
[v1.2 RELEASED!] New English translation project (Nakoruru: The Gift She Gave Me)
- fafadou
- Leonard Nimoy
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- ateam
- Metallic
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Re: New English translation project (Nakoruru: The Gift She Gave Me)
Retro-45 wrote:I miss the days when games had cool bonuses like this. Its looking good.
Thanks! I will be extremely proud when the team and I wrap this up and release it to the world.fafadou wrote:Love your work
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- ateam
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Re: New English translation project (Nakoruru: The Gift She Gave Me)
A couple of quick updates, folks!
Me and the team are still tirelessly working at completing this awesome project. As of right now, our current stats look like this:
In "Nakoruru: The Gift She Gave Me", this occurs during mini-games. To remedy this, I have worked tirelessly to modify the game to insert new textboxes in areas they previously didn't exist. That way, English-speaking players will still understand what's going on.
Furthermore -- because I know how much we all care about box/disc art -- I have put together customized artwork that can be used with either GDMenu or the exciting new openMenu.
Main Game - Box Art

Main Game - Disc Art

Main Game - Disc Art (Alternative)

Bonus Disc - Box Art

Bonus Disc - Disc Art

The last thing I'll mention is the inclusion of a new italic font. This is now used whenever the protagonist of the game (Mikato) is speaking to the player with her inner voice. This font helps differentiate the two types of speech one sees during regular gameplay.


Well, that's it for now! Stay tuned, folks.
Me and the team are still tirelessly working at completing this awesome project. As of right now, our current stats look like this:
- • 80% of graphics/textures have been re-rendered in English (and re-inserted into the game), with the only things remaining being the closing credit sequence, as well as some character and voice actor biographies from the unlockable extras. This means that all of the hard stuff has already been done!
• 44% of the script has been translated.
• 30% of the script has been fully edited, re-inserted, and tested.
• All mini-games have been translated, re-inserted, and tested, with the exception of the quizzes, which are 1/3rd complete.
• Any and all occurrences of Japanese ANYWHERE in the game (outside of what’s left to do in the categories listed above) has been translated and re-inserted into the game, including things like save file metadata written to the VMU, menus, etc.
• Any and all occurrences of spoken-only Japanese dialog with no on-screen text representation are now accompanied by English text.
In "Nakoruru: The Gift She Gave Me", this occurs during mini-games. To remedy this, I have worked tirelessly to modify the game to insert new textboxes in areas they previously didn't exist. That way, English-speaking players will still understand what's going on.
Furthermore -- because I know how much we all care about box/disc art -- I have put together customized artwork that can be used with either GDMenu or the exciting new openMenu.
Main Game - Box Art

Main Game - Disc Art

Main Game - Disc Art (Alternative)

Bonus Disc - Box Art

Bonus Disc - Disc Art

The last thing I'll mention is the inclusion of a new italic font. This is now used whenever the protagonist of the game (Mikato) is speaking to the player with her inner voice. This font helps differentiate the two types of speech one sees during regular gameplay.


Well, that's it for now! Stay tuned, folks.
Last edited by ateam on Thu Dec 09, 2021 11:51 pm, edited 2 times in total.
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- fafadou
- Leonard Nimoy
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Re: New English translation project (Nakoruru: The Gift She Gave Me)
What a titan job you are doing here !!
Each update is more fantastic than the past one.
Just a very small regret you still don't find the characters size, I guess in jap game there is only a IEEE value instead a vwf and/or a shift JIS table...
It takes me many years to find the value in resident evil code veronica X project in the 1ST_READ.BIN.
There is a discord page about translations, maybe it deserves a topic.
Each update is more fantastic than the past one.
Just a very small regret you still don't find the characters size, I guess in jap game there is only a IEEE value instead a vwf and/or a shift JIS table...
It takes me many years to find the value in resident evil code veronica X project in the 1ST_READ.BIN.
There is a discord page about translations, maybe it deserves a topic.
- ateam
- Metallic
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Re: New English translation project (Nakoruru: The Gift She Gave Me)
Thanks!fafadou wrote:What a titan job you are doing here !!
Each update is more fantastic than the past one.
Just a very small regret you still don't find the characters size, I guess in jap game there is only a IEEE value instead a vwf and/or a shift JIS table...
It takes me many years to find the value in resident evil code veronica X project in the 1ST_READ.BIN.
There is a discord page about translations, maybe it deserves a topic.
Yeah, the font is a work in progress. It's two-bye Shift-JIS and using my own custom font sheet (obviously). It may get solved, it may not.
EDIT: Just for additional context, there are several .TIM files that hold the bitmap for each character tile. Yes, a .TIM in a Dreamcast game!
EDIT 2: Made some good progress today on the font-hacking front. Just have to keep at it!

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- ateam
- Metallic
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Re: New English translation project (Nakoruru: The Gift She Gave Me)
So the assembly font-hacking is still ongoing and quite the undertaking...
HOWEVER, in the mean time, I decided that a new font was needed in the event that I'm stuck with the 22x22px tile size. It might look like a run-of-the-mill Courier or Console font, but it's been pixel-by-pixel optimized by me, based on a font that I hand-picked over the course of several days of tireless searching.
In my opinion, it's much cleaner and utilizes the horizontal tile space much more efficiently than the previous "thin" font I was using. This is now font version 3 (or maybe 4?).
In addition to the new font, I have also changed the dialog textboxes to display the speaker's name in orange, and in all caps, rather than...
See previews below.







HOWEVER, in the mean time, I decided that a new font was needed in the event that I'm stuck with the 22x22px tile size. It might look like a run-of-the-mill Courier or Console font, but it's been pixel-by-pixel optimized by me, based on a font that I hand-picked over the course of several days of tireless searching.
In my opinion, it's much cleaner and utilizes the horizontal tile space much more efficiently than the previous "thin" font I was using. This is now font version 3 (or maybe 4?).
In addition to the new font, I have also changed the dialog textboxes to display the speaker's name in orange, and in all caps, rather than...
...a big improvement, and looks really great (in my opinion)! The protagonist's inner-monologue is still presented with an italic font, by the way.[Character Name] This is my line of dialog.
See previews below.







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- dubcity
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Re: New English translation project (Nakoruru: The Gift She Gave Me)
Looks great ateam. Phenomenal work.
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- photon blast
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Re: New English translation project (Nakoruru: The Gift She Gave Me)
Simply amazing! Thanks for all your hard work, I cannot wait to play this (and understand it!)
- ateam
- Metallic
- Posts: 816
Re: New English translation project (Nakoruru: The Gift She Gave Me)
Just a quick update with some stats on main story script progress.
Other little QOL updates have been done, too, like modifying the width of buttons that originally contained two or three Japanese characters so that they're more appropriately sized for their English equivalents.
Outside of that, our team keeps on chugging away! I still feel that my summer 2022 release date estimate is realistic, although when it comes to hobbyist projects like this, you never know what may crop up. However, given the people I'm working with, I feel confident that we can stay on schedule.
Stay tuned, and as always, keep the Dream™ alive!
- • 65% of the story script has been translated.
• 40% of the story script has been fully edited.
• Images/textures are still 80% re-rendered, although at least half of the remaining 20% have been translated.
Other little QOL updates have been done, too, like modifying the width of buttons that originally contained two or three Japanese characters so that they're more appropriately sized for their English equivalents.
Outside of that, our team keeps on chugging away! I still feel that my summer 2022 release date estimate is realistic, although when it comes to hobbyist projects like this, you never know what may crop up. However, given the people I'm working with, I feel confident that we can stay on schedule.
Stay tuned, and as always, keep the Dream™ alive!

Find me on...
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• Discord: derek.ateam
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