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  1. #51
    Hired Assassin Aki_Yoruno's Avatar
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    Quote Originally Posted by SC View Post
    I think its time to dust off the old psp and charge it up!

    Question though. For an old school player such as myself, would I need a custom firmware to play the patched version with my UMD, or is it just a file that some how adds to the data?

    *Can not wait for this! Be so awesome playing it again in english*
    I'm betting you'll need a CFW. Been a while since I've messed with CFW, but from my memory you'll need one for patches. Sony doesn't like anything foreign on their systems, and the team will probably integrate the patch into an ISO, which you'll need CFW to run. But I could be wrong. I'm just a translator in this, not a programmer. :/
    Aki on GC PSO, PS2 PSU: AotI, and PSP2i.

    地獄へ行くの? お前が先だ!
    DC PSO veteran/The Original Duman

  2. #52

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    Ah ok. Well I've managed to get a CFW on my system. And I have an ISO ripped from the UMD of the game. So once the patch is done, we'll then look at the integration and what to do etc.

    What's the current rough percentage of completion at the mo?
    Time moves faster where I'm standing.

  3. #53

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    Quote Originally Posted by SC View Post
    Ah ok. Well I've managed to get a CFW on my system. And I have an ISO ripped from the UMD of the game. So once the patch is done, we'll then look at the integration and what to do etc.

    What's the current rough percentage of completion at the mo?
    http://gbatemp.net/threads/phantasy-...lation.368328/

    PROGRESS – Technical

    .pmf subs (including timing, encoding, etc) - the game actually uses soft subs so that needs investigating

    .fpb splitter - DONE
    .fpb reimporter - DONE
    .fbp (type 3) crypto – DONE - removed by asm hack
    .nmll loading – DONE
    .nmll crypto (encrypt/decrypt)(type 1) – DONE – ported from essen’s original C code
    .nmll decompression – DONE – ported from fuzziqer’s code
    .nmll compression – DONE
    script dumper (.txt file output) – DONE
    indexed text editor - DONE
    script editor with pointer redirection – DONE
    automatic script inserter – DONE
    file list spreadsheet exporter - so we can track translations - DONE

    PROGRESS – Translation (All in progress/TODO)

    Text - Spelling/grammar checks/typesetting
    -Battle chat
    -Episode 1 scenes
    -Episode 2 scenes
    -Item names
    -Item descriptions
    -Menus
    -NPC talk
    -Skill names
    -Skill descriptions
    Grinding Magashi Plan in Infinity...

  4. #54
    The Profound Duckness SuperCentipede's Avatar
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    YYEEEEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAHHHHHHHHHHHHH HHH!

  5. #55
    ダーク ファルス 【守護者】
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    That's stuff from like, last year though, so...

  6. #56

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    JamRules doesn't update that first post as often as he ought to. I can confirm the following:

    PROGRESS – Translation (All in progress/TODO)

    Text - Spelling/grammar checks/typesetting
    -Battle chat - ~60%
    -Episode 1 scenes - DONE
    -Episode 2 scenes - ~95%
    -Item names - DONE
    -Item descriptions - ~100% Translated, not inserted yet
    -Menus - ~95% (Some things use a different type of compression)
    -Skill names - DONE
    -Skill descriptions - 100% Translated, not inserted yet

    I'm unsure about "NPC talk" but I think those files have a different type of compression to the others. I haven't seen them yet, at any rate.

    At the moment, I'm proofreading and testing the weapon descriptions (done by Weyu) in-game. I already proofread the files, but I'm not happy with the way they look in-game so I'm taking notes on things to change with those. When I've finished editing the weapon descriptions, I'll be going back to translating the remaining 61 story files.
    Working on the PSP2i fan translation with JamRules and the gang.

  7. #57
    ダーク ファルス 【守護者】
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    So, looks like your "roughly" 90% done. As far as the translation anyway. I'm assuming that's not including proofreading, spell check, etc?

  8. #58

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    A lot of proofreading has been done, but seeing the text in the game with the surrounding context is really helpful, so we have at least 2 rounds of proofreading. For example, the NPC battle chat. When I tested it in-game, I noticed that it was taking up way too much screen space.

    I think we're going to have a public beta once we're happy with everything, so people can help us to find mistakes in the main story and things that don't trigger so easily and can't be forced with cheat codes (like urgent missions).
    Working on the PSP2i fan translation with JamRules and the gang.

  9. #59
    ダーク ファルス 【守護者】
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    Oh, that's cool. To be honest, I'd be fine with a menu and item patch. :V

  10. #60

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    Mr Fwibbles posted this on the gbatemp forums (hope you don't mind that I share it here). Its not quite finished yet but its looking great so far! Someone else asked about the DLC max attacks/trade missions and Jam said once the main game is done, he might look into those and even translate them. It looks like things are progressing smoothly, and that's really all that matters. Jam and his team are doing great so far, the Phantasy Star community appreciates it, seriously. Thanks

    PSP2i is a special game that fills the void of a world without PSU, while also being its own thing and introducing new areas/items/classes/content. I don't know how others view it, but if a PSU private server never makes it, its nice to know we'll always have a multiplayer ready, portable PSU, English translated version to continue on with.
    Last edited by Majarra; Jul 5, 2015 at 01:47 AM.

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