ROM Hack [NDS] Blood of Bahamut - Open Translation

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DJ91990

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@pheonixgodess27
...
Well how about kindly pointing these "brats" in the correct direction so that they can "STFU" and start doing something productive with their unemployed butts?

I am still a bit pissed that Square Enix decides to cancel bringing over such a fun and addictive game. I guess they rather just release crap for "Casual audiences" like every other video game publisher in the states.

Also, I would like to learn Japanese so I don't have to wait for a game to be released in English or translated in order to enjoy it. I know that some games you don't need to read squat to finish them but others you will find yourself stumped on what to do next unless you are able to read the text.

If this translation project gets finished then that would be great. I would download the patch and then apply it to my backup and enjoy. If it gets canceled due to some BS like the OPs PC died or work was lost or some other BS like "school" or "work" or "bored of this" then boo hoo. After which I would forget about the abandoned project and move on with my life and go play something else to waste my life away.
wink.gif


Also I would like to apologize for my last post, I was way to pushy. I went overboard when I found the news that SE canceled this game for outside of Japan. Combined with that disappointment I started reading this post and I thought everyone was bashing the OP because they were under the assumption that BoB was going to be released outside of Japan.
 

kosheh

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Anne Noise said:
Noitora said:
I know bumping is against the rules but I wanted to contribute a translation tool for Blood of Bahamut.

Download

Can you describe this "tool?" I'm not sure I like downloading random stuff without an explanation, haha.
Lol. Seriously? It's kind of straightforward given the post. It's a tool used for translating the game, and chances are if you're not going to translate the game yourself, you won't need it
tongue.gif


But, most of Noitora's "translation tools" are used to extract files of a particulr filetype from a certain ROM, allow you to view the text in an easy-to-edit manner and then reinsert the text into the file (which then you insert into the ROM)





it's super-techie nerd stuff, don't worry too much if it goes straight over your head
tongue.gif


totally off-topic but i miss working on that art-truck game with noitora ):
 

Noitora

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Anne Noise said:
Noitora said:
I know bumping is against the rules but I wanted to contribute a translation tool for Blood of Bahamut.

Download

Can you describe this "tool?" I'm not sure I like downloading random stuff without an explanation, haha.
Don't download it then. It's not like I'm forcing you to. Haha.
 

Anne Noise

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Noitora said:
Anne Noise said:
Noitora said:
I know bumping is against the rules but I wanted to contribute a translation tool for Blood of Bahamut.

Download

Can you describe this "tool?" I'm not sure I like downloading random stuff without an explanation, haha.
Don't download it then. It's not like I'm forcing you to. Haha.

I wasn't trying to be rude or anything, I was just curious. I love the game, have been following the translation project, and was curious if it would help me help myself or the community. Is it so much to ask for for some slight elaboration on "tool?"
 

Shinintendo

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I think he/she meant - Please add an NFO to explain program use, comments, maker signature. etc.
For Anne Noise, please scan it with Antivirus and if it's safe open it and check use for yourself.

Hope the so called argument is over.
 

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It's not particularly complicated.

The tool is an unpacker and repacker for the various files that contain text in Blood of Bahamut.

If you open the ROM up in CrystalTile you'll see in the file system there are DPK and DTX files (I think that's right anyway). Extract any one of these from the ROM and then drag and drop said file onto wherever you've put Noitora's executable.

If it's a DPK file then it decompresses the DPK file in question - I've yet to have any luck making this do anything useful with the event_txt.dpk file as it doesn't seem to produce any actual text to edit but this is probably operator failure.

More successfully, if it's a DTX file then the program spits out a text file you can just edit in Notepad for quick and easy results. You change the text you want, then drag the new text file onto the programme and it repacks it as a DTX file again you can reinsert into the main ROM.

Obviously it's not as simple as doing that - you end up with the name entry screens looking weird because you have two letters to a space, and you have space concerns to worry about on screen. But it does what it says on the tin - helps you translate the game (at least the menus etc.) more easily.
 

DJ91990

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So there is a seemingly complex way to successfully edit the text in Blood of Bahamut?

It is too bad that I have no resources for learning Japanese or I would contribute, I would love to see this game in English after SE canceled it...damn you Square Enix.

Ah who am I kidding!? I have to cram study Japanese in order to be "experienced" enough to be considered a "possible translator" am I correct?

In Nerd Terms;

You can not switch your class to Japanese Game Translator;
Requirements:
Level 5 ROM Hacking (Your Level:1)
Level 7 Japanese Comprehension (Your Level:2)

Something does bother me about the game's shop system. In order to get the powerful weapons or any weapons/armor/items at all not only do you need the required amount of Gold, but you also need a specific amount of resources! You get these resources via mission completion! THAT'S BULL!!
 

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Actually a JAP->ITA translation project for BoB just started. Maybe when (and if, obviously) it will be finished, somebody may be willing to pick it up and do a ITA->ENG project, sort of like the Gemini Castlevania SOTN retranslation. I know, that's a different story, that was a JAP->ITA and a JAP->ENG retranslation, but i think that a ITA->ENG translation may be better than nothing, if this project will stop.
 

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BluWacky said:
Obviously it's not as simple as doing that - you end up with the name entry screens looking weird because you have two letters to a space, and you have space concerns to worry about on screen.
Add to that the original game bugs with single-byte string handling. They are not hard to fix, but honestly, I can't see a single person here able to take care of them.
 

Raynar

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Dhaos_Niko said:
Actually a JAP->ITA translation project for BoB just started. Maybe when (and if, obviously) it will be finished, somebody may be willing to pick it up and do a ITA->ENG project, sort of like the Gemini Castlevania SOTN retranslation. I know, that's a different story, that was a JAP->ITA and a JAP->ENG retranslation, but i think that a ITA->ENG translation may be better than nothing, if this project will stop.

Well if that's the case then hopefully we get some buddy to do ITA->ENG then.
 

BluWacky

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Crosser said:
BluWacky said:
Obviously it's not as simple as doing that - you end up with the name entry screens looking weird because you have two letters to a space, and you have space concerns to worry about on screen.
Add to that the original game bugs with single-byte string handling. They are not hard to fix, but honestly, I can't see a single person here able to take care of them.

Well, indeed. While I know enough Japanese to at least start on a translation, I know nothing about ROM hacking beyond being able to find text when it's not complicated to do so; I certainly can't rewrite the code to properly handle single-byte characters, I can't even work out how to open the font file when it's clearly NFTR format in some way, and it's not really worth sitting there tapping away at a text file when I can't see how the translations work in context.

Same thing killed my meagre attempts at plodding through Sigma Harmonics (which is going to be almost impossible to do with the irritating vertical speech bubbles - I guess you'd have to remove them entirely and reformat the cutscenes so text appears at the bottom obscuring the character portraits?) and Nanashi no Game (how do you even begin to work with vertical font tiles???), alas. And I happen to prefer both titles to Blood of Bahamut...

I am hopeful that once we move onto the next generation of handhelds we'll see more translation hacks coming around as the people still working on SNES titles move on a generation or so (the GBA to my mind doesn't have such a wealth of "missed" titles). Then perhaps we'll have the combination of translation and coding prowess necessary to really work on some of these titles.
 

Valiarchon

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BluWacky said:
Crosser said:
BluWacky said:
Obviously it's not as simple as doing that - you end up with the name entry screens looking weird because you have two letters to a space, and you have space concerns to worry about on screen.
Add to that the original game bugs with single-byte string handling. They are not hard to fix, but honestly, I can't see a single person here able to take care of them.

Well, indeed. While I know enough Japanese to at least start on a translation, I know nothing about ROM hacking beyond being able to find text when it's not complicated to do so; I certainly can't rewrite the code to properly handle single-byte characters, I can't even work out how to open the font file when it's clearly NFTR format in some way, and it's not really worth sitting there tapping away at a text file when I can't see how the translations work in context.

Same thing killed my meagre attempts at plodding through Sigma Harmonics (which is going to be almost impossible to do with the irritating vertical speech bubbles - I guess you'd have to remove them entirely and reformat the cutscenes so text appears at the bottom obscuring the character portraits?) and Nanashi no Game (how do you even begin to work with vertical font tiles???), alas. And I happen to prefer both titles to Blood of Bahamut...

I am hopeful that once we move onto the next generation of handhelds we'll see more translation hacks coming around as the people still working on SNES titles move on a generation or so (the GBA to my mind doesn't have such a wealth of "missed" titles). Then perhaps we'll have the combination of translation and coding prowess necessary to really work on some of these titles.

A bit off topic, but I've been working on Sigma Harmonics in bits here and there as I have time/motivation (the latter is rather low due to the lack of any hacking assistance other than the couple of tools provided for me, and I don't have the time to learn it myself). Just curious if you would be interested in resuming working on it? If I'm able to get a couple of people together, I may be able to recruit someone to do the asm hacks we'd need. =o I have a completed index of all the text files and have translated probably 5% so far (yeah, not really very much, but I only spent a few days actually working on it XD)



Anyway, if people don't mind what would probably be somewhat intermittent updates, I could work on this between loads for my main project (I'm waiting on a dialogue script dump to be able to do much more atm).
 
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