Under Defeat English Translation
Posted: Wed Oct 04, 2023 3:15 am
Under Defeat almost doesn't need a translation but I still went ahead and got rid of the scary kanji. I even got rid of the not-so-scary kana. I pre-ordered Under Defeat from Lik-Sang when it came out, and it's my favorite shooter on the DC. I prefer non-bullet hell shooters, so Under Defeat is right up my alley. I generally use a CRT for my DC, but I got a cheap LCD and rotating stand so I could replay some games like UD in tate mode, which lead me to try to translate it.
I should warn that this is a pretty lazy translation overall...
Changes:
The font handling used by the game is odd, resulting in some issues with some of the file menus (both system file and replays). There can only be a limited number of characters on screen (including spaces) at a time where kanji/kana was used, and if there are too many visible at once, some strings get replaced by others, plus other complications. This would have been fixable this with enough time, but I didn't feel like it was worth the effort; this isn't a text heavy game, so it's not a huge deal, and you can still navigate the menus fine.
Files containing replacement textures (for the opening, ending, title screen, tutorial, and results screen) were not recompressed, so load times for those will be a few seconds longer (maybe 2-4 seconds).
There's a texture in 1ST_READ.BIN for displaying an error message if there's a disk read error while playing. I didn't bother translating it.
I should warn that this is a pretty lazy translation overall...
Changes:
- Opening text translated
- Ending text translated
- Tutorial translated
- End of level results translated
- VMU selection text translated
- Menu descriptions translated
- Save file descriptions (seen in BIOS file manager) translated
- In-game VMU text translated
- Translation version added to title screen
The font handling used by the game is odd, resulting in some issues with some of the file menus (both system file and replays). There can only be a limited number of characters on screen (including spaces) at a time where kanji/kana was used, and if there are too many visible at once, some strings get replaced by others, plus other complications. This would have been fixable this with enough time, but I didn't feel like it was worth the effort; this isn't a text heavy game, so it's not a huge deal, and you can still navigate the menus fine.
Files containing replacement textures (for the opening, ending, title screen, tutorial, and results screen) were not recompressed, so load times for those will be a few seconds longer (maybe 2-4 seconds).
There's a texture in 1ST_READ.BIN for displaying an error message if there's a disk read error while playing. I didn't bother translating it.