Gu4n
Uhnos
Keikaku Manager (TL note: Keikaku means plan)
Posts: 39
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Post by Gu4n on Nov 29, 2014 2:24:59 GMT -5
I'd like to thank you guys too for this translation! I hope Brandish 3 gets translated too so we could all play the entire franchise! Speaking of Brandish 3, the script is slightly smaller than The Dark Revenant's and I got a text dump up on Google Spreadsheets. But I don't got the tools to reinsert the strings back into the game.
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Gu4n
Uhnos
Keikaku Manager (TL note: Keikaku means plan)
Posts: 39
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Post by Gu4n on Dec 8, 2014 4:53:24 GMT -5
Small progress update: all lines up to the ruins' ninth floor of Dee's playthrough I've ran into have been translated. The reason I emphasise the 'ran into' bit is that conversations take different turns depending on which information you've gathered so far and probably also whether you've finished other scenarios prior to Dee's. In one of the dialogues I translated yesterday, I discerned eight branches in one conversation, which is pretty cool. Two screenshots: I occasionally drop screenshots at br4tr.tumblr.com/
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Gu4n
Uhnos
Keikaku Manager (TL note: Keikaku means plan)
Posts: 39
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Post by Gu4n on Jan 9, 2015 11:38:44 GMT -5
Another update: floor-wise, I hit the 50% mark of translating Dee's playthrough! The karma system makes it difficult for me to check all dialogue branches on my own, so I've focused on positive karma and tackled all possible branches I ran into. The hacker dawgtagg and I have started looking into releasing a new patch, but we haven't been able to settle on an actual release date. Have two additional screenshots:
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Post by asi85 on Jan 11, 2015 13:28:21 GMT -5
I'd like to thank you guys too for this translation! I hope Brandish 3 gets translated too so we could all play the entire franchise! Speaking of Brandish 3, the script is slightly smaller than The Dark Revenant's and I got a text dump up on Google Spreadsheets. But I don't got the tools to reinsert the strings back into the game. That's a shame, I hope you can find someone able to reinsert them. I wish i had the skills... nothing would make me happier than the translation of these games. I guess I'll have to resort to cheer you up!
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Gu4n
Uhnos
Keikaku Manager (TL note: Keikaku means plan)
Posts: 39
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Post by Gu4n on Jan 13, 2015 16:54:53 GMT -5
Exploring the executable - originally to see whether we can include the PC-98 music from Brandish VT, without success so far - led to the translation of menu items, area names and text strings from the information on the bottom left. This also allowed me to work on the font in the character selection menu, which means it now uses the 'normal' font ('Dee') rather than the roma-ji ('Dee'). The ailments ('Attributes' didn't fit) had to get shortened, so I hope it's clear - if not, let me know so we can discuss another four-letter-word instead. I translated ジン as 'Jinn', the magic currency, but again - I'm open to alternatives. Edit: Oops, the "Metals" in the screenshot should be "Medals". It's updated in the actual game, but not yet in the screenshot.
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Gu4n
Uhnos
Keikaku Manager (TL note: Keikaku means plan)
Posts: 39
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Post by Gu4n on May 15, 2015 9:16:52 GMT -5
Small update: Dee's route has been translated up to the first floor of the Fortress (under spoiler tag), one of the most stunning areas in the game. Lots of world-building and a horribly difficult boss going on in this part of the game, which makes it very interesting (and tricky to translate). For some reason, the tool by dawgtagg has problems with handling the scene depicted below. It renders Mermelada's name as "Ahgo-fungo", which - a funky name in its own right - shouldn't be there. If the script of that scene is left untouched, her name is rendered as "Mermelada". We're looking into a solution for this, but for now I considered it too minor to halt the entire project.
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Post by SkyeWelse on May 15, 2015 11:17:09 GMT -5
Looks like it's really coming along well so far. I'm enjoying these screenshots. : )
Hopefully you all can find the issue with the tool.
-Thomas
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Gu4n
Uhnos
Keikaku Manager (TL note: Keikaku means plan)
Posts: 39
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Post by Gu4n on May 16, 2015 17:06:37 GMT -5
Today, I had ample time to work on the translations and got to beyond the (first) major plot twist in the Sanctuary. That means I have two areas and some bosses left. Unfortunately, days like these are spare. Also, in the end I got bored with translating in 36 characters (that's the amount of characters that fits in one line) and expanded the translation blog a bit with background information on the setting of Brandish 4. I think it's pretty interesting, so make sure you give it a read if your schedule allows it: br4tr.tumblr.com/stories/backbone
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Gu4n
Uhnos
Keikaku Manager (TL note: Keikaku means plan)
Posts: 39
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Post by Gu4n on May 20, 2015 7:23:56 GMT -5
The translation of Dee's scenario has been finished! Though I say 'finished', there's still a lot of work to do before we can ship out a new patch: - Translate text strings specific for the Chaos path, which is jdkluv playing through right now;
- Dialogues with shopkeepers, both the generic shopkeeper lines and dialogues that follow from clicking on items (or body parts) in their stores;
- Items, both the names and descriptions, which will be challenging due to the highly limited space originally designed for kanji;
- The wall plaques, with their vague hints (ca. 40% right now) -- Gina's explanations of the hints are enormous at times, so this will not be part of the patch.
- Dialogue choices, stored in the executable with highly limited character lengths;
- The names of monsters, also stored in the executable with the same restrictions
Though there is still a lot of work left, having tackled the core mentioned above means that Clare's, Quien's, Mermelada's and the unlockable fifth playable character's path can be released episodically.
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Post by Xalphenos on May 20, 2015 7:59:42 GMT -5
- Items, both the names and descriptions, which will be challenging due to the highly limited space originally designed for kanji;
- Dialogue choices, stored in the executable with highly limited character lengths;
- The names of monsters, also stored in the executable with the same restrictions
Are these space limitations in the EXE, ie not enough bytes between strings, or space on the game screen. If the former it should be relatively easy to move the strings around. How good are you with pointers?
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Gu4n
Uhnos
Keikaku Manager (TL note: Keikaku means plan)
Posts: 39
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Post by Gu4n on May 20, 2015 8:08:21 GMT -5
- Items, both the names and descriptions, which will be challenging due to the highly limited space originally designed for kanji;
- Dialogue choices, stored in the executable with highly limited character lengths;
- The names of monsters, also stored in the executable with the same restrictions
Are these space limitations in the EXE, ie not enough bytes between strings, or space on the game screen. If the former it should be relatively easy to move the strings around. How good are you with pointers? Mostly space limitations in the EXE. On the game screen there's space for about 16 characters. I have no experience whatsoever with pointers -- all text replacements within the EXE so far have been done within the space limits of the EXE.
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Post by Xalphenos on May 20, 2015 9:23:08 GMT -5
Ok pointers are pretty easy once you know what to look for. This will be pretty generic but may help.
Pointers are usually 4 bytes containing the location of your text. In X86 it will be in reverse order and have the base address added to it. So if you pointer is say 0x12345678 your pointer would be 0x78563412. Look up Endianness if you're curious.
The base address is usually 0x400000 for pc stuff but not always. Again I'm being generic. So if you have a text string at say 0x013CF6 you would ad the base address and get 0x413CF6 reverse the Endianness and get 0xF63C41. Do a hex search for that and you should find your pointer. Though if you are unsure of the base address leave off the 41. You may get more false positives though.
Sometimes the pointers are grouped all together, what romhackers usually call a pointer table, usually right above the text in question. However in a lot of older pc games there will be individual calls to printfs with hard coded pointers in the call. It makes the pointers a little less obvious but still findable.
So find the pointer. As a test add 1 or 2 to the pointer and see if it starts the word at the next character instead. If it does you have found the pointer. Then just change the pointer to another location with enough space to hold your text string.
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Post by asi85 on May 20, 2015 22:57:23 GMT -5
Congratulations on your work, keep at it!
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Post by AArmanFV on Oct 17, 2015 22:32:22 GMT -5
This project is still ongoing?
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Post by anthelon on Sept 11, 2017 8:28:59 GMT -5
What happened to this Project? it... die? that's a shame :c Brandish is a worth game to play but the languague is a big barrier for a lot of people
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RyuKisargi
Chryolos
Beating a Dead Horse
BAP BAP BAP BAP BAP BAP!
Posts: 554
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Post by RyuKisargi on May 10, 2018 21:19:25 GMT -5
Hello out there! I'd love to play this.
... jesus I posted on this thread eight years ago
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