Posted by Gemini on June 11, 2008
This week the completion rate reached 81%. Ok, I know it’s that much of a progress, but we are at the point were the mathematical average doesn’t work too well on quantifying the actual efforts. All I can tell you is that it’s a lot of progress for sure, and you will soon notice from the real part of the news. Here goes nothing.
Shops and NPCs, make up!
This week so much more stuff’s been translated. Tom’s been working hard as usual and that means that now all the following places are gone:
- Debug areas
- Gatten Sushi
- Kōnan Police Department
- Kuzunoha Detective Agency
- Trish’s Fountain
- Velvet Room.
The dictionary feature helped so much you can’t even imagine. :p Unfortunately some of the NPC areas are pretty big (especially pre-Xibalba Sumaru City & Honmaru Park, the biggest of all), so they will take Tom a while to get completed. Tom’s also been working on other areas with NPC characters, like Lunar Palace Kōnan or Sevens High, but they are not really complete, which means they will be probably completed soon and then will be posted here on the front page.
Contact progress? It happens sometimes:
Not much to say here. Demon contact is still not working, except for a few cases. I have absolutely no clue why the keep (not) working at random, but I will find out a solution when all the dialogue translation is complete. For now enjoy a screen I took the other day while wondering in Sevens with both Yukino and Jun in party (you can’t have both). They are not supposed to have a contact option together, and in fact the game acts all wierd. Yukino is on Jun’s right, but the game just ignored her. xD
And now let’s discover the wonderful world of debug/place-holder rooms:
All of them are completely translated, so you can take a look at them in the final version of the patch. Here a brief description of what they do:
- The first debug room following the order they are stored. I’m not completely sure about what it does, but it was used to fast-forward the events directly to the point where you get to talk with professor Saeko for the very first time. It also features some weird event to open almost all shops and menus;
- The second debug room, which is a lot bigger than the previous one and contains many more things you can play with. They’ve used this map to test Sumaru Gypsy’s, Tamaki’s, and Steven Silverman’s events. You can also get to buy some stuff from a copy of the Giga Macho clerk, heal yourself talking to Kaori (which will tell you to shut up selecting the “Talk” option xD), or do debug stuff like checking the legendary weapon BITs, enable all rumors in Kuzunoha, and much more. Unfortunately it doesn’t give you access to actual debug menus like those in EP;
- This probably comes from the Innocent Sin preview disc. I’ve never seen this disc, but it looks like the engine was planned to be a little different in the beginning, although it got some changes to the vram configuration and this room was not updated according to the new format. It works fine with no crashes, but it has many glitches with the background gfx, and sometimes with portraits too (notice the weird vertical line on Eikichi’s image). It also happens to corrupt some palette fields, that’s why the right-bottom corner of the message window is glitchy;
- Again a preview map, or a WIP (I’m not really sure). It’s very similar to the final Velvet Room, but part of the floor glows for some reason (like when you summon a new Persona). Also, the NPC character events say a lot less stuff, and most of their usual options are not available here. Igor even mentions that you will meet him again in the retail version of the game.
It seems like there are some other debug rooms, though they contain almost nothing but a couple of spoken lines, so I didn’t even bother to check them. :p
Now blah blah of the news without images. I’ve recently got my copy of Megami Ibunroku Persona, so I decided to give it a look. Surprising enough the dialogue format was easy to figure out and it took me about a day to create a full room dumper (many thanks go to BRPXQZME and DarthNemesis for identifying all the 2000+ kanji in the font) based on IS work (sort of). Ok, this may look all bright and stuff, but here goes part 2: I’m not really interested in translating this game as I don’t like it that much. The original idea of the dialogue dumper was to release it to the public with full sources and give it to somebody who can tackle down the project, but I might actually change my plans and make it my own project, depending on how things will turn out. Here you can find the discussion about the original P1 project by Grey and theonlycorey.