EverDrive Forum

General => EverDrive 64 => Topic started by: ozidual on January 10, 2019, 08:16 PM

Title: Shiren the Wanderer 2 N64 Translation
Post by: ozidual on January 10, 2019, 08:16 PM
I'm not updating this main post with the latest updates right now.  If you want to see the updates check out the latest posts.  The translation is moving very quickly and we hope to have it ready sometime next year (2020).

--

If you are playing Shiren on an ED64, you will need to modify your save_db.txt file (in the ED64 folder on your cart) to include the following line (or use the save_db.txt file from here (https://krikzz.com/forum/index.php?topic=6126.msg47751#msg47751)):

SI=3      (Fushigi no Dungeon - Furai no Shiren 2 - Oni Shuurai! Shiren Jou!)

If you have a 64drive, that also does not have Shiren's save set properly.  When you choose the game, change it to 256K before Loading.

--

A translator has approached me about translating this game.  I've passed him the full text, but we're still in the early stages.

Websites:
http://roadbikebeginners.com/n64-fuurainoshiren2-cheatcode/
http://roadbikebeginners.com/n64-fuurainoshiren2-debugmode/

Master code: F1032240 2400

Enter debug mode when you enter next dungeon floor: 80142F1F 0001

A better debug mode code has been created as well, and I will post it after the translation has been out for a while.


Original text (January 10, 2019)

It's Shiren the Wanderer 2. I started working on it again recently. I don't have much time to put towards it, but Shiren doesn't demand much time.

No patches to post yet, but I thought I'd throw this up here to make note as I progress through the hack.

In the interim, go pick up the three English Shiren games out there! I've put quite a few hours into Mystery Dungeon: Shiren the Wanderer for the DS. Great game.  Another one is Shiren the Wanderer (aka Shiren 3) for the Wii.  The final is Shiren the Wanderer 5 (aka The Tower of Fortune and the Dice of Fate) for the PS Vita.

There's also the SNES Shiren the Wanderer which was translated many years ago by Aeon Genesis.  The DS game is an official remake of that.
Title: Re: Mystery Translation in Progress
Post by: ozidual on January 10, 2019, 08:17 PM
The progress so far...

Way back at the end of 2017, I did some initial work on Shiren while in the middle of another project (https://krikzz.com/forum/index.php?topic=6982.0). That first Shiren patch didn't go so well, so last summer I started over.  So far I have:

1. Ascii patch (newer, trimmer, better)
2. VWF (the game already has a VWF for Japanese and English)
3. Created a Japanese to hex table
4. Ripped a good chunk of the text in hex form
5. Started an initial run of finding Japanese in textures
6. Started comparing text from the 2 English Shiren releases to match against the text in Shiren 2.
7. Created a spreadsheet to allow me to convert text to hex and back

Shiren has the worst Japanese encoding I have ever seen.  That is to say that there is no standard encoding.  Just 1100+ characters pulled from the full Japanese characterset.  It took a few weeks to put together an encoding table, and I've already found a couple characters that need fixing.

At some point, I threw all of the text into Google translate just to see what it was like. It's not playable, but it helps me verify everything.

(https://i.imgur.com/auLefkS.png)(https://i.imgur.com/oQKSnAM.png)
Title: Re: Mystery Translation in Progress
Post by: tbpbird on January 11, 2019, 09:50 AM
looks fun, cant wait to play it.
cheers
Title: Re: Mystery Translation in Progress
Post by: Kerr Avon on January 11, 2019, 02:56 PM
This is fantastic news! And it will be great to have another RPG on the N64, a genre that's sadly almost non-existent when compared to the libraries on other consoles.
Title: Re: Mystery Translation in Progress
Post by: Immorpher on January 11, 2019, 07:58 PM
Awesome, keep it up!
Title: Re: Mystery Translation in Progress
Post by: Shellshocker18 on January 15, 2019, 05:05 AM
Awesome! Remember I have completed save files and know where everything in the game and postgame is if anyone ever needs help. Gamehacking.org also has cheats your all going to need if anyone decides to play it. Without English you won't be getting through without dying until you've already beaten the game before and know what you're doing.
Title: Re: Mystery Translation in Progress
Post by: ozidual on January 16, 2019, 06:01 AM
Awesome! Remember I have completed save files and know where everything in the game and postgame is if anyone ever needs help. Gamehacking.org also has cheats your all going to need if anyone decides to play it. Without English you won't be getting through without dying until you've already beaten the game before and know what you're doing.

Thanks Shellshocker18!  Those may have to wait until I get a translator, but I'll keep them in mind if I need them.

At this point I think I've found all the text, and figured out how to make more space for it (both in RAM and in ROM).   Next step is to figure out what all of the text codes mean - there appear to be quite a lot of them.   Once I get that figured out, I can start putting together a list of text to translate. 

The hacking side of things is going pretty quickly even with the little time I have to put towards it.  The translation side of things is going to take quite a lot longer.
Title: Re: Mystery Translation in Progress
Post by: ozidual on January 18, 2019, 06:37 AM
Took a short break from code to fix the font.  Shiren had every letter starting at the same level, so decenders (g, j, p, q, y) were at the same level as all the other letters (note the lower case g and p in the 1st image).  It's still the exact same font, but with most characters shifted up 3 rows.

(https://i.imgur.com/oQKSnAM.png)(https://i.imgur.com/0uRkSR6.png)

Fixed that, but then found that there's still text out there that I haven't found.  It's about 50/50 whether the missed text is in the code or just a list of numbers somewhere.

(https://i.imgur.com/9kf7Rej.png)

The English characters are in two places right now - their original, unchanged place, which is encoded in 2 bytes, and their new, texture fixed place which is encoded in 1 byte.  The image above shows the old font (the numbers) next to the new font (the letters).

Remember, these are not officially translated, just machine translated to help me work on the game.
Title: Re: Mystery Translation in Progress
Post by: Immorpher on January 19, 2019, 04:19 AM
Nice seeing the progress.
Title: Re: Mystery Translation in Progress
Post by: ozidual on May 22, 2019, 06:35 AM
I know I said I put Shiren on hold, but...

(https://i.imgur.com/YvYINOb.png)

a translator approached me asking to work on it.  Getter Love is still my priority, but you may have noticed that the rate of hacks on GL is slowing down.  So during the down time (for me) I'm working on Shiren too.
Title: Re: Mystery Translation in Progress
Post by: Galron on May 22, 2019, 05:12 PM
Nice, having all the RPGs and Visual Novels translated is something I hope for!
Title: Re: Shiren 2 Translation
Post by: ozidual on June 04, 2019, 10:55 PM
Normally if a game requires a solid chunk of time, I'll work on other small hacks in between (usually Zelda stuff), but right now Shiren has lots of little hacks that need work.  So with the 10 minutes here or there, I can do things like this:

(https://i.imgur.com/Tu5SeS3.png)

I figured out how to modify the window widths so we can have longer menu names.  I also made some minor changes to textures and a handful of other changes.  I also realized that I haven't modified a single line of code in Shiren.  It already has a VWF and 1-byte text, which are the two major hacks I usually need to do.  Almost all of the work was getting the non-standard alphabet figured out and sorting out textures for letters and such.  Mind you, once I finish GL hacking, there are some hacks that will need to be implemented in Shiren such as:

Adding an 's' for multiple items (check for the number and then put an s on the end if needed)
Adding 'st', 'nd', 'rd', 'th' depending on placing
Changing Item options depending on the item (e.g. inserting items into a pot vs. pouring water into a different pot)

The translation is moving along fast and is focused mostly on the dungeon/item/monster text right now.   I think the first pass on most item names and descriptions, most monster names, and things like that has already been done.  It's pretty cool to see since this is the meat of the game.  There's a delay on the game dialogue right now until I can get the text extracted in a way that is easy to update.  That text is buried in command codes and seems to use non-standard ways of doing just about everything :)
Title: Re: Shiren 2 Translation
Post by: Galron on June 05, 2019, 05:34 AM
Yay, glad to see more work on this!
Title: Re: Shiren 2 Translation
Post by: ozidual on August 13, 2019, 12:01 AM
I know it's been pretty quiet on both of my translations lately.  Getter Love is still moving forward - it's just such a dense wall of text :)

As for Shiren, things are picking up again now that I'm finally opast one of the largest hurdles.  There are two sections of text - the battle/dungeon/item/monster text, which you probably run into the most, and the dialogue text, which fills out the game and is quite a bit larger.  I may have mentioned that before.  Well, the dialogue text is mixed up with quite a few command characters (0x00 through 0x7F or 128 in decimal) - things like change this text to yellow or advance the movie forward or move these characters around or most importantly jump to this section if this value is true.  That last bit is very important when you change the length of dialogue by modifying it.  It took a while to identify which bytes were command characters, which bytes were modifiers, and which were text.  After that, I had to find a way to re-calculate those jumps to new sections.  I think we're finally there, and the translator is moving forward with translating that text. It's exciting to see :)

After tackling that, I decided to work on the Name Screen, and I think I finally have most of that sorted out.  It used to look like this:

(https://i.imgur.com/XXTobNJ.png)(https://i.imgur.com/FfSJ9fP.png)(https://i.imgur.com/gWSuAH7.png)

Now it looks like this:

(https://i.imgur.com/3YTghjx.png)(https://i.imgur.com/PUzkbEQ.png)

Unfortunately, the game only reserves 4 bytes in the save file for the name, so I'm going to have to dissect that a bit to find 7-8 bytes for the new name, but otherwise it appears to be done.  It's not the most exciting thing, but it's nice to finally make some visible progress on it all :)
Title: Re: Shiren 2 Translation
Post by: daneeall on August 24, 2019, 06:23 PM
I never thought that this game will ever be translated. That's very nice news. Please go on and don't give up the project you've started. Many people are very excited about this.
Title: Re: Shiren 2 Translation
Post by: ozidual on September 06, 2019, 06:40 PM
This may not be a problem for others, but even with the save_db.txt that's recommended out there, Shiren constantly says corrupted Journal 1 and corrupted Journal 2.  I had to add the following line to my save_db.txt:

SI=3      (Fushigi no Dungeon - Furai no Shiren 2 - Oni Shuurai! Shiren Jou!)

Now it works just fine.  I'm adding this above too.  Shiren uses a controller pak as well, though it looks like it's just for transferring your save files between carts.

If you have a 64drive, that also does not have Shiren's save set properly.  When you choose the game, change it to 256K before Loading.

The translation is going well.  We should have a 1st draft of the text (not including text in textures) before the end of the year.  It's exciting to see the game come together so quickly!  The translator is doing an awesome job! 
Title: Re: Shiren 2 Translation
Post by: Kerr Avon on September 06, 2019, 07:39 PM
Thanks for that, I've put it in the save_db.txt thread at https://krikzz.com/forum/index.php?topic=6126.msg47751#msg47751 (https://krikzz.com/forum/index.php?topic=6126.msg47751#msg47751)

Good to hear that the translation is coming on well!
Title: Re: Shiren 2 Translation
Post by: nuu on September 06, 2019, 10:54 PM
Which save type is "3" and "256K" on the 64drive? I remember Shiren used to be incorrectly set to FLASH by the Everdrive 64 years ago, and all save types except SRAM and SRAM128 gave the corrupted journal error. I never knew which one was correct though, since both seemed to work.

Edit:
I guess it must be "SRAM" as it's 256kbit (32kByte) and SRAM128 is 1204kbit (128kByte).
Units like "kilobit" and "Megabit" are always causing me trouble.
Title: Re: Shiren 2 Translation
Post by: ozidual on September 07, 2019, 03:00 AM
@Kerr Avon: Wow!  That was fast - thanks for updating that Kerr Avon!

@nuu: Yep yep.  It's still set to FLASH on the ED64.  It's just None/Controller Pak on the 64Drive.  I let Marshallh know and got a response back that he's going to update the 64drive so it correctly chooses SRAM as well.

EDIT: By the way, here are the options available when using a Controller Pak. 

(https://i.imgur.com/jPpCJL4.png)

As you can see, it's pretty much just backing up save files.  SRAM holds 2 save files and the Controller Pak can hold 3.  The rest of the space in SRAM appears to be used by the Leaderboards.
Title: Re: Shiren 2 Translation
Post by: ozidual on September 13, 2019, 11:04 PM
It only affects a few items, but when you have multiple items now, it adds an 's' onto the end of it (e.g. 1 Voucher vs 83 Vouchers).  On paper it's a simple hack, but it took a few days to get it right. 

(https://i.imgur.com/rUhrxQR.png)

Along the way, there was a fun error that caused a random person to walk onto the location name screen.  They would walk on, reach a certain part of the screen and turn around.  Then they would wait with you for the screen to go away (it never did). 

(https://i.imgur.com/xcVhutm.png)(https://i.imgur.com/3yJM3zD.png)(https://i.imgur.com/2xntb2H.png)

Normally this is just a black screen with white text and it's up for maybe 5-10 seconds before loading the game.

Other than that, I've done some work to make sure the 6-7 character name works in as many places as possible.  There are still 1 or 2 places that will need some interesting solutions.  I've expanded a bunch of window widths.  I did some work with adding back in the Debug Menu and getting text to work better.  Next up is some more work on the text spreadsheets to make the jumps better (e.g. jump to this text or that text).

The translator is doing some amazing work.  Every day the game looks better and better.
Title: Re: Shiren 2 Translation
Post by: Galron on September 15, 2019, 06:25 PM
Thanks for the updates!
Title: Re: Shiren the Wanderer 2 N64 Translation
Post by: ozidual on October 06, 2019, 11:35 PM
It's been a busy few weeks since the last update.  Here's what we've been up to:

For the few places that use 1st, 2nd, 3rd, 4th, 5th, ... 99th, I updated it to use the proper ending (st, nd, rd, th) since Japanese does not use that.

(https://i.imgur.com/ohTf21e.png)

The lower screen that shows the player's location, stats, etc. had to be expanded for the longer location names.

(https://i.imgur.com/19jSMCm.png)(https://i.imgur.com/mIGOsXO.png)

While tracking down all the game's text so he can test it, our amazing translator found a hidden room that probably very few people have seen.  He's played through the game quite a few times growing up and in the last few months but has never seen this room before.  We won't show you its location, but here's the current text for the person in it.  The sign in the back is where the real hidden text will be located...

(https://i.imgur.com/swQBjq1.png)

Finally, the translator is doing another playthrough focused on fixing text widths so everything looks better.

(https://i.imgur.com/kSvbptT.png)

I'm working on a glitch caused by the translation hack at the moment.  In Japanese a guy steps back and throws a few punches.  In English he disappears and a weapon looks like it takes a swing.  Quite a few other glitches have been fixed, but there are some persistent ones.

It's exciting but busy times :)

EDIT: Fixed the punching glitch.  My scripts accidentally identified a command variable character as a Japanese character.   A month or two ago I found out that some of the command characters don't have a fixed number of command variable characters which could lead to this problem.  I'm hoping the rest of the issues are tied to this.  I'd rather not spend the next few months tracking down all the different command characters and figuring out which variables cause them to use more variables :)  On to the next issue.
Title: Re: Shiren the Wanderer 2 N64 Translation
Post by: daneeall on October 12, 2019, 09:12 AM
crawling feet in anticipation of an exciting