About the translation

This section should answer most questions about this translation. If you don’t care who does this and how this is done, you don’t have to read this.

  1. Who are involved in this translation?

    As of this writing, 4 persons have made direct contributions to this project, namely Lee Chaolang, Disnesquick and Sheex and myself. Lee and I were working independently before, and we had two separate patches. We joined force in March, 2000 in hope of finishing the project quickly and having a better translation. Disnesquick had the ASM work done in early August. He offered to join force with Lee in December or January. At the same time, he has given part of his work to both Lee and me to speed up our work. Sheex was the beta tester since October, 1999, so he gets a special mentioning here.

    And of course, there are a group of beta testers who worked very hard to correct about 400+ bugs in the first beta patch. Unfortunately, among the 16 beta testers who promise to test the game, only 5 have completed the game. About 40% reported only once or twice, and the remaining 30% simply disappeared. Those 30% people will not be counted as contributors.

    People who wrote programs such as Hexworkshop, Thingy, Naga also indirectly contribute to this project. The original game is, of course, done by Square, so they have all the rights to the scripts. See the complete credit list at the end of this document for all the people I would like to thank.

    In the first patch being released, I’m using my own font, table files and compression schemes. Translation is a mix of my work and Lee’s, as we compare our translations and pick the best. Disnesquick is responsible to provide a complete dump and figure out the ASM/hex code aspects of the project, and his work helps speeding things up a lot. I also do programming, insertion, formatting and alpha testing myself. Together with Sheex, we will eventually beta test as many main characters as possible. Unfortunately, Disnesquick’s ASM work is not included in this patch. This may happen, if someone (including me) is interested in improving the look of it. Of course, the current font should be good enough for anyone to play the game through.

  2. Who are you? I know about the Dragoon X translation and Lee’s but I never heard about you!

    I’m Mana Sword, but it is my nickname, of course.

    Getting attention may not be as good as what someone thinks, so I try to keep it to minimum. I’m doing the translation for fun and satisfaction, not to get attention or money. That’s why I don’t announce the project until it is done (or at least close to). Also I was thinking whether I should release my work before, and keeping the project hidden allows me to change my decision any time. And to avoid people from keeping asking whether the patch will be completed, the best thing is just not to announce it. If one pays lots of attention to the scene or RS3, he/she may notice that I had joined one of the four groups who claimed to translate RS3 in August, 99. That was not a very good experience, though.

    Only a few people, including my current teammates, knew that I was working on this project before the announcement. We had even exchanged screenshots and discussed about the technical aspects of this project before Lee announced his project. They are very good at keeping secrets, though.

  3. Then why do you decide to release it to public?

    The feeling is kind of complex. I can well finish the patch and keep it to myself without releasing it. I can copy my work to CD and give it to a friend as a birthday gift. At least I know them, and they will appreciate the work. So why do I release it?

    For several reasons. First, I would like to see people’s reaction. How many are indifferent? How many are showing appreciation? How many people like the game I like? And young kids? People who have been waiting? People who are in emulation scene? I can imagine different kinds of reactions, but I would like to see them in reality. It sounds silly because I put myself in a position to be commented by people I don’t know. But from another point of view, I can know how good I have done the project, and I can learn a little bit more about human beings.

    Second, I think may be this is some kind of repayment to the Scene, as it treated me with nice translation of FF5 and SD3. Well, the teams who translate those games probably don’t need any repayment. They may not even want to play RS3, but such is such. At least I have done my part. Wait. May be this can encourage other people to release their secret TOP and DQ6 project? J

    Third, I want to show people who are waiting for a translation that it is possible to do such a translation from scratch. I don’t know Japanese a year ago; I don’t know ASM for SNES; English is my second language; and I need to work in real life, too. If a guy like me can finish this game to this extent, many smarter guys out there can definitely do a better job than just sitting there and wait. Of course, help from some skilful friends are needed, like Lee and Disnesquick. I know that many people want to get something by paying nothing, and that’s another story.

    Finally, since I have agreed to join force with my teammates, I don’t want to let them down. They may not mind, but I don’t feel good to just leave them hanging in the middle.

  4. Why do you start this project?

    That’s because I want a translation. I saw a lot of posts on the message boards in which people (mostly young kids) ask/whine/beg for translations, and the typical reply to these messages is "wait or do it yourself". "I don’t want to wait, but I don’t know how to do it" is normally my excuse. But then things changed when I saw someone tried to translate FF8 in March, 1999. The one who claimed to have two years of Japanese study did some really decent job, and another one who purely depended on dictionaries for translation also made things much better than pure Japanese. Suddenly I felt that I could do the same on RS3. I don’t want to wait for others any more, so I’ll do it. I bought several text books/dictionaries on Japanese and learned the language from scratch. This marked the beginning of the translation.

    At the beginning I just wanted to translate the game so I can know what it’s about. I thought it is impossible without spending thousands of hours to insert so much text into the game. Then SD3 came out and proved the possibility. Their work is very impressive, I must say. So I decide to use my own translation and try it out. (Eventually it still takes lots of hours!)

  5. "Why do you choose this project? Dragoon X is already working on it!" or "Why don’t you work on TOP/DQ6/[put you favorite game here]?" or "Why don’t you join some groups to speed things up?"

    That’s because I like the game very much. Besides, when Dragoon-X announced their project, I had already translated about 40% of the game. Why would I start something else just because someone announced it? They can’t meet my need (with a patch), so I have to meet my own, with satisfaction an extra bonus. I did join a group called Evilhero before, but it disintegrated within a month after taking my translation. That’s pretty annoying. So, finding a group that can speed things up is not easy as well. I eventually join force with Lee and Disnesquick, but in 80% of the past year I have been working alone. See question 8 for more details about these.

    As one may also notice that every major game has been claimed by at least 1 group, but it is not likely that all of them are going to be released. So "someone is already translating something" is not a good enough reason for me to stop me from doing the project.

    TOP and DQ6 are nice games, too. But my style is to finish something that I have started. RS3 itself is such a tedious project that if one wants to finish it in a year, one would not have time to do other projects at the same time.

    (Update: TOP and DQ6 are eventually available in 2001!!)

  6. When did you start this RS3 translation/hacking?

    I started translation of RS3 in April 1999, at which time I don’t even know how to dump the text. I was translating sentence by sentence when I played the game. After translating about 40% in a month (I thought it was 40% at that time, but in fact it’s actually 20-30%), I felt bored and stopped. The translation was picked up again in August 1999. In around mid September, the group I work for dissolved, and I started doing the hacking from the very beginning on my own. Since that time I have been diligently working on it.


  7. How long does the translation/hacking take?

    Translation started in April 99, so it’s been about 15 months. The total duration in which I was actually working on it is about 10 to 11 months, excluding a few vacation times in which I don’t have computer access or I just want to rest. I lose track of the hours spent, but it takes at least 600 hours, not including the time beta testers spent. The 600 hours include the time to:

    Considering the size of this game and the fact that I learned and started a lot of things from scratch, the project time is actually quite short.

    Translation was the slow part at the beginning because my Japanese skill was not proficient enough to translate without looking into dictionaries (yes, plural). After November, text insertion and formatting was a headache. The project proceeded slowly until Disnesquick offered his dump and his dumping program, which shows the locations of pointer tables, and how the pointers work. I then wrote my own dumping and insertion programs and speed up the insertion to about 5 to 10 times faster. If Disnesquick did not help, I think I’ll be too tired to drop the project before completing it.

  8. How big is this translation actually?

    The complete dump is about 600K bytes, but the files consist of many binary data for different control purposes (such as pointers, open/close/clear dialog boxes etc.). Pure Japanese text is about 200K-250K bytes. A significant amount of the dump cannot be readily translated without the knowledge of the binary data. RS3 dump contains many special pointers to point to different small pieces of dialogues for different main characters, which makes translation and insertion trickier than a simple 600Kbytes translation.

  9. What is the most difficult part of this project?

    Technical difficulty is not that high for this project as text and fonts are not compressed. As my first project, I learn everything from scratch, and I actually learn something new about once every two months. Once I figure out how to do something effectively, things considered difficult before become pretty obvious. It is tedious, though, as the amount of work is quite big even when I know the way to do the work.

    If you really want me to specify the most difficult task here, it is to endure the whole process to finish the project. Finding reliable teammates is extremely hard. The first group I joined quitted 2 weeks after announcing the project. I decided to work alone on September because I don’t want to be disappointed again. Other dedicated people would probably think the same way, and I found it quite difficult to talk them into joining force. Nevertheless, this is the past. When everyone gets tired, we decide to join force and try to get the things done.

    On the other hand, one can easily "burn out" to do the same thing everyday. There are also lots of better things to do in real life. Imagine if one can only translate and insert 1K of text into the rom per day, it will take 250 days to complete a game as big as RS3. And if you try, you will know that translate, format, insert, test and debug 1K of script is not a 15-minute job. With proper tools and skills, one may do this in 1 or 2 hours. Otherwise, it may take hours. And usually the workers get important work to do in real life and can’t work every day on the project. You should be very surprised to see patches of SD3, RS3, DQ6 and TOP.

  10. Are you going to translate any other games?

    Not for the time being. This game is enough for me, and probably for Lee as well. I understood in the middle of the project that it is bad to health to do a 32Mb game alone, especially under a competitive atmosphere created when several groups announced to do the project. (Even at this point I still see some groups who want to translate RS3.) Eventually I just finish it because I don’t want my work to become nothing.

    Yes, I would still like to see a translation of TOP and DQ6, but I have run of energy for now. So I’ll wait this time and hope that someone will finish them.

  11. Will you keep on improving/maintaining the patch? Can you do xxx/yyy/zzz with the patch?

    If the request is reasonable and if more than one person makes the same request, I may do it. Of course if it is a bug (like text scrolling too fast, crashing), I will try to fix it. If it is something like "I don’t like the color of the dialog box" or "I don’t like the font", etc. I may just leave it unless I have a huge amount of free time, which is not likely. The VWF may eventually be used, when chance comes.

    Anyway, all these depend on my time and mood, which I don’t have much right now. Don’t put too many expectations on a perfect patch.

  12. How long have you learnt Japanese?

    About a year.

  13. How do you learn Japanese?

    I bought quite a few textbooks and dictionaries (a $100 investment, just for satisfaction…) and learn it myself. This includes grammar and vocabulary. I also learn a lot of vocabularies through dictionaries. I just learn how to read though, so my writing, oral and listening skills are still poor.

  14. Can your translation be trusted? Are you making up a story and inserting it and pretending to be a translation? I can’t imagine a person with 1 year of Japanese experience can translate such a complex game!

    This is a real translation. But will you trust me if I say you should? The best way to prove it is for you to translate it and compare to my script. If you can’t do it, simply trust me or ask someone else. I’m pretty confident that even the translation is not 100% accurate, it will be at least 90%. And corrections are made during alpha and beta testing, and will be made in the future if necessary. Sometimes scripts have to be rewritten to express certain things that do not readily have equivalent English words, but I think most people will agree that this is plausible.

    Oh, did I mention that English is my second language? You shouldn’t look at this translation like a professor of the English department looking at his student’s thesis. After all, this is free work. Bad work is expected, and good work is a surprise. If you find mistakes, you are welcome to let me know in a polite manner. But don’t yell at me (in the sense of writing me letters with cap lock on J ). You are not my English teacher, so I’m not obliged to hand you a 100% correct and surprisingly interesting translation. I didn’t even get 80% in my English grammar/composition course!

    And, don’t underestimate a year of dedicated Japanese learning. Even before this I have read hundreds of Japanese manga, tens of Japanese anime and many Japanese shows/movie, so I have knowledge of the Japanese background and what certain phrases/words mean. Besides, I can recognize and understand many Kanji readily (because I know Chinese), which makes Japanese much easier to learn. The scripts in RS3 are not really difficult sentences anyway. Finally, if you don’t trust me, it may make you feel better that I have compared my scripts with Lee’s scripts (unfortunately, some of his scripts are lost). This will make the translation more accurate.

    (Why do I need to make all these explanation anyway?)

  15. How long have you learnt hacking?

    Well, the first time I edit game data was when I was playing an RPG game on AppleII (if you don’t know what an AppleII is, don’t worry). RS3 is the first SNES game that I tackle with. I started the hacking in August.

  16. Do you cut text/translation to fit them into the rom, or do you expand it?

    Both of these are done.

    The dialogue translation and most VLT are made as accurate as I can. No text is cut for the sake of fitting. I try to utilize as much empty space as possible, but still it is not enough. So some compression techniques and pointer modifications are done to fit all the text, thanks to Disnesquick’s program which shows me how the pointers work.

    Still item names and the like can only be 10 to 15 characters long (compared to 8 before this is an improvement), so something like "Fish Scale Armor" is not going to fit. This is not only limited by the space in the rom, but also by the width of the menu screen, so further expansion would be too tedious for me. Thus for many weapons, items etc., the names are shortened. For example, the "Devil King Armor", "Devil King Shield" are both named as Devil King. You will have to look at the icon to determine if it is a shield or an armor.

  17. Do you know ASM?

    Not the ASM for the SNES console, if that is what you mean. Well, I learn 68000 ASM in university, and can even use ASM to write a program to control a small car. But I don’t want to learn ASM for SNES, as it is useless after the translation is done, and I don’t plan to do a lot of translation projects.

  18. Wow, good job! Thanks for releasing the translation.

    No problem. It is not perfect work, but if you like it, I get my rewards.

  19. Yuck! Your hacking/translation/font is really bad! You should xxx/yyy/zzz before you release it.

    Oh really. That’s because I’m not paid. If you pay me $20 an hour for 600 hours I may be able to improve it. Or, you should do some better work and show me how much better you can do.

    By the way, if you don’t like it, you are more than welcome to stay away from it. This translation is for those who want to play the game so much that he/she can ignore a few flaws that exist.

  20. Why don’t you sell this for money? Your translation is damn worth to do it!

    First of all, you should know that this is not purely my work. Square is the owner of the script, and I can’t sell this without their permission, which is almost impossible to get. I simply want to translate a game so that people (for me originally) who don’t know Japanese can play and enjoy. I’m telling you what the Japanese mean, and that’s all. So if you download a pirated copy of rom or sell my stuff because such a translation exists, that’s your fault. And it is a serious fault, which may pull you into unknown but bad consequences.

    If someone want to thank me for translating with money, I would say thanks, but I don’t need it. This project cannot be justified by money. Even if someone gives me $1000, I’m still underpaid. As a product of my hobby, the best way to thank me is to show appreciation to my work so I know that it is not a mistake to release it. I don’t know what my other team members are looking for, but they are probably not looking for money from this project either.

  21. Why don’t you join our translation group? We can make the best Pokemon/xxx/yyy translation together!

    Basically I only work on the games I like, or I probably won’t have fun sitting down and translating Kbytes of stuff without pay. Also, I only want to join people who are skilful and dedicated so that the project won’t last just a couple of months and then die. Proof is needed for people I don’t know as well. Tough eh? That’s why I have been working alone. One thing is that I now know enough Japanese to play and understand each game. So my motivation to translate them fades away. It simply isn’t worth 600 hours of time just to make more fun out of the game. For RS3, I just finish it because I have started it and really like it. I can well stop my project after 100 hours of work when I can understand 70% of the scripts without the dictionary, but I finish this anyway because I don’t want my 100 hours of effort to go into waste. Fun? May be at the beginning, but not later. But I get used to working hard on things that I don’t enjoy just to get the satisfaction at the end.

    Besides, I need rest. After working on RS3 for a year, I’m both mentally and physically deteriorated (a bit exaggerated, that is). So I won’t translate or hack in short term, or may be forever, who knows.