Whee! Today is supposed to be holiday in my country, but I guess it’s a good occasion to post something on the blog. It’s been a long time since our last real update (I’ve been saying this a lot lately :S ) and I know many of you were waiting for this kind of news. With no further ado— DJ, spin that shit:
It’s been a long time since the last update, but we aren’t dead, yet. Not much has happened lately thanks to summer and all the other distractions we all get during this period of the year, but hey, I should have probably posted something soon. Sorry for the big delay. Sooooooo, let’s go in order. Read the rest of this entry »
This is a true update on the translation for Echo Night 2; no more April fool’s bullshit. :p
First of all, I’ll explain what I was trying to say in the old babelfish’d post. This translation represents one of the three hidden projects I was talking about on the old Innocent Sin blog. Tom is again the loyal translator responsible for the script, editing, and everything else concerning text. He has already translated the whole dialogue, plus bits of other strings from character profiles, options, and other misc text.
I’d say the script translation is currently 90% complete, where the missing 10% is represented by menu text embedded directly inside the main code (ergo, takes very long to alter the bitch), and the book files.
As for the hacking, I’ve done the big stuff already (vwf, implemented compression, usual stuff), but as I’ve already said, menu strings are embedded directly inside the code segment, and that’s gonna take me a while. The biggest problem is probably with the way the locations are now stored. The game likes to use fixed length strings a lot. Initially I replaced them in the character profile pages with variable strings, only to find out later that they are used in several other menus. For some reason I was sure the locations showing on the header of the main menu were taken directly from the current room you’re in, but I was SO wrong. >_> To quantify the status of the hacking progress, I would probably say 60%, but I’m not yet sure how deep the nest of the rabbit is.
Other than that, I haven’t done anything about graphics yet, so everything is still in Engrish/Japanese for the most, even tho I know the format used in this game (nothing incredibly hard to figure out). This will be probably worked out when all the issues with text are obliterated to hell.
If you’re asking what the other two secret projects are… Well, I’m not telling you yet. :p They will be announced when it’s time. But before you ask this, I can tell you the retranslation of Symphony of the Night is not one of the big missing two, simply because it’s a retranslation and it never was a secret anyway. xD
The true teaser for Echo Night 2. Enjoy!
PS: If you are Italian and you like Dragonball, here you can find my soft-subs for Dragonball Kai, released just yesterday. Enjoy, again!
Here of new with a news on Echo Night 2, than then would be one of the three famous plans secrets announced time ago on the blog of Innocent Sin.
Regarding the real translation, Tom has been taken care of converses, even if it is not successful to complete them all before its official withdrawal. This thing means? It wants to say that unfortunately the text is not complete, and therefore I have had to resolve from me and to complete the translation as I could in minor the possible time, so as to toss off little in a new sparkling plan.
I enclose you a piece dell’ introduction translate in order well from me. I hope that you will surely like that is! Because it is that I do:
Never heard of this game? It’s called Echo Night 2: Nemuri no Shihaisha — or Lord of Nightmare, if you consider the English title found on a record — and it’s the direct sequel to the first Echo Night. More news coming sometime soon.