Time to translate Riglord Saga 2! WIP

Have you found where the game's font file is? I strongly recommend checking the viability of the translation first and then learning the basics of sh2.

Look for the font file and make sure it is uncompressed, that's half the way. (otherwise you will need to figure out the decompression routine, which can be simple or complex).

If the shift jis font file has the same standard as most games, with thousands of Japanese letters, you will probably have extra space to apply your translation, which means that the translation of this game is viable in a way (There can be several ways to translate the same game).

Depending on how simply the devs wrote the text and text box routines, a few edits can result in great progress on your project.
Actually, the game supports ASCII and seems to be uncompressed so far. I might still look for the font file and all that if it's needed.
 
Hi.
I analyzed part of this RPG code, here are some information that may be useful to you.

The font file is RIG2INIT.DAT.
Well, the text is apparently in vdp1, I don't know if at some point it can write text in the other vdp or with different routines (probably not, but who knows).

The text header of this game is encoded, but not exactly, I mean there is no table with text offsets that we can read in the hex editor (at least I didn't find one), but there is a table with variables that a basic decoding routine uses to pull the offsets of the texts, very simple.

The way the "text writing routine" works is strange, but the concept is simple:

- The words in the text offset go through a calculation routine that results in pointers to the LWRAM, where the font archive is.

- The routine saves the character offset in the Stack and here's the trick: each variable (also in word format) that represents the letter/tile/pixels within the file goes through an routine that writes some values in a table, e.g. the first variable of the first part of character 7 is 3F80 (each character in this game is made up of 8 lines of code in vdp1), this 3F80 will be compared with the variables of the routine, and for integer results, some bytes are added in positions (virtual coordinates) of this table .
Finally, the table with the "character bytes" is pasted as it is in vdp1, forming the complete character.

Well, the font file has a large amount of space. Assuming the font file will not be unloaded from its offset, it is possible to replace all the Japanese characters with new text headers, this would solve the space issue.

As Malenko pointed out, the game makes ascii tiles with 1 byte.
I just saw that the game has 2 ascii fonts, one in 8x12 and another in 16x12.
 

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It supports ASCII natively, he's replacing the 1 word Shift-JIS value with 2 ASCII values and the game is displaying everything fine so long as he doesn't break offsets or control codes.
 
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Alright! Super minor but super important update!
Are you ready?
Here it is, folks:

I don't speak or understand Japanese very well. I know, I know. There's lots of screenshots with legible English here. But after getting help with one of the townsfolk's dialog sections in the first town, it's painfully obvious that I do not know enough about the language to complete this game's dialog in a manner that will make sense, and be accurate. So I'm putting feelers out there to see if anyone is interested in working with me on this project. If they are interested in helping with the Japanese conversion, I want to state that I'm willing to credit them as the Translator and give them the primary spot for that on the credit roll. I would still take credit for formatting and injection of the English into the game.

I'm still able to work on several parts of the game; menus and minor dialog that isn't complicated. But there's already a few spots that I'm gonna have to fix once someone else comes aboard to help with this project, so I'm going to stop translating the game dialog text at this point, and focus on getting the items, menus, and that sort of thing up to par with a quality English version of the game.

If nothing else, I can get the script ready, rip it out of the game, and that sort of thing if I run out of things that are within my scope to translate.
 
Wow that's crazy, Mystaria (Riglord Saga 1) is one of my favorite game of all time, and I want so much to play the sequel, but I don't know anything about japanese.

And today, totally randomly, I checked google if there is a translation existing. And I see that your last message is from today, it seemed so strange to me that I had to create an account just to post a message ^^

But sorry I cannot help you with the translation, I'm just hoping someone will do!

And to be honest, I'm mostly interested in the gameplay than the story, so even with only translating the menu and spells / actions, would be enough for me ^^
 
I mean, the combat system is really fun. I have several things to work on still before the story is going to advance much further. I've gained access to some tools that allow me to really hammer out the details on what I have available, and I have some good notes on things I need to check and adjust as it is. Even if all I do for a few weeks/months is figure out how to change data pointers, it will be a learning time for me, and that right now is the big goal, being able to work on projects of my own so that in the future, I can mostly do this by adjusting tools for the task at hand, which is to help translate Sega Saturn games. ^^ (I'm also super excited to play through the game from start to finish!)
 
I wrote this up for pointer tables, maybe it'll help you out:
 
Ohayo gozaimasu! So I was having troubles figuring out what these words might mean in Riglord Saga 2. I have listed here what I can come up with for a translation of them, and what they do, but if there's no word equivalent in English, what sort of solution could I use for them? I wonder: should I just leave them translated as these? I only have 8 characters to use in a combat technique name due to in-game limitations. I can explain what each does accordingly in the descriptor text when I get there. Also, I believe in a normal playthrough, these might never get seen. I haven't found a single character or enemy that can naturally use them (I haven't seen most of the combat areas yet.)
ピピルマ
PIPIRUMA (MASSIVE SINGLE TARGET DAMAGE!)

プリリンパ
PRILYMPA (MASSIVE FULL MAP DAMAGE)

パパレホ
PAPAREJO (MASSIVE DAMAGE ONE TEAMMATE)

ドリミンパ
DORIMINPA (MASSIVE DAMAGE ALL TEAMMATES)
 
Ohayo gozaimasu! So I was having troubles figuring out what these words might mean in Riglord Saga 2. I have listed here what I can come up with for a translation of them, and what they do, but if there's no word equivalent in English, what sort of solution could I use for them? I wonder: should I just leave them translated as these? I only have 8 characters to use in a combat technique name due to in-game limitations. I can explain what each does accordingly in the descriptor text when I get there. Also, I believe in a normal playthrough, these might never get seen. I haven't found a single character or enemy that can naturally use them (I haven't seen most of the combat areas yet.)
ピピルマ
PIPIRUMA (MASSIVE SINGLE TARGET DAMAGE!)

プリリンパ
PRILYMPA (MASSIVE FULL MAP DAMAGE)

パパレホ
PAPAREJO (MASSIVE DAMAGE ONE TEAMMATE)

ドリミンパ
DORIMINPA (MASSIVE DAMAGE ALL TEAMMATES)
these all seem to be phrases that appear in the anime Magical Princess Minky Momo's ending theme song "Dreamin' Pa"


They seem to just be nonsense, except for ドリミン, which is "dreaming" and part of the song's title.

So I think these are just joke references to an old anime, especially if they seem to be "hidden" attacks.
 
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these all seem to be phrases that appear in the anime Magical Princess Minky Momo's ending theme song "Dreamin' Pa"


They seem to just be nonsense, except for ドリミン, which is "dreaming" and part of the song's title.

So I think these are just joke references to an old anime, especially if they seem to be "hidden" attacks.
Excellent! I think I will leave them as is then, and update their text, depending on how much space I have. It's not clear to me yet where these descriptions are located in the files, but I'll find them sooner or later. Thanks for finding that info!
 
A couple things:

I did find someone to help translate the project.

And I'm going to start trying a lot of respacing now to see if I can fit some longer words (Attack, Defense, that sort of thing) where I only have 2, 3, or 4 spaces now. Likely gonna break stuff. Should be fun, right? Wish me luck! Matte ne!
 
A couple things:

I did find someone to help translate the project.

And I'm going to start trying a lot of respacing now to see if I can fit some longer words (Attack, Defense, that sort of thing) where I only have 2, 3, or 4 spaces now. Likely gonna break stuff. Should be fun, right? Wish me luck! Matte ne!
All joking aside, that's my favorite part. It breaking then me finding a way to make it not break.
 
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