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Romhacking => Personal Projects => Topic started by: markus-projects on September 07, 2020, 01:39:37 pm

Title: Dragon Quest IV (PSX)
Post by: markus-projects on September 07, 2020, 01:39:37 pm
Hi,

since I could not find a Dragon Quest IV translation for the playstation version, I looked into the Dragon Quest IV (PSX) data for myself.

What I found out is explained in my blog. I will keep this post updated when I find out more.
http://markus-projects.net/dragon-hackst-iv/ (http://markus-projects.net/dragon-hackst-iv/)

I thought this could be interesting for some of you.
Questions, collaborations or hints are welcome.
Title: Re: Dragon Quest IV (PSX)
Post by: MandatoryPixel on September 08, 2020, 12:17:55 pm
I'd like to see this version translated someday! This is interesting info.
Title: Re: Dragon Quest IV (PSX)
Post by: Chicken Knife on September 08, 2020, 03:36:08 pm
It's really great to see someone progressing with this. Getting DQ4 PSX English translated would be an extremely exciting event for the Dragon Quest community.

I'm part of a group called Translation Quest that has recently done / is doing several DQ retranslations, including the first 3 NES games and Dragon Warrior Monsters. If you are interested in discussing a potential collaboration, message me.
Title: Re: Dragon Quest IV (PSX)
Post by: LadyCannock on September 08, 2020, 03:43:17 pm
Thank you for your blog post. I've read it and will compare with my own notes later on tonight.  :)
Title: Re: Dragon Quest IV (PSX)
Post by: erinnk on September 08, 2020, 05:07:20 pm
As a personal friend of Chicken Knife, and someone fairly aware of the translations done by Translation Quest, I was directed here. I'm happy to help. I've done one other notable DQ translation project in days gone by.

Might be a day or two before I really dig into this, but I'm thinking if in fact it is an LZ* compression scheme, it shouldn't be hard to extract stuff from each of the blocks.
Title: Re: Dragon Quest IV (PSX)
Post by: pocket on September 10, 2020, 04:30:06 am
Good luck with this, I was hoping someone would take a whack at translating this. It's the only 8-bit DQ game that didn't get it's console remake translated.
Title: Re: Dragon Quest IV (PSX)
Post by: markus-projects on September 10, 2020, 04:43:08 am
Hi Chicken Knife and erinnk,
I would like to collaborate with you, but currently it is maybe too early to think about translation. I guess the following steps have to be solved first:
If this is done, then we can dig deeper into how to replace the texts.
I already looked into that and made a small graphical user interface (GUI) to inspect the data.
Years ago I wrote the LZS decompression code for FF7 (PSX). Maybe DQ4 is similar.

I uploaded my current Java code to Github: https://github.com/mschroeder-github/dragon-hackst-4 (https://github.com/mschroeder-github/dragon-hackst-4). You can look into it if you are familiar with Java.
Title: Re: Dragon Quest IV (PSX)
Post by: Chicken Knife on September 10, 2020, 09:43:31 am
Quote
too early to think about translation
Totally understandable.

Quote
I guess the following steps have to be solved first:
Understanding the Sub-Block Types
Decompress the used LZS
My technical abilities are pretty modest, and limited to 8 bit / 16 bit assembly language based hacking, but my friends erinnk & LadyCannock have a much more robust and up to date technical background and therefore have a lot more to offer at this stage in the process. It's a neat coincidence that we have all recently been poking around and doing a bit of groundwork with the PSX DQ4 translation idea.
Title: Re: Dragon Quest IV (PSX)
Post by: erinnk on September 10, 2020, 12:34:30 pm
I uploaded my current Java code to Github: https://github.com/mschroeder-github/dragon-hackst-4 (https://github.com/mschroeder-github/dragon-hackst-4). You can look into it if you are familiar with Java.

Thanks for this, and yes, I can work with Java (I'm personally a c# girl, but I won't start *that* debate here).

The "block" format is eerily reminiscent of DQ X. (Different, but similar approach)
Title: Re: Dragon Quest IV (PSX)
Post by: Mattiac on September 10, 2020, 04:08:10 pm
Exemplary initiative, thank you, talented Markus-san!

September 10, 2020, 04:16:17 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Chicken Knife-san, will you please also make a finally 100 % complete English translation of Dragon Quest VI for SNES?!
Title: Re: Dragon Quest IV (PSX)
Post by: Chicken Knife on September 10, 2020, 04:30:23 pm
Chicken Knife-san, will you please also make a finally 100 % complete English translation of Dragon Quest VI for SNES?!
Yes! We are planning to eventually get there. It might take years, but we hope to see it happen. I adore that version and can't wait to have it playable in a much more refined state.
Title: Re: Dragon Quest IV (PSX)
Post by: LadyCannock on September 10, 2020, 05:01:17 pm
Chicken Knife, depending how many people get on the team, maybe we could do both in parallel. As for 5, would it also need a new delocalization translation?
Title: Re: Dragon Quest IV (PSX)
Post by: Chicken Knife on September 10, 2020, 06:30:36 pm
Yeah, we also want a version of 5 that fits with the rest of our work as far as conventions, writing style and level of polish. But working on them all at the same time? I think that's fine for the technical aspects; not so sure about the writing process. I'd really want to prioritize DQ4 PSX over everything else if this works out, just because it's a much bigger priority to the fanbase.
Title: Re: Dragon Quest IV (PSX)
Post by: maximo806 on September 11, 2020, 01:31:14 am
woahhh! hold on I thought DQIV was never released on older consoles other than the NES, this is news to me! :o
Title: Re: Dragon Quest IV (PSX)
Post by: Choppasmith on September 11, 2020, 03:08:14 am
Wow, I know this a long way off, but best of luck! Thanks Markus for getting the ball rolling.
Title: Re: Dragon Quest IV (PSX)
Post by: Rabite890 on September 11, 2020, 11:41:19 am
woahhh! hold on I thought DQIV was never released on older consoles other than the NES, this is news to me! :o

Yeah, it almost got released in the US by Enix before the Squeenix merger. There's even an advertisement on the back of the manual for DWM2 I want to say it was. But the merger messed everything up and we never got it or the remakes of DQM1-2 on PS1.
Title: Re: Dragon Quest IV (PSX)
Post by: erinnk on September 11, 2020, 12:33:01 pm
Yeah, it almost got released in the US by Enix before the Squeenix merger. There's even an advertisement on the back of the manual for DWM2 I want to say it was. But the merger messed everything up and we never got it or the remakes of DQM1-2 on PS1.

Hey, be patient now, it's coming in 2002!
Title: Re: Dragon Quest IV (PSX)
Post by: CoolCatBomberMan on September 11, 2020, 02:37:34 pm
Yeah, it almost got released in the US by Enix before the Squeenix merger. There's even an advertisement on the back of the manual for DWM2 I want to say it was. But the merger messed everything up and we never got it or the remakes of DQM1-2 on PS1.

The ad was on DW7's manual, actually. And the merger wasn't what killed the DQ4 translation, it was Heartbeat going under. Regardless, I don't think we ever would've gotten the DQM1-2 remakes, since the originals were panned for being too much like Pokémon.
Title: Re: Dragon Quest IV (PSX)
Post by: Rabite890 on September 11, 2020, 04:34:55 pm
The ad was on DW7's manual, actually. And the merger wasn't what killed the DQ4 translation, it was Heartbeat going under. Regardless, I don't think we ever would've gotten the DQM1-2 remakes, since the originals were panned for being too much like Pokémon.

Is that the one it was? My mistake. I wasn't sure which one it was.

Ah yeah, that's what it was. There was quite a bit of anger from the DQ community when that happened. Quite a few "alternate" theories.

I think the DQM1-2 remake might have had a chance if DQ4 had made it. DWM1 sold well enough for Enix to decide to release the other games, even DWM2. I'm not certain that it being panned by some of the reviewers guaranteed that the games sold badly enough.

But that's neither here nor there. It didn't happen.
Title: Re: Dragon Quest IV (PSX)
Post by: Mattiac on September 12, 2020, 06:16:09 am
Thank you, Chicken Knife-san! I wish I had the skills to help you complete the translation faster, but it will be worth the wait.
Title: Re: Dragon Quest IV (PSX)
Post by: markus-projects on September 15, 2020, 02:34:41 pm
Thanks to everybody wishing us good luck :)

The truth is that I recently played for the first time DQ I.II on SNES (a translated version from evilteam brasil). DQ3 on SNES comes next for me (translated by DQ Translations). When I searched for a translated version of DQ4 PSX and I found nothing I thought, well how hard can it be... ^^

That is why I would also like to focus on the DQ4, as Chicken Knife said.
@erinnk @LadyCannock I updated the code and my blog post what I found out. You can look into it and also contact me.

There are good and bad news:

The good news are that I understood the LZS scheme and it seems that every compressed block can be decompressed. That said, I could successfully extract the TIM images, for example. I also looked into the various subblock types and made some notes what they could contain.

The bad news are that there seems to be no dialog text encoded in the usual japanese encodings (JIS, etc). I guess that they use a self-made font image to render the dialogs and that they maybe use their own coding scheme to address the letters. I guess someone has to look into the executable to debug what really happens. I am not familiar with the opcodes of PSX and did not found a clue. Maybe someone can help me and tell me, how dialog text is loaded, from where it is loaded and how it is encoded. In particular, I would like to know where the first dialog word %u3069%u3046%u3057%u305F is hidden in the data  ;)

Title: Re: Dragon Quest IV (PSX)
Post by: erinnk on September 16, 2020, 11:16:45 am
Markus, can you share your extraction code?

September 16, 2020, 11:25:30 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Without having looked closer, I'm thinking perhaps the text is simply encoded as indices into the font you found. That would make sense. The way to locate the intro dialogue, especially where there's substantial repetition, is to find repeated bytes, I think... especially lines like this: "勇者さま 勇者さま……"  There's going to be four bytes (or double bytes) followed by something different, followed by those same four bytes.
Title: Re: Dragon Quest IV (PSX)
Post by: markus-projects on September 16, 2020, 11:52:33 am
Markus, can you share your extraction code?

Without having looked closer, I'm thinking perhaps the text is simply encoded as indices into the font you found. That would make sense. The way to locate the intro dialogue, especially where there's substantial repetition, is to find repeated bytes, I think... especially lines like this: "勇者さま 勇者さま……"  There's going to be four bytes (or double bytes) followed by something different, followed by those same four bytes.

Everything of the code is at https://github.com/mschroeder-github/dragon-hackst-4 (https://github.com/mschroeder-github/dragon-hackst-4).
I also thought about this possibility. I could try to find these patterns.
Title: Re: Dragon Quest IV (PSX)
Post by: markus-projects on November 22, 2020, 07:51:01 am
Hi,

it's been some time now since I worked on the hacking because of actual work.
After I finished DQ III in my leisure time, I thought for a moment why not playing the DS or Mobile version of DQ IV.
However, I came this far and I want to continue this hacking journey.

I have some important updates in my blog post.
The new sections are:
You can read the details here http://markus-projects.net/dragon-hackst-iv/ (http://markus-projects.net/dragon-hackst-iv/).
TL;DR: I used DQ VII (en + jp version) to identify the block that contain the text; analysed and parsed the text blocks in IV; debugged the text routine in the PSX-EXE of DQ IV and as a sideline found the dialogs (en+jp) in UTF-8 text files in the Mobile version of IV.

Next steps and help or advice needed

The text is compressed (no wonder we didn't find the dialog text in Shift-JIS) and it needs to be uncompressed, then translated and again be compressed. I looked into the assembler code to understand what has to be done, but didn't understand it completely. Does this 0x80 pointer mechanism (dataED part) look familiar to someone? Is it some kind of LZ variant or another encoding (see e.g. https://en.wikibooks.org/wiki/Data_Compression/Dictionary_compression#dictionary_algorithms (https://en.wikibooks.org/wiki/Data_Compression/Dictionary_compression#dictionary_algorithms)). I guess it should output DAMI- (engl. Dummy) for this example.
(http://markus-projects.net/wp-content/uploads/2020/11/image-2.png)

Any help on this is appreciated.
 
Title: Re: Dragon Quest IV (PSX)
Post by: Guadozoku on November 22, 2020, 01:02:56 pm
Gotta disagree with using the mobile version text. They translation with its phonetic accents is annoying to read. Either translate from scratch or use the NES version as a base and translate the party chat.
Title: Re: Dragon Quest IV (PSX)
Post by: CoolCatBomberMan on November 22, 2020, 03:17:54 pm
Gotta disagree with using the mobile version text. They translation with its phonetic accents is annoying to read. Either translate from scratch or use the NES version as a base and translate the party chat.

Or, y'know, rewrite the mobile text to remove the accents. e.g. wee bairns > children
Title: Re: Dragon Quest IV (PSX)
Post by: Choppasmith on November 22, 2020, 09:13:20 pm
Hi,

it's been some time now since I worked on the hacking because of actual work.
After I finished DQ III in my leisure time, I thought for a moment why not playing the DS or Mobile version of DQ IV.
However, I came this far and I want to continue this hacking journey.

I have some important updates in my blog post.
The new sections are:
  • Use Dragon Quest VII to find the text
  • Text-Blocks
  • The text decoding routine
  • Translated Text from Dragon Quest IV Mobile Version
You can read the details here http://markus-projects.net/dragon-hackst-iv/ (http://markus-projects.net/dragon-hackst-iv/).
TL;DR: I used DQ VII (en + jp version) to identify the block that contain the text; analysed and parsed the text blocks in IV; debugged the text routine in the PSX-EXE of DQ IV and as a sideline found the dialogs (en+jp) in UTF-8 text files in the Mobile version of IV.

Next steps and help or advice needed

The text is compressed (no wonder we didn't find the dialog text in Shift-JIS) and it needs to be uncompressed, then translated and again be compressed. I looked into the assembler code to understand what has to be done, but didn't understand it completely. Does this 0x80 pointer mechanism (dataED part) look familiar to someone? Is it some kind of LZ variant or another encoding (see e.g. https://en.wikibooks.org/wiki/Data_Compression/Dictionary_compression#dictionary_algorithms (https://en.wikibooks.org/wiki/Data_Compression/Dictionary_compression#dictionary_algorithms)). I guess it should output DAMI- (engl. Dummy) for this example.
(http://markus-projects.net/wp-content/uploads/2020/11/image-2.png)

Any help on this is appreciated.

Just a thought, but maybe someone on ZenHAX, a community that deals with compression in files could help? They're pretty open to taking requests.
https://zenhax.com/index.php

Or, y'know, rewrite the mobile text to remove the accents. e.g. wee bairns > children
Yeah those early DQ DS releases were a bit obnoxious and Shloc found a nice balance in later releases. That's definitely the plan for me if/when I get to DW4/DQ4.
Title: Re: Dragon Quest IV (PSX)
Post by: Chicken Knife on November 25, 2020, 08:15:09 am
Honestly, the accents in DQIV's contemporary script are so entirely pervasive that I think someone would have to rewrite over half of the text to actually lose the accents. And then, have fun getting the tone / style of the writing to match. Keeping accents but tweaking the most extreme elements would be the better route if you really wanted to go that way.

If my team were to be involved, we'd use the NES script as something of a base because it reads well and is very accurate. Then we'd uncensor and do fresh additions of the added remake lines present for PSX. Knowing that the conventions for spell / monster / item names we came up with for our previous work can't/won't make everyone happy, we could create two versions, one with our Delocalized namings and the other with contemporary namings.

If that isn't the route markus is looking to go, perhaps he'd be willing to share the tools he crafts after completion so we could use them to do the script we envision as well.
Title: Re: Dragon Quest IV (PSX)
Post by: kaine23 on January 06, 2021, 09:28:50 am
i like this idea!!
Title: Re: Dragon Quest IV (PSX)
Post by: markus-projects on January 10, 2021, 09:25:45 am
After some time in vacation and between the year I successfully managed to patch the game in order to replace the first dialog of the first scene.
I wrote how I did it as usual in my blog post (http://markus-projects.net/dragon-hackst-iv/#TranslationEmbedding) (corresponding code is also uploaded in github (https://github.com/mschroeder-github/dragon-hackst-4)).

(https://raw.githubusercontent.com/mschroeder-github/dragon-hackst-4/master/img/translation.png)

However, to make it clear: I don't know if this method works every time. It is still not 100% solved but a way to go. I think the textblock patching works quite fine but the dialog pointer changing is very tricky and not 100% fail-safe yet.

Because this is new to me: Does it makes sense now to create an official entry in the https://www.romhacking.net/translations/ section to upload resources and have a working context with other interested users?
Maybe translators would like to download the 925 CSV files (http://markus-projects.net/wp-content/uploads/2021/01/translation.zip) I extracted to start translating as Chicken Knife suggested. Every UTF-8 file corresponds to a textblock that can be patched in the HBD1PS1D.Q41 file. The name of the file (do not change it) is the ID of the textblock.

For testing, I entered something for the first dialog and patched the game to make the screenshot you see above.
(http://markus-projects.net/wp-content/uploads/2021/01/image-1.png)

A big help during research was a user named rveach who investigated translating DQ7 years ago.

What is still missing is patching in-game text, status messages and dialog options.
Because of my full-time job I am not sure how much time I can invest, but for questions I will be available.
Title: Re: Dragon Quest IV (PSX)
Post by: Chicken Knife on January 12, 2021, 08:59:56 pm
@markus-projects

Spectacular work. It's amazing seeing this all being realized.

nejimakipiyo and I looked over the blog to some extent. If we were more technically gifted--and in my case, if I wasn't caught in such a demanding work situation at this time, we would certainly dive into translating and inserting. nejimakipiyo, normally busy with their GBC retranslation & RPG Maker projects, does have a lot more time than I do right now, but they would need a ton of hand holding with the technicals.

Understanding that life balance is a challenge for you as well, if your project either gets to the point where you have tools that are friendly enough for folks with no PSX hacking experience, or if you wanted to do some serious hand holding, we would be ready to get to work on the translating / writing end of it in the near future.
Title: Re: Dragon Quest IV (PSX)
Post by: hoshi323 on February 04, 2021, 11:46:26 am
Hello! I've been studying Japanese and I know quite a bit of the language. I'm also a huge Dragon Quest fan and one of my resolutions is to translate a game. I'd love to help work on translating this!  :)
Title: Re: Dragon Quest IV (PSX)
Post by: Thirteen 1355 on February 06, 2021, 08:42:28 am
Am I dreaming? I so badly wished more DQ games were translated into the west (the good versions at least)! Translating the PS version of IV would be a huge step. I don't know Japanese, but I have some minor experience with programming. I'd like to help out any way I can!
Title: Re: Dragon Quest IV (PSX)
Post by: OldSchoolGamer86 on March 06, 2021, 09:12:16 am
Hello.  I just wanted to say i really hope this project us successful. I love DQ and was very dissapointed when that company dissolved and DQ4 PSX never made it here. 

I have been on and off trying to teach  myself basic japanese. I stopped for a awhile as i lost my books and such,  but ive started again as i want to be able to play many games in japanese that never made it here including this.  I imported DQ7 psx as well as DQ8 and DQ5 PS2. When i was last trying to teach myself japanese i was able to atleast read the menu and most battle screens so i put a good many hours into DQ7.

I know this isnt going to be what happens but if DQ4 psx does get translated, id personally prefer a retranslation thats as close to the japanese versions text as possible. I personaly dislike localizations as for example if the game takes place in a eastern or asian country or setting... having jokes or things that apply to westerners imo detracts from things.  People should ve acting how they would normally in that time period/area. Also i hate all tge censorship that games get... id rather the translation stick to as close as possible to the japanese original.
Like for example in FF6 kefka says "welcome to my barbecue" which is ridiculously bad as in the the japanese verision he alludes to having  him watch everyone burn to death. Keeping the burning to death would have been better i feel as it us much more impactful. Also kefka in the US translation as an example yells "son of a submariner" which i find stupid and ridiculous as in the japanese original he swears. The swear should have been left in.

I hope the translation ends up as close to the japanese as possible but either way i commend all of you on your efforts. The DS and Android localization is bad imo. The english DQ7 has a good translation imo as its quite close to the japanese original as thankfully they didnt have time to localize it. 

Thank you for your efforts and if this ever gets to a state where you need a tester i have a chipped psx and ps2 as well as Vita i could run this on to test. I prefer real hardware to emulators whenever possible.

Best of luck ill keep watching out foe this!
Title: Re: Dragon Quest IV (PSX)
Post by: spookdy on March 07, 2021, 10:01:59 pm
Hello!

I also just finished DQI&II (GBC) and DQIII (SNES) and was looking to play DQIV. Seeing your blog post inspired me to give it a shot too so I've been working in parallel on my own repository (I'm sorry I don't know Java!!!).

I've been doing this all in Python and have gotten to basically the point you left off at in your blog post. I've also managed to write up a script which auto-translates the PSX dialog to the mobile translation (has a few hitches, but can translate around 70% of the dialog).

Once I get that done I plan on writing a script which generates the pointer remapping ASM.

I know a few in this thread have mentioned they want to help, feel free to contribute to my repository. I can help you get set up if you actually show interest.

Here's my repo: https://github.com/mwilkens/dq4psxtrans (https://github.com/mwilkens/dq4psxtrans)

~ spookdy
Title: Re: Dragon Quest IV (PSX)
Post by: Chicken Knife on March 08, 2021, 06:58:56 am
@spookdy,

Great stuff, keep us posted. As there is clearly some interest in a more accurate / faithful translation as well, my team continues to be open to the idea of working on a script with that approach. Could your tools be set up in such a way where we could essentially prepare a document with the entire translated text and have that inserted into the game? Likewise, it would help us greatly to have an extracted version of the Japanese text we could match it to.
Title: Re: Dragon Quest IV (PSX)
Post by: spookdy on March 08, 2021, 12:14:54 pm
For now I'll be working on inserting the Android dialog because its all right there and it's way easier but yes, even the way it is now allows for a more faithful translation with hardly any extra work on my end (or Markus's).

On Markus's blog you can download an archive of all the extracted PSX dialog, so it should be fairly easy to get started translating.

I'm not sure if this was the intent but Markus had set up each line like so:

Code: [Select]
"",ダミー{7f0b}{0000},0x0084
The second value is the Japanese text and the third is an offset that the translator doesn't need to worry about. The first quotation marks could encompass the translated text so someone could easily go into each file and start translating away. A translated line would look like this:

Code: [Select]
"Dummy{7f0b}{0000}",ダミー{7f0b}{0000},0x0084
(the values in {} are control characters, for example {0000} is the end of a dialog and {7f1f} is the hero name. I have no idea what {7f0b} is but its everywhere)

If anyone wants to do this work, like I said before, I am more than willing to set you up. You shouldn't need any technical knowledge.
Title: Re: Dragon Quest IV (PSX)
Post by: nejimakipiyo on March 08, 2021, 05:34:29 pm
Would love to be part of working on an accurate and faithful translation. I'm in the end stages of another DQ related project now, and would happily work on this game next. All I would need to get started is an extracted version of the Japanese text, like Chicken Knife mentioned. My only skill is with the translating itself, but I'm sure between the lot of us here we could find a way to get this off the ground.

@OldSchoolGamer86 I echo your sentiment with regards to the flaws in modern localizations. I do also realize that a lot of people prefer them, and that's their prerogative, but I think the best solution here would be to work on both styles at once. There's no reason two translations can't coexist, other than the poor technical skill of the translators trying to push out a faithful translation for a system they've never worked on.  :laugh: :laugh:
Title: Re: Dragon Quest IV (PSX)
Post by: AdamDravian on March 11, 2021, 11:56:05 am
Would love to be part of working on an accurate and faithful translation. I'm in the end stages of another DQ related project now, and would happily work on this game next. All I would need to get started is an extracted version of the Japanese text, like Chicken Knife mentioned. My only skill is with the translating itself, but I'm sure between the lot of us here we could find a way to get this off the ground.

Well, this is exciting to read. I'll keep my fingers crossed that this comes to pass.
Title: Re: Dragon Quest IV (PSX)
Post by: nejimakipiyo on March 11, 2021, 12:33:50 pm
If anyone wants to do this work, like I said before, I am more than willing to set you up. You shouldn't need any technical knowledge.

I did poke at markus's blog before, and hit a wall pretty early. Just made another attempt and I downloaded the Japanese extracted text, but I can't make any sense of what I'm seeing. I'm going to PM you because it takes a while for your posts to show up.
Title: Re: Dragon Quest IV (PSX)
Post by: Choppasmith on March 11, 2021, 12:56:18 pm
For now I'll be working on inserting the Android dialog because its all right there and it's way easier but yes, even the way it is now allows for a more faithful translation with hardly any extra work on my end (or Markus's).

On Markus's blog you can download an archive of all the extracted PSX dialog, so it should be fairly easy to get started translating.

I'm not sure if this was the intent but Markus had set up each line like so:

Code: [Select]
"",ダミー{7f0b}{0000},0x0084
The second value is the Japanese text and the third is an offset that the translator doesn't need to worry about. The first quotation marks could encompass the translated text so someone could easily go into each file and start translating away. A translated line would look like this:

Code: [Select]
"Dummy{7f0b}{0000}",ダミー{7f0b}{0000},0x0084
(the values in {} are control characters, for example {0000} is the end of a dialog and {7f1f} is the hero name. I have no idea what {7f0b} is but its everywhere)

If anyone wants to do this work, like I said before, I am more than willing to set you up. You shouldn't need any technical knowledge.

This is great! My first thought was actually a mobile rip is likely to be structured the same making that an easy thing to convert. For the record, I love the modern localizations but going back to IV, I can see why people have a problem with it. Plus Alpha really went overboard in some places while I think Schloc, the people who have done the recent DQs including Heroes, Builders, XI, and I-III, found a happy middle ground. The phonetic spelling of a lot of the Irish/Scottish NPCs really ARE frustrating to read. I think having a 1:1 (or as close as possible) port with an optional  “easy reading” patch that tones down some of those phonetics would be ideal.

Btw Spookdy, first of all, welcome  :). I see you made a Square Enix spell names patch for DQ1 (http://www.romhacking.net/hacks/5799/). You know I made a complete mobile port that converted everything to the modern SE terms right? ^^;;;
http://www.romhacking.net/hacks/4237/ Not saying I have a monopoly on that or anything, having a patch just for spell names works just as fine too. But aside from that I wanted to point out you had two of the spells wrong. It’s Sizz and Sizzle not Frizz and Frizzle.
Title: Re: Dragon Quest IV (PSX)
Post by: spookdy on March 13, 2021, 01:42:19 am
Btw Spookdy, first of all, welcome  :). I see you made a Square Enix spell names patch for DQ1 (http://www.romhacking.net/hacks/5799/). You know I made a complete mobile port that converted everything to the modern SE terms right? ^^;;;
http://www.romhacking.net/hacks/4237/ Not saying I have a monopoly on that or anything, having a patch just for spell names works just as fine too. But aside from that I wanted to point out you had two of the spells wrong. It’s Sizz and Sizzle not Frizz and Frizzle.

Oh that's great (way better than mine LMAO)!! Yeah I'm super new to rom hacking and felt weird starting on such a big project without even trying a small one! I was torn on which to choose and for whatever reason I chose Frizz. I'll update it when I get the chance :)
Title: Re: Dragon Quest IV (PSX)
Post by: nejimakipiyo on March 24, 2021, 07:44:43 pm
Since I didn't get a response to my PM, I'm wondering if someone here could help me understand a few things so that I can pick at this translation in my spare time.

I opened the first file after figuring out how to get the text to display in Japanese.
The first string is
"",うちの人ったら{7f02}疲れた 疲れた ばっかり言って{7f02}ちっとも 話を聞いてくれないのよ。{7f0b}{0000},0x0038

What are the 7F02 and 7F0B bytes?
And 0000?
I don't want to risk messing anything up with my lack of familiarity about the text in this game.

I also have other, more general questions.

Is there a character limit we should be keeping in mind for dialogue boxes? And what about a character limit for lists (i.e. item, monster, magic)? Will it be necessary to implement some kind of icons to save on character limits such as in the Dragon Warrior GBC games?

Any tips and pointers would be helpful!
Title: Re: Dragon Quest IV (PSX)
Post by: markus-projects on March 26, 2021, 01:04:14 pm
Hi nejimakipiyo,

I try to answer quickly.
The files I provided are CSV files which are Comma-Separated Values files. Each file represents a level in the game (it seems) and each row in the csv file represents a text that is said by a game character in a dialog. A row in the file has many values that are comma-separated. The values are: translated text, japanese text, pointer information where the dialog is located (technical information that can be ignored by the translator). The comma-separated values can be quoted with double-quotes " to make sure that, for example, "A sentence, with a comma." the text's comma is not interpreted as a separator comma. A translator may use a tool, for instance openoffice or libreoffice to open the csv file in a spreadsheet environment. This way it is easy to just enter the translated text in a spreadsheet cell instead of writing the text between the quotes ("here"). Then you can save it again as CSV. The app usually detects that it is UTF-8 encoded, so you do not have to worry about it.

I did not have the time to find and test all control characters (these 7F** bytes). What we currently know: The 7f02 makes a new line and a two character wide insertion '  '. The *「 characters seems to be used everytime a text block starts. A 0x7f0a shows a blinking cursor and waits for user input. A 0000 indicates the end of the text so that the dialog routine knows that it has to stop with the decoding. 0x7f1f inserts the hero's name which was entered at the beginning in the menu.

Character limit: yes, without using, for example {7f02}, the text would be drawn over the textbox border. The limit seems to be around 23 characters if the text is indented and 25 (23 + 2) if the text is not indented. I am not sure if every character is monospaced: it seems to be not monospaced when I look at my example screenshot. If this is the case then the character limit varys.

Character limit for lists (i.e. item, monster, magic): I did not look into that yet. "Implement some kind of icons": Currently unclear.

Title: Re: Dragon Quest IV (PSX)
Post by: OldSchoolGamer86 on March 28, 2021, 10:28:44 am
Hey.

As i mentioned earlier i am thrilled about this happening especially being a big fan of psx jrpgs,  dragon quest,  and the whole project in general. I was also glad to read chicken knife agreed with me when it comes to fan translations and such. 

I know you are all quite a ways off from getting to this point but im going to be following this till its done for sure. When the time comes and you need testers i would love to be considered. 

I only ever once got to help out on a project and that was on Mysterious Song a PCE/TG Super CD game by Frozen Utopia.

If your all set no worries i just wanted to throw that out there. I use real hardware as i have a chipped psx and ps2 but regardless i am glad to see the progress being made! Keep up the good work!

And to Chicken Knife...i hope to get a sharo twin or AV famicom and a everdrive sometime so once i do ill definitally try your Dragon Quest NES translations.

Thanks and my hats off to all you guys working to make DQ4 psx playable. The add on the back of the DW7 manual has definitally taunted us all for many years now. Kudos to you all!
Title: Re: Dragon Quest IV (PSX)
Post by: spookdy on March 30, 2021, 12:48:36 am
Since I didn't get a response to my PM, I'm wondering if someone here could help me understand a few things so that I can pick at this translation in my spare time.

So sorry!! I'm not sure if I got a DM. I'll get in touch with you but Markus answered your questions as well as I could. Thanks for starting this!!

I know you are all quite a ways off from getting to this point but im going to be following this till its done for sure. When the time comes and you need testers i would love to be considered. 

If I manage to make more progress you'll be the first person I reach out to :)

I've been really busy recently and haven't had a chance to get back into this but just as an update I ran my auto-matching script and was able to find the (Android) English matches for around 70% of the lines of dialog in the game. I still need to make sure its formatted properly for the PS1 and write the code to reinsert it but its progress!!
Title: Re: Dragon Quest IV (PSX)
Post by: Chicken Knife on March 30, 2021, 09:30:26 am
@OldSchoolGamer86, thank you for your interest and enthusiasm. Stick around, and I'm sure that there will be plenty of opportunity for testing, especially with the contemporary script insert that markus & spookdy are working on. I tend to not rely too much on testers in the early stages of nejimakipiyo & I's work, since my process for improving text relies on constantly inserting changes over the course of 3-4 consecutive plays. I can't get the text to my satisfaction just looking at script files. I need to be playing the game so I can capture the essence of the characters and bring out their unique personalities, so I end up doing a ton of my own testing along the way. But that all said, there are minor text errors I'll never see sometimes. For instance, I've done 3 consecutive revisions of a script and someone will still find a "the the" somewhere. So that's the point where I ask a few committed followers for help.

@markus / spookdy, thank you for the explanations and support. nejimakipiyo & I have been talking a lot about what our approach to this should optimally be. Several months ago, I got extremely busy and nejimakipiyo started taking the lead a lot more on our work, but now nejimakipiyo is getting more tied down and my mental bandwith and available time have been improving. I'll probably be the one who ends up working with the files and managing insertions. I'm going to start looking over everything you've made available now. If the English script and the Japanese are side by side in the data files, that would certainly make nejimakipiyo's process of auditing the translation a great deal easier. I'm very interested in when you all get to the point of having the insertion tools set up. That will allow me to do my usual trial and error process where I'll get comfortable with all the various opcodes, restrictions and other formatting requirements.

I'd imagine that there will be some challenges when it comes to text that isn't presented in text boxes. For instance, the text that appears on screen as a prologue to each new chapter. Or, I'm sure there will be some differently formatted text appearing as part of the ending sequence. Then we have the text in menus, etc. I'd imagine that all that stuff is going to require a lot of additional work.
Title: Re: Dragon Quest IV (PSX)
Post by: spookdy on March 31, 2021, 08:59:42 pm
@Chicken Knife

Thinking this over.. I might be able to make a simple GUI to make life easier for you two so you don't have to bother with CSVs and so you can have a easily accessible table of the "7f**" values.

I'm not entirely convinced insertion will work 100%. Just looking at encoded text block, there's a lot of data we don't understand yet. This will definitely be a long project...

As far as things like scene change text, menu text and so on, we don't even know where that's stored yet and I haven't looked into that at all yet. It's definitely not stored in the same way as the rest of the text. I was planning on writing some code to extract all the compressed assets in the resource file but haven't got around to it yet and probably wont for a while.
Title: Re: Dragon Quest IV (PSX)
Post by: Chicken Knife on March 31, 2021, 10:02:59 pm
Thank you for the consideration. We are accustomed to using the abcde software which is a refinement of Cartographer & Atlas, so that makes us familiar with using command prompt instructions and such. But we certainly wouldn't object to your ingenuity & generosity should you create a GUI for the tools. Really though, we are open to learning how to utilize any kinds of tools as long as you all have the patience to hold our hand through the process.
Title: Re: Dragon Quest IV (PSX)
Post by: OldSchoolGamer86 on April 01, 2021, 10:27:44 am
@Chicken Knife- Oh yes, i was not at all referring to anything anytime soon as the project just got started and i have followed other fan translations and am well aware it takes a TON of time, and effort as well as trial and error before anything gets to a point of being playable in any regard. I was just refereing to some point in the future when you guys feel your at a point where you could use someone to play it up to a certain point or whatnot trying all kinds of different things to find and report unknown bugs/glitches etc to help you guys out so once it is ready for a release its releases as bug/glitch free as possible. I personally prefer to have fan translations take longer but get a quality release rather than release early and have problems(known or unknown). And yes there are as you mentioned MANY parts to consider as event cutscenes as well as scrolling text and other things are also a hurdle to clear as well as the general ingame story, menu, item etc text.
But thanks for taking my request into consideration. There is no rush on my end i just want to help out if at all possible.

I am a 2D "Tales of" fanas well as love games with sprites and the "16-32 bit era is my personal favorite for games especially jrpgs. I was a fan and follwed Cless/Phantasian productions work. I feel when they released a translation it was well done all the way through. I personally dont really care for menu/item only  releases as that doesnt help much as enjoying a jrpg's story is why your playing the game. I was always dissapointed ToD2 only ever got a menu/item translation as its a good entry,as well as a shame Rebirth and ToD R still remain JP exclusive.
Also "The Mystic Dragoons" is currently a psx jrpg that was released with only the opening, menu, skills, items translated. Its better than nothing yes, but without the story i feel its hardly worth playing. More a tease or "what if" than anything else.

Lastly,  Is there a place on the site to make requests for potential translations to say, garner potential  interest or something to that effect? 

Keep up the good work guys!
Title: Re: Dragon Quest IV (PSX)
Post by: Chicken Knife on April 01, 2021, 07:22:18 pm
@OldSchoolGamer86
http://www.romhacking.net/forum/index.php?topic=3282.0 (http://www.romhacking.net/forum/index.php?topic=3282.0)
This is the general repository for hack ideas. I'm not sure if there is a specific one out there for translation requests. From my experience, the most well established fan translators tend to put out a disclaimer not to message them with requests. I guess they can get a little overwhelming.
nejimakipiyo & I are kind of new to the game, but we tend to focus on projects that we both have an incredible amount of passion for. That personal passion is really the only way to justify the sheer volume of work that goes into these things for us.

**EDIT

Actually, look what I found:

http://datacrystal.romhacking.net/wiki/Translations_Request_List (http://datacrystal.romhacking.net/wiki/Translations_Request_List)