Time for an update on the much-anticipated
Princess Crown English fan translation. I last posted about this project last April 14, when one of the two main programmers,
CyberWarriorX, announced that the project was put on hiatus due to ongoing issues in his personal life. This message was posted on a website message forum that has since, unfortunately, been closed down. Another person at that time (I cannot remember specifically where, probably the same forum) stated that the cause of the delays were ongoing legal battles involving the estate of CWX's late father, who passed away several years ago. The April 14, 2021 message was the first official word on the project since December 2019.
I must admit that I haven't paid much attention since then, and when an old Twitter post of mine was getting some attention, I responded with the April 14 update which was my most up-to-date information. This has caused some confusion as I did not post any source links, and so I decided to take another look and see if there are any new developments to share.
Fortunately, we do have news to report from the
romhacking.net forums.
SamIAm, the Princess Crown project co-author, has posted several updates reporting his progress. I will share all of his messages in full starting at April 14, 2021:
April 14, 2021:
It's definitely not dead. It's just been stuck as a low priority for a while, with the usual real-life curveballs making it difficult to get around to it.
I still think about it often, and I'd like to see it finished, if that counts for anything.
April 19, 2021:
Much as Oscar Wilde said that books are never finished, only abandoned, Princess Crown's main script (everything that appears in dialogue boxes) is not finished so much as it's OK to be abandoned. I've given it multiple thorough in-game editing passes. Perhaps I'll give it one more. No matter when we release it, I'm sure I'll find things in the translation afterward that I wish I could change.
There are three real issues that remain:
- Graphical-text is largely undealt with. This includes signs that appear above doorways when you walk in front of them, text on the map (which is already in English but has mistakes), and a couple of bits at the loading screen.
- One section of the menu still doesn't quite work, and on-screen space limitations are severe. I'm not sure what we're going to do.
- There are a handful of bugs in specific areas that the translation introduces. I've got them recorded so that it will be easy for CyberWarriorX to reproduce them. How easy they'll be to fix, I can't say.
I'm actually in a good position to resume work on things, to the extent that I can. That doesn't necessarily mean that it will be convenient for CyberWarriorX to do the same, though. He's a busy fellow. We'll just have to see.
Thanks to everyone for your support. It is certainly encouraging to see how interested people are in this game and this project.
May 7, 2021:
Well, good news. CyberWarriorX and I are linked back up and making progress on the doorway signs.
At last count, there are 74 unique doorway signs in the game, and many of these are used in multiple locations. The Japanese game often composes these signs out of multiple elements: グラドリエルの部屋 (Gradriel's Room) is built out of グラドリエル, の, and 部屋 graphics, with the latter two being recycled into other signs in the same area. It would simplify things for us if we could make every English sign a single element and not deal with chopping up/recombining graphics, but there may not be space for that. We'll see.
The Japanese game uses the exact same font for the doorway signs that it uses in the main dialogue text boxes, so we'll do the same. I've taken our English font and print routine and used it to create a complete set of signs, formatted in the same manner as the Japanese signs that CyberWarriorX extracted. There are 41 areas in the game in which signs are used, so the next step is to give each area the signs it needs and see how things are looking space-wise.
I'm definitely going to give the game one more editing pass.
Thanks for the encouragement, everyone. It does mean a lot.
May 8, 2021:
Just got the map graphics ripped, too. Now we can deal with "Dwalf Land."
May 14, 2021:
The past few weeks have been very productive.
- All entrance signs have been created, as well as copied, distributed into subfolders and renamed to facilitate an attempt at full insertion.
- Map graphics have been fixed, including Dwalf Land (sorry BlackMageJawa).
- One set of monster names that exist as graphics has been fixed. Alterations include Bigfook to Bighook and Polter Geist to Poltergeist, among others.
- I've taken the first baby steps into another editing pass. Hopefully, this round will go more quickly than the others.
June 13, 2021:
Thanks guys. Your enthusiasm and encouragement mean a lot.
I'm about 15% through my third in-game editing pass, and happily, it's been much smoother sailing than my first two rounds. At the same time, I've still encountered a few things that needed tweaking, which makes me glad that I'm doing this.
I can't quite say what CyberWarriorX has been up to specifically, but I know he's been active.
It's impossible to say when we'll finish, but progress is definitely being made.
Thank you, everyone!
June 16, 2021:
To answer your question directly ["Any chance of a language toggle for Japanese/English in the settings of the game?"], no, that will not be possible.
I have to say that I'm not entirely sure what your concern is, though. If you have an original physical copy of the game, nothing is going to change that.
The translation will come in the form of a patch to be applied to a rip of the original CD on your PC. You can take that patched game and burn it to a CD-R to play in real hardware, or you can put the file(s) on something external to load into an ODE like the Fenrir/Satiator/MODE/Rhea, or you can simply emulate the game.
If you want to play the Japanese version of the game, nothing would stop you from simply using the original version and loading from the same save file you were using to play the English version. The translation is cross-compatible in that way.
June 16, 2021:
Quote from: paul_met on June 16, 2021, 06:32:48 am
Which version of the game is used for translation - "1M" or "11M (Rev A)"?
Currently, it works with the earlier revision. That's what I'm using for play-testing.
This topic would be good to talk about with CyberWarriorX. From what little I understand, there is not much that separates the two revisions; however, there is also enough difference that a single patch wouldn't be compatible with both unless some special measures are taken.
June 19, 2021:
Quote from: paul_met on June 16, 2021, 11:25:54 am
I have a hack to increase the screen resolution in this game, but it is only compatible with version 1M. In addition, I am preparing another hack for version 1M. Therefore, I am wondering if it will be compatible with the translation.
I've been thinking about this. Princess Crown has no jump button and no ladders, and in most scenes has no vertical scrolling whatsoever. At a glance, it looks like the number of active lines in the original game is 226, and I assume you plan to expand this to something like 240. Are you sure that genuine graphics actually exist in these extra lines throughout the game? The developers would have had no reason to create them unless the reduced visible area was decided at a late stage.
I don't mean to come off hostile or anything. If the hack looks good, it looks good, and that's very cool. I'm just concerned. I've turned off background layers in some areas of the game and seen that they often didn't make redundant graphics.
Quote from: knight0fdragon on June 16, 2021, 11:28:14 am
Here is a list of differences.
~
Looks like they updated the game code between revisions.
I can write a script later on analyzing this more, but it looks like most of your monster changes are just pointer changes. May not be too terrible to support both revisions.
Thanks for taking a look.
This sort of technical stuff just isn't my end of things, but I can say that CyberWarriorX and I have personally ripped both versions of the game to compare them, and I have confidence that he's on top of the situation. Anyway, I don't think it will be hard for people to play the translation when it's finished, and I don't think prioritizing one version or another will make much of a difference.
June 19, 2021:
Quote from: paul_met on June 19, 2021, 02:01:28 p
I don't know where you got the idea that I want to increase the vertical resolution in the game. My hack is to increase the horizontal resolution to 352 pixels, which is much more useful.
Screenshots - Page 86
www.romhacking.net
Ah, I see. I guess I imagined you were increasing vertical resolution both because there are unused lines and because it seems like increasing horizontal resolution could introduce a variety of complications:
- There are a large number of areas in the game that are single-screen only. How do those come through?
- What about the story segments where characters enter and leave from the sides of the screen - do we ever see any "backstage" stuff that we weren't supposed to see?
- In other segments where the camera is supposed to center on one character or evenly between two characters, is that still happening?
- Does the camera never do anything funny when a scroll boundary is reached, including in battles?
June 20, 2021:
Quote from: paul_met on June 20, 2021, 12:24:14 am
Camera scrolling borders have been adjusted. Room tile maps without scrolling have been improved. In the end, you can see it all for yourself by installing a patch.
That must have been a lot of work. I'll be interested to take a look!
June 29, 2021:
It's been another productive couple of weeks.
- I'm about 50% of the way through Gradriel's scenario in my current editing pass. As one would hope, most of the lines are fine just as they are, but I have indeed made a number of adjustments.
- We've prepared English graphics for the save/load screen. Together with the door signs and the map graphics, I believe this covers all of the graphical text in the game.
- CyberWarriorX located and ripped the text that is used as the basis for printing enemy names in huge letters at the start of every battle. There are a few names we'll need to change.
- When the game boots, it may show any number of messages if the Saturn's internal memory is full, needs formatting, or if the Princess Crown save is corrupt. The original messages are in English, and they're plenty intelligible, but stylistically, they're pretty Engrish-y. CyberWarriorX located and ripped this text, and it'll be fixed up for the translation.
July 12, 2021:
Quote from: 230-V on July 10, 2021, 11:06:39 am
Just a sidenote, but it was cool to see SamIAm contributing to the latest episode of PandaMonium Reviews Every U.S. Saturn Game and getting a shout-out about the Princess Crown translation.
His older short-form reviews are good, but his hybrid review-documentaries have been exceptional. I had to reach out and let him know I could help with Japanese-language research.
If you're even remotely fond of the Saturn or mid-90s Sega, by all means, give a watch to his recent videos on Virtua Racing, Parodius and Corpse Killer. If you like what you see, there is plenty more on his channel. I really hope he keeps going!
August 9, 2021:
Thanks, guys. It's always good for morale to see your posts.
I wound up being busy with real-life work at the end of last month, but these last few days have seen good gains in Princess Crown.
There are a couple of places in the game where, following a major event, a large number of NPC townspeople will change what they say when you talk to them. It's been a bit of a slog making the rounds to check all that, but it's coming along.
September 16, 2021:
Still pushing forward. I'm nearing the end of Gradriel's scenario in this current (and probably final) editing pass.
Thanks for all the encouragement, guys. The next time I stop working on this, I want it to be because the project is done.
October 6, 2021:
It's incredible to see so much support for this. Thanks again, guys.
It's been a busy few weeks at work, but I'm back at it - literally writing this while waiting for another disc image to build.
November 24, 2021:
Hey guys. I have been slightly derailed as of late due to a little translation-involved side project which, if you're a major Saturn fan, ought to be a real treat when it comes out. That's all I'll say for now...other than that you might be able to figure out what it is if you've been reading this thread for a while.
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SamIAm has not posted any new messages since November 24, and we have yet to hear any word from CWX. However, it has only been two months and as these are fan-made projects, delays and real-life intrusions are very common. The busy developments last year are very encouraging, especially after an almost 18-month delay, and we should remain confident that the project will be completed.
My advice would be for members of the Saturn fan translation community to reach out and see if CyberWarriorX and SamIAm need any assistance. There may be unexpected snafus or bugs that need to be addressed (remember that two Saturn translation projects last year--Baroque and Phantasm--hit unexpected roadblocks). The project may just require greater time due to extensive text (this is an RPG). Or life may just get in the way and force the hobbies onto the back burner. As always, patience is key.