News: 11 March 2016 - Forum Rules

Author Topic: Namco X Capcom Translation Improvement - Patch Released (Beta)  (Read 17399 times)

irvgotti452

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Namco X Capcom Translation Improvement - Patch Released (Beta)
« on: December 03, 2016, 11:58:18 pm »
As the title says. I have been improving upon TransGen's "Namco X Capcom" translation. I've been figuring everything out through the forums here and beyond but I haven't really found a place to actually discuss the work. Mainly because I'm a lurker lol. Also because it's based on other people's work. But seeing that they won't be working on it further and my attempts to contact the team shows no results, is it alright to discuss it on these forums?
EDIT: I've contacted Saito and he gave me the green light.

Video Prior to this point: https://youtu.be/FhTTeHqA2Zo

Progress:

Stroy Progress
Proluge 1 - 100%
Proluge 2 - 100%
Proluge 3 - 100%
Proluge 4 - 100%
Proluge 5 - 100%
Chapter 1 - 100%
Chapter 2 - 100%
Chapter 3 - 100%
Chapters 4 -> Unedited

Other
Character Names - 100%
Character Bios - 10%
Item names - 0%
Item descriptions - 0%
Attack Names - 15%
Attack descriptions - 0%

Graphics
Font - 80%
In game menu graphics - 100%
Main menu graphics - 0%
Battle graphics - 80%

First Beta patch (ppf format apply over the already patched iso):
 http://www.mediafire.com/file/25vigvixv2pyzdf/Namco_X_Capcom_%28Irvgotti452_Beta%29.zip

Known issues:
1. Some "." and "," spacing issues in Prologue 1 and maybe Prologue 2, from when I started and didn't know what I know now lol. This is currently being worked on.
2. Prologue 2 - Stan is being fixed to Stahn. It's not in this patch. Same as above.
3. Prologue 3 and on should be fine. Report any issues :).
4. About 4 menu items are untouched because I have not re-inserted the new ones yet.

This patches a bunch of changes I made up until the end of the Prologue. Merry Xmas!
« Last Edit: January 10, 2017, 07:29:51 pm by irvgotti452 »

Bonesy

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Re: Is improving on other's work allowed for discussion?
« Reply #1 on: December 04, 2016, 12:35:57 am »
I'm pretty sure the team is dead and has moved on. I think it can go on the site as an improvement if that's the case?

BlackDog61

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Re: Is improving on other's work allowed for discussion?
« Reply #2 on: December 04, 2016, 07:47:46 am »
Hi there, irvgotti452!
The topic's been tackled a few times, so you can search the forums and find overall positive answers towards this.
My take on what I've read about this:
- you'd be typically expected to try and PM the original author(s) to ask what they'd think of it
- you're anyway welcome to post a patch upgrade, provided you give credit back where it's due.

I happen to have had a chat about this very game with Saito. (I haven't invested time into working into the project, for unrelated reasons.) You should do the same (I mean - you should talk to Saito ;D ).

EDIT: So what have you changed? I can see the font is different (though now variable-width yet, is that planned?  8) ) Note: a, b, c, and d seem to be shifted down 1 pixel compared to the rest of the text, if I'm not mistaken.
Are you going to reuse the existing translation from gamefaqs? (It seems so, right?)
And since I'm at it, are you building tools for the game?
« Last Edit: December 04, 2016, 08:49:12 am by BlackDog61 »

irvgotti452

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Re: Is improving on other's work allowed for discussion?
« Reply #3 on: December 04, 2016, 10:56:41 am »
Oh nice, good to know I'm not the only one with interest in this game. I have tried to email Saito and also saw that he's not logged in here since March.

-What's changed is basically the the existing gamefaqs translation inserted almost 1:1 (Key word almost lol).
-I just inserted that font yesterday. My first try at inserting a font. I don't know if there is a easier way but it was done and I'm definitely working on tweaking it. It's tahoma by the way. And they game basically seems to take whatever font it has and does its own vwf thing to it.
-Changed the menu text to a more basic readable font. Did half of them, planning on finishing it today.
-I've been working on a lot of text pointers and breaks. A lot of the text had space on the end so I just 0'd it out. You can notice the difference as text auto center's...except with the memory card text.
-Also I wish I could make tools lol. I go in with a hex editor, notepad, tilemolester and photoshop. Which is why I wanted to get in contact with Saito because I read he has some tools for this game. But I've been making due lol.
-I've also been working on some of the moves names and names of enemies (Seen in the video first fight) but there isn't much information out there about the regular cronies. Since I can get at the pointers I'd love to find a list of full names for the enemies.
-Oh now Vega can be M.Bison for those who were wondering  ::)


Here are comparison shots:



« Last Edit: December 12, 2016, 11:23:04 am by irvgotti452 »

BlackDog61

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Re: Is improving on other's work allowed for discussion?
« Reply #4 on: December 04, 2016, 01:20:46 pm »
Oh nice, good to know I'm not the only one with interest in this game. I have tried to email Saito and also saw that he's not logged in here since March.
Yes, he has a lot of "in real life" now, it seems. I'm jealous!  ;D

-What's changed is basically the the existing gamefaqs translation inserted almost 1:1 (Key word almost lol).
Are you familiar with Japanese, in a way that would allow you to challenge and further improve that source material? (There are also places which that FAQ doesn't cover, I'm told.)

-I just inserted that font yesterday. My first try at inserting a font. I don't know if there is a easier way but it was done and I'm definitely working on tweaking it. It's tahoma by the way. And they game basically seems to take whatever font it has and does its own vwf thing to it.
OK. I've used Nina with success, for what it's worth.
The font is used in the screenshots you shared as "fixed width" (because all letters use the same space. You can see they are as if they were on a grid. This leads to lots of empty space around "l" and "i", for instance, and a squeezed "w".) So the game doesn't handle that for you.

-Also I wish I could make tools lol. I go in with a hex editor, notepad, tilemolester and photoshop. Which is why I wanted to get in contact with Saito because I read he has some tools for this game. But I've been making due lol.
Saito said they didn't have tools for text, back in the days, and used a hex editor too. I think you'd need a real tool for the text, if you want to get to a really good result. Just my opinion, though.

-Oh now Vega can be M.Bison for those who were wondering  ::)
Yay!!  :D

Alright - I'm curious to follow your work. It'd be nice if you had a thread with the game's name in its title. (You could even rename this one and ask for it to be moved under "Personal Projects"?)

irvgotti452

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Re: Is improving on other's work allowed for discussion?
« Reply #5 on: December 04, 2016, 01:46:47 pm »
Yes, he has a lot of "in real life" now, it seems. I'm jealous!  ;D
Lol.

Are you familiar with Japanese, in a way that would allow you to challenge and further improve that source material? (There are also places which that FAQ doesn't cover, I'm told.)
I am not, but I have a translator software & google (I know, I know). If needed I edit in to decent english, and if it really doesn't make sense I am not afraid to ask for a translation. I'll just tally up a few to throw them up at once and not constantly go back and forth. I have been looking at the other guides in gamefaqs but none of the items or many of the skills are there. I might set up a spread sheet for community help.

OK. I've used Nina with success, for what it's worth.
The font is used in the screenshots you shared as "fixed width" (because all letters use the same space. You can see they are as if they were on a grid. This leads to lots of empty space around "l" and "i", for instance, and a squeezed "w".) So the game doesn't handle that for you.
Noted. They are laid out in more of grid in a strip. Not like how I seen in other games/tutorials. But yea you're right.

Saito said they didn't have tools for text, back in the days, and used a hex editor too. I think you'd need a real tool for the text, if you want to get to a really good result. Just my opinion, though.
Yea I was looking more for the graphics handling tools. I had to resort to learning how to use tilemolester to edit them. Even then I have no idea how to load the pallets. lol

Alright - I'm curious to follow your work. It'd be nice if you had a thread with the game's name in its title. (You could even rename this one and ask for it to be moved under "Personal Projects"?)
Let's see if this will get noticed  8). Mods can this be moved to personal projects? Thanks  :)

EDIT: Fixed some of that spacing you mentioned
« Last Edit: December 12, 2016, 11:22:44 am by irvgotti452 »

BlackDog61

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Re: Is improving on other's work allowed for discussion?
« Reply #6 on: December 04, 2016, 05:28:21 pm »
I am not, but I have a translator software & google (I know, I know).
Dood... Well, one step at a time.

I have been looking at the other guides in gamefaqs but none of the items or many of the skills are there. I might set up a spread sheet for community help.
How about checking the Project X Zone games for some of that info? (Hoping at least some of the characters are the same.)

Yea I was looking more for the graphics handling tools.
Ah - OK. I think they had some. You should PM Saito here about it. Expect delays :) :) but hey, it's worth a shot, right?

I had to resort to learning how to use tilemolester to edit them. Even then I have no idea how to load the pallets. lol
Palettes aren't the easiest part, for sure. They're often located just before or after the pixels data, though, if that helps? (I haven't used TileMolester - but TiledGGD allows viewing of palette that way. You can't edit with it, though.

Let's see if this will get noticed  8). Mods can this be moved to personal projects? Thanks  :)
I can't remember if we're supposed to use or not supposed to use that "contact staff" button over there on the left, for this kind of request.

EDIT: Fixed some of that spacing you mentioned
Spoiler:
Looks much better!  :thumbsup:

irvgotti452

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Re: Is improving on other's work allowed for discussion?
« Reply #7 on: December 06, 2016, 09:29:51 am »
How about checking the Project X Zone games for some of that info? (Hoping at least some of the characters are the same.)
That was a great idea. Already have some enemies named  ;D.

Ah - OK. I think they had some. You should PM Saito here about it. Expect delays :) :) but hey, it's worth a shot, right?
Done, hopefully I get his blessings.

Palettes aren't the easiest part, for sure. They're often located just before or after the pixels data, though, if that helps? (I haven't used TileMolester - but TiledGGD allows viewing of palette that way. You can't edit with it, though.
Oh this I know and haven't figured out lol. But I am persistent.

Looks much better!  :thumbsup:
Thanks  ;D. Got more done since.




irvgotti452

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Re: Namco X Capcom Translation Improvement
« Reply #8 on: December 21, 2016, 12:55:01 pm »
Just a little update on what I've done so far.


I'm hoping people will enjoy this when it's done. The story is fleshing out a little better with more of the details in the game. I might even release a patch to this point. What do you guys think?

More screen shots!






« Last Edit: January 10, 2017, 07:27:42 pm by irvgotti452 »

RadioTails

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Re: Namco X Capcom Translation Improvement
« Reply #9 on: December 22, 2016, 10:24:12 am »
May want to make the names of the character stand out more from the main text.  Perhaps something like this:

[Chun-Li]
  Let us battle!
The time has come.
Avatar by LazyNinjartist

irvgotti452

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Re: Namco X Capcom Translation Improvement
« Reply #10 on: December 22, 2016, 11:45:23 am »
I've thought about it but it takes up more precious text space. Either ways the character's sprite is highlighted when their text is on screen so that helps.

Thanks for the feedback though.  :)

BlackDog61

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Re: Namco X Capcom Translation Improvement
« Reply #11 on: December 22, 2016, 02:17:10 pm »
May want to make the names of the character stand out more from the main text.  Perhaps something like this:

[Chun-Li]
  Let us battle!
The time has come.
In my opinion, a lot of games do as is presented here, so I'm not seeing the need to change the name in any way.
I look forward to playing when you think the time is right, Irvgotti452! I will personally wait for the final product. Choice is yours.

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Re: Namco X Capcom Translation Improvement
« Reply #12 on: December 23, 2016, 03:53:19 am »
It's cool to see someone working on an improvement for Namco X Capcom.

If you want, I could try to add a variable width font to the game.

If it's like most PS2 games, it probably has a fixed width value somewhere in the code.

I can't make any promises; but I could try to take a look if you're interested.

irvgotti452

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Re: Namco X Capcom Translation Improvement
« Reply #13 on: December 23, 2016, 11:33:24 am »
It's cool to see someone working on an improvement for Namco X Capcom.

If you want, I could try to add a variable width font to the game.

If it's like most PS2 games, it probably has a fixed width value somewhere in the code.

I can't make any promises; but I could try to take a look if you're interested.

That would be interesting to see if it is possible.  :)


In my opinion, a lot of games do as is presented here, so I'm not seeing the need to change the name in any way.
I look forward to playing when you think the time is right, Irvgotti452! I will personally wait for the final product. Choice is yours.

Agreed and to spark some interest and possibly some help with some translating I just might drop a polished beta this weekend.  ;)

BlackDog61

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Re: Namco X Capcom Translation Improvement
« Reply #14 on: December 23, 2016, 12:40:05 pm »
Agreed and to spark some interest and possibly some help with some translating I just might drop a polished beta this weekend.  ;)
Woooo - now THAT's what I call teasing!!  ;D

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Re: Namco X Capcom Translation Improvement
« Reply #15 on: December 23, 2016, 08:23:24 pm »
That would be interesting to see if it is possible.  :)


Agreed and to spark some interest and possibly some help with some translating I just might drop a polished beta this weekend.  ;)
Cool, I'll take a look at the game then.

If I'm able to add a VWF; I'll send you the patched SLPS file.

irvgotti452

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Re: Namco X Capcom Translation Improvement
« Reply #16 on: December 25, 2016, 04:31:13 pm »
Updated the first post with a patch. Merry Xmas.

irvgotti452

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Re: Namco X Capcom Translation Improvement - Patch Released (Beta)
« Reply #17 on: January 10, 2017, 01:41:29 pm »
Some Update pics  ;D. Getting all the attack names in with the help of Greenrose.







The editing process is slow but I'm working every day on this.

BlackDog61

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Re: Namco X Capcom Translation Improvement - Patch Released (Beta)
« Reply #18 on: January 11, 2017, 12:11:03 pm »
Slow and steady is the best! Keep it up, you're being read.  ;D

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Re: Namco X Capcom Translation Improvement - Patch Released (Beta)
« Reply #19 on: February 08, 2017, 12:03:04 am »
I was a beta tester in the original translation of this if ya need someone to help out i don't mind. :thumbsup: