Translation List of English fantranslations and translation ports

  • Thread starter Thread starter masagrator
  • Start date Start date
  • Views Views 98,015
  • Replies Replies 203
  • Likes Likes 35
Sorry for the question but what is your method of locating Opcodes on LucaSystem? On PC you can just look through the executable in hex but how do you personally go about it on Switch?
Disassemble executable, find "EQU" or "EQUN" string, find array storing pointer to this string, voila - this array stores pointers to all opcode strings in opcode number order.

After this array there is additional array with subset of custom commands that in opcode order is after the first array.
 
  • Like
Reactions: RyanTheArchivist
Hello, new here.
I saw this thread, and would like to ask for help with one that's most probably no longer being fansubbed due to getting CnD for another one here (KongsNut I believe).
I am trying to figure out how to fansub Zoids Wild Infinity Blast. Probably impossible to get EN localization. Is Unity. Using Addressables so every time I try editing the textasset, all the contents of that particular textasset becomes TextIdNotFound. turns out it's crc checks not wanting changes.
Tried using the addressablestool by nesrak1, but it's returning me a nullref exception.
Thanks for any help. I'll try using google translate first for it, but got a friend to proofread (currently working in japan).
 
@masagrator
Thank you!
It translates only first game <...>

Oh my, no more 2nd and 3rd game won't ever plan to (Daybreak of Remnants Shadow and Flowers Falling in the Morning Mist) translate?.. :( They're way better in terms of story and overall quality than a really boring 1st one...
 
Last edited by mathew77,
Nope. I need to be on the positive side when working on something, otherwise work becomes exhausting mentally. There are so many games I can spend this time on that I prefer to do that.
 
For anyone looking for a new JRPG fan translation project to start working on that very likely won't be shutdown due to an official localisation.

A reputable games journalist recently claimed on Twitter that he was "told in pretty certain terms that NIS America wasn't going to be bringing [over Nippon Ichi Software title Bar Stella Abyss]."

IMO it's always best to wait for some confirmation a brand new game isn't getting officially localised before working on a patch, hence why I'm sharing this here (this likely also applies to all the other Nippon Ichi Software titles NISA hasn't picked up already).
 
  • Like
Reactions: blashy101
Because I got bored, I have started working on porting fantranslation of Aiyoku no Eustia.
Since it's using the same engine as other VN I'm working on - Aonatsu no Line - it was pretty easy to figure out.

Technically whole translation is ported except for choices, and didn't touch textures with characters names for Voice settings yet.

Whenever I can I will try to restore cutted content - of course without h-scenes, since they are too big to bother + I don't understand how CGs are loaded via scenario file.

Only what is left is to play the game, alter too long lines to be shorter and restore cutted/altered lines. For some reason CERO seems to not like any mention about beggars, so all lines where beggars are mentioned were deleted or altered (like they changed character name "Beggar boy" to "Skinny kid" :rofl2: )

You can check all text differences (excluding character names) here (site will remove it in a month, texts are +18):
https://privatebin.net/?a3d0deea112671f6#6bjJSnqqXc7r2g8E12jL9ocNHkkauSDXK6UubiVaSkKN

2024100418222900.jpg2024100418203600.jpg2024100418201000.jpg2024100418201600.jpg2024100418202800.jpg
 
Last edited by masagrator,
Because I got bored, I have started working on porting fantranslation of Aiyoku no Eustia.
Since it's using the same engine as other VN I'm working on - Aonatsu no Line - it was pretty easy to figure out.

Technically whole translation is ported except for choices, and didn't touch textures with characters names for Voice settings yet.

Whenever I can I will try to restore cutted content - of course without h-scenes, since they are too big to bother + I don't understand how CGs are loaded via scenario file.

Only what is left is to play the game, alter too long lines to be shorter and restore cutted/altered lines. For some reason CERO seems to not like any mention about beggars, so all lines where beggars are mentioned were deleted or altered (like they changed character name "Beggar boy" to "Skinny kid" :rofl2: )

You can check all text differences (excluding character names) here (site will remove it in a month, texts are +18):
https://privatebin.net/?a3d0deea112671f6#6bjJSnqqXc7r2g8E12jL9ocNHkkauSDXK6UubiVaSkKN

View attachment 462569View attachment 462568View attachment 462570View attachment 462571View attachment 462572


The loading of the cg is not too complex at the start of the game they make tables for visuals and stands presets and each preset have an index

stand.datu8 contains the animation name, face filename and the spm filename (spm is their animation/texture atlas format each animation is linked with multiple images obviously and it's all set in the spm) for the standing characters

standpos.datu8 contains x and y position presets

visual.datu8 contains cg and an optional diff (and more info like width/height, position, rgb colors)

next they have a stand enum that is exactly the same size as the number of Stands and where the fields are just the animation name, they do the same the visual with the cg name and same for stand position

then they just call SetStand:
Code:
SetStand(CENTER, TATI_010027, MOVE_STOP, FASTEST, 0, FILTER_NORMAL, 100, 100, 100)

the function definition is like this:
void SetStand(int stand_pos, int stand_id, int move_dir, int fade_speed, int waitFlg, int filterAttribute, int param1, int param2, int param3)

or SetVisual:
Code:
SetVisual(BG_3031, FILTER_NORMAL, 100, 100, 100)

the function definition is like this:
void SetVisual(int visual_id, int filterAttribute, int param1, int param2, int param3)

Note that in Aiyoku no Eustia they don't use those function as is so if you try to search for use of those you wont find many. Instead they wrap that function into another function written in their scripting language and use that instead/

For faces (the small character images next to the textbox) it's actually set by the SetMessage function but it's the same concept they use the stand enum to get the index where the face image name is located.

You can see an example in this very early version of NeXAS script https://github.com/MishaIac/vn-rus-tools/blob/main/Nexas/Parfait/bin_sources/00共通/第1クォーター01.src

I created an enum for the NeXAS version that Aiyoku no Eustia a while ago. So feel free to use it if you want. I also documented most of the useful dat files/bin files.
https://github.com/koukdw/Aquarium_...m/SCRIPTFUNC_NEXAS_AIYOKU_NO_EUSTIA_SWITCH.cs
 
Last edited by kdw,
  • Like
Reactions: mathew77

Attachments

  • 010051c01b754000_2024-10-07_22-34-52-714.png
    010051c01b754000_2024-10-07_22-34-52-714.png
    164.7 KB · Views: 65
  • 010051c01b754000_2024-10-07_22-35-15-026.png
    010051c01b754000_2024-10-07_22-35-15-026.png
    304.7 KB · Views: 78
  • 010051c01b754000_2024-10-07_22-35-22-474.png
    010051c01b754000_2024-10-07_22-35-22-474.png
    578.1 KB · Views: 83
  • Like
Reactions: mathew77
While technically not a Translation of Momotaro World on Switch... I recently recreated my sticker translation for the Board Game of

Momotaro Dentetsu ~ Showa Heisei Reiwa​

That was released a few years back, in Tabletop Simulator! If that's something you might be interested in? ^_^

I know it's not the same as the Video Games, but as it stands.. this is closest thing we've got to a new English Translation!

Sadly this website won't let me post links... But if you search up
「Momotaro Dentetsu ~ Showa Heisei Reiwa」
on the Tabletop Simulator workshop, you'll be able to find my Translation! :D

I hope people enjoy! <3
https://www.konami.com/games/momotetsu/teiban/asia/en/

English version now available
 
English Patch for Angelian Trigger: Github

Cute sci-fi Space Harrier clone, will update patch later (working with a cast on atm, range of movement isn't so excellent so I just wanted to get it out there first and will fix up bugs later)
 
By the way, Ys Memoire the Oath in Felghana just released in official English, so custom mod is a bit deprecated for now I guess.
Post automatically merged:

English Patch for Angelian Trigger: Github

Cute sci-fi Space Harrier clone, will update patch later (working with a cast on atm, range of movement isn't so excellent so I just wanted to get it out there first and will fix up bugs later)
Thank you!.. :wub: It's fully machine translated (by GPT), am I right? No humans involved?..
 
Last edited by mathew77,
By the way, Ys Memoire the Oath in Felghana just released in official English, so custom mod is a bit deprecated for now I guess.
Post automatically merged:


Thank you!.. :wub: It's fully machine translated (by GPT), am I right? No humans evolved?..
copy and pasted to and from google translate lol
 

Site & Scene News

Popular threads in this forum