You think
- different because the story is different,
- different because the textuals can't fit,
...
Lip' and I are enough crazy to play the two games in the same time and put manually textuals things in DS if we have the good tool to do so !
First of all I apologize for my absence but a virus recently infected my PC so I have been unable to do anything last 3 days..
Do not know if it wasn't clear enough before but
the DS version is different from the PS3 version.
The quests are all different, and while the general "story axle" as Hino himself said is the same, a LOT of details, from the start to the ending of Jabo (Shadar) arc are different altogether.
Remember that destroyed Xanadu kingdom that got a passing mention? That's like a whole continent with 3 main locations exclusive to the DS version, replaced by Teehiti island. The dream world, Moya tower, the knights, a LOT of Imagen are also DS exclusive. The time breach spell isn't used too (outside of a certain "memory" flashback story event) and the events are totally different from that part until the 3-dungeon quest. Not that the rest of the "shared" events isn't different too in a lot of details.
It's impractical and useless to rely on injecting the PS3 text dump. Even the book needs to have some parts retranslated since the PS3 JP version and its translations omitted info crucial to the DS opus. You can see the previous posts for details.
I did a video a while ago to illustrate some of the more glaring differences. Don't worry about the scrappy move translation and the missing battle text, it's not final, and it's from before we got that part properly translated by scott.ender.
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About the tool: Tinke already has all what you need to edit
all the text (good old hex editor, beware of length limitations though: pleonex has kindly lent us his help to overcome this particular issue -- you must decompress the overlays to translate their text), fonts and tile based graphics (Import/Export button, and Photoshop with restricting the palette).You can edit the bmd0 ones by some hex editing and Crystaltile.
As for the mods video file (opening with two mods files for each screen), however... I think nobody could edit that format. Probably our only option is to do something similar to the Tales of Innocence patch (have text superimposed) but this needs asm. (or maybe put the opening translation somewhere else, ie ending or antipiracy screen
... but it won't fit
)
If you can help with tile graphic editing (the task is easy, but HUGE, like 1200 files) it would be very kind of you (I can help you with some of what the buttons says)
BTW We won't be using either Google translation, nor any word from the Spanish text script.
(Maybe I could help with some simple obvious things like rendering アイテム as "items" or *shot*)
If someone fluent in Japanese could help with translation efforts, that would be awesome too, but also wishful thinking as interest is fading out for this game