Ninokuni: Shikkoku no Madoushi - Translation Project

Discussion in 'NDS - ROM Hacking and Translations' started by Nobunaga, Dec 8, 2010.

  1. DmitriyRUS

    DmitriyRUS Member

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    Jan 21, 2017
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    Help, where is the graphics (ROM)? And what programs it change?
     
  2. Anjiera

    Anjiera 漫画 && ROM XL8R

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    May 23, 2015
    Canada
    I am not a rom hacker, I am a translator for the English patch project. The original Spanish translation team rom hacker is a GBATemp member named Pleonex. He is really busy right now, from what I understand, so you might not be able to get much in the way of direct support at the moment. He has posted the tools that he created to work with the game and the files here:
    https://github.com/pleonex/Ninokuni/releases

    The rom hackers on the English patch team use those tools, but I don't really know much more about it than that. I hope that helps!
     
  3. DmitriyRUS

    DmitriyRUS Member

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  4. Anjiera

    Anjiera 漫画 && ROM XL8R

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    May 23, 2015
    Canada
    Yeah, sorry. I'm in the same boat. You'll need to get some ROM hacking help from somewhere. I'll see if anyone on our team knows enough to help you with importing graphics.
     
  5. DmitriyRUS

    DmitriyRUS Member

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    Thanks for the help.
     
  6. DmitriyRUS

    DmitriyRUS Member

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    I can not find the text. Where is he? Help.
    Warning: Spoilers inside!
     
    Last edited by DmitriyRUS, Feb 1, 2017
  7. DmitriyRUS

    DmitriyRUS Member

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    I saw graphics.
    Warning: Spoilers inside!
     
  8. DmitriyRUS

    DmitriyRUS Member

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    Founded file - arm9.bin
     
  9. DmitriyRUS

    DmitriyRUS Member

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    Where to download the program?
    script editor.PNG
     
  10. Cyan

    Cyan GBATemp's lurking knight

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    Oct 27, 2002
    France
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    did you search in this thread? maybe there's a link.
    it's also possible that program was released using his own thread, but it's more probable that it's in this one.

    If there's no link, you'll have to ask the author (Pleonex), but he doesn't seem to be available right now. maybe someone else can share it.
     
  11. azoreseuropa

    azoreseuropa GBAtemp Guru

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    Nov 6, 2002
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    Proud to be Portuguese 100%!
    What about Portuguese ? I am curious about Spanish but the website is no longer in service.
     
  12. TheGuyMadeOfTofu

    TheGuyMadeOfTofu GBAtemp Fan

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    Nov 18, 2016
    Soooo about the Spanish one. There's a prepatched rom around but, seems like a massive game. Can that thing even run on a r4?
     
  13. kosterix

    kosterix GBAtemp Regular

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    Nov 6, 2014
    Barbados
    i never got the spanish rom to work on a r4, but it might work on a acekard or dstwo card. It does work on desmume (pc).
    I'm planning to buy a specific card dstwo specially for running the english rom. If it ever gets released (it seems now in permanent closed beta).
    The spanish works on desmume but - I just can't stand that language, everything just sounds ridiculous in spanish.
    If you want i can send you the rom. The name is "Ninokuni - El Mago de las Tinieblas.nds"

    advice is to use r4 for old and small games.

    Would very much like to know how to get the program: Directly hacking into the rom (hex editor) resulted always in a non-working .nds file.
    https://github.com/pleonex/Ninokuni/tree/master/Programs/scripts;
    shows: "Latest commit f0c37c2 on 9 Aug 2015 [​IMG] pleonex Figure out unkonwn field in familiar key: brand"

    which leads some to suspect that the project was abandoned 2 years ago apparently. So either
    - any beta testing has resulted in zero bugs, the creators enjoyed the game and moved on;
    - or the beta testing did result in bugfixes but the code is being maintained elsewhere (but I cannot imagie anywhere is better than github).
    - following the https://twitter.com/gradienwords gives the impression that translating ps2 xenosaga is this new hot thing for this pleonex.
    Indeed:
    see also https://github.com/SceneGate/SceneGate, where last activity is 10 days ago.
    In other words: either
    - forget about playing ni no kuni on ds in english,
    - play the spanish version
    - play the original (japanese version), either by stumbling around, or by learning kanji along the way. I got about partway through the volcano - after which the not being able to follow was too much to bear, no idea how far into the game percentage wise;
    - or try to understand what those asm files are on github (the 2 above links) and get them to work by figuring out yourself. I have not even a clue where to begin. The Scenegate files end on .cs, which seem like a c# environment but how to get that running?

    A nice tutorial / some guidance starting with producing hello world on my r4 ds would be welcome; i'm highly motivated, not stupid, and have a few decades of programming under my belt, but never did a c project.

    edit: After reading around (linkedin profile of pleonex) it turns out that the guy has a job in IT now, and his thing was to do the Spanish translation. Which explains the inactivity.

    Does anyone have a link to the github of the ENGLISH translation project?

    edit2: the link in a few posts above gave some zips that result in .exe files (Ninokuni - El Mago de las Tinieblas, NerdFontTerminatoR, NinoDecompiler etc - no sources given). Still no clue how to set up an environment.
     
    Last edited by kosterix, Jul 16, 2017
  14. makkuu

    makkuu Newbie

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    Aug 5, 2017
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    So I had the following problem with DraStic DS Emulator on Android:
    https://i.imgur.com/Vyl6rza.jpg
    http://i.imgur.com/IB4vFcC.jpg

    When in battle, the translated strings appeared on the wrong screen and also to activate the buttons you would need to press those strings on the wrong screen, instead of the actual button.

    However the issue was FIXED by turning off the experimental option "Multi-Threaded 3D Rendering", which is known to cause swap-screen issues. Another issue I had was the transition animations had those vertical stripes - this was also fixed by turning off "16-Bit Rendering":
    http://i.imgur.com/ww6eSMX.jpg

    Keep in mind, the "Multi-Threaded 3D Rendering" option may be very useful when you run a real 3D game like Metroid Prime Hunters, however for a translated Ni No Kuni it becomes a problem, so turn it off for that one. Thanks everyone for the awesome translations!
     
    Last edited by makkuu, Aug 5, 2017
  15. Cyan

    Cyan GBATemp's lurking knight

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    Oct 27, 2002
    France
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    what are you talking about?
    the english project is still active and almost complete. read last 2 pages.
    Translation is around 100% now, it's in testing phase for latest bug fixes.
     
    Last edited by Cyan, Aug 5, 2017
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  16. kosterix

    kosterix GBAtemp Regular

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    it's in test phase since April, it's now half August, how can there be so many bugs? I mean most must be merely translation issues, right? not real code changes?
     
  17. Cyan

    Cyan GBATemp's lurking knight

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    maybe you don't know how much text this game has.
    after each change you have to re-read and replay all the game to be sure there's no bug.
    knowing you need 100h per play session, to read ALL possible NPC and story, do the fights over and over, even with cheats it takes a lot of time.
    there's only one translator, which has to do both translator and editor's job (fiting text length in each message box, etc.), checking consistency for item/location/people names, not talking about all the different dialect used in the game.

    also, the translator has a life, a job. she went on vacation this summer, I'm happy for her :)
    we waited years for this game, we can wait a little more.

    you should read her comments, she is always helpful and replying to user's questions. there are a lot of information why it's taking this long.
     
    Last edited by Cyan, Aug 15, 2017
  18. kosterix

    kosterix GBAtemp Regular

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    if the game were released in beta we could help. There is no reason to have 1 person do all the testing, it's needlessly hard on herself.
     
  19. Cyan

    Cyan GBATemp's lurking knight

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    Oct 27, 2002
    France
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    I agree, for a game this big, working alone is very hard, but I also understand the idea to not release unfinished version. some projects like to release patches regularly (chapter per chapter, etc.) but some other projects prefer the "release only completed patch" option. I like the final release better, unless it's just a menu patch.

    there are beta testers, and she often get request for help, but like she said in her last message, they often get MIA, because they understand all the work they have to do, and she lose time explaining to another person how to work.
    I don't know how many static and active members this project has, that could be a question to ask her :)
    But she is not alone.
     
    Last edited by Cyan, Aug 16, 2017
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  20. samcambolt270

    samcambolt270 GBAtemp Advanced Fan

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    Dec 24, 2014
    United States
    i generally dislike the "release only when finished" technique. it has far too often resulted in disaster thanks to team breakups, c&d letters, etc. It's just so much safer to upload everything you do so that if the worst happens there's something to pass onto another team.
     
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