ROM Hack Ninokuni: Shikkoku no Madoushi - Translation Project

kosterix

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NO i don't think you need the book. At most the anwer to some of the riddles, but that is much less than translating the book. Also there is an english version of the book for the ps3 version, and i would assume the books not very different.

It's nice to see that spanish version is 98% but (1) the rom for spanish version can not be downloaded and (2) I don't believe spanish people are capable of such a feat. I would gladly translate a spanish version to english for that matter.
 

eosia

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NO i don't think you need the book. At most the anwer to some of the riddles, but that is much less than translating the book. Also there is an english version of the book for the ps3 version, and i would assume the books not very different.

It's nice to see that spanish version is 98% but (1) the rom for spanish version can not be downloaded and (2) I don't believe spanish people are capable of such a feat. I would gladly translate a spanish version to english for that matter.


Uh? Never ever judge someone or say that he cant do something brotha.
Time will show us if they did really translate it because the guy behind the works has a japanesse philology degree and i'm 100% sure that you are still in high school lol.
 

felixsrg

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NO i don't think you need the book. At most the anwer to some of the riddles, but that is much less than translating the book. Also there is an english version of the book for the ps3 version, and i would assume the books not very different.

It's nice to see that spanish version is 98% but (1) the rom for spanish version can not be downloaded and (2) I don't believe spanish people are capable of such a feat. I would gladly translate a spanish version to english for that matter.

Look, I don't even know why I'm answering to this, but first: do you mean a patch? and if so, there are plenty of projects and already released translations which never get a beta or menu patch, they get released when they are ready, or to make it clear, when the team is happy with the final product, they are the ones who in the end, decide when or if they ever release the patch.

Second: Spanish, English, Italian, French, and many more... we all have basic language knowledge and we can learn any other language we have a real interest into, no matter what your native language is, if you learn Japanese and have advanced knowledge, you can translate a Japanese text, and with help from hackers and a team, translate a game, that's it.

Now, about the book, I think the PS3 and NDS versions are different, but even if they were the same, the translators are free to do as much as they want or translate what they want untill they get a final product they are happy with, if the Spanish team wants to translate the book, let them translate it, I personally am very excited for the final game translation alongside with the book, and I'm not the only one, I can assure that.
 

pleonex

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I don't know why I am replying...

NO i don't think you need the book. At most the anwer to some of the riddles, but that is much less than translating the book. Also there is an english version of the book for the ps3 version, and i would assume the books not very different.
The books are totally different. Well, maybe they share some monsters, familiars, items and Ghibli images but you CAN'T PLAY WITH THE PS3 book (I don't know how many times this need to be written). And you can't play the DS version without the DS book, unless you read walk-through and you want to lose its 'magic'. In the Spanish translation it took 6 months to translate & edit the book (so I can confirm you the books are very very different) so yes, we have the NDS Ninokuni book 100% in Spanish now. I would like to print it some day.

It's nice to see that spanish version is 98% but (1) the rom for spanish version can not be downloaded
(1) There will be a patch, not a ROM.
(2) We will release only one, final patch when the translation is 100% finished and 100% tested. We don't want 10000 patch around Internet with partial translations. It's a team decision.

(2) I don't believe spanish people are capable of such a feat. I would gladly translate a spanish version to english for that matter.
It's not a matter of be able or not. It's just we don't want to translate the game to English. If you want to do a retranslation Spanish -> English go ahead, but a lot of people agree that retranslations are one of the worst things in this world. It would be a pity for such good game.
 

ouioui2003

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Now that I remember it, we did get in touch about a puzzling feature in the DS game we couldn't make sense of - the password for each Imagenie/Imajin/familiar you raise that's not used by the JP PS3 version either (which has absolutely no mention of passwords) - what is it there for? We couldn't find an answer (it's also probably the only part which will stay untranslated in the game), so if anyone has a guess (or maybe knows about the mobile versions of Ninokuni) we'd really appreciate that.
And an odd set of files - that turned out to be useless debug event lists.

Hi,

I don't know, but I suspect that the game offer a way to "buy/download", on your DS, a new imagen that is a copy of the one your friend have and who give you the password.
Look in data/UI/Menu/Skin/2/IMmanhole/menubutton.n2d with Tinke.
You can see that there is 5 buttons for the screen, even you have only 3 buttons shown in the game.
The last one is "バスワードせっこい", google translate that by "And bought password" that i convert (for the french project) in "Buy with password".
I haven't tested, but i think this button appear only when you use Wifi (like the 4th button) and are connected to Level 5/Nintendo server.

But i have heard that server has stop serving this game. so, i think there is no way to really test that.

Hope that help.
 
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pleonex

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Hi,

I don't know, but I suspect that the game offer a way to "buy/download", on your DS, a new imagen that is a copy of the one your friend have and who give you the password.
Look in data/UI/Menu/Skin/2/IMmanhole/menubutton.n2d with Tinke.
You can see that there is 5 buttons for the screen, even you have only 3 buttons shown in the game.
The last one is "バスワードせっこい", google translate that by "And bought password" that i convert (for the french project) in "Buy with password".
I haven't tested, but i think this button appear only when you use Wifi (like the 4th button) and are connected to Level 5/Nintendo server.

But i have heard that server has stop serving this game. so, i think there is no way to really test that.

Hope that help.
This is so interesting, in fact in the Spanish translation we have been talking about this mystery many times. Now that ouioui2003 has discovered this button (in fact we translated it without notice that xDD), I needed to look at the code to try to find if it was disabled or something like that. This is the assembler code that load this screen:
RAM:0207E5F0 ; =============== S U B R O U T I N E =======================================
RAM:0207E5F0
RAM:0207E5F0
RAM:0207E5F0 sceneLoad_familiarStore
RAM:0207E5F0
RAM:0207E5F0 var_B0= -0xB0
RAM:0207E5F0 var_A8= -0xA8
RAM:0207E5F0 var_A4= -0xA4
RAM:0207E5F0
RAM:0207E5F0 STMFD SP!, {R4-R11,LR}
RAM:0207E5F4 SUB SP, SP, #0x8C
RAM:0207E5F8 LDR R1, =off_2143158
RAM:0207E5FC MOV R10, R0
RAM:0207E600 LDRSH R1, [R1,#0x28]
RAM:0207E604 LDR R4, =off_2143158
RAM:0207E608 MOV R7, #1
RAM:0207E60C CMP R1, #0x44 ; 'D'
RAM:0207E610 LDRNE R0, =word_2097FB8
RAM:0207E614 MOV R9, #0
RAM:0207E618 STRNEH R1, [R0]
RAM:0207E61C STR R7, [R4,#0xD30]
RAM:0207E620 MOV R0, R10
RAM:0207E624 STR R9, [R4,#0xD4C]
RAM:0207E628 LDR R1, [R0]
RAM:0207E62C LDR R1, [R1,#0x1C]
RAM:0207E630
RAM:0207E630 loc_207E630
RAM:0207E630 BLX R1
RAM:0207E634 LDR R0, [R4,#0x30]
RAM:0207E638 BL sub_20FC3DC
RAM:0207E63C
RAM:0207E63C loc_207E63C ; "/data/font/font_b16.NFTR"
RAM:0207E63C LDR R1, =aDataFontFont_b16_nftr_0
RAM:0207E640 ADD R0, R10, #8
RAM:0207E644 BL sub_20DD9D8
RAM:0207E648
RAM:0207E648 loc_207E648
RAM:0207E648 MOV R0, #0x18
RAM:0207E64C
RAM:0207E64C loc_207E64C
RAM:0207E64C STMEA SP, {R0,R9}
RAM:0207E650 STR R9, [SP,#0xB0+var_A8]
RAM:0207E654 ADD R0, R10, #0x14
RAM:0207E658 LDR R5, [R0]
RAM:0207E65C MOV R1, #6
RAM:0207E660 LDR R5, [R5,#8]
RAM:0207E664 ADD R2, R10, #8
RAM:0207E668 MOV R3, #0x20 ; ' '
RAM:0207E66C
RAM:0207E66C loc_207E66C
RAM:0207E66C BLX R5
RAM:0207E670
RAM:0207E670 loc_207E670
RAM:0207E670 ADD R0, R10, #0x14
RAM:0207E674
RAM:0207E674 loc_207E674
RAM:0207E674 MOV R1, R9
RAM:0207E678 MOV R2, R9
RAM:0207E67C
RAM:0207E67C loc_207E67C
RAM:0207E67C MOV R3, R9
RAM:0207E680
RAM:0207E680 loc_207E680
RAM:0207E680 BLX sub_20DDE70
RAM:0207E684 ADD R0, R10, #0x14
RAM:0207E688 MOV R1, R7
RAM:0207E68C BLX font_setExtraSpace
RAM:0207E690 BLX save_mons_getPtrInit
RAM:0207E694 MOV R6, R0
RAM:0207E698 BLX loc_21024C8
RAM:0207E69C ADD R5, SP, #0xB0+var_A4
RAM:0207E6A0 MOV R2, R0
RAM:0207E6A4 LDR R1, =a03d_3 ; "%03d"
RAM:0207E6A8 MOV R0, R5
RAM:0207E6AC BL sub_202159C
RAM:0207E6B0 LDR R0, [R10,#0x34]
RAM:0207E6B4 LDR R1, [R10,#0x38]
RAM:0207E6B8 MOV R2, R5 ; CODE XREF: RAM:02022198j
RAM:0207E6BC MOV R3, R9
RAM:0207E6C0 BL sub_202FE90
RAM:0207E6C4 MOV R0, R0,ASR#1
RAM:0207E6C8 MOV R8, #0x70 ; 'p'
RAM:0207E6CC RSB R1, R0, #0x52
RAM:0207E6D0 ADD R0, R10, #0x14
RAM:0207E6D4 MOV R2, R8
RAM:0207E6D8 MOV R3, R5
RAM:0207E6DC STR R7, [SP,#0xB0+var_B0]
RAM:0207E6E0 BLX font_print_string1
RAM:0207E6E4 MOV R0, R6
RAM:0207E6E8 BLX loc_21024A4
RAM:0207E6EC MOV R2, R0
RAM:0207E6F0 LDR R1, =a03d_4 ; "%03d"
RAM:0207E6F4 MOV R0, R5
RAM:0207E6F8 BL sub_202159C
RAM:0207E6FC
RAM:0207E6FC loc_207E6FC
RAM:0207E6FC LDR R0, [R10,#0x34]
RAM:0207E700 LDR R1, [R10,#0x38]
RAM:0207E704 MOV R2, R5
RAM:0207E708 MOV R3, R9
RAM:0207E70C BL sub_202FE90
RAM:0207E710 MOV R0, R0,ASR#1
RAM:0207E714 RSB R1, R0, #0x9A
RAM:0207E718 MOV R2, R8
RAM:0207E71C ADD R0, R10, #0x14
RAM:0207E720 MOV R3, R5
RAM:0207E724 STR R7, [SP,#0xB0+var_B0]
RAM:0207E728 BLX font_print_string1
RAM:0207E72C ADD R0, R10, #0x14
RAM:0207E730 MOV R1, R9
RAM:0207E734 BLX font_setExtraSpace
RAM:0207E738 LDR R1, =aImmanhole ; "IMmanhole/"
RAM:0207E73C MOV R0, R5
RAM:0207E740 BLX loc_20D61F8
RAM:0207E744 MOV R0, R5
RAM:0207E748 BL sub_200D540
RAM:0207E74C LDR R1, =aBg_e ; "bg_e"
RAM:0207E750 MOV R0, #3
RAM:0207E754 MOV R2, R7
RAM:0207E758 MOV R3, R7
RAM:0207E75C STR R7, [SP,#0xB0+var_B0]
RAM:0207E760 BLX sub_20D5CBC
RAM:0207E764 LDR R1, =aBg_d ; "bg_d"
RAM:0207E768 MOV R0, #7
RAM:0207E76C
RAM:0207E76C loc_207E76C
RAM:0207E76C MOV R2, R7
RAM:0207E770 MOV R3, R7
RAM:0207E774 STR R7, [SP,#0xB0+var_B0]
RAM:0207E778 BLX sub_20D5CBC
RAM:0207E77C BL sub_20F8CB4
RAM:0207E780 ADD R0, R10, #0x80
RAM:0207E784 LDR R5, [R0]
RAM:0207E788 LDR R2, =aMenubutton ; "menubutton"
RAM:0207E78C LDR R5, [R5,#0x24]
RAM:0207E790 MOV R1, R7
RAM:0207E794 MOV R3, R7
RAM:0207E798 BLX R5
RAM:0207E79C MOV R7, #0x80 ; 'Ç'
RAM:0207E7A0 MOV R6, #0x74 ; 't'
RAM:0207E7A4 MOV R5, R9
RAM:0207E7A8 MOV R11, #3
RAM:0207E7AC MOV R8, #0x1A8
RAM:0207E7B0
RAM:0207E7B0 loc_207E7B0 ; CODE XREF: sceneLoad_familiarStore+238j
RAM:0207E7B0 MOV R0, R8
RAM:0207E7B4 BL sdk_alloc
RAM:0207E7B8 MOVS R1, R0
RAM:0207E7BC BEQ loc_207E7C8
RAM:0207E7C0 BL sub_20D9ABC
RAM:0207E7C4 MOV R1, R0
RAM:0207E7C8
RAM:0207E7C8 loc_207E7C8 ; CODE XREF: sceneLoad_familiarStore+1CCj
RAM:0207E7C8 LDR R0, [R4,#0x30]
RAM:0207E7CC LDR R0, [R0,#0x10]
RAM:0207E7D0 LDR R0, [R0,#0x1C]
RAM:0207E7D4 BL sub_204CE08
RAM:0207E7D8 ADD R1, R10, R9,LSL#2
RAM:0207E7DC STR R0, [R1,#0x198]
RAM:0207E7E0 LDR R2, [R0]
RAM:0207E7E4 ADD R1, R10, #0x80
RAM:0207E7E8 LDR R2, [R2,#0x5C]
RAM:0207E7EC BLX R2
RAM:0207E7F0 ADD R0, R10, R9,LSL#2
RAM:0207E7F4
RAM:0207E7F4 loc_207E7F4
RAM:0207E7F4 LDR R0, [R0,#0x198]
RAM:0207E7F8 MOV R1, R7
RAM:0207E7FC MOV R2, R6
RAM:0207E800 MOV R3, R5
RAM:0207E804 BL fixed_oam_setXYMore_2
RAM:0207E808 ADD R0, R10, R9,LSL#2
RAM:0207E80C LDR R0, [R0,#0x198]
RAM:0207E810 MOV R1, R11
RAM:0207E814 LDR R2, [R0]
RAM:0207E818 LDR R2, [R2,#0x3C]
RAM:0207E81C BLX R2
RAM:0207E820 ADD R9, R9, #1
RAM:0207E824 CMP R9, #3
RAM:0207E828 BLT loc_207E7B0
RAM:0207E82C LDR R0, [R10,#0x198]
RAM:0207E830 MOV R1, #8
RAM:0207E834 BL nanr__loadBank
RAM:0207E838 LDR R0, [R10,#0x19C]
RAM:0207E83C MOV R1, #2
RAM:0207E840 BL nanr__loadBank
RAM:0207E844 LDR R0, [R10,#0x1A0]
RAM:0207E848 MOV R1, #6
RAM:0207E84C BL nanr__loadBank
RAM:0207E850 LDR R0, [R10,#0x1A0]
RAM:0207E854 MOV R2, R6
RAM:0207E858 MOV R3, R5
RAM:0207E85C MOV R1, #0x4A ; 'J'
RAM:0207E860 BL fixed_oam_setXYMore_2
RAM:0207E864 ADD R0, R10, #0x1A4
RAM:0207E868 LDR R4, [R0] ; CODE XREF: RAM:0207E366j
RAM:0207E86C MOV R1, #1
RAM:0207E870 LDR R2, =aDataUiCommonBack_1 ; "/data/UI/Common/back"
RAM:0207E874 LDR R4, [R4,#0x24]
RAM:0207E878 MOV R3, R1
RAM:0207E87C BLX R4
RAM:0207E880
RAM:0207E880 loc_207E880 ; CODE XREF: RAM:0200836Cj
RAM:0207E880 MOV R0, #0x1A8
RAM:0207E884 BL sdk_alloc
RAM:0207E888 MOVS R1, R0
RAM:0207E88C BEQ loc_207E898
RAM:0207E890 BL sub_20D9ABC
RAM:0207E894 MOV R1, R0
RAM:0207E898
RAM:0207E898 loc_207E898 ; CODE XREF: sceneLoad_familiarStore+29Cj
RAM:0207E898 LDR R0, =off_2143158
RAM:0207E89C LDR R0, [R0,#(dword_2143188 - 0x2143158)]
RAM:0207E8A0 LDR R0, [R0,#0x10]
RAM:0207E8A4 LDR R0, [R0,#0x1C]
RAM:0207E8A8 BL sub_204CE08
RAM:0207E8AC STR R0, [R10,#0x2BC]
RAM:0207E8B0 LDR R2, [R0]
RAM:0207E8B4 ADD R1, R10, #0x1A4
RAM:0207E8B8 LDR R2, [R2,#0x5C]
RAM:0207E8BC BLX R2
RAM:0207E8C0 LDR R0, [R10,#0x2BC]
RAM:0207E8C4 MOV R1, #0x80 ; 'Ç'
RAM:0207E8C8 MOV R2, #0x60 ; '`'
RAM:0207E8CC MOV R3, #0
RAM:0207E8D0 BL fixed_oam_setXYMore_2
RAM:0207E8D4 LDR R0, [R10,#0x2BC]
RAM:0207E8D8 MOV R1, #3
RAM:0207E8DC LDR R2, [R0]
RAM:0207E8E0 LDR R2, [R2,#0x3C]
RAM:0207E8E4 BLX R2
RAM:0207E8E8 ADD R0, R10, #0x2C0
RAM:0207E8EC LDR R4, [R0]
RAM:0207E8F0
RAM:0207E8F0 loc_207E8F0 ; DATA XREF: RAM:0212B334o
RAM:0207E8F0 MOV R1, #1
RAM:0207E8F4 LDR R2, =aDataUiCommonFrame_8 ; "/data/UI/Common/frame"
RAM:0207E8F8 LDR R4, [R4,#0x24]
RAM:0207E8FC MOV R3, R1
RAM:0207E900 BLX R4
RAM:0207E904 LDR R0, =0x5E4
RAM:0207E908 BL sdk_alloc
RAM:0207E90C MOVS R1, R0
RAM:0207E910 BEQ loc_207E91C
RAM:0207E914 BL sub_20DA6EC
RAM:0207E918 MOV R1, R0
RAM:0207E91C
RAM:0207E91C loc_207E91C ; CODE XREF: sceneLoad_familiarStore+320j
RAM:0207E91C LDR R4, =off_2143158
RAM:0207E920
RAM:0207E920 loc_207E920
RAM:0207E920 LDR R0, [R4,#(dword_2143188 - 0x2143158)]
RAM:0207E924 LDR R0, [R0,#0x10]
RAM:0207E928 LDR R0, [R0,#0x1C]
RAM:0207E92C BL sub_204CE08
RAM:0207E930 STR R0, [R10,#0x3D8]
RAM:0207E934 LDR R2, [R0]
RAM:0207E938 ADD R1, R10, #0x2C0
RAM:0207E93C LDR R2, [R2,#0x58]
RAM:0207E940 BLX R2
RAM:0207E944 LDR R0, [R10,#0x3D8]
RAM:0207E948 MOV R5, #2
RAM:0207E94C LDR R2, [R0]
RAM:0207E950 MOV R1, R5
RAM:0207E954 LDR R2, [R2,#0x3C]
RAM:0207E958 BLX R2
RAM:0207E95C LDRSH R0, [R4,#(dword_214315C+0x24 - 0x2143158)]
RAM:0207E960 MOV R1, #0
RAM:0207E964 CMP R0, #0x44 ; 'D'
RAM:0207E968 BNE loc_207E994
RAM:0207E96C LDR R0, =dword_209A8E0
RAM:0207E970 LDR R0, [R0]
RAM:0207E974 CMP R0, #0
RAM:0207E978 BEQ loc_207E994
RAM:0207E97C CMP R0, #1
RAM:0207E980 BEQ loc_207E990
RAM:0207E984 CMP R0, #2
RAM:0207E988 MOVEQ R1, R5
RAM:0207E98C B loc_207E994
RAM:0207E990 ; ---------------------------------------------------------------------------
RAM:0207E990
RAM:0207E990 loc_207E990 ; CODE XREF: sceneLoad_familiarStore+390j
RAM:0207E990 MOV R1, #1
RAM:0207E994
RAM:0207E994 loc_207E994 ; CODE XREF: sceneLoad_familiarStore+378j
RAM:0207E994 ; sceneLoad_familiarStore+388j ...
RAM:0207E994 MOV R0, R10
RAM:0207E998 BL sub_207EABC
RAM:0207E99C ADD SP, SP, #0x8C
RAM:0207E9A0 LDMFD SP!, {R4-R11,PC}
RAM:0207E9A0 ; End of function sceneLoad_familiarStore
As you can see, there are code only for the three buttons (it loads frames 0, 2 and 6 from NANR animation file), there isn't any conditional branch, it just load the three buttons.
Code:
RAM:0207E830 MOV    R1, R9      ; R9 is 0
RAM:0207E834 BL      nanr__loadBank
RAM:0207E838 LDR    R0, [R10,#0x19C]
RAM:0207E83C MOV    R1, #2
RAM:0207E840 BL      nanr__loadBank
RAM:0207E844 LDR    R0, [R10,#0x1A0]
RAM:0207E848 MOV    R1, #6
RAM:0207E84C BL      nanr__loadBank
I would like to check "button click events/callback" or just "screen touch events" but at the moment I don't know how to do that (maybe I should look at arm7?)...

My guest is that this was a feature removed in the last time and they forget to delete the "Generate password" button. Probably because it's dangerous to have a "legal" familiar generator because anyone could figure out the password algorithm and be able to cheat the game without modify the save, and because of the great save file protection (SHA-1 with password) they didn't want to allow anyone to cheat the game. Probably, the old function that load the password and generate the familiar is somewhere in the code too, but I don't know who to find it...

EDIT:
I have run more test.
I have searched for pointers to the pack name "menubutton" and is present only in the above code (and the mirror at 0x024yyyyy). Furthermore, I have tried to force to load the NANR bank 8, the one for password button, and although the button is shown in screen, when you press it, it has the same functionality as the previous one (the callback does not change).

EDIT2:
By the way, time ago I started to figure out the password algorithm and yes, it's complex. They use some bits of the status and familiar's skills and the mix several time with random values. After the Spanish translation is done, I would like to continue figuring out it, just for fun.

EDIT3:
This is how it would be shown in game (as you can say, the background wasn't done for it :P)
B3PuZppIMAAHlV9.png:large
 

Sliter

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Hey .. I tried to call a fried to help with the janapanese bu he denied lol
But I'm here offering myself for graphc works in general, any langauge, just tell me what have to write and where XD, also a translation to portuguese... if the project don't keep stuk on the final :v
 

pleonex

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The Spanish website does not work
anyone have an alternate link?
We have some problems with the server, we have already contacted with the admin, hope to be fixed soon :)

I take advantage of this message to say that I have started to release all the info, hacks and tools of Ninokuni that I have been doing: https://github.com/pleonex/Ninokuni
At the moment I have released only the assembly hacks (still doing them), but soon I will upload file formats specifications and all (yes all) the tools and scripts. I am using Github so I hope to see pull request & issues ;)
 

pleonex

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It currently is in it's testing phase, 75% . I'd say give it a few months, if not only one or two, that's my best bet anyway xP.

We don't want to set a release date yet, but in a few months yeah. There are just four main tasks left:
  • [Doing now] Fix images and texts positions. There are a loooooooooot of text and images that needs to be moved, we are near to finish it.
  • Fix the in-game keyboard. I have decide to use only one-byte chars for Spanish special chars so it should be pretty easy now.
  • [Doing now] Deploy a fake Nintendo server. It should be as easy as configure it from the current work here, but need to be done.
  • Do the patcher. Just a silly-drag-and-drop program to avoid silly questions/problems.
After that, we will do a quick-general test. And that is :)
 

sam0el!

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I once had a pdf file of the original japanese nds spell book. But I got tired of waiting for translators of the game and deleted it! Now the translation is almost done and I cant find it anywhere! does anyone have it?
 

pleonex

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I once had a pdf file of the original japanese nds spell book. But I got tired of waiting for translators of the game and deleted it! Now the translation is almost done and I cant find it anywhere! does anyone have it?
We have translated the Magic Book too and it will be available for download with the final patch (in some way, because in that case we can not release a patch but the full pdf and it's a little bit illegal)
 

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