I don't think that would speed up the process. Just one example: If an NPC says two dialog boxes, the content of the second one may need to be discarded in order to display all the important information contained in the first of those boxes. So you sometimes have to completely rethink what information to keep and two people thinking about how to word a certain phrase just takes double the time. The translation tools out there are good enough to get the meaning of dialog texts and for things like names we have a spreadsheet.
I don't know Japanese and I'm not native in English but you can message me if you need some help, I can use Google Translator (Japanese>English) or try to trim the text to fit the size limit.
If you think that your English is good enough to compete with the English of a native speaker feel free to PM me. Personally I have decided - although I wouldn't consider my English particularly bad - that it is good enough for menu texts, but not for the story. So this is where I reach my limits.
Awesome news so far!! Excited to see the project progress!
I admit that I do not know anything about rom hacking, but could there be an alternative solution to the text limit problem that doesn't necessarily mean discarding some of the translation?
For example, would there be a way to add extra dialogue boxes? Like if the Japanese version has 2 screens of text, would you be able to have 4 screens of text in the English version to be able to fit everything?
I'm thinking this is probably more difficult than just solving the text limit problem, but thought I would ask anyway.
For example, would there be a way to add extra dialogue boxes? Like if the Japanese version has 2 screens of text, would you be able to have 4 screens of text in the English version to be able to fit everything?
Is there a Discord server for this? Seems like things could get done faster if there was a place to collaborate easily, especially for those who want to contribute but might not know where to start.
Is there a Discord server for this? Seems like things could get done faster if there was a place to collaborate easily, especially for those who want to contribute but might not know where to start.
As I already mentioned in a previous post@Colmines92 reached out to me and he helped a lot. Big thanks to you!
Before I begin talking about the additions and changes, I want to let you know that I wrote a program to simplify the installation process to a point where it is basically trivial. You just need to put your dumped cia file, the zip file with the patches and the program in the same folder and run the progam. That's it. Then you have your patched cia file that you can install on your 3ds. And... it works for the official v1.1 update as well. You just need to additionally put the update cia and the v1.1 patches in the same folder before running the program. Then you install the patched game, then the patched update. Easy as that. The LayeredFS patch is also a lot simpler to do than it was at the time of the previous release. Everything you need to know can be found in the spoiler "Installation".
This release includes a lot of small changes to remove duplicate namings, inconsistent namings and a lot more. I also took the time to improve both custom fonts. So the large font no longer has small borders around the text and in general the spacing of characters like v,x,y,t,i looks more natural. We now also know how to edit the layout of arc files so I was able to improve the quest start message and translate the location names shown on the map. I also translated many images like the quest rewards, party and standby party texts, location names, judge points for farm battles etc. Another exciting addition is the translation of the customization dialog for your partner monster Montner that you can access by talking to Montner at the monster farm.
I also want to let you know that @Blark and I were working on improving the DQM2 Guide. It now includes a list of all monsters with complete information about from which eggs and dream eggs the monsters can hatch, with which keys you can obtain them and a lot more. There is also a list of all first keyword halfs showing which regions the key will have, a list of all items, traits, actions, titles and even a few gift codes. You need to check it out and if you like it consider filling out missing information about monster stats, skills, traits and scout locations. You don't need any account to edit the list, just open it and start editing.
My next step is to upgrade BinJ Editor so that we can add more dialogue boxes to the story texts stored in e files. Like I wrote three posts ago I know how to do this but I do not have much time at the moment so I cannot say how long this is going to take me. I hope you're enjoying this translation project as much as I do.
Translation Progress [EN]
New: Support for the official v1.1 update
New: Updated custom banner
New: Improved custom default and large font
New:Menu translation at 84%
Complete translation for monster names, skills, actions, items, library entries, keys and titles
New: Complete montner creation translation
Most field, menu, battle, wifi and traveler tips translations
A few other translations
New: Small changes and fixes
New:Story translation at 6%
New: Most speaker names translated
New:Translated images
New: Updated title logo
Custom lv, rank, miss and button icons
Custom speed up battle, complete quest and fail quest images
It enables online play. The main change is the code and then like six other files. So nothing critical except for the online play if you want to do that.
Yes, I know I realized that an hour ago when someone wrote me. But I can add that feature for sure! I wrote it on my todo list.
So if that's what you want, just wait a few days. Perhaps I can finish that tomorrow.
It enables online play. The main change is the code and then like six other files. So nothing critical except for the online play if you want to do that.
Yes, I know I realized that an hour ago when someone wrote me. But I can add that feature for sure! I wrote it on my todo list.
So if that's what you want, just wait a few days. Perhaps I can finish that tomorrow.
it's great to hear things are going so well. thanks so much guys and please keep it up
also thanks about the guide as well, can't wait until 1.0 release xD
Hey there, I'm here to give you all some exciting updates.
Story Translation
... is comming. When? There is no release date yet, so remain patient!
I'm happy to announce that I and @Helmax' team have partnered up to finish making a full translation of the game. Meaning that once the story translation is done and the remaining images are edited, you can simply install or update the translation as you're used to using my repository.
Latest Release Notes: DQM2 Fan Translation
Character Limit
A thing many of you certainly know is that the game has a character limit for dialog boxes preventing us from rendering more than a certain number of characters on screen.
But not anymore! @Colmines92 was able to edit the required bytes in the code.bin file so we can now display as many characters as fit in the dialogue box. And we had to change the names of Cobi and Tara via the code.bin as well. Take a look:
He also did many other awesome changes to the code. If you're interested in the details: Editing the Code
Amazing news, you are all amazingly skilled. It's exciting that there's finally some prospective news on bypassing some of the obstacles that were previously hindering translation attempts.
Any news on whether or not this character limit breakthrough impacts the possibility of a DQMJ3P translation? I heard that they had run into some issues that involved injecting dialogue translations in that game as well, possibly for a similar reason.
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