Even I might be able to make those work, so there, you could have your first image editor on board already if needed! I haven't looked into it intensely, but I have seen that there are standard NCGR, NCLR, NSCR, NANR, NCER and NARC (pack) image types in there, which should be fairly easy to edit using Tinke or Crystal Tile 2. So, what I'm trying to say in this roundabout way is, if you think you can, you can! Just make sure you can put your money where your mouth is before you put yourself out there, and you will do fine. (Talk about jumping in at the deep end!) It was rather out of my comfort zone for someone who can't say boo to a goose in real life, but you learn to overcome that shyness (and actually, become quite shameless when it came to advertising or asking for help, as it so happened )īut the team got it done, and I couldn't have been prouder of all of us. The first game I ever worked on was a multi-translator project that I led. In other words, if this is something you're serious about, don't sit around hoping someone else will come and organise a translation project for you, start your own. Through my brief time in the community, I've learnt that you shouldn't try to rely on others too much, at least until you've proved that you yourself are reliable. Although, having been let down by translators who've been interested in helping and then disappeared before, my advice to you would be to dig into the game yourself, and see if you think it's feasible for you first, before involving other people. bat files, which might cause some issues since the item descriptions still need to be translated, although given how popular this game seems to be, I think if a committed revival project gets started, they'll have no trouble getting the hacking help needed.Īnd on that topic, would be a good person to ask about the uncommon image types, as they're still active. The lost tools by Takashio seem to be solely for editing the item and weapon parameter. You can view a list of them on the old wiki archive as a guide. There is some good news though most of files are in plain text format, which dramatically lowers the bar to entry to being able to get to and view the text that needs translating. But personally, I think that's half the fun! It's all going to be new to YOU, so there will always be a learning curve as you try to navigate it. Kind of a shame when you think about the work that's been lost, but pretty much inevitable when picking up an unfinished project, and is exactly what did when updating Zarcon's patch. In other words, its kind of like starting the project from fresh. I think half of the work with be pulling apart the resources from fluffybutt's patch, finding what's translated and what's not, and figuring out how it all works. There's not much in the way of documentation unfortunately. Hey, kudos to you for working up the nerve to post this! Work folder / errors contain error screen shot, how to fix it - i don't known :L Work folder / originals contain all unmodified materialsĦ. First - fix offsets in ItemClassDB.idf to use build-in English translation (only for item names), second - append strings to end ItemClassDB.idd and correct offsets in ItemClassDB.idfĥ. In ItemClassDB.exe realized two methods to inject English translation. Work folder / source / - file format for ItemClassDB.idf (using hex 010 Editor)Ĥ. Sources for all tools - work folder / sourceģ. Fixed incorrect file open mode in LocStrFile.rb on build locstr.binĢ. Start validator.exe from work folder (may be skipped)ġ. Edit dlgcmd.txt / ItemClassDB.txt / locstr.txt in work folderĢ. Rename Iron Master ROM to 4272.nds and place to work folderġ. Unpack 2014.11.08.zip from dropbox to work folderĤ. Install ruby to c:\Ruby21-圆4 (patches in batfiles are hardcoded)ģ. Download 32bit or 64 bit ruby installation from dropbox > software > rubyinstallerĢ. Short description - edit three machine translated text files and start 'make.bat', as output you get 4272.nds with translation.
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