Author Topic: Shiren the Wanderer 2 N64 Translation  (Read 26129 times)

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Offline ozidual

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Re: Shiren the Wanderer 2 N64 Translation
« Reply #45 on: July 31, 2020, 10:08 PM »
Amazing! I'm new to this community and just came upon this thread today. Thank you for all the love and care you and others have clearly put into this translation project. I am still waiting on my ED to arrive, but this patch will be one of the first games on my list when it does!

When you get it, feel free to visit the discord.  I'm hoping in the next week or two to release another updated patch.
Projects: Zelda OoT GCtoN64, Doshin the Giant, SSSV, Sim City 64, Getter Love, Shiren
Flash Carts: EverDrive64 2.5, EverDrive N8, SD2SNES

Offline ozidual

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Re: Shiren the Wanderer 2 N64 Translation
« Reply #46 on: September 29, 2020, 08:34 PM »
This month marks the 20th anniversary of Shiren 2's release.  In Japan, some groups were promoting speedruns of the game, and there seems to be some interest in getting the game ported/remade for the Switch.  Nothing from Spike Chunsoft.  They're working on pushing Shiren 5+'s Switch release on December 2/3 for Worldwide/Japan (I think).  It sounds like a lot of their interest in the series will depend on how well 5+ sells.  They are adding some content to 5+ which you can check out for yourself.  If you're interested in the series, make sure to pick up your copy!

Back to Shiren 2.  With school starting things have ground mostly to a halt entirely because of me.  Shark is still doing an amazing job working on Shiren translations.  We did make some big pushes at the end of the summer adding:

Sir Victory Daruma passphrases
Added Shiren's name back to the demo walkthrough
Tweaked text and some dialogue screens
Other minor fixes
Some initial texture translation work

At this point, pretty much all that's left is texture work.  All of the textures are compressed, and they have been a pain to edit/test so far because they seem to use some odd palette and they're smashed together.  My project right now is making a modified version of the ROM that will give plenty of room for each of the textures we're editing to allow us to test all of the textures to make sure we get them right.  My schedule is relaxing a little bit in October, and I have been able to take some small steps in preparation for this temporary testing ROM.




While working on the passphrases we ran into an issue that it was only reading the first 4 letters of passphrases.  This makes sense since they were originally limited to 4 letters.  While tracing out the fix (it is fixed now), I found some fun behind the code stuff.  Normally when you enter a passphrase, Sir Victory Daruma (SVD) shakes.  Then the ground shakes.  Then there's a tone.  If you entered a correct passphrase, SVD shines and you get an item. 



If not, a text box shows up and says wrong passcode.  So a lot of things happen between entering the passphrase and the split between success/failure.  A lot of games will check as soon as the text is entered since it's already taking in that data.  Shiren 2's code doesn't decide whether the passphrase is correct until right before the tone signifying that a decision has been reached.  Not a huge thing, but I like that the person in charge of this piece of code matched the code to the actual decision.

Finally, some neat little tidbits about Shiren 2 we've discovered in the text.  The main menu changes depending on whether you have a controller pak or journals or whatever.  It can have Continue, Create Journal, Copy Journal, Delete Journal, Leaderboards, View Demo, Sound Setting, Controller Pak.  In the text, however, you also have Change Name and Password.  When you choose a Journal to play, you get the choice of Continue Adventure or Return to Village.  In the text, there's also Debug Dungeon.



I did some tracing around and the code includes pre-built pointers to the text for the different ways the main menu can look.  None of them have empty spots or point to the unused text.  When you choose something from either the main menu or the journal menu, there are only as many code pointers as there are options on the screen.  All of the code is in the same area and there are no extra, unused functions in that area.  My guess is that since there are two sections of text, at one point there was some Debug stuff in the "Dungeon" text (what we were looking at), but it was later all moved to the "Everything Else" text which makes sense since there is a lot more you can do with the "Everything Else" text/command codes.  Ah well.  That's not to say that there couldn't still be stuff hidden in the code, and there are still some other things I want to follow up on, but this at least is a dead end.
Projects: Zelda OoT GCtoN64, Doshin the Giant, SSSV, Sim City 64, Getter Love, Shiren
Flash Carts: EverDrive64 2.5, EverDrive N8, SD2SNES

Offline rlstine

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Re: Shiren the Wanderer 2 N64 Translation
« Reply #47 on: September 29, 2020, 08:48 PM »
Wow, I'm amazed at the amount of work you guys continue to put into this amazing project. I've been playing your Shiren the Wanderer patch a lot lately and I have to say the translation work is top notch! I've only gotten a few sections of the castle built so far (The rng factor makes some runs punishingly difficult!) but it's so much fun. Thank you, again, for taking on this project and for completing it so well. It has been such a joy to play this game while stuck at home during the pandemic.

I'm currently running a version of the patch from earlier in July. Has there been a new release since then? If so, where could I find the download link?

Offline ozidual

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Re: Shiren the Wanderer 2 N64 Translation
« Reply #48 on: March 15, 2021, 09:09 PM »
It has been too long since I last posted an update.

Last weekend I finally got some time to figure out the text textures.  We've been working on them for almost a year off and on (mostly off - that's my only excuse for not getting this sooner).  The textures are i4 and there's a palette above them so you would think they are ci4.  Really though, they are i8.  With i4/ci4, Textures look like this:

0 0 0 0 0 0 0
0 0 1 1 1 0 0
0 1 2 2 2 1 0
0 1 2 3 2 1 0
0 1 2 2 2 1 0
0 0 1 1 1 0 0
0 0 0 0 0 0 0

That would be a circle with either a gradient in it (i4) or a circle made up of 3 different colors.  A ci4 palette looks like this:

0000 1111 2222 3333 4444 5555 6666 7777
8888 9999 AAAA BBBB CCCC DDDD EEEE FFFF

The hex at 0000 applies to any 0's, the hex at 1111 applies to any 1's, etc.  So a palette that looks like:

0000 0123 4567 89AB ...
...

applied to the circle image above would make it:

0000 0000 0000 0000 0000 0000 0000
0000 0000 0123 0123 0123 0000 0000
0000 0123 4567 4567 4567 0123 0000
0000 0123 4567 89AB 4567 0123 0000
0000 0123 4567 4567 4567 0123 0000
0000 0000 0123 0123 0123 0000 0000
0000 0000 0000 0000 0000 0000 0000

For the area name textures, the palette was:
 
0000 F7F7 EDED E1E1 D2D2 BFBF A5A5 8A8A
6F6F 5555 3B3B 2424 1515 0A0A 0404 FFFF

and in this case it's used by applying just half of each to create an i8 texture (a gradient).  So our circle above would be:

00 00 00 00 00 00 00
00 00 F7 F7 F7 00 00
00 F7 ED ED ED F7 00
00 F7 ED E1 ED F7 00
00 F7 ED ED ED F7 00
00 00 F7 F7 F7 00 00
00 00 00 00 00 00 00

It confuses things because the gradient starts transparent (00) then goes from visible white (F7) to transparent (04) and then back to fully visible (FF).  That might be confusing, and it is a little :)  I thought I was missing some basic knowledge about about textures on the N64.  Nope, just textures for Shiren 2.  Anyway.  Here's the original, our first attempt, and the final product:





The last two are using the same font, but the last one works with the weird i8 texture instead of against it.  After that, it was just a matter of lining up all the area names so they were centered and all at the same height.  Then making sure dungeon floor numbers were aligned as well:




Oh, and you know how the "i8 palette" has 2 sets of i8 textures?  They're the same for the area name text, but there is one spot where they are different.  The intro text textures.  It uses 2 separate palettes so the text can go from all white to white with black text.  It's a neat little reveal.  If you load up the game without pressing any buttons, you'll see them shortly after the Chunsoft logo.




I am working on Glover at the same time but I think that's at a point where I can put some serious time into Shiren.  We'll see.  I have the Intro textures to do, quite a lot of Credits textures, and a few one offs.  After that there's a bug or two left to handle and a little text that sharksnack wants to tweak.  We're getting there!
Projects: Zelda OoT GCtoN64, Doshin the Giant, SSSV, Sim City 64, Getter Love, Shiren
Flash Carts: EverDrive64 2.5, EverDrive N8, SD2SNES

Offline SG333gg

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Re: Shiren the Wanderer 2 N64 Translation
« Reply #49 on: March 16, 2021, 04:19 AM »
Never heard of this series before, whats it like? Is it the only one of the series on n64??

Offline ozidual

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Re: Shiren the Wanderer 2 N64 Translation
« Reply #50 on: March 16, 2021, 07:11 PM »
Never heard of this series before, whats it like? Is it the only one of the series on n64??

It's a Mystery Dungeon game.  The Pokemon Mystery Dungeon game recently released on the Switch is similar to it and made by the same company.  They're rogue-like games (you die, you lose everything). 

It's the only one in the series on the N64.  Shiren 1 is an SFC/DS release (SFC - unofficial translation, DS - official translation), and the rest are on the Gameboy, DS, DC, PSP, and with Shiren 5, just about everywhere :)

Projects: Zelda OoT GCtoN64, Doshin the Giant, SSSV, Sim City 64, Getter Love, Shiren
Flash Carts: EverDrive64 2.5, EverDrive N8, SD2SNES

Offline nuu

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Re: Shiren the Wanderer 2 N64 Translation
« Reply #51 on: March 17, 2021, 04:47 PM »
Mystery Dungeon games are basically Rogue in pretty packaging, and Chunsoft were directly inspired by that game. They are almost the same game, but have real graphics, instead of ASCII art, and plot.

Here is a port of the original Rogue for Windows to try the game immediately: https://www.prankster.com/winrogue/
It's a turn-based RPG (the enemy only moves when you move) with randomized dungeons and permadeath.

Offline ozidual

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Re: Shiren the Wanderer 2 N64 Translation
« Reply #52 on: July 08, 2021, 04:57 AM »
I wrote this about a few months back but forgot to post it:



It has been a busy mid-March to mid-April with Shiren 2 Translation.  In the last post, I talked about learning to work with the odd ci4 textures that were i8 textures in disguise, and that’s pretty much how the last month went.

Working backwards from recent work to oldest work, the Area Name textures like Napus Village shown in my last post seem to have random pixels appear when the game is played on an N64.  They add lines between the letters or burs on the letters.  I first noticed them on my UltraHDMI right after my previous post.  After finishing all other stuff, I decided to take a look into this.

I started with PJ64, but the problem does not appear on PJ64.  I went to my unmodded N64 and loaded my latest patch on there with a save file I use for testing.  I immediately noticed the burs on the Area Name text.  I used the original unmodified Japanese Shiren 2 ROM with my save file, and the burs on Area Names appeared for the Japanese area names.  Odd.  I got out my Shiren 2 cart, dumped it and verified the original ROM I’m working with is still the same as a fresh dump.  I used a controller pak to move my save file over to my cart copy, and there were the burs.



I don’t have a final solution for this.  It seems to be a problem in the original ROM.  It may be related to using the Debug menu with a save file, but I’m pretty sure I saw the burs on a fresh start on my original Japanese Shiren 2 cart.  They were barely noticeable, but they may show up with more testing.  That said, I’m focused on finishing the Shiren 2 translation.  So, I’m moving this to outside the scope.  If I do figure it out, I’ll release an updated translation patch and possibly a patch/gameshark code for the original game.  We’ll see.  It still needs further research.

At the end of my last post, I mentioned the Intro textures that are ci4 with 2 different i8 palettes.  I conjectured that they shifted from one palette to the next, but I was dead wrong.  Instead they load the “right i8 texture” first which produces the white cloud.  Then they load the “left i8 texture” which is the black letters.  I went through and translated these.  It took a lot of trial and error to match the scratched cloud look that they have, but I have the process down.  The text is still up in the air, but I at least have the process down.



The (c) 2000 Chunsoft / Koichi Sugiyama texture on the Title Screen is also one of these ci4 textures with 2 different i8 palettes.  In fact it uses the exact same palette as the Intro textures.  This time, it loads both the left (text) texture and the right (cloud) texture at the same time, slowly fading both in together.  The right (cloud) texture is tinted blue.  That’s translated now too.

The process of creating these textures is kinda fun.  The right texture uses 0x1 - 0xB for its texture, slowly going from 0x00 to 0xFF in i8.  0xC - 0xF on the right are just 0xFFs which makes them one solid color.  The left texture makes 0x1 - 0xB into 0x00 so they’re completely clear.  Then 0xC - 0xF go rapidly from invisible to fully visible.  To recreate this, I create 2 textures, and then at the end of the process, I merge them.  It works out well.

Last but not least, I finished the credits textures.  That took the lions share of my time over the past few weeks.  There are quite a few names in that list and getting them all to line up properly took a little time.  To speed up the process and to make sure I didn’t run out of space, I created a spreadsheet with all of the i4 Shiren texture along with their pointers.  So I could go in and change pretty much any texture I want now and it only takes a minute or two.



I think that catches all of you up on everything.  There’s still some translation work happening and I think one bug in the code that needs to be squashed.  Oh, and the Title Screen texture needs to be finalized and the clouds behind it modified to match it.

We are getting so close.  At this point, we haven’t released a playtest patch in almost a month, and we’re thinking that the next patch will most likely be the final release.  No final date on that yet.



The text for the intro was finalized and added in.  I fixed the last bug.  The title screen has been finished.  The glow/clouds behind the title texture have been added in. 

The glow/clouds texture was a huge pain since it also follows its own rules for what’s faded and what’s fully visible (rather than 0 being faded completely and F being fully visible).  In the end, I cheated and built the clouds using a spreadsheet in which I used the numbers in the original glow/clouds to slowly add layers of cloud/.glow behind the texture over 6-10 iterations.  It was a pain, but it got there in the end.

PJ64, Unmodified N64, UltraHDMI


I decided to leave the burs in the letters for the area names.  It’s in the original, and I don’t know their reasoning for it or whether it was a mistake, so for now it stays.

We’re doing one last run through the text right now, but there is a LOT of text.  I think that will be the end of it all, but we will see.
Projects: Zelda OoT GCtoN64, Doshin the Giant, SSSV, Sim City 64, Getter Love, Shiren
Flash Carts: EverDrive64 2.5, EverDrive N8, SD2SNES

Offline Levine91

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Re: Shiren the Wanderer 2 N64 Translation
« Reply #53 on: September 07, 2021, 08:14 AM »
Very excited to see this get finished!! Hopefully soon?

Offline ozidual

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Re: Shiren the Wanderer 2 N64 Translation
« Reply #54 on: September 26, 2021, 09:37 PM »
Very excited to see this get finished!! Hopefully soon?

How about today?

https://www.romhacking.net/translations/6293/

Here is a patcher for the patch:

https://www.mediafire.com/file/thtypgr3aqnvg9r/PatchShiren_-_Shiren_2_Oni_Invasion%2521_Shiren_Castle%2521_%2528English_Translation_v1.0%2529.7z/file

If you extract the patcher and the patch into the same folder and drop any Shiren rom on the ShirenPatcher file, it will create a patched ROM for you.

I'll update the main post and maybe throw in another post or two here in the near future.  We were tentatively planning on releasing tomorrow on the 21st anniversary, but today works too :)  I just happen to be out and about for most of today.
Projects: Zelda OoT GCtoN64, Doshin the Giant, SSSV, Sim City 64, Getter Love, Shiren
Flash Carts: EverDrive64 2.5, EverDrive N8, SD2SNES

Offline Kerr Avon

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Re: Shiren the Wanderer 2 N64 Translation
« Reply #55 on: September 26, 2021, 09:51 PM »
Brilliant - another classic Japanese game made fully playable for us non-Japanese speakers!

Many thanks indeed to both you and SharkSnack for all of your hard work and effort.


Offline mario64

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Re: Shiren the Wanderer 2 N64 Translation
« Reply #56 on: September 27, 2021, 03:51 AM »
BIG Thanks to all involved in making this translation a reality!

Offline Cyberlink420

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Re: Shiren the Wanderer 2 N64 Translation
« Reply #57 on: September 27, 2021, 04:04 AM »
Very nice. Kudos to everyone involved.

Offline nuu

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Re: Shiren the Wanderer 2 N64 Translation
« Reply #58 on: September 27, 2021, 01:25 PM »
Congratulations and good job everyone involved!
Pretty cool that you kept the stylized Japanese character for Oni in the title screen.
I looked up the Famitsu score, and the game got 38/40, was the best selling game in Japan the week of its release and ended up the 49th best selling game overall that year 2000. It is high time for it to get some love outside Japan.

Offline ozidual

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Re: Shiren the Wanderer 2 N64 Translation
« Reply #59 on: September 28, 2021, 04:39 AM »
Thank you to all of you for having patience while I work on way too many translation hacks! :)

Congratulations and good job everyone involved!
Pretty cool that you kept the stylized Japanese character for Oni in the title screen.
I looked up the Famitsu score, and the game got 38/40, was the best selling game in Japan the week of its release and ended up the 49th best selling game overall that year 2000. It is high time for it to get some love outside Japan.

Yeah, I like that Oni character.  I was going to adapt it to an english letter (before I knew what it was), but shark set me straight :) 

My not-so-great Oni adaptation:

It is a much better introduction to the Shiren series than Shiren 1 too.  They toned down the difficulty for the main storyline and saved it for the post-game dungeons.  It gives a more natural progression and eases you into MD games better.  I'm a bit ashamed to say that I haven't gotten past the main storyline yet, but I've seen lots of bits and pieces of the game through troubleshooting.  I hope I can catch up on hacking some day to give Shiren 2 a good, proper play through.  I may give it a few years so I forget all the spoilers I've seen along the way :)
« Last Edit: September 28, 2021, 04:49 AM by ozidual »
Projects: Zelda OoT GCtoN64, Doshin the Giant, SSSV, Sim City 64, Getter Love, Shiren
Flash Carts: EverDrive64 2.5, EverDrive N8, SD2SNES