Heyo folks, as I've been working on this for a while and today is the 10th anniversary of the game, I thought I'd do an initial public release of this patch to celebrate. It's very much still a work-in-progress, but it covers the menus for the moment, as well as most other information needed to play the game like names, units, weapons, etc. I'll be continuing work to get everything relating to the menus out of the way, as well as taking any feedback that folks might have about choices made so far. Ultimately, I'd love to find out if there's anyone who'd be willing to help out by translating the story from Japanese in this case, as there are additional scenes and content not present in the GBA versions.
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Especially as some existing things were also completely altered to better fit with the OG continuity going on from that point forward. I also have a video up on YouTube as a preview of what some of this looks like in action. For anyone interested, this can be found at the following link: - Patch Download: You can grab the latest version of the patch at the following link: - Patch Contents: At the moment this patch covers the majority of the menus, barring the odd description here and there. Because of this, it's easier to list what hasn't been touched at this point to be simpler. A list of what isn't translated can be found below.
Unit descriptions - Character biographies - Glossary terms - Intermission dialogue - Stage dialogue (Including mission objectives) - Battle lines - Suspend data skits - The Q&A section - Scenario chart summaries - Save data summaries - The majority of graphics that need translated - Some help descriptions for skills/abilities/menu items/etc when viewed in certain ways. I've added support for ASCII as the game originally used SJIS encoding, as well as decreasing the font size to allow for English text to better fit onscreen. This means that for a lot of the above, the main work lies in dumping the text for that portion of the game, then translating and reinserting it.
Some hacking work still remains, as menu positioning has yet to be addressed, along with work on some other issues for specific text strings that appear in-game. More general details about the patch can be found inside the readme included with it. Additionally, a rough English version of Ryusei Stages 1 and 2 has been included with this patch. It's mostly held together via context from the GBA version, and a lot of patience while editing, and shouldn't be indicative of any real translation quality. It's mainly included as a preview for how the main dialogue scenes and glossary links look and function in English, and is more a proof of concept than anything. Further story/skit text is unlikely until I find someone who'd be willing to help out with that side of things.
Images: - Staff: Arc Impulse - Hacking, other busy work. So far it's just myself at the moment. If anyone is interested in helping out, especially when it comes to the Japanese translation side of things, please feel free to reach out to me! It also means that you can forward any complaints or feedback to me as well (Saber vs Saviour, Alteisen vs Alt Eisen, etc) and I can take that on board for future releases. I'll see about posting more updates on how things are going as I work on it. Until then, please feel free to report any issues, and let me know if you have any questions!
You shouldn't have any issues playing through the game at the moment, especially if you're already familiar with it. The main menus are in English, as well as all of the character names, unit names, and weapon names. Here's an example image from the endgame OG2 save I use for testing for example: The odd effect description might not be in-game when you use Select to view what it does, but those can usually be inferred, or quickly looked up. Descriptions of Spirits, pilot skills and unit abilities are all in as well, but as there's some duplicates in the strings for those, a Japanese description may pop up.
If that does happen, you can check the effect in the Search menu for sure though. Yep, it loads in the value and starts doing some floating point manipulation to it as part of some of the text routines. At the moment I've essentially loaded in a fixed value so the font is half width compared to what it was before. Since I've since gotten a bit more familiar with the horizontal positioning side of things since I last tried, it should go a bit better once I get back around to it at least. You shouldn't have any issues playing through the game at the moment, especially if you're already familiar with it. The main menus are in English, as well as all of the character names, unit names, and weapon names.
Here's an example image from the endgame OG2 save I use for testing for example: The odd effect description might not be in-game when you use Select to view what it does, but those can usually be inferred, or quickly looked up. Descriptions of Spirits, pilot skills and unit abilities are all in as well, but as there's some duplicates in the strings for those, a Japanese description may pop up. If that does happen, you can check the effect in the Search menu for sure though.
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