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dragon quest monsters caravan heart readme - http://www.romhacking.net/translations/1252/
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Dragon Quest Monsters: Caravan Heart | |
English translation Copyright 2008 | |
Released on March 16, 2008 | |
The Translation Team | |
http://kaioshin.romhacking.net | |
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1. Project Overview | |
2. Instructions | |
3. Project History | |
4. Instructions | |
5. About the Game | |
6. Translation Reflections | |
7. F.A.Q. | |
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1. Project Overview | |
Project Lead: | |
KaioShin | |
Hacking: | |
KaioShin | |
Kingcom | |
Translation: | |
Tom | |
Special Thanks to: | |
Djinn | |
Martin Korth | |
Beta Testing staff: | |
Neil, Crysta, Pennywise, Aerdan, Simpleton, I.S.T., Djinn | |
Thanks to: | |
D, FlashPV, Gemini, labmaster, Nightcrawler, | |
psxAuthor , Ryusui, ReBirFh, sunwukong | |
The #ROMHacking.net channel | |
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2. Introduction | |
After almost 2 years of labor, many ups and downs, and more than a | |
good dose of stress and frustration, I'm proud to finally present a complete, | |
English translation for Dragon Quest Monsters: Caravan Heart. | |
It has been hard work, but it was also a work of dedication and love. | |
The whole staff that worked on this project invested hundreds of hours upon | |
hours into this game. We are proud of our work and believe that we delivered | |
a quality translation that doesn't need to hide behind commercial translations. | |
We hope you'll enjoy this excellent game as much as we did. Have fun! | |
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3. Project History (Timeline) | |
March 2006 - Project started | |
May 2006 - Script dumped | |
June 2006 - Tom joins the project | |
- Translation starts | |
July 2006 - Script translation completed | |
October 2006 - New website | |
January 2007 - VWF code working | |
December 2007 - Kingcom joins the project | |
- Formatting completed | |
- Script inserted | |
January 2008 - Menu hacking completed | |
- Beta testing started | |
March 2008 - Project completion | |
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4. Instructions | |
The translation is being distributed as an IPS patch. You can apply it to a | |
clean ROM image of the game with an IPS patcher like Lunar IPS. | |
If you're going to play this translation on an emulator, we recommend no$GBA. | |
It's the most accurate GBA emulator and tested to work with the translation | |
perfectly. You will need a working GBA BIOS image for no$GBA. | |
VBA version 1.8.0beta or newer should run the game as well, but it's not | |
tested. Earlier versions will have timing problems that might result in | |
glitches during the game (for example a flickering world map). | |
The game has been tested on real GBA hardware too and runs fine. Depending | |
on your flashcart you might run into flickering on the world map though. At | |
the time of release we haven't investigated the issue too closely yet, but it | |
appears to be related to the flash card's speed. The translation has been | |
tested and confirmed to work flawlessly with an EZ-Flash V 3in1 Expansion Pack. | |
DO NOT ask us where to get the ROM or a BIOS image. You will be ignored and/or | |
banned from our sites. Obtaining a ROM image without owning the original | |
Japanese cartridge is illegal. If you pirate the game to use with our | |
translation, the translation team can't be hold responsible for your actions. | |
DO NOT distribute a pre-patched ROM image. DO NOT distribute our patch without | |
this release note file. We worked 2 years on this project, and demand at least | |
this much respect for our work. | |
DO NOT use our work as a base for any other works (especially new translations) | |
without the translation team's consent. You can contact us through the | |
project website and request permission and we'll gladly give it. | |
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5. About the Game | |
Dragon Quest Monsters: Caravan Heart is the third installment in the well | |
known Dragon Quest Monsters series. At the time of this translation's release, | |
it's the only game in the Monsters series that didn't get an official English | |
localization. | |
Caravan Heart was the very last game published by Enix themselves, right before | |
they merged with Squaresoft. It's assumed that the game never saw an English | |
release due to the company's restructuring at that time. | |
Announced in 2002 simultaneously with Dragon Quest VIII, it acts as a sort of | |
prequel to Dragon Quest VII. The game follows Prince Kiefer on a grand | |
adventure in which he becomes the leader of a caravan. | |
Unlike the previous Dragon Quest Monsters games, the game isn't entirely | |
focused on monsters alone. The caravan is also filled with several human party | |
members, which will aid you in your quest. There are 22 different character | |
classes, with completely different abilities. Together with your guard | |
monsters, the game offers for a practically endless variety of possible | |
strategies and formations. | |
The monster breeding of the previous game was reworked into monster | |
reformations this time. Instead of breeding new monsters you collect hearts | |
of defeated monsters and combine them to reform your monsters into new forms. | |
The system offers a great deal of freedom for experimentation and collecting. | |
With nice graphics and a classical Dragon Quest soundtrack the game offers | |
everything a Dragon Quest fan could wish for. Caravan Heart has a lengthy main | |
quest that will keep you busy for at least 30-40 hours. After that you'll be | |
treated to a whole new quest in which you can easily spend over 200 | |
hours and more. | |
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6. Translation Reflections | |
I had played and beaten Dragon Quest Monsters: Caravan Heart long before I | |
encountered Kaioshin's website. When I did, I knew that I had to lend a hand. | |
Translating an RPG is a huge task, especially one as big as Dragon Quest. | |
There seemed to be a lot of misunderstandings about this game. Most gamers | |
didn't even seem to know that the title of the game was Caravan -Heart-, not | |
"Caravan Hearts!" (It's a personal pet-peeve of mine!) | |
When I offered my help to Kaioshin, I did it under the condition of anonymity. | |
Still, I'm just an ordinary fan; I'm not involved with the industry or anything. | |
(Sorry, conspiracy theorists!) My name's Tom. I've done other translation work | |
under pseudonyms before, but there's no use in hiding under nicknames, really. | |
To be perfectly honest, I didn't want to get involved with the "community" | |
side of translating. I didn't want to have to answer to anybody, because | |
any translation is bound to rub people the wrong way. I really don't like | |
the bickering and nitpicking that goes on in the messageboards. I just wanted | |
to get this game running in English. | |
Doing this proved to be quite a difficult task. You may not realize how | |
much text is in this game while you play it, but there are variations on | |
practically every line spoken by the members of your caravan (depending | |
on their age, gender, and job). This means translating the same line again | |
in 50 different ways... And that's only for one line! Sometimes, this felt | |
like a real test of will-power. It's not all fun storyline stuff! | |
A lot of sleepless nights went into this one, but fortunately I managed to | |
finish it rather quickly. The side effect of translating from midnight to | |
3 AM was that there were some pretty embarrassing slip-ups now and then. I have | |
to thank the amazing debug team for doing such a great job not letting those | |
errors slip through the cracks. | |
I also want to address the issue of standardization, though. There have been so | |
many changes to the Dragon Quest series throughout the years that everybody has | |
a different opinion about what is the "right" way to go about translating it. | |
When Dragon Quest was first introduced in America as "Dragon Warrior," it was | |
full of medieval "thou hast's" and "would'st thou's"... Then it changed to | |
standard American English... And lately it has changed to British English... | |
We all saw monster names changed as Drakees became Drackys; Red Slimes became | |
She Slimes. (Not in this version, though!) So the question arose - what standard | |
should I use for this translation? The answer came from the story of the game itself. | |
It blends the old with the new... The translation does the same. Many of the names | |
will be familiar to fans of previous English releases from the Dragon Quest Monsters | |
games. Certain other elements of the new style can be seen as well... There are also | |
some unique terms and names that haven't been seen before. The dialog is written | |
in standard American English. | |
I know that some people might be frustrated that they would have translated | |
a certain element of the game differently, but this would be the case for | |
any translation style. There will always be disagreements, but the bottom line | |
is that what seemed to be a lost cause is now finally in English for you to enjoy. | |
I hope that you enjoy it. | |
7. Frequently Asked Questions | |
- How did you choose the monster names? | |
As with every Dragon Quest translation, many people will surely make a great | |
fit over monster naming. Since the game was the last by Enix, we wanted it to | |
have the feel of a classic Dragon Quest game. The monster names are | |
therefore based on the ones used in the first 2 Dragon Quest Monsters games. | |
Where names had been very obviously shortened due to space constraints we | |
retranslated them as we saw fit (You will see Bubble Slimes and not a Babbles). | |
The names are not open for debate. If they are a big issue for you, end your | |
pain by jumping off the next tall bridge. | |
- The Text Speed Option is broken! | |
No, it isn't. It doesn't affect the normal dialogs, what it adjusts is the | |
speed with which the battle messages scroll automatically. If you set it to | |
8, the game will wait for a button press before it shows the next message | |
every time | |
- I found a typo/grammar error. | |
It happens. The game is huge and full of randomness. We'll never be able to | |
test it 100%. We did test it to 99,99%, but we're sorry for the remaining | |
0,01% regardless. Send me (KaioShin) a personal message on the | |
romhacking.net message board and I'll have it fixed in case there will ever | |
be a update to the patch. Make sure you know what you are talking about though. | |
- Will there be an update patch? | |
That depends. If a substantial number of problems are found we'll probably | |
release an updated patch later on. If there are only 2 or 3 bugs found, we | |
won't bother. Given the size of the game and the amount of randomness, I'd | |
say it's likely there will be an update some day. | |
- I found a place were the dialog window wouldn't disappear after the | |
dialog was finished. | |
Yeah, we know of two places in the game with this error. It's from the original | |
game. We didn't fix it, because we didn't want to decipher the whole event code | |
just for these two boxes. | |
- There was some text flickering on the skill selection screen | |
This can happen, we are unsure about how rare/common this issue really is. Our | |
VWF code is too slow in these situations, since the game redraws the whole | |
text in VRAM on every single frame. The flickering occurs when the game can't | |
finish drawing one frame when the next comes up. We already optimised our VWF | |
code extremely well, due to the way the game works we just can't improve it | |
anymore. We currently assume this issue is pretty rare. | |
When we get a new idea on how to resolve this issue it might be fixed in a | |
later revision of the patch. | |
- Luin's hair changes to black when I enter certain areas | |
This glitch is present in the original game. | |
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