Time to translate Riglord Saga 2! WIP

Hello world!

Alright, let's get this party started. I see a lot of formatting when working through this translation. I'm taking notes, and doing the best I can to track the plot as well, and I'm hoping to track what I'm doing right and wrong. To this end I've started 3 different Notepad++ docs, which I may attach later on.

Some of the steps I'm taking to make this translation work properly through Mednafen:
1. Change files
2. Open SSP 1.97x (seems to work best even though 1.3 is non-beta. 1.3 does not allow me to create patches)
3. Load vanilla Bin/Cue.
4. Create Patch by loading changed files into top portion of SSP menu.
5. Apply patch.
6. Build patch.
7. Open folder with Bin/Cue.
8. Delete Track 5.
9. Open Cue sheet in Notepad++.
10. Delete Track 5 inside the sheet.
11. Rename track 6 to 5 in both spots. Save and close. Step 7.
12. Rename track 6 to 5 in folder.
13. Load folder in Mednafen, boot game.

These steps allow me to update the game with the changes I'm making. If someone knows faster, easier, or better ways to get all this done, feel free to let me know.

500.adp %H%m1%V100[%m0Councilof7%m1]%V0%m0 %z

500.adp- This is the loading of a text bubble
%H%m1%V100- unknown
[%m0- Person speaking. This area is where character names go- %m1]
%V0%m0- unknown
%z- When someone starts speaking follows this formatting so far.

Everthing in that line is formatting, except for the Council of 7. I'll add some photos to this post later, I'm starting this thread on my PC and don't have access to the photos at this point. A question I have though is that if there are "00" areas of the code, can I use those areas to adjust the text as long as I keep the code formatting the same? I'm going to attempt this right now. I have noticed that when I leave more than one set of "00" s next to each other, I get repeating text code, even if I use what seems to be the end of speech formatting I see in other places.

There's a spot where there's a 42 00 00 00 00 00 00 35 early in the code. I might try to adjust that some to make other text fit better. More updates on that progress to come.

The end goal is to make this translation work properly in Mednafen, Yaba Sanshiro (PC and Mobile), and real hardware.
 
Some photos of what's going on so far
 

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This needs moved to Saturn Dev.

That being said you need to figure out what the control codes do, and if you need to pad out spaces use 20 not 00 , usually the 00 can trigger the end of read for a section.
 
You need to figure out why SSP is creating an extra cd track, even without applying a patch.
CDMage also created an extra track when creating a multi track Bin/Cue from my disc rip. So I don't really know what's going on there. I haven't tested to see if this will play in SSF, Yaba Sanshiro, or Real Hardware yet.
 
This needs moved to Saturn Dev.
This needs moved to Saturn Dev.

That being said you need to figure out what the control codes do, and if you need to pad out spaces use 20 not 00 , usually the 00 can trigger the end of read for a section.
Is there a way to move it, or do I just start a new thread there?

Yeah, I'm playing around with the padding. Would you recommend I not move the formatting at all? I noticed in your example, you must have done some of that, since your Council of 7 has spaces and mine does not. The translation could be changed as well, since the manual lists them as the Committee of Seven Wisemen, or something, so could label them "7 Wise Men" or something
 
CDMage also created an extra track when creating a multi track Bin/Cue from my disc rip. So I don't really know what's going on there. I haven't tested to see if this will play in SSF, Yaba Sanshiro, or Real Hardware yet.
Yeah, I think that's probably an important priority to understand, before you start sinking hours into it.
 
Thanks for the move. Today I learned a few things about the formatting and made a few different patches to try some stuff. My findings for today:
The game's opening scene starts at the following offset in NT31.MAP. if you open this file with a hex editor you can see the start point here:
Offset 0x0218BD9 starts 500.adp
All text Bubbles open with XXX.adp , and we are starting at 500.adp. Goal for now is to get through the opening scene, until
it loads the next section, with Myu.

Formatting:
2548256D312556313030816D (%H%m1%V100[ )Opens a Text Bubble and sets a title. Titles are names or placeholders etc that go
in brackets at the top of the text bubble.
816D256D30([%m0) The formatting prefacing the title.
256D31816E (%m1]) The formatting post title.
255630256D300A00257A (%V0%m %z) Formatting pretext bubble.
81420A00 (Obvious period) Line Break with period. Does not wait after text is generated. I believe this was the original
formatting, so learning which text makes you wait for input can be figured out next.
0A00 (double blanks) Unclear if this also causes line break. 8142 must be tested seperate to see if that's just a period.
 
Thanks for the move. Today I learned a few things about the formatting and made a few different patches to try some stuff. My findings for today:
The game's opening scene starts at the following offset in NT31.MAP. if you open this file with a hex editor you can see the start point here:
Offset 0x0218BD9 starts 500.adp
All text Bubbles open with XXX.adp , and we are starting at 500.adp. Goal for now is to get through the opening scene, until
it loads the next section, with Myu.

Formatting:
2548256D312556313030816D (%H%m1%V100[ )Opens a Text Bubble and sets a title. Titles are names or placeholders etc that go
in brackets at the top of the text bubble.
816D256D30([%m0) The formatting prefacing the title.
256D31816E (%m1]) The formatting post title.
255630256D300A00257A (%V0%m %z) Formatting pretext bubble.
81420A00 (Obvious period) Line Break with period. Does not wait after text is generated. I believe this was the original
formatting, so learning which text makes you wait for input can be figured out next.
0A00 (double blanks) Unclear if this also causes line break. 8142 must be tested seperate to see if that's just a period.
 

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0A probably means line break, with a 00 terminator at the end.

this is the table I use
Often 00 (or batch of 00) is related to the "end" of a data block that is read or loaded into memory in one pass. Changing the position of this 00 may involve to understand how text data is pointed to, or indexed.

This is not an universal rule, thought. You can have a look to the ongoing culcept translation tutorial thread for another example.
 
I'm aware just trying not to overwhelm DragonsofSaturnm 🙂

I brute force all the time "Lets move these 00s and see what happens!"
 
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