As per usual…. my apologies for having a life and whatnot..
But yes, we are alive and still (atleast giving the illusion of) working on uta! I updated the projects page and we are now past 12k lines mark with the script. Currenly the game is completely translated up to the scene of first meeting with Kuuya, and as before, the team burns with the desire to actually walk this project to the very end while struggling with real life interferences.
….some day, it will be done and we can die happy :)
As usual, updates have been far and between…. My apologies for that.
Allow me to explain a bit of what’s been going on ever since the last posts around christmas times.
First of all; Personal matters. I now have a girlfriend who im going to marry very soon, and hence my real life has been turned into something i have to now pay a lot of attention instead of being something i mostly ignored as an unneccessary nuisance before. Thats one thing, i havent given Utawarerumono the attention it requires, and for that my apologies.
secondly; the translation.
as sad as i am to say, we have not heard from Basic at all basically ever since january, and we have been unable to contact him at all, which means that the project is for the first time in it’s history in real jeopardy. If it comes to that, i will look for alternate sources to complete this patch, but not before i have had a definite confirmation that Basic wont do it. The OC in me prevents me from having anyone else work on it and compromise the steady quality and consistency of the script. This patch is still something primarily worked for ourselves, and after that, for other people to enjoy, and my perfectionism simply places the quality over extended periods of time, whether it be months or years… I do realize this will be a dissappointment for those to hear who were actually waiting for it to complete… i am sorry to say i have completely lost a timeframe for it’s completion now, and the future events will tell how it goes.
ps: BASIC IF YOU READ THIS, READ YOUR MAIL AND PLZ REPLY KTHX!
There was a minor fuckup regarding the domain renewal that caused it to expire for a day or 2, the issue has now been resolved and the site is back up and running.
And so we’ve all returned from our derpings and the crew is back together :P
there’s been all sorts of slowdowns for the start of the year, but those are now done with and we’re about to get back getting utawarerumono portable finally done.
Basic had a hard drive failure though, which slows us down a tiny bit, but nothing severe, so he’ll be back on track in a few days. And the dev side of the team has been derping off with itsuwari no kamen in the meantime, the game’s more or less fully reversed, from what i’ve been testing, the graphics edits work great, the text edits work great, and aside a minor issue with the font on some system messages, the UI text edits are also working (they work, they’re just written as full-width, and tbh, no idea if we are capable of fixing that without any actual debugging tools for ps3.) So far it only seems to affect several not so important things though, such as “loading data” or “DLC unlocked” and messages like that, totally annoying but not gamebreaking. Either way, research on uta2 continues while out main focus is getting uta1 done.
I’ll be going now and propably won’t be back before the year has changed so even though it’s still a day or so early, Merry christmas and happy new year everynyan!
I’ll be looking forward to what 2016 will bring for us to hack and translate :P (plz not another utawarerumono, we are overworked already!)
As said, it’s time Blacklabel sits down and enjoys the holidays for a bit before getting back to ze work on Utawarerumono again.. We’ll see what the new year brings us this time…
As the last thing for this year, I did prepare a tiny christmas gift for all the fellow Utawarerumono fans. :) Happy holidays~
Here you go..
– The team
Now…. i seriously have no idea why or what happened, but an user told me that commenting on the site is impossible because the text is black-on-black, and i’ve never had this issue myself with the site.. For whatever reason it’s always been gray for me, as it should be, but we did a couple tests and there seemed to be an actual issue that somehow concerned anyone else aside myself lol..
anyway, fixed, you should be able to see what you type now when making comments.
It looks like Basic will be a little more busy with things that are not Utawarerumono than he originally planned to, so just a heads up for anyone who happens to give a shit about us and our doings, resuming work on Uta1 will propably have to wait until Christmas and new year are over…
I havent heard of Basic in some days now and I’ll be halting my own doings in a few days to settle down for Christmas anyway so there won’t be much going on as far as projects go…
Today I sat down with a friend of mine, paulguy, who is also responsible for programming the first iteration of TPLCodec, the allmighty graphics decoder of Utawarerumono portable, and with him we took another look at this obscure piece of graphics that Itsuwari no Kamen likes to use. Out of every graphics file in the game (there are thousands and thousands of them) only 4 images use this method of encoding. It’s quite mindboggling really, first question coming to my mind was more or less like…. why? Well, god knows.
We spent a good deal of time discussing different methods of encoding graphics and examining patterns and possibilities and at the end of the day, was born png_deswiz.exe, the last piece of decoders needed for total graphics access on the game. Behind this more-than-a-little obscure swizzle algorithm lies the title screen, main menu, and more or less the entire battle interface of the game, along with the VN mode’s text bubbles and various other more or less visible graphics.
The algorithm behind these graphics was not an easy one by a longshot, and while I like to keep the exact algorithm undisclosed for now, i can say, that it was a serious pain in the ass to figure out what it was, before attempting to figure out how exactly to decode it. Huge thanks for Paulguy as usual for being the hands that code for me once again..