsup:
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: filler on June 09, 2019, 03:18:02 pm
Just want to say, this work looks great. :thumbsup:
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Zanemato on June 09, 2019, 04:13:08 pm
It looks awesome !!!
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Dzumeister on June 14, 2019, 09:15:25 pm
I've never heard of this game before, but seeing the font and graphic changes you've started implementing all looks really impressive. Good luck with the rest of the project!

As for the debate on the title... would "Ninja Boy Sasuke" sound better? (Not like you'd change it at this point)
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Queue on June 14, 2019, 10:50:11 pm
No, "Ninja Boy Sasuke" would not sound better, it would sound like the lame superhero sidekick name to Samurai Man Kensuke.

Boy Adventurer, Boy Detective, Boy Bishop (not really the same, but still same word order). Consider any occupation that has a gender associated with it (rightfully or otherwise... generally otherwise) and consider how it's modified in general English: Male Nurse, Female Cop. Now consider the same when qualifying age: Child Actor.

A "Ninja Boy" is not the same as a "Boy Ninja" and given the context of this game, it would be Boy Ninja. It's all moot; Reld's done some crazy good art and seems happy with their choice.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: ChaddyBones on June 16, 2019, 12:17:32 am
Not this again...
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Reld on June 16, 2019, 10:52:23 am
Ha ha :laugh: Like I said before, it'll take a pretty strong argument at this point to get me to change the title.

Anyway, I don't really have anything new to show off today. I think I've reached the point where I really just need to get the script translated and inserted. I made a thread about it in Help Wanted here (http://www.romhacking.net/forum/index.php?topic=28699.0). Drop me a line here, there, or in a PM if you're interested.

I've been working on the staff roll/end credits. I found a translation here (http://superfamicom.org/info/shonen-ninja-sasuke), which helped a lot as a starting point, but it ended up not being very accurate. The main reason I wanted to mention this credits stuff is because in doing my research I realized it's no coincidence that this game reminds me of River City Ransom.

The game's director, Shintaro Kumagai, was a programmer on RCR. One of the programmers, Michiya Hirasawa, did sound programming for RCR. The composer, Kazuo Sawa, was the composer for both. The person credited with "sprite design" is "RX-Nedachi-sama", which I'm guessing is Katsuyuki Nedachi who did character design for a bunch of Kunio games (although not RCR apparently). I just thought that was interesting. The more I learn about this game the more fascinating I find it. It's so strange how little discussion there is out there about it.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: w1ck3d on June 16, 2019, 11:39:15 pm
I don't recall Dick Grayson ever being called The Wonder Boy, yet randos keep insisting on calling this kid Ninja Boy. How odd.

(https://i.postimg.cc/Px3BmrqF/pic3042117.jpg)
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Dzumeister on June 27, 2019, 06:18:34 pm
I don't recall Dick Grayson ever being called The Wonder Boy, yet randos keep insisting on calling this kid Ninja Boy. How odd.

(https://i.postimg.cc/Px3BmrqF/pic3042117.jpg)
::)
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Jezze on September 05, 2020, 02:50:36 pm
I just wanna ask if there is any news to this translation. Everything looks really professional. I also found an old tweet that apparently shows a French translation, with a more hand-draw font.

https://twitter.com/ASMTRADUCTION1/status/1132570602953482245

p.s. I hope nobody gets mad that I bump this old thread up again.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: aqualung on September 06, 2020, 11:00:37 am
I just wanna ask if there is any news to this translation. Everything looks really professional. I also found an old tweet that apparently shows a French translation, with a more hand-draw font.

https://twitter.com/ASMTRADUCTION1/status/1132570602953482245

p.s. I hope nobody gets mad that I bump this old thread up again.

Well, in fact, asking for any kind of update goes against the site rules, so if I were you I'd delete your post or at least edit it.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Reld on September 06, 2020, 11:13:39 am
I'll pick it up again eventually, but I'm not working on it right now. I kinda set it aside because I never found a translator. I've had that problem a couple of times now. I'll probably end up brute-forcing my way through the translation part on my own at some point.

I was aware of that French translation. I shared my graphics compression tools with them. Not sure how far along they got with it. I think he said the font is from Yoshi's Island.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: slidelljohn on September 06, 2020, 07:42:35 pm
This looks really good!  :thumbsup: :thumbsup:
I hope you can find some help with the translation.
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: Dzumeister on November 25, 2020, 07:30:45 pm
I'll pick it up again eventually, but I'm not working on it right now. I kinda set it aside because I never found a translator. I've had that problem a couple of times now. I'll probably end up brute-forcing my way through the translation part on my own at some point.

I was aware of that French translation. I shared my graphics compression tools with them. Not sure how far along they got with it. I think he said the font is from Yoshi's Island.

I think Tom replied to that Tweet, though it's since been deleted. He might be interested in helping you translate this, especially since you're so far along with the hacking tools, though he's probably busy helping out with byuu's Bahamut Lagoon as well as his own projects. If you have a text dump, maybe we could pass it around and help out?

edit: just saw that there WAS a script dump (https://drive.google.com/file/d/1iSL0WmBgdEL3vXiWLSihBmjIDUEHVr2Q/view) in the post, maybe we can split it up and get some basic translation done and then run it by someone with more experience?
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: redmagejoe on July 27, 2021, 08:28:25 pm
The art assets look really great, and it's impressive how much work you've done even without a translator! This game is a lot of fun, and seeing an English release for it would be amazing. Hope to see this get some love soon, and thank you for giving a gem like this your attention. :)
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: eadmaster on August 27, 2021, 08:54:03 pm
this looks amazing... care to release a preview patch of the work done so far?
Title: Re: Shounen Ninja Sasuke Translation Hack
Post by: BIGLOU07 on November 03, 2021, 07:30:16 pm
I’ve been taking a look at the good work that’s being done here. I’m going to work on a box art for it.