Thats right. Zill o’ll translation project has been cancelled. Permanently.
Thats right. Zill o’ll translation project has been cancelled. Permanently.
After a week or so of fighting with loop points, I finally finished importing the PS1 version soundtrack to the game,
60 tracks have been replaced, and one track that did not have a matching pair on the original had to be left alone. Not all that bad I guess…
the retro mod will be an optional treat with the translation pack for those like myself and our translator, Tom who prefer the original music over the remade one.
Sans that, we’re still hard at work with programming the gender variable function to the game’s text engine (since you can play both a male and a female protagonist, a change has to be made to differentiate him/her in the scripts.) It’s a little bothersome to have to deal with bonus features like this since japanese language doesn’t differentiate the genders it all has to be coded from scratch.
Fortunate for us, Binaryfail dug out some unused script codes which we will harness for this purpose.
As far as other updates go, the text tool now supports colored text, and a pile of new cosmetic fixes was put in place. Amongs them, I parsed together a fi for the character creator’s calendar page and with that, only things left to fix on the character creation are the menu selection hover thingies and some additional text centering (there is an issue with string lengths on few strings that also needs to be sorted out…. *facepalm*)
All in all, Tom has already demonstrated a piece of translation that fully translates some moments of one of the starting scenarios, and did some additional work on weaponsmith description texts.
….Small steps.. This game is quite the behemoth of workload…
Are we still alive ?
Yes, we are still alive (well, partially, more on that below.)
first things first, we have not died out and we have not disbanded, or dropped doing what we do. There are multiple reasons for the long silence though, mostly coming down to real life taking priority over hobbies and various slowdowns regarding ongoing projects. I figured it’s time to summarize a bit tho.
1 – Girlfriend of steel 2nd
the psp patch v.1.00 was released and is still pending few minor fixes so an update to that will eventually arrive. The importance of the fixes is more or less to rid myself of the annoying feeling that it has issues, as all of them are cosmetic and quite minor in severity.
The ps2 version of GFOS 2nd is what it is, we have script access, graphics access and whatnot yadda yadda. I will finish it off and propably fix the remaining errors on the psp version’s script while i do it since finishing the ps2 version requires writing the entire script in a new format to the ps2 version.
2 – Utawarerumono portable.
Here’s where the tears come to the cheeks of people.
No, Uta PSP is not and will not be abandoned unless i drop dead. Not discussable.
why it isn’t progressing is because of this. Basic simply dissappeared, he doesnt reply to emails, doesnt visit the irc channel and i have absolutely no way of contacting him at all. I am considering starting to look for another translator to finish the job, but so far haven’t done so. TL;DR: uta is currently on-hold.
3 – Zill O’ll infinite plus
Zill O’ll was taken as a project originally to keep us busy while basic works on the scripts of uta psp, but ever since that, a translator for zill was found, and the project really picked up from where it was.
we had some technical difficulties with the text dumping routine which are now resolved and a new version of the text tool was made. Tom has started translating the scripts and will resume it after i have updated him with the new correct script dumps.
Zill O’ll has tons and tons of work left to do, but a lot has already been archieved.
This game is nothing to take lightly though as far as workload goes, and I would dare to claim that in sheer complexity and workload it is the heaviest project we currently have by far (it’s disheartening how much easier it was to assest a complete dominance over a just-releasesd ps3 game than this decade old little rpg.)
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.)
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.
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!
….For now, we’ll see if it decides to assplode again in the near future.
the forum is falling apart from the code side and will be closed until i figure out why it’s doing so…
it never got much use anyway so i might just redo it if it comes to that, i’ve been wanting to get rid of the crappy myBB for a long time now anyways.
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.
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
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.