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Author Topic: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation  (Read 101076 times)

VicVergil

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Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
« Reply #20 on: February 05, 2014, 01:22:45 pm »
But at least you still have the translations, right?

pablitox

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Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
« Reply #21 on: February 05, 2014, 09:16:23 pm »
Yeah, thanks to a user who ripped it from the page.
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pablitox

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Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
« Reply #22 on: February 13, 2014, 05:10:51 pm »
Oh yeah, I thought I could post here Ritchburn's tools. Here they are :

https://github.com/wangds/sncsm3

These were made by Him, so if you wanna use them or ask about them ask him.
« Last Edit: February 13, 2014, 08:49:45 pm by pablitox »
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VicVergil

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Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
« Reply #23 on: February 13, 2014, 08:06:51 pm »
He could not appreciate his mail to be published (spams, troll PMs..)
You'd do him a huge favor if you don't post it publicly.

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

pablitox

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Re: Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation
« Reply #24 on: February 13, 2014, 08:49:21 pm »
Dang, sorry, did not mean to post his email, I was gonna say you can find it on gbatemp's summon night thread :o
writing using this slowish internet is hell..

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

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

Oh, that might be cool!I don't really know about this stuff, but it intrigues me to find out how it works, considering it uses a lot of assembly who I studied in my university.
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pablitox

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Now we are wanting help from a translator with knowledge on the summon night craft sword series for proofreading tand editing he script. contact me through pm
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pablitox

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Hey there,  just telling you guys about our progress. there has been progress alright, just not very noticeable.

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

March 17, 2014, 01:26:09 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
To update in the latest news, I want to release a patch. It will contain almost all text BUT the script translated, this means bestiary, weapons and their descriptions, items, materials, etc. It Doesn't include system messages and places names, as they are in the script. Though I'll need a bit of help with the boss data. I need someone to make savestates (preferably using visualboyadvance. make sure to list the version used) before each story related boss so I can check their names are correct, in the meanwhile I'll finish with the weapon description.
« Last Edit: March 17, 2014, 01:26:09 pm by pablitox »
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blackbear989

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thank you for the update. I am really glad something is done regarding this project, even a small progress is a improvement.

pablitox

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Well guys, after the long wait (and working around this little problem I had) here's the latest version patch:

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

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

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

Lots of appreciation should be given to:

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

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

Reason to edit: added new link
« Last Edit: April 15, 2014, 02:04:49 pm by pablitox »
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Mirby

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Glad to see this still chuggin' along. :3

pablitox

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Thanks for the support, really :D

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

i tried doing a bit change, to no avail, it does not work
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VicVergil

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Congrats for the progress.
But what's exactly the problem with the main script insertion?

pablitox

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For starters, i don't really know much about gba hacking (yes, even though i'm studying programming in university), the other one is that we had to rip the script from the page it was translated, and the format in which the script is currently in is different from the one used as example in the tools to translate.

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



to clarify:

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

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

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

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

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

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

an so on it goes.

About the script:

くそう(...)
Shoot(...)
cakepans

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

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

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

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

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

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

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

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

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

そうだな(...)
You're right(...)
cakepans

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

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

そうだね(...)
You're right(...)
cakepans

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

Basic steps:

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

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

3. Try to run the script in the game.

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

5. Then you putting the translated text in line by line.
« Last Edit: April 19, 2014, 10:36:35 pm by pablitox »
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pablitox

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We are recruiting help now, we need someone who can insert the script.

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


Please, send PM thos who want to help.
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Personality

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Wow! Some people are still working on this project.
You have my utmost thanks guys. I loved the swordcraft games with their dialogue, interesting story, and deep character development, all of which modern games just plain lack.

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

but thanks for continuing this! I gave up hope at 2012, but you guys revived it!

pablitox

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Well guys, i give up. lack of interest makes me think no one wants to see it done, so i am to.

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


cheers!

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


https://github.com/wangds/sncsm3


the most important one, has everything you need:

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


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


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



that is all? i have also some dialogue about the compression and such, if you need them, send me a PM.
« Last Edit: May 15, 2014, 01:32:01 pm by pablitox »
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Mirby

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I'd love to see this done, but I can't actually help. No clue about programming or anything.

Don't assume that because no one has responded that there's no interest, that's giving into despair right there.

pablitox

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Yeah, alright, I'll keep going then, does not want to see this over  ;D



but i'll need more help with this


cheers!
« Last Edit: May 16, 2014, 03:52:51 pm by pablitox »
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BlackDog61

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Just wild / simple thinking so far, if I'm not mistaken:
- The sections of script text spans in 2 areas, with each sub section marked with a "PSI3" close to its start. These markers are in 0135b2fc-0135b8bc and also in the main area spanning 01720a91-018c7d71. Assuming everything is filled wit script there, it means there are more than but about 1.7 to 1.8 MB of script (once turned into the game's format, with LZ77 already applied).
- It is all encoded in SJIS-like, so 2 bytes per character, which can be reduced to 1 if we work on the font. If I read patch v6 correctly, even though I don't understand why it seems to replace some Japanese with more Japanese, it seems to stick to 2-bytes encoding; So the tools from Richburn might be further developed to handle this?
- Richburn mentioned he was able to compress things better than the initial game - I'd be curious to get numbers on that.
- The free space at the end of the ROM is about 282kB.
- English is vastly larger than Japanese, I cannot remember the math but I'm afraid it is about a factor of 5?

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

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

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

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

(Enough thinking for one post. ;))

VicVergil

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In its current form, the game allows only for double-byte characters, and fixed width font.
The translators trying to work around this, used most kanji and kana to house combinations of two latin characters (and that only allowed lower case combinations, or upper+lower case, hence why they can't use all caps for screaming, or the canonical spelling spelling RUN-DOR, among other things).

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

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

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

Definitely needs someone proficient with ASM.
« Last Edit: May 17, 2014, 11:27:29 am by GHANMI »