/nep/ - Hyperdimension Neptunia

Now with 200% more Nepping


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Since no one else will make one, i'll have to make one

Let's do what Nick Doerr couldn't 
Let's fix the game!

>mod guide and tools 
http://steamcommunity.com/sharedfiles/filedetails/?id=409454600

http://steamcommunity.com/sharedfiles/filedetails/?id=453717187


So, the idea is that we work on Re;Birth 2 translation in preparation of the shit fest that will be Re;Birth 3 when it get's released on PC.
Since there isn't a lot of stuff that are outright bad in Re;Birth 2, retranslating it should be relatively easy compared to if we ever are going to attempt to retranslate Re;Birth 3.
Mostly it's just Neptunes dialog that's need to be fixed in Re;Birth 2 and to a lesser extent RAMs.

If we are ever going to get productive, let's set up some priorities and goals

To get started

Firstly we need to asses all the lines of dialog that needs to be changed in Re;Birth 2
Secondly, we need to figure out and make appropriate retranslations for those lines 

and we should also find out if there is any way to get our hands on the original japanese script

Let's make it happen
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Hi, I'm one of the anons who pushed for this project to be made on /v/. And while I lack the ability to help by playing the games (blame my toaster), I'll keep an eye on the thread and will help as much as possible, if only with suggestions.

Here's what I propose :
>Gather the "NISA = cancer" pics related to Neptunia (/v/ might be able to help on that one, even outside of the Neptunia threads)
>Find someone who can help for the japanese side of this (it can be done on the same thread as the first point, as long as the one making it is clear enough to dissociate that thread from the Neptunia one on /v/, as anons from our /v/ were the one who made the "NISA = cancer" pics, IIRC)
>Keep the morale high (The project won't be done in a day or two, so we need to inform ourselves about what to do regularly)

I'm keeping an interested eye on this thread.
Replies: >>840 >>851
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Editfag here

Since we're looking to clean up the mess that Doerr did to Nep, heres the 'NISA = Cancer' pic on how to NOT do translations.

I'll look through my Re;Birth 2 folder and I'll try to sort the scripts by the chapter they appear in along with putting the characters name somewhere so we know who says which line.
Replies: >>840 >>848
SMAC Anon here. Willing to help.
Replies: >>840
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>>837
>Find someone to help with the japanese side of things
we don't need to hurry on that point, unless we can get ahold of the japanese script and game files 
speaking of it, check this out [ http://www.nyaa.se/?page=view&tid=722073 ] I haven't tried it so i don't know if it's safe/good
another thing we could do to get ahold of the japanese files is to go all the way to 2ch(or some other prominently japanese forum) and politely ask them to upload the files 

where to find people with adequate moonrune skills or even better - actual japanese people (then with adequate english skills instead), we could check here on this site or maybe over on half-chan's /a/ and /jp/ for help on that.

>>838
good to see you here!

we could start by taking notes of where the translation needs to be fixed. like what's said, who said it, what scene and what chapter. If you extract the text like in pic related and you know which line of dialog you wan't to edit, can't you just 'ctr-f'(search for a specific text) search for it?

>>839
nice to see that there is interest!

and believe me, we do need all your help if we're are going to make this
Replies: >>841 >>848 >>851
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>>840
From memory…
Replies: >>842
>>841

Yep! You got those down.
I can't translate from Japanese to English, but I guess I could make a spin-off project translating the new translation to spanish just for fun.
Yes? No? Waste of time?
Replies: >>844 >>845 >>850
>>843

Well if you would like to do that, it'd be nice since I doubt Idea Factory will add more languages besides Japanese or English
>>843
Well, I guess if you want? I mean Nep and Ram will sound like retards.
Replies: >>846
>>845
I think they're only retards on the bad translation.
Replies: >>847
>>846

Well they're the ones that stick out the most.
>>840
>>838
I haven't played Re;Birth 2 yet, but haven't people been saying that, aside from the memes, the translators also messed up her personality throughout the game? It was my impression that it wasn't something that could be fixed by editing just a few lines.
Replies: >>849
>>848
RB2 had two fuckups.

Ram was tweaked a bit further than she should have been. That said it was tolerable but the localization could have been tighter with her.

Neptune on the other hand was FUCKED. Outside of a few scenes her personality is completely shafted.
>>843
I had the idea of doing the same, but to French and from RB1. The only thing stopping me is the inability to see the changes due to my toaster, again.
>>837
>>840

Isn't there a guy over on the Neptunia thread that translates chapters of the manga?

can't he help us if/when we can get a hold of the Japanese script?
Replies: >>855
We're not going to get the script by asking nicely, someone that knows shit has to dump the script from the games. Translations to spanish and french are going to be a pain in the ass because we don't know how the engine is going to handle things like á, é, í, ó, ú, ¿, ¡, ñ, ç.
Replies: >>856
>>851
Vice Virtuoso is sorta a busy guy…
>>854
>Translations to spanish and french are going to be a pain in the ass because we don't know how the engine is going to handle things like á, é, í, ó, ú, ¿, ¡, ñ, ç.
Dunno about Spanish, but French is readable without accents, and a note can be added to the release to alert people of that before the game is launched, if there isn't other options.
Replies: >>1372
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New fan, here.  I jumped on this series a month ago.   I will say this:  I'm looking to score my hands on the Japanese physical releases of all three rebirth games.  The money isn't the feat, but the time is.  Unless I luck out and run into something on eBay that isn't gouging, I can expect to have these games within the next two months or so.

I'll strike you guys a deal.  If you don't have a source for the Japanese script by the time I nab Rebirth 2, I'll pen out the script for you.  I've advanced enough in moon to be able to duplicate that much, though my reading skills are still piss-poor.  Menus and battle data are notably more difficult, but I can dictate the actual game script.

But again, time is the issue.  Imports don't come fast.  So if y'all don't have anything by that point, I'll help.

Not signing my name or handing out an email because you don't need one on an anonymous board.  So here's a picture.  Cheers.
>>857
That'd be great! Just getting raw resources would be a start. Anything you can do to assist…
Replies: >>859
>>858
Mind, it's the script work.  I know jack-shit about ripping roms and I don't think I could as I work with a toaster from ages ago.  But I'm willing to give some kind of thanks as these games are actually pretty damned fun.
>>857
Thats awesome!
we need every help we can get

a guide for getting to the games files is in the OP

>But again, time is the issue.  

not really. Seeing the pace that this board moves at, this thread will be around forever

also, we still haven't ruled out the possibility of getting the japanese game files from somewhere in the depths of the internet
Replies: >>862
>>857
>pen out the script
That'll take months, why not just look for someone to dump all the text from the games's data?
Replies: >>862
>>860
>>861
>why not just look for someone to dump all the text from the games's data?

that's the problem though

where do we find someone with a Japanese copy of the game, who is also willing to dump the game files for us?
Replies: >>863
>>862
piracy?
Replies: >>864
>>863
find a japanese copy to pirate then

most likely we'll have to go to a japanese site like 2ch and ask for the games files
>>857

Don't worry too much on time, this board isn't really to active and by the time you score all the imports, Re;Birth 3 might be out on Steam.
Replies: >>866
>>865
>Hi Anon,
>Your Play-Asia.com Order#12345678 was sent out today!

>You can review your order and see more information here:
>https://www.play-asia.com/01/7123456

>Shipping details
>Shipping type: FOREVER_CUSTOMS
>Tracking number: 012345678952
>Shipping date: 04, Sep. 2015

>Moe Chronicle (Chinese & English Sub) (Asia, No Region Protection)  
>Chou Jijigen Game Neptune Re: Birth 2 Sisters Generation (Japan, No Region Protection)

We'll see who gets here first, anon.  Here's hoping no one in customs is a Nep fanatic.
Posted it in the /v/ but I'll put it here too

https://www.sendspace.com/file/zq1dug

Re;Birth 2 text documents
Replies: >>868 >>1101
>>867

I forgot to mention, try not to go over 45 letters because if you do, the text won't fit in the dialogue box.
Replies: >>869
>>868

*45 letters per line
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GREETINGS, NEPRADES! 

I think I can be your translatorfag. I have JLPT N3 proficiency, some (not a lot) of experience in translating anime, and am basically a NEET until I get a job.

I will point out that I'm not completely familiar with this series, I've only played RB1 and am making my way through RB2 and plan on finishing the anime after that. The only reason I picked up this series at all is because it came out on Steam, actually.

But FUGG MAN, THESE GAMES ARE COZY AS SHIT. I'm seriously on the verge of dumping my old waifu for Neptune, if I didn't know that at least six of you already had her as my waifu.

Anyway, some yuri as a gesture of friendship, and proof of my mediocre Japanese skills.
>>872
With how much dimensions there are in the series, everyone can get a waifu or a goddess or CPU candidate.
Replies: >>874
>>873
So are there actually INFINITE dimensions?

If so, I want to write a horrible, hprrible crossover.
>>872
anyway, whoever's leading this project or wants to lead this project should contact Slutmiko on Steam. I can translate, but I can't coordinate anything.
>>872
SMAC Anon from the /v/ thread. Nice to see you here.

Yeah, Steam picked up A LOT of people. 100k got RB1 alone.

Anyway the setting is pretty simple, having played RB1 and going further you should have a bit of familiarity with it already…cute girls representing consoles and game companies do cute and/or fanservicy things (usually…sometimes CH wants tears instead of laughs).

Other things to consider: there's multiple universes, some of them connected with each other, others separate. Usually each universe has a Neptune, Noire, Vert and Blanc but not always. Pretty much every game has at least one new universe with (generally) completely different versions of the same characters (and the anime/manga qualifies for this as well); if universes are connected with each other the different versions of those characters can interact with each other.

So regarding the project I guess we are sort of in the early stages of organization. We should probably set up some sort of off-site area to communicate with each other, if for no other reason it'd be inconvenient to lose touch with each other if 8chan isn't operational.

IRC is an option, but we could use another system if someone has any other recommendations.
Replies: >>877
>>876
To start, what else do we need in the group besides a translator? I guess we need someone who knows how to mod?
Replies: >>878
>>877

I can do that since I extracted the scripts

Only thing I cannot edit are the models themselves.
Replies: >>879
>>878
If you don't mind me asking, how'd you extract them? All I figured out how to extract was the music, and only from that one guide.
Replies: >>880
>>879

I use Strtool to extract the .cl3 files that contains the script

And rather than checking every folder for the file, I put in '.cl3' in the Explorer search bear & I dragged as many of them into the tool

Then once the txt file is extracted, I edit it to whatever I like & then I put it back on Strtool so that it replaces the .cl3 file that will be used when the game starts up
Replies: >>883
>>880
How do people know how to open these kinds of files? I remember googling a way to open .mpq files back in the day with no luck.
Replies: >>884
>>883

Probably by coding the game engine, beats me.
>Mostly it's just Neptunes dialog that's need to be fixed in Re;Birth 2 and to a lesser extent RAMs.

If the objective of the retranslation is to remove memes and bad jokes, Ram doesn't need to be "fixed" at all.
Replies: >>889
>>888
Well in general it'd be nice to tighten up Ram's lines a bit. That "Blanny-Blanny-Blah" bit for instance.

Also when you first meet Ram she attacks because "foreign = hostile" in the Doerr version, IIRC in the OG version in Japan it's due to her being pissed about GeGe not bringing Blanc back from the Graveyard.
Replies: >>899
The guy who translated the VII disks here. 

My schedule is kinda fucked at the moment, but if you guys still need more translators in about two weeks time I'll be willing to help out.
Replies: >>894
>>893
Alright. I'm not sure exactly what's going on at the moment. I know just in the last day or so Vice Virtuoso said he'd have a go at RB2 as well. So things are certainly solid on the translation front, though we could always use more help.

I think we are starting to get into a good position regarding RB2, considering there's not too much we have to fix comparatively that we are aware of.

If possible we might want to start preparing for RB3. It's only a few weeks out, and it'll be much harder to clean up job than RB2 will be. Certainly we should go through the RB2 script in the meantime, of course.
Don't want to sound rude, but how long do you think you guys will take to fix R;B2?

I've played two hours of that game, and want to know if it's worth waiting for the actual translation the first time i play it.
Replies: >>903 >>911
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Buyfag, here.  Fedex has landed.  I'll have RB2 in my hands before Saturday. 

I'll make some kind of timetable to work with from there so that this doesn't become a ghost project.  My aim overall is not to exceed a month ripping this (Play time, exploring paths, new game+).

Again, I'll also clarify that I am focusing JUST on the script, so menus/attacks/etc are going to fall by the wayside until the script's C&P'd.

I'll get to work on it by Sunday.  Progress reports will be weekly if there's no better pace ideas.
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And just as I finished typing this, I get a knock on the door.  Package is here.
Replies: >>905 >>911 >>940
>>889

"Blanny-Blanny-Blah" is cute though.
>>895
Just play it, we won't be finished by at least mid 2016 at this rate.
Replies: >>910
Would it be helpful if we all organized on a wiki?
Replies: >>910
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>>898
that's awesome!
now how can we extract the script from the vita game?
Replies: >>908
>>905

I think the better question would be if theres a tool out there to extract contents out of Vita games.
Replies: >>909
>>908
Better question, do we strictly speaking need the original Japanese script to start the translation project? I mean, the Japanese audio is available I the steam version, can't we just start translating from there while we wait for the few pieces of voiceless dialogue to be ripped?
Replies: >>910
>>904
SMAC anon again.

Wiki, IRC, whatever. I'd be happy to help set up whatever you need on that end.

>>909
There's nothing really stopping you really. If you wanna get going on voiced dialogue that's fine. Script makes it easier, and it is necessary if you can read Japanese but are a little weak on the vocal range.

>>903
We might be able to knock out the RB2 work, if we just stick to Ram and Nep, fairly quickly I think. The long game will be RB3.
>>895
Projects like this take a while. 

>>898
Neat!
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OKAY, I MADE A FUCKING WIKI
It's private for now, I'll change it if everyone thinks it shouldn't be.
Theoretically, there should be a way to apply to join the wiki from that page. If there isn't let me know in this thread, and I'll figure something out. It's got no pages at the moment because I gotta hit the hay.

nickdoerrdidnothingwrong.wikidot.com
Replies: >>914
>>912
>Wiki
What's it for? For the translations? Personally, I was getting comfy watching it all happen here
Replies: >>919
>>914
It's for organizing the translations, yeah. It'd be a lot easier doing it on a wiki where we don't have to dig through disorganized posts and general thread archives in order to find what we need.

Also, doing this all as anons isn't going to work out.
Replies: >>920
>>919
Another thing I though of, working on Vice's Neptune civ, is doing this via Google Docs…its a little clunky but one could manage the translation document in real time, with non destructive "suggestions" as edits.
Replies: >>921
>>920
I could import the spreadsheet I compiled with the eng scripts last week.
Replies: >>922
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>>921
Make it so.
Replies: >>923
>>922
Alright, hopefully this works.

https://docs.google.com/spreadsheets/d/1w6h_ki4VfG5i3vbY9LeF8v6tUp0_ibnMnUQYaIclcnE/edit
>>923
Thanks!

If anyone wants to have a go at this, 0355 is where human Nep really starts talking. You won't need to look hard for her, Nick did a "good" job making her stand out.
Replies: >>929
>>927
Maybe we could color code the lines in the sheet to help differentiate who said what.
Replies: >>930
>>929
Yeah, you should also have the color key as the first thing you see.

Medium Pink = Nepgear
Purple = Neptune
Black = Noire
Dark Blue = Uni
Green = Vert
Brown = Blanc
Dark Cyan = Rom
Medium Pink = Ram

I don't think we need to worry about the Maker's text, at least for now.
Replies: >>937 >>938
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I want to kill myself.
Replies: >>935
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>>933
…this is why we fight.
So what work have we been able to get done so far?
Replies: >>937
>>936

I don't think we've made any progress yet.

But I do think we should roll with this idea

>>930
Replies: >>938
>>930
>>937

Looking at that list I suggested, I gave GeGe and Ram the same color. GeGe get's medium pink and Ram gets dark pink.

Also Maker text in italics so we don't confuse them with Noire.

I'll make a few suggestions on the document to get the ball rolling.

TRANSLATORS

Is there anything you need to begin?
Replies: >>940
Also I've made changes to the Prologue, all of Nep and GeGe's text (except the stuff in the opening video) is highlighted and the document opens with a color legend.
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>>938
I'm pretty sure the reason why nothing is getting worked on for now is because there's no source of the original Japanese script of RB:2.

Sure, someone made a Google doc, and uploaded the English script here. >>923
Also, this guy >>898 ordered the original Japanese game to do so.
But that really depends when people like >>872 will start working on the translation.

Unless I'm missing something here, and people have been working behind the lines.
Replies: >>954 >>1017
atleast keep us fucking updated.
Replies: >>943
>>942
If something happens, this thread or the Neptunia general on /v/ will be the first place you hear it.
Replies: >>944
>>943

Pretty much this.
you should get some people from halfchan to help you.
Replies: >>950 >>958
>>949
4/nep/ are pretty much useless splergs, it'd be a disaster if they were even in the /v/ thread, let alone here.
Replies: >>951
>>950
if you're going to take on a big project like this, you gotta get the word around.
Replies: >>952
>>951
People who will do nothing but complain and shitpost are no help to us.
Replies: >>953
>>952
just suggesting things. don't get assblasted, tumblr.
Replies: >>956 >>958
>>940
translatorfag here
if anyone can walk me through how to rip the script from the Japanese game, I will gladly put up the money for it.
Replies: >>955 >>958
>>954
I dropped a line in the /v/ thread, I don't have a Vita so I really couldn't say where to begin. It doesn't look like there are any generic tools for it.

And I'm not sure if there's written Japanese in any release of the PC port, so the tools we have for that platform wouldn't work…

Worst case scenario is you'd have to go through the entire game, write down everything in Japanese, then translate it to English. Preferably we could also have the raw script provided to us as well.

That's not even talking about any potential localizing as well…
Replies: >>957
>>953
I'll drop the "find other groups" for help line in the /v/ thread, thanks for the suggestion. Halfchan probably isn't the best route, but there might be another angle with a different group we hadn't considered yet.
>>955
Pretty sure VITA game aren't dumpable right now so that's a dead end.

PC version doesn't have a japanese localization apparently but you might wanna doublecheck that on steamdb or by going on steam with a fresh account using a japanese IP.

So yeah only solution right now is writing down everything.
Replies: >>958 >>960
>>949
>>953
>>954
>>957
Someone suggested on /v/ we ask 2ch? Not a bad idea actually, but someone who knows Japanese here will have to do it.
Also maybe getting technical information on Vita here:

http://wololo.net/talk/
>>957
I poked around 2ch for a bit, they seem to have their own re-localization for RB1 at least, with limited success. Unfortunately, I'm fucking horrible at navigating 2ch, so I have no idea what happened to that thread.
I wouldn't mind doing some translation work from Japanese to English.

I lived in Tokyo for 2 years and I'm currently studying for JLPT N2 in December so this will be good practice.

Just need to get my hands on a script and I can get to it.
I noticed that there's a lets play for Rebirth2 on Niconico. 
We could slog through that and try to extract all the dialogue/text from the videos. It wont be all but probably most of the main story.
Replies: >>964
>>963
Actually, if we could rip the frames from that video, we could extract the text from it using an OCR program provided the video quality is good.

Holy shit, this is a great idea.
Replies: >>965 >>966
>>964
There's two guys on Nicodouga who have done a LP that I can find.

One that goes by the name of : Tsuvasa@LEANSTAR
http://www.nicovideo.jp/watch/sm25670068
He has played it from start to finish it seems, with 55 videos uploaded on Rebirth 2. Then there's another guy who seem to have quit mid-way.

The quality depends on if you have premium or a free account. Not sure if it's good enough though.
>>964
>OCR
You don't know what you're getting into anon, I used to do OCR for a sub ripping team a year ago and it takes about 2h to rip and check 300 lines and that's if you're good, and I have no idea about how good OCR is at dealing with written japanese when it's already pretty shit at dealing with simple things.
Replies: >>967
>>966
Well, do we have any other options? Besides, if we keep just to scenes with Ram and Neptune we might not have much to go though.

Hell, even if we just limit this to Neptune and fix her, by herself, that's a MAJOR improvement to the game by itself. And she doesn't have that many lines, even compared to Ram.
Replies: >>968
>>967
You could go the lazy way and just screenshot every line in japanese, that's less workable than text technically but you're not re-translating the whole script so that might work, Wouldn't take much more time than just watching through the LP 

Only technical problem here is finding is rip or watch niconico through a local player to facilitate the screenshotting process, which I'm pretty sure is doable.
Replies: >>969
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>>968
Quality looks about 360p for the free version. Text seems legible, but blurry.

My Dxtory won't hook into it, I guess it's not GPU accelerated? Or it uses something it's not familiar with. Either way, I can't grab using that. Maybe OBS would work better? Anything except PrintScreen…
Replies: >>970 >>971
>>969
Would be better to have a way to play the video itself in VLC or some other player, trying to find if that's doable.
Replies: >>971 >>972
>>970
>>969
http://www.vid-dl.net/
That works, I usually really don't like software as a service but I can't find any standalone downloader that doesn't look like adware so that'll do I guess.
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>>970
Used mpv to play the video and took screenshots via that.
Replies: >>973 >>975
>>972
Noice, gonna see if I can contact one of my old team member for some convenience stuff like batch cropping the text boxes and some filtering for readability.
Replies: >>975 >>990
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Can you?
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>>972
>>973
And how it looks during the story scenes. Also, how the fuck can people justify using a site that forces shit quality on you unless you pay?
Replies: >>977
Also I'm downloading the MP4s using a Chromium plugin. Hate the botnet but I gotta go back in it for a little bit to get the job done…
>>975
Can't help it if Japan has shit economic taste, but whatever. We are getting what we need.
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#28 from that guy is the start of Chapter 5, which is when Nep enters the game. We should focus on gathering caps from there going forward.

I hope this dude has all the endings written down. Fucking hell if we only have True or Holy Sword, that would suck…still, this is WAY BETTER than where we were previously.
Replies: >>979
>>978
What happened to the dude who imported r;b2? It would be a lot better if we had direct screenshots from the Vita instead of blurry images from a 360p video.
Replies: >>980
>>979
I agree…but, until we hear back from Vita-Anon, this is the best we have.

I might be able to squeeze some additional quality out of the footage, but there is a limit to what I can do. As long as it is legible…
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I'm going to download as much as I can…as far as capping, should we work in teams or what?
Replies: >>990
Got the whole prologue chapter with all dialogues written down and colored, except the tutorial screen. 
Where do you want it?
Replies: >>985
>>984
Pastebin? Otherwise make a copy of >>923 and replace the original ENG text with your own (since suggestion management doesn't seem to be enabled on that document).
Replies: >>986
>>985
Or upload to Anonfiles…

https://anonfiles.com/
Prologue script:
https://anonfiles.com/file/5a6291b8ecb046515ef7c74f505143cb

I wrote it by hand but it should be correct. The character coloring might be a bit different from what's in the google document. I just took the colors that made sense at the time.

If someone wants to reorganize anything feel free to do so.

I've also started working on the chapter 1 script.
Replies: >>989 >>1007
>>988
Woah, nice! Now we need only re-translate it and re-localize it.
Spoiler File
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>>973
>>981
So yeah went and looked around a bit with our older OCR scripts to see how that would end up looking and this is the result, is that actually any more readable for the person in charge of translating?

I doubt it is since it's made to make it more readable for OCR programs not more readable to people

Gonna go and see if I can get something better going on using something else, failing that I'll just help with the screencapping itself if that not already being taken care of by some other anon.
Replies: >>991
>>990
It doesn't make it much better for people reading it. It might just be faster to transcribe screencaps. We already go the prologue knocked out…

What I am doing right now is downloading all video of the playthrough starting at Chapter 4-5, when Nep comes into play. It's slow going but once I have everything organized I'll start dumping caps. Anyone also want me to upload the MP4s anywhere else?

I might even be able to upload the videos here using a VP9 pass and a lowish bitrate…they are only 360p after all as well.
Replies: >>992
>>991
>It doesn't make it much better for people reading it. It might just be faster to transcribe screencaps. We already go the prologue knocked out…
Yeah especially since It's not that practical unless you OCR, I still managed to get the screencap to be a tiny bit better looking without any real effort thanks to the default filtering options present in smplayer.

Auto-crop is easy but not really sure it's that necessary.

Upscaling filters (xBR, HQx etc) make it look all muddled or blocky so that's no good either.

>Anyone also want me to upload the MP4s anywhere else?
Not really needed since you can download them straight from nicovideo without even having an account so unless they get deleted no real reason to upload them but if you really want something somewhat reliable I have a seedbox and plenty of free space on it and I can do some remote uploading to several filehosts if need be.

Would be a good idea to have a list of links to those videos so that it's easier to find and organize shit.

Speaking of which I have plenty of free time and I wanna help you with the screencapping, how do we go about doing that somewhat efficiently?


>I might even be able to upload the videos here using a VP9 pass and a lowish bitrate…they are only 360p after all as well.
Not sure that's a good idea, the original are already blurry as fuck and even using some tricks to make the video as small as possible without losing too much quality not sure it will be good enough, and splitting the whole thing in 8MB parts is most definitely not worth the time.
Nice, we got the True End plus Conquest. That means most of Holy Sword should be possible too.
Replies: >>994
>>993
Does that mean you're done with the capping?
Replies: >>995
>>994
Not yet, but I've seen the footage so I can see what's coming up. Since the scenes aren't really any different save language, it's pretty obvious what's going on.

So if VitaAnon is still out there, getting all the Normal Ending stuff would be quite handy.
Replies: >>996
>>995
>Not yet
You need any help with the capping then ?
Replies: >>998
>>996
Well, do you wanna do Chapter 4, 5, 6, 7 or Conquest?
Replies: >>999
>>998
Doesn't really matter to me just tell me which video numbers you want the dialog of screencapped and I'll start doing that right now.
Replies: >>1000
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>>999
Try Ch. 26 & 27. That's Chapter 4. Ch 26 was corrupt on my end, maybe you'll have better luck. It's a short amount of work to do too, only two videos.

Also get?
Replies: >>1006 >>1020
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W-wait, are we retranslating the whole game, or just the faggy parts?
Replies: >>1003
>>1002
Well, that's a good question. Originally we were just going to target Nep and Ram…but, with actual scripts becoming rapidly available due to these videos, it might not be too much of a problem to look at other characters as well. After all, we can't count on Nick having NOT just screwed up those two…

However the priority targets are Nep and Ram, for sure. But, if we find anything else that was badly done…

…one pet peeve I'd personally like to trash is Nepgear's "Goodness!" shit, which is in no other translation of Nep material outside of Nick's efforts…
Replies: >>1004
>>1003
I'm sort of under the impression that Nick's not incompetent as far as actual translation, he's just a total faggot who wants to compete with Anthony Bursch as to how many memes he can fit into a game.
Replies: >>1005
>>1004
See the thing is, is his Leddit tendencies obscure any of his other work. From what we know, the rough translated script for RB3 was superb. And yet the end result was little better than Victory due to his "go overboard with memes" fetish.

We have a number of really good translators willing to work so the rough conversion to ENG isn't a concern, but I think the risky part is when we get into localization…
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>>1000
>Ch 26 was corrupt on my end, 
I have that too, gonna see if I can fix that.
Replies: >>1008
>>988

Chapter 1 script:
https://anonfiles.com/file/5cd2ed71d06fcee3ebf5a466d12c99b8

That took a little longer than the prologue to write. Got most of the main story, skipped all the tutorial screens. However, some events are missing because the dude didn't bother looking at them. Might be able to fill them in later, from other sources.

Gonna take a small break this week before I move on to chapter 2.
Replies: >>1060 >>1159
>>1006
Found the problem, the file wasn't complete, had to redownload it and make sure it was the right size.
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>>940
Shit.  Sup.  Few bad things happened.  I got seriously sick over the last week.  And the time I wasn't sucking on sleep and pills, I was sucking on pay-the-rent work and pills.  Mostly recovered at this point.

The other thing is I haven't finished my first run of Rebirth1 so I've been hammering at that more than starting through the RB2 run.  Now with that almost done, and now being more familiar w/the battle and buffs and so on, I'm going to take on RB2.

What I intend to do is a series of screencaps as opposed to making people wait for just text-to-script.  I figure I can release those at least three times a week on /nep/ and /v/ (/v/ doesn't operate at break-neck speeds so I'm confident about throwing up rars).  The caps would actually have all the game's info: menus, attack names, descriptions, etc.

I'm still doing the pure-text pastebins because it helps sharpen my own familiarity with runes.  the pastebins will be the actual story/character script only (shit, can you edit pastebins without an account?  I forget).

I'm also not character partial that's a lie i love the fuck out of Plutia and IF and Vert so I'll be going through however many endings there may be.

tl;dr

- Was sick. sorry.
- Was work. sorry.
- Was Nep-Neping.  Oops.
- At least three nights a week, look forward to caps
- Sunday, look forward to a pastebin dump or edit (or google if i go that route)
- Plutia a best
Replies: >>1022
>>1000
Hopefully I didn't fuck up somewhere
https://mega.nz/#!3gkQDCQL!q7h-5xK7i_DG7J8U13h2XL7WH0Cj9YUGFM8zXggMOic
If you need any other videos screencapped just  tell me.
If you want me to upload that to another filehost I can do that too.
Replies: >>1022
>>1017
Thanks for coming back. What ever you can do to help out.

We've started making some progress, so we should be able to accelerate this quite nicely with this work.

Story-only is just fine…I don't re-translating Chirpers was ever in the cards anyway…at least for RB2.

>>1020
Shit, you work fast, nicely done. Thanks for salvaging that chapter.

35-38 is Chapter 6…it's not too large. 50-55 is Conquest, also reasonably sized if you can stomach it. They are larger than Ch. 4 though.
Replies: >>1024 >>1039
>>1022
>Shit, you work fast
I actually completely fucked up and wasted two hours for nothing at first

>35-38 is Chapter 6
>50-55 is Conquest
Ok, I'll do that after whenever I wake up.
Hmm. We should really centralize these dumps and scripts. The wiki might be the ideal place for now.

I do already have a wikidot account from many years ago but I'd rather not use it as I don't think it's secure enough.

I'll set up another one linking to my "public" account.
Replies: >>1029
It's not Neptunia related, but here's some things I found in regards to how translated dialogue differs from one another.
It might help how you guys would localize the scenes better than what the original team did.

Here, we can see how Ganon's dialogue from Wind Waker brought out his character, as the tone and message were kept intact…
https://kantopia.wordpress.com/2015/09/21/zelda-windwaker-comparing-ganons-wind-speech-jpneng/

… Compared to how Lucina's victory dialogue and taunts in SSB4 were mishandled, and have her personality changed.
https://kantopia.wordpress.com/2014/11/21/ssb4-lucina-victory-linetaunt-comparisons-japaneseenglish/
Replies: >>1030
>>1025
I've made a wiki right here.
http://nickdoerrdidnothingwrong.wikidot.com/
Hell, I'd almost like to ask the mods to edit the OP to put this link in.
Replies: >>1030
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>>1029
Well I got my new account registered, but I can't register with your Wiki…pic related.

>>1027
Good reads. Just reinforces what I said earlier, localization will be a very dangerous phase of this project…
Replies: >>1032 >>1033
I was linked here from /v/ I'm not the biggest neptunia fan but I'll pick up re;birth 2 if you guys fix the translation. I love this kind of dedication.
>>1030
fucking shit, I have no idea how to enable this
anyone have something to use that's not wikidot or wikia?
>>1030
Also, you're logged into your wikidot account, right? It says you need to have one to register for the wiki.
Replies: >>1034
>>1033
Yes, I'm logged on right now.
Replies: >>1035 >>1041
>>1034

Me again. I created a Wikidot page myself to see if I could help trouble shoot.

Try inserting this line…
[[module Join button="Click here to become a member"]]

After editing the page.

Also I noticed another problem. A free site has a size limit of 300MB.

It'd be convenient to have the unarchived screen caps available to view via mouse-click…since the CH4 caps that were just uploaded weigh in at +400MB, this is clearly an issue.
Replies: >>1041
>>1022
And that's Ch.6 and Conquest screencapped
https://mega.nz/#F!KpMCwZwY!lp7g3Rg64fIwNOv1OElwMQ
I'm currently uploading so they'll appear in a couple of hour (can't stay in front of my computer to post them when they're uploaded and no reason to make you wait a full day)
Replies: >>1094
>>1034
>>1035
Try registering again, I didn't see the "save changes" button conveniently located at the bottom of the page.
Replies: >>1047
>>1041
Sent in. If you could kindly accept the request, I could get to work…
Replies: >>1050
>>1047
accepted
I'm one of the two translatorfags, currently finishing up a personal project. Well, would be, if my house wasn't being worked on.
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Saw this on the Nep thread over in /v/, stopping over to say thanks for being selfless and fixing all the memes

Keep at it, you are all doing gods work
Replies: >>1055
>>1054
Well, it's not exactly selfless, I don't think anyone wants to deal with a shit translation when they are trying to unwind. Unlike a lot of other import situations however, we are at least in a position to do something about it.
Huh. Youtube JAP RB2 LP with higher quality footage. Not as complete, but a good find.

https://www.youtube.com/user/Asami85/videos
Replies: >>1057
>>1056
Good find, way more readable than the Niconico LP I found. 
This will most likely speed up the process of writing down the script and I can fill in some of the missing events for chapter 1.
Uploaded the PDFs to the Wiki. Now sort of figuring out what to do with the screen caps.

I think if I can reduce the file size for these to 35kb then uploading them shouldn't be too hard for our space restrictions. They'll look even worse than they do now, but whatever.

Also I'll drop a credit in for Tsuvasa@LEANSTAR, the LPer we got the footage we have so far as well…
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Running batch conversions in IrfanView from the original PNGs to JPG. I'm using the option to save the files at 35kb to ensure that we have plenty of free space on the wiki. I've converted Ch. 4 & 6 already, and Conquest is underway.

The first shot is the raw PNG, the second is the converted JPG. The quality difference around the text, which is what we care about, isn't too bad. It'll be fine until we have some other solution for the wiki where we can open the spigots a bit more.

Alternatively we could just host these images on the Wiki only for the duration of the RB2 translation and then switch them out with RB3 captures when that becomes the thing to do.
>>1007
Updated the chapter 1 script with some of the missing events with the help of the youtube LP. 
https://anonfiles.com/file/83945895c63940ab4fd668fb81c1e1d6

There's still two minor events from Planetune that are missing because the LP:er just blasted past most of them.

I'll start working on chapter 2 tomorrow.
Replies: >>1061 >>1068 >>1096
>>1060
Thanks anon!
Wew, looks like that YTer got all the endings in JP!

Maker = https://www.youtube.com/watch?v=FeVPFq6Ni2Y

All 4 nations = https://www.youtube.com/watch?v=M7uVK-LsGRM

Video 82-89 = Conquest

Video 90-94 = Holy Sword

I think we can get a 95% script out of this and the other.
Vitafag report.  Pushed through prologue and getting in on Ch 1.   I've hit a snag though: my computer's a toaster and I only just realized Vita hates the fuck out of XP, even when using qmca.  

The first drop is gonna take a bit longer.  But at the least it's not an atom bomb of a memory eater (under 40MB at current count of 181 caps).  I either have to figure out a ghetto-rig solution or hijack my friend's win7 laptop.
Replies: >>1068
Did a test on uploading images. The options make it look like you can do 3 pics per row. Seems somewhat inconvenient when we are talking somewhere between 300-900 pictures per chapter (if not more).

http://nickdoerrdidnothingwrong.wikidot.com/wiki:rebirth-2:img-ch4

>>1067
Alright. Hope you find a good solution. Give a shout out to >>1060, there's some Ch 1 shit he still doesn't have even with the other sources we've found. Post it here through Mega or Anonfiles if nothing else.

You are going to be that critical push that gives us a 100% script for the game…
Replies: >>1070 >>1072
I messed around with the formatting a bit and it looks a bit more possible now for the images. With 100px horizontal resolution thumbnails, that should give everyone between 10-16 pictures per row. That's still like 90 rows but it's way less retarded than what was previously set up. The thumbnails may take up a little bit extra space though.

I wish there was some way we could make it searchable or something but I guess it can't be helped.
>>1068
Likely I will when I'm off-shift, today (had to turn in last night or I was likely to catch hell from lack of sleep).  I have a few options, they just may take long than I care for.  In the meantime, I'm still taking caps.

I'm also hilariously shocked there's no FAQ to mention on Re;Birth2.  Is there a joint google doc anyone here knows about that I could dig up (I know Rebirth 1 had one)?
>>1068
Maybe try linking to slimgur albums or something?
Replies: >>1073
>>1072
That's a thought. I guess we could make an account and dump it all there. I'll need to see what restrictions they have though.
Someone on the /v/ thread was concerned regarding C&D actions. While we can't fully isolate ourselves against such an (extremely unlikely) event, I've made some fair use text for the screen caps with a view to mitigate issues along those lines. I will throw this onto the wiki momentarily:

'W'e would like to credit [http://www.nicovideo.jp/user/46588411 Tsuvasa@LEANSTAR] for some of the source footage we used to help translate this project. We would suggest that you watch his videos at some point, should you have the time.''

Screen captures from this source are likely owned via copyright by another party. We believe that the use of images of this playthrough constitutes "fair use", as they are being used for research purposes in the pursuit of creating a transformative work (a brand new English translation and localization of the game, which would thus superceed the original work in Japanese).
Replies: >>1078
Also SLiMGR has an upload limit of 25MB per account.

Of course there's nothing preventing us from using more than one account. But for sanity purposes a target of one album per chapter is ideal.
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Beginning the upload of Ch. 4 to SLiMGR. It has fairly retarded flood detection, one can only upload 100 images per minute. However it seems to like to take a while longer than a minute to deactivate said protection.

This could take a little while.
>>1075
This is why I actually tried making the wiki completely private at first.
Replies: >>1079
>>1078
I'm setting the folders for the images to private as well.

But, a little extra protection. I doubt some boilerplate is going to scare away anons or anyone else for that matter.
What the hell, it's been like 3 hours and I still can't upload another set of 100 images. What the fuck is going on here.
Anyone having any other progress today? Looks like I got stumped personally…
Replies: >>1084
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>>1083
Think I found a bypass to my image transfer problem.  I'll get my caps to disk later on tonight.

I'm also still looking for a guide so I can maximize this runthrough and not miss anything for the sake of efficiency, since there's no pickings to speak of on GameFAQs.

And yes, I actually did not realize yesterday was Friday.  I've been working too hard lately.
Replies: >>1085
>>1084
No problem. Make sure you get Conquest out of the way as soon as you can for RB2, you could lock yourself out of it if you Lily up your crew too much.
Alright, I was able to upload another 100 pictures today, but now after waiting half an hour I'm getting flood detection again. Maybe there's a hard limit of 100 images every 20 hours or something like that.

At this rate, it'll take a month at least to upload all the screen caps that we already have, let alone whatever VitaAnon is organizing.

So SLiMGR doesn't seem like a good solution to this problem.
Some anons in the second most recent Nep thread suggested…

http://www.freeimagehosting.net/
http://imagevenue.com/
http://photobucket.com/
http://puush.me/

…as alternative to SLiMGR.  I guess they all allow hotlinking, if nothing else.

Personally I'm getting to the point where we should just link the Anonfile dumps and just say "fuck it".
Replies: >>1091
>>1088
puush actually deletes your files every month if you don't use them.

So having the screencaps on a free account would amount to a total loss.
I'd advise not using that, since that service is only for quick uploads you plan on showing momentarily.
Replies: >>1092
>>1091
Yeah, I hadn't looked at the link for Puush. Either, doesn't really matter.

Gonna try and get Ch.4 on the wiki today. I hate slow days…
I've linked to >>1039 initial dump of the screens on the wiki.

Pretty much everything we have now, save the videos themselves, are now in one centralized location.
>>1060
How's that second chapter coming?
Replies: >>1098
>>1096
Half-way through. It's twice as long as chapter 1.
Say, any chance we could upload the files found here >>867 to the wiki? I'm not sure about the coding side of things, but we can just edit them and replace the original files with the edited copies to replace the text in game, right? 

So why not upload it and we can start working on translating them in the wiki, and once they are done we just copy paste it into a file?  Would that work?
Replies: >>1108
you guys could probably get in touch with traduko soft or any other independent indie translation team about this.
Replies: >>1106 >>1108
>>1105
http://www.tradukosoft.com/
Replies: >>1107
>>1106
http://www.tradukosoft.com/faq/
>>1105
Eh. I'm a little leery about bringing in outside groups…not that I'm a "muh sekrit club" type at all but this is sort of a sensitive phase of the translation right now.

Besides, I think we can handle RB2 by ourselves. RB3 looks like a whole script replacement, so if there were a situation where we might need to actively seek extra guns, it would be then.

That said, it's a good idea to find any additional groups that have a good track record.

>>1101
That was converted to an Excel/ODS format and put on Google Docs (>>923).

I can post a link to the document. However the Google Documents page doesn't have suggestion control. I did save a fresh version of it in case its vandalized.

I can do a re-upload more controlled version on Google Docs if I need to and alert Editfag to the mirror.

In the meantime I'll upload the saved spreadsheet to the Wiki.
Replies: >>1110 >>1111
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>>1108
>However the Google Documents page doesn't have suggestion control
Weird, I had assumed that leaving it open for editing as long as you have the link would work.
Replies: >>1114
>>1108
traduko soft has a good track record as far as I know. started translating in 2013, already almost finished with 3 projects including persona 2 eternal punishment for the psp and from their facebook, they just got a new member who's fluent in japanese.

I can shoot a pm to them linking to this project and ask if they wanna help out at all. I can ask if they can help with RB3 and let you guys handle RB2.
*2012

they've also been translating the persona 5 trailers.
Replies: >>1113
>>1112
also, just pm'd them. they said they'll look into it. I linked this thread.
Replies: >>1114
>>1113
Alright. No problems. As long as we get the translation done and at a good quality level, doesn't matter to me.

>>1110
It's fine for now, but the project's starting to become better known.
Added a page with the official English script (in OpenDocument format), and also did sort of a mission statement kinda thing on the main RB2 page.
Replies: >>1116
>>1115
Hmm, we should probably link that Google docs into the wiki as well.

Also, is there any objections to using the Docs as our "Official" Translation?
Replies: >>1118
Edited most of chapter two in the google docs. Video of original scene in brackets, to aid in scene identification.

Edited 0102(https://youtu.be/kU2hs1-3uEc) to be slightly more in line with the spoke Japanese. (Mainly to make IF come off as less of a hardass)

Minor edits to 0115(https://youtu.be/6zTYPIY6x88), mostly phrasing changes.

Minor edits to 0118 (https://youtu.be/1VzP-K_hx-s)

Minor edits to 0152 (https://youtu.be/OcOvG_sXLHk)

Minor edits to 0152, 0153(https://youtu.be/KZFD-Cc0UZY)

Edited 0156 (https://youtu.be/fqeNHURZwqw) Ram sounds more kid like and less bitchy now, I hope.

Edited 0161 (https://youtu.be/PVwSD1Q7WFk). Got rid of "facepalm moment" and general rephrasing here and there.

Edited 0162 (https://youtu.be/vJCjCN2TelQ). Made Ram less bitchy.

Minor edits to 0164 (https://youtu.be/oI4So76ccPE)

Edited 0173 (https://youtu.be/nzEyXew6ZWs), once again, a Ram issue.

Edited 0176 (https://youtu.be/8MMM6aBF7Xo) to restore Hard breaker's line. 

Edited 0177 (https://youtu.be/8MMM6aBF7Xo?t=2m32s) to get rid of Doerr's "Creative translation"

Edited 0216 (https://youtu.be/OdGKSxUks_s) to be more faithful to what's being said.

Edited 0223 (https://youtu.be/1bXQYaTf5cU?t=2m36s) to be more faithful to what's being said.

Edited 0224 (https://youtu.be/1bXQYaTf5cU?t=10m53s) to be more faithful to what's being said.

Minor edits to 0225(https://youtu.be/1bXQYaTf5cU?t=12m21s)

So that's most of chapter 2 redone. I tried my best to avoid any mistakes, but someone should go take a look at it regardless.
Replies: >>1119 >>1120 >>1123
>>1116
Nope. In fact that was sort of hoped.
>>1117
all of those links are broken
Replies: >>1120 >>1137
>>1117
>0118 is a minor edit
>guard no longer breaks fourth wall, Red acts slightly less like a raging bitch

Yep. Should have known that we were opening a can of worms.

If you would be able to BOLD all the changes you made, that would be very helpful for other translators/localizers.

Also I did a little bit of formatting adjustments to your changes. You can only have X number of characters per line before it falls off into space. 251064 on Page 0161 might be a little too long for example, but we can fineness it at a later point.

On box 246064 on Page 0156, I adjusted Rom's sentence a little. The wording is exactly the same, but I replaced the comma in the middle with an ellipsis (as is the common style from Rom's speech). If it is a problem, it's easy enough to revert.

It'll be interesting going over your changes once the Ch. 2 JPN script is made available! Thank you for your work!

>>1119
Just copy and paste the last bit onto the end of a standard YT link, they are there.

For example, https://www.youtube.com/watch?v=PVwSD1Q7WFk will get to to "Edited 0161".
>>1120
Are you just doing it by the sound, or did we manage to actually get a script?
Replies: >>1123 >>1131 >>1137
>>1120
Also, I'm going through changing edited portions to have yellow cells.
Replies: >>1123 >>1131
>>1121
>>1120
>>1117
>>1122

You know, if we are really going to go ahead with using Google sheets for the translation we probably should have some sort of standard procedure for translators to follow. Even if it is just sometime simple like highlight changed lines in yellow or something. It'd certainly help prevent this from turning into a mess.
Replies: >>1124
>>1123
Alright, tell me if anyone disagrees with this:

Change boxes to yellow for edited text.

From here on out, leave the original text in, with light blue boxes.
Replies: >>1125 >>1137
>>1124
So, copy paste the original text beside the edit, or create a new row below to place the edit in?
Replies: >>1126
>>1125
Putting it beside the text would be fine, it would probably fuck with whatever script he's going to use to recompile it anyway.
Replies: >>1127
>>1126
would probably be less likely to fuck with*
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Do we have the means to change item names as well? Pic related got me thinking about it.

From what I'm thinking, we should prioritize fixing the doerrs and then after that doing the minor adjustments to make it an even better translation.
Replies: >>1129 >>1131
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>>1128
People are noticing my comments!
Replies: >>1130
>>1129
Well I did set up comments being sent to me via email when I uploaded the file.
>>1121
Since the Ch. 2 script hasn't dropped yet, I guess it's a speaker who typed what they heard.

>>1122
Good…

>>1128
The primary goal should be Doerr chemo, yes. But, since we are at it, it would require little additional energy to make further improvements if there are any to be found.

Speak of such, is Nepgear's "Goodness!" schtick something reflected in the original dialogue at all? I've never seen her use that tic in any translation effort where Doerr isn't localizing…
Replies: >>1133
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WHY
Replies: >>1134
>>1131
>Speak of such, is Nepgear's "Goodness!" schtick something reflected in the original dialogue at all? I've never seen her use that tic in any translation effort where Doerr isn't localizing…

Strictly speaking, no. That said, I personally don't think it's worth the effort to edit her tic out. As far as I can recall it only ever comes up when Nepgear is saying something comparable in Japanese, and unlike some of Doerr's other "creative" translations, it doesn't significantly detract from her character or even alter it much.
>>1132
That's, uh, pretty much what she said in Japanese.

Sorry, pal, it's not always Doerr being dumb.
Replies: >>1135 >>1136
>>1134
うわぎ means coat, not underwear.
Replies: >>1136
>>1134
>>1135
How about just change it to "clothes"? That covers coats and longjohns…
>>1120
Yeah, sorry about that. I might have lost patience with how slow progress has been and just went ahead and did it. I'll try and better note my changes and follow what this guy(>>1124) suggested we do.

>>1119
The youtube links works fine for me. It's shitty quality because I took them back before I knew how to properly operate OBS, but they are functional enough for translation work.

>>1121
I'm doing it by sound. I've said it before, but I don't get the obsession with getting the original Japanese transcript, what with most scenes being voiced. Sure, they are needed to fix the unvoiced chirper events, and it would make things easier, but that's no reason to stop work entirely.

Side note, but we probably should get a list of translators soon. The "anyone with the link can edit" plan works for now, but with news of the project starting to spread it's only a matter of time before some troll from cuckchan or something and draws metaphorical dicks all over it.
Replies: >>1139 >>1141
>>1120
>You can only have X number of characters per line before it falls off into space. 251064 on Page 0161 might be a little too long for example, but we can fineness it at a later point.

Isn't the limit 45 characters? I was pretty careful not to go over this limit while I was crafting dialogue.
>>1137
good point
I'm downloading backups every few days from here on out.
Replies: >>1140
>>1139
I've already got a backup in ODS of the original script, and also the script as it was about 18 and 12 hours ago.

Plus a copy of the original is on the wiki.
>>1137
>Side note, but we probably should get a list of translators soon. The "anyone with the link can edit" plan works for now, but with news of the project starting to spread it's only a matter of time before some troll from cuckchan or something and draws metaphorical dicks all over it.
For that it would probably be better if I set up some sort of group or had the emails of the translations, so I could lock down the doc and add them to the whitelist.
Replies: >>1143 >>1144
>>1141
Did you mean "emails of the translators?"

If so, weanoob@8chan.co, I'm also admin of the wiki.
Replies: >>1145
Chapter 5 screen caps, crosspost from /v/.

https://mega.nz/#!uxwHRbqS!4XMOL3Zy09CQMbaz3L2UqJp8MuyeIfsqLMwa6w_tQus

>>1141
There seems to be a trend that way. Not going to release my e-mail plain text though…maybe Tox?
Replies: >>1145 >>1148
>>1144
>>1143
Alright, looks like I'll lock down the doc and add the email. As for the Tox thing go ahead and send me a message on it.
Replies: >>1146
>>1145
You should probably open commenting to the public, just restrict editing rights. Let others comment on the translation as well.

Also, sent you a request for edit access through email.
Replies: >>1147
>>1146
Done and done.
>>1144
Can I ask you to prioritize capping the chirpers and voiceless scenes? That's what we REALLY need right now.
Replies: >>1149 >>1153
>>1148
Sure, go ahead.
Okay, progress report: I've gone through the Lastation and Lowee arc of Chapter 2 (0102 to 0178). That section SHOULD be free of cancer now. 

You guys probably should go take a look at it, but assuming that there aren't any problems we should be able to mark those sections as done.

Use comments to point out any issues, if you find them.
Caps of Ch.7-8 currently uploading, they'll appear here in a couple of hour
https://mega.nz/#F!KpMCwZwY!lp7g3Rg64fIwNOv1OElwMQ
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You're doing God's work, men.
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Here are the screencaps of Chapter 3 and the holy sword ending:
https://mega.nz/#!Cgh3zDCD!NSP-yzjO5kk_H8AtOXHK4isClY6JWT_K4LIJGycs5Hw

https://mega.nz/#!PtJhADpQ!lw3mKiPf6vmoKXFNZnq1M3T-XBqWrNWyiEFvVe7HtL4
>>1148
I was the anon that did chapter 5, the LP I am capping from did not go through any of those events in his videos so I wasn't able to cap them. Though I could go and see if another LP has.
Alright, now that I'm not 502ing or 404ing at the moment, I'm wondering if we should maybe either hook up on IRC or set up a groupbot and go through Tox. Any preferences?
Replies: >>1155 >>1156 >>1157
>>1154
I'd prefer IRC, since it should be more familiar to people here.
>>1154
IRC would be preferred from me as well.
>>1154
Don't really mind either, don't really think it's that useful for the people outside of the translation group though.
>>1007
Just an update on how it's going with the Chapter 2 script.
Chapter 2 is the longest and probably most dialogue heavy chapter in the game since it introduces most of the main characters, which is why this has taken longer than expected.

I've just finished the Lowee arc script of the chapter meaning that 2/3 of it is done. I hope to get the rest done this week but other things are getting in the way that is slowing down progress.
Replies: >>1332
by the looks and sounds of it, this may get done in a few months, right? it sounds like alot of progress is being made.
Replies: >>1161
>>1160
Well, there's only two guys actually working on translation at the moment, plus one editor, but assuming nothing fucks us up, we should have at least a v1 available by the end of this month. Maybe sooner, if we manage to get more help.
Alright, I think I have the IRC channel nearly ready. Just one last question, you guys want it keyed or not? I don't think it's going to be a high traffic affair, but you never know…
Replies: >>1163
>>1162
I doubt there will be a need for a password, since it's easy enough to ban and kick people from any IRC channel, as well as restrict chat to people with voice or higher.
Replies: >>1164
>>1163
That's sort of what I thought. Anyway, here we go…

irc.rizon.net
#nepchemo
This is long overdue, but the reason about no sticky for this and no new banners either is because I forgot my password months ago, when this place was mostly dead. I figured the board was deleted already.
Sorry guys. I have failed you all.
Replies: >>1167 >>1168
>>1166
I'm not that familiar with how 8chan works, but it'd be nice if you could turn on that unique ID feature for this board. At the very least it'd make it easier to keep track of active members and gauge interest.
Replies: >>1169
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>>1166
Oh. OK.

Hopefully that's been fixed?
Replies: >>1169
>>1167
>>1168
I've been trying to contact Hotwheels to restore my volunteer access, but he never responds, so I'm with my arms crossed. I'll keep trying anyway.
About Unique ID: noted.
Replies: >>1170 >>1171
>>1169
Maybe try getting a hold of Mark on /v/? That could speed things up. He have an e-mail?

Also it might not be a bad idea to get an extra vol or two. /nep/ doesn't require a lot of janitors, but it does have a useful niche right at the moment so having some potential backup might not be a bad thing.
Replies: >>1171
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>>1169
>>1170
I'll directly tell Mark myself. You can count on me.
I'll post again if I have any updates.
Replies: >>1172
>>1171
Waiting warmly for news.
Replies: >>1182
Alright, now that RB3 has an official release date, we've essentially got a deadline for the RB2 section of the project.  Preferably, we should get things done, at least to a releasable state,  one week before the release date, which means 1st November. 

So, let's try and get chapter two and three done by the end of this week.
Replies: >>1174
>>1173
Agreed.

Also keep in mind we have Japanese RB3 playthroughs on hand.

Given it's likely the whole game is completely fucked we could just start going right into RB3 work as soon as RB2 is done with.
Replies: >>1175
>>1174
One step at a time, boys. We are still nowhere near getting RB2 retranslated. Sure, we've made alot of progress, but there's still 5 chapters worth of content left, and most of the cancer is localized in chapter five and the chirper events, which we haven't even touched yet.

Lets talk about RB3 after that is done.
Replies: >>1176
>>1175
And, on that note, Chapter 2 is done.

It needs an editing pass, but assuming we don't find anything I think we can officially state that chapter 2 is cancer free. That's a good third of the game, so if we keep going at this rate we should be able to meet that Nov 1st deadline with time to spare.
Editor reporting in, I forgot to put in the Chirper events since they most likely have Doerr cancer, so here they are along with other potential documents that may need to be inspected such as attack names, plans, quests, and items

http://www.filedropper.com/rb2chirperandotherthings
Replies: >>1178 >>1179 >>1180
>>1177

stavtmsg.gbin = Chirper events
stremake.gbin = Plans
stquest.gbin = Quests
stsqitem.gbin = Items
stskill.gbin.txt = Attack names
stcharakp.gbin.txt = Chirper events (Receive an item)
stitem.gbin.txt = Other Items
Replies: >>1180
>>1177
Thanks! Once we get the main dialogue done, we could probably investigate those…
>>1178
>>1177
Just imported them into a spreadsheet and uploaded them to google docs.

https://docs.google.com/spreadsheets/d/14vHl0-KM2B2kTDpPjkMaqNHEBbfc62K99jhN5zUVpts
>>1172
Mark said he'll sticky the thread.
But it seems like he hasn't yet.

In terms of your account, HW seems to be the only one capable of that.
Replies: >>1183
>>1182
Well, HW did some shitposting in /v/ tonight. Maybe he'll get around to some shit now.
Replies: >>1184
>>1183
That's actually Mark who did that.
HW came by to check this bug out that got everyone riled up, and answered a few shitposting questions about Pokemon and stuff.
Replies: >>1185
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>>1184
Well, I guess they both shitposted then, but…

Anyway, as a side issue, I'm doing a grammar/loc. pass of Chapter 2. Once we get everything green as we can with that, and there's nothing left to go nuclear over, hopefully we won't have to won't about it again…
In the mean time, I've updated the wiki to reflect all the new sources of information we've received over the last week or so.
And chapter three seems to pretty much be done by now. As usual, it probably needs an editing pass, but we are progressing at a pretty rapid rate.
Replies: >>1223
>>1221
Yeah. Chapter 4 should go by pretty fast too.

Chapter 5, on the other hand…
Is anyone else having trouble accessing the translation doc on Google?
Replies: >>1228
>>1227
Google Docs is down for now…hopefully it'll be back soon.
Replies: >>1229
>>1228
It's working again.
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Couple of things, it would be nice for anyone contributing to the translation to use the provided IRC channel and co-ordinate things if possible. Share notes about lines and ask questions.

Also…who the fuck did this to Chapter 4?
Replies: >>1263 >>1264
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>>1262
Looks like that was done before we put the stronger document protections on it.

Ah well, only thing that it's doing to the translation team is making them aggressively work on Chapter 4.
>>1262
And that's fixed, and chapter 4 is done. Go do what you do, editors.

Also, I personally want to replace all mentions of Nep jr with Nepgear. Is this okay?
Replies: >>1265
>>1264

>Also, I personally want to replace all mentions of Nep jr with Nepgear. Is this okay?

I wouldn't mind
Okay, so apparently, we are missing the corresponding script to this scene:

https://www.youtube.com/watch?v=CszV7F1hZvk

We have the second part of this (0631), but not the first. Anyone have any idea where it's stored?
Replies: >>1267
>>1266

Here you go

http://www.filedropper.com/idolscene
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Hm. Looks like we might have found a scene in the game that never got properly implemented.

Editfag, if you are here, think we can get this working? If it helps, it should play sometime during Ch. 5 or 6.

Maybe there's an audio track in the game referencing this as well…
Replies: >>1320
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>>1319

Aw shit, how did one of my edits get in there? Thats not actual game dialogue there

Whats the folder number you found it in?
Replies: >>1321 >>1326
>>1320
It was in place of 0630, aka part one of the Neptune idol skit.
Replies: >>1322
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>>1321

All right, heres the real deal. 

Can't believe that slipped by me

http://www.filedropper.com/0630fix
Replies: >>1324
Oh, yeah, 0603, aka the cosplay scene (https://www.youtube.com/watch?v=TuZKV0xPAtI) is done and ready for editing.
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>>1322

Annd I think I misread the post there since I looked on Google Docs and the original scene is still there.

Stayin up does weird shit yo.

But anyways, I'm not too sure about putting in the calendar event in favor of the idol skit since its very long and it has more than 2 characters

I could try but it'll probably be heavily modified.
Replies: >>1325
>>1324
>Annd I think I misread the post there since I looked on Google Docs and the original scene is still there.
Err, yeah, that's because I just edited it back.
>>1320
I guess that explains why its more charming than 85% of Nick's dialogue…
>>1159
Thanks for your work. Hope to hear from you soon. We've gotten a lot in regarding the game so far.
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On the /v/ thread someone dropped this tid-bit info. That's one less week to work with before RB3 becomes a thing, now.
Replies: >>1341
>>1338
Eh, we were aiming for a Nov 1st release in the first place. Bringing it forth by a couple of days isn't that impossible.
On that note, the core of chapter 5 (351-374) is done and ready for editing. There's still a few scenes left in chapter five to go through, such as the goddesses joining events, but the core story is fully looked over.
I don't see the text strings for the map names in either the main or secondary scripts we are using…are those something we can dig out? Otherwise we won't be able to repair the "LAN Castle/Gathering Castle" misnaming…
Replies: >>1351
>>1350
Aren't we just changing it to LAN castle in the main script? It's already named LAN castle on the map.
Replies: >>1352
>>1351
I thought we were changing it from LAN to Gathering?

Well, whatever, it's sort of academic if you can't change the dungeon names. If that's the case then it'll have to be Gathering -> LAN for sure.

Oh, and Ramon changed the name of Hematite to the new item name today in the secondary text spreadsheet…he also found some weird errors in the Chirper script. I don't know if they manifest in game but they look like they'd be late game Chirpers if they did. We marked them all the same…
Oh I for got but he also found a lot of "Nep Jr." nonsense in the secondary text as well. Naturally that is now all "Nepgear"…

Actually here's another thought as well. Perhaps we could "revert" the battle description text strings to their (probably closer) RB1 forms where possible?
Replies: >>1354
>>1353
Battle description text strings?
Replies: >>1358
0601 (Holy Moe maids scene),
0602 (Octopus),
0603 (Cosplay),
0610 (https://www.youtube.com/watch?v=VLlNXImk0v4), 
0611 (Kei and Uni's cake scene), 
0616 (Uni and Nepgear and Guns)
0621 (Blanc and the balancing board)

are done and ready for review.
>>1354
stskill.gbin, that stuff…
0621(Blanc and the wiifitboard)
0630 (Neptune and Nepgear Idol unit)
0631 (Gamindustri popularity contest)
0645 (Brave's proposal w/ Noire)
0646 (Brave's proposal w/ Kei)
0647 (Noire's swimsuit scene)

are also done, and ready for review.
And Conquest(0500 to 0529, & 0537) is done. 

Now I need to go get a drink.
Im just curious but:
is anything going to be done with Ai-chan's Nep-ko vs Iffy's Neppers, or Compa's GeGe vs Nep-chan, or will you leave those alone?
What about titles and names like Nepgear often calling Neptune Onee-chan or the way characters speak to each other with -san -chan etc?
Replies: >>1369 >>1371
>>1368
Nah, we are leaving those alone. I'm not in the mood to get into a "Honorifics or no" debate, and frankly, we have enough work as it is without rehauling upwards of 90% of the script for what's essentially a minor grub.
Okay, all the normal endings and chapter 6 has been translated.

(0401 to 0404) & (0530 to 0535)
>>1368
Yeah, most of those we aren't touching right now. We did change "Nep Jr." into "Nepgear" though, that particular one wasn't too hard to fix and it improved Neptune's intelligence by 10 IQ points.
>>856
I speak native Spanish, I don't think anyone ever gets confused by lack of accents.
I still cant believe how much work you guys did so quickly. The goddesses would be proud.
Replies: >>1374
>>1373
We're only half done. We still got RB3 to do. Want to help out? We could use people who can into English decently for sentence structure and spelling and all that stuff.
And Chapters Seven and eight (0402 to 0472, 0536) are done. Time for some proofreading.

All that's left now is the share blade ending, and once that's done and proofread, v1.0 is complete. ETA one day.
Replies: >>1377
>>1375
Should get Editfag on this and give it a playtest…
Alright, we are done here. Share blade ending (0541 to 0553) is complete. It helps that almost all of it is flat out copy pasted from chapters 7 and 8.

In anycase, our part is done. All that's needed now is proofreading, then it's time to export it and reintegrate it into the game proper.
Adter Re;Birth 2 and 3 get translated, can you guys translate 1? It was a good translation but I like playing with Nip voices and I want the text to be a literal translation, not a fucking "localization."
Replies: >>1380 >>1381 >>1382
>>1379
It's generally agreed that Rebirth1 is fine at most, so I don't think it's part of the list.

Besides, Rebirth3, from what people have seen, is going to be a hell of a ride.
Probably worse than Rebirth2.
>>1379

Odds are slim. Odds are very slim.
>>1379
I could see a place for a patch to fix where the text goes off the rails in some places on the PC version. But, you hardly need a translation team for that.

The likelihood of a hyper-literal translation with broken uncorrected grammar, Japanese memes, etc. is about 0.1% chance of happening.
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Editor reporting in.

I've been summoned.
Replies: >>1386
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I found an error in 0115, it went over the 44 character limit.

Not to worry though, I can easily fix it by putting 'Given' in the last sentence.
Replies: >>1386
>>1383
>>1384
Thanks. Also we have an IRC channel that could be handy if we need to get a hold of you.

irc.rizon.net
#nepchemo
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I've also found some spelling errors in some of the files like 'interupt', do you want me to correct them or do you want to wait for a V1.1 release where there will be fixes?
Replies: >>1388 >>1392
>>1387
Where did you see those?
Replies: >>1392
Also I found a few spelling errors just now myself.
Alright. 0514 and 0541 are mirrors, as are 0536 and 0538.
OK. I did another pass of the endings. I'm done.
>>1387
>>1388
Just go ahead and fix them if you find any.  We tried our best to find them, but evidently more than a few slipped through the cracks.
Hello.

I recently found out about your translation project and always kinda wanted to help out on one so I was wondering if you guys might need another hand on the R3 project. I took Japanese when I was in school but have since forgot most of it (lack of use) and thought I might be able to re-learn and help out if I can. I know hira/katakana, a fair chunk of basic grammar and I know how to use a kanji dictionary. I don't expect to be all that much use but don't mind doing busywork (like translate the whole item list or something).

Would you guys need someone like me?
Replies: >>1432 >>1433
>>1430
More help is always welcome. Check in with us on irc, or drop us a message on steam.
Replies: >>1433
>>1432
>>1430
Yeah, swing by IRC. We can always use help, either for RB3 or future versions of RB2.
Say, I'm thinking, should we create a thread on the steam forums for the RB3 retranslation project? I know we managed to pull this thing off, but it'd be nice if we could get more help for the RB3 project.

Additionally, I'm thinking that it would be best if we separate the working script into different documents by chapters for RB3. You might have noticed, but compiling all seven hundred of them into the same document made it run awfully slow.
Replies: >>1461
>>1460
Yeah, I mentioned the document slowness in IRC earlier. R.G. and myself both saw some value in splitting up the documents a bit more for RB3.

If you want to create thread on the Steam forums, it's not necessarily a bad idea but we will have to keep track of potential contributors rather more strenuously. I think we need to keep the core of the work here for sure, as well.
Replies: >>1462
>>1461
Oh, yeah, we're going to need to properly vet people before we let them actually work on the translation. The same permissions should work fine for the vetting process, though, as in anyone can comment, but only selected people can commit changes. This allows people to contribute, but also locks out trolls and such from vandalizing the page.
I'm going to update the wiki with the latest information, as well…or at least I will soon.
Here's a playlist of a JP playthrough of R;B3 in case you guys need the original text for it:

https://www.youtube.com/playlist?list=PLMKYpcbNCWP9jU8sCDpnFZ0dRfobi8dJH
Replies: >>1465
>>1464
An additional video source, thanks! That makes 3, might have some stuff we don't have in the other two.
Superb news, the editing tools work flawlessly with RB3. We may begin work on that as soon as Editor supplies us with the documentation.
HERES THE SCRIPT, READY FOR CHEMO!

http://www5.zippyshare.com/v/pLyrnI0y/file.html
Replies: >>1536
>>1498
I'm still working on it, but I have about half of them uploaded.

https://docs.google.com/spreadsheets/d/13dvwii1cMhkF9iknVBCTwK_cFZOeLN3oEqe0eNEdTNY
Hey hey people. Some old ass anon here back from half chan generals which I stopped browsing few months after english release of Victory on PS3. Used to help a lot, uploaded FLAC rips of the waifu drama CD from Victory JP limited edition. Ripped the Bonus Voice pack of mk2 voices back then, they still share it. Fuckers cross shared it from my media fire for no reason so I dunno how many downloads effort I did gets.

Anyway, offtopic aside: As long as you are not too autistic I would love to help in any way I can. My JP rune knowledge is limited but dunno, if you can tell any things that RB;3 would need, would love to help. Neps are love.
Replies: >>1551
>>1548
Hop on over to the IRC channel if you want to help

irc.rizon.net
#nepchemo

Alternatively you could just contact any one of us on steam.
>>1560
Yes, all side events that were voiced were edited, or at least most of them.

Unvoiced ones have limited corrections as our scripting for them is limited. If a script is provided then that will change.
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Editor found a full RB3 script on 2ch: http://www.2chdb.com/2%E3%81%A1%E3%82%83%E3%82%93%E3%81%AD%E3%82%8B/%E3%82%B2%E3%83%BC%E3%83%A0/PC%E3%82%B2%E3%83%BC%E3%83%A0/anago2chscgame1441640211

Knock yourselves out!
Replies: >>1571
>>1568

Unfortunately, its not full as MEGA seems to have corrupted files (Not the first time it happened)

But anyways

JAPANESE RE;BIRTH 3 SCRIPT HERE

http://www56.zippyshare.com/v/vwsbFq7w/file.html
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Alright, apparently some people on /v/ think the RB3 project is dead or something because we haven't posted in this thread for like 2 weeks. So, I'm just going to do a status update here and if anyone has any questions or shit just fire back. I don't even know if the post will show in like the next 12 hours given how 8chan is but whatever.

—

Basically the big deal about a two weeks ago was finding a RB3 script in Japanese that we could directly drop into the game. This is going to be a big help and I at least have it on my machine. I'm sure I'm not the only one.

However IRL shit has occurred with everyone and while we are still working on the retranslation for RB3 it's going a little slower than anticipated. On my end personally I had a packed schedule all through Thanksgiving week AND the weekend, except Thanksgiving Day itself of course. So I could contribute little to anything over the whole previous week.

However it seems like business is starting to pick up again so there should be more news soon specifically related to the RB3 side of things.

At least with what time we've had, we have been further improving the RB2 translation. v1.21 should be out soon, which should have some buggy dialogue fixes. At some point there will be a v1.3 which will have some substantial changes to the translation (more lines addressed, some adjustments based on technical issues, etc).

So that's basically how everything is going right now. We have live chat going so we are in constant contact with each other, and with a 300+ post thread on 8chan, it's a bit more of a reliable venue at the moment. However with Infinity coming out soon that should hopefully resolve this issue and you'll see this thread being used for actual business again.
Replies: >>1643 >>1647
>>1641
Thanks for the update and the pic! 'tis the season!
>>1641
I would've figured a new thread would be the solution given that this board isn't very lively, but Next -is- coming out really soon.

Thanks for the update post, real life things getting in the way around this time of year makes sense. The worry about the project being abandoned probably came from how many fantranslations get held off for ages at the start if there simply aren't any translators around even with a script, which is what it looked like since a script was left here before plain silence.
v1.21 of the RB2 Retranslation in a few hours.
Here's v1.21.

https://mega.nz/#F!bFVFWbqD!rlFf41G7XZbmpkRKbguHsA

v1.21 7z: https://mega.nz/#!2BNWnIgJ!_rabkxMFdhJ6Dy1zhOmvO5Fsm73GVm7hnWEpI9HM8Sw

v1.21 SFX 7z EXE: https://mega.nz/#!SB0jURRT!_RtkAWDZxG5ij23zvSWQihVJenJzhuecXaRzgvJDjc8

7z MD5: 4023EDB04F27844CF1B4D064FE1E0499

EXE MD5: 6F7137D5693A8F0333C4EC80DEDBAB9D

CHANGELOG:

* A few new contributions from ImmaNovice, a fresh member to the team

* Package changed from ZIP to 7Z; download now 1/4 the size (SFX provided for plebs)

* A couple dozen dialog bugs and typos fixed
Replies: >>1668 >>1671 >>1772
>>1663
Question:

While I was downloading the files, I couldn't click on the folder and extract the files inside it and overwritting the ones from the previous version. It told me to extract the ENTIRE thing instead.

Is that suppose to happen?
Replies: >>1669
>>1668
You could just extract the files to a different folder and then copy over the ones you want. The SFX version will basically extract everything inside the archive.

If you want more control you'll need 7z or WinRAR, something along those lines.
Replies: >>1670
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>>1669
Posting a screenshot to show you what I get when I try clicking the folder hoping to extract the files in it.
Replies: >>1671 >>1672 >>1682
>>1670
That's what happens with executablez you download, you can click run after you've made sure it's the same file using the hashes provided in >>1663 or you can just click run if you don't really care.
Replies: >>1673
>>1670
Just hit run Andrew. It'll then bring up a box which will allow you to select a directory.
Replies: >>1673
>>1671
>>1672
I did those and had put it in the Neptnia Re;Birth 2 section (it didn't even overwrite the previous files like I expected).

Does that mean it was successful?
Replies: >>1674
>>1673
I hope so. Kitserver.exe should be in the same directory as the regular game EXE; if it is then the data files should all be in the right place.

Just run kitserver.exe to run.
Replies: >>1675
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>>1674
When I do that, the first image is the results I get. Clicking on the Re;Birth 2 folder and trying to run kitserver there gives me image 2
Replies: >>1676
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>>1675
If your RB2 folder doesn't look like this, it's wrong.
Replies: >>1677
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>>1676
Here's what it looks like, anon.
Replies: >>1678
>>1677
Have you used a previous version of the patch?
Replies: >>1679
>>1678
I have, yes. The previous version I could extract the files from it and move them as it was a zip.
Replies: >>1681
>>1679
Well, there's no difference under the hood between this and 1.2 other than some changed text files. Not sure what the issue is really, 7z is just a better version of ZIP which is the only difference, and its a common format as well these days.

Just extract the contents to a different folder and load in the new stuff again just to be sure.
Replies: >>1682
>>1681
Assuming we are talking about the recent version, how would I be able to do that? I already showed you that its not possible to extract the files through >>1670
Replies: >>1683
>>1682
Have you ever used 7z or WinRAR ever?
Replies: >>1684
>>1683
I haven't used 7z's no but I have used WinRAR.
Replies: >>1685
>>1684
Download the 7z version of the patch, WinRAR can open that. You should have an easier time with updating that way.
Replies: >>1686
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>>1685
I have done what you suggested and downloaded WinRAR. I also extracted the files from the 7z version of the patch.

I hate to ask it again but I need to just so that I done it perfectly. Is pic related correct?
Replies: >>1687
>>1686
You can nuke that "Neptunia Rebirth2" folder under "LOG". You just need to override the old files with the new ones.
Replies: >>1688
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>>1687
Well when I was transferring the files, it did say that there were previous files which means I had to overwrite them with the newest version. So I guess it all went out perfectly.

Thank you for being patient and helping me out, anon. I really appreciate it.
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Retranslation Update for December 11th, 2015

Small update since people wanted these. Anyway last week we got out the 1.21 patch for the retranslation. That more or less resolves all the major grammar problems we discovered since releasing it.

Next up is v1.3; this will be a somewhat substantial update, it will tighten up the dialog even more, particularly in the first couple of chapters but elsewhere as well.

Since we did a fix pass last time,and we were extra careful with this patch, we won't have to do much testing with this one so this should be out sooner rather than later.

However my real life situation just suddenly got a lot more jammed up. I was hoping to do the update this week but I suddenly got wind of an interesting opportunity or two on my end thus it's delayed the release a bit. Sometime next week, perhaps.

As far as the Rebirth 3 translation that's still in progress but needless to say a mid-December launch isn't happening at this point. Hopefully it'll be out in January or February. We could still use one or two extra translators as well, since this is a fairly large project in comparison to RB2.

So there you go. Things are on a slow burn, but the fire is still lit.
Replies: >>1696
>>1695

I see. Thanks for the update.
Micro-update: we think we found an untranslated section of text in the game files. Very strange. Here's the pastebin if anyone wants to have a look.

http://0bin.net/paste/KICnb5ZIOlAHJJQD#cAJiHEZOsMTTayx6mTcWRLe4ceG1GriIFepxhjHSry3
Replies: >>1698 >>1700
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>>1697
Here's a screenshot of it since the link expires in a day.
Replies: >>1699 >>1700
>>1698
Beat me to it by seconds. Thanks!
>>1697
>>1698
What does it say? If this is R;B3, maybe it's from the Neptune bride segment?
>>1663
Wait do you need the nippon version of this game or not?
Replies: >>1777
>>1772
To run the patch or to translate it? I assume the latter since you merely require having RB2 in your possession to use the retranslation.

But basically we need to get a script somewhere to translate these games. We already sourced out a few things for RB3, but we could always use a high-quality text dump.
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Retranslation Update for December 28th, 2015

It's been a few weeks since the last update, but progress has been made on both RB2 and RB3.

For RB2, v1.3 of the patch has been released. This the largest update since the mod went public, with 52 scenes revised. We tightened up the script some more; IF calls Nepgear, "Nepgear" rather than "Gear". Also Leanbox in Chapter 2 had a fair number of updates. Some interjections reflected in the original Japanese script and in the audio were added to otherwise passable English lines as well.

We ran into a weird bug where adding too much text to a scene would cause entire subsequent panels to get pushed out of the game. This occurred in particular in Chapter 6. No one's sure why that happened or how we can replicate it. In any event, I had to do some unintended last-minute contractions to existing lines to get the rest of the included fixes in those sections playing nice. Since those alterations do not impact the meaning of the scene, it would appear to be a complete success in that regard. Hopefully, we won't run into this with RB3 but if we do we have a means of combatting it going forward.

That should be the last patch for RB2 for now. I need to get some additional materials for any future patches but that will require some time.

As it stands with the new year incoming we can now focus all of our efforts on RB3. The entire script has been uploaded. It was a massive undertaking, to say the least.
Replies: >>1786
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>>1784
>The entire script has been uploaded. It was a massive undertaking, to say the least.

To further elaborate on this, the main issue here was google docs, since it runs like ass when trying to load the R;B2 script, even on chromium-based browsers. So for R;B3 I had to separate them into ~50 scripts per file.

So, while translation is ongoing for R;B3 I'll be looking into other solutions for hosting the files that have similar or better functionality than google docs provides.
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Retranslation Update for January 11th, 2016

Latest on the next Retranslation. The good news is that we have made tangible progress on the RB3 side of things since RB2 was shelved. The prologue is more or less hashed out (although I'm sure we'll run a double check), and we are moving into Chapter One.

So far, the text troubles in RB3 seem to be basically islands of loosely translated text in between parts that aren't really that bad. Additionally, there's a lot less lines that have been utterly transformed into something that completely diverges from the original intentions in Japanese…but there still is a fair amount of Neptune meme speak that, while it gets the point across, is still cancerous. However THAT chemo is proceeding apace.

That said, the pace is still somewhat slow as schedules have not lightened up as much as we had expected after Christmas and New Years. Obviously since he HAVE gotten some work done it is better, but even with another couple translators joining, we still have people getting slammed up. As a result, if you can translate Japanese, we are definitely looking for your help to take the pressure off of the situation. The more people we can organize, the quicker this can get done.
Replies: >>2200 >>2201 >>2221
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>>2199
Glad to hear it's in a much fuller swing now even with the schedule issues. Also appreciate the updates, I've been meaning to reply to some of them for a while but never knew what to really say other than to keep up the awesome work.
>>2199

Sounds like fantastic news that things are happening
>>2199
great to hear! I just finished up the rest of the R;B2 endings so I'll just need to find a way to distract myself. probably going to go for the 100mil credit achievements in the first two games.
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Retranslation Update for January 22nd, 2016

Since the last update, we've gotten through a lot of Chapter 1. Neptune's lines are a lot less cancerous at this stage. Also Arfoire got singed by the "bad localization" fairy, however we are taking care of her as well.

We've also been experimenting with scripting to make the translation process a little easier.

We are still trying to see if there are any translators who would like to assist, but also on that note we have made some progress with two more people joining the team since the last update. One of them has in fact been very aggressive with the work during this period.

I suspect Chapter 2 isn't too far off at this pace. I've looked ahead to future dialogue and I've seen a few pages towards the end of the dump that are in native Japanese to this day. Very interesting indeed.

That's it for now. We are moving softly on…
Replies: >>2310
>>2272
Glad to hear it! Really looking forward to being able to play RB3, since I haven't played it yet or Victory because of the translation.

In other news, V-II's translation is looking amazing. A lot more like RB1. Maybe a tad too stiff, but Doerr hasn't touched the script and you can very easily tell.
Replies: >>2319
>>2310
Good to hear on the VII front. There's been a screenshot or two floating around that got a few people concerned, but I'm waiting for the final product release to see what is up for sure.

Anyway, I'll give you a mini-update since it seems like my estimate on Chapter 2 was accurate; we just started work on it today. In fact we had a very complicated chat over the Sadie nickname (which Neptune starts using in that chapter).

It might seem like an obvious problem but in truth it wasn't so…and changing it could have introduced other issues later on. Anyway, we've resolved it and are getting on with additional work.
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Retranslation Update for January 28th, 2016

Another week or so, another update.

Last week I stated we would be moving into Chapter 2 soon. This was proven accurate as the very next day we started work on it. We've gotten half-way though it so far.

We also started making working builds of the RB3 Retranslation as well. No, you can't have them. With that out of the way, we are already coming up on a problem that we did not run into until late in the RB2 project. There's a technical issue where, if you put down to many characters of text in a scene, it causes the dialogue to go crazy and no longer render. This became a problem in one scene already.

However we are not helpless in regards to this. While I knew we had some good translators on the team but I had no idea that they also had some /tech/ background as well. One of them is currently making a tool to supersede the current editing tools available for the Neptunia engine, one that will allow us to change the number of characters we can use in total, in a scene. Very handy.

One of our other translators also wrote a script to import the Japanese RB3 script into an Excel spreadsheet, which I am personally importing into the current documentation we are using to help translate the game. While there's a few things I have to worry about for editing purposes, it's going to make the whole process a lot simpler going forward for everyone.

I'm not sure when we will start getting to Chapter 3…at this speed I'd guess we'd have a good shot of hitting by this time next week. Maybe sooner. However, the updated Neptunia editing tools will slow us down a little, but they are desperately needed. Not only for us, but for others who want to use our projects as a basis for other translations as well (like from English to German, or French for example). Also our Editor, the one who did so many story scenes for RB2 and RB3, may find it of use as well.

More information as it comes by, but we really are entering a very interesting phase right now.
Replies: >>2551
>>2545
>However we are not helpless in regards to this. While I knew we had some good translators on the team but I had no idea that they also had some /tech/ background as well. One of them is currently making a tool to supersede the current editing tools available for the Neptunia engine, one that will allow us to change the number of characters we can use in total, in a scene. Very handy.
Nice. Will said tool be available for everyone to use, so that people like Editorfag can have their fun?

Good to hear about the progress as well, guess you all are picking up the pace a lot further now.
Replies: >>2552 >>2752
>>2551
I'll ask, although I don't think it'll be a problem. It's going to at least cover the text document format for the game; at the very least, it should allow us to adjust the "character ceiling" (so to speak) without having to use a hex editor.

It's obviously still in development, so more news as it comes along…
Replies: >>2752
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>>2551
>>2552
Alright, it's ready to put out there. We made a new tool for the Victory/Re;Birth engine. It's called STCM Editor, it's basically a new text editor that replaces NR#_STRTOOL - the text editor that more or less comes with Kitserver (which is needed to run things like the Retranslation). You can pretty much throw STRTOOL straight into the trash with this out.

The reason for making this was as I stated earlier; the current tool was more or less a hack that didn't always put the text back together the right way once you edited it. This would basically cause the game to flip its shit during a dialogue scene.

We didn't have this problem too much in RB2, but we encountered it right away in RB3. So we made this to finally stick a fork in the issue. Aside from being able to edit text, you can also further take apart the CL3 file, run a file analysis…it's just most powerful all around.

Also, while the readme says explicitly it's for RB3, it'll actually pretty much work with every Neptunia game starting with Victory going forward, at least if my tests with the ReBirth series as a whole are anything to go by.

If you have any bugs to report, post 'em here or in the generals on /v/ or /nep/.

Thanks to U3Shit for taking the time out of translating RB3 to make this.

https://github.com/u3shit/stcm-editor/releases
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Retranslation Update for February 4th, 2016

Well, we had a mini-update about two days ago, but I think it's about due for a full update on the projects as they stand.

First off, spent a couple hours in GIMP tonight working with the logo for RB3, in order to get it up to the same spec as the logo that Editanon did for RB2's retranslation. This is what I managed, I don't think it looks half bad honestly.

Anyway, that's not the important work. That's the retranslation itself, and it's still going…a bit more slowly this week since one of our more prolific translators on this project, U3shit, decided that the old text editing software for the Re;Birth (or should I say Victory?) Engine needed to die, so he wrote a replacement tool for it. It's already seen about 2 revisions since release, and in general is a lot more careful about repacking text than the stuff that came with Kitserver.

This new tool is important as, especially with RB3, there's a lot of stuff in these files aside from dialogue scripts. Already in one 3D scene, we encountered a bug that had to be adjusted for, regarding the titles of the Seven Sages. Additionally, this new tool goes a long way to solving text additions breaking the game. It may have even more features as time goes on.

As it stands though, we are still on Chapter 2, but we are getting towards the end of it. Soon it'll be done and we'll move on to Chapter 3, although the ETA on that is unsure. However it should be within the next week or so. I am attempting to corral extra translators for this as we speak.

I'm also working on updating the RB2 project. I was not anticipating this, but the new tool plus the discovery of an improved font has lead to new possibilities with the script in both games that we are considering. As it stands, I'm making corrections that were previously impossible in RB2 thanks to these timely developments. I view the upcoming 1.4 patch however as more of a test of the technology improvements we have made to deal with RB3, rather than a strict patch for RB2. Basically it'll be an excellent torture test for these additions.

That's all for now. If you want to help translate, give us a buzz as always. However, if you can't make time to work on this whole project, please consider helping out with the Hello New World translation going on in…
>>1516
…as there are only a few pages left for the guy inking the documents, and so far noone has been able to help him. If you are interested in helping him, the /v/ Neptunia Thread would be the best place to volunteer your services, or barring that the thread linked above.
Replies: >>2765
>>2764
You guys have made really impressive progress. A bona-fide fan translation group now, spawned from a niche thread on an unknown image board.

Can't contribute to the project myself, but I'll see what I can do about that Hello New World translation project.
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Retranslation Update for February 10th, 2016

So last week we published a tool to help work with the RB3 dialogue. Since then it's been updated a bit, and just today a few small patches were added to allow it to screw around with Effects-related CL3s. This adds a little more flexibility in some areas, including those relating to emoticons and Nepstation. Not that I foresee us using them for this project, but you never know.

Anyway, Chapter 2 is processed and we've moved onto Chapter 3. We are still quite early in that chapter and have recently taken on another translator, who is sort of feeling out the project right now. Hopefully this will make everything go a bit faster on this front, as the technical side of this project has slowed down translation a bit (as stated earlier).

As far as RB2 goes, I'm still working on repacking all the text from that one. It's gone much slower than I was anticipating as I've run into some commits that we did for v1.0 that never made it into the subsequent patches for one reason or another. However, I have finally addressed this and have made the script more consistent overall going forward in this regard.

Bear in mind that, due to this "fine tooth comb" approach to RB2RT v1.4 that I am taking, methods to speed things up like batch processing are really not appropriate at the moment while I re-document everything. However, I feel as though I can get this out for Valentine's Day.

Rather amusingly, some people had pointed out some typos that they had thought we had made on Steam earlier. However in some instances, they were in fact errors in the vanilla script (although there were others that were errors on our end as well). I'm not really surprised as RB3 has a number of misspellings itself, so it'd make sense to see that here as well given the similar personnel involved in both games.

Finally, we've at last had a member step back from these projects. Known around here generally as Editor or Editanon, he was instrumental in compiling the script for RB2RT in its early stages back into the game. However, he has indicated elsewhere that presently he no longer is able to contribute those skills to the project. Fortunately, everyone's familiarity with the internals of the Neptunia Engine have improved substantially since our very first public release (especially evident in last few updates), but his contributions at those nascent stages were very valuable indeed. Hopefully he'll stick around and unleash more Neptunia mods and OC here in the future; it certainly seems like that is a strong possibility at the moment, most agreeably.

So that raps up the last week or so of work on this. As always, if you can translate or code, we could definitely use your help.
Replies: >>2818
>>2806

Thanks for the update, sounds good.
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RB2 RETRANSLATION V1.4 IS OUT!

v1.4 7z

https://mega.nz/#!XUtRRJrb!fWgWMW2GefY_9fti2n1dr4WG0IeQmNfNzBvF3hmbyQI

MD5: 251B8CE568E1C5D70E788FBDFDE6872F

v1.4 SFX

https://mega.nz/#!bEVWxB7R!idNk-YA_PKU589Lqm7pt5HkDOEYrS76TcEj4tYcVluo

MD5: 386718D0536C16E2C631130A053720DD
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Retranslation Update for February 18th, 2016

This week is a little slow, at least in view of the last few weeks. On the RB3 side of things, we are still working on Chapter 3 due to scheduling issues with out non-/tech/ translators, and further software development from those who do have that background. That said, we are over halfway done with that chapter, although the worst parts of it should be those last few scenes (which all nearly all quite long).

However back in RB2 land, things have been very busy indeed with the release of v1.4 of the retranslation. I'm happy to see no reports of any technical difficulties with it so far, this bodes well for RB3 when we implement the tool there.

As far as the RB2 project, it'll be on the backburner for a bit as of this point, but we have a clear roadmap for v1.5. It should have a substantial focus on new script revisions, particularly on the side scenes of the game. While the most important of those scenes (the ones with CG or extended sequences) have been well treated, there are numerous unvoiced ones that could do with some some expansion. Several of these will when 1.5 is released, although this will likely be sometime after RB3RT is out.

As usual, we are always looking for more translators. If you want to pitch in, get a hold of us.
Replies: >>2844
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>>2829
Retranslation Update for February 25th, 2016

Things are still going a little slowly on the retranslation side, although tool progress is still proceeding apace. The latest versions of STCM are now capable of editing some files that the previous STRTOOL could only do in a very hacky way in a relatively clean manner, so all and all our editing options are increasingly robust.

Also it's been a long time coming but we are reorganizing the RB2 translation documents we've been using for the last 4-5 months or so. Our previous solution was getting so slow that it was impossible for some of the translators to open. Now with a revision of the documentation, it's looking much nicer…and working better as well. Once the comments for 1.5 are dropped into it, I'll be able to unleash it onto our translators once again, although I've personally had some IRL issues to work through that have delayed my abilities in that regard.

Also Chapter 3 for RB3 is nearly done, but we've also taken time to reassess our older work as well this week. We did another pass of Chapter 2, and we should have a discussion of some of the proposed changes for that this weekend.

So a few updates, things are still coming together slowly.
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Retranslation Update for March 2nd, 2016

So STCM is still being updated with new features, but we have made some more progress with the RB3 project. Chapter 3 isn't done, but we made more progress in it. Some of us have skipped ahead though and have worked on some of the later Chapters in the game, however. So we now have a fair amount of work done for Chapters 4 and 6.

So, rather a lot of work has in fact been done this week! Also we have the Japanese script on the same page as the English script throughout the entire RB3 documentation now, so this should speed up future efforts significantly.

As we are working on the script and starting to get halfway or more through it, we are starting to confirm some a strange observation about RB3 that we were running into earlier; it doesn't seem to be actually as bad as RB2 is. Neptune's translation is about as bad, to be honest, there's rather a lot that's fairly close to the original meaning. Or in the case of some of the memes that are in fact in there, having been treated the same way they were treated in VII (perhaps somewhat less elegantly this time, however).

Lemme put it to you like one of our translators did to me recently. If you've played RB3 already, you probably are aware of the scene where Vert asks MAGES, "When does the narwhal bacon?"

Fairly cringe-worthy, but it's a line meant to replace what is in fact ALSO a meme.

Some background: in 2002, a Japanese 2ch poster started a thread stating something along the lines of "NullPointerException is now Nurupo", with an ASCII character saying that. The very next poster posted an ASCII character whacking the previous one, with a "GA!" sound effect. So, when someone says "Nurupo", you respond with "GA!"

This meme, being of 2002 vintage is almost "All Your Base" era. It is REALLY OLD. But it got picked up in Steins;Gate around the time the very first Neptunia game was released (in a similar scene), and given what company MAGES represents…

…so the "narwhal bacon" usage was meant as a replacement to deal with the issue, since a lot of the meaning is lost in translation. And since Nurupo is used as a greeting, as Narwhal has been in the past, this makes some sense. Also though it's still not the most appropriate meme to replace it with for a variety of reasons. So we could fix that aspect up a bit.

In any event, we are running into these situations every so often. I guess in terms of RB3, the image of Neptune blabbing out ">memes" is much more appropriate for this one than we initially realized.

Thus, we have a goal for release right now; chemo obvious screwups with other characters lines (and to be fair we have run into our share of those as well), and also de-retard Neptune. This should make the game - generally - a lot more playable than it is now.

So, with that out of the way, we'll get back to work.
Replies: >>2860
Incidentally, this is also the reason that I'm not contributing nearly as much to the RB3 project as I did to the RB2 project. Unlike RB2, which literally changes several of the characters personalities and in some cases the meaning of the scene entirely, RB3's problems mostly boil down to wording choices. 

Most of RB3's problematic lines fall into the "This is technically okay, but sounds kinda funny" or the "This isn't quite accurate, but it captures the spirit of what's being said." categories. The few that aren't are mostly Neptune's lines, and even then it's still mostly an issue of word choices.

It's just really hard to summon that same drive when at the end of the day all you end up doing is making minor edits.
Replies: >>2906
>>2856
Hm, what a twist. Well, even making Neptune less retarded alone is worth doing the entire project.
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Retranslation Update for March 12th, 2016

Well, I've been sick the past few days so I have been in bed rather than doing anything with the project? So something might have got done but don't ask me what. Maybe one of the other people involved could post regarding actual work in more detail.

BUT, with Nep U on the horizon, that should help get our efforts past the finish line just that much faster.
Replies: >>2886 >>2905
>>2884
translatorfag here
gonna rush the fuck out of v0.5 over the next few days
There's actually not a whole lot of cancer past the first few chapters.
>>2884
How does Nep U make things faster?
Replies: >>2906
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>>2905
Well we were hoping to have the RB3 retranslation done before it came out, but that hasn't happened for a variety of reasons (not the least of which was the traditional tools for RB manipulation were inadequate for this new project, but also motivational issues as >>2857 indicates).

Either way, the tool problem is largely resolved now, and additionally this new release from CH should increase motivation to complete this project.
Replies: >>2907
>>2906
I see. But are you planning to actually work on U as well?
Replies: >>2908
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>>2907
That is up in the air as well. For a start the file format for Nep U is different than it is for the Rebirths. Also, I don't think we made a decision one way or the other on that game. It'd likely be a short job probably WITH tools, give it that much…
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I just want to say I want to thank all of the people working on the re-translation. This'll make replaying the game better, because I skipped most of the VN scenes in RB2 and 3 because of it.
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There's about a dozen of these around VII
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>>2914
Replies: >>2916
>>2915
What kind of cunt put a watermark on his shitty stream?
*poke*
Replies: >>2938
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>>2937
Hello.
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Retranslation Update for April 8th, 2016

Long story short, last month has had many things in real life occur of import that basically I don't know what is going on with the project at this point. This situation is projected to remain as such for the indeterminate future, but for practical reasons it simply means less updates, and less verbose ones when they do pop out.

I know some more work is going into the new tools, but as far as script progress I really couldn't say much other than a chit-chat with one of the translators last night indicate things are still happening, albeit slowly.
thanks for the update. was getting a bit worried over the silence.
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I just wanted to thank the people in here for the work they did on Re;Birth 2 (and hopefully Re;Birth 3). When I look at the originals, which can butcher entire character personalities, I'm really glad you guys took your time to fix it.
Thanks a lot.
Replies: >>2980
>>2979
No problem, it's been a fair amount of work by a shifting pool of people. It'll be nice to have these two games in a better place translation-wise while also not having to worry about VII too much.
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Retranslation Update for April 21th, 2016

Some news this time. Some of it old news, but still best to have it all in one place.

Translation work still proceeding, but slowly. However more interestingly within the last few weeks U3 has made further refinements to his Neptools package and has devised a method with which one can open the RB3 Retranslation (or indeed any mod for and of the RB games) that completely bypasses Kitserver.

This is good as Kitserver, from what U3 has seen poking around with it, is just as hacky as the original set editing tools we used back in the RB2RT days. In fact, I believe we discovered that Kitserver has a memory leak, which might impact game stability over time. I for sure verified that the Kitserver program itself is only about 5kb in size (most of the 200kb that you see is in fact the PNG icon imbedded in it). So having a potential replacement for it is rather nice, all things being equal.

We will for sure include this in RB3RT. As far as how this is impacts RB2RT, I am thinking of releasing a "1.41" patch very soon that implements this new functionality. There would be no content changes but it might make the retranslation easier to install and manage for people. Of course if anyone likes Kitserver for some reason they can continue using 1.40; either way the experience would be largely the same for now.
Replies: >>3098
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>>2999
TRIPS
Replies: >>3099
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>>3098

We're a slow as hell board

I'm sure getting dubs is easy
Replies: >>3104
>>3099
It's going to get a little faster in this particular thread soon though with VII announced for PC.

I thought it'd be MONTHS before it'd get ported…
Replies: >>3106 >>3110
>>3104
It was months.

…FROM ITS US PS4 RELEASE BA-DUM TISH

but seriously, it lines up with the Re;Birth PC releases: just over a year after the initial JP release. pretty much what I predicted.
>>3104
On that note, wasn't VII Doerr-free? Will it actually require fixing?
Replies: >>3111
>>3110
It is Doerr-free. Just a dozen of typos overall.
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Retranslation Update for May 11th, 2016

Yes stuff is still actually happening, I'm just not really posting about it.

But first off to fully confirm what I said in the other thread I'm the new BO for /nep/; not a duty I was anticipating handling but I'll do my best.

Anyway that's sort of academic in regards to the state of RB3RT. In a discussion I had with one of our translators a night or two ago, they are at the end of the game now in terms of looking through the script. While that seems pretty final, keep in mind that RB3 has a lot of post-game sidequest material too, which is also going to be looked into. But in terms of the main story we are plugging along.

As we go along in the game, there are many parts where it is much better, but we still run into the occasional Doerr flair. For example, rather than say "children", we have "miniature adults". What is there that's taken too loosely is generally better hidden than it is in RB2, but still there are some winners.

As far as the technical side of things the new asset hooking system U3 has designed seems to work well with RB2, so I think I'll release a new version of RB2RT with that going for it quite soon. After that, and RB3RT getting a little more firmed up, we can go through some areas in RB2 again for a potential 1.5 release.
Replies: >>3172
Huh. Anyway just so the original update processes through, it's nice to see progress in the modding thread on the other side game releases.
>>3150
Eagerly awaiting the re-translation of Re;Birth 3. If you guys don't release it, I'll probably never play Victory/RB3.

The work you guys do, out of passion for the games - I can't describe how much I appreciate it. Hope you guys aren't killing yourselves over the project. Take it easy!
Replies: >>3176
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>>3172
It's not too bad although I've had a lot less involvement in it the last two months for IRL reasons, but I'm trying to get my personal momentum back.

Hopefully babysitting this board will refocus my attention on Neptunia a little more, although the situation that distracted me from it is still ongoing.

The other team members are working on it here and there too; it'll definitely get released, so that run-through of RB3 is something in your future.
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Retranslation Update for June 24th, 2016

A lot has happened since the last update.

For a start, RB3's main game script has been repaired. Overall the changes are probably less dramatic than RB2's repairs but still you should have a benefit of a less moronic Neptune.

The DLC material still has to be done, but that can be included at a later date. As it stands, with a conversation with the translator working on the DLC, RB3RT is largely is good to go.

This leads to the next announcement, that the guy working on the DLC is our last dedicated translator at the present time. Our other one, who did a stupendous amount of work on RB2, is stepping away presently. He's done a hell of a lot of work and really RB2RT would not have been possible without him.

Of course this gets into a larger question; once RB3RT is done (inc. DLC), where do we go from there? I don't have a really good answer for that at this time, but really it's not something we need to think about until we get RB3 is squared away.

In any event, I still want to release v1.41 of RB2RT first as it uses the new launcher that we will use with RB3RT. The main problem now, with both games, is largely both on my end as I need to scrape together the time to compile these two releases and get them out to everyone.
Replies: >>3384 >>3385 >>3404
>>3382

Great!
>>3382
>retranslation update
>V-II release date

Today was a good day.
This has already been posted in the /v/ thread, but…

V1.41 IS RELEASED
7z: https://mega.nz/#!eIUkBKxI!xSw7Wmd8rQRXobkAvSdLZTLdrj3aCQcLIe2FQeW2YqY
7z EXE: https://mega.nz/#!GINHxbzB!0nIJV3PkRp0ypJ3VxJgInooKBWpQaOne_GTzUFi7Ric

7z MD5: 341A7261D3325C7956E83BE31B107973
EXE MD5: D12389F42BED5DAD8696B748740A4AA1

New open sauce launcher that crashes less the main, in fact only, feature of this patch.
>>3382
SWEET! That just turned a shit day into a good one. Can't wait!
Replies: >>3412
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>>3404
Well, now you have another reason to be happy.

v1.42 of the RB2 project is out!

Basically people with old computers can use the new launcher now. The script is all text files now, so you can easily get at them.

The mod size is also much smaller now too since most of it is now in plaintext. And since everything's much smaller, we've returned to the ZIP format again.

https://mega.nz/#!PFkw3ZQS!CcYMxaI8qurcU5a1hAvmrWHP3BHruj4o68prlT2KyiA

MD5: F44E4EB7B9F1BEFE8C5EEDF69A695B4A

EDIT: Disabled MEGA 1.420 D/L during troubleshooting process for 1.421 by mistake, then re-enabled the download but the link changed slightly as a result
HOTFIX! v1.421! Not needed if v1.420 is working!

Download: https://mega.nz/#!iJt0gYzI!ub08getGYS405FMKFIkmXMr6Si_vzQr6aCv1TND1RTI

MD5: 0761C9D671E6C8F4B468CCDCB18F1185
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v1.422 for Rebirth 2 is released!

Basically we are doing the script a new automated program but that caused crashing related problems due to the old shared translation file we used having bizarre formatting and errors. However that's been fixed.

Download: https://mega.nz/#!XBdyxBiI!6X2zMpAT3rYIszGxhpCAdK6CzkMogFXrZlnVGqtcD8M
MD5: 6AA1AA1C3822D649FA0750457993B77C
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Retranslation Update for July 12th, 2016

Well, we were hoping to get the RB3 project out before VII was released, but several things pushed that back.

For a start, we hadn't released a version of any retranslation with Neptools for the default launcher over Kitserver. Once we included it with RB2, we ran into a few unanticipated problems, but fortunately they were quickly corrected. The upside of all this is when RB3RT comes out, we won't have those problems at launch for that production.

A bit more troublesome is the final editing pass. As you've probably sussed out from reading the last couple of updates, I had more or less had little to do with the project for a 3-4 month period, taking a necessary hiatus just after a period of trying to expand the team and get it done a bit faster. That didn't really pan out and as a result progress was slow.

On top of that, we only recently were in a position to include the DLC in the retranslation, and since then all the dedicated translators have left the project or at least gone on hiatus of their own for awhile. So that part, outside of obvious repairs, is pretty much virgin territory for us. It's also a full fifth of the game.

And, since I was away, I was unable to keep track of all the changes to the game's script. So until I go through it and double-check everything, I don't feel confident enough to release it just yet.

But I am getting what is done cleaned up and ready for release. Grammar errors, a few extra repairs, and so on. So far the Prologue and Chapter 1 are gold and I would have no problem with them being out in the public domain, after a few days of extra cleanup.

However, I wouldn't mind having some extra help, especially since my real-life situation is still far from resolved. If anyone – preferably with some Japanese experience – would like to help edit this and finalize any outstanding issues with the script…or even better do that AND also retranslate the DLC…that would be very handy for us.

Anyway, I'm going to get back to editing in a moment and start on Chapter 2 cleanup. I'm tempted to do a livestream or some kind of recording of these early parts, but I'd rather devote the time to getting this out the door unless some more people start helping out.

ALSO…Neptunia VII is now supported by Neptools! It's a little untested, but if you wanna mod the new game, it's now possible. Pic related.
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REBIRTH 3 RETRANSLATION IS OFFICIALLY RELEASED

COME AND GET IT

Download: https://mega.nz/#!WZNRCJTY!zJ8FJp9gApBtEYjdAGcUrvtyhTDT185Iv1m88VqnFO4

MD5: 6FF62ACF07FE8D87BBA37D622F7406D6
Replies: >>3452 >>3453
>>3450
Wonderful! Thanks guys!
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>>3450
Thank you so much for all the hard work on this. I found a lot of the dialogue in Rebirth 2 intolerable so have been waiting for the retranslation of the third game before playing it. I'm really looking forward to getting started and being able to experience the game as the original writer's intended.
No problem, but we aren't done with either yet.

I'm made a dedicated thread for the new project for the time being where you can report issues or whatever else related to the patch you want to report.

In fact, here's a new version. Posting it here to make sure it gets maximum pickup.

https://mega.nz/#!aN1FTYJJ!aAokCq94E63OI9s2ovFX-PT9z3azVVU4sjqa6LOB11w

MD5: 9CD6DB8EF7087B7FA57BCE2EB7B35660

If you run the patch and it crashes for some reason, upgrade to this version.
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Retranslation Update for September 14th, 2016

We are still here. It's been an interesting couple of months as the release of the latest patch as generated a lot of interest outside of Steam, and here.

While there's no new patches for either Rebirth projects brewing at the moment - although I'm looking for more personnel, particularly translators, as always - there's been one VERY INTERESTING development, which you can see elsewhere on this board.

The Rebirth 3 patch has been ported back to the Playstation Vita. I don't know how well it runs, but I've seen the screenshots of it working on actual hardware so its true. It's damn true.

I think this is one of the first mods of it's kind for Vita, with both custom text content and brand new graphical content. So this is very interesting indeed.

Word on the street is that a similar release for Rebirth 2 is imminent. So very soon, our Vita brothers will be at parity with their PC brethren.

There's more on the way, but this is interesting enough to mention right away. In the meantime, keep watching this space…
Small update on the project soon, hopefully. Stay tuned…
Replies: >>3634
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>>3592
Replies: >>4435
>>3634
I share this sentiment.
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Vita never ever?
Replies: >>6163
>>5003
Unfortunately, you're not missing anything by not playing Rebirth 3 though, Rebirth 1 is pretty much the best game in the entire franchise and it doesn't need a retranslation, Rebirth 2 is only worth it if you like cunny and think that piracy is a necessary evil.
Replies: >>6348
>>6163
>Rebirth 1
>Best game of the entire franchise

No it's not retard,VII is the best game hands down.
Replies: >>6780
>>6348
VII has the worst story though, every single character has no personality anymore just a single trait that dictates everything they do, and a fairly bad translation (Not on Re;birth 2 or 3 levels)
Does any one have the Re;Birth 3 patch? The link is dead.
Replies: >>7091
>>6935
Can't you torrent it from one of the torrent sites?
Replies: >>7144
>>7091
Nep?
Nep Nep Nep
I hate this retarded fanbase. Fuck this shovelware cashcow franchise
Once upon a time, this was a fairly lively place. Is the franchise still around?
Replies: >>7365
>>7364
They made a few remake remakes and spin-offs, but no new mainline nep game since VII.
Replies: >>7366 >>7367
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>>7365
>a few
They've been doing nothing but shitty spin-offs for what's gonna be soon an entire decade.
Replies: >>7367
>>7366
>>7365
How shitty we talking?
Replies: >>7370
>>7367
I'd rather play a gacha at this point.
It's sad to see the franchise and fanbase die so hard.
Replies: >>7376 >>7380
>>7374
No one wants to do anything with what's left, then?
Replies: >>7377 >>7379
>>7376
What's left?
>>7376
What is left to be done? I just read through the whole thread, it seems like they translated all of RB2, and RB3 minus the DLC?
Maybe retranslate VII or something, but how bad is the current translation? Is there even any demand for a "fixed" one?
Replies: >>7380
>>7374
I don't think anything noteworthy other than a nigger loving tweet came out of them (I mean that was IFI, not the Nipponese company) after Tsunako left.

>>7379
RB2 and 3 is what had the most cancerous translation. RB1 and VII is more-or-less okay. Some of the spinoffs released around the same time had the same problem, but there never was any serious demand to fix them.
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Replies: >>7387
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>>7386
Ahh... Sweet nostalgia.
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