I've been quite busy these past few weeks and also been distracted with a less time-consuming project. HOWEVER, I did recently discover Gameshark/Genie codes for both the NES and GBA versions that give me max stats, money, and no random encounters, allowing me to go through the game much quicker (I literally transcripted the entire Salamand portion of the game in about 1.5 hours).
So far, I have translated/transcripted/whatever up to delivering the Mythril back to Salamand. While that may seem like a small portion of the game, the thing is that the first portion of the game has you going to these first several towns back and forth and they all have multiple sets of dialogue as the Dreadnought gets closer to completion. I presume that once I get to the part of the game where the Dreadnought destroys all the towns, then progress should go a lot faster (since from that point on its mostly just dungeons).
My only concern is that I'll run out of space in one of the ROM banks. I'm considering writing a new tool that lets me compile the entire game text from a .txt file (similar to how the Mother 3 translation tools work), that way free space won't be as much of an issue if I want to change text I've already put into the ROM while maintaining free space optimization. I haven't run into that issue yet though, and I'll just keep on doing what I've been doing.
November 07, 2015, 02:03:44 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Hey here's some more screens, this was all done in the past two hours:
You spend about 80% of the game being Hilda's bitch doing whatever she asks...
This is another example of keeping the content accurately to the original Famicom text, since the line about him noticing Maria is not present in the GBA version, but it's present in both the Famicom and PS1 versions, so it's also present here.
I believe this is the third set of dialogue that Altair's NPC's have... and it's not the last either.
That last line, "The [Dreadnought] must be destroyed...
" was one I had to add for reasons dictated by the game design, and was not present in the original script. And the reason why is, well, see those four screenshots? It fits in a single text box in the original Famicom version:
Because the word "Dreadnought" (だいせんかん in the screenshot) has to be selectable when Hilda is finished talking, I had no choice but to add a line of content that was not in the original script at all, or else you wouldn't be able to select the keyword Dreadnought. The PS1 translation had to do the exact same thing, so I have no guilt in doing that. (The Japanese GBA version completely expanded Hilda's dialogue here so that it wouldn't be an issue when they translated it to English).