Translation [ENG] Lord of Apocalypse

Serberker

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Lord of Apocalypse
ENGLISH PATCH v1.6

Estimated Progress: 45%
Looking for more team members, proofreaders to continue & polish the translation.
Write in the forum or PM me if you are interested.

Contributors
Sabaku.D.Tonio
Jinouga
call me Ken or Accel


Discord


Timeline
2019.01.01.
Started researching and reverse engineering the game.

2019.01.21.
First successful english text injection.


2019.03.09
v1 is released.

2019.04.27.
v1.3 is released.
Known issues:
- mission load hangs in Chapter 2

2019.06.21.
v1.4 is released.
Known issues:
- mission loading screen hangs in Chapter 2
- PPSSPP crashes after defeating Agni
- mercenary names, level up texts memory leak

2019.08.14.
v1.4b is released. Two files were reverted in order to prevent crashes.
In order to resolve the bugs related to loading screen hang, scrambled mercenary names you must to start a new save.

2019.10.17.
First VITA version is released, with 1.4b content.
VITA thread

2019.11.29.
v1.5 is released.
- The game's menu is now fully translated.
- Overall quality improvement and typo fixes.

2020.12.28.
v1.6 is released.
- Mission names, orb names and orb effects are added to the patch.
- Weapons and Armors are revisited, some translations were changed or shortened.
- Misc of general polishes, rewords, linebreaks and other fixes.
- There are some known text overflow issues. These are rare and do not cause a crash. Will be fixed in a future patch.
- Mission and weapon names are not final, and might change in a future patch.
 
Last edited by Serberker,

Serberker

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Managed to crack the game today :D
So this post is just a little proof, that it is possible, after like 7years. I will keep it updated, so check back for progress every now and then.
It is a text patch. No external textures are used.

Now it is just a matter of time.
I still need to polish the code of my repacker, which I wrote in Python3.
First I'm planning to release a version with all menus and items translated.
 
Last edited by Serberker,

Malckyor

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Managed to crack the game today :D
So this post is just a little proof, that it is possible, after like 7years. I will keep it updated, so check back for progress every now and then.
It is a text patch, dw. No external textures are used.

Now it is just a matter of time.
Still need to polish the code of my repacker. Mostly written in python3.
First I'm planning to release a version with all menus and items translated. (quests too)

Then if there is interest, (and help) the dialogs will be translated too.
Will see how important / requested it is. If you recall MH3rd had everything translated except the dialogs.
They simply didn't really add much to the gameplay.
Oh, finally someone did it, congrats! I'll keep checking for any news.

I hope you can do it with no problem and release some beta versions for us (me) to test. I'm waiting for this for a long time.

I know that every translation project focus first on the gameplay and then if there is interest and some dedications then perhaps the story could be translated. but as I always say: take your time, we don't hurry you and so you can do your best to just focus on finishing it.
 

Serberker

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p2.png
 
Last edited by Serberker,

Serberker

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Managed to uncover more of the dialog file's secrets.
Discovered special character:
FA FF __ __ __ __ __ __

The original values were the following: FA FF 64 00 FF 00 64 00
Converthing these values to decimal make up the color which you can see on the left side of the p6 picture.
64 00 (hex) -> 100(dec)
FF 00 (hex) -> 255(dec)
64 00 (hex) -> 100(dec)

As an experiement I changed the middle value to zero, and the game rendered the text in a blue-ish color :D
 

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Last edited by Serberker,

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