Alright, I had mentioned earlier in another thread that because of me trying to help a non-Japanese-speaking friend of mine make the transition from PSP2 English to PSP2i Japanese, added with the decreased likelihood of SEGA of America bringing Phantasy Star Portable 2 Infinity to English-speaking territories, that I was going to create a Full Translation Guide covering the majority of Phantasy Star Portable 2 Infinity. I'm going to be using Microsoft Word to write this guide, including screenshots and Japanese text, while posting and upating this thread to track progress on the guide. The things I plan to include: Translations of the majority of all the buttons and menues.
Translations of basic terms. 'Photon Arts', 'Save Game', 'Network Play', etc.
Translations of the names of all Photon Arts. Which choices to make during storymode.
The main objectives for Storymode on a chapter-by-chapter basis, and Parameters for getting S-Rank. Plot Script, so you'll understand 100% of the story. (That way, all you people whining about 'I wanna play the story in English' won't be able to complain.) A complete overview and guide (with screenshots) on how Infinity Missions work and how to successfully synthesize missions. (I got really adept at Synthing missions over the past couple of months) Translations of Monster Spawn Tables for Infinity Missions (only). Glossary Indexes with names of the following translated: Inventory Items & Consumable Items Names of Weapons (You'll have to look up stats on your own, or the Japanese Wiki) Names of Bosses (I don't plan on doing names of basic Monsters. You can figure those out on your own.) Basic names and terms of Modules and Lineshields / weaves. A 2-page sheet of Hiragana & Katakana Alphabets translated to English so you can read / decipher Japanese on a basic level.
URLs of places you can go to dig up more information. With that having been said. Here's where you guys come in. List off things you'd like to potentially see included in this guide. In case I miss anything you feel is important, and I'll see about getting them into the guide as I write it.
I figure I'd do this since I guess I need a 'follow-up' to the guide I wrote for Japanese Vanilla PSP2 on GameFAQs. That, and I have some time-off from college due having relatively easy classes. And don't worry, I've done my best to make this guide printer-friendly and saved it into the form of a.PDF file.
LIST OF WHAT HAS BEEN COMPLETED THUS FAR: Anything highlighted is what has been completed in the guide thus far: Table of Contents. Pg. 003 1: Forward & Version List. Pg. 003 2: The Japanese Alphabet & Romanization Pg. 003.
Overview & Explanation: How to Read Elementary Level Japanese Pg. 004. Notes on Pronunciation and how to Read Pg. 006. Hiragana Chart Pg.
007. Katakana Chart Pg. 009. Lower-Case Letters, Extended Voicing and the Letters “Tsu” つ / ツ and “Wo” を / ヲ. Pg. 010 3: Changes from Phantasy Star Portable 2 to Phantasy Star Portable 2 Infinity. Pg.
011 4: Controls & Basic Gameplay Functions. Pg. 015 5: Menu Translations In-Game: Options and Shopping Menus. Pg. 027 6: Network & Lobby Functions. Pg. 029 7: How to get Fullyen Curtz and Vasque’s Partner Cards.
Pg. 034 8: Story Mode Walkthrough. Pg. 035 Prologue. Pg.
040 Chapter 1: Act 1. Pg. 051 Chapter 2: Act 1. Pg. 060 Chapter 2: Act 2.
Pg. 069 Chapter 3: Act 1.
Pg. 076 Chapter 3: Act 2. Pg.
084 Chapter 4: Act 1. Pg. 098 Chapter 4: Act 2.
Pg. 104 Chapter 5: Act 1.
Pg. 112 Chapter 5: Act 2. Pg. 117 Chapter 5: Act 3.
Pg. 118 Epilogue. Pg. 128 Side-Story 1. Pg. 135 Side-Story 2. Pg.
149 9: Infinity Missions Pg. 149. What are Infinity Missions? 150. Synthesizing Missions Pg. 151.
Need-to-Know Facts Pg. 152.
Special Effects, Areas, and Bosses Pg. 156.
Planetary Treasure Pg. 157.
Monster Spawn / Drop Tables Pg. 165. How to Synthesize Missions Effectively and Efficiently.
Pg. 168 10: Glossary of Translated Names Pg.
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168. Important Items: Inventory / Consumables Pg. 170. Photon Arts – Skills / Bullets / TECHNIC Disks Pg. 173. Type Abilities, Old & New Pg. 184.
Weapons / Shields / Modules Pg. 226. Bestiary Pg. 229. Translated Names of Missions: Old & New Pg. 229.
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Free Missions Pg. 230. Extra Missions Pg. 231.
Exchange Missions Pg. 232. Client Orders. Pg. 234 11: Further reading on using Japanese Pg. 234. How to type in Japanese using the Soft Keyboard / How to use Lobby Actions & Animations Pg.
235. “If I want to learn Japanese, where are some good places to get started?” - NOTICE: DOWNLOAD HERE Control Panel Regional and Language Settings to add support for Japanese there. Mac users shouldn't have to worry about this, though. Quoted for those who're still concerned about the English Patch that ColdBird is working in and keep asking me about it.
Originally Stated On April 23rd, 2012 - Allow me to clarify things once again: I started my Infinity Translation Guide around June 15th, 2011. Infinity had been out in Japan since February 24th, 2011 and by the time I started working on the guide, it was more than evident that there would be no official English release due to Sega's track record. During that time, people-mainly those on GameFAQs.com were still clamoring for an English Patch in spite of the fact that I was working on my guide.
Somewhere down the line around October, word of my guide had spread far enough to the point where Coldbird (Creator of the PRO CFW series of firmware, and fan of Phantasy Star) had found out about it and ultimately gave him inspiration for his next project. After joining up on PSO-World, Coldbird began to spearhead the project for a Translation Patch (existing separately from my guide). Myself and others volunteered to aid in translating text dumps and scripts that Coldbird had directly lifted from the game's coding. Everything for the most part was going fine.
Coldbird had (and presumably still has) big aspirations for the patch-one of the biggest being inserting Anti-Cheating Measures installed within the patch in an effort to keep Infinity from turning into USA / EUR Vanilla PSPo2. But he then hit a snag.
He was designing the patch around the idea of it being used in conjunction with his PRO CFW. After I basically backed off from translating the script dumps so I could finally finish the guide (for you guys, mind you), after little over a month Coldbird eventually backed off from working on the patch in favor of other things having to take priority. Mainly working on his latest PRO CFW for PSP (and ultimately maximizing the effectiveness of the planned patch and all its new features). Quite some time ago, to ease everyone's minds a bit, I went in Skype and spoke with Coldbird for a bit to confirm the fact that he was busy with other things at the moment. I also asked him if he'd make a brief appearance here on the forums to give everyone an update on the situation-which he did. The translation patch has been on hiatus since roughly the end of October / Beginning of November of 2011.
I finished my translation GUIDE (Not the same as the patch.) somewhere around the end of March 2012, with the last update having been on April 1st 2012 on the basis that I don't like leaving my own projects unfinished, and I felt that Phantasy Star fans should have the game in English in at least SOME kind of form. To this day, people still confuse my guide and Coldbird's patch to be the same thing, when they're not. And has pretty much derailed from its original topic, and is continually bumped by people who haven't been reading the past few pages, or people fresh off of GameFAQs or some-such looking for the patch that was never released-thus causing people to think that the patch is still currently being worked on. At best, the patch only exists in the form of a Beta dump plugin that only a select few myself included have actually tested with only a minimal amount of things translated (like the character creation menu, that's about it). Plus, it's somewhat buggy in that it causes the game to freeze up every now and again. Will ColdBird come back to finish the patch? There's a chance he will.
He's a pretty nice guy. From a realistic standpoint though, given the nature of patches for RPGs, a decent patch for Infinity that includes the story text and everything is still a long ways off. Months to a year. That's from my personal experience, though. WHat makes you think they won't translate it to the US? Sega is just slow with their shit. And unlike SE is not burning in hell for being stupid.
(A shame really, they need to be caressed by fire)Never said they flat-out wouldn't. I did say there's a decreased likelihood though.
Sega's pretty focused on PSO2 and working with PS Vita at the moment. I don't think there's too much interest in them bringing Infinity to the West. Or if they do bring it, it probably won't be all the way until the end of this year.
There's a whole 'nother thread unrelated to this one debating whether or not they'll bring it to the West. I just started this thread to be independent of that one. This thread is about a guide for the Japanese version that anyone can play right now.
Not about a guide for a 'possible' release in the West. How difficult would it to be be to play this game if one only knows katakana?95% of the names of Items / Shieldweaves / Modules (with the exception of Mirage Blasts, which are almost exclusively in Kanji) / Weapons in this game are displayed in Katakana. The other 5% are Hiragana, Kanji, and English.
80% of the Menues, and Options are in Hiragana & Kanji. 20% in Katakana.
70% of the Storyline Dialogue is in Hiragana & Kanji, with 30% in Katakana for names of people, places, and things. 95% of the names of Missions are in Kanji and Hiragana. But mostly Kanji. 5% in Katakana.
With that rundown, you'll be most proficient at knowing the names of Weapons / Items / People / Bosses / Monsters, if you just know Katakana.
Two of my Win 7s are Home edition SP1 laptops bought years ago. The third is a Win 7 Professional SP1 desktop that I built a month ago.
The Windows 8 is a Home Edition laptop bought a few years ago. No matter which one I use I can get into multi-mode solo; but if I want to use two of them to play, say Bruce's dungeon, I have to use the Windows 8 as the host. I was hoping there was a solution to getting two of the Win 7s to connect over Evolve, but if so many are have trouble with multi-mode solo I guess I should give up on figuring that out for now.
I'm good for now, but thanks for the offer. As for progress: I've translated all the content including the DLC, and Jam has built a new patch this week. Unfortunately the tech issues persist so we need to get that sorted as our first priority.
On my end I do what I can to correct issues with the typesetting that were not predictable until I actually saw the newly translated content in the game. The below screen for example shows a typesetting issue. Normally weapon/armor descriptions have 2 or more windows. The first one lists the item name and manufacturer and its stats, and the second window shows the flavor text. But in the case of costumes (and potentially some other cosmetics), everything is listed in one window. So of the 7 lines that are normally available, 2 are taken up by the name and manufacturer, which leads to the 7th line overlapping with the ranking stars.
The text (name, manufacturer, flavor text) are all listed as separate text entries in my translation files, so I can't see things like this until I actually see it in the game. In this case, we need to see if we can make the bottom window wider so I have room to fit the text, or I need to cut text to make it fit the existing window.
Either way, I need to manually go through all entries of these item types (there are probably hundreds) and fix every one that has more than 4 lines (since there is only room for 7 lines: name (1), manufacturer (1), description (4), stars (1)). Just a little explanation about what goes on behind the scenes, and why these things take as much time as they do: they take a lot of man power. From me because I need to rewrite all this stuff manually, and for Jam because he probably needs to spend a lot of time in trial and error to figure out how to solve the tech parts. There are many different windows, and Jam needs to find and alter each one individually.
I don't know the specifics, but it's probably not as simple as it may seem. I recall there was an issue with a UI change that somehow made the game unplayable (floating characters and untargetable monsters), so things that are seemingly unrelated can have an effect on each other.
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The US PSPo2 game uses a modified version of the original JP UI as well: some things are moved to other locations, some word orders were swapped around, windows were made larger to accommodate to English text, etc. Similar to the above, Jam has done a lot of work on the Infinity UI on his own already, there are probably over 50 different parts of it improved to adjust to the JP - EN change, and other parts are original to our project such as the extra wide dialogue windows which allows for a more accurate translation. The original US PSPo2 game has a lot of text cut, since there simply was no room to fit it, our project retains virtually all the original info. I'm good for now, but thanks for the offer.
As for progress: I've translated all the content including the DLC, and Jam has built a new patch this week. Unfortunately the tech issues persist so we need to get that sorted as our first priority.
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On my end I do what I can to correct issues with the typesetting that were not predictable until I actually saw the newly translated content in the game. The below screen for example shows a typesetting issue. Normally weapon/armor descriptions have 2 or more windows. The first one lists the item name and manufacturer and its stats, and the second window shows the flavor text. But in the case of costumes (and potentially some other cosmetics), everything is listed in one window. So of the 7 lines that are normally available, 2 are taken up by the name and manufacturer, which leads to the 7th line overlapping with the ranking stars. The text (name, manufacturer, flavor text) are all listed as separate text entries in my translation files, so I can't see things like this until I actually see it in the game.
In this case, we need to see if we can make the bottom window wider so I have room to fit the text, or I need to cut text to make it fit the existing window. Either way, I need to manually go through all entries of these item types (there are probably hundreds) and fix every one that has more than 4 lines (since there is only room for 7 lines: name (1), manufacturer (1), description (4), stars (1)). Just a little explanation about what goes on behind the scenes, and why these things take as much time as they do: they take a lot of man power. From me because I need to rewrite all this stuff manually, and for Jam because he probably needs to spend a lot of time in trial and error to figure out how to solve the tech parts. Click to expand.Thanks so much for filling us in on some details.
I want to play the game translated as much as the next person but the project itself is really interesting to me. I really appreciate the amount of work going into the sheer amount of translation this game presents, and into things like finding demension and position values of menus (and figuring out how to alter/add to them without a cascade of nightmarish repercussions).
I've done a little romhacking and utility-building for much, much simpler games so what you guys are doing is extremely impressive to me.
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