Draglade 2 translation project

Discussion in 'NDS - ROM Hacking and Translations' started by kosheh, Mar 27, 2009.

Mar 27, 2009

Draglade 2 translation project by kosheh at 6:03 PM (78,028 Views / 0 Likes) 115 replies

  1. kosheh
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    Member kosheh GBAtemp Advanced Fan

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    [​IMG]


    This game was released July 10, 2008. It's been like 8 months since its release, and I doubt this is going to be released in the US due to licensing issues.
    Banpresto, maker of the game is now fully owned by Namco Bandai. N-B won't let third party companies (ATLUS) publish their IPs. Therefore, it will probably be YEARS before the game is released Westside if ever - but chances are it won't be released in the West.
    It's a niche title appealing to core gamers, similar to Trauma Center thus lowering its chances of being localized.

    Tell me about this game.
    Draglade 2 is the sequel to...well, Draglade 1, released in the US/Europe around 2007.
    What makes this game unique is that it's a fighting game with RPG and rhythm-based elements.
    If you put Jump Superstars, Kingdom Hearts and Parappa the Rapper in a blender and set it on frappe, you'd get this game.
    A lot of fixes have been made to the battle system making it a nice little rounded-out fighter and an excellent alternative to JUS (which is balance hell).

    If you've never played Draglade, I highly reccomend picking up the first one. You'll like the fighting aspects and the beat-em-up missions and it's got some depth like that of an RPG. The stages are symmetrical and stage hazards can be turned on or off.
    The second one dumps all the hidden characters from the first in favor of four new, more balanced characters and introduces the "Beat Drive" system, which is similar to that of a tug-of-war underneath the opponent lifebars. When your segment reaches the opponent's side, you'll get either enhanced stats or a temporary-machine super.


    Also, I love the corny anime opening music from both this game and its predecessor.

    Boxart
    [​IMG]

    Videos
    Video showcasing characters, gameplay, and cool gift you get upon purchase
    Top screen video of actual gameplay. Recorded from no$gba apparently (which explains its butchered sound)


    Translation Progress

     


  2. kosheh
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    Member kosheh GBAtemp Advanced Fan

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    Currently, I'm having trouble accessing the dialogue/text.

    From the Translation Request topic:
    To uncompress the LZ77 files, is there anything in particular I should use? And don't I have to compress it again and then inject it back into the ROM?
     
  3. DarthNemesis

    Member DarthNemesis GBAtemp Maniac

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    BatchLZ77 v1.1
    Yes, you need to recompress it before you add it back in. The file size will most likely change, so you'll have to update the bin file header appropriately.
     
  4. shaaynn

    Member shaaynn GBAtemp Regular

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    Awesome! I loved the first draglade.
    I dont understand Japanese, otherwise i would have helped you 100%.
    Great to see you are going to do this. ^^
     
  5. jesterscourt

    Member jesterscourt Not Brad.

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    Has an English localization been announced yet?
     
  6. MadClaw

    Member MadClaw GBAtemp Fan

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    OMG OMG OMG OMG OMG OMG FINALLY THANKYOU, /me waits patiently

    Erm, i could test it [​IMG]

    EDIT:
    Hey could you tell me what programs you're using to do this? Thanks. [​IMG]
     
  7. Sanderino

    Member Sanderino I guess you only know what you got 'till it's gone

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    w00t thanks for doing this, I wish you luck! [​IMG]
     
  8. psycoblaster

    Member psycoblaster Divine

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    I like using crystaltile better [​IMG]
     
  9. kosheh
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    Member kosheh GBAtemp Advanced Fan

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    Hey, thanks for the support, you guys!
    That's actually what I'm using. [​IMG]
    However, I...have no idea what I'm doing lol. The options under the "Tools" submenu ask for an .lz77 file. I recall using something to extract the LZ77 data with, but when I did that I had zero leads. :I

    I mean I can figure out how to replace the images ingame, but for some reason modifying the text completely eludes me.
     
  10. psycoblaster

    Member psycoblaster Divine

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    Well it seems you are using the wrong option.
    Make sure you are in the hex editor, and press tools -> *** (U)
    It doesn't ask you for a .lz77 file- it is asking what extension you want to save it as.
    Press *** Â to compress back.
    You notice how it says LZ77(10) ?
    10 is the flag.
    To make it sound easy, a flag is like a code that represents the beginning of something.
    The flag 10 (Hex value 0x10) usually notify the beginning of an lz77 compression.
    Place your cursor there, and then decompress by the method by tools -> *** (U)
     
  11. HernanZh

    Member HernanZh GBAtemp Regular

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    Well, if Darthnemesis is correct and the script files are packed in bin files and individually compressed, then you can't get around creating an unpacker and packer for the bin files. Crystaltile won't do that for you. Do you know how to program?
     
  12. kosheh
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    Member kosheh GBAtemp Advanced Fan

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    :D

    ...



    no. ;_;

    In that case then I'm officially stuck...


    I guess I'll just work on the menus for now and if someone is cool enough to program/figure out the LZ77/ride a bike I'll supply my help.


    Good thing most of the UI is image-based ._.

    If someone is cool enough to hop aboard, It'd be nice to do
    *Mission names
    *VS Character names [good thing there's only 10]
    *Locations
    *Bullet data
    There are like 300 bullets so that'd be the most time-consuming...so I'd just leave it for last
     
  13. nIxx

    Member nIxx GBAtemp Maniac

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    Hmm i took a look at the script_data.bin and could extract some text it with gbalzss [​IMG]
    In anyway it´s lz77 compressed and the offsets are at the beginning of the BIN file.

    EDIT: And they are using UTF16BE and UTF16LE encoding for text file.
    What i found unusall is that sometimes there is BE and LE encoding in one file

    About the script_data.bin
    5C 02 00 00 E4 12 00 00 0C 00 00 00 F0 12 00 00
    40 00 00 00 30 13 00 00 14 04 00 00 44 17 00 00

    4bytes - 5C020000 = is count files
    4bytes - E4120000 = 0x12E4 offset to first text
    4bytes - 0C000000 = 0x0C text length
    and so on.
     
  14. kosheh
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    Member kosheh GBAtemp Advanced Fan

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    How is everyone able to see the compressed data but me?! T__T

    I used gbalzss and the output file was 1KB. script_data.bin is 413KB


    ...

    dhsjhd

    EDIT: oh, an edit ~ i'll take a look at this
     
  15. nIxx

    Member nIxx GBAtemp Maniac

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    Each Text is compressed seperate so if you want the third text you need to look at adress
    30130000 -> 0x1330 There you should find something like 10XXXX there is the still compressed text.
    Hope this helps a bit [​IMG]
     
  16. psycoblaster

    Member psycoblaster Divine

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    Here's a quick program I made for you.
    http://cfile210.uf.daum.net/attach/1979741449CE5022B8853F
    When unpacking, select the file you want to unpack. Then a directory with the same file name in the same directory will be created containing the unpacked files.
    When repacking, select the base file you unpacked, NOT the files in the created folder.
     
  17. nIxx

    Member nIxx GBAtemp Maniac

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    And don´t forget some files are using UTF16LE and UTF16BE encoding [​IMG]
     
  18. Gundam Eclipse

    Member Gundam Eclipse True Demon Route

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    Kosheh, i would like to make a small request. Since you have already translated Menus (from the looks of it), do you think you could release a Menu Patch while uh, translating other stuff?
    Possible o.o?
     
  19. kosheh
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    Member kosheh GBAtemp Advanced Fan

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    Oh, yeah sure. At the rate I'm going I'll release one tomorrow night.

    Today I just kind of lost motivation when I saw all the other menus I had to translate lol. But I'm looking for one specific image in the menus, which I can't find...which oddly enough is the Yes/No from Story Mode. >_>

    EDIT: psycoblaster how did I forget but oh my god you are the man. I was playing with that program all morning extracting character images lol
    For some reason I still can't get the script to load properly in CrystalTile so I ...did other things today
     
  20. psycoblaster

    Member psycoblaster Divine

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    http://cfile229.uf.daum.net/attach/135DA31049CF14E7831D45
    Here's a new version of the unpacker.
    I fixed the bug where it didn't add the header size to each pointer, so the pointers pointed to the wrong offset.
    I also added an auto lz77 decompress/compressor.
    So you do not need to decompress everything yourself anymore, as it does it on the fly.
    A file that was compressed will be decompressed with a .lz77 extension.
    The files that are NOT compressed will NOT have the .lz77 extension.
    It was just an easy way for me to make the file packing re-compress the .lz77 files, while the non .lz77 files will stay uncompressed.
     

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