Translator found, moving forward!

Yes!

It happened, a translator was found and the project is actually going places now. The projects page has been brought up to date and we are hard at work with Binaryfail to get more and more of the engine side in shape. The translator goes by the name “Tommy” and according to himself, he will start working on the scripts after Christmas holidays are over, so somewhere during January.

The currently existing translations I made for menus et cetera will be re-checked and reworked if need be, but meanwhile have an eyefull of how it could look once ready.  Personally I’m so hyped it’s not even funny. (more up-to-date screenshots on the project page.)

uljm05410_0012

– ムギ

so…. the graphics

They suck in the psp version, compared to what they should be. They look generally okay for a while once you start playing the game, until you’ve played a while and start noticing how bad the quality of some of the graphics actually is. There’s loads of dithering everywhere and some graphics have been reduced to unfairly small palette sizes (16 colors works in some places but lets just face it, it doesnt have to be THAT low.)

in any case, there are more and less bad offenders when it comes to this, and things like the textbox graphic of the game are one of the worse ones.

 

Long story short, to right this wrong, I set up to a journey I failed to finish a decade ago, and hack the ps2 version of the game in order to get some less sucky assets for the psp version.

it took blood and it took tears, and it also drove binaryfail mad while he had to put up with my stupidly detailed requests to code this and that to make things happen. But at the end of the day, we prevailed! I had finally finished what I failed to accomplist 10 years ago, and what transgen failed to deliver when they dropped their translation of the ps2 version. I had finally hacked it apart. The game did indeed not go down without a fight, the data container format, the graphics formats, and overall the entire structure of the game is a complete clusterfuck, but it was worth the journey!

now this is what i call an asset upgrade:

16color “large” soul render from the psp version as opposed to 256 color actually large soul render from the ps2 version.

l4slcg3200222

proper 256 color assets for soul graphics, menu graphics, text boxes, even character model textures if I so wish to replace them (propably not.) Gone are the badly converted 16-color images, inconsistent character portraits with broken color palettes, this patch will continue forwards, and it will be fucking fabulous!

– ムギ

Zill O’ll infinite plus added to projects

zill_oll_infinite_plus_256

Zill O’ll infinite plus is another of my forever projects that picked up some wind recently.

Figured I’ll add it to the list, and I might or might not release a properly working menu translation patch for it to replace the awful machine translation mess I made back in 2013.

in any case, it’s another of the forever projects category and more or less serves to keep me away from being bored to death while im waiting for basic to work more scripts for utawarerumono portable.

 

– ムギ

i found a funny

I dont usually post much useless crap (aside all the useless crap I post… which is basically everything on the site.) but anyway, I found this funny enough I figured i’ll share :P

c055

Protip: pay attention to the laptop. Apparently NERV hands out HAL 9000’s to their staff :P

 

on a side note, graphics work on PS2 version of Girlfriend of steel is coming along, it’ll be done within some hours of effective work time, which translates to propably few days of time. I only work on the game on the side of more interesting things. The game’s text engine is a mess of it’s own and it’s in progress of being sorted out, more on that later. The script access itself is not an issue, it has already been sorted out and script editing is as much accessible as it is on the psp version (aka total control of graphics, text and animations.) It is another note worth of interest. The ps2 version does actually contain most if not all of the original pc version graphics, but is not using them. This includes tons and tons of animated scenes that were not animated either on the ps2 or the psp version. But unlike the psp version, the ps2 version still contains the commented out animation code. I might or might not restore some of it, because why not.

ムギ

progress!

hooray…. or something.

But yeah, GFOS 2 finally went into testing phase, about time too i guess, considering that i’ve been sitting on this patch for a year now and it really doesnt have much to it anymore. The script has been fully done for 2 forevers now and same goes to all the relevant graphics and whatnot.

A friend of mine finally took it upon himself to play through the thing to see that it’s all-ok. and once that’s done it should be release time.

oh well, we’ll see how long that takes xD

ムギ

up and dates :P

still here…. somewhat.

I put the project page of utawarerumono up to date and am working on more to come… hopefully a bit faster than what i’ve recently done. Either way, game’s fully translated up to meeting Karura now and looking good and working as intended so far.

uljm05458_00003

 

 

 

 

 

 

 

 

 

– ムギ