ROM Hack Translation Ar nosurge Deluxe English Patch Proof of Concept

DeathChaos

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Proof of Concept that this is possible, albeit a bit more work than you would think it is.

By borrowing the dialogue text from the vita version, we can have English dialogue on the Switch version, however, without assembly patching all the UI text will be Japanese and you will also run into other issues such as a hardcoded character limit per line that is very terrible.

(Example of before/after patching the limit to match English PS3/Vita releases)
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Most (all?) of the text in the UI is located in the executable (such as button prompt text and character names in dialogue boxes), and the button prompt text requires full width english characters (so 3 bytes per character) or else that entire part of the UI actually stops rendering, which means new text is often bigger than the original, which means you need to find space in the executabe, write the new string there, redirect references, etc etc.

Here's a good preview video of how things look right now.



How much interest is there in a release of this?
I'm doing this because a good friend asked, but if people are interested I could make a public release(s) of some capacity.
 

masagrator

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If you want to go around this limitation, you can write your own skyline plugin. Ofc this will require C++ knowledge and reverse engineering main.

I would help with it, but it seems this year is out of question. Still working on porting Summer Pockets REFLECTION BLUE translation (which is the most advanced project yet in my life) and I would like to finish playing XC3 before taking anything new.
 

DeathChaos

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If you want to go around this limitation, you can write your own skyline plugin. Ofc this will require C++ knowledge and reverse engineering main.

I would help with it, but it seems this year is out of question. Still working on porting Summer Pockets REFLECTION BLUE translation (which is the most advanced project yet in my life) and I would like to finish playing XC3 before taking anything new.

While I don't have a lot of experience in either of those things, I have done my fair share of reverse engineering and suffering with other platforms such as PS3, so I am no stranger to this.
 
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FiveOVER

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I'm personally interested, but at the same time I don't think many others would be. Gust also doesn't seem interested in continuing this series, so I don't think future modding projects will benefit from this.

Imo I don't think it is worth the effort even though I would really want it.
 

WithoutAnySeas

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I don't know how much effort it's worth, but I think you should post whatever level you get to. Is the PC version on the table too? I hear Ciel is modifiable on PC with Gust Tools. I might find Ar nosurge with English script/Japanese menus on PC a big help soon.
 

DeathChaos

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For anyone interested, I was able to fully port over the English audio from the Vita version by unpacking the audio files, converting to KT's switch format and then repacking everything.




I'm personally interested, but at the same time I don't think many others would be. Gust also doesn't seem interested in continuing this series, so I don't think future modding projects will benefit from this.

Imo I don't think it is worth the effort even though I would really want it.
Oh well, I didn't particularly do it for any reason other than my friend saying they'd like it, it is what it is.

I don't know how much effort it's worth, but I think you should post whatever level you get to. Is the PC version on the table too? I hear Ciel is modifiable on PC with Gust Tools. I might find Ar nosurge with English script/Japanese menus on PC a big help soon.
Unfortunately I don't think I will be dealing with the PC version, a lot of the text is in the game's executable which requires a bit of reverse engineering and a LOT of code patching, and I don't particularly feel like going through that entire ordeal twice,
 
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