Misc Digimon Universe Appli monsters English translation

Pokemonfan6498

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I found somewhat decent translation of Digimon world Re: Digitize and i thought if this game got English translation why not let people know that Digimon universe appli monsters also deserve English translation
 
My husband and I have looked into it, but have too many active projects currently.
The main issue is learning how to deal with mix and match text and big endian encoding,
english.png
names.png
 
Last edited by Sotaeko,
Also i think TeamViewer will be useful if some 3ds hacking experts will decide to help your husband woth project because it's impossible to do anything alone
 
My husband and I have looked into it, but have too many active projects currently.
The main issue is learning how to deal with mix and match text images and big endian encoding,
View attachment 315414View attachment 315413
Any chance you figured out how to reduce the text width?

I have text decompilation and recompilation written, but the text I tried replacing so far is gross at 16px square even after successfully replacing the font with half-width

I basically put in a new bcfnt with an average of 8px glyph width and it does seem to work in some Appli Drive screens but others don't like dialogues which seem to forcefully render their glyphs at 16px wide
 
Last edited by trance,
I started working on translation, but the problem is with translation itself. Google might help but it can't understand context stuff. I had an option but it got a bit tricky so I need someone who understands japanese. I can handle all tech stuff myself. If someone knows japanese or knows a person who wants to participate please contact me via discord - silentsmith
 
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My husband and I have looked into it, but have too many active projects currently.
The main issue is learning how to deal with mix and match text and big endian encoding,
View attachment 315414View attachment 315413
Hi, suppose you both couldn't finish the project because of time or something similar, I would like to ask for information on what tools you were using for translation so myself can continue an effort for a english translation of the game. If more details are needed you can contact me via discord: Catrito#9862.
 
Hi, suppose you both couldn't finish the project because of time or something similar, I would like to ask for information on what tools you were using for translation so myself can continue an effort for a english translation of the game. If more details are needed you can contact me via discord: Catrito#9862.
any news?? i'd die to play this game in english
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Hi, suppose you both couldn't finish the project because of time or something similar, I would like to ask for information on what tools you were using for translation so myself can continue an effort for a english translation of the game. If more details are needed you can contact me via discord: Catrito#9862.
any news?? i would die to play this game
 
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UPD: The fan translation was completed and released 15 May 2026.

Since I have basically zero hacking or disassembly knowledge, poking around this game's code has been… an experience.

But after a few sleepless nights and a lot of trial and error, I managed to make it render text in a less wide format. Originally, it was rendering each character at 12x12 pixels, now it's 12x8 px. Oh, and I also made a new font. While it's arguably far from perfect, the original one looked much uglier when squished.
appmon_1.png appmon_2.png appmon_3.png

Interestingly, the game CAN render variable-width text. It actually does so in a few places. One example I found is the player's name on the Load Game screen. Normally you wouldn’t notice it, since the font used there has the same width set for every character. But if you edit the font to be variable-width, it works properly on that screen. Unfortunately, in most other parts of the game, the font's character width values are completely ignored, and it just renders everything as monospaced.
appmon_4.png appmon_5.png

Sadly, my hacking skills aren't nearly advanced enough to modify the game to render variable-width text everywhere. Making that happen would require help from someone far more experienced.

Another annoying limitation is that the game has a hardcoded text length limit for text boxes. For most of them (I haven’t tested every case), it's 54 characters. Even if there’s a ton of free space visually, the text gets cut off after the 54th character (line breaks are not counted toward the limit for some reason). And again, I don’t have the skill to get around this. Believe me, I’ve tried.
appmon_6.png

However frustrating all that may be, I think having more compact text alone is already enough to make the game's translation more or less viable. Staying within the limits should be possible. Though of course, it would be amazing if someone skilled came along and magically made all the problems disappear.
 
Last edited by Geoya,
Since I have basically zero hacking or disassembly knowledge, poking around this game's code has been… an experience.

But after a few sleepless nights and a lot of trial and error, I managed to make it render text in a less wide format. Originally, it was rendering each character at 12x12 pixels, now it's 12x8 px. Oh, and I also made a new font. While it's arguably far from perfect, the original one looked much uglier when squished.
View attachment 507045 View attachment 507046 View attachment 507047

Interestingly, the game CAN render variable-width text. It actually does so in a few places. One example I found is the player's name on the Load Game screen. Normally you wouldn’t notice it, since the font used there has the same width set for every character. But if you edit the font to be variable-width, it works properly on that screen. Unfortunately, in most other parts of the game, the font's character width values are completely ignored, and it just renders everything as monospaced.
View attachment 507048 View attachment 507049

Sadly, my hacking skills aren't nearly advanced enough to modify the game to render variable-width text everywhere. Making that happen would require help from someone far more experienced.

Another annoying limitation is that the game has a hardcoded text length limit for text boxes. For most of them (I haven’t tested every case), it's 54 characters. Even if there’s a ton of free space visually, the text gets cut off after the 54th character (line breaks are not counted toward the limit for some reason). And again, I don’t have the skill to get around this. Believe me, I’ve tried.
View attachment 507059

However frustrating all that may be, I think having more compact text alone is already enough to make the game's translation more or less viable. Staying within the limits should be possible. Though of course, it would be amazing if someone skilled came along and magically made all the problems disappear.
I recommend posting another reply to this thread(or heck even make your own so the discussion is more focused)

Share your work like you did here, but be a bit more detailed. Explain how you found out what you did, and how you went about making the changes that you did.

The more detailed you can be, and the more you document. The larger chance someone else will come along and think they can help out. Especially since with the added detail you hopefully add will give them some much needed detail into the project. Instead of first digging for themselves, trying things, and then posting randomly in this thread. With the same hopes both you and 2 other people above in this thread has had before

Just some friendly advice. You did some great work, and should be proud! I would just like to see you have the best chance at it not getting sent to to forum void. Yknow?
 

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