Lunar 2 Eternal Blue Saturn English Patch

Lunar 2: Eternal Blue Saturn Translation 0.21

No real progress yet. I was going to release a slightly edited version with fewer text boxes in those dialog scenes to get rid of the graphics corruption while people wait for the translation…. Turns out my assumptions on the timer code were wrong. The timers are not only based on the dialog box screen draws but also the time to print the characters in each box. I need to go back and look at that closer now. Probably do that after the MS Gundam stuff i’m working on wraps up.
 
I'm a little new - slapped my forehead when I realized I didn't mention that I'm playing on original hardware using a Satiator in my review!
I did move my save to my PC, converted it for Mednafen, figured out how Mednafen works and confirmed the behavior appears to be identical, right after the background changes and Lucia responds during the first exchange with Zophar.

Once control is given back to the player, the issue persists with portraits remaining on screen after the dialog window closes, and when the save menu is brought up there's some random garbage along the bottom of the screen. Similar garbage on the battle screen shortly after.
Saving after control is given back and reloading the save seems to clear the issue from the system RAM.

I won't spam the board with further updates, just wanted to add some more thorough information in case it helps!
Best of luck, and thank you again for your efforts!!
 
I went ahead and applied 0.21 and loaded the same save before that first encounter with Zophar.

Unfortunately, the issue seems to just start later during that scene.
The dialog freezes on Zophar's line before it finishes displaying, "You see, very soon, you will be all that stands bet" and then the overlap is back but only for dialog with a portrait next to it. Zophar's lines appear fine.

Tested on original hardware (with Satiator) and on PC/Mednafen, and I also started a new game just in case the save data was carrying something over, but the results were the same.

Hoping this info is helpful!
 
Thanks, ill take a look later.
Looks like my batch test failed on a few of the files... and that was one of them. So my guess is after i fix the program, it will show there's another timer in there that needs to be adjusted.
 
Last edited:
I went ahead and applied 0.21 and loaded the same save before that first encounter with Zophar.

Unfortunately, the issue seems to just start later during that scene.
The dialog freezes on Zophar's line before it finishes displaying, "You see, very soon, you will be all that stands bet" and then the overlap is back but only for dialog with a portrait next to it. Zophar's lines appear fine.

Tested on original hardware (with Satiator) and on PC/Mednafen, and I also started a new game just in case the save data was carrying something over, but the results were the same.

Hoping this info is helpful!
Let me know how this works.
 

Attachments

Let me know how this works.
The overlapping issue is cleared up now!

I've gotten as far as the end of the Larpa section and wanted to point out a few things:
  • During that same scene, Zophar says "Yes... I've become the same as those helpless humans." Not sure if this error was in the original localization, but I believe it should have been "You've become..."

  • In Larpa, there are a few segments where the dialog glitches and instead of clearing the previous lines, it overruns the previous dialog (but the parts of the previous lines that are overlapped are removed and it leaves the rest of the previous text on the screen, so it's still technically legible, just odd as it sometimes merges the new line with parts of the old line).
    • In Ronfar's house, after choosing to say "...because she needed my help." Hiro gets to the following line: "She was willing to look for the Goddess all alone, and there's no way I could let her do that."
    • It then glitches when Hiro says his aside "(I think I'm going to leave out the part about how blindingly beautiful she is)", clearing out the text that it overlapped and leaving the rest on screen, merging the new line with parts of the old line either before or after it.
    • This happens several other times in Larpa; in some cases, it's clear that the new dialog is starting on the line that the old dialog left off on, and it wraps around back to the top of the dialog box if it runs out of space.
    • If I haven't explained it well enough, let me know and I'll get a photo or screen capture or something.
  • Another "plain text" error, which may literally speak for itself, is during Ronfar's second attempt to heal Lucia.
    • After Ronfar's line "Snatch Lucia's soul from the jaws of darkness, and purify her heart with your holy light!", it's followed by a separate dialog box/line: "NEEDS TO BE FIXED". I got a well-meaning chuckle out of that, lol, I'm not sure if this replaced a line or if this was meant to be an annotation line that snuck in as an extra line of dialog.
I'm fairly sure there was another "old" overlap issue towards the end of the Larpa segment like the one with Zophar, but .21a cleared that up as well!
On the brightside, I wouldn't say these issues "break" the game and make the dialog unreadable, just awkward, otherwise everything is smooth sailing so far with combat text, menus, etc!

EDIT: I should add; the issues I've noticed here, were present in the previous versions of the patch as well. They were not introduced with version .21a.
 
Last edited:
The overlapping issue is cleared up now!

I've gotten as far as the end of the Larpa section and wanted to point out a few things:
  • During that same scene, Zophar says "Yes... I've become the same as those helpless humans." Not sure if this error was in the original localization, but I believe it should have been "You've become..."

  • In Larpa, there are a few segments where the dialog glitches and instead of clearing the previous lines, it overruns the previous dialog (but the parts of the previous lines that are overlapped are removed and it leaves the rest of the previous text on the screen, so it's still technically legible, just odd as it sometimes merges the new line with parts of the old line).
    • In Ronfar's house, after choosing to say "...because she needed my help." Hiro gets to the following line: "She was willing to look for the Goddess all alone, and there's no way I could let her do that."
    • It then glitches when Hiro says his aside "(I think I'm going to leave out the part about how blindingly beautiful she is)", clearing out the text that it overlapped and leaving the rest on screen, merging the new line with parts of the old line either before or after it.
    • This happens several other times in Larpa; in some cases, it's clear that the new dialog is starting on the line that the old dialog left off on, and it wraps around back to the top of the dialog box if it runs out of space.
    • If I haven't explained it well enough, let me know and I'll get a photo or screen capture or something.
  • Another "plain text" error, which may literally speak for itself, is during Ronfar's second attempt to heal Lucia.
    • After Ronfar's line "Snatch Lucia's soul from the jaws of darkness, and purify her heart with your holy light!", it's followed by a separate dialog box/line: "NEEDS TO BE FIXED". I got a well-meaning chuckle out of that, lol, I'm not sure if this replaced a line or if this was meant to be an annotation line that snuck in as an extra line of dialog.
I'm fairly sure there was another "old" overlap issue towards the end of the Larpa segment like the one with Zophar, but .21a cleared that up as well!
On the brightside, I wouldn't say these issues "break" the game and make the dialog unreadable, just awkward, otherwise everything is smooth sailing so far with combat text, menus, etc!

EDIT: I should add; the issues I've noticed here, were present in the previous versions of the patch as well. They were not introduced with version .21a.
The incorrect dialog you're pointing out is something i manually put in, ill go correct it. WD extended the dialog far beyond what was going to fit to the JP audio, so i abbreviated it based on the rough translation i have.

I think the overlapping text is due to a bug in my encoder that i fixed a while ago... apparently i never copied that fixed executable over to my build area though, so it makes sense that the issue is still happening. I'll post another update in a day or so.

As for that needs to be fixed thing.... I'll need to check back and figure out what i was doing. The following is in one of my text files, no clue why i did this.....

Label: Text ADDED
Offset: 0x55C
Size: 0x1C bytes

Text_Start
Control_Code 0xB143 (Left Portrait 0xB143)
"NEEDS TO BE FIXED"
Control_Code 0x1000 (newline)
Text_End
 
Last edited:
Hope you can figure out the subs on all videos. This can be the definitive original way to play this. Thanks for all your great work @Mr Conan
Soft Subs are still on the TBD list. I left myself quite a bit of notes a year ago, just need to find the time to pick it back up and code something together.
 
Heres another update @Saff . I think it should resolve what you noted.
I appreciate you making updates so quickly! I feel bad when I have to come back with another correction, lol

Lucia is now the one who is now like those helpless humans, and everything is cleaned up on the Larpa overlap error so that looks good!

There's two minor points about the Church scene; honestly they could be glossed over but I'll sum them up:

During the flashback with young Ronfar, Mauri, and Leo, after progressing past the very last line of dialog in that flashback, the dialog box disappears, but the flashing yellow arrow in the bottom right corner that indicates when it's waiting for you to push a button is still there, and one more button press is required before it switches back to the Church. No big deal really!
I know in the original Japanese, "present day" Ronfar does not have dialog during the flashback as he does in the localization, and instead his lines start after the scene switches back to "the present", so it may be related to your having to work around the differences between the original and the localization.

On the "Needs to be fixed" part that you updated to "Ha Ha Ha...", I noticed the following:
In the original, he says "ハァ ハァ ハァ......" after the visual effect of his second attempt to lift the curse.
With the patch, he says it before the visual effect. Again, I know you're working around that disconnect between the original and localization. So if it can't be helped, I would say it isn't too out of place where it is as it could just be him panting during the effort rather than right after! I highly doubt many would notice the difference, lol

That's all I've got! I did not progress past Larpa, so I haven't picked up any new "well actually..." issues
Once again, thank you for your effort! Appreciating games like Lunar is one thing, but it's equally as enjoyable to help someone who is dedicating their time on projects like these!
 
I appreciate you making updates so quickly! I feel bad when I have to come back with another correction, lol

Lucia is now the one who is now like those helpless humans, and everything is cleaned up on the Larpa overlap error so that looks good!

There's two minor points about the Church scene; honestly they could be glossed over but I'll sum them up:

During the flashback with young Ronfar, Mauri, and Leo, after progressing past the very last line of dialog in that flashback, the dialog box disappears, but the flashing yellow arrow in the bottom right corner that indicates when it's waiting for you to push a button is still there, and one more button press is required before it switches back to the Church. No big deal really!
I know in the original Japanese, "present day" Ronfar does not have dialog during the flashback as he does in the localization, and instead his lines start after the scene switches back to "the present", so it may be related to your having to work around the differences between the original and the localization.

On the "Needs to be fixed" part that you updated to "Ha Ha Ha...", I noticed the following:
In the original, he says "ハァ ハァ ハァ......" after the visual effect of his second attempt to lift the curse.
With the patch, he says it before the visual effect. Again, I know you're working around that disconnect between the original and localization. So if it can't be helped, I would say it isn't too out of place where it is as it could just be him panting during the effort rather than right after! I highly doubt many would notice the difference, lol

That's all I've got! I did not progress past Larpa, so I haven't picked up any new "well actually..." issues
Once again, thank you for your effort! Appreciating games like Lunar is one thing, but it's equally as enjoyable to help someone who is dedicating their time on projects like these!
Thanks, keep reporting what you find. It sounds like theyre all pretty simple fixes so far. The goal would be to clean up this version for now, then do an overhaul whenever the translation is complete. Theres also the chance i port in more content from PSX. After fixing some bugs in the script extractor that might be more likely, also could be a ton more work than im thinking.
 
Great to hear you're making progress, I imagine some people waiting on this might just go to the new versions coming soon instead, I for one will stick around as I really want to play the Saturn versions as the Saturn still is one of my favourite consoles.
 
Great to hear you're making progress, I imagine some people waiting on this might just go to the new versions coming soon instead, I for one will stick around as I really want to play the Saturn versions as the Saturn still is one of my favourite consoles.
Very much the same here! I've noticed the color is just a little more vibrant on the Saturn versions, and the music has some subtle differences that have been fun to experience. I also tended to struggle with the balancing in the PS1 releases, leading a younger me to just use a gameshark to bypass the gameplay, so it's been great re-experiencing these games "as intended". (localization/translations not withstanding)

Unfortunately, I've had some kind of popping/crackling issue with the audio on my console that only seems to rear its head when using the Satiator, and I've ruled out just about everything except for the capacitors and the Satiator itself. Tried different size/format of micro SD cards, Micro-to-SD adapters, with and without the RAM cart, even installed one of those PSU replacement boards to rule out the PSU. I've ordered the capacitors as I have plenty of soldering experience under my belt, but just to show how dedicated I am to keeping the old hardware alive!
 
Thanks, keep reporting what you find. It sounds like theyre all pretty simple fixes so far. The goal would be to clean up this version for now, then do an overhaul whenever the translation is complete. Theres also the chance i port in more content from PSX. After fixing some bugs in the script extractor that might be more likely, also could be a ton more work than im thinking.
Started working my way through the West Salyan Desert with Hiro and Ronfar and came across some untranslated stuff in-battle, though it's not technically dialog related so I don't know how practical it is to fix.

For Ronfar's "Destiny Dice" skill, you select it, and then once it's Ronfar's turn to move/act, you're asked to select between the following untranslated text:
だぜ! (Chōda ze/It's Odds!)
だぜ! (Handa ze/It's Evens!)
Naturally it's a rough translation, appear to use stylized characters instead of the regular dialog/item description font, and the Kanji are colored similarly on-screen.
EDIT: I'm actually unsure if I have the correct Kanji here due to how stylized they are; I'm working with Google Translate and "hand-drawing" the characters with the mouse and these are what I got, but they then "translated" into something that made sense within the context of the game.

After the player chooses, Ronfar rolls the dice and then a giant (rather heavily stylized) Kanji graphic appears in the middle of the screen telling you if it's Odd - or Even - (Both Kanji are red for the "results" message))
If it matches what you chose, another large message graphic replaces the Odd or Even Kanji with 当たり(A ta ri/Win)
If it doesn't match and you lose, then you get はずれ (Ha Zu Re/Miss)
(Again, the Win/Miss messages are colored similarly on-screen)

Is this within the scope of your patch? I'd put the choice selections a little higher priority over the results messages since the outcome is self-evident without a translation. Though at the same time, you could argue that it's a "gamble" no matter what you choose anyway! Har har! (Okay I'll see myself out...)
 
Last edited:
@gameofyou1 @Late To the Beard Party Thanks for the encouragement!

@Saff Those are both in scope to fix. I have tools already to insert and move battle text images around in memory, which is how the others were updated.

Odds/Evens are stored as images (the game re-uses daze for both, but its not hard to adjust). I asked the translator what they thought about doing some stylized graphic work instead of the plain Even/Odd in the WD dub, never heard back and forgot about it.

Looking at my extracted images, it appears I'm missing Han and all of atari/hazure, so there may be a bug in that somewhere. I'll add that to my todo list. @Malenko offered to do some tile work, so maybe i can get him to do those.
 
Back
Top