Lunar 2 Eternal Blue Saturn English Patch

Lunar 2: Eternal Blue Saturn Translation 0.21

Another dialog issue, though it may be a little more involved.

Version 0.21d

Location: Transmission Springs (After saving the 'Dragon Kids' and moving on from Taben's Peak/The Grindery, I went straight to the Transmission Springs before visiting vane).

Issue:
  • The dialog from the NPC near the top of the screen who gives you a Bromide seems to imply you've collected every Bromide except the one he gives you.
  • I have not really gone out of my way to collect Bromides, and only had two; the one of Lucia from the town you meet Ronfar in, and the poster featuring Jean after finding the Carnival troupe for the first time.
  • In the original Japanese script, his dialog is much shorter and simply acknowledges that you collect Bromides too (makes sense since I had two already), but that there are a lot more out there.
  • Watching a let's play video on youtube of the PS1 WD localization, - YouTube (approx. 8 hours, 22 minutes if the time stamp doesn't work), the dialog is also different and does not act as though he has collected all but one, and he has 2-3 more bromides than I do by the time he talks to that NPC.
  • I tried talking to the NPC on 0.19b and the dialog was the same.
Not sure if you can confirm this, but this feels like the NPC's dialog is supposed to differ depending on your progress collecting the Bromides.
Am I reading too much into that, or has a flag been inadvertently set by the patch, or possibly a by-product from me using the same save data across several patch revisions?

I wasn't really planning on going nuts with collecting everything until after confirming the patch is playable all the way through on original hardware. Seemed like a good excuse to start all the way over and give the patch a run from start to finish.

Slot 1 on Internal RAM. (I think I saved on the Transmission Springs screen, otherwise, it may load on the World Map and you just need to walk down past Vane, straight to the Transmission Springs)
 

Attachments

I’ll take a look this weekend, I vaguely recall editing some text related to that NPC while fixing some psx/saturn bromide differences. Might have pasted in the wrong thing.

The Saturn flag commands were not touched, that was in a separate section of the game script which I leave unaltered. Game saves should also not affect you since I have not altered the save data format in any build. I think the only real difference in game saves may be it saves some location text, but i made sure to stay within the allowed buffer size for that.
 
With the Lunar Remastered collection coming out on the 18th on PC, perhaps Mr Conan you will be able to use the enhanced assets from it for both Remakes on Saturn. I'm sure it's crossed your mind.
 
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My guess is no, since the original sprites were made for saturn HW, theyre probably just increasing the resolution, which the saturn wont be able to make use of. I am a little curious if theyre going to re-use the l2eb timed script format. Might give me some more data points on how all that works if i compare it to the us psx (without having to do more reverse engineering)
 
Since I've made a decent amount of progress since the competition entry, I'll officially announce this one and keep a status here.
The plan is to translate Lunar 2 using the PSX as a basis. Not sure if a dubbed or subbed version will be released first, depends on free time & difficulty.
I'm putting Lunar 1 mostly on hiatus until this is complete.

View attachment 7433

Current Status
===========
Text:
Variable Width Font: 100%
Dialog Extraction (Sega CD JP/ENG, SAT JP, PSX JP/ENG): 100%
Dialog Insertion: 50%, works but going to create a Gui tool to simplify.
Dialog Translation: In-progress. Haven't decided if we are updating or rewriting at this point. Depends how good or bad the WD translation is.
Item and Common Text Extraction&Re-Encoding: 100%

Scripting:
Action Scripting: 99%, Format decoded, extractor and re-encoder created. For some reason adding a timed dialog works in mednafen, on real HW the text doesnt print. Might be something to do with a parallel event that conflicted in the test i ran…. (Looks like I botched up the dialog insertion portion of my tool).
Action Script updates to use WD dialog or WD Audio: 0% (Corrupts the screen if everything doesn't line up, cleared after a single battle).

You’ll probably notice that the jp audio may not line up with the characters speaking in the english timed text dialogs… This is because WD took a lot of liberties with the dub (big surprise)

Menus:
System - 95%, need to adjust some text placement.
Battle/Shop - 90%, have a few minor glitches to clean up.

Subtitles:
Decompression: 100%.
Compression & Re-encoding: 99%
Translation of existing subtitles: 0%
Adding subtitles to videos that didnt previously have them: 0%

Battle:
Spell Text Outlined during battle: 0%
Monster Names: Translated (preliminary ones being used). 98%

Audio/Movie Dubbing: 0% Havent looked into it, in theory the tools are already there to do it... (Current plan would be to reuse WD audio)
Running and looking wonderful until today. I get to the boss in the spooky house, the big toy guy. After he dies I get a game freeze. I have burned 2 copy's as I was thinking maybe my first burn was not great, but it happened again. I might try the OG to get past this point and then retry. Not sure. Hope for a fix. One way or another, great job with this. So glad to be able to play in English on the saturn. Thank you.
 
0.21g posted above in this thread should get past that. It’ll freeze much later on in the game after a battle with ghaleon.

The older 0.19b in the resources section will go to the end without crashing, but therell be graphical glitches during dialogs that wont go away until a subsequent battle.

I’ll be getting back to it, going through it slowly script by script after i finish up on a side project.
 
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