Sunday, August 21, 2016
A couple of days ago, joesteve pointed me to a website with a couple of interviews and other articles by and about Vanpool, the company that made the game. It's styled in a "classroom" theme and I thought it was really neat. Especially the first page, which is done in the style of a board game of sorts and reveals details about the events at Vanpool between the release of Tingle's Rosy Rupeeland and Tingle's Love Balloon Trip.
I liked it so much that I made a rough translation that I'd like to present without further ado.
Update: View the image in full resolution!
Wednesday, August 10, 2016
Yep, the nearly 50 boxes, which is pretty much the largest category of graphics in the game, is finished thanks to the work of zell0s!
Sunday, July 31, 2016
This went on for about a year, with no actual translation being done, save for the intro and title screen. However, due to severe technical limitations, the text had to be condensed and the title couldn't be inserted into the game. (Some may recall this from the video posted a few years ago by ytdash).
This changed in February 2014, when DarthNemesis, a member of GBAtemp, coded us a text editor for the game. This program made editing the text as simple as editing a .txt file. Shortly after DaVince joined and translated the first page of the game.
Progress was slow over the next few months, as both me and DaVince were busy frequently and couldn't work on the translation as often. This changed later that year in August, when waldrumpus joined. Having written a walkthrough for the game before, waldrumpus was very familiar with the game and quickly began to make progress in the script.
Throughout 2015, I was able to figure out the games graphics system, and could now edit ingame graphics. So, me and ytdash began to work on translating the graphical text in the game.
Finally, in July 2016, zell0s joined us as a graphics editor, helping to speed up the progress on that side even more.
Thursday, July 14, 2016
Anyways, welcome to
(Warning - technical stuff that only some may understand lies ahead ;) )
Monday, June 20, 2016
Update - added tools section
I'm going to try to format these posts in a way that's easiest to understand for you guys, but I'm not the greatest at that stuff. Please comment and let me know if you like it or if you don't. Don't worry you won't hurt my feelings if you don't! It would be helpful though if you could suggest a way for me to improve it though.
Alright, without further ado...
*Note that I, nor anyone on this website, is responsible for any possible damage or unintended consequences that may result from the use of these programs. Additionally, none of us were/are involved in the production of these tools, and they belong to their respectful owners.
Also, the tools are for Windows (probably XP or newer). Mac and Linux users will need to find a way to run Windows applications (such as wine) or use a virtual machine.
dsbuff (extract/unpack ROM)
SDAT Extractor (extracts music or other sound files from Nintendo's .sdat file format)
Saturday, April 23, 2016
If you have anything specific you want me to address or have any questions, please ask in the comments!
Saturday, April 16, 2016
I know it's been a while since the last update. When I'm working on a something like this translation, I want to keep people posted about the progess, and let them know the project is alive and well. The thing is, I never know what to write about.
We're making slow but steady progress and there is no doubt in my mind that the project is going to be completed. But as far as the progress is concerned, there's rarely anything newsworthy. Translated a couple of lines again, fixed some spelling errors or formatting issues, rewrote a passage. All in a day's work :D
Right now, out of the over 13000 "lines" of text, we have translated 53% into English. I think this will be the last time I give a concrete number - until the final "Done! 100%!", that is.
The reason for that is that there's so much more work to do than translate the script line-by-line. Rewriting, play testing, bug fixing all demand a lot of time. And I haven't even mentioned the graphics editing and additional programming. I don't want anyone to be disappointed when the progress percentage slows down at some point, so I'll leave out the numbers from now on.
Instead I'll set - for now - a bi-weekly blog update schedule to let everyone know what's going on. This might mean boring stuff like this post, so be warned ;D
If you have any suggestions for topics you'd like to hear about, or questions you'd like to ask, feel free to write about it in the comments.
See y'all real soon!
Saturday, December 12, 2015
This is just a quick post to let you fairy fans and tights aficionados know what we've been up to recently.
The translation project is making slow but steady progress. 43% of the total script have been translated into English, people are working on localizing the graphics — buttons, signs, title cards, etc. —, and Kakashi is living in my mattress. Let's hope only two of those things are true!
Now that you're up to speed as far as the progress is concerned, I thought I'd mention a thing I learned about translating video games recently.
When you casually think about how to translate a game, you might think it's pretty simple. Just a matter of going through the script and converting it to English line-by-line. In reality, it's one heck of a lot more complicated.
As an example, the other day I translated a quiz game within Tingle's Balloon Trip of Love. Tingle has to answer several questions correctly to get someone to do something for him (spoiler averted... for now!). These questions are about people, things, and places in the game. For example, one question asks what text is written on a sign on the wall in another room. To translate the answer to that specific question, insert the English version of the text on the sign. Simple enough, right?
But what if you — or another translator on the team — later decide to tweak the translation of the text written on the sign? If they forget that the text on that sign is the subject of a quiz question somewhere else in the game, the player will be in deep trouble later on. Since the text on the sign and the answer the game expects from the player (i.e., the pre-tweaked sign text) no longer match, giving the correct answer to the quiz question has become impossible! Thus, translators constantly have to check cross-connections like this to make sure the translation is consistent.
This is just one example of the things you have to keep an eye on to do this right. But it's all going to be worth it in the end, right?
Friday, August 21, 2015
Monday, August 10, 2015
|I could use some of that|
Sunday, February 1, 2015
Disclaimer: This is according to an evaluation that counts the lines of the script that have no Japanese characters in them, so it's just an estimation.
I think the actual progress might even be a bit more, since part of the script is unused text, and some lines are halfway translated. But 25% is a nice milestone, so let's all have a glass of reasonably-priced domestic champagne!
Saturday, December 27, 2014
Tingle's Love Ballon Trip -- also known as Ripened Tingle's Balloon Trip of Love, as well as several other names -- is a game that holds a special place in my heart. My original reason for learning Japanese was to be able to play games that were never released in the west, and this is the very first one I ever played. If you have played the first game of the Tingle series (Tingle's Rosy Rupee Land), you know what a weird and unique world Tingle's adventures take place in, and the kind of quirky characters you are bound to meet there. Even if not, you probably know that map-vending, balloon-traveling, fairy-obsessed middle-aged guy in green tights, Tingle. It's absolutely worth the effort to localize this charming game so that a wider audience can enjoy its weirdness.
As for the progress of the localization project, I tried to generate some numbers to make it visible. The complete game script -- the text you'll see in the game, minus things like background images with text on them -- is 13,043 lines. As of 2014-12-26, the progress is 2,804 lines, which amounts to 21%. This as yet small chart shows the recorded progress so far. Here is the spreadsheet with the data.
21% is a sizable chunk of the whole thing, but we still have a ways to go. If you're interested in participating in this ongoing effort, contact one of the members of this blog.
Sunday, November 23, 2014
First off, I'd like to introduce waldrumpus, our new translator. He's actually been with us for a few months now, and he's already done so much.
Anyways, we're making steady progress. Keep checking the blog, I'll try to be more active here from now on :D
Oh, and also the patch from this post has been fixed. Make sure you download the version of xdelta that's in that post.
Thursday, July 31, 2014
Monday, July 28, 2014
Wednesday, July 2, 2014
Hey guys, I'm sorry that I haven't posted in a while.
Today I have some good news with the graphics. I've figured out an efficient way to extract the graphic files from the archives and view them. When I try to put them in the game I still have some minor glitches, but I should be able to fix them soon.
Also, our translator DaVince could still use help. Even if you could just translate one chapter that would be great! If you can't translate, you can still help by spreading the word!
Lastly, their seems to be an Italian translation of this game starting. Here's the forum thread for it- http://www.gbarl.it/index.php?showtopic=95792
Tuesday, April 1, 2014
It has up to the beginning of page 2 translated (text only) with a little message I put in it for April Fools' Day.
Thanks to some people at GBATemp, we have a complete translation of the text!!!! It has been inserted and is ready to be played. Thanks to everyone who helped make this happen!!! (But as you know from my post yesterday, the graphics are still a problem, so their obviously not translated)
Sunday, March 30, 2014
Wednesday, March 12, 2014
Monday, March 10, 2014
As I'm sure you all know, our translator DaVince has been working on the text. Thanks to the awesome text inserter from DarthNemesis, the translation has been moving along smoothly.
Since the only thing I really do on the text side is insert the translated script with the text inserter (which is only a matter of clicking 2 buttons), I've been trying to figure out the graphics. I've managed to extract the graphics and edit them but when I reinsert them this happens:
At least we're close!