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New English translation patch for Sin and Punishment!


HeavyZ
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Zoinkity just finished making this English translation patch for Sin and Punishment N64 and posted it on AssemblerGames. I'm about to patch this thing up myself and check it out.

 

Here's the download:

 

http://www.mediafire.com/download/2szbq8utgxe0srv/NGUE.zip

 

There is another, but I can't get it to work for me.

 

Here's the thread about it: http://www.assemblergames.com/forums/showthread.php?47187-Sin-and-Punishment-and-other-jap-only-titels-translation

Here's what Zoinkity said after he posted it. You might want to read it if you plan on downloading the patch.

 

 

Just finished it off. It's available in two places, and I'm hoping most of the world can get it from one or the other.
http://www.mediafire.com/?2szbq8utgxe0srv
-or-
http://share.cx.com/BnjRB7
Apply to an unbyteswapped, unaltered ROM. The patches test for this, although you can probably bypass it if you really wanted to.
You get the choice between an xdelta patch and a bps patch. Use xdelta or beat respectively.

Should work on hardware. Remember it needs to use a 16kbit eeprom for save data. Emulator people can fuss over what settings are needed for which emulators. It uses the framebuffer heavily, so that should strictly narrow down which plugins will work with it.

Hardcoing it went surprisingly fast. I decided against a textured font like you see in the VC version for the sake of legibility. VC just extracted the 8x8 font already embedded in the game, something I'm guilty of too. Could have used an IA4 font as well, but the clarity was too low for such a small font. Greyscale just seemed to work best.

I tried to use fonts similiar in style to the japanese fonts they replaced, always erring on the side of legibility. Hopefully there aren't too many complaints ;*)

I did not translate signs in the scenes set in Japan. None are important, and, well, they are in Japan. Most would require some pretty radical conversion to fit any reasonably-readable english into, and illegible english defeats the purpose.

If there's any glaring errors, just post them up here. I don't have a good place to leech internet anymore, but I will try to get to you as soon as possible.
There's two things I'm not completely satisfied with, but it isn't worth fussing over since neither has a good solution. See if you can spot them ;*)

Did take a look at the T64 files. It's odd, since they write in columns instead of rows and the palettes are argb. Still, the images are easy enough to extract, and since I have a handy-dandy table of everything might just be able to figure out how they know what to replace where ;*)

BTW, I could use a translator for a few other projects. Most of the untranslated japanese N64 titles use graphics as opposed to actual text, and I have a few of each already extracted. In particular, I'd like to do Bangaioh, and the translator will optionally have the added bonus of choosing to provide handwriting samples for a character ;*)

Since we're on the subject, I have most of a Pocket Monsters Stadium patch done. It only provides support for the japanese GB carts, and I'm not certain I want to change this yet. Anyway, since the GB emulator doesn't emulate (sends R4300 code to the RSP) I've been writing scripts to draw the window for me to test this off-console. It's mostly down to making a new font writer for the GB emu, making a few more windows dynamic, making a few models for the huge freaking 3D text, swapping letters on the cups, and changing some trainer names to romanji.
Incidentally, you can convince Nemu there's a GB cart attached with a whopping two bytes ;*)

About the Easter eggs, the first is a key to getting the second. The second is rather obscure, but if you do find the block of text post it up here. I tried to make it tricky but not impossible.

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