ROM Hack Ninokuni: Shikkoku no Madoushi - Translation Project

Xanxusz

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i'm a little hopeful this'll get a Translation Team very soon, once the PS3 version hits the shelves coz it'll be just a walk in the park for this translators, it's like giving them the english script in details lol... i think the PS3 version is just an expanded version of the DS game so i'm pretty hopeful and wishing that the DS version gets localized.. (CrossingXmyXFingers) lol
 

mrgone

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i'm a little hopeful this'll get a Translation Team very soon, once the PS3 version hits the shelves coz it'll be just a walk in the park for this translators, it's like giving them the english script in details lol... i think the PS3 version is just an expanded version of the DS game so i'm pretty hopeful and wishing that the DS version gets localized.. (CrossingXmyXFingers) lol

seeing that the english release of the ps3 version is less than 2 weeks away, i'd like to remind that a translated DS game will not magically pop out a few weeks later..
but i do hope that the ps3 version has as easy access to the files as the ds version :)

and another thing:
i do hope for a translation, not a localization, but also other people might not think like me...

and if someone does not understand what i mean by that:
in a translation shizuku stays shizuku
in a localization shizuku becomes drippy
 

Xanxusz

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seeing that the english release of the ps3 version is less than 2 weeks away, i'd like to remind that a translated DS game will not magically pop out a few weeks later..
but i do hope that the ps3 version has as easy access to the files as the ds version :)

and another thing:
i do hope for a translation, not a localization, but also other people might not think like me...

and if someone does not understand what i mean by that:
in a translation shizuku stays shizuku
in a localization shizuku becomes drippy


i guess either one, localization or translation is good enough for almost everyone as long as they can play it in english language and play it with understanding, well the thing is as long as there would be a Team/Group that would translate/localized this game is all for the good, and the posters here just need to have a patience and wait for the official released of the patched for the game if it ever gets released, on a side note, i don't think the people here have to demand to the Team Translating it and working for it as they don't even pay those people lol, just be considerate and be thankful and learn to appreciate the work of this guys...
 

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I usually prefer translation over localization for media (video, video games, etc.)
But if they translated/created the names of the characters, I guess you better use these names too.

Good luck with the project.
 

GHANMI

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Hi everyone. I know I am a little bit late in the party but I have found a solution for the book problem.

There is a ROM of a leaked TGS 2009 demo, called Level-5 Premium Platinium: it includes Ni no Kuni.

It has the runes available in-game from a menu instead of requiring the physical book. See video here
Unfortunately only 10 are available, and some are drawn very differently.
Note that the released game still has all the buttons for the book, under a folder named RuneBook, even though it doesn't use them.
Maybe the menus can be re-enabled in the final game (and displayed by pressing L for example, like that Memo in Mother 3), and hacked to show all 51 runes + Astram alphabet + passwords?

On a side note the mods videos are in much higher quality in the demo, but then again it's not legal to swap them with those of the final version.
---
Has anyone a translated list of items / attacks / magic / Imagen attacks available? I recall seeing a screenshot of an Excel document with translated names somewhere in this thread.
Since pleonex kindly shared with us in Tinke his tools to edit the items / attacks / magic lists, a menu patch should be possible at the very least. I did a succesfull experiment with the spell list and it shows correctly in-battle.

Something that bugs me though is the "attack", "magic", "item", "defend", "swap", "tactics", "status" and "escape" buttons that shows during battle.
I'm sure they are regular text (Changed the font)
Unlike the "auto-battle" and "change position" button text, and all those "ATK/DEF/MAG/MDF/SPD/Immune/Poison" pop-ups are graphical text (stored as textures inside BMD0, and I can't figure out how to edit them atm)
But I can't find them anywhere. Did anyone find it?

I also want to know how to unlock the DLC content (exclusive recipes, but quests mostly, since some spells are unique to them and I must test them on emulator). Can anyone upload a save with the DLC flags enabled?
 

Permafry_42

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Hi everyone. I know I am a little bit late in the party but I have found a solution for the book problem.

There is a ROM of a leaked TGS 2009 demo, called Level-5 Premium Platinium: it includes Ni no Kuni.

It has the runes available in-game from a menu instead of requiring the physical book. See video here
Couldn't we just make use of the wizard's edition book translation? Its suppose to be the same book only translated right? Since I preordered the North American Wizard's Edition, that is what i plan to use to play the DS game if it gets translated.

Also I'd personally prefer localized names (Japanese names are harder for me to remember), but I'm fine with either option.
 

GHANMI

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Couldn't we just make use of the wizard's edition book translation? Its suppose to be the same book only translated right? Since I preordered the North American Wizard's Edition, that is what i plan to use to play the DS game if it gets translated.

Also I'd personally prefer localized names (Japanese names are harder for me to remember), but I'm fine with either option.

The PS3 version ditched out many of the mandatory passwords in the DS version and the whole Astram language (hiragana+katakana+numbers) business thing. So I wouldn't be surprised in the slightest if they did some shortcuts while translating the book (Hino mentioned Magic Master translation issues as one of the causes for the English DS version cancellation).
Plus we already have the dummied book menu material on the released cartridge (graphics, but maybe some of the coding too), so why don't we make use of it?

Maybe it is just me, but I find the Imagen Japanese games (and Shizuku) rather charming, like some names right from a storybook for children (Doron, Rucci, ...) . I'd rather keep them, but also those of the main cast ("Maru" is silly, though) since only JP audio is available.

EDIT: localizing Imagen names won't be feasible, since there is a limit of 4 characters per name, and since they are stored in the save you can't just expand that limit.
And the passwords also have a limit, and they use it to the fullest. So just using the official incantations (if they're still in the English version, that is) won't cut it.
 

Permafry_42

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The PS3 version ditched out many of the mandatory passwords in the DS version and the whole Astram language (hiragana+katakana+numbers) business thing. So I wouldn't be surprised in the slightest if they did some shortcuts while translating the book (Hino mentioned Magic Master translation issues as one of the causes for the English DS version cancellation).
Plus we already have the dummied book menu material on the released cartridge (graphics, but maybe some of the coding too), so why don't we make use of it?

Sounds fine, but I thought one of our goal was to translate the DS version of the book as well as the game. Could we just make use of the localized book however much we can in translating the DS book, and then just modify it where there are differences that impact the ds game so that we can have access to the book too? Obviously if we can't, then its no major loss since there is always the official localisation. But the game designers wanted the game to be played in combination with the book, so I don't see we couldn't at least try to create to create a translation that works if we already have most of the work done for us with the book's official localization release imminent. Surely it wouldn't be very time consuming if done as a side project.
 

GHANMI

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Sounds fine, but I thought one of our goal was to translate the DS version of the book as well as the game. Could we just make use of the localized book however much we can in translating the DS book, and then just modify it where there are differences that impact the ds game so that we can have access to the book too? Obviously if we can't, then its no major loss since there is always the official localisation. But the game designers wanted the game to be played in combination with the book, so I don't see we couldn't at least try to create to create a translation that works if we already have most of the work done for us with the book's official localization release imminent. Surely it wouldn't be very time consuming if done as a side project.

I agree, however since Mother 3 translators already made available a similar dummied in-game guide, I don't see why this shouldn't be possible for this one.

Well, since I made some kind of a guide on Gamefaq, I can list why is the book needed (i.e. what needs to be added/changed in the official book translation to make the DS version playable). The DS and PS3 version uses the same book, at least the JP version.
* Spell Runes: these have the dummied in-game menu, but only 6 spells are available in the final version (4 other in the demo, but they are not used in the final).
The PS3 version has spell 46 readily available, however in DS it's a set of dots you need to draw a line in-between to get its shape.
All 51 spells are the same between the two versions.

As for the passwords, they require a good reading of the book. And even in Japanese, they nearly eat all of the size limit.
* Main Plot Mandatory Passwords (only two or three remain in PS3 one)
* Mirant Quest passwords (different from PS3, mandatory for the bonus ending)
* Astram language
* Dream World Riddles (It's not in the PS3 version, I think)
* Ancient War riddles
So far I don't know where they are stored, alongside the battle text. Any help would be appreciated.
 
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vsevolod

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guys, there's a spanish translation in the works, looks like it's advancing nicely, and i'm guessing the spanish>english translation will be easier than jap>eng. besides, they'll probably have the whole thing mapped out and languages could be easily switched, once the images are done.

http://www.espalteam.com/foros/showthread.php?t=12114

you guys should contact them instead of starting something ffrom scratch, might save quite a bit of time (just saying!)
 

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guys, there's a spanish translation in the works, looks like it's advancing nicely, and i'm guessing the spanish>english translation will be easier than jap>eng. besides, they'll probably have the whole thing mapped out and languages could be easily switched, once the images are done.

http://www.espalteam.com/foros/showthread.php?t=12114

you guys should contact them instead of starting something ffrom scratch, might save quite a bit of time (just saying!)

Yeah, i figure it'd be a little redundant going from japanese again, but the spanish translation guys were on this thread, too, so i thought i'd offer, just in case. I could take some sections from Japanese to English and the other translators could do their spanish to english. Japanese is easier for me than Spanish, after all. ;)
 

GHANMI

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Yeah, i figure it'd be a little redundant going from japanese again, but the spanish translation guys were on this thread, too, so i thought i'd offer, just in case. I could take some sections from Japanese to English and the other translators could do their spanish to english. Japanese is easier for me than Spanish, after all. ;)

Hi scott.ender! Pleonex included in his tool Tinke some of the tools he is using for the Spanish fan-translation, so a menu patch should be definitely possible.
Said tools work perfectly, as I successfully inserted some test text in menus.

Nnk-DSFinal-Status2.png


You might if you want take a look at this text dump (in Japanese) and see what you can do about it: http://www.mediafire.com/?bdxq0d40t3a356l
It covers all Ghibli animations/CG animation text (they are txt files, unlike the rest which are xml; if you want context use this Desmume save and go to the casino to view them, but not all of them sadly), as well as the list of items, familiars, spells.
And most importantly, the plot synopsis text and the sidequest text.

I will help with as much as I can.

As for event text/regular text/objectives/zone names/tutorials, pleonex said he would release the tool for them as soon as they are releasing the Spanish translation. However, if you are done with the rest, I can dump them so that you have a look at them.
The buttons text can be easily edited, but there is the issue of the boss subtitles/zone titles/ being stored as BMD0 textures and I lack the know-how to edit them.

I can't however find the passwords or the battle interface text (except the position and auto-battle graphical text) unfortunately.

Thanks for being willing to help!
 

StorMyu

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guys, there's a spanish translation in the works, looks like it's advancing nicely, and i'm guessing the spanish>english translation will be easier than jap>eng. besides, they'll probably have the whole thing mapped out and languages could be easily switched, once the images are done.

http://www.espalteam.com/foros/showthread.php?t=12114

you guys should contact them instead of starting something ffrom scratch, might save quite a bit of time (just saying!)

Just to understand my opinion on that:
http://www.translationparty.com/#10672192
 
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Cyan

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@Scott: thanks for the interest and providing your help.

I think translating from Japanese is better than going through multiple (altered) translated version. For example if something doesn't fit in spanish, it could use a similar word, which in english could be translated a little differently than the original meaning from the Japanese version.
The best could be to check both version (if you understand Spanish of course) and double-check the Japanese to select better words for English if needed.

@GHANMI:
It's not related to the translation and a little offtopic, but I'm asking here as you seems to know about the PS3 version.
I saw there are two versions (normal and collector), the Book available in the collector edition has all the spells or is it more like an artbook?
Because if the regular version doesn't have the book, won't we have missing things for the game? (like magic words, password, etc?)
I suppose it's not required to play, or else it would be included in the standard version too, but the collector is a little expensive :s (120€ to 150€ for an additional book? the regular version is 50€!)

My concern: Is the book really needed to play the game? or will it stay closed most of the time when playing?
 

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