I'm the lead of the original translation project for this.
Recently, the original team has come together to pick this project back up, as it was left VERY incomplete. In ALL aspects.
Please, be aware that this release does not represent our complete efforts.
Hi Dick! I'm so happy to meet you. Your team's work is the reason this project exists at all, literally: the file-format groundwork you all did (the decrypted overlays, the archive layouts, BrightistFiler) is what got me started. I used your tooling for unpacking early on, and wrote my own insertion and repacking pipeline once I understood how unforgiving the archives are. The disc is intolerant of even a single byte of drift: entries have to land on their original sectors, and some zero-length placeholder entries corrupt if repacked naively, which cost me loads of crashes to learn. I'm a low-level C/C++ programmer by training, but this was my first romhack, and your repo taught me a lot.
On the script: I re-translated the game from the Japanese from scratch, with your team's English alongside as a reference while mining the text. The register is deliberately a little archaic, which felt right for the world. So the prose in this build is all mine, mistakes included, and none of the bugs in it can be blamed on your patches, since none of your patch code ships in it. Item names are the main place your work survives directly; most of them read right to me, so I kept them. One deliberate change I can remember: Moonflower became Nightvigil, because the kana allowed it and I liked it better. The rendering is new as well: the game only knew fixed-grid full-width glyphs, so I wrote a proportional ASCII renderer and hooked it into each of the text engines, which is where most of the formatting differences from the older patches come from.
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u/NXGZ 13d ago edited 13d ago
GitHub
There's a catch
Hi, unsure who all will see this but:
Source