ROM Hack Game Center CX : Arino no Chosenjo 2 (New Start?)

Aaron Chmielowiec

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I actually like the idea of [2] and [3] at the same time.

But...um...are you going to do any image editing on the game cartridge images? I would kind of like to know what the titles of the games are just from looking when I'm going to pick a game to play...


Okay, then. When I have (2) and (3) (the hybrid) up and running I'll post some shots (I'm in and out today until much later, so it might not be for a day or so until I get to that)

The manuals are looking good now, too (I still have a ways to go but it shouldn't take too long). I also want to test the RPG with what is already done, too. That should be exciting, though I know I need to do the menu (since it is a tiled graphic which makes things extra annoying)

As for the carts, yes, some of them need to be done. I asked the original team already but I didn't get any files back for the cartridge images. If you want to take a crack at them, here they are, but note that some of them already have English titles printed, so maybe no work is needed on those:

http://aaronin.jp/shashin/arino2/gs_room_soft_arino.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_dmrt.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_guadia.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_gunduel.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_kacho01.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_kacho02.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_kangfu.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_spdmrt.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_toriotos.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_wizman.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_shop_soft_cosmic.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_shop_soft_haguru.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_shop_soft_rallyex.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_shop_soft_starsa.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_shop_soft_toriotosdx.NCER_0.png

Actually, it looks like a fair number of them are already in English. Just the adventure games, Arino's Challenges, Haggleman (Koume Edition) and the Triotos games...and Kung Fu Mutekiken need work from what I can see.
 
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Great job on the translation so far, nice to see this is making good progress.

One thing I was kinda wondering about is the way the charged attack works in Super Demon Returns, does the game make it a point for it to be convoluted and only useable via holding down the Y and X buttons that're used for nothing else, either possibly subtly parodying the practice of shoehorning new console features into release games to show them off without the game drawing any additional attention to the feature or was it made that way for some legimate narrative reason that becomes apparent from the manuals and GameFan magazines? Seeing as you're willing to add in some additional "nothing special here" dialogue in the adventure games, would it be possible to add in an option to also be able to perform the charged attacks in SDR with B as well if the game doesn't make it a point to make a fun of it?

I'm also kinda wondering about the possibility to enable rapid fire with Y for male characters in the credits minigame as well since it's enabled by default if you play as a female character but I guess that would kinda destroy the joke.

Were you planning to do something about Arino's commentary to make it possible to be understood to some degree or is that too much effort for what's essentially a relatively minor part of the game?
 

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I'm also kinda wondering about the possibility to enable rapid fire with Y for male characters in the credits minigame as well since it's enabled by default if you play as a female character but I guess that would kinda destroy the joke.
Wow... despite the obvious sexism, I find that absolutely hilarious!
 
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AnotherGamer

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Sexism is hardly surprising when it comes to GCCX, haven't you seen Watanabe? Not that she's helping her situation any, although in her case it might be more about Japan's usual attitude of "lol fatty" towards anyone who's not a sumo wrestler.
 

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Sexism is hardly surprising when it comes to GCCX, haven't you seen Watanabe? Not that she's helping her situation any, although in her case it might be more about Japan's usual attitude of "lol fatty" towards anyone who's not a sumo wrestler.
Nope. I haven't seen the show at all. I've just played Retro Game Challenge and a bit of untranslated GCCX2.
 

Aaron Chmielowiec

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AnotherGamer> Hello! About remapping key combinations like that for Demon Returns (AFAIK you have to use the Y+X buttons but I haven't played through that mini-game in a little while), I am not sure how to go about that right now. Maybe if I poked around the code a bit... As for the enabling auto-fire in the ending credits, I think that may be possible, actually. I'll make a note of it and see if I can make that happen, but I would want that to be optional or a secondary patch separate from the main translation patch.

If you are interested in taking a peek at the translations for testing when I'm ready, I'm more than willing to let you have a look. You seem to have some insight into the Game Center CX background (TV series, characters, etc.) I'm familiar with the content but I wouldn't call myself an expert so I do want others more knowledgable to make sure I didn't blow away a reference inadvertantly or I passed up a chance to make some back-handed reference to something else.

Anyway,

As for me, I spent this morning getting the 873 Adventure game files all in one place and converted in one fell swoop (I've only done it in parts until now). I put the colons in and kept the 2nd/3rd line indent and batch converted the whole thing. After a few silly syntax errors and debugging it seemed to run fine. I'm just checking it out in the game now.

EDIT> How's this look? Spacing doesn't seem exact but I don't know what I can do about that since the font isn't as monospaced as I thought...

manuala_5.png
manuala_6.png


manuala_4.png

As for the manuals, I have 5 of them done (Wiz-Man, Kung-Fu, Triotos, and Arino: Ace Detective Parts 1 and 2) and I have bits of the others done (working on Guadia Quest Saga right now) There will be some debugging required to get the Manuals to all fit nice on the screen but that is a minor point. The Adventure game will need a fair bit of work to make everything fit but at least the text is all there.

EDIT> Oh yes, I fixed a horrible bug that made the game descriptions crash. When I copied the data in the hex editor, I copy/pasted the text area by mistake instead of the hex values. "00" is displayed as "." but it isn't an actual period. When I copied the data as text, it put periods in and all hell broke loose. It was quite an amazing graphical corruption before it crashed, though.
 

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Hello! About remapping key combinations like that for Demon Returns (AFAIK you have to use the Y+X buttons but I haven't played through that mini-game in a little while), I am not sure how to go about that right now. Maybe if I poked around the code a bit... As for the enabling auto-fire in the ending credits, I think that may be possible, actually. I'll make a note of it and see if I can make that happen, but I would want that to be optional or a secondary patch separate from the main translation patch.

Got it, just making a suggestion. It's certanly not a big deal, but like I said, I was wondering if something like that could be done at some point of the translation if that particular quirk isn't a part of the in-game narrative (like young Arino asking/wondering about the need to use a third button to do a seperate action that could be accomplished just by holding down B or the ingame manual touting the awesomeness of having more buttons to press), since it's kinda making the gameplay a bit too inconvinient for the sake of a single joke, having to change your thumb position on a regular basis whenever you want to use the charged attack. It also could be that they mapped the move to a seperate button as an additional precaution since it's possible to use it by accident when you're standing on top of destroyable blocks over a pit and crouching down, but I'm not entirely sure how likely that is exactly since I haven't beaten that particular game yet and I haven't had that particular scenario happen often enough for it to be a major issue.

Or it could be that Arino pressed the "reset" combination when he was challenging the game during a DVD extra and they wanted to make it sure it wouldn't happen again in the second game if he ever challenged it during another DVD extra after the third game was released, beats me. Either way, make sure to change the graphic for "switch screens" button at some point.

One actual translation correction I noticed based on screenshots posted so far that I'm not sure if anyone pointed out yet is that the lower screen buttons taken from Retro Game Challenge aren't accurate anymore: pressing L+X or R+X during a game no longer switches screens or resets the game, presumably because Y and X are now used in actual gameplay in more than 1 game as a rapid fire button (in addition to the charged attack mentioned above, it's also the "piece hold" button in Triotos DX) and it's all the easier to press either combination by accident.

If you are interested in taking a peek at the translations for testing when I'm ready, I'm more than willing to let you have a look. You seem to have some insight into the Game Center CX background (TV series, characters, etc.) I'm familiar with the content but I wouldn't call myself an expert so I do want others more knowledgable to make sure I didn't blow away a reference inadvertantly or I passed up a chance to make some back-handed reference to something else.

Nah, I don't really know that much beyond watching the translated episodes, I'm having enough trouble just being able to tell the ADs apart and I only really know about the references that the show hammers over your head the most, like the squid jerky mentioned earlier in the thread. I appreciate the offer though.

Can you give any more accurate estimate at this point of the translation how close it is to completion? From what I can tell from your updates so far, it seems that most of the actual text has been translated and inserted and various graphics are in progress of being edited, but I'm not sure how time-consuming the bugfixes and text edits are for this particular game, at least from what I've heard so far it's not as prone to crashing if everything isn't in the right place like Mother 3, for example, assuming the 2 crashes you've reported about so far are the only ones you've run across up until now.

Ironically enough, the game that you'd think would have the least amount of overall text that needs translating seems to have by far the most when it comes graphics that need to be edited, what with the intro letters, titles and lower screen control explanation that Game Training Tool has.
 

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This is the "translated" version of Koume cartridge, I hope to do even more ;)

gs_shop_soft_haguru.NCER_0.png


Okay, then. When I have (2) and (3) (the hybrid) up and running I'll post some shots (I'm in and out today until much later, so it might not be for a day or so until I get to that)

The manuals are looking good now, too (I still have a ways to go but it shouldn't take too long). I also want to test the RPG with what is already done, too. That should be exciting, though I know I need to do the menu (since it is a tiled graphic which makes things extra annoying)

As for the carts, yes, some of them need to be done. I asked the original team already but I didn't get any files back for the cartridge images. If you want to take a crack at them, here they are, but note that some of them already have English titles printed, so maybe no work is needed on those:

http://aaronin.jp/shashin/arino2/gs_room_soft_arino.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_dmrt.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_guadia.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_gunduel.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_kacho01.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_kacho02.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_kangfu.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_spdmrt.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_toriotos.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_room_soft_wizman.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_shop_soft_cosmic.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_shop_soft_haguru.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_shop_soft_rallyex.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_shop_soft_starsa.NCER_0.png
http://aaronin.jp/shashin/arino2/gs_shop_soft_toriotosdx.NCER_0.png

Actually, it looks like a fair number of them are already in English. Just the adventure games, Arino's Challenges, Haggleman (Koume Edition) and the Triotos games...and Kung Fu Mutekiken need work from what I can see.
 
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One thing I was kinda wondering about is the way the charged attack works in Super Demon Returns, does the game make it a point for it to be convoluted and only useable via holding down the Y and X buttons that're used for nothing else, either possibly subtly parodying the practice of shoehorning new console features into release games to show them off without the game drawing any additional attention to the feature or was it made that way for some legimate narrative reason that becomes apparent from the manuals and GameFan magazines?
I'll have to go back and play Super Demon Returns again, but I don't remember anything about the controls being too convoluted. My memory is a little foggy, but I feel like many games in the SNES era used separate buttons for charging.

I'm also kinda wondering about the possibility to enable rapid fire with Y for male characters in the credits minigame as well since it's enabled by default if you play as a female character but I guess that would kinda destroy the joke.
That would definitely defeat the purpose of the joke, and I don't really see a reason to change it for a "western" audience.

Were you planning to do something about Arino's commentary to make it possible to be understood to some degree or is that too much effort for what's essentially a relatively minor part of the game?
I think the dream scenario (if even possible) would be that the bottom screen would do a conversation bubble (translated in English), every time Arino makes an audio comment during gameplay. So Arino would say "Abunai!" during gameplay, and the speech bubble on the bottom screen would say "Watch out!". So replace the text in the screenshot below with "Watch out!".
162599335_new-nintendo-ds-game-center-arcade-cx-arino-no-.jpg

I would not want his audio commentary replaced by someone reading his translated commentary, because the shows core fan base would probably not like anyone else saying Arino's lines except Arino. I'm not sure of any other smooth way to do it, without butchering the original content.

EDIT> How's this look? Spacing doesn't seem exact but I don't know what I can do about that since the font isn't as monospaced as I thought...

manuala_5.png
manuala_4.png
I personally like the options were you have all of the speech at the same indentation. Does anyone know what most games from the 8 bit era do? I can't think of any English titles that used this format, but I would compare it to one of those if they exist.

As for me, I spent this morning getting the 873 Adventure game files all in one place and converted in one fell swoop (I've only done it in parts until now). I put the colons in and kept the 2nd/3rd line indent and batch converted the whole thing. After a few silly syntax errors and debugging it seemed to run fine. I'm just checking it out in the game now.
As for the manuals, I have 5 of them done (Wiz-Man, Kung-Fu, Triotos, and Arino: Ace Detective Parts 1 and 2) and I have bits of the others done (working on Guadia Quest Saga right now) There will be some debugging required to get the Manuals to all fit nice on the screen but that is a minor point. The Adventure game will need a fair bit of work to make everything fit but at least the text is all there.

EDIT> Oh yes, I fixed a horrible bug that made the game descriptions crash. When I copied the data in the hex editor, I copy/pasted the text area by mistake instead of the hex values. "00" is displayed as "." but it isn't an actual period. When I copied the data as text, it put periods in and all hell broke loose. It was quite an amazing graphical corruption before it crashed, though.
I didn't say this earlier, but I definitely appreciate the work you and others are doing for this translation. Seeing this game in English, while keeping keeping the GCCX TV charms in place, would be amazing. Retro Game Master was great, but it definitely lost some of it's charm for me when they removed the GCCX references, for example, when they replaced the pages in the Game Fan magazines that featured the shows cast with some random US people making comments trying to be funny. It would have been great to keep the original cast in the magazines, with their original content.

Another example would be the names used in the Game Fan magazines in the first game. Names like "I.P. Freely", "Mike Rotch", "Dan Sock", I'm guessing this was their attempt to add humor to the magazines, but I'm assuming that this was not the original humor used in the Japanese version of the game?
 
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I'll have to go back and play Super Demon Returns again, but I don't remember anything about the controls being too convoluted. My memory is a little foggy, but I feel like many games in the SNES era used separate buttons for charging.

Well, like I said, it's not a huge deal, but there's no real reason to relegate the charged attack to Y and X when just pressing them does nothing by themselves and you still need to charge up the attack like the name implies before it can be used, in which case it might as well be useable by holding down B, unless, like I said, the game itself makes a joke about it at the expense of overuse of new technology in launch consoles or something to that effect, in which case it makes sense for it to be only useable by 2 buttons that're not used for anything else.

Would be nice to see the speech bubbles used in that way for the translation of what Arino's saying but I'm guessing it might be difficult to implement, especially since I don't think there's an already-existing way to make the text auto-advance.
 

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I personally like the options were you have all of the speech at the same indentation. Does anyone know what most games from the 8 bit era do? I can't think of any English titles that used this format, but I would compare it to one of those if they exist.
I think that due to technical limitations, it's actually pretty hard to find unspaced text for the NES.
Even on Game Over screens, you can see that the text isn't centered, but is off by a half tile or so (because a half tile isn't a thing).
 

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I've made ​​another cover, I hope it can be useful
gs_shop_soft_toriotosdx.NCER_0.png

I'm really glad you are doing these, they look great.

One comment: The Great Wave image in the background of the original is color-graded differently - it has a sort of gray-brownish hue to it. It's a small thing, but it creates a better 2-plane effect and makes the game title and the other overlaid elements stand out more. Worth trying to mimic that?

(I'm not involved in the translation, just providing feedback.)
 
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I'm really glad you are doing these, they look great.

One comment: The Great Wave image in the background of the original is color-graded differently - it has a sort of gray-brownish hue to it. It's a small thing, but it creates a better 2-plane effect and makes the game title and the other overlaid elements stand out more. Worth trying to mimic that?

(I'm not involved in the translation, just providing feedback.)

HelloHumbertHumbert, thanks for the feedback.
Yes, you're right, the color of the original wave is darker mine, I'll try to make some changes and see what comes out :]
 

Aaron Chmielowiec

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Oh, those carts are excellent, thanks!

On my end it has been a long day at work (my day job) but I managed to finish all 9 in-game manuals (and the 5 used at the Game Shop) The manuals still need work but the initial translation is done so it is just a matter of piecing it together and polishing up the translation (it's pretty rough in spots). I have no energy for that tonight so I'll just commit the changes to SVN for now.

EDIT> I just checked the manuals now. They all work (don't crash the game) and positioning and length isn't as bad as I feared. Translation could use some touching up before I let others see it... Also, I notice again that single space " ' ( and ) are not supported. I can use a double byte equivalent, I guess.

I also noticed I missed a few spots in the Adventure game where I forgot the : and proper indentation. In the intro I spaced the dialogue to match the leftmost character after the colon but that is different from the usual "5 space" indent I use in the rest of the game. I'll need to make up some more samples but at least with this mass batch conversion kit I can do it all in one fell swoop. (It just takes a few minutes to process all the files)

So yeah, for me, I just need to touch up the Adventure game cosmetics and make sure at least a good part of the text fits on the screen (testers can pick apart the text contents), fix up the manuals and let the testers rip that apart, too, and hopefully try to get these game cart graphics in the game.

Then I can lend a hand with the RPG (finally). I have enough content from kikuchiyo to test in-game. The only stumbling block is the RPG menus, which are all annoying tiled graphics.

Pretty soon I may dump a handful of graphics on you guys to touch up the final parts. (Since after the RPG is done, that makes almost all of the text in the game done, I think) Some of the graphics I can rip from the first Retro Game Challenge game but there is still manual work to be done.
 
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Oh, those carts are excellent, thanks!
Thank you :D

Anyway, some images (like the black letter) have the text in Japanese, I would try to translate those too but I do not know what is written on...
Regarding the letter I suppose that at the top is written "Challenge", right?
If you can give me the exact texts, I'll try to work on the rest :)
 

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EDIT> How's this look? Spacing doesn't seem exact but I don't know what I can do about that since the font isn't as monospaced as I thought...

manuala_5.png

It might look better like this:

----------------------------------------
[Tsuuroka]
...and that's what happened
last night.
----------------------------------------

Basically have the first line used for the character speaking. If you could move the text up slightly, that would allow four lines, providing all the pictures are that size.
 

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It might look better like this:

----------------------------------------
[Tsuuroka]
...and that's what happened
last night.
----------------------------------------

Basically have the first line used for the character speaking. If you could move the text up slightly, that would allow four lines, providing all the pictures are that size.
Even if that's technically possible (which I doubt would be simple), I don't think I'd like the look of text going to the very bottom edge of the screen.
 

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Ooh, I'm up at 2am! (Daughter had chicken pox, can't sleep) The understandability of my post may vary.

Yeah, as nice an idea as that is, I'm fixed at 3 lines per screen in the Adventure games except for full screens of text where there is no background image. I can look into seeing if 4 lines at once is possible (some value somewhere in the game saying how many lines are allowed per screen?) but I have my doubts it is a simple task.

The RPG is even more constricted at just 2 lines per screen in many cases.

Pix3l> I'm not sure what would be good for that Arino's Challenges cartridge. To be totally literal, it says "Further (Additional) Challenges" and the bottom says "By Game Devil/Demon Ariino"

Technically, the floating head Arino is called Ariino (elongated i) but I think even in the first retro game challenge game in English it was just called Arino as well.
 
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