EverDrive Forum

General => EverDrive 64 => Topic started by: ozidual on November 19, 2016, 06:32 PM

Title: Doshin the Giant 1
Post by: ozidual on November 19, 2016, 06:32 PM
Doshin the Giant Translation Patch
  Created by ozidual

Current Status: Translating, some enhancement hacking left

[Disclaimer] None of my patches have been created for sale including this one, and I would appreciate if they were not made available for sale.  I release patches as soon as they are complete and tested.  They are freely available instantly and always.  Money does not come into any part of the process.


-----------------------
   Current News
-----------------------

2018 - 06 Cart hack fixed so the game is now fully playable on N64 flash carts (Japanese, still no English patch)

2017 - 03 Translator Found!

2017 - 03 Pre-Translation Patch Released

The Patch Still Needs A Translator
The patch is ready for a translation
If you are interested or you know someone who is interested, please either PM me or email me: ozidual (at symbol) yahoo (dot) com



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   Downloads
--------------------

Below Cart Hack Fix + English Menus (apply to cart v1.1)
here (https://www.mediafire.com/file/7xv6u1xxfsm7iei/NUD-DKDJ-JPN_clean_oz_save_fixEMenus.zip/file)

Cart Hack Fix (Cart hack normally stops working after a few in-game days - this fixes that issue)
here (http://www.mediafire.com/file/1y25ocj2chgh0tf/NUD-DKDJ-JPN_%2528oz_save_fix%2529.zip/file) No longer needed, available pre-patched on LuigiBlood's site

Patch AND Full Text in need of translation:
here (https://www.mediafire.com/file/ws067vwlr0bu1vr/Translation_-_Textures%2C_Text%2C_and_Patch.zip/file)

Doshin the Giant GameCube Manual (English) [Warning: It's High Quality so it's a large download]
here (http://www.mediafire.com/file/e2a29bp9djbzb1c/Doshin_GC_Manual_English.zip)

Text in need of translation:
here (http://www.mediafire.com/file/1zffjqxumtmp2dv/Translation_-_Textures_and_Text.zip)


Doshin the Giant (Cart version) Clean patch1:
here (http://www.mediafire.com/file/mrhitvivzl3ljb8/NUD-DKDJ-JPNclean.zip) No longer needed, available pre-patched on LuigiBlood's site

Doshin the Giant Debug - Read the text document first:
here (http://www.mediafire.com/file/b5go11bbac3ys31/DoshinDebugV0.zip)
Not going to update for latest ROMs, use simple controller code below instead

1Note: This patch just removes all saved game data from the Cart version.  There is already a clean version of the Disk version. Sealed version is available on LuigiBlood's site


------------------------------------------
   Debug Menu Controller Code
------------------------------------------
(Press and hold below buttons holding A last while highlighting Start Game on the Main Menu)

R + Left C + Right C + Z + A*

* TYCONF.SU option 15 WILL CRASH PJ64 and an ED64v2.5 or below. All other flash carts and the 64DD itself function just fine with option 15. 

It works fine on the actual 64DD hardware, and even allows you to change Doshin's size with the left/right on the Dpad.  On the ED64 v2.5, it crashes the game during the intro and corrupts the SD card so that any game you load after that will be corrupted.  I had to use SD Formatter to reformat the card before it would work again.  Other options seem just fine.  I've played a couple days with day set to 48, Land overlay, Monyu A Time at 50, Monyu B Time at 50, 2nd Kyojin + on, and 3rd Kyojin + on.

It only works on new games, so you must either use a clean ROM or delete your save game.  The code has been tested on the cart version using an ED64 v2.5, v3.0 and 64drive, and on the disk version in PJ64 and on the 64DD using the actual disk.  Further instructions are available in the Debug v0 download include a patch that turns it on without the controller code.


---------
   Log
---------

2018 06 15 - Cart hack fix released to allow users to complete the game on a flash cart
2017 03 22 - Translator found!
2017 03 15 - Pre-Translation Patch Released
2017 02 18 - Debug Menu Controller Code Discovered
2017 02 17 - Night Comments expanded to allow for more characters
2017 01 08 - VWF code finished
2017 12 25 - Debug Menu patch released
2017 12 16 - Sodoru NA icon table found
2017 12 10 - First dump of text and textures to be translated
2017 12 08 - Clean patch released for the Cart version
2017 11 19 - Start of work on Doshin the Giant Translation


For other patches I've worked on, see:
Aroenai's Zelda Ocarina of Time and Majora's Mask patches (http://krikzz.com/forum/index.php?topic=5161.0)
Ozidual's Zelda Ocarina of Time patches (http://krikzz.com/forum/index.php?topic=5281.0)
Title: Re: Doshin the Giant 1
Post by: Kerr Avon on November 19, 2016, 09:51 PM
Fantastic! I can't help, sorry (I know no Japanese), but it will be great to have this translated.

Thanks to the hard work of people like you, it hopefully won't be too long before every N64 game is playable in English. Except for Superman 64, that's unplayable in any language  :o
Title: Re: Doshin the Giant 1
Post by: ozidual on November 22, 2016, 02:30 AM
OK, lets make this easier. 

Are you learning Japanese? Are you a pro, but just don't have time to translate even a portion of a game?  No matter what your skill is or how much time you have, these are for you: No Strings Attached Translations.

I'll post these regularly. If you send me your translations I'll make sure to mention you in my credits (probably not in game, but on websites and a file included with the patch).  If you want to be mentioned, please include a username that you go by in the email somewhere.  If you don't want to be mentioned, just say so.  If you just want to translate one of these, that's good enough too.

We'll start with these three one-liners:

Subject: NSAT#1

ヒカリ ニ ツツマレテル ミタイタ゛
オシイ キョシ゛ン ヲ ナクシマシタ
ホ゛ク コノ ヒト タ゛イスキサ!


Context: The humans make one-liner comments about Doshin the Giant as he sleeps.

Please PM me your translation, or if you are not a forum member feel free to email me: ozidual (at symbol) yahoo (dot) com.
Title: Re: Doshin the Giant 1
Post by: blecky on November 22, 2016, 08:59 AM
Note sure if it's relevant, but there is an EU port of the game for Gamecube. I wonder how much of the translated text from that is usable?

Edit: Just looking at the Gamecube ISO. You can extract it out with gcit. In the extracted folders there is a textures directory, under there is all the text in tpl image formats. You can use wimgt to extract the text images out - http://szs.wiimm.de/wimgt/

wimgt.exe DECODE [image].tpl

If you want ozidual, I can extract them all out for you if you think this is useful. If I can find the Japanese ISO I can also create a comparison directory structure for the Japanese VS English text as well.

Edit2: Here's all the end of day villager text:

http://imgur.com/a/L8Mja

I also found a rough translation guide - http://www.ign.com/faqs/2007/kyojin-no-doshin-1-walkthrough-translation-faqguide-773664
Title: Re: Doshin the Giant 1
Post by: ozidual on November 22, 2016, 07:26 PM
You are correct. That's actually how I have some of the translated text.  There is at least 1/3 of the game text that either did not make it to the Gamecube or was changed for the Gamecube version.  To further complicate things they re-wrote sections of the text that they did use.

I have the Japanese Gamecube disc to match up with the EU disc, and I'm going character by character comparing the Japanese Gamecube text with the 64DD text.  If it matches at least 99%, then I use the English text that matches the Japanese Gamecube text.  If not, I try to find ways to compare and contrast it.  Oh, and there is some text that made it 64DD to Gamecube-J, but not to Gamecube-E.  One bonus is that it will be easier to translate to the other languages on the Gamecube EU disc.  I should finish with text comparisons in December, but as you can see there will still be portions left to translate. 

I have seen the rough translation guide, but I'm trying not to use it.  I am not a translator and I know there are many things that can be missed in converting translated text.  That said, if I cannot find someone to help with translations I may go that route.  It will be difficult since I cannot match his text with the Japanese text since he translated it as he played the game rather than the way the text is stored.  Best case scenario, I'd find someone to re-translate the whole game since it seems like there is a lot of text that was dumbed down for English speakers.  I'd settle for help translating the remaining text though.

That is the end of day villager text - note it's in 5 files.  The Japanese version stores all 5 in one large image file which has all of the comments mashed together anywhere they will fit.  I tried matching the two, but a comment from English file 1 can be right next to a comment from English file 2, etc etc.  That is the text I have listed for the No Strings Attached Translation.  I tried a popular translator program out there and it made some "interesting" translations which don't match anything :)

There is also some hacking to do.  I would like VWF if I can figure it out - at least for the Monument List, possibly for the human comments.  It seems like there may be some problems with saving, but I need to research further.  There are also some problems with RTC if you have an Everdrive 2.0/2.5 (as I do).  EDIT: I should say I am not going to break the RTC, just change how it handles errors if the RTC gives a time earlier than the save time.

Thank you for your research blecky - I welcome any other research like this.  If there are things I am missing, please let me know!
Title: Re: Doshin the Giant 1
Post by: blecky on November 23, 2016, 01:07 PM
Cool, I thought you might have already looked down that path and found issues (I've only played the GC version, but would still love to see the N64 version translated) :). At the very least documenting the tools/advice/procedure might spark someone to do a translation/hack of another game.

I do have a Japanese friend who is a TESOL teacher who should be able to translate a bunch of text for you (I'd rather not bother them with multiple smaller requests as they are a bit busy).

Once you do get the text you need translated together I will pass it onto them. If you want to just group up the texture files, rather than transcribing them I can pass them along like that if it makes it easier for you.
Title: Re: Doshin the Giant 1
Post by: ozidual on November 23, 2016, 05:41 PM
Doshin 64 seems like it has a lot of potential.  In it's current form though, it's just frustrating for someone new to the game.  No matter what happens I want to make the experience as fun as possible.

Thanks!  Once I figure out all of the text I'll probably post a zip file on here with a mixture of textures and text.  Even if your friend could put a couple of hours into it, that would be great!

This week has been a little slow for hacking due to the holidays and next week I have some work to do on Zelda 64, but hopefully I'll get something posted by mid-December.
Title: Re: Doshin the Giant 1
Post by: Kerr Avon on November 23, 2016, 08:32 PM
Doshin 64 seems like it has a lot of potential.  In it's current form though, it's just frustrating for someone new to the game.  No matter what happens I want to make the experience as fun as possible.

That's how I feel about SimCity 64. I'll never know why Nintendo didn't release the best Japanese-only games (be they cartridge or 64DD based) in NTSC and PAL format. I mean, the games were finished and released, so 99% of the work was done, anyway, so why not translate them, make any other minor changes necessary, and release them for the rest of the world to enjoy.
Title: Re: Doshin the Giant 1
Post by: nuu on November 29, 2016, 08:46 PM
Doshin 64 seems like it has a lot of potential.  In it's current form though, it's just frustrating for someone new to the game.  No matter what happens I want to make the experience as fun as possible.

That's how I feel about SimCity 64. I'll never know why Nintendo didn't release the best Japanese-only games (be they cartridge or 64DD based) in NTSC and PAL format. I mean, the games were finished and released, so 99% of the work was done, anyway, so why not translate them, make any other minor changes necessary, and release them for the rest of the world to enjoy.
In SimCity 64s case it's easy: The 64DD was released very late and didn't sell even in Japan, they couldn't affoard to release it in other countries as well. In most cases it's because the games weren't expected to sell enough to cover the costs to publish it in other countries. No matter how great the games were, it's the very unfortunate truth.


Are you learning Japanese? Are you a pro, but just don't have time to translate even a portion of a game?  No matter what your skill is or how much time you have, these are for you: No Strings Attached Translations.

I'll post these regularly. If you send me your translations I'll make sure to mention you in my credits (probably not in game, but on websites and a file included with the patch).  If you want to be mentioned, please include a username that you go by in the email somewhere.  If you don't want to be mentioned, just say so.  If you just want to translate one of these, that's good enough too.

We'll start with these three one-liners:

Subject: NSAT#1

ヒカリ ニ ツツマレテル ミタイタ゛
オシイ キョシ゛ン ヲ ナクシマシタ
ホ゛ク コノ ヒト タ゛イスキサ!


Context: The humans make one-liner comments about Doshin the Giant as he sleeps.
I'm trying to learn Japanese but I'm not that good yet. I'm rewriting it so it becomes more readable:
ヒカリ ニ ツツマレテル ミタイダ
オシイ キョジン ヲ ナクシマシタ
ボク コノ ヒト ダイスキサ!

"It seems like it's covered in light"
"The precious giant was lost"
"I love this person!"

I translated オシイ キョジン to precious giant but oshii may mean many things including: close (as when almost hitting a target), dissapointing, precious, too good for or deserving better. Is it a common phrase in the game? I may need more context.
Title: Re: Doshin the Giant 1
Post by: Kerr Avon on November 29, 2016, 09:26 PM
Quote
Quote

That's how I feel about SimCity 64. I'll never know why Nintendo didn't release the best Japanese-only games (be they cartridge or 64DD based) in NTSC and PAL format. I mean, the games were finished and released, so 99% of the work was done, anyway, so why not translate them, make any other minor changes necessary, and release them for the rest of the world to enjoy.


In SimCity 64s case it's easy: The 64DD was released very late and didn't sell even in Japan, they couldn't affoard to release it in other countries as well. In most cases it's because the games weren't expected to sell enough to cover the costs to publish it in other countries. No matter how great the games were, it's the very unfortunate truth.

I suppose. I know we PAL users were lucky to get Super Smash Bros. at all, at least one British magazine took the step of getting a petition up, if I recall correctly. Otherwise we might have missed out on that classic.
Title: Re: Doshin the Giant 1
Post by: ozidual on November 30, 2016, 02:34 AM
Thanks nuu!!  I might not have time tonight, but I'll try to add more by tomorrow along with better context.

EDIT

Here are 3 more (NSAT#2):

オカケ゛_テ゛_ヤルキ_カ゛_ワイテキタヨ
アハ゛ヨ_オレタチノアコカ゛レ・・・
ハート_カラ_オンカ゛ク_カ゛_キコエル・・・

Here's a little more background:

You're a giant that comes out of the water once in a long time.  You visit these islands with villagers and try to help them out.  Like a god sometimes they fear you, sometimes they love you, but a lot of the time it's in between.  Doing good things makes you grow in size, strength, and speed.  Doing bad reverses that.  Your main ability is to raise and lower the land, and to make it more/less hospitable.  Also you sometimes fight natural disasters.

At sundown you fall asleep.  During the night, the villagers huddle around your sleeping body and say 5 things about you which I assume tie in with what you did during the day.  The next day you start brand new.

The text you're translating is that nighttime text.  I have a list of phrases in English that might match up with the Japanese text (if they didn't change it completely for the Gamecube), but unlike other text, I have no way of matching it up properly.  If your translation works better, I will probably use your text :)

Again, thank you!

Title: Re: Doshin the Giant 1
Post by: nuu on December 02, 2016, 11:05 PM
オカゲデ ヤルキ ガ ワイキタヨ
アバヨ オレタチ ノ アコガレ・・・
ハート カラ オンガク ガ キコエル・・・

"Thanks to that, motivation is welling up"
"Good-bye, our admiration..."
"Music is heard from the heart"

These are translated from a general point of view. A better translation may be possible if I knew the subject and sometimes object in each sentence. Subject isn't clear in the sentences and must be understood from context. If the context is people making comments when the giant is sleeping, my first guess is that the subject is the speaker him/herself and the object is the giant in most of the sentences.
If that is the case we can rephrase the sentences a bit:

"I'm brimming over with motivation thanks to that/him"
"Good-bye, our admired giant"
"I can hear music coming from the/my heart"

Also there are several possibilities with some of the words:
ヤルキ - willingness, eagerness, motivation, inspiration, determination, high aspirations
アバヨ - good-bye, farewell, see you (it may be used in a more colloquial way sometimes)
アコガレ - yearning, longing, aspiration, admiration, object of attraction

Maybe I have to play the game to get the impression of what exactly they mean at times. But it may not always be necessary to understand exactly what the dialog writer meant in every case, and it may even supposed to be a little unclear at times. If you just hear random comments from random people out of context, you might not to be supposed to understand exactly what they are talking about, but just get a little glimpse of it and intepret it your own way. In that case it's more important that the sentences sounds natural and convey that spirit so to say. I am interested in seeing how the Gamecube translators intepreted it though.
Title: Re: Doshin the Giant 1
Post by: ozidual on December 03, 2016, 05:36 AM
NSAT#3

ヒャクセンレンマ_タ゛ネ
アタラシイ_セカイノ_キシ゛ュン_ヲ_エタ
トニカク_タイリョクタ゛ケ_ハ_アッタヨネ

Basically, it's villagers saying things about Doshin the Giant.  Either to Doshin or to the other villagers.  I sent you some other stuff that might help too.

Again, thank you!
Title: Re: Doshin the Giant 1
Post by: nuu on December 06, 2016, 08:50 PM
ヒャクセンレンマ ダネ
アタラシイセカイノ キジュン ヲ エタ
トニカク タイリョク ダケ ハ アッタヨネ
"You are a real veteran."
"We recieved a standard for the new world."
"Anyway stamina is all he had."

The second one might be E4-23 in the file you sent: "We set new rule for the land."
My translation is more literal though. Grammatically it's the world (セカイ) that's new and not the rule (キジュン) if I'm going to be picky. But キジュン could be translated to standard, norm, rule, criterion etc. so just take what sounds best.
Title: Re: Doshin the Giant 1
Post by: ozidual on December 08, 2016, 09:07 PM
Small update.  Check the main post for a patch that removes save data from the Cart version.  It is nothing special and has no other updates.  I was mapping the save data for other purposes and decided to create this patch since a clean Disk version already exists.  It is not fully tested so I may have missed something, but it seems to function properly.

What I'm doing now is a learning process and will probably be slow, so don't expect major updates for a time.

NSAT #4

ミライ_ニ_ヨロシク
アテ゛ィオス_アミーコ゛
マエノメリ_テ゛_イキテタネ
Title: Re: Doshin the Giant 1
Post by: nuu on December 09, 2016, 07:33 PM
ミライ ニ ヨロシク
アディオス アミーゴ
マエノメリ デ イキテタネ
"Say hello to the future from me."
"Adios amigo!"
"You were living by pitching forwards."
I'm not familiar with マエノメリ but it seems to mean pitching forward, or enthusiastic so the comment is probably about the giant's life style always being looking forward. It sounds like the giant is dead because the verb is in the past form (lived).
Title: Re: Doshin the Giant 1
Post by: ozidual on December 10, 2016, 04:38 AM
Another update.  I finished pulling the text that needs to be translated in both texture and text form.  I've added it as a zip file to the main post.  It only includes the text that needs to be translated, not the text already translated.  Though it does include the full Monument List even though large portions of it are already translated.  There are still sentences for each monument that don't match up between 64DD and GC J.

As usual, any help would be greatly appreciated.  Even if you can only do a small part of it.  If you would like me to make changes to how it is presented too, I can definitely do that.  I'll continue to do the NSATs as well.

Thanks nuu!  Here's the next set:

NSAT#6

ショウフ゛_ニ_テ゛テタナ
ヨーク_カラタ゛_カ゛_ホク゛レテ_オリマス
シ゛ユウ_ト_イウモノヲ_ミセテモラッタ

Title: Re: Doshin the Giant 1
Post by: nuu on December 10, 2016, 02:41 PM
It's starting to get harder. I'm not sure my limited skills is up for it.

ショウブ ニ デテタナ
ヨーク カラダ ガ ホグレテオリマス
ジユウ ト イウモノヲ ミセテモラッタ

"It/he/she/that appeared in a/the fight"
"The yooku body came loose" (using a very formal language)
"I was shown the thing called freedom"

I have no idea what yooku is supposed to be. It could be York or yoke but neither makes much sense.
Title: Re: Doshin the Giant 1
Post by: ozidual on December 13, 2016, 06:30 AM
Could it be yolk?

NSAT#7

サイコ゛ウタカモリ_カ゛_トモタ゛チニ_ナリタカ゛ッテル
キミノ_テ_ヲ_ニキ゛ラセテクレ
イイ_キモチ_タ゛ロ?
Title: Re: Doshin the Giant 1
Post by: ozidual on December 16, 2016, 06:03 AM
Still making progress.  I found the table of symbols for Sodoru's in-game dialogue (hearts, skulls, buttons, etc.) and can now shift those around.  I know a little bit more about Night Comments.  I'm currently concentrating on mapping out the Morning Comments/Monument List scrolling text, which may take some time.  I have a good general idea of how it works and just need to go more in depth.

From time to time I'm looking into some Cart version problems too.  Twice now I've had games get stuck in "Ground Hog Day" mode where the same day repeats itself.  The day advances normally if I do nothing at all and just let Doshin sleep.  It's affecting both ED64 v2.5 and v3.0 currently.  I haven't put too much time into the Disk version beyond using it to check through code, so I assume that's working just fine, especially with LuigiBlood's new PJ64 64DD update.
Title: Re: Doshin the Giant 1
Post by: nuu on December 16, 2016, 04:05 PM
Yolk as in egg yolk? If it's pronounced similar to yoke it might be. And it sounds like it does according to this video: https://www.youtube.com/watch?v=PcCHZewcc5s
I missread the text earlier and have now corrected it. Still doesn't make that much sense, but if we assume ヨーク is yolk it could be a reference to the giant's body color.

サイゴウタカモリ ガ トモダチニ ナリタガッテル
キミノ テ ヲ ニギラセテクレ
イイ キモチ ダロ?
"My/our/your/the friend(s) wants the final/latest song." (I don't know what "kamori" is)
"Would you let me hold your hand?"
"Doesn't it feel good?"
Title: Re: Doshin the Giant 1
Post by: ozidual on December 20, 2016, 06:38 AM
Yep yolk sounds almost exactly like yoke.  I'll see if I can find a match to it anywhere else because that is an odd one.  Still beats online translators which give absolutely useless stuff :)  Once again, thank you nuu!

NSAT #8

アラ_イイカセ゛
ナニカ゛_オコッテモ_オカシクナイノサ
ナントイッテ_ヨイ_モノヤラ・・・

The past few days have been spent focusing on creating some save files up to the end so I can test various things.  No hacking done.  The next few weeks will probably be pretty slow with Christmas and New Year's.  I'd like to make one breakthrough during that time, but we'll see.
Title: Re: Doshin the Giant 1
Post by: ozidual on December 23, 2016, 04:59 AM
Keep an eye out here on Christmas Day.  I think I found something which should be ready by then.  No translation.  Something else.
Title: Re: Doshin the Giant 1
Post by: Kerr Avon on December 23, 2016, 06:33 PM
Keep an eye out here on Christmas Day.  I think I found something which should be ready by then.  No translation.  Something else.

Intriguing!
Title: Re: Doshin the Giant 1
Post by: ozidual on December 25, 2016, 06:05 AM
Merry Christmas!  Here it is - Doshin the Giant 1 Debug Menu v0!

http://www.mediafire.com/file/b5go11bbac3ys31/DoshinDebugV0.zip

Everything you need should be in there.  I highly recommend reading the text document as a starting point.  This is not the finalized version (hence v0), but it is usable.  It's the same code for the Demo, so I threw that in too though I have not tested that at all.  I only had a couple hours to put into testing everything, so there are definitely secrets still locked away in the Debug menus.  Feel free to post anything you find and I'll update a help document for everyone.

When I was modifying code for Zelda OoT, I used the debug code as a safe place to inject new code and store tables.  So, when I saw Debug mentioned in the text area of Doshin, I started to trace it back.  I found a branch jumping over the code and removed it.  Voila - the original Debug Menu.

There are better ways of doing this beside NOPing a branch (for v0), and I plan to go back to it eventually.  Also, the most useful Debug option is currently broken.  I am right in the middle of variable width fonts and want to finish that first.  I do not know how long any of this will take, but Debug is on the list now.  I also do not know if the Translation and Debug can co-exist.  We'll see.  If not, I will create a Debug version that has as much translated as possible.

Enjoy the holidays!  I may or may not be online on Christmas Day or for the next few days.
Title: Re: Doshin the Giant 1
Post by: ozidual on January 07, 2017, 06:47 AM
Sorry, no updates in a while.  I'm in the middle of the VWF (variable width font) code right now.  The barebones of it seems to be working, but I need to add in more code and tweak the spacing table.

This affects all text in the game that is not a texture (like a picture) or NOW LOADING or the Night Comments (which has it's own system tied in with NOW LOADING).

After I finish this VWF code, I may pause my work here to work on SimCity 64 for a time.  I am not abandoning this project.  I still plan to have the Doshin code complete well before SimCity 64 (though Doshin Debug might wait until after SimCity).  I have some Zelda code (not for my patches) that I need to finish as well which I'll fit in somehow.
Title: Re: Doshin the Giant 1
Post by: ozidual on January 08, 2017, 08:17 AM
Late night, but the VWF is pretty much done.  Just a few tiny tweaks.  Here's the before and after:

Before (http://www.mediafire.com/view/ms4nkda0aacmgq6/noVWF.png)
After (http://www.mediafire.com/view/t6cw09m4vg2srxb/VWFalmost.png)

I tried to insert them into the post for easy viewing, but I'm just not getting it and I need sleep.  Maybe I'll fix it tomorrow.

EDIT: Hmmm.. I'm trying to decide if this bothers me enough to do some major hacking to allow more characters per line:

Testing (http://www.mediafire.com/view/rkeqw3fnlt4ff8l/VWFAlmost2.png)

I might be able to center it or at least indent it from the left side to improve the looks. We'll see.
Title: Re: Doshin the Giant 1
Post by: ozidual on January 21, 2017, 05:36 AM
I haven't had much time for anything recently.  Since it takes an hour or so to make a hacking session useful, I've spent the few minutes here and there that I have cleaning up my Doshin notes and posting them on romhacking's wiki:

http://datacrystal.romhacking.net/wiki/Kyojin_no_Doshin
http://datacrystal.romhacking.net/wiki/Kyojin_no_Doshin:ROM_map

I still plan to complete this project, but since I'm not posting patches until near the end, I feel safer having some of my notes available online.
Title: Re: Doshin the Giant 1
Post by: Kerr Avon on January 21, 2017, 02:47 PM
Thanks for the update, mate. I know I'm not the only one looking forward to this, and we can wait for as long as it takes, and when it's done then it will be available for ever (to misquote Shigeru Miyamoto!)
Title: Re: Doshin the Giant 1
Post by: ozidual on January 31, 2017, 05:30 PM
Just checking in.  I decided to expand the characters per line limit from 20 to 40.  If you look at my post from 1/8 where I showed pictures of the VWF, most lines don't even reach halfway across the screen.  There are ways to make that look better, but while working on Morning Text I realized this would be helpful across the board.  Everything was progressing fine until I ran into some random crashes so I decided to take a break from it this week and go back to it next week.  It has some calls to what I assume is the IPL which I cannot trace or modify, so its entirely possible that this isn't doable.  The VWF is complete though, and looking quite nice if I do say so myself :)

In the meantime, I'm doing some work on other games.  I'll try to post here every couple of weeks to talk about the progress.
Title: Re: Doshin the Giant 1
Post by: Kerr Avon on February 01, 2017, 05:23 PM
Have you made any progress with SimCity 64's translation? I was surprised that Nintendo didn't release it on the Wii's Virtual Console service (in English), as I'd have thought it would have been very popular with Wii owners. They did it with Sin and Punishment, so why not SC64?

Anyway, thanks for keeping us informed, it's very interesting.
Title: Re: Doshin the Giant 1
Post by: ozidual on February 01, 2017, 09:57 PM
No real progress on SimCity 64.  I found a ton of textures with text and passed them on to Binkers87, but I know he has a lot of projects up in the air right now.  There are some sections of text where they cut the texture into multiple pieces which is going to be a HUGE pain to translate.  It's only a small portion of the text, but a huge pain. 

At some point, it might make more sense to play the game and do screen shots of the text textures because it is hard to make them out when the textures are just extracted.

I think the reason is that SimCity 64 is just so complex.
Title: Re: Doshin the Giant 1
Post by: Kerr Avon on February 02, 2017, 02:45 AM
No real progress on SimCity 64.  I found a ton of textures with text and passed them on to Binkers87, but I know he has a lot of projects up in the air right now.  There are some sections of text where they cut the texture into multiple pieces which is going to be a HUGE pain to translate.  It's only a small portion of the text, but a huge pain. 

At some point, it might make more sense to play the game and do screen shots of the text textures because it is hard to make them out when the textures are just extracted.

I think the reason is that SimCity 64 is just so complex.

Why was it done that way? Was it to save memory (by making the textures as large or small as need be so they could be used anywhere, so that, say, instead of having one texture that said "nowhere", they had two; "no", and "where", so either could be used on it's own where relevant)?

It always amazed me how much data could be stored on small (capacity) cartridges by skillful programmers. It's easy to get some idea of how well compressed data was on a cartridge game by zipping up the rom file, in many cases you won't see more than a few percent space saving, which is pretty impressive, I think.

Thanks for the reply, mate.
Title: Re: Doshin the Giant 1
Post by: ozidual on February 17, 2017, 06:09 AM
Doshin News!  The Night Comments have been expanded to allow for more letters. 

The hack:  Night Comments use a separate character set from just about everything else.  One that would not benefit from a VWF (the NOW LOADING text shows you an example of that character set).  Instead, I doubled the height of the text boxes which required adding a line break character and allowing the text to extend to a 2nd line.  I also had to fix the character counting function, since it was reading English text as half a character instead of a full character.

What's left:
1. Morning Comments need to expand beyond a single line per comment.
2. The "Delete Photo" textbox needs some tweaking
3. The "Delete Save Game" text box needs some tweaking
4. The Titles in Monument text need some tweaking
(5. Expand the characters per line limit beyond 20)

Number 1 will take some work.  2-4 should be pretty quick and simple.  5 would make text look a little better.  5 is in parenthesis because it's giving me trouble and may not be possible with my current knowledge.

@Kerr Avon: Sorry, I missed your question there.  My guess is that they created a function that helped them somehow, but the side effect was splitting up the images.  That or they're just plain mean :)  It probably was to save RAM, which could easily be a limiter for SimCity 64.
Title: Re: Doshin the Giant 1
Post by: ozidual on February 18, 2017, 12:40 AM
Update # 2 within 24 hours (see previous post for translation hack progress)!  Debug Menu code:

R + Left C + Right C + Z + A*

* DO NOT turn on TYCONF.SU option 15. Debug
On the ED64 v2.5, it crashes the game during the intro and corrupts the SD card so that any game you load after that will be corrupted.  I had to use SD Formatter to reformat the card before it would work again.  Other options seem just fine.  I've played a couple days with day set to 48, Land overlay, Monyu A Time at 50, Monyu B Time at 50, 2nd Kyojin + on, and 3rd Kyojin + on.

1. Go to the Title Screen Menu. 
2. Highlight Start Game.
3. Press and hold R + Left C + Right C + Z
4. While holding those, press A.
5. The Debug Menu will appear

I've confirmed it works on the Cart version on the ED64, and it should work on the original 64DD hardware as well.  It will not work if the save game is stuck, so for the default cart version you will need to erase the Save Game first.  The clean version will work just fine.

Within the Debug Menu:

C buttons change to different menus
Z/R increment by 1
A/B increment extremely fast

Enjoy!

Edited for clarity.
Title: Re: Doshin the Giant 1
Post by: ozidual on March 16, 2017, 04:23 AM
Done. (http://www.mediafire.com/file/qzmidnwi8ljsifs/Translation_-_Textures%2C_Text%2C_and_Patch.zip)

Before I get started: If you are working on the translation, please let me know.  I am going to be more active in recruiting translators.

The link above includes the textures to translate, the text to translate, and a patch for the Doshin Disk ROM (not the clean version).  I also included some documentation on how to re-insert translated text and textures.  I would still recommend working with me to add in the text, but if you know what you're doing you could do it yourself.  I just ask that you mention me in the final release.

The patch basically prepares the game for English text.  There is a VWF to make English characters look better and allow 20 characters per line vs the 14 original.  Any text piece that might need more than one line now has the option to flow to multiple lines.  I allowed the Night Comments text box to auto-expand to two lines since a VWF wouldn't work.  Don't attempt to use the Debug option on this patch.  I replaced most of the code for that, but haven't disabled the Debug Code yet.

There are a few additional changes that I would like to make:
   Expand the character limit to 40
   Fix the highlight box around the two Yes/No options

These are not necessary, so I am putting them aside until I have time later.  If a translation appears, I'll make them a higher priority.  I have a good start on both of these already.

Additionally, on the main page I'm including a link to the Doshin GameCube English Manual to provide a frame of reference for translators.  The 64DD game has more text than the GameCube game, specifically the Morning Text and different monuments, but it's the best I can do for now.  The 64DD manual is available at 64dd.org.
Title: Re: Doshin the Giant 1
Post by: Kerr Avon on March 16, 2017, 03:23 PM
Sorry mate, I'm not sure what this is (I'm not a technical person). Am I right in thinking that this is not a complete English translation, instead it's a template for an English (or other languages) translation, and you've extracted the Japanese text for Japanese speaking people to translate into English?

One thing I've never understood about a lot of Japanese games (mainly arcade games) is that they have both Japanese and English text on the same screen. I don't mean that they have both texts saying the same thing (which would make sense, as that way speakers of either language could understand what was displayed), but say the game text would be in Japanese, and the yet the game might say in English

Score: 230,761                         Lives: 3                     Island: 2

Why do some Japanese games mix languages like that? And in Japanese, do they use the western symbols for numbers (1, 2, 3, etc)?
Title: Re: Doshin the Giant 1
Post by: ozidual on March 16, 2017, 03:35 PM
Yup yup.  It's a pre-translation patch, so no English.  I'm basically saying that if I had a translation script today, the game would be fully playable in translated form not long after.  It would take a little time to insert the script, and I'd want to go through some testing, but I would hope to get it out in a couple of weeks.

The reason I posted it is two-fold.  One to show that the game is pretty much ready, and two so I'm no longer the only person out there with a copy of this game that can be translated.

From what I've read, English is taught in Japanese schools, and is an integral part of Japanese culture.  It's not so much mixing languages as an extension of Japanese.  Similar to how I can say Voila! and you'll expect some sort of magic trick to be completed.  Along those lines, the Doshin Debug menu is already mostly English, but there isn't any English in-game (beyond a Thanks during the credits).
Title: Re: Doshin the Giant 1
Post by: Kerr Avon on March 16, 2017, 05:23 PM
Yup yup.  It's a pre-translation patch, so no English.  I'm basically saying that if I had a translation script today, the game would be fully playable in translated form not long after.  It would take a little time to insert the script, and I'd want to go through some testing, but I would hope to get it out in a couple of weeks.

The reason I posted it is two-fold.  One to show that the game is pretty much ready, and two so I'm no longer the only person out there with a copy of this game that can be translated.

It's a very good idea. Anything that can potentially encourage people to work on translations is good for the community.


Quote
From what I've read, English is taught in Japanese schools, and is an integral part of Japanese culture.  It's not so much mixing languages as an extension of Japanese.  Similar to how I can say Voila! and you'll expect some sort of magic trick to be completed.  Along those lines, the Doshin Debug menu is already mostly English, but there isn't any English in-game (beyond a Thanks during the credits).

Oh right. That does make sense, with English being so prevalent world-wide.
Title: Re: Doshin the Giant 1
Post by: ozidual on March 31, 2017, 05:41 PM
Doshin the Giant now has a translator!

In working with the translator, there are a few more features I'm going to try to add to the patch.  The hacking part of the patch is still essentially ready.  The new features are more enhancements to add more text (not to change any gameplay). 

Work continues.
Title: Re: Doshin the Giant 1
Post by: Kerr Avon on March 31, 2017, 10:08 PM
Great news! Please keep us informed of your progress (it's been quiet here for the past few weeks).
Title: Re: Doshin the Giant 1
Post by: johnson on March 31, 2017, 11:09 PM
That's great ozidual I'm happy for your project
Title: Re: Doshin the Giant 1
Post by: ozidual on March 31, 2017, 11:51 PM
Great news! Please keep us informed of your progress (it's been quiet here for the past few weeks).

Will do!  Yeah it has been pretty quiet.  BOTW is definitely having its effect on the internet :) 


That's great ozidual I'm happy for your project

Thanks!
Title: Re: Doshin the Giant 1
Post by: ozidual on May 03, 2017, 03:09 AM
I haven't done an update in a while because there really isn't anything to update.  Still... it's been a while.  So here's what I've got:

The translation continues on schedule, but it takes time to translate.  That part will be done when it is done.  I have identified all of the parts to a new feature I would like to add to Doshin, but I haven't taken the time to put it all together yet.

What have I been doing?  Not much.  I'm giving myself a break from any major hacks for a time.  I was burning out trying to do too much stuff at once.  I did a little work on Aroenai's Zelda patches, some of which I'll add to my own Zelda patches.  I'm working from time to time on GCto1.0 and GCtoN64 patches for the updated Petrie's Challenge patch.  I also wrote a small simple program to help me with Zelda translations and Doshin translations (converting text to hex and generating tables).

I'll post another update if there's news, or if it's been a while since this update.  Even if I'm not posting I still check this forum and my messages daily.
Title: Re: Doshin the Giant 1
Post by: Aroenai on May 03, 2017, 03:50 AM
And we all appreciate your work!

I'm working on cleaning out some trailing spaces and misc formatting/translation fixes, so it may be a little bit until the fruits of Ozidual's labor will be apparent lol.
Title: Re: Doshin the Giant 1
Post by: whyat on January 11, 2018, 09:37 PM
I know this may be a bit of a necro bump,  but I need a bit of clarification. Does the debug code work on a commercial n64dd doshin disk with a commercial N64dd? I'm trying to figure out if it is something in the normal game that is accessible or only accessible through a patched rom written to a blue 64dd dev disk.
Title: Re: Doshin the Giant 1
Post by: ozidual on January 11, 2018, 10:04 PM
The code in this post:

https://krikzz.com/forum/index.php?topic=5882.msg48411#msg48411

* DO NOT turn on TYCONF.SU option 15. Debug

The code can be entered with just a controller - no need for a hacked ROM.  It should work on a 64DD, but I cannot test it since I do not own a 64DD.  It works on a Disk ROM in MAME and PJ64.  It works on the Cart Hack on the ED64 (v2.5 and v3.0). 

Read that post fully though.  There is one setting (I also listed above) you can set in the Debug Menu that crashes things.  In PJ64 and MAME, it just freezes the game.  On the ED64, it messes up the SD card.  You have to fully reformat it to get it working again.  I worry a little about what it might do on the original hardware (possibly overwrites part of the original ROM on the disk). 

Also note that you have to erase your save game to access the menu.  It only works on a fresh game.  It will stick with that fresh game though, so your saves will all be affected by the changes you make until you erase your save game again. 

There are some neat settings in there like a grid that overlays the land and spheres that will surround anything you can interact with.   It is fun to play with.  I still don't know what the majority of settings do since they aren't obvious, so if you find anything out, please post it here.  I'd love to know.


EDIT: An update on this project.  The translation is still in process.  There are some hacks left to do like adding subtitles to the spoken parts, increasing the characters per line to more than I think 20, and possibly add in lower case letters to the Night text.  None of these hacks are necessary.  If someone else takes over and finishes my translation hack with text, it'll still look decent.  Personally, I plan to do the final hacks when I have a translation.  It'll just be easier to do.  In the meantime I'm keeping busy with other translation hacks :)
Title: Re: Doshin the Giant 1
Post by: whyat on January 14, 2018, 06:21 AM
^^ thank you.
Title: Re: Doshin the Giant 1
Post by: ozidual on June 16, 2018, 05:51 AM
No translation yet but... I fixed the cart hack problem!  Download the fix here! (http://www.mediafire.com/file/1y25ocj2chgh0tf/NUD-DKDJ-JPN_%2528oz_save_fix%2529.zip/file)

In the past I called it the Ground Hog Day problem or something like that.  Basically the game only worked for a few days.  After that point, you'd finish a day, start a new day, and you'd begin at the beginning of the day you just finished.  There was also no morning text.

When you start a new day in Doshin, it pulls the current time, and sets an end time since each day lasts the same amount of time.  When a day finishes, it pulls the time again.  If the current time is less than or equal to that end time sometimes it saves, but at some point it doesn't anymore.  To create the Cart Hacks, Zoinkity had to remove the RTC code since it was 64DD specific.  Instead he hard coded the creation date for the game.  I spent a few weeks trying to restore RTC for Doshin with no luck.  I can get it, but then the controller doesn't work (they're tied together).  Instead, I hard coded the game so that every time it pulls the time, it actually pulls the end time, and adds about a day's (in game) worth of time to it.  So the current time pulled at the end of a day is always greater than the end time.

This means that you can now save your game mid-day (pause menu - choice 3).  You can play each day all the way through, and know for sure that the next day will start properly.  When you start that new day, you will get morning dialogue for 1 day as well. 

While digging through the time code, I found something else.  On a gamefaq out there, it mentions that if you start a day on January 1st, you'll get a surprise at the end of the day.  It is really just a single texture change, so not too exciting.  I did however find out that there are other similar single texture changes for: 2/14, 4/7, 7/4, 10/1, 10/15, and 12/24.  This may not possible in the cart hack since it is set for 11/5/1999.  I guess if you played enough days you'd get to 12/24 and 1/1.  Maybe?

Oh, one last thing.  I have confirmed from a couple of sources that turning on "option 15. Debug" in the debug menu does not crash an actual 64DD.  In fact, it works great, and you can even adjust Doshin's size by pressing left/right on the Dpad.
Title: Re: Doshin the Giant 1
Post by: Kerr Avon on August 06, 2018, 09:39 PM
Ozidual, is it possible to play the current Doshin the Giant 1 translation on an Everdrive 64? Apologies if I'm doing something wrong (I probably am...), but I can't find the translation for use on the ED64.
Title: Re: Doshin the Giant 1
Post by: ozidual on August 07, 2018, 12:17 AM
There will be, but no translation yet.

What I have released:
  - Patch for Cart Hack (otherwise the game stops working right after an in-game day or two)
  - Debug Menu controller code (one option does not work on ED64 v2-2.5)
  - Disk hack that has almost everything but the translation (not meant to work since it is still in Japanese).  This is more of a proof of translateability.

The translation is currently in limbo.  Last I heard, it had progressed far, but real life hit the translator hard so it's on his "to do someday" list now.  I'm not pushy since I have more than enough projects to work on :)

EDIT: Is there interest in just a menu translation?  Main menu and pause menu?  I could probably throw that together in relatively short order.
Title: Re: Doshin the Giant 1
Post by: ozidual on August 08, 2018, 06:17 AM
To play the game my first time through, I translated a bunch of it myself using machine translations and the GameCube version.  The menus were mostly from the GameCube version so I just ported them over to my cart hack fix.  The fonts in the textures may or may not have matched each other since I was testing fonts too.

Anyway, I added a patch to the main post with the Main Menu and the Pause Menu translated.  It's not much, and it's possible that it will change in the final translation, but there you go.  I do not plan to translate any of the gameplay or release any of my personal translation work for Doshin.  Too much of it was machine translated, and Doshin deserves better than that.  I might release a few more menu translations, but that's about it.  We'll see.

I still fully expect to release a full translation of Doshin some day.
Title: Re: Doshin the Giant 1
Post by: Kerr Avon on August 08, 2018, 08:08 PM
Ok mate, thanks.
Title: Re: Doshin the Giant 1
Post by: ozidual on December 27, 2019, 08:17 PM
I updated the patches in the links on the main post to apply to the latest ROMs available on LuigiBlood's site. 
Title: Re: Doshin the Giant 1
Post by: grifaz on July 04, 2020, 08:35 PM
Thanks so much for all of your work, ozidual.
Just a shy question as I think this is right now the only messaging board on the world wide web that's still active on this matter, is there still some work being done on this translation?
I'd like to forward a donation to you if funds are needed for the project.
Let me know if there is anything at all - apart from coding itself, I'm an absolute noob in that regard - that can be done to support you in this endeavour.
Title: Re: Doshin the Giant 1
Post by: ozidual on July 05, 2020, 02:26 AM
Thanks so much for all of your work, ozidual.
Just a shy question as I think this is right now the only messaging board on the world wide web that's still active on this matter, is there still some work being done on this translation?

I love questions!  I believe this project is dead in the water right now.  Way back in the day the translator needed a break.  I kept up with him from time to time, but I haven't heard from him in a couple years now.  I don't have any of the translated text so we're at step 1 on the translation portion.  I'd love to get back to working on Doshin 1!  I would probably need to update some stuff since this was my first translation project ever, but it's ready for text right now.  I've even made some notes on Doshin 2 and purchased a copy in the hopes that someday I could make it so both are translated and playable together.

I'd like to forward a donation to you if funds are needed for the project.

Thanks grifaz! But all of my work in these forums is done free of charge.  I don't accept money for work unless it's from the owners of the game.

Let me know if there is anything at all - apart from coding itself, I'm an absolute noob in that regard - that can be done to support you in this endeavour.

If you have any experience translating or know someone who would be interested in translating Doshin (not Google translate), I would brush off my notes and get right back into it!

Aside: The same goes for Sim City 64 just to get the word out there.

EDIT: Shiren 2 is still my priority now.  I just want to put that out there, but it is good sometimes to have a couple of projects going at once.
Title: Re: Doshin the Giant 1
Post by: grifaz on July 06, 2020, 12:58 AM
Thank you ozidual, you're a legend. I am unfortunately not far enough advanced in Japanese, I taught myself some 800 characters to read years ago but never put the knowledge to practical use. Shoot me a PM if any other work comes up in the future.
Title: Re: Doshin the Giant 1
Post by: VideogameScrapbook on October 31, 2020, 12:16 AM
Here's the Doshin the Giant GameCube English manual with the pages split to be in order. You can find it through my Google Drive shared folder under Manuals > Nintendo GameCube:
https://drive.google.com/drive/folders/1wiwd-v34ImTVyV_LTN8O8Hx3pTlZCqUz?usp=sharing

You can either use a CBZ reader program, or you can unzip the CBZ file to see the separate JPG files.

To create this, I used NConvert to losslessly split the earlier shared scanned JPEGs into two separate files, renamed the files based on page number, zipped the edited files, and renamed the file extension to cbz.
Title: Re: Doshin the Giant 1
Post by: ozidual on November 01, 2020, 02:36 AM
Here's the Doshin the Giant GameCube English manual with the pages split to be in order.

Nice work!  They look so much better split up like that :)  Thank you!