├── config.ini ├── tools ├── DiscUtils.dll ├── buildgdi.exe ├── gditools.exe └── python27.dll ├── patched_files ├── 0GDTEX.PVR ├── TYPE_E.EXE ├── ET_M │ ├── ET0M021.BIN │ ├── ET0M022.BIN │ ├── ET0M031.BIN │ ├── ET0M032.BIN │ ├── ET0M040.BIN │ ├── ET0M041.BIN │ ├── ET0M042.BIN │ ├── ET0M050.BIN │ ├── ET0M051.BIN │ ├── ET0M052.BIN │ ├── ET0M060.BIN │ ├── ET0M061.BIN │ ├── ET0M062.BIN │ ├── ET0M070.BIN │ ├── ET0M071.BIN │ ├── ET1M001.BIN │ ├── ET1M002.BIN │ ├── ET1M003.BIN │ ├── ET1M004.BIN │ ├── ET2M003.BIN │ ├── ET2M004.BIN │ ├── ET2M005.BIN │ ├── ET3M004.BIN │ ├── ET3M006.BIN │ ├── ET3M009.BIN │ ├── ET4M002.BIN │ ├── ET4M008.BIN │ ├── ET4M009.BIN │ ├── ET4M010.BIN │ ├── ET4M011.BIN │ ├── ET5M001.BIN │ ├── ET5M006.BIN │ ├── ET6M001.BIN │ ├── ET6M002.BIN │ ├── ET6M005.BIN │ ├── ET6M006.BIN │ ├── ET7M019.BIN │ └── ET0M013.BIN └── ET_S │ ├── ET0S001.BIN │ ├── ET1S001.BIN │ ├── ET2S002.BIN │ ├── ET2S003.BIN │ ├── ET2S004.BIN │ ├── ET5S001.BIN │ ├── ET5S002.BIN │ ├── ET5S003.BIN │ ├── 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-------------------------------------------------------------------------------- 1 | E*E**E*EE9E99E9E*:*::*:*9E:*:*9EEGEGGEGE*C*CC*C*GEC*C*GEE E E E*!*!!*!* E!*!* EEDEDEEEE:*EE0/9E>3:*;/9EB3:*=/9E63:*?/9E73:*+/9E'3:*$/9E&3:*%/9E13C*0/GE>3C*;/GEB3C*=/GE63C*?/GE73C*+/GE'3C*$/GE&3C*%/GE13!*0/ E>3!*;/ EB3!*=/ E63!*?/ E73!*+/ E'3!*$/ E&3!*%/ E0/DE;/DE=/DE+/DE$/DE%/DE24:*.-9EH4:*,-9E(4:*#-9E24C*.-GEH4C*,-GE(4C*#-GE24!*.- EH4!*,- E(4!*#- E.-DE,-DE#-DE85:*@<9EI5:*A<9E)5:*"<9E85C*@/:* -------------------------------------------------------------------------------- /extract_gdi.bat: -------------------------------------------------------------------------------- 1 | @Echo off 2 | mode con:cols=56 lines=15 3 | Title Extracting %~nx1 4 | CD %~dp0 5 | 6 | :::::::::::::::::::::::::::::::::::::: 7 | :: Version Number & Colour 8 | :::::::::::::::::::::::::::::: 9 | For /f "tokens=2,* delims==" %%a in ('findstr /b /i /l "Version" "config.ini"') do Set "Version=%%a" 10 | For /f "tokens=2,* delims==" %%a in ('findstr /b /i /l "Colour" "config.ini"') do Color %%a 11 | For /f "tokens=2,* delims==" %%a in ('findstr /b /i /l "MenuDelay" "config.ini"') do Set "Delay=%%a" 12 | 13 | :::::::::::::::::::::::::::::::::::::: 14 | :: GUI Elements. 15 | :::::::::::::::::::::::::::::: 16 | Set "GUI_Element_1=Echo --------------------------------------------------------" 17 | Set "GUI_Element_2=Echo ------------------------------------- Created by Rocky5" 18 | Set "GUI_Element_3=Echo ----------------------------------------- Version %Version%" 19 | Set "GUI_Element_4=Echo ----------------------------------------------- Error" 20 | 21 | :Splash :D 22 | CLS & Echo: & Echo: & Echo: & Echo: 23 | %GUI_Element_1% 24 | Echo Extract GDI image. 25 | Echo: 26 | %GUI_Element_2% 27 | %GUI_Element_3% 28 | timeout /t 2 >NUL 29 | 30 | :::::::::::::::::::::::::::::::::::::: 31 | :: Start of the main code. 32 | :::::::::::::::::::::::::::::: 33 | :start 34 | if "%~nx1"=="" Goto Error1 35 | if exist "%~nx1 Extracted\bootsector\IP.BIN" Goto Error2 36 | if not exist "%~nx1\*.gdi" Goto Error3 37 | for /f "tokens=*" %%a in ('Dir /b "%~nx1\*.gdi"') do Set "GDI=%%a" 38 | if exist "tools\log.txt" Del /Q "tools\Extract log.txt" 39 | 40 | 41 | :::::::::::::::::::::::::::::::::::::: 42 | :: Extract GDI Image. 43 | :::::::::::::::::::::::::::::: 44 | CLS & Echo: & Echo: & Echo: & Echo: 45 | %GUI_Element_1% 46 | Echo Game Name = %~nx1 47 | Echo Game GDI File = %GDI% 48 | Echo: 49 | %GUI_Element_1% 50 | Echo Extracting game files please wait... 51 | tools\gditools.exe -i "%~nx1\%GDI%" --data-folder "..\%~nx1 Extracted" -b "..\%~nx1 Extracted\bootsector\IP.BIN" --extract-all --silent 52 | Echo Extraction complete. 53 | timeout /t %Delay% >NUL 54 | exit 55 | 56 | 57 | 58 | :::::::::::::::::::::::::::::::::::::: 59 | :: Errors. 60 | :::::::::::::::::::::::::::::: 61 | :Error1 62 | CLS & Echo: & Echo: & Echo: & Echo: 63 | %GUI_Element_1% 64 | Echo Drag your DC Game folder onto this batch. 65 | Echo: 66 | %GUI_Element_4% 1 67 | timeout /t 5 >NUL 68 | Exit 69 | :Error2 70 | CLS & Echo: & Echo: & Echo: & Echo: 71 | %GUI_Element_1% 72 | Echo This game has been extracted. 73 | Echo: 74 | %GUI_Element_4% 2 75 | timeout /t 5 >NUL 76 | Exit 77 | :Error3 78 | CLS & Echo: & Echo: & Echo: & Echo: 79 | %GUI_Element_1% 80 | Echo Cannot find a valid .gdi file. 81 | Echo: 82 | %GUI_Element_4% 3 83 | timeout /t 5 >NUL 84 | Exit 85 | 86 | ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 87 | :: Usage: tools\gditools -i input_gdi [options] 88 | :: 89 | :: -h, --help Display this help 90 | :: -l, --list List all files in the filesystem and exit 91 | :: -o [outdir] Output directory. Default: gdi folder 92 | :: -s [filename] Create a sorttxt file with custom name 93 | :: (It uses *data-folder* as prefix) 94 | :: -b [ipname] Dump the ip.bin with custom name 95 | :: -e [filename] Dump a single file from the filesystem 96 | :: --extract-all Dump all the files in the *data-folder* 97 | :: --data-folder [name] *data-folder* subfolder. Default: data 98 | :: --sort-spacer [num] sorttxt entries are sperated by num 99 | :: (__volume_label__ --> Use ISO9660 volume label) 100 | :: >>tools\log.txt Minimal verbosity mode 101 | :: [no option] Display gdi infos if not silent 102 | :: 103 | :: 104 | :: gditools.py by FamilyGuy, http://sourceforge.net/p/dcisotools/ 105 | :: Licensed under GPLv3, see licences folder. 106 | :: 107 | :: iso9660.py by Barney Gale, http://github.com/barneygale 108 | :: Licensed under a BSD-based license, see licences folder. 109 | ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: -------------------------------------------------------------------------------- /read_me.txt: -------------------------------------------------------------------------------- 1 | Neon Genesis Evangelion - Typing Project E (Shinseiki Evangelion - Typing E Keikaku) 2 | English Translation v2.0 3 | 4 | Developed by Derek Pascarella (ateam) 5 | 6 | Find me on... 7 | -> SegaXtreme: https://segaxtreme.net/members/ubik.21655/ 8 | -> Dreamcast-Talk: https://www.dreamcast-talk.com/forum/memberlist.php?mode=viewprofile&u=5766 9 | -> GitHub: https://github.com/DerekPascarella 10 | -> Twitter: https://twitter.com/DerekPascarella 11 | -> Reddit: https://www.reddit.com/user/ate4m/ 12 | 13 | 14 | .-----------::[ Patching Instructions ]::----------- 15 | | 16 | | 1) Copy TOSEC-style GDI files (gdi+raws+bins) to the "gdi" folder. 17 | | 18 | | 2) Drag the "gdi" folder onto the "extract_gdi.bat" file. A new folder called 19 | | "gdi Extracted" will be created. This folder contains all of the data files 20 | | from the game. 21 | | 22 | | 3) Copy all of the files from the "patched_files" folder to the "gdi Extracted" 23 | | folder, choosing to overwrite existing files when prompted. 24 | | 25 | | 4) Drag the "gdi Extracted" folder onto the "build_gdi.bat" file. A small black 26 | | window will open stating that the GDI build process has begun. Once it has 27 | | completed, a success message will appear before the window automatically 28 | | closes after a few seconds. 29 | | 30 | | 5) The GDI files (gdi+raws+bins) in the "gdi" folder are now ready for use. 31 | | 32 | `--------------------------------------------------- 33 | 34 | 35 | .------------::[ v2.0 Release Notes ]::------------- 36 | | 37 | | It is with extreme pride that I announce to you that the final, definitive 38 | | version (i.e. version 2) of my English translation patch for "Neon Genesis 39 | | Evangelion - Typing Project E" has arrived! I have included a lengthy 40 | | explanation of the methods used to bring you this release, but if you have no 41 | | interest in that, just know this: All levels are playable and use localized 42 | | English wordbanks, and every aspect of the game is not only beatable, but 43 | | also playable, and above all, enjoyable! 44 | | 45 | | PLEASE NOTE THAT IN ORDER FOR LEVEL 5, LEVEL 6, AND THE BONUS LEVEL 7 TO BE 46 | | PLAYABLE, KEEP THE KEYBOARD SETTINGS ON THE DEFAULT "ROMANJI" SETTING AND DO 47 | | NOT MODIFY ANY KEY COMBINATIONS IN THE KEYBOARD SETTINGS MENU. 48 | | 49 | | There were two major challenges that I set out to tackle for version 2. The 50 | | first was to swap out any Romanized Japanese wordbanks for localized English 51 | | ones. For those who have played previous versions of my patch, you will have 52 | | noticed these wordbanks in the following levels/stages: 53 | | 54 | | 1) Level 2, Stage 2 55 | | 2) Level 2, Stage 3 56 | | 3) Level 3, Stage 2 57 | | 4) Level 3, Stage 3 58 | | 5) Level 4, Stage 1 59 | | 6) Level 4, Stage 2 60 | | 7) Level 4, Stage 3 61 | | 62 | | The wordbank format expected by these levels is unlike all other levels that 63 | | use English words. For these levels, the game was designed to take Hiragana 64 | | and then translate it on-the-fly to its Romanized equivalent in order for the 65 | | player to use the Latin alphabet when typing. This means that the wordbank 66 | | itself contains words comprised entirely of Hiragana. 67 | | 68 | | The first task was to determine the hex values that correspond to each 69 | | Hiragana character from the game's character map (which, by the way, is 70 | | actually just a giant bitmap image). Once successfully identifying the hex 71 | | values, my next step was to determine all valid English words that can be 72 | | built using the Romanized spellings of those Hiragana. 73 | | 74 | | To achieve this, I wrote a series of small programs. The initial step was to 75 | | generate all permutations/combinations of Hiragana characters, taking into 76 | | account word complexity for the increasing difficulty as the game progresses. 77 | | With all of those permutations/combinations generated, I then used a lookup 78 | | table to substitute the Hiragana with its Romanized spelling (e.g. ら = ra, 79 | | な = na, etc.). I then compared each potential word against the English 80 | | dictionary, storing separately all valid words. Before committing these 81 | | words to the game's wordbanks, I curated them by hand to omit uncommon and 82 | | largely unrecognizable words in order to give the game a more natural feeling 83 | | and appeal to a wider audience. 84 | | 85 | | With this portion of the game done, I was ready to take on the second 86 | | challenge. The holy grail that so many asked about. Of course, I'm referring 87 | | to making levels 5, 6, and the bonus level 7 not only beatable, but completely 88 | | translated/localized and (enjoyably) playable. Since I already cracked the 89 | | encoding format for the Japanese wordbanks and successfully reverse-engineered 90 | | a method to populate them with the words of my choice, much of the difficult 91 | | work was already done. However, like so many things in this game, these last 92 | | three levels are quite different from those that proceed it. 93 | | 94 | | Recall the level 2, 3, and 4 stages that I listed above. For those levels, 95 | | Hiragana characters are translated on-the-fly to their Romanized equivalent. 96 | | A similar mechanism is at play for levels 5, 6, and the bonus level 7. 97 | | However, for these levels, instead of taking Hiragana and then Romanizing it 98 | | for the player to input Latin letters, these levels expect a mixture of 99 | | Kanji, Katakana, and Hiragana. The player is then expected to use Latin 100 | | letter key combinations to build Hiragana characters, the groupings of which 101 | | will build the expected Kanji. For the Katakana, my assumption is that 102 | | Japanese players use keyboards with the special shift/toggle key (typically 103 | | to the left of the "1" key) to switch to Katakana mode in order to enter 104 | | those characters directly. 105 | | 106 | | Note that even though these levels allow the player to input Latin alphabet 107 | | characters, it's only for purposes of building Hiragana. In other words, 108 | | there was no option to find a brand new solution to swap out the wordbank 109 | | with purely English words that have nothing to do with being made of Hiragana 110 | | characters. I tried, but as soon as the series of Latin alphabet characters 111 | | I inputted were recognized as one that builds a Hiragana character, my text 112 | | was immediately converted. Without a decent debugger, finding the part of 113 | | the game responsible for the input method proved to be impossible for me. 114 | | 115 | | Armed with this understanding, the solution hit me like a bolt of lightning! 116 | | Since I already had a large wordbank of English words that can be built with 117 | | the Romanized versions of Hiragana characters, all I needed to do was modify 118 | | the aforementioned character bitmap to replace those Hiragana with the one, 119 | | two, or three Latin alphabet characters used to build them. You'll notice 120 | | when playing through those last three levels that the spacing of the letters 121 | | in each English word sometimes appears odd, and it's due to me being forced 122 | | to use the same space to fit one, two, or three letters. I did a lot of 123 | | tweaking to minimize this effect, but eliminating it altogether wasn't a 124 | | possibility. 125 | | 126 | | In the end, I'm extremely happy with the way my English translation turned 127 | | out. It's very thorough and makes every effort to make the game not only 128 | | playable and beatable, but also to fully localize it, as well. The only 129 | | non-English pieces that remain are the spoken dialog heard from time to time, 130 | | like when clearing a stage. I actually skimmed through my "Neon Genesis 131 | | Evangelion" DVDs with the English dubbing track on them to see if there 132 | | were any clips I could substitute, but unfortunately this proved unfruitful. 133 | | I like to tell myself that this reminds the player that they're still 134 | | enjoying a niche piece of Japanese Dreamcast history. 135 | | 136 | `--------------------------------------------------- 137 | 138 | 139 | .------------::[ v1.5 Release Notes ]::------------- 140 | | 141 | | I am considering this release to be something of a "stop gap" until version 2 142 | | comes along. With version 1.5, the entire game is now beatable so that 143 | | players can unlock the bonus level and see all content therein. 144 | | 145 | | As explained in the version 1 release notes, the only parts of the game that 146 | | were left unplayable were level 5, level 6, and the bonus level (i.e. level 147 | | 7). After hours and and hours of effort, I managed to partially 148 | | reverse-engineer the encoding used for the Japanese word bank data for those 149 | | levels. 150 | | 151 | | At present, all rounds of these last three levels recycle the same "word" over 152 | | and over again. That word is "SDFGHJKL", hence why I described my 153 | | reverse-engineering efforts as "partial". This "word" was chosen for two 154 | | reasons: 155 | | 156 | | 1) It consists of eight characters and thus serves to help increase the 157 | | player's total score for each round. 158 | | 159 | | 2) No combination of those letters correlates to letters-groupings used 160 | | to generate a Hiragana character. This is important because the last 161 | | three levels do not process Roman letters the same way that all previous 162 | | levels do. Instead of a 1:1 relationship between what the player types 163 | | and what appears on-screen, the last three levels convert the Roman 164 | | letter-groups to Hiragana in order to build the Kanji from each prompt. 165 | | 166 | | A bug fix was also implemented to eliminate all instances of the player being 167 | | required to type the colon character (:), since the character mapping for the 168 | | standard Western Dreamcast QWERTY keyboard does not align with that of the 169 | | Japanese keyboard for that particular character. Thus, it was impossible for 170 | | the player to actually input that character. 171 | | 172 | | Long term, my goal is to take this translation patch to the next and final 173 | | level by using meaningful word to populate the word banks for level 5, 6, and 174 | | the bonus level (i.e. level 7). While I've made some progress in this 175 | | area, I have not yet arrived at a solution that I am happy with. That being 176 | | said, I decided to release version 1.5 in order to ensure that all who so 177 | | desire can actually play through and beat the entire game. 178 | | 179 | | Stay tuned! 180 | | 181 | `--------------------------------------------------- 182 | 183 | 184 | .------------::[ v1.0 Release Notes ]::------------- 185 | | 186 | | I'm very proud to release the very first version of my English translation 187 | | patch for "Neon Genesis Evanglion - Typing Project E" for the Sega 188 | | Dreamcast! Thanks to a very active community, The Dream™ never dies and I 189 | | want to give my most heartfelt "thank you" to each and every person who 190 | | is passionate about Sega's farewell console. 191 | | 192 | | In this initial release (version 1), all menus, options, dialog boxes, and 193 | | screens have been fully translated. Levels 1 through 4 have also been fully 194 | | translated, with the exception of a few short sequences of spoken dialog. 195 | | Levels 5, 6, and the bonus level have only had their menus, dialog boxes and 196 | | screens translated. However, the levels are not yet playable by a 197 | | non-Japanese speaker. My goal is to complete a playable version of those 198 | | levels for version 2. Allow me to elaborate with more detail... 199 | | 200 | | Part of what made translating this game so attractive to me is the majority 201 | | of the game being QWERTY-keyboard friendly, where an English speaker with 202 | | access to the standard Dreamcast keyboard is able to play and complete each 203 | | level. Some levels use English words for their word bank, others use the 204 | | Romanji spellings of Japanese words. In either case, the game is fully 205 | | playable. 206 | | 207 | | However, the previously mentioned levels (5, 6, and bonus) instead present 208 | | the player with words written in a mixture of Kanji and Katakana/Hiragana. 209 | | The game then expects the player to use the key combinations necessary to 210 | | produce the series of Katana/Hiragana characters that construct one Kanji 211 | | character. It's obvious how challenging this is from a translation 212 | | perspective. There are two approaches to solving this: 213 | | 214 | | 1) Display the Roman alphabet letters that correspond to each Katakana, 215 | | Hiragana, and Kanji character that the player is asked to type, this way 216 | | they can easily key in the correct sequence of letters in order to 217 | | successfully complete the word. The challenge here is fitting the 218 | | Roman letters into the space provided on-screen for each character. 219 | | This is the most straight forward solution as of right now and will 220 | | likely be polished and implemented in version 2. 221 | | 222 | | 2) Reverse-engineer the game to either: 223 | | a. Display as many Roman letters as I'd like for each Katakana, 224 | | Hiragana, or Kanji character. 225 | | b. Use entirely custom word banks that would allow for me to avoid the 226 | | Japanese character problem altogether. 227 | | 228 | | At this time of this release, I have not been successful in either of these, 229 | | and of course I welcome any and all contributions from others in the 230 | | community with more experience in this area. 231 | | 232 | | It's also worth mentioning that level 5 allows the player to "cheat" by 233 | | pressing Enter to display the Katakana/Hiragana equivalent of each Kanji word 234 | | to be typed. As it is much simpler to fit the two or three Roman letters 235 | | into the space provided for each Katakana/Hiragana character, I initially 236 | | believed that level 5 could be solved in this manner. However, I quickly 237 | | discovered that by cheating, the player is awarded no points for that 238 | | individual word, thus leaving them with no way to progress. 239 | | 240 | | Lastly, the "WEBPAGE" option on the title screen takes you to a browser that 241 | | displays a website that's stored directly on the disc. While the browser's 242 | | menu and all of the site's pages are translatable, it's a very low priority 243 | | for me (for obvious reasons). 244 | | 245 | | In summary, this game is extremely playable. I have had a lot of fun on this 246 | | project and so you can expect a second and final version to be released once 247 | | I overcome the previously mentioned challenges. I hope you enjoy the game! 248 | | 249 | `--------------------------------------------------- 250 | 251 | 252 | .-----------------::[ Changelog ]::----------------- 253 | | 254 | | -> 2021-01-24 (v2.0) 255 | | -Romanized Japanese wordbanks from levels 2, 3, and 4 now fully 256 | | translated and localized. 257 | | -Levels 5, 6, and bonus level 7 now fully translated, localized, 258 | | playable, and enjoyable. 259 | | 260 | | -> 2021-01-22 (v1.5) 261 | | -Levels 5, 6, and bonus level 7 now beatable (reduced playability). 262 | | -Fixed colon (:) bug in level 1. 263 | | 264 | | -> 2021-01-14 (v1.0) 265 | | -Initial release. 266 | | 267 | `--------------------------------------------------- 268 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | #### Download this patch in DCP format for use with Universal Dreamcast Patcher: 2 | * Neon Genesis Evangelion - Typing Project E (English v2.0).dcp 3 |
4 |
  5 | Neon Genesis Evangelion - Typing Project E (Shinseiki Evangelion - Typing E Keikaku)
  6 | English Translation v2.0
  7 | 
  8 | Developed by Derek Pascarella (ateam)
  9 | 
 10 | Find me on...
 11 |  -> SegaXtreme: https://segaxtreme.net/members/ubik.21655/
 12 |  -> Dreamcast-Talk: https://www.dreamcast-talk.com/forum/memberlist.php?mode=viewprofile&u=5766
 13 |  -> GitHub: https://github.com/DerekPascarella
 14 |  -> Twitter: https://twitter.com/DerekPascarella
 15 |  -> Reddit: https://www.reddit.com/user/ate4m/
 16 | 
 17 | 
 18 | .-----------::[ Patching Instructions ]::-----------
 19 | |
 20 | | 1) Copy TOSEC-style GDI files (gdi+raws+bins) to the "gdi" folder.
 21 | |
 22 | | 2) Drag the "gdi" folder onto the "extract_gdi.bat" file.  A new folder called
 23 | |    "gdi Extracted" will be created.  This folder contains all of the data files
 24 | |    from the game.
 25 | |
 26 | | 3) Copy all of the files from the "patched_files" folder to the "gdi Extracted"
 27 | |    folder, choosing to overwrite existing files when prompted.
 28 | |
 29 | | 4) Drag the "gdi Extracted" folder onto the "build_gdi.bat" file.  A small black
 30 | |    window will open stating that the GDI build process has begun.  Once it has
 31 | |    completed, a success message will appear before the window automatically
 32 | |    closes after a few seconds.
 33 | |
 34 | | 5) The GDI files (gdi+raws+bins) in the "gdi" folder are now ready for use.
 35 | |
 36 | `---------------------------------------------------
 37 | 
 38 | 
 39 | .------------::[ v2.0 Release Notes ]::-------------
 40 | |
 41 | | It is with extreme pride that I announce to you that the final, definitive
 42 | | version (i.e. version 2) of my English translation patch for "Neon Genesis
 43 | | Evangelion - Typing Project E" has arrived!  I have included a lengthy
 44 | | explanation of the methods used to bring you this release, but if you have no
 45 | | interest in that, just know this: All levels are playable and use localized
 46 | | English wordbanks, and every aspect of the game is not only beatable, but
 47 | | also playable, and above all, enjoyable!
 48 | |
 49 | | PLEASE NOTE THAT IN ORDER FOR LEVEL 5, LEVEL 6, AND THE BONUS LEVEL 7 TO BE
 50 | | PLAYABLE, KEEP THE KEYBOARD SETTINGS ON THE DEFAULT "ROMANJI" SETTING AND DO
 51 | | NOT MODIFY ANY KEY COMBINATIONS IN THE KEYBOARD SETTINGS MENU.
 52 | | 
 53 | | There were two major challenges that I set out to tackle for version 2.  The
 54 | | first was to swap out any Romanized Japanese wordbanks for localized English
 55 | | ones.  For those who have played previous versions of my patch, you will have
 56 | | noticed these wordbanks in the following levels/stages:
 57 | |
 58 | |   1) Level 2, Stage 2
 59 | |   2) Level 2, Stage 3
 60 | |   3) Level 3, Stage 2
 61 | |   4) Level 3, Stage 3
 62 | |   5) Level 4, Stage 1
 63 | |   6) Level 4, Stage 2
 64 | |   7) Level 4, Stage 3
 65 | |
 66 | | The wordbank format expected by these levels is unlike all other levels that
 67 | | use English words.  For these levels, the game was designed to take Hiragana
 68 | | and then translate it on-the-fly to its Romanized equivalent in order for the
 69 | | player to use the Latin alphabet when typing.  This means that the wordbank
 70 | | itself contains words comprised entirely of Hiragana.
 71 | |
 72 | | The first task was to determine the hex values that correspond to each
 73 | | Hiragana character from the game's character map (which, by the way, is
 74 | | actually just a giant bitmap image).  Once successfully identifying the hex
 75 | | values, my next step was to determine all valid English words that can be
 76 | | built using the Romanized spellings of those Hiragana.
 77 | |
 78 | | To achieve this, I wrote a series of small programs.  The initial step was to
 79 | | generate all permutations/combinations of Hiragana characters, taking into
 80 | | account word complexity for the increasing difficulty as the game progresses.
 81 | | With all of those permutations/combinations generated, I then used a lookup
 82 | | table to substitute the Hiragana with its Romanized spelling (e.g. ら = ra,
 83 | | な = na, etc.).  I then compared each potential word against the English
 84 | | dictionary, storing separately all valid words.  Before committing these
 85 | | words to the game's wordbanks, I curated them by hand to omit uncommon and
 86 | | largely unrecognizable words in order to give the game a more natural feeling
 87 | | and appeal to a wider audience.
 88 | |
 89 | | With this portion of the game done, I was ready to take on the second
 90 | | challenge. The holy grail that so many asked about.  Of course, I'm referring
 91 | | to making levels 5, 6, and the bonus level 7 not only beatable, but completely
 92 | | translated/localized and (enjoyably) playable.  Since I already cracked the
 93 | | encoding format for the Japanese wordbanks and successfully reverse-engineered
 94 | | a method to populate them with the words of my choice, much of the difficult
 95 | | work was already done.  However, like so many things in this game, these last
 96 | | three levels are quite different from those that proceed it.
 97 | |
 98 | | Recall the level 2, 3, and 4 stages that I listed above.  For those levels,
 99 | | Hiragana characters are translated on-the-fly to their Romanized equivalent.
100 | | A similar mechanism is at play for levels 5, 6, and the bonus level 7.
101 | | However, for these levels, instead of taking Hiragana and then Romanizing it
102 | | for the player to input Latin letters, these levels expect a mixture of
103 | | Kanji, Katakana, and Hiragana.  The player is then expected to use Latin
104 | | letter key combinations to build Hiragana characters, the groupings of which
105 | | will build the expected Kanji.  For the Katakana, my assumption is that
106 | | Japanese players use keyboards with the special shift/toggle key (typically
107 | | to the left of the "1" key) to switch to Katakana mode in order to enter
108 | | those characters directly.
109 | |
110 | | Note that even though these levels allow the player to input Latin alphabet
111 | | characters, it's only for purposes of building Hiragana.  In other words,
112 | | there was no option to find a brand new solution to swap out the wordbank
113 | | with purely English words that have nothing to do with being made of Hiragana
114 | | characters.  I tried, but as soon as the series of Latin alphabet characters
115 | | I inputted were recognized as one that builds a Hiragana character, my text
116 | | was immediately converted.  Without a decent debugger, finding the part of
117 | | the game responsible for the input method proved to be impossible for me.
118 | |
119 | | Armed with this understanding, the solution hit me like a bolt of lightning!
120 | | Since I already had a large wordbank of English words that can be built with
121 | | the Romanized versions of Hiragana characters, all I needed to do was modify
122 | | the aforementioned character bitmap to replace those Hiragana with the one,
123 | | two, or three Latin alphabet characters used to build them.  You'll notice
124 | | when playing through those last three levels that the spacing of the letters
125 | | in each English word sometimes appears odd, and it's due to me being forced
126 | | to use the same space to fit one, two, or three letters.  I did a lot of
127 | | tweaking to minimize this effect, but eliminating it altogether wasn't a
128 | | possibility.
129 | |
130 | | In the end, I'm extremely happy with the way my English translation turned
131 | | out.  It's very thorough and makes every effort to make the game not only
132 | | playable and beatable, but also to fully localize it, as well.  The only
133 | | non-English pieces that remain are the spoken dialog heard from time to time,
134 | | like when clearing a stage.  I actually skimmed through my "Neon Genesis
135 | | Evangelion" DVDs with the English dubbing track on them to see if there
136 | | were any clips I could substitute, but unfortunately this proved unfruitful.
137 | | I like to tell myself that this reminds the player that they're still
138 | | enjoying a niche piece of Japanese Dreamcast history.
139 | |
140 | `---------------------------------------------------
141 | 
142 | 
143 | .------------::[ v1.5 Release Notes ]::-------------
144 | |
145 | | I am considering this release to be something of a "stop gap" until version 2
146 | | comes along.  With version 1.5, the entire game is now beatable so that
147 | | players can unlock the bonus level and see all content therein.
148 | |
149 | | As explained in the version 1 release notes, the only parts of the game that
150 | | were left unplayable were level 5, level 6, and the bonus level (i.e. level
151 | | 7).  After hours and and hours of effort, I managed to partially
152 | | reverse-engineer the encoding used for the Japanese word bank data for those
153 | | levels.
154 | |
155 | | At present, all rounds of these last three levels recycle the same "word" over
156 | | and over again.  That word is "SDFGHJKL", hence why I described my
157 | | reverse-engineering efforts as "partial".  This "word" was chosen for two
158 | | reasons:
159 | |
160 | |   1) It consists of eight characters and thus serves to help increase the
161 | |      player's total score for each round.
162 | |
163 | |   2) No combination of those letters correlates to letters-groupings used
164 | |      to generate a Hiragana character.  This is important because the last
165 | |      three levels do not process Roman letters the same way that all previous
166 | |      levels do.  Instead of a 1:1 relationship between what the player types
167 | |      and what appears on-screen, the last three levels convert the Roman
168 | |      letter-groups to Hiragana in order to build the Kanji from each prompt.
169 | |
170 | | A bug fix was also implemented to eliminate all instances of the player being
171 | | required to type the colon character (:), since the character mapping for the
172 | | standard Western Dreamcast QWERTY keyboard does not align with that of the
173 | | Japanese keyboard for that particular character.  Thus, it was impossible for
174 | | the player to actually input that character.
175 | |
176 | | Long term, my goal is to take this translation patch to the next and final
177 | | level by using meaningful word to populate the word banks for level 5, 6, and
178 | | the bonus level (i.e. level 7).  While I've made some progress in this
179 | | area, I have not yet arrived at a solution that I am happy with.  That being
180 | | said, I decided to release version 1.5 in order to ensure that all who so
181 | | desire can actually play through and beat the entire game.
182 | |
183 | | Stay tuned!
184 | |
185 | `---------------------------------------------------
186 | 
187 | 
188 | .------------::[ v1.0 Release Notes ]::-------------
189 | |
190 | | I'm very proud to release the very first version of my English translation
191 | | patch for "Neon Genesis Evanglion - Typing Project E" for the Sega
192 | | Dreamcast!  Thanks to a very active community, The Dream™ never dies and I
193 | | want to give my most heartfelt "thank you" to each and every person who
194 | | is passionate about Sega's farewell console.
195 | | 
196 | | In this initial release (version 1), all menus, options, dialog boxes, and
197 | | screens have been fully translated.  Levels 1 through 4 have also been fully
198 | | translated, with the exception of a few short sequences of spoken dialog.
199 | | Levels 5, 6, and the bonus level have only had their menus, dialog boxes and
200 | | screens translated.  However, the levels are not yet playable by a
201 | | non-Japanese speaker.  My goal is to complete a playable version of those
202 | | levels for version 2.  Allow me to elaborate with more detail...
203 | |
204 | | Part of what made translating this game so attractive to me is the majority
205 | | of the game being QWERTY-keyboard friendly, where an English speaker with
206 | | access to the standard Dreamcast keyboard is able to play and complete each
207 | | level.  Some levels use English words for their word bank, others use the
208 | | Romanji spellings of Japanese words.  In either case, the game is fully
209 | | playable.
210 | | 
211 | | However, the previously mentioned levels (5, 6, and bonus) instead present
212 | | the player with words written in a mixture of Kanji and Katakana/Hiragana.
213 | | The game then expects the player to use the key combinations necessary to
214 | | produce the series of Katana/Hiragana characters that construct one Kanji
215 | | character.  It's obvious how challenging this is from a translation
216 | | perspective.  There are two approaches to solving this:
217 | |
218 | |   1) Display the Roman alphabet letters that correspond to each Katakana,
219 | |      Hiragana, and Kanji character that the player is asked to type, this way
220 | |      they can easily key in the correct sequence of letters in order to
221 | |      successfully complete the word.  The challenge here is fitting the
222 | |      Roman letters into the space provided on-screen for each character.
223 | |      This is the most straight forward solution as of right now and will
224 | |      likely be polished and implemented in version 2.
225 | |
226 | |   2) Reverse-engineer the game to either:
227 | |        a. Display as many Roman letters as I'd like for each Katakana,
228 | |           Hiragana, or Kanji character.
229 | |        b. Use entirely custom word banks that would allow for me to avoid the
230 | |           Japanese character problem altogether.
231 | |
232 | | At this time of this release, I have not been successful in either of these,
233 | | and of course I welcome any and all contributions from others in the
234 | | community with more experience in this area.
235 | |
236 | | It's also worth mentioning that level 5 allows the player to "cheat" by
237 | | pressing Enter to display the Katakana/Hiragana equivalent of each Kanji word
238 | | to be typed.  As it is much simpler to fit the two or three Roman letters
239 | | into the space provided for each Katakana/Hiragana character, I initially
240 | | believed that level 5 could be solved in this manner.  However, I quickly
241 | | discovered that by cheating, the player is awarded no points for that
242 | | individual word, thus leaving them with no way to progress.
243 | |
244 | | Lastly, the "WEBPAGE" option on the title screen takes you to a browser that
245 | | displays a website that's stored directly on the disc.  While the browser's
246 | | menu and all of the site's pages are translatable, it's a very low priority
247 | | for me (for obvious reasons).
248 | |
249 | | In summary, this game is extremely playable.  I have had a lot of fun on this
250 | | project and so you can expect a second and final version to be released once
251 | | I overcome the previously mentioned challenges.  I hope you enjoy the game!
252 | |
253 | `---------------------------------------------------
254 | 
255 | 
256 | .-----------------::[ Changelog ]::-----------------
257 | |
258 | | -> 2021-01-24 (v2.0)
259 | |      -Romanized Japanese wordbanks from levels 2, 3, and 4 now fully
260 | |       translated and localized.
261 | |      -Levels 5, 6, and bonus level 7 now fully translated, localized,
262 | |       playable, and enjoyable.
263 | |
264 | | -> 2021-01-22 (v1.5)
265 | |      -Levels 5, 6, and bonus level 7 now beatable (reduced playability).
266 | |      -Fixed colon (:) bug in level 1.
267 | |
268 | | -> 2021-01-14 (v1.0)
269 | |      -Initial release.
270 | |
271 | `---------------------------------------------------
272 | 
273 | --------------------------------------------------------------------------------