So I haven't really been updating status as of much lately with this project. I noticed some of the translation stuff has slowed down. The translators may have suspected I had given up or something, but in reality it is far from the truth. I have just been really really really busy with real life and behinds the scenes stuff (and I also publicly showed an interest in Ys VS Sora No Kiseki - which is just something to take my mind off this game as a break).
Well you may ask... what have you been working on and why has it taken so long. Simple answer... I have to do stuff that hard way. I'm not a programmer so all the debugging in the world will not be very helpful to me (though sometimes I get lucky). I wanted to have complete control over the files in this game. By that, I mean, I did not want to have limits on what I could do inside the files. Sadly, we had those abysmal translations for the Ghargav Trilogy and then XSEED came along with a good translation for the Trails series (well FC but still waiting on SC and it looks like we are gonna need a fan job on 3rd). I personally wanted to make sure that I took it up a notch with this effort. There are things that have been previously done to these games that there is really no reason it should have been that way.
I have said it a few times here & there and unfortunately due to space limits in some images files, but I hate when I know you can do more with text than just slapping abbreviations in there. There are lines like "Ambushed from behind" that literally would only leave me with 8 characters to work with. There is more even longer than that but off the top of my head, I can't remember them. I mean, this line is really crammed in a tight spot between file codes and the next line of dialog. The descriptions of certain things, though some are actually shorter than the original japanese text, others are really long... and translated quite nicely. I figure that if people are willing to work their butts off translating this game, why should I let their hard work go to waste. Don't get me wrong. I WILL have to edit the script to make it UNIFORM all around. There is no getting around that with a translation with various translators working on it. We all have a different style, so I will just have to tweak those styles into a reasonable flow. That is why I said for translators to try and give a literal translation and not add any flare to it.
NOW!! Without further ado, some results of what I have been working on. Though not very many, the significance of this is huge.
The shot below is what happens when you rely on machines without checking your insert. Missed a little 0A (linebreak) in there. But the auto adjust windows are really cool. Make insertion a breeze in terms of formatting text.
Let's keep in mind, I could have done this dialog with the space available without needing to relocate stuff. But then I would have not ended up with something that looks like this:
All those Xs are free unused space. When dealing with an eboot, free space is like striking a gold mine. You can use it for making ASM level hacks, transplanting text or whatever. Thankfully, I have plans for stuff like this. Here is a little example of why it was so hard to deal with relocating this stuff.
Address in file
00 26 57 D9 <- You subtract C0 from this to get the pointer.
Normal Pointer
19 57 26 00
OP Code Style Pointer <- Just one of many variations. (4 different ones in a block of 5 here)
40146801A98F
2600 053C 1957 A5241A9A00
I am gonna break down the [OP Code Style Pointer]. The stuff that is bold in it, is the really important part. Most of the other stuff is for myself so that I don't insert in the wrong spot.
26 00 <- First half of the address.
05 3C <- 05 has some significance, but I don't know what it is. 3C you see a lot in these pointers.
19 57 <- Second half of the address.
A5 24 <- Almost all these kinds of pointers have this immediately after the second half of address.
Notice I said almost of the A5 24. There are few that I have not tested that do not, but I am pretty sure they will work the same. They are part of the really long OP Code Style Pointers that are different. Want another example, sure you do... So here ya go...
2600 063C 605A C624 2120A002212800. Notice the missing A5 in here. Thankfully this one followed some of the standard for this style of pointers, so it was easier to find. Thankfully I have found a hex editor with a "wildcard" hex search function. This has really speed things up a whole lot with this project.
Other advances have been made in the image editing department as of late also. With the help of Flame and Sky, I believe that the image format, it pretty much conquered. Lacking in decent tools... but none the less... defeated. Work is steadily moving forward on this project. I am gonna leave this update with a few actual screen shots. I don't know if they have been posted here or not... So if they have, please forgive me. If all I did was spend my time trying to make screenshots, we would never get this game done. LOL!