Translation SD Gundam G Generation Overworld english translation

danikk

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Most of the textures used in the various screens/Menus are already translated, the two main exceptions are the Master select screen (currently being worked on), and the defense texts during combat.
 
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BlackDog61

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I got a feeling the original was English to begin with. That or, Gilliel777 might have already covered those for us. The rest are posted as images/video on the OP post.

2uylohw.png

i70jlx.png

Actually, "Gundam" yet needs to be written in English in that title screen, doesn't it? As well as the smaller katakana / hiragana under the word "OVERWORLD" (It probably just reads overworld in Japanese phonetics, I should try and read it out. If it doesthen translating doesn't make sense.)


Most of the textures used in the various screens/Menus are already translated, the two main exceptions are the Master select screen (currently being worked on), and the defense texts during combat.
OK - does that hint that you'd like help with defense texts? :)
 
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AdanK85

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@blackdog: Well, I don't know. The team discussed about it after your suggestion about that "gundam" thing but I personally think that's up to the artist of the group and shouldn't impose too much challenge. I can hardly read what's under it too. Something's hinting me that you are sincerely offering help, which I really appreciate btw. :X.

Edit: Only thing I can think of is the font length. But, I think Danikk already explained that it's er... I dun remember (it's been too long)... a mess or something. Still, clean managed to slip by with the strict character limits so far, with a bit of compromise here and there.
 
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BlackDog61

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@AdanK85 OK! Thanks for taking time to consider it.
Yes, I was really offering help. I've designed the titlescreen for Super Robot Wars AP and edited graphics for the game. I won't pretend it's perfect - just that I meant to help, not to justchat or suggest extra work to a team who already has enough to do!

Good luck, buddies! I'll be reading you.
 

AdanK85

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Lolz. Chatting is good :P.
Your graphic design from what I see is good btw. You're just humble.

Thanks and good luck too.
 

jonh

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is the translate at the first page or just a graphic patch?, I used it but nothing change.
 

danikk

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I have updated the HQ Texture Patch, I have delayed this version a bit, because I wanted to finish a feature I was working on for the sprite patch, but I can't seem to make it work properly for now. It will be released when/if I can get it to work without randomly crashing the game.

Download link in the original release post:
https://gbatemp.net/threads/sd-gund...glish-translation.369219/page-32#post-6051344

Changelogs:
  • FIxed compatibility with newer versions of PPSSPP (1.01+)
  • Replaced/improved textures for the Big Tray and Gallop “ships”
  • Replaced rear beam attack for Dolos
  • Replaced Vulcan attack for Blue Destiny Unit 02
    • Cleaned up the shields for the Blue destiny Units 02/02 Nimbus Custom/03
  • Replaced evade/defend animation for Gundam Unit 01
  • Replaced Beam Saber attack for the GM Quel
  • Changed the evade animation for the Hidolfr to a (slightly) higher quality one
  • Fixed game bugs: Animations with quickly alternating frames show a static frame due to the lower frame rate of the PSP compared to the PS2 (which the game engine was originally made for), some of these animations are now fixed, by modifying their internal timings:
    • The Guntank now has animated threads when attacking (both attacks)
    • Corin’s Kapol’s Drill bat is now rotates during the attack cutin (first attack)
  • Fixed several incorrectly replaced textures:
    • Fixed GM Command Beam Saber attack
    • Fixed minor graphic bug in the Kampfer’s Sturm Faust attack
    • Fixed evade/defend animation for Leo (Ground Type)
    • Fixed the “Alex” text on the shield being mirrored during part of the Gundam Alex’s sword attack (from the player’s perspective)
    • Fixed the “02” text on the Gundam Unit 02 being mirrored during part of the multi-target nuke attack, and during evasion/defense (from the player’s perspective)
  • Removed commander antenna hole from the Zaku II’s head during its machine gun attack
  • Fixed transparent hole in the GM Sniper Custom’s head during snipe attack
  • Removed leftover TV station logo from the Ambat Control room background (stage A6)
  • Minor Improvements on many textures
  • Fixed several corrupted files

Map Sprites 1.1.4:
  • FIxed compatibility with newer versions of PPSSPP (1.01+)
 

Fon Spaak

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Can someone make a fix patch if possible for the RX-81LA G-Line Light Armor beam rifle? It shows that the beam rifle has a longer range but almost useless on close range, beam rifles ( if i might be correct) are in the range of 2-4 tiles, but the G-Line beam rifle is set to 3-5 tiles.
 

danikk

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The RX-81LA G-Line Light Armor is supposedly carrying a Heavy Beam Rifle instead of a regular one (not that it looks any different in the battle animation to the standard Armor's short range Beam Rifle). I guess it meant to represent that the Heavy Rifle is better suited for a longer range.
I'll probably change it, since it does look identical to the Normal Armor's short range Beam rifle, so it probably shouldn't work differently.
 
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Fon Spaak

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Question: Is it possible for one to make a duplication of a mobile suit from the game in order to make multiple "variations" or different textures of the mobile suit, (for example, duplicating MS-06F Zaku ll, extracting and editing the copy Zaku ll into a MS-06F Zaku F2 (EFSF,Kimbereid, Delaz fleet colors by editing the textures files while maintaining the animations the same, with the changes applied?
 

danikk

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The issue is that the total number of MS in the game can't be changed due to at least 3 limiting issues:
1.: The main data file that stores base info about the MS (e.g.: name, health, weapon data) is very large and complicated, and any change that would involve a change in size (like adding a new unit) would require a near complete understanding of its full structure to rebuild it. This is because the file is full off references that point to a specific point in the file, and when the size changes the pointers will point to the wrong position (It's also not simple to determine which values are such pointers).
2.: The main animation table file that links units to the animations has the same problems as the above, though I think it has much less references so this might be solvable.
3.: I still haven't found how the game exactly stores file names (as in I know that the game fo example loads a specific animation from "00190_mat1_b2v1c1.zip" but I don't know how it determines from the roughly 32000 files which one is "00190_mat1_b2v1c1.zip"). In essence this means I can't name new files (that would store animations for a newly added unit).

However it is possible to replace an existing unit and make it a variaton of an other with some limitations:
1. The number of weapons can't be changed on a unit for the above reasons
2. The attack animations are divided into seperate "scenes" (most attack take one scene), the number of scenes can't be increased.

Doing something like taking the textures of the Commander type Zaku II (wich you can use by putting the regular Zaku II in a team leader or master slot) and changing the textures to look like say the EFSF colors would work perfectly tough (in this case putting a regulear Zaku II onto a team leader slot would change it into an EFSF Zaku).
 

BetaXenon

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I wonder... It's is possible to attach sub-flight systems in this game?
If it, should we research them? I don't really played much, knowing that there most likely going to be almost full translation soon (at least in this year, i hope).
 

danikk

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I wonder... It's is possible to attach sub-flight systems in this game?
If it, should we research them?

If you mean things like the Base Jabber or the Dodai, then there are some in the game, however they are only used by specific guest/enemy units on certain missions and you can't install them on your units. Also in this game the animations for most units with a sub flight system is nearly identical to the standard version with the system only showing during evasion. I'm not 100% on this yet, but despite the large similarity, I do believe these units do have a full separate animation set from their standard version.
 
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danikk

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I have experimented with the sub-flight system of the Dijeh (which is a Base Jabber), as there is one on stage C5 (The Day of Dakar) that simply reuses the standard Dijeh animations (expect for evading). I have tried to change the animations to reflect that Dijeh is actually on a Base Jabber during attacking (some of them I have cobbled together from 4 different animations).
Here is the end result:

 

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