Hacking Phantasy Star Portable 2 Infinity - English Translation

Weyu

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Speaking of which, is there anything that can't be translated? I was hoping it was possible to translate the text in the center @ 20:44 and the white text on the right side of the screen @ 20:46 in the video below. (obviously it's not finished yet, but I'm just asking if it's even possible to translate those in-game.)

Those are still in progress, no reason plain text can't be translated.

Code:
123^
侵食水晶を壊せ!
(TODO)

124^
トライアル開始
(TODO)

125^
見えない侵食水晶を壊せ!
(TODO)

Example of a few of those lines in the script.

Well that's good news. As far as mission specific objectives go, those are pretty important. Lol. Thanks for the quick, and concise response. :yay:

Random question, but are the random performance hiccups (like micro-stuttering) that appear to be present in the few videos that you guys have put out, actually present in-game as a result of the translation patch? Or is that just the result of recording software, personal PC specs, or editing and uploading compression? Sorry for all the questions, I'm just genuinely interested in the details of the project. Lol

There is no stuttering in my video, but I have a pretty beastly PC. For others it might be that their machine can't cope with the emulation plus recording at the same time, which is pretty PC intensive.

If you mean the speed-ups, that's a feature of PPSSPP I used to traverse empty areas faster.
 
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xBladeM6x

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Those are still in progress, no reason plain text can't be translated.

Code:
123^
侵食水晶を壊せ!
(TODO)

124^
トライアル開始
(TODO)

125^
見えない侵食水晶を壊せ!
(TODO)

Example of a few of those lines in the script.



There is no stuttering in my video, but I have a pretty beastly PC. For others it might be that their machine can't cope with the emulation plus recording at the same time, which is pretty PC intensive.

If you mean the speed-ups, that's a feature of PPSSPP I used to traverse empty areas faster.
That's just down to PPSSPP and our PC specs.
Ahhh, alrighty. I figured as much. But because I'm the overly-thorough and analyzing type of person, I thought I'd ask. :P Also good to know that this patch isn't having any serious performance impact, not that it should, but you know how these types of things can go.
There is no stuttering in my video, but I have a pretty beastly PC. For others it might be that their machine can't cope with the emulation plus recording at the same time, which is pretty PC intensive.
I know what you mean about having a beastly PC, as it's one of the reasons I can't wait to get this translation (unfinished or finished); so I can make high quality videos of it. Lol. Suprisingly, I don't think I've put up a real video of Infinity in years, other than unlisted test videos. I should get on that. Lol.
 

Fefo

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So there's just plain text, textures and maybe subs? It's very amazing to see Jam and everyone hacking the game open and back like that, and your nuts to work those mountains of text to us. A year has passed and you still have such dedication. Congratulations.
 

JamRules

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Well that's good news. As far as mission specific objectives go, those are pretty important. Lol. Thanks for the quick, and concise response. :yay:

Random question, but are the random performance hiccups (like micro-stuttering) that appear to be present in the few videos that you guys have put out, actually present in-game as a result of the translation patch? Or is that just the result of recording software, personal PC specs, or editing and uploading compression? Sorry for all the questions, I'm just genuinely interested in the details of the project. Lol

For MrFwibbles the stuttering is from the capturing process, it actually runs fine.
The loading times might be slightly longer since the amount of data ends up much higher than the original Japanese

So there's just plain text, textures and maybe subs?

Well, the text had to be converted into the plain text first.

Yeah, still got some textures to investigate and the movie subs
 
Last edited by JamRules,
D

Deleted-371971

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For MrFwibbles the stuttering is from the capturing process, it actually runs fine.
The loading times might be slightly longer since the amount of data ends up much higher than the original Japanese



Well, the text had to be converted into the plain text first.

Yeah, still got some textures to investigate and the movie subs
Do you guys are all working or its just the 3 of you?
 

Weyu

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Yeah, it's only us 3 right now. Jam is doing the majority of the tech stuff, Fwibbles has been doing a lot of file organizing, proofreading and some other stuff in the background, and I'm working on the story translation and testing in game right now.

Stuff like the below needs fixing for example, the second line is within our known line limits, but it turned out to be too long anyway, since not all letters are the same width (mostly the M's). So it takes a lot of time to test every line in the game individually, just to make sure they fit.
62e1fLp.jpg

Edit: woops, forgot to resize it.
 

Luís Renato

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Good everning, I am very excited about this translation, can tell me if there will be a pre patch?
This work of yours is very good, congratulations!

I'm from Brazil, I created the account just to praise because you deserve, anxious wait for the translation.

(sorry my poor english)
 

IilliI

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Good everning, I am very excited about this translation, can tell me if there will be a pre patch?
This work of yours is very good, congratulations!

I'm from Brazil, I created the account just to praise because you deserve, anxious wait for the translation.

(sorry my poor english)
They want to have a full complete release, so no pre-patch. Sorry. They have mentioned this numerous times before, but from the look of their progress, they might be going into testing soon. This is pure speculation, but it looks like we might have a patch, dare I say, Q1 of 2016! At least that's what I wish. Lol[emoji39]

Keep your eye on the original post, Jamrules always updates their progress. Looks like once every 2 weeks.

BTW Your english is good enough to understand and we all bow before them in honor of the fact they are devoting their time and energy to do something the publisher wouldn't think of.

Godspeed!
 
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Fefo

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Nice to see another brasilian here. Maybe we'll be able to play together with everyone who like Phantasy Star here. All those 6 people.

There's no way to see if the line fits without paching and playing? SOOO much time wasted, that must be brutal.
 
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FuryTomic

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Nice to see another brasilian here. Maybe we'll be able to play together with everyone who like Phantasy Star here. All those 6 people.

There's no way to see if the line fits without paching and playing? SOOO much time wasted, that must be brutal.


But how do we play it since i heard psp2 servers are going bte bye soon. Does this mean inifinity goes too?
 
D

Deleted-371971

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Yeah, it's only us 3 right now. Jam is doing the majority of the tech stuff, Fwibbles has been doing a lot of file organizing, proofreading and some other stuff in the background, and I'm working on the story translation and testing in game right now.

Stuff like the below needs fixing for example, the second line is within our known line limits, but it turned out to be too long anyway, since not all letters are the same width (mostly the M's). So it takes a lot of time to test every line in the game individually, just to make sure they fit.
62e1fLp.jpg

Edit: woops, forgot to resize it.
Sega doesn't care for us...nice progress btw!
 
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Weyu

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There's no way to see if the line fits without paching and playing? SOOO much time wasted, that must be brutal.

Yep, this is a common trend with Japanese games, they like to do their line breaks manually, which is a crappy way of doing it in Japanese, but when you convert it to English, it turns outright hellish. There is a limited number of text windows and space, and that space is measured to fit the Japanese text. When you change it to English, which takes a lot more letters to spell something, suddenly you have much less space to work with.

Take a saying that comes up in this game for example: 一石二鳥, which means "killing two birds with one stone." In Japanese it's exactly four characters, in English it's thirty two including spaces. It's not always this extreme, but in general, this restriction is a huge killer for Japanese games that are translated to English.
Because not only is Japanese much more flexible with nuance, so many things are lost in a translation to English (take honorifics or politeness levels), with the space restriction on top of that, sometimes when you're playing a US version of a JP game, you're missing like half the content of the dialogue, since there was simply no space to put it.

So while Japanese elitists can be obnoxious, there actually is some truth in it (but usually they are elitists for the wrong reason. ;))
Luckily, PSP2i is relatively generous with its space for story text windows, so with some well thought out phrasing and some smuggling (transferring sentences from one window to another linked one), almost nothing was lost in the story dialog.
At first I was hoping that Jam could find a way to add more space, but apparently it's not that easy (or everyone would be doing it).

And the fun doesn't stop there: In Japanese, all the characters are generally the same size. So when you have a four character word, it takes up four characters every time, so you know how many characters per line you have to work with.
When you change it to alphabet, or specifically, to the PSP font, not all letters are the same width. IIIII is much more narrow than WWWWW, for example. That's why even if you adhere to a set character limit per line, sometimes it overshoots, as in the example picture above.


This issue without word wrapping is really common I feel, the official US version of vanilla PSP2 has it too, just look at where the line breaks are in text windows, they are completely irregular.
You can see it in some bigger games too, take Suikoden V for example (Googled images):

suikoden52.jpg

Suikoden_3_04.jpg

Which is almost certainly because of the same issue. :)

It's kind of an interesting subject, that's why I wanted to write a bit about it. You'd think that this is a really archaic system, but it still shows up in modern games too.
But in games like these, the translation is actually a relatively small part of the actual work (assuming you understand the source and target language well), the biggest challenge is to wrestle and pin down the limited space, and make it submit to you.
 

Fefo

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You didn't said anything new to me Weyu, but it was a really enjoyable write-up.

As I read your first sentence archaic jumped to my mind, but when your thoughts reflected mine I found a better definition: rough. Just like when we someday did a table of contents by inserting five billion spaces to line up the numbers. It might be visually similar to what a proper job would do, and with a far lower skill barrier, but it lacks any form of portability; change anything and you break everything.

So keep chipping the wall of laziness, and maybe us 6 might enjoy some games together. Or not, and we will live on ¯\_(ツ)_/¯
 
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John Bach

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had to remake my acct couldnt remember my old info lol

anyway, I hope this translation is still coming along :> cant wait to play this version
 

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