Omarrrio and myself are interested in organizing a translation project for this. What we might do for the text dumps, as is the fairly popular method for these types of projects, is put it all in Google Spreadsheets. It'll be friendlier for collaboration. Unless anyone has a better idea.
Without giving it too much thought, I started working in Spreadsheets here and flame1234 joined in as well. I basically expanded my spreadsheet for drafts (primarily for comparing the length of sentences between source/target), so it's kind of messy. I'm also discussing stuff like Ares' personality with the Falcom community.
Feel free to join in!
thank you, i am aswell doing some asm hacking, here is a little gift for your hard work guys:
Could you consider adding with ASM soft subtitles (with black/translucent bars to hide the JP subs)?
Mind sharing that trick (to make the PSP somehow behave as if it's an English game), if possible at all ?i have no idea how to do so, like at all, this trick for the english menus was learnt from a friend.
Neat, omarrrio!
Speaking of which, we're currently working on the /script/ files, but there's also /txt/item.tb for all the items. How do we translate those?
I went ahead and imported all lines with text into the spreadsheet, with the source lines on the left and the translations on the right. This way, it's easy to jump in to translate or give remarks on someone's translation, while others are editing. While making this, I ran into many, many repetitions (like "The wall is broken" for virtually every floor). It's best to add a check to prevent double work and inconsistencies.
The format for item.tb is really simple, but entirely un-changeable it seems. There's no pointers or anything in there at all, the text all has a hard-coded length. Would need ASM hacking to edit that. Shouldn't be very difficult though, should be a just a couple single-line edits. A job for omarrrio.
But for editing:
Every block is 0xbc in length. Format is:
0x0 - dword - item number
0x4 - 32 bytes - Item name
0x24 - 128 bytes - item description
0xa4 - 0xbc - Specific item data. Not sure of the format of these without checking the game, but it looks like 6 dwords. I assume they'd just control stuff like item type, damage, heal amount, texture etc etc etc. Item-type stuff. You could find out what each one is really easily just by changing the values and seeing what happens in-game.
So, keep the name within 32 bytes, and keep the description within 128 bytes, and you'll be fine.
Mind sharing that trick (to make the PSP somehow behave as if it's an English game), if possible at all ?
The format for item.tb is really simple, but entirely un-changeable it seems. There's no pointers or anything in there at all, the text all has a hard-coded length. Would need ASM hacking to edit that. Shouldn't be very difficult though, should be a just a couple single-line edits. A job for omarrrio.
Although it's still Dora in the spreadsheet, we did make the decision last night to stick with Dela to keep it consistent with your translation and Falcom's transliteration. I'll change it in the sheet as soon as I start working on it again.Brandish 2 translator here. A few years ago I looked into Brandish PSP but I ran out of free time so I'm glad to see this is happening.
I personally hope you guys follow the naming convention I put into Brandish 2 as opposed to the one from the localized SNES port. Dora should really be Dela Delon but it's up to you guys in the end. I'll be keeping an eye on the spreadsheet...
I inserted the tutorial script I wrote and it worked just fine.
We should probably focus on translating through mp1_13 and the item tables, then prepare a progress patch for TL checkers and QA.