Summon Night Craft Sword Monogatari: Hajimari no Ishi - English Translation

Started by oil, August 01, 2013, 05:45:26 PM

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pablitox

Well, It has a new leader, saturos, so I'll be helping him for the time being.


Black, what do you think of this?
Quote from: Aent on July 20, 2014, 04:14:41 PM
The scene is in 017bd14c.txt, but it appears that it's not in the exact order as it appears in the game nor the uncompressed PSI3 segments when ripped from the game. Try scrolling down to about line 585 to get the start of the conversation taking place after you fight V.E. It's probably safe to say that other parts are a bit out of order as well so you may have to do some searching.

For instance, the やった! line is right at the start of when it shows text in the PSI3 segment. I haven't investigated the opcodes yet though.
Spoiler
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Re taking hajimari no ishi!

BlackDog61

Quote from: pablitox on July 23, 2014, 04:59:12 PM
Well, It has a new leader, saturos, so I'll be helping him for the time being.


Black, what do you think of this?

Hey - is this after decompressing? Or is there no compression after all? Looks like I may have mised something...

pablitox

 Not sure about that. aent is the one who di that, which means he must have dumped the script. he wanted to find the opcodes
Re taking hajimari no ishi!

Aent

Quote from: BlackDog61 on July 24, 2014, 02:59:03 PM
Hey - is this after decompressing? Or is there no compression after all? Looks like I may have mised something...

Yes that's after decompressing it via DSDecmp. My apologies for the late response.

pablitox

Well, we are still recruiting help for proofreading, It could be awesome if people could meet this criteria:

Knowledge of japanese
Having played the ast two SN swordcraft Story series

Re taking hajimari no ishi!

megafilipe


pablitox

Quote from: megafilipe on October 02, 2014, 11:40:54 AM
Can't wait for this translation to be completed!

Thanks! this is a hell of a job so remember to thank them team.

The inserter is slowly but surely getting done :)
Re taking hajimari no ishi!

vita1991


pablitox

Thought I'd update this page too, there was a new patch release, this one contains a lot of graphics translated. This includes in-game portraits, partner's naming screen, and minigame description(there were no news on the text inserter sadly, though we are waiting for input).

http://www.mediafire.com/download/l1suy7m816i8sm5/sn3gba_graphic_menus_v0.6_Jrombase.ups

Many thanks to Ghanmi from the gbatemp forums for the big graphic help, mz, Almagest and FAST for helping with kanji identification for a handful of graphical NPC names.TsubasaShaoranExel and Leaf, as well as the previous translators, for names.

Here's some screens:
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Well, that only leaves some graphics and the rest of the script insertion. ::)

Re taking hajimari no ishi!

pablitox

There is a script dumper ready:

I've been working on it on and off in my spare time, but I am pretty new to all this. That tutorial you posted was quite helpful so my thanks to whomever wrote it and to you for posting it.

Ideally I want to break the limit of the current text blocks(PSI3 segments which is what is shown in my last post) so we can have a fuller translation. As it is now, each text block links to the others either by an index number to an array of pointers or a pointer of it's hex location. Still investigating that. If for instance, you take one segment, say the mine entrance right after the intro, and replace it with another. As soon as you leave after fighting VE it will warp you to the new location instead of the mine. In my case it was from there to the shop in the first town. If I walked out of the shop then, it took me outside into the town as it normally would. This tells me that the locations that they lead to aren't linked to the current text blocks location in the game file. If we were to pull out all the text blocks, put our full translation in and put them back in, they would run out of room. Sort of like putting 4 rectangles where 4 squares are supposed to fit. The way to fix this is put them in as normal and once we run out of room for the next one to fit, move it to free space and adjust the pointers as needed for all the text blocks. With luck it will be some sort of array, but I'm not sure honestly. I have located a value that if changed links to various locations and battles but more investigating is needed.

As for the max rom space issue of 32mb, I'm not sure how close we'll come to that. I forget how much free space was said in the other thread. Something like 280kb? I'll have more on that situation soon I hope.

Download here:http://www.mediafire.com/download/rr6djrlhhhn7374/dumptextsv1.zip

I'm gonna include the program I use to dump the text blocks as well as a .bat file to use with DSDecmp: https://code.google.com/p/dsdecmp/downloads/list

Just unzip to a folder with "sn3.gba" in it.(without the quotes). Doubleclick dumptexts.exe and it will dump the encrypted texts to the folder "output". Their names will be in the form of "decimal_hex". Then, with DSDecmp.exe in the original folder, doubleclick dsdecmp_folder.bat and it should make a folder called output_dec. Those will be the decompressed ones as shown in my last post. They include the original script, events, etc, albeit in a fairly unreadable form except for the actual script. For those of you who wish to see the code of dumptexts.exe, it's in src. You'll need GCC to compile most likely. I plan to include any programs/tools I create and their source as I don't want my progress for better or worse to be lost if something beyond my control should happen, lol. Beware I have some experience with C, but am certainly no expert and use google quite often.

If any questions/comments/tips/criticisms, etc I'll try and be more active here to see them. I can't promise I'm the answer to what you've been looking for, but I'm willing to try and help, lol. My apologies for the late response as well as the text-wall.


p.s. Offsets.txt will be created as well. It's just a list of all the starting locations of the compressed segments in hex. Also, not all the txt files will be story dialogue. Some are just empty rooms or lead to battles and such. Also, some might be two different parts of one location. For instance, in the first game I had one for the intro dialogue and one for map items. ("...may..." cutscene for the dialogue and in a separate text for picking up the entrance ticket as well as the placement and teleport location of the stairs)
Re taking hajimari no ishi!

BlackDog61

Hi Pablitox!
I thought you wrote on the other thread that someone'es handling the inserter. are you doing the same thing in parallel for the sake of learning? (I'm kinda lost in translation there. ;D)
Cheers!

pablitox

Yo black! Fine fine, had a tough day today.

As you mentioned that is aent's script dumper, though i could post it here if it was useful to someone, even if only to identify opcodes and document them.
Re taking hajimari no ishi!

pablitox

Hey guys, wanted to tell everyone I will be taking a break of sorts from this project, real life stuff, don't worry, I will come back, eventually (though if someone more qualified can take this over I will have no problems  :thumbsup:) when I get a bit of gba hacking knowledge.

You can PM me.

See ya around!
Re taking hajimari no ishi!

Masaru


Stgarte

Hello there! I would like to bump this thread! I loved Summon Night for the GBA and would love to see this part being translated into english.  :)
Keep up your work, I really appreciate it!

bradzx

Oil didn't update for long time.   Someone else already did work on and update.   Please go here.
Are you huge fan of Megaman Xtreme 2?   Then check this progress of Remastered version!

pablitox

Hello! I will be brief. We arent out of the picture yet. Currently lost zombie is handling the proofreading and we are documenting the graphics that need a translation.


I will catch up with all in due time. Cheers!
Re taking hajimari no ishi!

Shadic

Glad to hear! I loved the first two games and it would be great to get a chance to play the third one finally.