Essentially, the goal is to translate Brighits, a PSX game made by Shade/Quintet into English & make it possible to be translated into other languages if desired.
We have someone agreed to properly translate it to English who is a native Japanese speaker.
The project has been making good progress, but at the time of writing: I've been recently laid off from my day job, & would appreciate others contributing to the project while I look for a new job and potentially move.
A Github for the project can be found here: https://github.com/Dickdebonair/Brightis-fan-translation
- The text that has been dumped & the pointers we've found are in the "Brightis Pointers & WIP translations" excel sheet.
- What's left to do on the project is in the readme, and as issues on the repo
Keeping this thread as sort of a running log of updates: (while also welcoming contributions)
Since last time we've:
Broken out & rearranged all the knowledge we have so far into the wiki proper!
Properly dumped and decompressed the OVR.BIN & ONMOVR.BIN files! (Use the "BrightistFiler" tool in the GitHub) & added them to the Spreadsheet at the root of the repo
Learned more about how the Overlays function (the types used in game, their RAM addresses, and how the game displays different text in cutscenes & menus)
Human Translated 95% of ONMOVR.BIN & collected most of it's pointers
closed TWO issues on the GitHub page, regarding decompression & dumping the above files correctly!
We still need to work on reinserting the text to the file, a place I can use help with. And locking down the other functions such as font width, but we are making good progress & still could use your help!
Big thanks to our recent contributor on the GitHub, Onepiecefreak, for leading the charge on the above so we can keep moving!
Essentially a lot has happened. The notable things are:
All of the text in game has been translated by hand!
We've been able to reinsert some of the text successfully
We got a working DEBUG MODE .asm patch for the game which enables testing of just about everything!
However, there are a number of pointers for text in major cutscenes (as well as some for menus and other techniques) that I haven't been able to find. Along with a number of strange breaks that seem to occur when testing these patches. They've grown to the point that my limited knowledge of Ghidra and PCSX-Redux have begun to fail me, and I no longer can make any real progress alone.
I'm once again asking for assistance. I made a (multiple) write ups on the GitHub wiki but the latest announcement explaining a bit more on what's needed, where our tooling is, and how to help is here.
Essentially a lot has happened. The notable things are:
All of the text in game has been translated by hand!
We've been able to reinsert some of the text successfully
We got a working DEBUG MODE .asm patch for the game which enables testing of just about everything!
However, there are a number of pointers for text in major cutscenes (as well as some for menus and other techniques) that I haven't been able to find. Along with a number of strange breaks that seem to occur when testing these patches. They've grown to the point that my limited knowledge of Ghidra and PCSX-Redux have begun to fail me, and I no longer can make any real progress alone.
I'm once again asking for assistance. I made a (multiple) write ups on the GitHub wiki but the latest announcement explaining a bit more on what's needed, where our tooling is, and how to help is here.