The french patch is viewable on the net, but nothing release before all the game is translated. It could take two years for anything (10 months of work already done). We sync all with the PS3 version, and translate the DS exclusive things.
For now, all before Carabas (Ding Dong Dell/Goronail) is translated, and Carabas will be done in the next 2 weeks.
We translate only the story for now. The quests are translated just on the description, but not on the dialogs.
We have some pieces of things done on the story in Al-Mameuh (Al-Mamoon/Babanacia), all in Port-Maillot (Bickiny), all in Casino (Dellmokal), and the work is in progress for Kassler.
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The english patch wait for real good japanese-english translators (no google-translators fans). So, if you want to help, write here...
The spanish team search help too for graphical parts.
The italian team report their work on their own topic on gbatemp.
This project is not even started?
Like said in the first post, only the text extraction has been done. There's no translator or hacker working on it.
read the post above your for available language teams: Only French team are doing progress
(I guess they do even if they don't post it regularly)
Good luck French team !
Edit:
Ok, nice to hear that Italian and Spanish teams are doing well too.
Spanish progress is awesome. It's nearly done.
French translation is going along nicely. It uses a combination of Google Translator and the PS3 script, but since we refuse to use it in the English part (or refuse to do a JP>ES>EN one), coupled with the translators oku and scott.ender leaving... It slowed down the project to a crawl. Creative differences, let's say.
pleonex, zkarts, ouioui and jason who only recently joined have been awesome. Still, we need at least one more translator.
Right now we can't even do a menu patch, but we're aiming to translate those parts first -minus the sidequests and tutorials, so as to not to slow the progress even further- and get done with it so that at least the menu.
Then, we'll take on the full game, downloadable sidequests included.
tl;dr: Active, slow progress, lack of translators.
if the spanish Team ever get's finished or the italian Team, do you think that it's more easy to translate to english? and is there a possbility? Just a Question.
Yeah, it could be simpler, but I don't like retranslation, because if you translate into a language and into another one too you can lose some particulars
Exactly what superfranci99 said, you lose a lot of nuances if you translate from language to language (ever tried google translating through different languages? ).
Nonetheless, I'd like to note that we are working on the English version, although as Ghanmi said, progress is slow, mainly due to a lack of translators. Exactly for that purpose, we decided to put all the in-game text in Google Spreadsheets so that they'll be easily accessible and anyone can pitch in to help. With this folder being openly accessible comes the need to stress, of course, that if you don't speak the languages and/or don't know what you're doing, don't do it If you do help out, it's greatly appreciated of course and then please leave your gbatemp username or some other sort of identification in the Translator column and then hopefully we can get some experienced translators/native English speakers to proofread (explaining the Proofreader column). Here is the link to the Google Spreadsheet folder.
I, myself, am working on the graphical part of the game, namely the images that have Japanese writing in them which needs to be replaced by English, and judging from the comments, some proof is probably in order. Not everything is translated in these screenshots, simply because they aren't images or parts of the images (and in the case of the Quest Log image, the import program is still being worked on), and some phrases might need some touching up like the saving/loading question, but it shows what we're doing and how were doing. This isn't all, of course, but we've still got a long way to go.
EDIT: To prevent abuse, I have set the Google Drive link to read-only, so if you are interested in helping, send either Ghanmi or me a PM with a gmail adress to work with and we'll grant you access to the folder. This in order to keep a bit more control over what's happening, with the, sadly, omnipresent troll in mind.
So, firstly I thank this thread being here, because I hadn't bothered trying Ni No Kuni, but decided to see what it was like since there seemed to be a lot of hype for it here. Glad I glad, cause it's really nice, working my way through it now, and now I'm going through the trials to the shrine on the way up デカロック mountain.
But it brings me to a pretty interesting point about the translation. What are you going to do about the book? Specifically the Astram language phrases. A whole bunch of quests, including the required storyline, require you to decipher some Astram runes with the book, and use it as hints as to the answers to puzzles. So, what can you do about that? I can't even find scans of the DS JP book, and I had to find the answers to some stuff through googling it. Your first encounter with Milant for example, where he asks you to check a specific page, decipher the runes and write the phrase it spelt out. Since I don't have the book, I had no choice but to google the answer, and it took me a long while as it's not even written on any of the JP wikis. In the end I found it on some obscure Japanese blog. But, I'm not sure how English speakers who can't search around in Japanese are going to be able to find that answer without the book. So, do you guys have scans of the book? A mod said that re-drawing runes etc and just showing translated text was alright, but do you have the original to work from to begin with? (I'm not asking for it, just fyi.)
That one was pretty simple though ultimately, since it was literally decipher, and type in. So if you have the book, you don't need to understand any Japanese for it. But there are more which are just hints to the answer, rather than being the answer itself. For instance, in the wisdom trial where I am now, the first two statues in there give runes which, when deciphered, say:
ほのう meaning "fire" and こおり meaning "ice." Eluding to the fireball and frostbite (as they're called in the English PS3 version) spells.
Are you able to make that work for English? I just checked your scripts there on Google Drive to see what was in the script for that part, and the script I'm talking about is td105t in the Main Story folder. To my surprise I suppose, you can see it there in plaintext, in blocks 1 and 5. So, there's no actual code for the runes? It automatically ciphers SJIS into their runes at runtime? But if so, are you able to manipulate that into English?
But in addition to that, there's Astram passages written onto the walls around places, one of the characters said that in the first city. I think it may have been Milant again actually, to look out for them to help restore his memory. But like, can you edit the textures on walls and things like that to get the right symbols in? I'm not sure how important they're going to be yet, though. If they lead to hidden places, may contain rare items that people will want.
What about actual password entry too which is all in Hiragana?
I just think you may hit a bit of roadblock there since the Astram language is used quite a bit, so I'm just wondering if you have solutions to these things.
Astram language, when used in the dialogues, is just using a different font. This font has the numbers and the kana only, but creating a font based on the Nazcan alphabet from the PS3 English version should be very easy (already done with some kana-only fonts). Text written in that "language" is just regular Japanese with a special control code.
Don't worry, the situation is not as dire as you think it is.
We do not intend to make the JP DS book mandatory in any way. There are no translated scans for it online (the PS3 one is different, and useless for DS riddles) so it doesn't make sense to require Japanese-illiterate players to look up very well-hidden hints in a kanji-heavy Japanese book.
I provided in this thread the parts requiring the book. Three mandatory ones to advance the main story, a dozen for Astram Milant, and some more for the Haven/Xanadu wiseman and the DS-exclusive dream land (I hope I'm not missing more).
Not that much
The solutions could be included in the readme
Hints could be put instead of simply "Look up P.21" in the in-game dialogue
Nazcaan alphabet could be put in the in-game background /or included with the readme
A scrapped (mainly text-based) digital book does exists in the DS version. If restored, and extended (it only has ten entries, for spells), it could display the Magic Master/Wizard's Companion at any time with a key press (but this translation will most likely not go with that route because of the extensive ASM-hacking required, pleonex is doing a hard job already hacking name screens and the familiar password feature (no idea what this does?) to display in English)
I'm glad to say that the Spanish translation is almost done (98% of global text and 50% of images). Furthermore, thanks to one of our members, we have now an official website (sorry, only in Spanish at the moment) where you can follow our progress --> http://www.novatrans.tk/Ninokuniproject/
We are going to translate the book too. What we will do is to scan at high resolution the physical book (already done some test and it will be pretty good) and the edit the scans to translate them. The Astram will be different from the original since the Spanish alphabet is so different to kanas, so we are creating our own "Astram language". The only problem is that I'm not very sure how to distribute that yet...
This game can be translated to many language since the tools are done. And they are as easy to use as click just ONE button! and it takes about 30-50 seconds!
You could easily do this via hex editing,actually. the text format is pretty simple.
No progress sadly on the translation at all since we don't have translators available.
You could easily do this via hex editing,actually. the text format is pretty simple.
No progress sadly on the translation at all since we don't have translators available.
Nop. I will never participate in a retranslation. Doing that a lot of expressions and nuances will be lost, specially in a game like Ninokuni where each character have their way to speak and expressions.
Due to popular demand, and inspired by this Der Langrisser fan-translation, I've decided to translate the game using Google Translator.
Why bother studying Japanese (which is a lame thing to do, and it's simply useless for anyone who's a gamer) when you have both Google translator and Yahoo translator? This boring stuff is for the likes of the AAI2 team, not my cup of tea.
Sometimes when I copy the text it all becomes weird small katakana or what's-their-name, but the meaning is there, and it's great, and if it is too long I can let it overwrite other parts or simply cut it in the middle. The games closes arbuptly the text box and/or cuts it out in the far right, and doesn't crash, which is because of my haxoor skill hahahaha
I'll leave the sidequests and the menus in Japanese because who needs them? Actually I used a new font witghout Japanese characters so these parts appear empty but it's not a huge deal since text isn't that important in these kind of kiddy games.
Look forrward for a June 31, 2014 release.
I'll pass all of the binary files on Google translator and Microsoft Word so it will be time consuming.
Do not ask me then why is the translation os shitty and/or any crashes.
(By the way I found a Chinese fan-translation and I'm considering using Google Translator on it: Japanese>Chinese>(Google Translator) English; It shald be loveluy.
I want to use that Thai walkthrough too )
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