Retro Game Challenge 2 Translation

All games have been tested from beginning to end, however. The Adventure games and RPG use a variable width font in order to fit more of the dialogue on screen (which means characters like 'i' and 'l' don't take up as much space on screen as 'o' or 's'; there is no padding of the slimmer characters).
. The No$GBA emulator has known issues with this game. The fog in Super Demon Returns is messed up, and the portraits in the Adventure game start to glitch out after a while. There is also a strange whitening effect overall on by default. Desmume works flawlessly but enabling OpenGL may cause issues with some of the 3D textures like Arino's crown and your main character portrait. If you have sound issues in Desmume, particularly with Arino and the announcer, set your Sound Settings to 'Synchronous Mode'.
The voice data of Arino and the Announcer are left in Japanese in the game. There is no way to add subtitles and even if we could replace the sound data with other voices, there are 1290 voice samples from Arino alone in the game and another 50 or so from the announcer. A chart is in progress explaining what each one is, though may or common grunts or off-handed comments related to the game you are playing. The RPG (Guadia Quest Saga) and (less so the) Adventure games have a mind boggling possible number of combinations of actions, situations, items, skills and dialogues. There may exist a random combination of these that results in something unexpected. All games have been tested from beginning to end, however.
The Adventure games have word entry puzzles. Mixed capitalization may result in incorrect entry. Stick with all lowercase or uppercase. Camel case works for names, however.TRANSLATION TEAM.
Translation TeamProject LeadAaron Tokunaga-ChmielowiecProgrammingXVirusNagatoAaron T.C.SubnetPieTranslationAaron T.C.KikuchiyoNinaGraphicsMarsXSubnetPiePix3lsnapmanTestingSora de EclauneCeliceFreqmanTaikWebsiteMark W. DatysgeldOriginal TeamXVirusZachNinaRay Barnholtzari-ganiSpecial ThanksKRiFFiDFishaman PDarknessSaviorTiny Cartridge8bitWalugiwindwakrGHANMIArrasAnotherGamercubeboyDaVinceHumbertHumbertusrsharejoek0CalitarKobalosxnamkcor Xgato felixEnrico TessmerBrady KachanAnthony BaussardScott Burk.
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Bendy and the ink machine coloring pages. Source: herpaderp6.deviantart.combendy and the ink machine coloring pages – BaTIM Soup Shake by AuroraArtz on DeviantArt.
I was a big fan of both games but I noticed there wasn't even a fan translation of the second one. I would love to offer my services/time (when I have it) and/or just tackle the project myself. I have read the rom hacking and translation threads in this forum and can probably take it from there but I wanted to make sure that nobody else was already working on it.
I contacted the hosts of a translation project over at at the beginning of this year but have heard nothing back.. Just a brief bio about me, I came to Japan 15 years ago and still live here along with my wife and two kids. I've worked as a technical translator and interpreter for Hitachi as various tech and non-tech jobs.
(The economy is tough sometimes) Gaming-wise I have always been a huge gamer, and I'm sure some quick googling would reveal I have a history with music games and Japanese arcades and have been featured in the media such as the book Arcade Mania: The Turbo-Charged World of Japan's Game Centers and the film 100 Yen: The Japanese Arcade Experience.. Even though I have my JLPT 1kyu and interpreter certification from the now-defunct JIPTA I'm bound to have some awkward phrases and speech due to how I was raised and became accustomed to the language as well as through work, including tech translations of awful, awful Japanese manuals by corporate IT staff.
In terms of ROM hacking experience I don't have that much. I messed around with Megaman 2 for fun as well as Super Mario Bros and I touched on the FF3 NES translation by Andrew Jackson (we went to the same University).. Someone's actually going to give this a proper go, and not just anyone, but someone with a reputation to boot!As a Game Center CX fan, the state of the current translation has had me a bit upset, and as far as I know, it's the only one out there. If he doesn't get back to you, odds are you'll have to start from scratch.:/But, that aside, welcome to GBATemp Aaron! I'm 8BitWalugi, not so much a veteran of the site but a long time member.
Please enjoy your stay, but of course there'll be the usual forum unpleasantries.I really don't want RGC2 see it's 'Last Continue', so I give my full support and hope for this project!I can't help you much, but I do have a way with contacting people and whatnot. I once kickstarted a 500 EUR donation drive for Wii hacker Crediar to release a project, but that's another thread's story.I could try to get in touch with the creator if you need I guess, is what I'm saying.Best of luck! Hello, and thanks for the quick reply.Oh, I'm not asking for money or donations of any monetary value, but thanks anyway. I would just like to see this taken underway.Above anything else I think I need help with the technical aspects of hacking the ROM. I own the game and can play/test it and all that but what would really help me is a dump of all of the text in the game. I work much better with large dumps of text I can munch on all at once.
I can probably do all of the text in the game rather quickly if I had that. Hello, and thanks for the quick reply.Oh, I'm not asking for money or donations of any monetary value, but thanks anyway. I would just like to see this taken underway.Above anything else I think I need help with the technical aspects of hacking the ROM. I own the game and can play/test it and all that but what would really help me is a dump of all of the text in the game. I work much better with large dumps of text I can munch on all at once. I can probably do all of the text in the game rather quickly if I had that. Okay, I think I found at least most of the rest of the Text using CrystalTile2 though it is spread over quite a lot of files (ndsheader.bin, the overlay.bin files, retrogqs has a bunch, too).This gives me something to chomp on, though something tells me I'm going to bang my head hard when it comes time to put English text in, especially if it is longer than the original text in terms of bytes.
If that isn't an issue or I can figure that out (or get help), I can do chunks at a time and have the hopefully-so-pleasant folks here take a look at it/proofread/correct/suggest improvements.The images.yeah, I'll have to tackle that later. And maybe I shouldn't even attempt replacing the voice data even though they are all small samples without doing some heavy research. Oh, I know what a pointer is. I'm just curious how to mess with them in the context of this project/translation.Anyway, I have been dumping the text into a more useful format just for translation purposes so I can sit down and work this through (I work a full time job but my commute to work is almost 2 hours so I have time on the trains to do some of this). I'm willing to share it once I have something worth sharing.
When I have something done for example one of the instruction booklets in the game I'll get my hands dirty trying to hammer the translated text back in. If that works then that is a pretty big milestone for me and then it is just the tedium of going through every line in the game.(And testing it/proofreading). Thank you for the link.I understand it is a reference to another memory address. I do have a bachelors degree in CS but I haven't tackled anything in this way before so it looks like I have my work cut out for me.Even though I was hired at places like Hitachi as a systems engineer I always ended up being shuffled off to be some sole translator or interpreter (read: haven't really made much use of the stuff I did in University) apart from lots of scripting and a C# project that is still running.I appreciate the help.
At this stage, all input is good.UPDATE.Well, I got it working in the sense I messed around and changed some text successfully.Some things to note that I found are that single half-space quotes and apostrophes (' and ') didn't display (there was just a space), but the double-byte ones showed up.odd.There are also codes in the text that indicate colors and icons like keypad directions and buttons.It looks like I'm on my way.kind of.I have a separate file made up with all the instruction manuals. I am preparing something similar for the 18 magazine files. (There are actually 19 but the 19th is filled with a lot of dummy data from the looks of it)Wish me luck.UPDATE.Well, I got it working in the sense I messed around and changed some text successfully.Some things to note that I found are that single half-space quotes and apostrophes (' and ') didn't display (there was just a space), but the double-byte ones showed up.odd.There are also codes in the text that indicate colors and icons like keypad directions and buttons.It looks like I'm on my way.kind of.I have a separate file made up with all the instruction manuals. I am preparing something similar for the 18 magazine files. (There are actually 19 but the 19th is filled with a lot of dummy data from the looks of it)Wish me luck. Okay, this is just a note to say I haven't died in the past 24 hours and I have been looking through the game text. The action games probably do not require any translation (There is a big word 'GATTAI!'
When two players join their ships in GunDuel but I don't know if it is worth it to try and change that to something like Power Up! Or Joint Power! Or similar related words (but probably not the literal Combine, Join or Merge which all sound odd used like that) or just leave it since in the 80s and the days of the $2 translation they probably would have left bit words like that anyway because it was 'cool' to have random words like that. That is small potatoes though, since the two big ones that will need some work are Guadia Quest Saga (RPG) and Detective Kacho (both Chapters), particularly the last one.One concern with those last two (actually three) is that the name entry screen has no option for roman characters at all. If it is just a case of swapping the kana used in the name entry with the roman alphabet since it is its own entity then this isn't anything to worry about but if it is something different I might be banging my head against a wall for a while.The manuals vary in size by are about 20 pages each for the main games. The 5 special games you can play at the game shop have instruction 'sheets' but they are only 1 page so that isn't bad.
The in-game magazines vary in length as well but they are in the ballpark of the length of the game manuals. (About 15 pages or so, actually)Then there is a surprising amount of dialogue between you and young Arino that happens throughout the game. I keep blowing it off but there is actually quite a bit of volume to it even though most of it is simplistic.With that, the special Game Training Tool and the in-game Menus I think that will do it.Ah yes, the intro crawl (Star Wars-esque).Anyway, I'll keep you posted. I'm slowly figuring this out but it is very tedious work. Here is something I never did upload yesterday. Nothing is finalized in terms of translation but I wanted to play with the different font colors and mixing the image with the text. I did notice that in the intro it talks about what I thought was 'Arthur's Gemstone' or something but in the ending 'Engrish' it is called 'Arthrian Stone'.
I think I should play through some more of this to jog my memory.Since then I've worked on the games you play at the game shop (1 page manual each) and I have all the Challenges done, though trying to fit all the text in one line is a bit of a nuisance.Maybe there will be more to look at when I do the menu screens and more of the basic interface.
Retro Game Challenge | |
---|---|
Developer(s) | indieszero[1] |
Publisher(s) |
|
Director(s) | Masanobu Suzui |
Producer(s) | Shinya Arino Masanobu Suzui |
Designer(s) | Katsunori Yazawa Ryoji Arisaka Tadayuki Hikida |
Composer(s) | Koji Yamada Naoto Ouba |
Platform(s) | Nintendo DS |
Release | |
Genre(s) | Minigame |
Mode(s) | Single-player |
Retro Game Challenge[a] is a Nintendo DS game developed by indieszero and published by Namco Bandai Games. It is based on the television series GameCenter CX and Shinya Arino gave much input into the game creation process. The game was released on November 15, 2007 in Japan, and in North America from Xseed Games on February 10, 2009. The game received a score of 33/40 from Famitsu. On February 26, 2009, a sequel, GameCenter CX 2, was released in Japan. Xseed Games announced that the game was not likely to be translated into English.[3]
Gameplay[edit]
In the game, the player selects a boy or girl playing retro games to appease the Demon Arino (based on the TV show's host Shinya Arino). The Demon Arino gives four challenges to complete for each game.
Each game is original, but with graphic, sound and game-play elements which make it look old, or retro. Many of them are similar in both gameplay and appearance to real Famicom games of those years. They come with fully illustrated manuals.
Occasionally there will be a fake gaming magazine, Game Fan Magazine, that has articles about the games, rankings (with other fictional games named), and 'game advice' from GameCenter CX ADs who have appeared over the seasons of the TV show. In the case of the North American version, the pseudonyms of journalists better known in English-speaking countries were used.
Some parts of the various games are inspired by actual challenges that Arino has faced in his TV episodes. For example, the bonus character in the second half of stage 1 of 'Star Prince' is taken from his attempt to get bonus points from playing Star Force in season 1. The various 'special' continue tricks (like in Haggle Man) come from the several instances in which Arino must use these features to complete tasks on the show. Even the ending to the game pulls a trick from Takeshi no Chōsenjō from season 1.
Reception[edit]
As of June 24, 2009, Retro Game Challenge has sold fewer than 100,000 copies in North America. This was viewed as disappointing for its North American publisher, Xseed Games, discouraging them from also localizing the sequel.[4] Director of Publishing Ken Berry stated that sales were initially strong, but died down.[5]
Sequels[edit]
GameCenter CX: Arino no Chōsenjō 2 is the sequel to Retro Game Challenge and was released on February 26, 2009 in Japan. Like the original, it largely consists of NES-styled games reminiscent of actual games released in the late 1980s through mid-1990s. However, this game also features games styled after Super NES, Game Boy, Game Boy Color, and Famicom Disk System games, as well as variants on games included in Retro Game Challenge and a 'game trainer' modeled after a Game & Watch. All together, this title has 15 games in one. The game received an English fan translation in 2014.
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Another sequel of the game, named GameCenter CX: 3-Choume no Arino for Nintendo 3DS was released on 2014, exclusively in Japan.
Reception[edit]
The magazine 'Game Informer' put it on their list of the best games of 2009.[citation needed]
Notes[edit]
- ^Known in Japan as GameCenter CX: Arino no Chōsenjō (Japanese: ゲームセンターCX 有野の挑戦状, Hepburn: Gēmu Sentā Shī Ekkusu Arino no Chōsenjō, lit. Game Center CX: Arino's Challenge)
References[edit]
- ^'indies zero discography'.
- ^Marvelous Entertainment USA and XSEED Games
- ^http://www.rpgamer.com/features/2009/road2e3/kingstoryinterview.htmlRPGamer.com interview with Ken Berry
- ^'The State of XSeed Interview'. Siliconera. 2009-06-24. Retrieved 2009-07-27.
- ^'Retro Game Challenge 2 localization unlikely'. Joystiq. 2009-05-04. Retrieved 2009-07-27.
External links[edit]
- Official Japanese website(in Japanese)
- Retro Game Challenge at Hardcore Gaming 101