Dragon Quest Monsters 2: Iru and Luca's Marvelous Mysterious Key Translation Project

Discussion in '3DS - ROM Hacking, Translations and Utilities' started by ruineka, May 26, 2017.

  1. ruineka
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    ruineka Member

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    Hello everyone! I have decided to take on the project of translating Dragon Quest Monsters 2 3DS. I will supply a patch for the community to enjoy as I progress on this wonderful journey.

    Dragon Warrior Monsters 2: Cobi Journey and Tara's Adventure hold a special place in my childhood memories, so I will be doing this for personal reasons. So if an official English translation is announced it won't make me mad in the least. :)

    My goals are of the following:

    Translate all skills and abilities
    Translate all monster names
    Translate all relevant menus that are commonly used during offline play.
    Translate any other random bits that are important.
    I will NOT be focusing on translating the story....at least not right away.

    Here is what I'm working on now.
    save..PNG

    I want to make it as easy as possible for people to help contribute to this project if they wish to do so, however, right now I am currently doing research on the hex dumps of the files I'm working with. I can find and edit any of the Japanese located in the /data/Message/*.binj but I need to plan out the overall strategy I need to approach to avoid problems as I progress.

    You see hex is very different than traditional translating we are normally accustomed too. For example Japanese in raw bytes is much more confined and uses less memory than English, so when I translate a piece of text I need to follow the strict hex layout byte by byte. This is the Japanese hex used for Skill Point allotments B7 B1 D7 E0 32 A8 DC BF 8D A3 9F 90 9F. That is a total of 13 one byte possible English characters I can use. I can simply replace that with 1F 31 2F 32 32 0C 1C 35 2F 34 3A 39 + 0C to change the text to Skill Points in the main menu and that will work. I can't however put Skill Point Allocation because it is too large in size.

    [​IMG]

    This is where pointers and finding free memory comes into play. I have located all the pointers to each piece of text in question, but I am having to find free space in each file that I can change the pointer to so I don't run into problems like not being able to replace the hex value of "Quit" into a value of 3. I can put "Qui" in it with no problem but when I insert the extra byte to get the "t" in the game it breaks text in the game.

    An example of a successful pointer swap. The 4 byte SAVE pointer has been swapped with the 13 byte Skill Points pointer. :)

    [​IMG]

    Unless there is another method that I'm not aware of; we are going to need to find each pointer and it's corresponding hex value so we can rearrange all of them in a way that we can properly input English values.

    かしこさ (4 bytes) <<< This is an actual value in the game.
    kashikosa <<<Romaji
    Intelligence (12 bytes) <<<Full translation
    INT (3 bytes) <<<Abbreviation

    int.png

    So if you look at this you will see that the default pointer has 4 bytes to fill. We would only need 3 bytes to do our translation. Instead of wasting that extra byte we will need to find a place where 4 bytes is needed but 3 is supplied. We can simply swap them and we will be good to go!

    I see now why they didn't put the full monster names into the dialogue in the Terry No Wonderland translation. There is simply a very limited amount of free space to work with!

    P.S I will come back to edit this post at a later date when I have more progress to share with you guys.
    
     
    Last edited by ruineka, May 26, 2017


  2. ExData7

    ExData7 Member

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    Doesn't the DQM Terry's Wonderland translation share the same file system for the menu and items? Also do you know if anyone is Translating DQM3 Professional?
     
    Last edited by ExData7, May 26, 2017
  3. Rakidas

    Rakidas Gay Pirate Queen

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  4. ExData7

    ExData7 Member

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  5. Rakidas

    Rakidas Gay Pirate Queen

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    Right?! So keen :D
     
  6. robertrobertblaze11

    robertrobertblaze11 Advanced Member

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    want to know where i live huh,u perverted stalker
    looking good
     
  7. Jakku

    Jakku Member

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    Loved the first one! Best of luck. ;)
     
  8. 2DSGamerdude

    2DSGamerdude GBAtemp Regular

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    nice! Looking forward to the patch! GL.
    glad to see people trying to translate the 2nd DQ monsters for 3ds like how Team Terry did the 1st one, well this is one person job (ATM),
    but it's a start, who knows, if this picks up, maybe team Terry or another team can be formed to translate this game to English!
    one day, I hope.

    gl man, looking forward to Trying out the patch when it comes out :)

    also, I would like to try and translate the logo/banner etc files to English if I can using the app, Kumii-u?
    but the app on my pc stops working when I launch it?
    something about error with kumii-u contract (beta version).

    also, how can I edit the logo/banner files from the DQ monsters 2 game?

    *im not a translator or such, just a basic end user, but I could try to edit/have a go at the logo/banner of the DQM 2.
     
  9. pikatsu

    pikatsu GBAtemp Advanced Fan

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    A single translated word tells nothing. If you owned a tool you should have show more translation. If you try on hex editor good luck for then next 5 years
     
  10. ruineka
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    ruineka Member

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    I'll look into what is needed to start editing the logo/banner files and post all needed information in the original post. I want to make it as easy as possible for people to help contribute to this project if they wish to do so, however, right now I am currently doing research on the hex dumps of the files I'm working with. I can find and edit any of the Japanese located in the /data/Message/*.binj but I need to plan out the overall strategy I need to approach to avoid problems as I progress.

    You see hex is very different than traditional translating we are normally accustomed too. For example Japanese in raw bytes is much more confined and uses less memory than English, so when I translate a piece of text I need to follow the strict hex layout byte by byte. This is the Japanese hex used for Skill Point allotments B7 B1 D7 E0 32 A8 DC BF 8D A3 9F 90 9F. That is a total of 13 one byte possible English characters I can use. I can simply replace that with 1F 31 2F 32 32 0C 1C 35 2F 34 3A 39 + 0C to change the text to Skill Points in the main menu and that will work. I can't however put Skill Point Allocation because it is too large in size.

    SkillPoints.PNG

    This is where pointers and finding free memory comes into play. I have located all the pointers to each piece of text in question, but I am having to find free space in each file that I can change the pointer to so I don't run into problems like not being able to replace the hex value of "Quit" into a value of 3. I can put "Qui" in it with no problem but when I insert the extra byte to get the "t" in the game it breaks text in the game.

    An example of a successful pointer swap. The 4 byte SAVE pointer has been swapped with the 13 byte Skill Points pointer. :)

    swappedpointer.PNG

    I see now why they didn't put the full monster names into the dialogue in the Terry No Wonderland translation. There is simply a very limited amount of free space to work with!
     
    Last edited by ruineka, May 26, 2017
  11. ruineka
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    ruineka Member

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    You are right, I am working raw with Hex at the moment as I learn how things are done. As far as I know there is NO editor already made so that would be up to me to create one if needed. Btw I'm not focusing on translating the story which is where most of the more complicated strings are at. Simple things like menu editing and monster names could be done fairly quick using nothing but a Hex editor. :)
     
  12. breaktemp

    breaktemp D-Sun who was called D-Moon

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    TSU...no.1 in tha hood
    @ruineka

    Nice to see someone stepping up to tackle this game !

    I will be keeping a close eye on this project and hope it reaches completion.

    Also, would it be easier to translate all of the inventory/key items before translating the monster skills ?

    * very interested to see how this game stacks up online *

    [EDIT]

    Oh...are you working on this project alone ?

    If so, is recruitment for this project open ?
     
    Last edited by breaktemp, May 27, 2017 - Reason: more info...
  13. ruineka
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    ruineka Member

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    Currently I'm working on this alone. Anyone is welcome to help if they wish, but before I consider putting together an "official" team I'd want to at least make some decent progress and have at least 1 patch out that people can use.

    I'm working in the order I feel is most important to get the most out my time. Afterwards I'll be going in and doing tedious stuff like names, skills, items, ect. Stuff like what I'm currently doing now. :)

    battleinterface.png
     
    breaktemp likes this.
  14. Helmax

    Helmax GBAtemp Regular

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    Reposting this here. Contact me directly if you really wish to help.
     
  15. ruineka
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    ruineka Member

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    I actually tried to PM you a while ago. It appears as though GBAtemp has a post requirement before the option to send PMs shows up. Do you have a discord server by any chance?
     
  16. Zidapi

    Zidapi GBAtemp Psycho!

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    Have you thought about asking Team Terry? They'd obviously have tools.
     
  17. Helmax

    Helmax GBAtemp Regular

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    Yes I'm on mobile for a little bit. So I'm not sure how to dig up the link at the moment. It should be somewhere in the tw3d thread
     
  18. ruineka
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    ruineka Member

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    That actually was the first thing I tried doing on the TW3D thread. GBAtemp has a restriction when it comes to PMs so I wasn't able to directly message them. :(

    Alright, I'll snoop around and see if I can find it.
     
  19. Helmax

    Helmax GBAtemp Regular

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  20. Cryse

    Cryse Newbie

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