Archive for the translations Category

Ys IV English Dub patch released

Posted in translations, Uncategorized with tags , , , , , , , , , , , , , , , , , , , , , on September 24, 2012 by pcedev


Wow. I can’t wait to try this out. This is definitely an incredible feat and a perfect game of choice too. Love it 😀 Now, all the Valis games on the PCE next, please.


Script inserter

Posted in translations with tags , , , , , , , , on March 26, 2012 by pcedev

Been working over the weekend, and today, on the script inserter for Spriggan Mark 2. I had lost my original inserter source, but I still have all my other source related to the project. Not too much of a big deal since the old inserter wasn’t fully finished. Just ironed out a handful of bugs today and the new inserter appears to be running great. The ADPCM pointer system inside the string was the source of most bugs. It’s a control code that contains a literal/absolute pointer (rather than relative) to an 8byte ADPCM string after the text block. I was able to cache the literal pointer location and back updated it without doing a two pass approach. Made things easier.

So I got level 1 draft inserted and tweaked with the formatting and timing a bit (timing in relation to the ADPCM stream accompanying the text speed). It’s looking great. SamIam subtitled a few cinemas too. Man, the story is really coming together (knowing the cinema details/dialogue makes the level dialogue more clear as well. The context, that is).

My long time friend has offered to take on the dubbing project for the game. I hope he knows what he has committed to ;>_>

Spriggan Mark 2

Posted in translations on March 22, 2012 by pcedev

Some old timers might remember this. This game was my very first translation project. Not because it was easy and lite on text, but because this is one of my favorite games. It’s a shmup with a story. And story elements along with dialogue in game. Much like Target Earth and Cybornater. Anyway, I had a few translators pick up the project over the years and then disappear. I didn’t mind so much in that I wanted to do this right. I definitely didn’t want to mash up different translation works on it by different people.

Anyway, fast forward to this week. SamIam picked up the task of translating not just the 9 stages of scripts, but also the cinemas. I just got the draft in for the game and it looks great. I’m pretty damn happy at the moment. This is also one of the games that I did a VWF print routine for, so it’s getting the class A treatment. But it the buck doesn’t stop there, I’m gonna translate the cinemas (mostly because I doubt I can get a dubbing going for this – or rather.. completed). Even if that means I have to completely hack and write my own cinema code from scratch for this game (and I will, I’m that crazy). I actually did some preliminary research on the cinemas and found out that even use all the available/free system ram for them. That’s lame. One of them was 90k when they could have used the whole 192k (I believe 64k is reserved for the top level logic). That means bigger viewable windows and/or more animation could have been done in some cinemas.

Dracula X Rondo of Blood

Posted in translations with tags , , , , on March 22, 2012 by pcedev

Some of you might not know, but I did some work on the Dracula X translation project for PCE. A large part of it was already done, I just came in and did the little things that were left: title screen (Fragmare did the art work for it), mini game title screen, new print routine for the opening subtitle system, text in signs, text routine for the ferry man, etc. All the major stuff like new ADPCM and dubbing and subtitle script were already done by a few others. There’s even a new translated manual for it too. You can follow the thread over at RHDN. So the last thing left is the end credits afaik. I’ve been busy with Megaman that I didn’t have a chance to work on this yet. But now that I got a good chunk of the MM hacking that I wanted up and working, I can start this end credit project.