[Technical] (JP>ENG) Brightis Fan Translation (PSX)

tank120

Adventurer
Hi, I've been working on this project since May and had been posting on the original RHDN forum asking for help on this.

You can read that original thread here: https://www.romhacking.net/forum/index.php?topic=39349.0

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!
 
Hi all, it's been quite a while!

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.
 
Hi all, it's been quite a while!

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.
 
Hello there, just wanted to let you know im trying to restart your Brightis translation project with a donation/bounty incentive

 
Hi all! Been a few years huh?

I'm back here to give you a number of updates. Here's the highlights:

  1. 1. The translation team is back working on this reguarly!
  2. 2. We've moved to a proper GitHub Organization!
  3. 3. We're working on implementing a custom font!
  4. 4. We will have a proper test / version 1 ready for you all soon!
First, I'd like to apologize for abandoning the forums here. Things have changed over the years for me, and I essentially offered the project to be taken over by someone else since I didn't have the skills to do what was needed myself. I called that out on the original GitHub. Since then, things have changed again, and we have been working on the translation actively again!

In the last month, I have been graciously contacted by others, who have offered to help to pick back the work I could not.
And now the team has been revitalized! Big thank you to Kay, who has genuinely done a ton of work just in this short time.

So for the news:
1. We're back! The team is working now on updating the tools, translation, and more for Brightis. We have officially exited our hiatus and should have something more to show soon! Even in this post!

2. We have better organization of the tools & documentation now within GitHub! You can find that here https://github.com/Brightis-Translation
Within there, the documentation is in a seperate website/repo that can be found here https://brightis-translation.github.io/docs/
"TranslationToSource" & "BrightisRenderer" are both tools made by OnePieceFreak to better make the translation efforts easier for us, and for when/if others would like to translate to other languages or make their own. Both are being updated actively!

3. We were operating under some confusion for a while, leveraging the OpenPCSX BIOS font. Which is a serif font that looked fairly well for the game. However, official Japanese BIOS fonts (which the game leverages) uses a sans-serif font that appears much more plain and we felt could be improved on.
Kay has implemented a custom font, called Seraphim, along with improvements to the variable font width in the game and spacing. You can see that below here!

image.png


4. Finally, we've been actively working on this project over the last month. So the hope is to begin privately testing the patch soon. Once we can complete a playthrough without crashes, and have reviewed the script a few times, we'll release the patch to the public. Currently WE do not have any publicly available release. But that should change soon! Please keep an eye on the GitHub or my socials on news!
 
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