New Project: CRUCIS FATAL+FAKE

•October 16, 2009 • Leave a Comment

cff-editing

This is me, editing the string table. The line I’m changing originally read “Ninerives blade works” and served no real purpose other than as a pointer to the rest of the table. (Quite cleverly, the strings that show up as button combos are in standard numpad notation. Just something I noticed.)

I’ve been browsing the wide world of doujinsoft, looking for a(nother) game I could feasibly translate on my own. I’ve been playing Crucis for a while, but only recently have I gotten back into it (mostly because of my new self-built gaming PC) and I find I like it well enough to waste my time cracking it.

Continue reading ‘New Project: CRUCIS FATAL+FAKE’

Crescent Pale Mist translation 1.0 released!

•September 26, 2009 • 8 Comments

It is finished, kupo! The Lone Moogle’s first translation project, Crescent Pale Mist, is now released to the world.

Crescent Pale Mist English Patch 1.0:
MediaFire

I’ll mirror it later. Maybe. I’ll also be posting translation notes for the next week or so, on certain points of interest in the localization (it can hardly be called a straight-up translation after how I butchered edited it). For now, I am going to take a quick rest, then go break the news to /jp/.

Feel free to leave comments to tell me what you think. (Translation: comment or I might cry.)

UPDATE: Translation Notes have been added. Expect updates to that page every now an then.

UPDATE 2: A quick-patched translation of the demo is now available for people without the game.

Crescent Pale Mist making progress

•September 23, 2009 • Leave a Comment

It’s moving along pretty well. I doubt anyone’s reading this but if they are, hello!

The script is completely translated (has been for a while now), including a (possibly) deleted scene and the alternate epilogues, making there one per difficulty level (except Easy). Every test run I make reveals some new typos and formatting glitches which I’ll try to have ironed out by release time. As it is, editing is the only thing holding up the release, but I want to make sure it all reads well.

All image text has been done, including all 98 item notifications, which had to be converted by hand to the game’s format. Fun times. The translated credits screen images don’t seem to want to show up for the moment, probably due to a picky BMP reader. I may have to hold off on that if it takes longer to fix then the last of the event scripts.

The executable has been completely translated,  including some custom error messages I didn’t even know were there. All the modified pointers are working, with the exception of the aforementioned credits screen (for some reason). Item/Artifact descriptions are still in beta as I figure out how to reword the text to fit in the allotted spaces and keep them accurate. Some of them are clues to item locations, so I need to make sure that they make sense in context. I don’t want to have to rewrite the string pointers if I can avoid it.

All that said, there’s only so much more work to be done, so it’ll probably be ready for this weekend.

Live

•September 4, 2009 • Leave a Comment

Nothing really here at the moment, but take a look around, anyway. Or check the Crescent Pale Mist project page, because that’s probably the only reason you’d be here at this point.