Gaming Persona 2: Eternal Punishment - Time for a Fan Translation?

CaptainGenesis

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you know what else can be done via cheats? infinite health and attack etc. Much easier than removing every single random battle. I'm sure there's a code for no encounters too.
 

Scorp

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I am really tired to wait for that mythical project from Tradukosoft.

Here is real deal from my comrade:

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Does anyone really want this to happen? If yes, need players and testers :)
 

TRADUKO Soft

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I am really tired to wait for that mythical project from Tradukosoft.

Here is real deal from my comrade:

ULJM06081_00026.png

ULJM06081_00027.png


ULJM06081_00028.png


ULJM06081_00029.png


ULJM06081_00030.png


ULJM06081_00031.png


ULJM06081_00032.png


ULJM06081_00033.png

Does anyone really want this to happen? If yes, need players and testers :)

How did you program this? If the person who did this could contact me, I'd gladly work with them to translate the game and edit the text together, no problem at all. This has been an incredibly stressful game to program, and I'm chasing the same goal as everyone else who takes on this game: to help fans play it in English.

If you could PM me more about this person, I'd gladly appreciate it. I'd love to team up with he/she if possible. Programming this game has been the hardest part for me, and the reason I have been unable to show information since announcing it back in September. I'm just a single person, which is why information comes at a much slower rate than well established teams, so I do apologize.

I feel if we all teamed up, we could definitely help fans finally play this port in English, which has been the goal from the start. Again, I do apologize for making people wait, and I'd love to work with whoever this person is on translating the game.

Either way, no matter what, I'm just happy fans will be able to play this game in English, whether TRADUKO Soft does it or any other group does it. So, I'm really happy about the work done here. And, as I said above, I'd love to lend a hand.
 
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Scorp

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On screenshots - translation from PSX version. What means "more in line"? I am not a fan of Persona, actually, I do not understand what you mean :)
 
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On screenshots - translation from PSX version. What means "more in line"? I am not a fan of Persona, actually, I do not understand what you mean :)


Meaning are u using the original PSX game for the Translation or the port of Innocent Sin ?


Same game but different translated script,names,items,etc.....
 

Alex IDV

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I still get 0. On screenshots is obviously PSP port Persona 2: Batsu. What it have to do with IS?
I'll try to explain.

When Atlus USA localized the PS version of Persona 1, they changed the setting from Japan to America, and changed some character names and designs accordingly (most famously, Masao Inaba, who's Japanese in the original, became African American). In their localization of Persona 2: Eternal Punishment, they moved it back to the original Japanese setting, but kept using some Americanized names from their Persona 1 localization, while some names were changed to a halfway point between the original Japanese and the Americanized version. For instance, the character Kei Nanjo is called Nate Trinity in the P1 localization, and Nate Nanjo in the P2:EP localization. Additionally, P2:EP has a bunch of grammar and spelling errors (your vs you're, etc).

They fixed all this in the localizations of the PSP versions of P1 and Persona 2: Innocent Sin, and iirc they also changed some spell names to be more in line with later Megaten games. Some terms were also localized differently, like the cult Kamen-tou, which is translated as The Masquerade in P2:EP and The Masked Circle in P2:IS.

tl;dr: P2:EP on PlayStation has Americanized names, outdated spell names, grammar errors, and some different localization choices compared to P2:IS on PSP. The other person is asking if you'll just take the text from Atlus USA's P2:EP localization, or if you'll do something similar to the P2:IS localization.

Also: the screenshots aren't loading for me anymore. What's up with that?
 
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Scorp

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tl;dr: P2:EP on PlayStation has Americanized names, outdated spell names, grammar errors, and some different localization choices compared to P2:IS on PSP. The other person is asking if you'll just take the text from Atlus USA's P2:EP localization, or if you'll do something similar to the P2:IS localization.

Also: the screenshots aren't loading for me anymore. What's up with that?

All screenshots load for me.

Okay, regarding this thing. This definitely need a devoted fan, better native english-speaker, to become an editor to help with the alignment of all such things. As you can imagine, as I am not a fan and same could be applied to my comrade, this would need a volunteers, who could do such things.

Also does everyone love the IS translation in terms of translation? Or you just want that IS naming scheme for the means of continuity?

I saw the proposal of Tradukosoft above, but I am really not sure, that his translation would be better than official PS1 with fixed script. And for sure it would take another years to translate all, as the script is very big, while I am really tired of all that waiting through the years.

So, if anyone want to help like putting the script/editing, image editing, playtesting (seems got 2 guys above, but this have to wait a bit, as seems need to establish some sort of centralize bugtracker for that) or other valuable comments - feel free to write me in conversations. Just please do not write if you want hacks or sort of that - lets make P2 happening first...
 
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GDW

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Looking good! I'd use the font from ISPSP for consistency, it should slot right in.

Okay, regarding this thing. This definitely need a devoted fan, better native english-speaker, to become an editor to help with the alignment of all such things. As you can imagine, as I am not a fan and same could be applied to my comrade, this would need a volunteers, who could do such things.

Also does everyone love the IS translation in terms of translation? Or you just want that IS naming scheme for the means of continuity?

I saw the proposal of Tradukosoft above, but I am really not sure, that his translation would be better than official PS1 with fixed script. And for sure it would take another years to translate all, as the script is very big, while I am really tired of all that waiting through the years.

So, if anyone want to help like putting the script/editing, image editing, playtesting (seems got 2 guys above, but this have to wait a bit, as seems need to establish some sort of centralize bugtracker for that) or other valuable comments - feel free to write me in conversations. Just please do not write if you want hacks or sort of that - lets make P2 happening first...

To my knowledge, cj_iwakura is still keen to translate. He's a capable guy, and eager. I'm happy to edit anything output by him.

The images have all been translated and edited, except for the texture maps used for the menu text images. They'll be pointed to somewhere in the game logic, haven't found it yet. The edited images still need to be squeezed with pngnq and repacked. I've got some spreadsheets with all the details of what goes where, expected file sizes, etc.

The game hangs if the main .cpk file isn't recompressed in the way the game expects. I wonder if the issue came up for your friend? My first implementation performed the compression suboptimally without lookbacks to check for better space saved, and as a result the PSP's cripack decompression would sometimes hang. The proper implementation uses a sort of sliding-window tree algorithm, which I never got around to implementing. If your guy wants to implement that (maybe he already has?) I'll send on the specifications. Otherwise I'll find time to do it, so let me know either way. And then we can tie that implementation back into my CPK tool that settles all the values for the new file. :)
 
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Scorp

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Looking good! I'd use the font from ISPSP for consistency, it should slot right in.
The font used here is almost same, just removed some things we did not like in IS. IS font was too huge by me, and not perfectly edited in terms of size. So decided to use the font which is on screenshots.

To my knowledge, cj_iwakura is still keen to translate. He's a capable guy, and eager. I'm happy to edit anything output by him.
Why waste time on translation already translated?

The images have all been translated and edited, except for the texture maps used for the menu text images. They'll be pointed to somewhere in the game logic, haven't found it yet. The edited images still need to be squeezed with pngnq and repacked. I've got some spreadsheets with all the details of what goes where, expected file sizes, etc.
You can pass me in conversation the details I believe.

The game hangs if the main .cpk file isn't recompressed in the way the game expects. I wonder if the issue came up for your friend? My first implementation performed the compression suboptimally without lookbacks to check for better space saved, and as a result the PSP's cripack decompression would sometimes hang. The proper implementation uses a sort of sliding-window tree algorithm, which I never got around to implementing. If your guy wants to implement that (maybe he already has?) I'll send on the specifications. Otherwise I'll find time to do it, so let me know either way. And then we can tie that implementation back into my CPK tool that settles all the values for the new file. :)

CPK was obv repacked, as you can see result on screenshots... This is not like I image-edited that :) It can be easily repacked with the usual tools around, you just missed some important parameters it seems :) So obv we do not need that.
 
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Arizato

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Why waste time on translation already translated?

It's not a waste of time though...

Because the original translation of Eternal Punishment has several changes made for localization purposes, such changes are unnecessary as the game is set in Japan. There is also the fact that the original version of Eternal Punishment doesn't contain the new Tatsuya scenario or things like the newer names for certain skills, etc.
 

Scorp

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It's not a waste of time though...

Because the original translation of Eternal Punishment has several changes made for localization purposes, such changes are unnecessary as the game is set in Japan. There is also the fact that the original version of Eternal Punishment doesn't contain the new Tatsuya scenario or things like the newer names for certain skills, etc.
Yeah, instead of fixing with a mass replace maybe 1% of the textes we DEFINITELY need to retranslate whole game. Perfect waste of time. Tatsuya route already translated somewhere in Google and could be just revised too.
 

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