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Author Topic: Translations: "Napple Tale: Arsia in Daydream" English translation released  (Read 16421 times)

Sessh

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It should be spelled "fagott" or "fagotto"... "Faggot" is simply a homophobic slur. But if it were me, I would use the more innocuous name for the instrument, the "bassoon"... https://en.wikipedia.org/wiki/Bassoon

Yeah, I know it's a slur which is why it was surprising to see it there. Thanks for the clarification and yes, Bassoon would be a much better choice. I know what that is.

dragonvalor1

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Re: Translations: "Napple Tale: Arsia in Daydream" English translation released
« Reply #21 on: September 24, 2020, 09:57:15 am »
Why are there two different patches? All it says is "Alternate patch for other versions of the game", which doesn't explain anything? What are these "other versions of the game"?

GhaleonUnlimited

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Re: Translations: "Napple Tale: Arsia in Daydream" English translation released
« Reply #22 on: September 30, 2020, 03:22:32 pm »
Wow, never noticed this project before -- thanks very much, will check it out! Been on a DC kick lately.

I also would like to see a GDI eventually (but I prefer playing via disc anyways when possible).
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Master X

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Re: Translations: "Napple Tale: Arsia in Daydream" English translation released
« Reply #23 on: December 28, 2020, 02:50:44 pm »
Hello!

I know, this is an old topic, but I really want to post here.

I'm from Brazil, and I'm a great fan of this game, it's really very good. I always wanted a patch for this game, in order to understand the storyline, and finally my dreams come true when Cargodin and his group released a patch for it. From my experience with the patch, I noticed only a bug related before: the memo bug (it works only for the first time, if you try to read the memo again, it's emtpy). Probably it has some grammar errors, but the translation is wonderful! For example, I didn't see any japanese word in the text, I think that Cargodin fixed the text  before to release the patch 1.0. Well, reading some posts here, I noticed that would be nice if there's a patch for GDI version. I saw the related bugs too. Probably the memo bug could be a pointer issue.

The good news: I created a working GDI for this game, using all edited files extracted from a CDI after apply the translation patch. I'm a romhacker and translator too, so I could generate a perfect GDI from a CDI. In fact, isn't too hard, but requires some skills in order to make it work and convert a CDI to GDI properly. Only the edited files by the patch were replaced in the GDI: all other files remains untouched (I noticed that many things in the CDI were downsampled in order to fit on a CD-R, like audio streams, for example).

The patched GDI works perfectly with my modded Dreamcast (Dreamshell and GDEMU), and it's a pleasure to play this game in English. I have plans to translate it to my native language, Brazilian-Portuguese as soon as possible.

If anyone has some interest, I can provide a xdelta patch to be applied in original japanese GDI file. The main reason because I didn't release a GDI patch yet it's because for me the translation needs to be 100% without bugs. But again, if anyone has some interest on a GDI patch, I can share one here.

If the translators need some help to make a GDI patch in future updates, feel free to contact me and I'll try to help.

Thank you for your hard work!


Sessh

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Re: Translations: "Napple Tale: Arsia in Daydream" English translation released
« Reply #24 on: December 30, 2020, 10:55:58 am »
Hello!

I know, this is an old topic, but I really want to post here.

....


Hi there, Master X. That's great news about the GDI patch although yes, the Memo bug will hopefully be fixed at some point. As I showed in this thread, there were numerous places where Japanese text still appeared. Was there an update for this patch that fixed those spots?

The issue with the platforms disappearing is also significant, but it's not a show stopper so long as you have Bridgino and apparently only happens on some emulators.

If you have a GDI patch for the game with no Japanese text and would want to share it, I would certainly be interested in using it. I understand not wanting to release it until the memo bug is fixed, though. I hope it's not too hard of a task to accomplish.

Master X

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Re: Translations: "Napple Tale: Arsia in Daydream" English translation released
« Reply #25 on: December 30, 2020, 10:21:07 pm »
Hi there, Master X. That's great news about the GDI patch although yes, the Memo bug will hopefully be fixed at some point. As I showed in this thread, there were numerous places where Japanese text still appeared. Was there an update for this patch that fixed those spots?

I don't know if there was an update for the patch, probably not yet, but I used the patch released here (v1.0), and I patched a clean CDI created by DCCM group.

The only significant issue I've seen it's the memo bug. I finished the game a few days ago, and didn't noticed any japanese text, like you saw in some parts (giving a paffet to Mrs Winky, opening the safe with the woodpecker, and so on). The shadows overlapping the text balloons didn't happen with me too (if you used a Dreamcast emulator, so probably it's the guilty). No plataform disappeared in my gameplay, and the "real time map" works perfectly. I think you applied the patch in a bad CDI, and because of this, there's some issues in your gameplay.

If you have a GDI patch for the game with no Japanese text and would want to share it, I would certainly be interested in using it. I understand not wanting to release it until the memo bug is fixed, though. I hope it's not too hard of a task to accomplish.

Here we go:

https://drive.google.com/file/d/1n4wbz6t2xtgZIGFcqdq8b-KWDqOZvCv1/view?usp=sharing

Search for "Napple Tale - Arsia in Daydream v1.006 (2000)(Sega)(NTSC)(JP)[!].gdi" in the google to find the same GDI that I used to make the patch. If you wish, you can search for the original GDI hashes listed below to be sure that is the correct GDI. The patch has 612 MB size and it was compressed with 7-zip. To apply the patch, you can use a tool named "Delta Patcher" or "Delta Patcher Lite".

Apply this xdelta patch in the original "track03.bin" file from japanese GDI, with the following hashes:

CRC32: 3CE1154F
MD5: F14F6C7797234F4CA40DACD727901E7C
SHA-1: AD658D40708F49D22BEEF2A0AB2237A2EC7C7E17

You should have now a patched "track03.bin" from japanese GDI, and now the file will have the following hashes:

CRC32: 1B9A87E6
MD5: F698DFCBAE6873352895E81DEC097EC4
SHA-1: AE146A07911D77B15DB42DD9C3CD622314661B6D

If everything is ok, you can now enjoy the translation in a patched GDI.

Notes:

- Just to be clear: I'm NOT the author of this translation and I'm NOT make part of the translation group. I'm just someone that made a GDI patch using the translated files from a patched CDI. The credit for this translation goes to Cargodin and his group.
- I played the game in a real Dreamcast (Dreamshell and GDEMU), not in an emulator.
- You can optimize the GDI to save some space and use it with Dreamshell/Retrodream. In fact, I used an optimized GDI. But this is optional.
- I finished the game, but I didn't trigger every event in the game, so I really don't know if there's another issue with other events. I just did the suficient to beat the game.
- I noticed some minor grammar errors, but I really didn't play the game searching for it. I think the translator knows about the errors, so in a possible update patch this can be easily fixed.
- Like I said before, only the edited files used in the translation were replaced in GDI. All other files remains untouched, preserving the maximum original files.
- Not even a single byte of this translation was changed. The translation is exactly the same provided by the patch released by Cargodin.

Please test the GDI patch and let me know if everything is working. See ya!

Sessh

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Re: Translations: "Napple Tale: Arsia in Daydream" English translation released
« Reply #26 on: December 31, 2020, 11:38:29 am »
Hey thanks a lot for that! I already had everything I needed and patching was easy. I will play through it again thoroughly and hopefully won't find any Japanese text.  I thought Cargodin mentioned that the reason there was still Japanese text had something to do with the method they were using to insert the translated text and that some of it wasn't executing as intended. Since that has to do with the information being inserted into the disc image, I wouldn't think those issues would differ depending on what console/emulator the game is played on. Then again, I'm not a romhacker. :)

The memo bug is the big thing, though. I'll check back with updates.

Baggins

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Re: Translations: "Napple Tale: Arsia in Daydream" English translation released
« Reply #27 on: December 31, 2020, 02:30:28 pm »
Quote
Faggot" is simply a homophobic slur.

No "faggot" has more than one meaning than just a homophobic slur. Including the instrument, and 'alternate spellings' for it (depending on language).... Context is useful...

However, yes I understand how it could cause confusion, and offense to some people who might be confused.

https://en.wikisource.org/wiki/A_Dictionary_of_Music_and_Musicians/Bassoon

"BASSOON (Fr. Bosson, Ital. Fagotto, Ger. Fagott). A wooden double-reed instrument of eight-foot tone. The English and French names are derived from its pitch, which is the natural bass to the oboe and other reed instruments; the Italian and German names come from its resemblance to a faggot or bundle of sticks. "

https://en.wikipedia.org/wiki/Faggot

Sessh

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Re: Translations: "Napple Tale: Arsia in Daydream" English translation released
« Reply #28 on: December 31, 2020, 05:09:16 pm »
Shadows still show through text boxes. I also found a typo I didn't see before:



"Becuase" being the typo, of course. :)

Also, good to see that it appears Cargodin's team has made several fixes to their patch. I posted a screenshot previously about "hold her punches" should be "pull her punches" and look here!



The change was made! This is a good sign, it seems maybe the Japanese characters and other things I pointed out before have been fixed. Playing on..
« Last Edit: December 31, 2020, 05:17:14 pm by Sessh »

Seta

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Re: Translations: "Napple Tale: Arsia in Daydream" English translation released
« Reply #29 on: December 31, 2020, 09:15:50 pm »

The good news: I created a working GDI for this game, using all edited files extracted from a CDI after apply the translation patch. I'm a romhacker and translator too, so I could generate a perfect GDI from a CDI. In fact, isn't too hard, but requires some skills in order to make it work and convert a CDI to GDI properly. Only the edited files by the patch were replaced in the GDI: all other files remains untouched (I noticed that many things in the CDI were downsampled in order to fit on a CD-R, like audio streams, for example).


This is great! I compress all CD game backups in .chd, so this saves a few MBs more. Would be rad to have GDI patches for Frame Gride, Karous and Nanatsu no Hikan - Senritsu no Bishou, too, but you don't have to do them too, of course.

Sessh

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Re: Translations: "Napple Tale: Arsia in Daydream" English translation released
« Reply #30 on: December 31, 2020, 10:24:29 pm »
So, the first place I saw Japanese text was during the tutorial in the paffet mixing room, but saw none this time! I saw some other corrections that were overlooked, though.



Text says "she's she's"



This should be "Hear, hear!", not "Here, here!"

Master X

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Shadows still show through text boxes.

This issue never happened to me, but I played this game directly in a real Dreamcast, using an ODE (Dreamshell or GDEmu). Just to be sure, I'll check this out when I'm home. Are you using an emulator?

Also, good to see that it appears Cargodin's team has made several fixes to their patch. I posted a screenshot previously about "hold her punches" should be "pull her punches" and look here!

Yeah, probably they fixed many errors in their 1.0 patch. I suggest you to do a new gameplay and print every typo that you find out, then put them on a folder and send them to Cargodin and his group to help them make an update patch. But probably this update patch only will be released when the memo bug is fixed.

This is great! I compress all CD game backups in .chd, so this saves a few MBs more. Would be rad to have GDI patches for Frame Gride, Karous and Nanatsu no Hikan - Senritsu no Bishou, too, but you don't have to do them too, of course.

Actually, I never played those games before, I must confess... But if none of them has a GDI patch, I think I can create one. If it happens, I'll create a new topic for the patches.

Sessh

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This issue never happened to me, but I played this game directly in a real Dreamcast, using an ODE (Dreamshell or GDEmu). Just to be sure, I'll check this out when I'm home. Are you using an emulator?

Yes, I only use emulators these days. I use Redream's recent development build.

Quote
Yeah, probably they fixed many errors in their 1.0 patch. I suggest you to do a new gameplay and print every typo that you find out, then put them on a folder and send them to Cargodin and his group to help them make an update patch. But probably this update patch only will be released when the memo bug is fixed.

Yes, it's great! It really is amazing how good this patch was out of the gate. The only major issue that is universal is that memo bug. The missing platforms bug is emulator exclusive (Redream included), but as I showed, isn't game breaking. It is very odd how it presents itself though. I will just post pics of any text typos I find here like I did before.

Quote
Actually, I never played those games before, I must confess... But if none of them has a GDI patch, I think I can create one. If it happens, I'll create a new topic for the patches.

I know you're not replying to me, but I'd love to see more games get GDI patch love or even DC games getting translations. deSPIRIA is one such game. Anyway, getting off-topic. :) I will be (slowly) playing through Napple Tale again and I like to get 100%, so I will be talking to everyone and triggering every event.

Malias

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Yes, I only use emulators these days. I use Redream's recent development build.

If it's an emulation problem, then you really should be reporting to the people in charge of Redream, not the people who did the translation.
The great achievement is to lose one's reason for no reason, and to let my lady know that if I can do this without cause, what should I do if there were cause?
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Sessh

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If it's an emulation problem, then you really should be reporting to the people in charge of Redream, not the people who did the translation.

Actually, I just rechecked and you're right. I was thinking of the platform issue. The shadow thing definitely does occur in the Japan version. I was sure it didn't, so I will point that out. Thanks for making me double check that.

Edit: Shadow bug fixed!



January 03, 2021, 05:07:13 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So far, I'm not seeing any Japanese text at all where I saw it before. Not in the paffet room, not with Mrs Winky and Potunia, nothing. Lovely!

January 03, 2021, 11:40:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Unfortunately, the platform bug in the Once Summer level remains which does not happen in the Japan version. It can be overcome by using Bridgino or Fluffly (if you know how to make her without a recipe) with the latter being easier. Getting all the coins in this section is still possible as well though you will need to lean heavily on your paffets: Booster, Bumpert, Bridgino and/or Fluffly.

It's a strange bug. I documented earlier how the missing platforms do load, but after 45 seconds or so, they float off into the foreground and disappear. I'm just glad it's not game breaking. You can, however, make them appear if you use the Summer Switch in this area. When you return to the level, the platforms will be there again temporarily. You won't be able to do this on your first visit to this level though.

January 05, 2021, 12:33:41 am - (Auto Merged - Double Posts are not allowed before 7 days.)


It should be "Dexterity", not Dextirity.

January 05, 2021, 10:49:45 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So, if any experienced players here (probably none more so than Cargodin and his team) who are very experienced with this game, perhaps you can help me with something. I've had so much trouble triggering the event where Gomes kidnaps Booster. I can make Cageum for him and visit the Yellow Paffet room over and over but he never gets kidnapped. I got this to trigger one time when I was looking for Japanese text the first time, but I can't figure out what the game wants in order to trigger this event. I am trying to do it after completing the Summer stages and getting Porch's petal.

Also, an emulator exclusive workaround to the memo bug is to save a state before looking at the memo, then reload the state afterwards. This will allow you to use the memo as intended as it will load every time using this method. It's better than nothing.
« Last Edit: January 05, 2021, 10:50:16 pm by Sessh »

Master X

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Unfortunately, the platform bug in the Once Summer level remains which does not happen in the Japan version. It can be overcome by using Bridgino or Fluffly (if you know how to make her without a recipe) with the latter being easier. Getting all the coins in this section is still possible as well though you will need to lean heavily on your paffets: Booster, Bumpert, Bridgino and/or Fluffly.

It's a strange bug. I documented earlier how the missing platforms do load, but after 45 seconds or so, they float off into the foreground and disappear. I'm just glad it's not game breaking. You can, however, make them appear if you use the Summer Switch in this area. When you return to the level, the platforms will be there again temporarily. You won't be able to do this on your first visit to this level though.

I really don't know why this issue is happening in emulators, but in a real Dreamcast, at least with me, it doesn't happens. I tried yesterday to trigger this bug, in Once Summer level, in the same place of your images. I let Porch stopped for almost 30 minutes in every local with red plataforms, close to the waterfalls and none of them disappeared in any place. Really strange, though...

So, if any experienced players here (probably none more so than Cargodin and his team) who are very experienced with this game, perhaps you can help me with something. I've had so much trouble triggering the event where Gomes kidnaps Booster. I can make Cageum for him and visit the Yellow Paffet room over and over but he never gets kidnapped. I got this to trigger one time when I was looking for Japanese text the first time, but I can't figure out what the game wants in order to trigger this event. I am trying to do it after completing the Summer stages and getting Porch's petal.

It seems that some events will be trigger in a very specific conditions. If you lost a specific event, you'll not be able to trigger it again.

If I recall, before this event, you have to catch a petal that escapes from Gomes first. This happens just when you finish all Spring Stages and go the circus. Porch can find this Petal in New Year's Day Stage, near the entrance gate. This Petal belongs to a stranger, so Poach should return to Gomes at the Circus to tell him that he can't keep the Petal. So, you can proceed with the game normally until finish all Summer Stages. After finishing the Summer Stages, talk to Gomes and he asks for a cage, make the paffet Cageum for Gomes and talk to him again, when Porch returns to the Paffet Room with the yellow door, Booster will act funny and run away. If Porch asks some of the townsfolk (like Angela or Jackson), she will learn that he has been last seen on Cherry Front Street. Enter Wonder Bed, and go to the ruler that leads to the Paffet refuge to find Booster and Garg. Both of them will disappear, but recognize the MIS in Booster's speech bubble? Go see Gomes at the Circus back at Napple Town again. Gomes and Garg have obviously stolen Booster. First, speak with Maris, Angela, and Jackson to get some dirt on Gomes. (If Porch speaks with Pierrot, he will tell her that Gomes has recently been going to the Cattle Bar.) After getting enough evidence, speak with Gomes again. The jerk is still refusing to return Booster, but when Porch leaves the Circus this time, Ralph will help by distracting Gomes, allowing Porch to sneak in and steal back Booster.

I believe that's it. Good luck!

I hope Cargodin and his group keeps an eye in this topic, so this way he can see all issues that needs to be fixed and we'll have a perfect english patch. And then, I'll update the GDI patch. See ya!

Sessh

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I really don't know why this issue is happening in emulators, but in a real Dreamcast, at least with me, it doesn't happens. I tried yesterday to trigger this bug, in Once Summer level, in the same place of your images. I let Porch stopped for almost 30 minutes in every local with red plataforms, close to the waterfalls and none of them disappeared in any place. Really strange, though...

Yes, the readme that comes with Cargodin's patch has a mention of this bug occurring only in some emulators, so it's been long known. IIRC, it said that the platforms didn't load at all, but that's not true. It is really strange. I do know that all it takes is one character in a line of code to mess something up. Being that this does not happen using the unpatched version of the game in emulators, it must be something in the patch that is causing this to happen. I know someone who used to do localization work and he said it's really difficult to do it without introducing bugs. It's such a delicate process. I do hope that this, along with the memo bug, can and will be fixed eventually.

FWIW, this bug only happens with some (not all) of the red platforms in the section at the end of the level. It doesn't happen with any other red platforms that I've seen. Even in that final section, the red platforms that run along the bottom part are fine. It's the ones along the top part of this section that float away and it's only (that I've seen) in this final section. I've not noticed any other platforms disappearing or not being where they should be. Maybe I'll try to get a video of it.

Got a video! Will upload shortly and post here with a summary below it:

https://youtu.be/LEWk0nMuY2g

I rushed to the end of the level. The video starts just before I get to the problem area just in time to see the last of the platforms floating off into the foreground. I jump around the upper part of the level to show which platforms are affected, then enter the Summer Switch. Upon returning, all platforms are loaded. I jump around to show what it looks like with all the platforms there, then I wait under the Summer Switch. Eventually, one of the platforms floats off before the others. The remaining two I have in view then vanish as well: one floats into the foreground and the other disappears into the waterfall. If you look at the radar map, you can see another platform floating away when the last two in view disappear. I jump around again to show the difference, then show that the level can be completed anyway using Bridgino.

Note: Maybe one out of every 30 times, this glitch won't happen. The first time I tried, I climbed up to where you find Garg here and used Fluffly to float most of the way to the end of the level. The platforms did not disappear even after several minutes of waiting. That's only the second time out of dozens that the glitch didn't occur. I then did the level again jumping through it normally and the result is in the video. These are not only the only platforms in this level that have this issue, but in the entire game. I've not noticed anything like this in any other level in any other season. It's just these platforms in the "Once Summer" level.


Quote
It seems that some events will be trigger in a very specific conditions. If you lost a specific event, you'll not be able to trigger it again.

...

Thanks so much for the reply. However, even doing all that (more than once let me tell you!), the event in the yellow paffet room doesn't happen even after making Cageum for Gomes, talking to him and then returning. Nothing happens. I can't figure out what trigger isn't being hit. What's worse is now, the event with Lrd. Stone (honey on the desk) isn't happening either which is new. No honey at the entrance to Festival Nights, either. This is the first thing I hate about this game. There's no rhyme or reason why events do or don't happen and it's incredibly easy to miss events even if you do everything you're supposed to do in the right order. The event with the petal and Gomes must be done before Cageum can be made for him, so there's no missing that one.

I can make Cageum for Gomes before I finish the summer levels, I can do it after I finish, it doesn't seem to matter. No matter how many times I return to the yellow paffet room, the event doesn't trigger. The only thing I can think of that I'm doing differently is I mixed up Bumpert and Fluffly before I got the recipes for them which I could do before completing all of Spring. This means I can get all 16 treasure chests in every level the first time through. Perhaps this is throwing something off? If this is what's going on, that's pretty dumb. Maybe I will try to play through again and not do that.

Quote
I hope Cargodin and his group keeps an eye in this topic, so this way he can see all issues that needs to be fixed and we'll have a perfect english patch. And then, I'll update the GDI patch. See ya!

Indeed, I'm sure they are! This one is really bugging me. Maybe I'll try to start over one last time. This is really annoying me. lol Awesome on the GDI patch! Thanks so much for volunteering to do that!
« Last Edit: January 07, 2021, 12:07:50 pm by Sessh »

niuus

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Here we go:

https://drive.google.com/file/d/1n4wbz6t2xtgZIGFcqdq8b-KWDqOZvCv1/view?usp=sharing

Search for "Napple Tale - Arsia in Daydream v1.006 (2000)(Sega)(NTSC)(JP)[!].gdi" in the google to find the same GDI that I used to make the patch. If you wish, you can search for the original GDI hashes listed below to be sure that is the correct GDI. The patch has 612 MB size and it was compressed with 7-zip. To apply the patch, you can use a tool named "Delta Patcher" or "Delta Patcher Lite".

Apply this xdelta patch in the original "track03.bin" file from japanese GDI, with the following hashes:

CRC32: 3CE1154F
MD5: F14F6C7797234F4CA40DACD727901E7C
SHA-1: AD658D40708F49D22BEEF2A0AB2237A2EC7C7E17

You should have now a patched "track03.bin" from japanese GDI, and now the file will have the following hashes:

CRC32: 1B9A87E6
MD5: F698DFCBAE6873352895E81DEC097EC4
SHA-1: AE146A07911D77B15DB42DD9C3CD622314661B6D

Please test the GDI patch and let me know if everything is working. See ya!

Actually, I never played those games before, I must confess... But if none of them has a GDI patch, I think I can create one. If it happens, I'll create a new topic for the patches.

This is super useful, thanks for the GDI patch. DC patches should always offer one instead of just CDI.  :beer:

Sessh

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Okay, so I went through again and didn't make any paffets I didn't have the full recipe for and Lrd. Stone's event happened as usual, but still cannot get Gomes to kidnap Booster. Can someone else try to trigger this on their first time through the game? The one time I got it to work was on a second playthrough on the same save, but I don't know if that was relevant. I did exactly the same thing I did now and it worked then, but not now. Can someone else test this?

I finished the summer stages, I went to Lrd. Stone's to make sure that event triggered which it did. I went to Gomes to get the recipe for Cageum and the Venus Flytrap. I got the MIS from the item and made Cageum, I went back to talk to Gomes, I went back to the yellow paffet room and nothing happens. I complete Lrd. Stone's event, go back to the yellow paffet room and nothing happens. I make the two paffets for Jackson (Mug and Fan) and get the request from Lrd. Stone's Doormat, go back to the yellow paffet room and nothing happens.

Could this be a bug as well? The only time I made Cageum for Gomes before completing the summer stages resulted in Lrd. Stone's event not triggering AND the kidnap not happening. It seems odd to me that simply making paffets without recipes would cause you to miss events? It's not advancing the story in some unnatural way or anything. If there's anyone else who can mess with this, start a new game and try to trigger this event. I'd love to know if it's just me or if this is happening to others as well.

I also noticed that after giving Cageum to Gomes, you can examine Cageum for a MIS message and comments from Porch and Straynap. There are two possible messages here. The first one says something like "Once it catches you, you'll never escape" and the second one is something like " It's going to die in there" as if something is in it, but there's nothing in it. I am wondering if the message changes based on whether the event was triggered or missed? IIRC, the second message is supposed to occur while Booster is inside of it, but it's empty. I am wondering if the event is being triggered, but for whatever reason, it's not executing as it should be.

I will just keep playing and try to get it to work on a second run on the same save again. For now, I'll move on checking for anymore typos and whatnot. Again, if someone else wants to test this on a first playthrough, please do so we can know if this is a bug or not.

January 11, 2021, 05:52:08 pm - (Auto Merged - Double Posts are not allowed before 7 days.)


Not really a typo, but the message suggests the platforms may fall off the ride. These platforms never fall off the ride, but YOU may fall off the platforms. It seems like the current message isn't worded correctly. Maybe something like:

RIDE CAREFULLY! DON'T FALL OFF THE PLATFORMS!

Also, my run this time has similarities to my first run through the game in that the same three events are not triggering:
- Gomes doesn't kidnap Booster (though the messages when examining Cageum suggest that something is going wrong with the execution of that event)
- Lewis never "comes back" from his dream to tell me about it which should occur right after finishing the Autumn levels, so his event with the mermaid in Once Summer doesn't occur. His friend (forget his name) never gives me the Biography and the Storybook paffet is never made.

- Ralph never runs off into the Autumn gate needing rescue. Subsequently, this means Cole never requests the Grandfather Clock or Weathervane paffets.

These are the same three events that did not work the first playthrough when looking for Japanese text before. Maybe it's possible that the event with Gomes and Booster must happen for the other two to happen? All three events worked on the second playthrough on the same save, though. I will be checking to see if that happens again this time, but for now still on the first.

January 12, 2021, 10:47:04 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Found more Japanese text!



This is in the Pamera Room (only accessible using Rivachrono). In fact, there's not a single character of english text in this whole room. All text that appears when standing in front of a door, all doors, display Japanese text only.





Didn't even look in here before, so good thing I did this time.
« Last Edit: January 12, 2021, 10:50:02 pm by Sessh »