Re: (Finally Complete) Telefang English Translation
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Re: (Incomplete) Telefang English Translation
Hi there, guys.
First of all, allow me to thank you and congratulate your work on this project for it is impressive. Not having played Telefang in my life but having heard about the infamous bootlegs for years, your initiative sure is very welcomed. I only started playing Telefang 1 Power yesterday and I actually enjoyed the game, though I haven't gone much far yet.
Due to this interest in the Telefang games having grown on me, I also decided to improve the Wikipedia article on the games so check it out if you will.
If you guys don't mind, I'd also like to help somewhat. My knowledge of ROM modding is close to none and my Japanese is limited to knowing and reading kana but I can help by suggesting improvements to already translated English text. About translating Japanese text, I can also try though don't count on it being very accurate.
Having checked this thread for a while, I see that you guys prefer not to recycle the text from Nintendo of America's localizations of the Pokemon games and do loyal translations of the Japanese text, something in which I agree. However, for the sake of comparison, I can check the Japanese text of the Game Boy and Game Boy Color Pokemon games so that we can perform better decisions when translating things.
Here's a screenshot I took yesterday, comparing the in-battle screen of the Japanese version of Pokemon Crystal with that of the original Japanese version of Telefang 1 Power:
P.S.: I see that Blaziken257 is the founder of this rather unknown community. In my opinion, you did a great job, these games deserve to be known for what they really are.
First of all, allow me to thank you and congratulate your work on this project for it is impressive. Not having played Telefang in my life but having heard about the infamous bootlegs for years, your initiative sure is very welcomed. I only started playing Telefang 1 Power yesterday and I actually enjoyed the game, though I haven't gone much far yet.
Due to this interest in the Telefang games having grown on me, I also decided to improve the Wikipedia article on the games so check it out if you will.
If you guys don't mind, I'd also like to help somewhat. My knowledge of ROM modding is close to none and my Japanese is limited to knowing and reading kana but I can help by suggesting improvements to already translated English text. About translating Japanese text, I can also try though don't count on it being very accurate.
Having checked this thread for a while, I see that you guys prefer not to recycle the text from Nintendo of America's localizations of the Pokemon games and do loyal translations of the Japanese text, something in which I agree. However, for the sake of comparison, I can check the Japanese text of the Game Boy and Game Boy Color Pokemon games so that we can perform better decisions when translating things.
Here's a screenshot I took yesterday, comparing the in-battle screen of the Japanese version of Pokemon Crystal with that of the original Japanese version of Telefang 1 Power:
P.S.: I see that Blaziken257 is the founder of this rather unknown community. In my opinion, you did a great job, these games deserve to be known for what they really are.
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Re: (Incomplete) Telefang English Translation
First things first: Here's a new patch out. It repositions sprite-based cursors on the link screen. I used BGB to find the code, and it turns out that it's possible to link two games with BGB! You need two instances of BGB open for this -- on one window, choose Listen and use the default setting. On the other window, choose Connect and use the default setting. They will link! As a result, I was able to find the code to reposition the cursors.
At 0x7E101, you can control the X-position of the cursor for the first option, and at 0x7E105, you can control the one for the second option. I set these to 0x17 and 0x36 (they were 0x18 and 0x48 before). Unfortunately, the same code is used for a Send/Receive option... this caused the cursor for the Receive option to be a bit farther to the left. Oh well, it still looks better than it did before, I guess.
A different screen, which appears after selecting either the send or receive option on the D-Melo screen, is coded differently. 0x7F780 controls the cursor position of the Yes option. 0x7F78B controls the offset of the cursor position of the No option relative to the first option. These were 0x20 and 0x30 originally (resulting in positions of 0x20 and 0x50), but I changed them to 0x17 and 0x1F (resulting in positions of 0x17 and 0x36).
Don't ask me why it was coded inconsistently. I guess there were multiple programmers working on different parts of the game, and did things differently. Then again, this isn't the only game I've dealt with that codes things inconsistently...
And now... the patch.
IPS format:
http://www.mediafire.com/file/353n2s1h2znrir6/tfpatchv101.ips (157 KB)
BPS format:
http://www.mediafire.com/file/6ftg5o6kls5dxtr/tfpatchv101.bps (90 KB)
By the way... I do plan to upload both IPS and BPS files from now on, not just IPS. BPS has checksum information, so novice patch users are more likely to apply the patch to the right file (as opposed to Speed version, or Diamond, for example). BPS can also store XML metadata information (this patch doesn't have it, but we can add it in the future). BPS also includes delta information (i.e. it keeps track of inserts/deletions), resulting in smaller file sizes. So, it has numerous advantages over IPS. If any of you want to try it yourself, go to:
http://byuu.org/programming/beat/
However, IPS has the advantage of being applied to separate, non-conflicting patches, like RacieB's Denjuu sprite patch. So, I'm going to include both BPS and IPS whenever I upload patches.
OK, second of all, I noticed that nicknames are glitched. If I befriend a new Denjuu, choose to nickname it, but keep the nickname the same, the nickname turns blank. I don't know what's going on here, or where in RAM nicknames are stored, so I wasn't able to fix this at all, unfortunately. Here are a couple of screenshots:
I can also provide a save file if someone wants it.
Third, welcome to the forums, SatoMew. I think I recognize you elsewhere, and am glad that you got into Telefang. I'm also glad that you like the patch that we've been working on so far. And like you said, translating the game from its original Japanese dialogue instead of borrowing Pokémon text is a good idea and preserves the spirit of the game. However, if you come up with suggestions, feel free to pass them along!
At 0x7E101, you can control the X-position of the cursor for the first option, and at 0x7E105, you can control the one for the second option. I set these to 0x17 and 0x36 (they were 0x18 and 0x48 before). Unfortunately, the same code is used for a Send/Receive option... this caused the cursor for the Receive option to be a bit farther to the left. Oh well, it still looks better than it did before, I guess.
Spoiler!
Don't ask me why it was coded inconsistently. I guess there were multiple programmers working on different parts of the game, and did things differently. Then again, this isn't the only game I've dealt with that codes things inconsistently...
Spoiler!
IPS format:
http://www.mediafire.com/file/353n2s1h2znrir6/tfpatchv101.ips (157 KB)
BPS format:
http://www.mediafire.com/file/6ftg5o6kls5dxtr/tfpatchv101.bps (90 KB)
By the way... I do plan to upload both IPS and BPS files from now on, not just IPS. BPS has checksum information, so novice patch users are more likely to apply the patch to the right file (as opposed to Speed version, or Diamond, for example). BPS can also store XML metadata information (this patch doesn't have it, but we can add it in the future). BPS also includes delta information (i.e. it keeps track of inserts/deletions), resulting in smaller file sizes. So, it has numerous advantages over IPS. If any of you want to try it yourself, go to:
http://byuu.org/programming/beat/
However, IPS has the advantage of being applied to separate, non-conflicting patches, like RacieB's Denjuu sprite patch. So, I'm going to include both BPS and IPS whenever I upload patches.
OK, second of all, I noticed that nicknames are glitched. If I befriend a new Denjuu, choose to nickname it, but keep the nickname the same, the nickname turns blank. I don't know what's going on here, or where in RAM nicknames are stored, so I wasn't able to fix this at all, unfortunately. Here are a couple of screenshots:
Spoiler!
Third, welcome to the forums, SatoMew. I think I recognize you elsewhere, and am glad that you got into Telefang. I'm also glad that you like the patch that we've been working on so far. And like you said, translating the game from its original Japanese dialogue instead of borrowing Pokémon text is a good idea and preserves the spirit of the game. However, if you come up with suggestions, feel free to pass them along!
Re: (Incomplete) Telefang English Translation
Reminds me, I did translated graphics for the link screen a while back but somehow they were just barely too large to compress back into place This is how they looked (though I think I edited them a bit more to fit the tile maps, can't recall at the moment) -
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Re: (Incomplete) Telefang English Translation
while playing this translation patch (V101) i have noticed that once you start going through the village full of the bird denjuu all the dialogue becomes all like letters and number which resembles a gameshark code, anyone else noticed this, anyone know when it will be fixed?
Re: (Incomplete) Telefang English Translation
That part hasn't been translated yet, those are placeholder codes that tell what dialogue goes where later.
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Re: (Incomplete) Telefang English Translation
when do you think a new patch will come out with all the dialogue fixed and finished, anyone? even a rough estimate is good. i just feel that the story plays a big role in how entertaining the game is.
- andwhyisit
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Re: (Incomplete) Telefang English Translation
The next patch? Not that long.MomoalsX wrote:when do you think a new patch will come out with all the dialogue fixed and finished, anyone? even a rough estimate is good. i just feel that the story plays a big role in how entertaining the game is.
Completely translated dialogue? We've produced over 100 patches in over four years to reach this point. You can be a judge of that yourself.
http://wikifang.meowcorp.us/wiki/Wikifang:Telefang_1_Translation_Patch/Text_dump
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Re: (Incomplete) Telefang English Translation
Hello guys! With the latest patch, will I be able to clearly understand the plot? Will I enjoy the story up to the very end (post-ending not included of course)? I have just restarted the game with the latest patch and finished up to the Netaro storyline and I love that things are really going well. The story of every game is very important to me so I hope with the latest patch, the story text translations are given priorities. Thanks for your great work! =)
Re: (Incomplete) Telefang English Translation
If I remember correctly the story is only translated up to the end of the T-Fanger tournament in Freesia right now.erickriku wrote:Hello guys! With the latest patch, will I be able to clearly understand the plot? Will I enjoy the story up to the very end (post-ending not included of course)? I have just restarted the game with the latest patch and finished up to the Netaro storyline and I love that things are really going well. The story of every game is very important to me so I hope with the latest patch, the story text translations are given priorities. Thanks for your great work!
Re: (Incomplete) Telefang English Translation
Please also keep in mind that we have one translator, who has her own priorities (school, etc.) and works at the pace best for her - same with the rest of the members who are working on programming, bugfixes, and everything else =)
It may seem like a slow process, but it's a tremendous effort for all involved and the finished product is going to be excellent. Quality over quantity!
It may seem like a slow process, but it's a tremendous effort for all involved and the finished product is going to be excellent. Quality over quantity!