ROM Hack [Translation] Dragon Quest Monsters 2: Cobi and Tara's Marvelous Mysterious Key [WIP | v0.4]

hirusan

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I think it can be done, and I could convince a translator or traction team to encourage him wholeheartedly, to start a professional translation project of the Dragon quest Monster Joker 3 for n3ds, really that dragon quest deserves it and Since the adventure of coby and tara wonderful key is being translated, what better time to put that dragon quest monster Joker 3 professional in a folder that game has a high level I assure you.

Creo que se puede hacer, y hojala pudiera convencer a un traductor o a un equipo de traducción para animarlo de todo corazón a comenzar un proyecto de traducción de la Dragon quest Monster Joker 3 profesional para n3ds, de verdad que dragon quest se lo merece y dado que la aventura de coby y tara maravillosa llave,se está traduciendo, que mejor momento para poner a este dragon quest monster Joker 3 professional en carpeta ese juego tiene un alto nivel se los aseguro.
 
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Wooshy

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The german releases I'm doing have the german texts where existent, otherwise the english texts.
Oh that is cool indeed.
I wish I could help more, but with the 2 months java i learned in my school...that doesn't seem to be any help at all haha. I can speak good english but far from perfect. German is my original language and besides that...I can talk very little Italian.
All i want to say is...damn I wish I could help with this project..
 

Ich_73

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@Ich_73 would your tools work on the 3ds version of DQXI's files?
No, that game uses different file formats to store the texts.

I wish I could help more, but with the 2 months java i learned in my school...that doesn't seem to be any help at all haha. [...] All i want to say is...damn I wish I could help with this project..
You don't need any programming skills at all to translate the menu texts and messages. Following the guide, installing a few programms and finally trying out things should do the job.
 

ExData7

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No, that game uses different file formats to store the texts.

Ah I see, thx for answering my question my mind's been obsessed with DQXI 3ds lol and THANK YOU SO MUCH for translating DQM2 my dood let alone making it a open source translation

Sent from my Z971 using Tapatalk
 
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Ich_73

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Thanks to @Colmines92 who contacted me about a week ago I can announce some exciting news on this project.

Editing .e files
If you want to know more check out the following post: BinJ Editor Release v2.0.0
As many of you know .e files contain the cutscene and dialog data for the story of this game. BinJ Editor can now edit those files! :D

96371682-2d0a0d00-1163-11eb-86f1-0811944ae3e5.png


Given that there is now the possibility to translate the story of this game, even though we still have the character limit, but as you can see from the image above this is not too bad.
I know that @TheBuilder is interested in helping to translate the story, but there are a lot of files to edit, so if YOU are interested in helping, contact me via pm or on discord.
A Google Sheet everyone willing to help should know: DQM2 Fan Translation List


A New Banner
If decyphering e files wasn't enough, @Colmines92 also recreated the DQM logo so we now have a redesigned banner and a high resolution title logo.
Below you can see the comparison between the title logo of v0.3 and now.

96371911-7c9d0880-1164-11eb-950f-0411a395f37a.png



Character Limit
Another thing many of you certainly know is that the game has a character limit for dialog boxes preventing us from rendering more than a certain number of characters on screen.
I previously gave a quick update on my progress and I'm here to tell you more.
I myself have only used the code and all debugging features for translation related purposes, not for overcomming the character limit, but since @Colmines92 did such a nice job on the .e files I told him what I knew about this issue and he starting looking into it. So far he has found the place where text is rendered and he found out that all characters (more than seen on screen) are loaded. You can tell by listening to the text sounds as well. He assumes there is a character limit of 58 characters based on his observations. Also there does not seem to be a limit in the meaning of "if the text is longer than x characters, don't print it" but a general limitation to the rendering function (of the game engine?). He is trying his best to find out more.


I keep you updated
Ich_73
 
Last edited by Ich_73,

ExData7

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Thanks to Frank Colmines who contacted me about a week ago I can announce some exciting news on this project.
I don't know of any GBAtemp account of him, so I did not link to him.

Editing .e files
If you want to know more check out the following post: BinJ Editor Release v2.0.0
As many of you know .e files contain the cutscene and dialog data for the story of this game. BinJ Editor can now edit those files! :D

96371682-2d0a0d00-1163-11eb-86f1-0811944ae3e5.png


Given that there is now the possibility to translate the story of this game, even though we still have the character limit, but as you can see from the image above this is not too bad.
I know that @TheBuilder is interested in helping to translate the story, but there are a lot of files to edit, so if YOU are interested in helping, contact me via pm or on discord.
A Google Sheet everyone willing to help should know: DQM2 Fan Translation List


A New Banner
If decyphering e files wasn't enough Frank also recreated the DQM logo so we now have redesigned banner and a high resolution title logo.
Below you can see the comparison between the title logo of v0.3 and now.

96371911-7c9d0880-1164-11eb-950f-0411a395f37a.png



Character Limit
Another thing many of you certainly know is that the game has a character limit for dialog boxes preventing us from rendering more than a certain number of characters on screen.
I previously gave a quick update on my progress and I'm here to tell you more.
I myself have only used the code and all debugging features for translation related purposes, not for overcomming the character limit, but since Frank did such a nice job on the .e files I told him what I knew about this issue and he starting looking into it. So far he has found the place where text is rendered and he found out that all characters (more than seen on screen) are loaded. You can tell by listening to the text sounds as well. He assumes there is a character limit of 58 characters based on his observations. Also there does not seem to be a limit in the meaning of "if the text is longer than x characters, don't print it" but a general limitation to the rendering function (of the game engine?). He is trying his best to find out more.


I keep you updated
Ich_73
Nice man, looking forward to more updates bout the technical hurdles

Sent from my Z971 using Tapatalk
 
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breaktemp

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Really digging the new banner !
Also very nice to see some of the intro dialogue translated.
Side note...it is too bad no one is working on cheat codes for this game any more.
Would be cool to unlock all of the library of monsters and such.
I believe you can not obtain a few outside of the transfer app or WiFi keys.
Anyhow, really enjoying the progress of this project !
 

Acreon

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GOnna finally be playing starting today. Maybe by time I'm ready for a new playthrough a full translation will be done? Either way it's been neat seeing this sprout into some serious growth. Wish I could help translate but I'm not bilingual enough to be of any help =|
 

Ich_73

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Maybe by time I'm ready for a new playthrough a full translation will be done?
Depends on how people are interested in contributing. I myself don't have the time to do everything on my own.

Wish I could help translate but I'm not bilingual enough to be of any help =|
If your native language is english that should be enough. Understanding the japanese text is pretty easy using Google Translate or similar tools.
 

Acreon

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Depends on how people are interested in contributing. I myself don't have the time to do everything on my own.


If your native language is english that should be enough. Understanding the japanese text is pretty easy using Google Translate or similar tools.
Oh so using my like, 1st year japanese to slightly unmachine google would be fine?
Well, shit yeah I'd be happy to try and help then.
 

JustDrew

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Have you tried reaching out to Helmax - didnt his team finish the translation. If so all you would need is a few english speakers to paraphrase and condense the full translation to meet the 58 word requirement. Significantly reducing the workload
 

[^Blark^]

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Oh so using my like, 1st year japanese to slightly unmachine google would be fine?
Well, shit yeah I'd be happy to try and help then.

I'm self taught. Been slowing teaching myself since the beginning of 2016. I came along way imo by myself and can do just fine with tools and what I know from studying. The hardest part will just be localizing terms or knowing what google translate will give results for certain words etc.

For instance malta = greatlog
And
Taiju or taiji ( I forget is)= great tree

The same for spells etc but story itself shouldn't be as hard to help out with. Give it a shot :D
 
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Acreon

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I'm self taught. Been slowing teaching myself since the beginning of 2016. I came along way imo by myself and can do just fine with tools and what I know from studying. The hardest part will just be localizing terms or knowing what google translate will give results for certain words etc.

For instance malta = greatlog
And
Taiju or taiji ( I forget is)= great tree

The same for spells etc but story itself shouldn't be as hard to help out with. Give it a shot :D
Yeah I'm nowhere near that far myself, and it's been put on hold for now for other more pressing desires of self improvement(drawing, and my model kit techniques) but I still at least have a decent grasp on how a sentence is suppose to flow as well as(most of the time) know what's it's trying to convey with the help of google to help with my vastly too small of dialect. I'm like my niece in kindergarten haha, I can "read" but most words it's like "yeah not too sure what this means"


Have you tried reaching out to Helmax - didnt his team finish the translation. If so all you would need is a few english speakers to paraphrase and condense the full translation to meet the 58 word requirement. Significantly reducing the workload
Assuming it would be easy to edit them in Binj, that would make it SIGNIFICANTLY easier since condensing seems to be something I'm gonna have to do most of the times. I figure at least with the guides that already exist and if fans KNOW we have that strict limit that we can make something that's at least...to the point, even if there's not much flavor.
Even the example up there, "It's very important to get along with your monsters." is 52 characters, and I think we have up to 65?
I'm glad to be of help especially with all the ease of access Ich_73 has provided, but I just hope I can make my contributions via the dialogue pleasant enough despite the strict restrictions.
 
Last edited by Acreon,
D

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Why not have the translators do the text and then have someone look over it for trimming? So that it would fit the character limit, I mean.

I don't know Japanese and I'm not native in English but you can message me if you need some help, I can use Google Translator (Japanese>English) or try to trim the text to fit the size limit.
..Doesn't look like Square Enix will ever localize this game :unsure: KUPO! *loud inner noises* :moogle::moogle:
 
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