Showing posts with label Patch. Show all posts
Showing posts with label Patch. Show all posts

Atlus' Japan-Only Dreamcast RPG deSPIRIA Receives English Fan Translation of its First Chapter

These days, Atlus is a worldwide brand, what with the massive success of its Persona RPG series, but once upon a time, not every title they developed was done so with an international audience in mind. They developed the earlier Persona games for the Japanese market, while their first Sega Dreamcast game, Maken X, was done so knowing it would be distributed across the globe. The only other game Atlus released for the Dreamcast was deSPIRIA, which remained exclusive to Japan and was its own beast entirely. Its dated gameplay and visuals for its release year of 2000 make it hard to believe it would've ever been considered for a Western release, and had it been, the gaming press would've torn it a new one. But without those same contemporary "everything must be polygonal" goggles on, deSPIRIA is a very novel —if not incredibly niche— horror experience in the Dreamcast's library, and today I am excited to report that its first chapter is now playable in English thanks to a team consisting of rio de popomocco (translation) and DinoJesus (programming), with more to come later.

"Ma'am, this is a Wendy's..."

The game puts you in the shoes of Allure Valentine, a woman working for an organisation known as "the Church" and has you exploring a dystopian underground version of Japan, getting into psychic mind battles with the creepy individuals you encounter. That's the operative word here, "creepy", and one deSPIRIA embraces proudly, with "grotesque" being how its opening disclaimer message describes some of its content. I mean, the protagonist snorts some kind of parasitic worm thing up her nose in the opening cutscene... for plot reasons. Graphically, it is filled to the brim with those cold, uncanny, pre-rendered visuals often seen in horror games from the 90s. Graphics that were aged on arrival back on release, but in retrospect, only further serve to up deSPIRIA's unsettling atmosphere.

The exploration takes place in first person, and is basically point-and-click, with a sort of slideshow quality to proceedings. You can rotate on the spot to survey your surroundings, then click on an area of the environment to move there, triggering an FMV of you moving towards it. Those who have played and enjoyed titles like D and Kowloon's Gate before will feel right at home here. Well, it's hardly homely, but you know what I mean. The game also features some pretty psychedelic —at times nightmarish— battles in which the protagonist jacks into other people's psyches.

To play deSPIRIA's first chapter in English, you will need to go to the translation project's GitHub repo and download a patching tool, which will apply the translation patch to your existing GDI of the game. The patching tool isn't available for Mac or Linux, so you will have to find a roundabout way to get it to work on those operating systems, or alternatively get a friend with Windows to do it for you.

Interestingly, the creators of this patch offer three different modes for gameplay speed, which reduce random encounters and rebalance the game for those who just want to focus on the story. 


Unfortunately, as of writing this, I have been unable to get my patched GDI to play properly on GDEMU, with it crashing on a certain scene right at the start. I was, however, able to play the game successfully (and take the screenshots you see in this very article) via the Flycast emulator.

Those who have heard me witter away on the podcast before will already know how stoked I am for this translation, and I will be eagerly awaiting any future preview instalments (there's no word as of yet as to whether this is how they wish to release the rest of the patch going forward), and of course the full patch somewhere down the line. Will you be giving deSPIRIA a go? Let us know in the comments or on our socials.

The Japan-Exclusive Magic: The Gathering Game for Sega Dreamcast has been Translated into English

Over the years, I've built up somewhat of a personal wishlist of Sega Dreamcast games I'd love to see translated into English, with Atlus' horror-RPG DeSpiria sitting firmly at the top, a choice I'm sure plenty of others also hold. Something a bit more niché I've been quietly rooting for though is the Japan-only Magic: the Gathering game, which simulates the long-running trading card game from Wizards of the Coast.

Quite why Japan ended up being the only region to receive this Dreamcast game based on such a popular Western TCG is anyone's guess. An American release was supposedly on the cards (sorry) according to an old article from IGN, with online features to be implemented, and the game even shipped with a folder on its disc titled "CARD_US" filled with English-language textures that were presumably intended for that American release. Now, a whole 25 years later, English-speakers can finally rejoice as a Dreamcast-Talk user by the name AstraLee has translated the game into English

In the past, those familiar with the TCG and the English versions of the cards (the game even featured ten exclusive cards) could muddle their way through this Dreamcast release, and in a similar fashion, AstraLee utilised a number of online Magic: the Gathering resources, along with their own knowledge of Japanese, to put together this patch. No AI or machine translation was used for the English translation itself, although for the sake of transparency, AstraLee did state that Claude was used to write some python scripts to extract the original Japanese text and format it into a .CSV file, which they then translated themselves. They did also run into some limitations with character limits when inserting the English text back into the game, so many phrases were shortened or compacted to fit better. Tutorial videos have also been left untranslated as of this first patch release.

For those who'd like to learn more about the Dreamcast game itself, I highly recommend watching this video from Magic: the Gathering YouTuber "Magic Untapped", which goes into some nice detail about it. To play this translation, simply head over to the GitHub repo to download the patch, which you can then use with Derek Pascarella's Universal Dreamcast Patcher to apply it to your own existing GDI of the game.

English Fan Translation Released for Sega Dreamcast Shooter Triggerheart Exelica!

It's become tradition at this point for top hacker Derek Pascarella to gift us with at least a handful of English fan translations of Japanese Sega Dreamcast games each year. He just gave us Di Gi Charat Fantasy back in December, and now it's the turn of Warashi's cult-favourite shoot 'em up Triggerheart Exelica.

A port of a NAOMI arcade game, Triggerheart Exelica released for Dreamcast exclusively in Japan in —get this— 2007. In fact, it was released so late into the Dreamcast's commercial lifespan, we actually covered the news of its upcoming release here on the Junkyard

It was also one of 13 Dreamcast titles to ship in a DVD case.

Triggerheart has been an easy import for years due to it requiring little knowledge of Japanese to access its gameplay and enjoy it, but Derek's new patch will now allow you to follow along with its story mode in English, along with a few other bells and whistles. The localisation created for the game's 2023 Steam/Switch re-release served as a base translation, while dialogue exclusive to the Dreamcast version was translated into English by Walnut, who also made some additional refinements and translated the tutorial section. Text featured within graphics was also translated into English, with the altered graphics themselves reassembled by Malenko.

The game has a reputation for being bastard hard, and so Derek has seen to that as well by hacking in an "invincibility" mode that can be toggled on or off in the game's options and pause menus. Don't worry, this mode doesn't make you actually invincible to enemy fire, but instead grants you unlimited lives, so you never have to use a continue. This will allow those who struggle with the gameplay to still experience the storyline. Not all of us can be gods at shooters!

Analog stick support has also been implemented, for those who prefer to use it over the D-pad, and for us European players, Derek has also fixed a quirk where the game would default to 50Hz when booted up on a PAL console. With this patch, it now defaults to 60.

If you want to play this, simply mosey on over to the GitHub repository and download the patch. Instructions can be found in there on how to patch an existing GDI of the game. While you're at it, also grab yourself a free download of the game's rippin' soundtrack.

Segagaga has Finally Been Translated into English — Here's How to Play It (and How it was Achieved!)

The headline you see above is not some form of freaky clickbait, nor is it a two-month-early April Fool’s prank. It is, however, signalling one of the biggest pieces of Sega Dreamcast news that we will probably ever report here on this website. Some thought it would never happen, but the day has finally arrived: Segagaga is now playable in English, thanks to the work of a team of dedicated fans led by Exxistance. If you just want to know how to play the translation, skip to the end of this article, where you will find a link to a download and instructions on how to apply the patch to your existing disc image of Segagaga. But we felt it was important to document the technical feats which made this holy-grail translation possible — and to ensure that those responsible receive the recognition they deserve. So read on if you want to learn more!

If you’ve spent more than ten minutes in Dreamcast fan circles, you’ll undoubtedly be aware of Segagaga, a 2001 Japan-exclusive RPG that tasks players with running Sega as it tries to regain market share against its main competitor, DOGMA (Sony, basically). Developed by Hitmaker and published by Sega, the game is well known for its wacky humour (much of it at Sega’s own expense) as well as its abundance of references to the company’s past IPs. Because of this, Segagaga has retained an almost mythical quality among Western Dreamcast fans, and from the moment it became clear the game wouldn’t be released outside of Japan, it has without a doubt been the most anticipated English translation of any game in the console’s library.

But as I'm sure you're aware, Segagaga's translation journey has been wrought with roadblocks. Many projects have started up over the years, only to inevitably fizzle out. But as we previously mentioned at the top of our interview with Segagaga’s creator, Tez Okano, the reason for the game’s multiple-decade stint in translation hell wasn’t due to a shortage of skilled translators capable of handling its distinctly Japanese humour, but rather a series of daunting technical hurdles.

The primary challenge stemmed from Segagaga's use of the Dreamcast’s BIOS font, as editing it was thought to be impossible for the longest time. What's more, the game only supported Shift-JIS encoding for text, a common two-byte format for Japanese language that was widely used in video games of the era (and still is today, though typically alongside ASCII or UTF support). Without changing the game to retrieve narrower Latin alphabet characters from the BIOS instead, the original Shift-JIS would leave the in-game text looking horrible, and too big to fit in numerous places.

Demonstration of Shift-JIS encoding, provided by Derek Pascarella.

By contrast, many other Japanese Dreamcast titles rely on their own internal font sheets, unique to each game, meaning that savvy hackers can go in and swap a Japanese font sheet for an English one, adjusting spacing between characters, along with other necessary tweaks. Because of this, these games were able to see successful translations much sooner, and form the majority of past fan translations we've seen for the console over the years. 

After two decades of unsuccessful attempts at translating Segagaga, it was time to bring in the big guns. Cracking a technical nut this tough required a meeting of some of the most talented minds the Dreamcast scene has to offer, including megavolt85, mr.nobody, VincentNL, Derek Pascarella, and madsheep. If it weren’t for them, I can only imagine how much longer it would have taken for us to see this translation become a reality… perhaps another decade?

In steps megavolt85, hacker extraordinaire, who was one of two previously responsible for making it possible for Atomiswave games to be ported to Dreamcast. On megavolt's input, Derek Pascarella explains:

"megavolt85 modified Segagaga to interpret ASCII, the single-byte encoding commonly used for the Latin alphabet. Not only that, but he modified the game to read from the ASCII section of the BIOS font, rather than the Shift-JIS section."

The next step was to make it so that ASCII from the BIOS could be edited. This was where Derek worked his magic, and shares how he made it happen:

"Segagaga speaks directly to the Dreamcast’s BIOS when it comes time to render text on screen. After megavolt85 did all of the assembly hacking to force the game to interpret ASCII-encoded text and then pull from the ASCII section of the BIOS font (rather than Shift-JIS), I started poking around a bit to see how it all worked. What I discovered is that the game actually copies the entirety of the BIOS font into RAM pretty near the location where the game executable ends! So, I disabled the assembly code that performed this copy, then also disabled the code that null’d out that portion of RAM before doing the copy. I then appended the BIOS font to the end of the game executable, and just like that, the font data was precisely where the game expected it to be, and it could be modified! This came in handy a number of times as font glyphs needed tweaking for optimal appearance."

See how much better ASCII looks in comparison:

Demonstration of ASCII encoding, provided by Derek Pascarella.

It appeared that the first-documented Segagaga translation patch project —which began in 2006— did manage to make progress in this regard, but unfortunately wouldn't see an update past 2013. While nothing technical from that previous project would make it into this one, project lead and texture artist Exxistance reveals that he was still able to utilise a wealth of other archived community resources.

"What was helpful [...] were the various artefacts people left on the internet, including the FAQs on GameFAQs that were created back in the mid-00s. Those were especially useful in helping me get my bearings as I initially worked through the game. Other helpful resources included The1Ross’ Open Source Translation Project, as well as various YouTube videos like Korone’s full playthrough of the game."

It was actually on a Dreamcast-Talk forum thread initially created to share The1Ross' project, where Exxistance would post his English-translated edits of Segagaga's textures. From there, mr.nobody —who previously worked on the English fan translation of Dreamcast horror title Seven Mansions— would get in contact with Exxistance.

Project Justice's Japanese-Exclusive Board Game Mode Has Been Translated into English

Despite Capcom's Project Justice: Rival Schools 2 being one of the pricier Sega Dreamcast games, that hasn’t stopped fans from finding other ways to experience its 3D brawling action. These days, it can be enjoyed for a far more reasonable price by picking up Capcom Fighting Collection 2. For those who want to keep it strictly Dreamcast, the much cheaper Japanese version (known as Moero! Justice Gakuen) is an option.

Players who did pick up that Japanese release for their Dreamcasts will have encountered an exclusive "board game" mode that was stripped from Western versions, likely due to the extensive work it would have required to localise. This mode lets players create their own character and explore a giant game board, occasionally getting into bouts determined by their character's stats.

Recently, a fan translator known as Billy Monks announced he was working on translating this unique mode into English, and has released the first version of his patch today. Some text and textures are still to be worked on, but he says the mode has been translated to a state that is easy enough to play through for those who want to finally give it a try. Of course, this is the only part of the game Billy has translated into English, but if you want to play any of the other modes, you can simply switch to the US or PAL version.

To play this translation, simply head to the project's GitHub page, download the patch, and use Derek Pascarella's Universal Dreamcast Patcher to apply it to your existing Japanese disc image of Project Justice.

New Dreamcast Fan Translations: Macross M3 and Hello Kitty Games Now Playable in English

A few new English fan translations of Japanese Sega Dreamcast games slid across my desk over the Christmas/New Year period. I acknowledged them, nodded my head. “That’s cool,” I thought, then went back to tucking into leftover turkey sandwiches and tubs of Celebrations (I swear they've made those tubs smaller, the cheap bastards). Now I'm nicely rested up, let's take a look at them.

Macross M3

First up, we had a patch for Macross M3 drop on Christmas Eve from NetsuiAya. I know little about Macross, really, but I do know that the fans are very passionate. The beauty of fan communities like Macross's, is that in their efforts to consume every piece of media associated with it, they’ll work their arses off to bring translation projects like this one to life — even if they don’t necessarily have much interest in the Dreamcast to begin with.

Developed by Shoeisha, Macross M3 is a flight/mech combat game that has players assume the roles of various pilots from across the franchise's vast timeline, gunning down enemies across eight different episodes. All of this is interspersed with plenty of character dialogue, which is the main reason why you'll be wanting to get NetsuiAya's patch, as the flying sections are completely playable without having to know Japanese.

Anyway, if you want to give this translation a go, you can download the patch here. Use the Universal Dreamcast Patcher tool to apply it to an existing disc image of the game. There is also a "colour accuracy mod" available for the true Macross heads, which swaps the colours of two of the mechs that for some reason were incorrect in the original release.

A Trio of Hello Kitty games

If you’re a raging fan of Japan’s favourite mouthless feline, then you’re in luck: not one, not two, but three Hello Kitty Dreamcast games are now playable in English. All three were developed by Sega themselves, and while they may be basic puzzlers, they're bloody charming. They are Lovely Fruit Park, Magical Block, and Waku Waku Cookies. Thanks to blashy101 for the translations.

Lovely Fruit Park is an adaptation of Colonya puzzle game created by Midnight Synergy, that was later reskinned for older audiences into Get!! Colonies. Magical Block draws inspiration from the arcade classic Pengo, and sees Hello Kitty flinging blocks at ghosts. Finally, Waku Waku Cookies doesn't seem to be based on any specific puzzle game, but focuses on Hello Kitty stacking up and matching cookies.

She ain't afraid of no ghost.

To grab these translations, just head to their respective repositories (Lovely Fruit ParkMagical BlockWaku Waku Cookies) and follow the instructions to patch each one. There is an issue with playing Magical Block on real hardware using the current main download, so look for Derek Pascarella's fix in the issues section.

***

What a lovely way to shake off those January blues. Thanks go out to our pal Derek for making us aware of all of these translations. Credit to CDRomance for all the screenshots.

Sega Dreamcast Visual Novel "Di Gi Charat Fantasy" has been Translated into English!

Hey kids! Do you like visual novels? …What’s a visual novel, you ask? Honestly, I don’t blame you for not knowing. When it comes to video game genres, these things are nicher than even the Sega Dreamcast itself. Well, Di Gi Charat Fantasy is a visual novel, and it's the latest English fan translation project to come our way from hacker extraordinaire —and good friend of the Junkyard— Derek Pascarella, along with a team of other talented individuals. 

Di Gi Charat Fantasy will be the the second officially released Dreamcast visual novel to receive an English fan translation patch, the first being Nakoruru: The Gift She Gave Me (also released by Derek et al) which received its updated 1.3 patch back in June.

Originally released exclusively in Japan on PC in early 2001, with a Dreamcast port following later that year, Di Gi Charat Fantasy presents an alternate storyline to Di Gi Charat, an anime and manga series I remember being fairly prevalent in the late-90s to early 2000s. The game was then ported to PlayStation 2 with some additional content as Di Gi Charat Fantasy Excellent. This PS2 port received an English fan translation back in October from Gopicolo, and serves as the basis for Derek's patch for Dreamcast.

Here's a little background provided by Derek on Di Gi Charat, and what you can expect from the plot of the game...

"The early anime [of Di Gi Charat] is set inside Gamers, a real retail chain in Japan that sells character goods and pop-culture media, with the main store in Akihabara. Dejiko, Puchiko, and their floating companion Gema work at Gamers, trade barbs with rival idol La Vie en Rose, and lean into running gags like Dejiko’s signature eye beam attack.

"In 'Di Gi Charat Fantasy' on Dreamcast, players will find themselves pulled from the familiar Gamers setting into Etatia, a separate fantasy world. During a spat at Gamers, Dejiko fires her eye beam, a portal opens, and the whole group is swept away. The player character wakes in a forest with Dejiko, who now has amnesia and a gentler demeanor. From there the story follows a visual novel structure with voiced scenes, character banter, and route-shaping choices as the cast explores Etatia, meets new allies and foes, and works toward restoring Dejiko’s memories and returning home."

Di Gi Charat Fantasy is a pretty standard visual novel. Lots of cutesy anime characters and text to read, with a wide variety of choices to be made that effect the direction of the narrative — with eight different character routes in total. There are also plenty of anime cutscenes in this one, so it's definitely good for existing fans of the series. Despite this, it is still accessible enough for those who haven't engaged with the franchise before.

If you fancy giving Di Gi Charat Fantasy a try, you can head over to its GitHub repository to download the patch. Instructions can be found in there on how to patch an existing GDI of the game. Another handy download that can be found in the repository is a fully completed VMU save. The game locks its "Extras" section until the player has completed all eight story routes, so this downloadable save file will give players immediate access to a cutscene gallery, a video gallery, and a music jukebox. Again, instructions can be found in the GitHub on how to transfer the save to a VMU.

Download Patch

I always love to see Japanese Dreamcast games get translated for English-speakers, making them accessible to a whole new audience. Let us know if you'll be giving this one a go in the comments...

Definitive English Translation of Capcom Vs SNK 2 releases for Dreamcast!

The Sega Dreamcast just went from being the only sixth-generation console to not have an English localisation of the excellent fighter Capcom Vs SNK 2, to having the best English translation the game has ever seen. This brand new patch comes courtesy of scene stalwart Derek Pascarella, as well as translators Duralumin, Jesuszilla, Tortita, Justin Gibbins, hasnopants, with graphics by rob2d.

This brand new translation patch goes above and beyond simply lifting existing translations from the English PlayStation 2 version. Many of those translations have been fixed and cleaned up, with some replaced entirely for the sake of accuracy. Some character names have also been changed to a combination of Japanese and Western variants, for example, the well-known "Vega", "Balrog" and "M. Bison" mixup has been reflected here to conform with the Western naming conventions we're familiar with. Later-established Western naming conventions for mechanics have also been implemented too, so "blocking" and "original combo finish" have been changed to the much better "parrying" and "custom combo finish" respectively.

But this patch also includes translations for something that never made it outside of the Japanese version: post-battle dialogue. All 48 characters had unique interactions with their team-mates or opponents upon winning a battle. There are around 5,100 instances of this dialogue which were left out of the official English translations in favour of several generic quotes for each character instead.

Of course, because this is a Derek patch, it has to include a "bonus" section. Replacing the now-defunct "Network Mode" on the menu, it will launch a modified version of the Dream Passport web browser where you can find some extra goodies, including a 100% unlocked save file that can be downloaded directly to your VMU to unlock all special characters, modes, etc. There's also an original Japanese TV commercial to watch, which is fully subtitled in English. Then finally, you can read some interviews with the development team that worked on the game, which have been translated into English by Benjamin Roodberg. Neat!

If you've downloaded any of Derek's patches before, you know the drill by now, but if you don't, it's as simple as going to the GitHub repository to download the patch and using his Universal Dreamcast Patcher tool to apply the patch to an existing GDI file of the game. Instructions are there for CDI too. It's all there in the ReadMe. Once patched, you can put it on your Dreamcast's ODE or burn it onto a CD-R.

While I appreciate Capcom Vs SNK 2 is a game that is easily playable without knowledge of Japanese, 2025 is truly a year of turning "what ifs?" into reality for the Dreamcast scene, and we should've got an English localisation of this game for the Dreamcast back in 2001, dammit! Well, better late than never, as they say, and this patch is so good that I've even heard rumours that it may become the de facto version of the game used in tournament circuits... Maybe Capcom should push the May release of their Capcom Fighting Collection 2 back to ensure this version is included!

Dreamcast Light Gun title Death Crimson 2 has been Translated into English!

For a console that famously championed peripheral use, the Sega Dreamcast sure had slim pickings when it came to games that utilised the light gun. Most notably, the console received arcade-perfect ports of both The House of the Dead 2 and the severely underrated James Bond 'em up Confidential Mission; but what else was there? Those who dared to discover were met with Silent Scope without light gun support, a port of Virtua Cop 2 that was stuck on a disc with a load of poorly emulated Genesis games (unless you imported the standalone Japanese release), a hidden light gun mode in Demolition Racer: No Exit (yes, really), and the Death Crimson series.

Developed by Ecole and released exclusively in Japan in 1999, Death Crimson 2: Meranito no Saidan has the very distinct privilege of being the sequel to a game so notoriously bad that it had a particularly masochistic set of Japanese fans gluing the game's disc into their Sega Saturn so as to make sure the console could never play any other game. Luckily, Ecole did improve, and Death Crimson 2 was received better than its predecessor. Perhaps the most intriguing part about this sequel was the inclusion of a full story mode with almost Resident Evil-esque free-roaming sections where you explore in a third-person perspective outside of the light gun gameplay. While an "improved" version of Death Crimson 2 called Death Crimson OX did receive a Western release (in the USA, at least), it completely dropped the story sections, meaning non-Japanese speakers never got a chance to experience this weird mishmash of gameplay in the English language. 

Well, fret no more, as a fan translation of Death Crimson 2 has just released today! And who translated this Dreamcast light gun oddity, you ask? Well, it's the same guy who did the last English Dreamcast fan translation, too, and many before that! That man being - of course - the ever-busy Derek Pascarella.

With Derek's patch, everything in the game is now translated into English. This includes everything from the story sections, to cutscenes, to textures and graphics; with misspelled English place names (such as street signs) also being corrected to match the official Western release of Death Crimson OX. 

As always with Derek's releases, he's gone above and beyond with extras and enhancements. First up, Derek has added a VMU icon for the game, because Ecole were too lazy to implement one themselves. Next, he added a cheat function, which can up your lives and reset any countdown clock with a simultaneous press of the Dreamcast controller's left and right triggers. The reasoning for this is to allow players to experience the game's story without having to endure going through numerous difficult stages repeatedly.

Then you have the bonus content section, which is accessible from the game's main menu. Utilising a modified version of the Dream Passport browser, players can access a variety of extras from the series, including a video of composer Kunitaka Watanabe tearing it up on the keyboard as he plays the original Death Crimson theme, along with an archive of fan support messages from Ecole's now-offline official Death Crimson 2 website, which have been machine-translated into English.

So, to download Derek's fan translation patch for Death Crimson 2, just head to its dedicated GitHub page to download it. For detailed steps on how to apply the patch for your desired method of play (i.e. burning to a CD-R, playing on an ODE), see the patching instructions section of the README. While the game does support the standard controller, if you're going to be using a light gun I recommend consulting the section on light gun compatibility. Make sure you report back to Derek if you experience any issues with a particular light gun setup, as he will aim to try and resolve such compatibility bugs in the future.

Are you going to crack out the light gun and give this English fan translation a go? Let us know in the comments below, or by hitting us up on one of various social media channels!

Dreamcast shooter Trizeal has been Translated into English!

Only days after reporting the news that an English fan translation patch has been released for one Dreamcast shoot 'em up (Under Defeat), we've already received another, and this time it's for Triangle Service's 2005 vertical-scrolling shmup Trizeal. The patch was created by the one and only Derek Pascarella, and I must say, I'm feeling a bit of deja vu...

Fact about this game: the head of its tiny development team begged fans to purchase it upon release because the arcade game it is a port of didn't do that well financially. Despite this, Trizeal is definitely not a title to sniff at. While it isn't often brought up in conversations about Dreamcast shmups, and lacks some of the gimmicks seen in other more acclaimed DC shooters, it is still a high-octane romp that can be enjoyed by any seasoned genre fan.

While the game doesn't have anything in the form of a storyline, Derek's patch translates all Japanese in-game text/graphics, and even improves some instances of English text. Something cool that Derek has also added to this patch is a new unlimited continues option that can be toggled on and off during gameplay by pressing the L and R Trigger buttons simultaneously. A small asterisk will appear next to "1P SCORE" during gameplay to indicate unlimited continues is on.

To download Derek's fan translation patch, just head to its dedicated GitHub page to download it. For detailed steps on how to apply the patch for your desired method of play (i.e. burning to a CD-R, playing on an ODE), see the patching instructions section of the README.

Are you a fan of Trizeal, or are you going to give it a go now this patch has been released? Let us know in the comments below, or by hitting us up on one of various social media channels!

Dreamcast shooter Under Defeat has been Translated into English!

Thanks to TapamN, who previously brought us a whole slew of helpful VGA patches, comes an English translation of the shoot 'em up Under Defeat.

Under Defeat was what we in the West would call a "late release" for the Dreamcast. Considering the Dreamcast was cancelled in 2001, it's mindboggling to acknowledge that over in Japan, games like this one were still coming out for many years. This one even came late enough to be acknowledged on this very blog upon release! 

Developed by G.rev, Under Defeat has been praised for its smooth controls and challenging but fun gameplay. Most notably, however, are its excellent graphics: with attractive 3D throughout, the level of detail on display in this game is astonishing. It's not one for genre fans to overlook, and now with TapamN's translation patch, English Dreamcast fans can now have some insight into the game’s plot too.

Here's a list of everything translated in this patch:
  • Opening text 
  • Ending text 
  • The tutorial 
  • End of level results screen 
  • VMU selection text 
  • Menu descriptions 
  • VMU Save file descriptions (seen in the console's BIOS)
  • In-game VMU text translated 

To download the patch, head over to the Dreamcast Talk forum post, and if you have an account, be sure to thank TapamN for this translation! Also thanks to Derek Pascarella on Twitter for the heads up.

Have you played and enjoyed Under Defeat before? Are you excited to get a chance to experience its story in English? Let us know in the comments below, or by hitting us up on one of various social media channels!

Cool Cool Toon has been Translated into English!

Cool Cool Toon characters
For years, Cool Cool Toon, a Japanese-exclusive rhythm title from SNK, has been considered a must-have for import Dreamcast gamers everywhere due to its easily accessible gameplay (which many have compared to that of Space Channel 5) and zany cel-shaded comic visuals by illustrator Ippei Gyoubu (of Gundam fame). But despite its gameplay being so accessible, many who cannot read Japanese have had to miss out on the game's delightful storyline... until today, because community workaholic Derek Pascarella and his talented team have finally released their English fan translation patch for Cool Cool Toon!

Completed over the span of a year, this project's team was comprised of the following individuals:
While I am not familiar with the translation work of rio de popomocco, Cargodin's work on Napple Tale: Arsia in Daydream is stellar, with that project standing as one of the very best Dreamcast translations, so I have no doubt that this game's script will be of similar quality.

Everything in the main game has been translated - from menus to cutscenes to graphics - meaning that Cool Cool Toon is now fully accessible to English speakers. To get a taster before you play, check out this trailer for the project put together by GGDreamcast.
Screenshot from the trailer for Cool Cool Toon
As seen before with Derek's other hacks, he's made sure to go above and beyond when it comes to bonus content. The option on the main menu titled "INTERNET GATE" is inaccessible to those who've never configured ISP settings on their Dreamcast, so Derek has removed this in favour of a Bonus Content page, powered by the Dream Passport browser, in a similar fashion to that seen in his previous translation project Nakoruru: The Gift She Gave Me.

This bonus content page contains all kinds of extra goodies. As per usual, Derek offers a downloadable save file that unlocks all in-game content. "On-Disc Extras Page" grants you access to artwork which was originally part of a webpage that could be accessed when putting the retail GD-ROM into your computer, including character portraits, artwork development pieces, title screens, wallpapers, and a lot more. As a cool bit of history, you can also access Cool Cool Toon's original Dricas website, preserved in its untranslated form. Finally, Derek has included some instructions on how to use the Dreamcast maracas with Cool Cool Toon. It turns out the game is actually compatible with this shakin' peripheral, so much so that the developers actually included instructions on the disc explaining how to use them with the game, which is what you see fully translated here!
Cool Cool Toon's new bonus content internet page
Another awesome extra that has been preserved and translated for this patch release is the functionality that allows the game to connect to Cool Cool Jam for the Neo Geo Pocket Color using the Dreamcast's Neo Geo Pocket link cable. Points earned in Cool Cool Jam can be transferred to Cool Cool Toon on the Dreamcast, allowing players to unlock more costumes and characters, and vice versa. This is definitely niche as heck, but still appreciated nonetheless, as I love me some Neo Geo Pocket Color! Paying upwards of £100 for that cable, on the other hand...
Photo of the Neo Geo Pocket Colour connected to a Dreamcast
Cool Cool Toon's Neo Geo Pocket Color link cable functionality in action, as shown by Derek.

So, without further ado, head over to the dedicated GitHub page to download the Cool Cool Toon translation patch. As always, for detailed steps on how to apply the patch for your desired method of play (i.e. burning to a CD-R, playing on an ODE), see the patching instructions section of the README.

Download Patch (v1.1)

A big thank you goes out to all involved with the creation of this translation. Your hard work is helping to keep the dream alive!

Screenshot of Cool Cool Toon gameplay
Have you played Cool Cool Toon before? Are you excited to give this English translation a go? Let us know in the comments below, or by dropping us a line on one of our social media channels!

Nakoruru: The Gift She Gave Me - Samurai Shodown Spin-Off for Dreamcast Translated into English!

After nearly two years of hard work, I am absolutely elated to inform you that a team consisting of Derek Pascarella, Duralumin, Marshal Wong and myself have completed our English translation of Nakoruru: Ano Hito kara no Okurimono for the Sega Dreamcast, and today you will be able to play it.

Being a fan favourite character of SNK’s beloved Samurai Shodown fighting franchise (known as Samurai Spirits in Japan), it’s only natural that Nakoruru would get her own spin-off game. SNK granted developer Inter-Let's the privilege of crafting a story that explored her character in finer detail, with the result being Nakoruru: The Gift She Gave Me (as we’ve decided to dub it), a Japan-exclusive visual novel game released for Windows in 2001, with an improved Dreamcast version releasing a year later in 2002. To take a source material known for its intense arcade fighting thrills and adapt it into a quiet, heartfelt text-based adventure was definitely intriguing, so much so that it made us want to produce an English translation almost two decades later! 

To translate the game into English was no small feat, however. With over 12,000 lines of text, our translation of Nakoruru was going to take us more than a year to produce. But it honestly feels like that time has flown by, because the more we worked on translating the scripts, the more we fell in love with the game's plot and characters.

Mikato meets Nakoruru for the first time.

The game’s story is told from the perspective of seven-year-old Mikato, an orphan who is taken in by the people of the snowy village Kamui Kotan. She is selected by the village's chief to serve as assistant to the shrine maiden Nakoruru, somebody the people of Kamui Kotan admire for her strength, dependability, and outward positivity. Mikato soon realises, however, that deep down, Nakoruru is harbouring an intense sorrow. 

While Nakoruru is based in the world of Samurai Shodown, it can be played without any prior knowledge of the franchise, but if you are a Shodown fan, there are quite a few playful references to other characters in the franchise sprinkled throughout the game's script.

Nakoruru's childhood friends Yantamu and Manari.

The gameplay of Nakoruru is simple, and familiar to those who have played a visual novel before. Advance the story with a button press, and occasionally make choices, some of which greatly affect the game’s narrative.

Also included throughout the story are several basic but charming mini-games. These include quizzes, fishing, dodging enemy attacks, playing music, and more. 

While Nakoruru may lack the 3D graphics and arcade action many associate with the Dreamcast, it still boasts gorgeous, crisp, hand-drawn 2D artwork, and its beautiful coming-of-age storyline will pull at your heart strings as it deals with topics of friendship, loss and insecurity. The Dreamcast received over 100 visual novel titles in Japan, and in terms of quality, Nakoruru is up there with the best the system has to offer. For those new to the visual novel genre, you can learn more about them in this fantastic video by Bowl of Lentils.

Combat training mini-game where you dodge left or right to escape attacks.

We adopted an assembly line process to translate the game’s script. First, dialogue for an individual scene would be translated by Marshal and Duralumin, then the editors - both myself and Derek, would check over the translations for any spelling or grammatical errors, but primarily to ensure they read as naturally as possible in English. Once the script edits were complete, Derek would insert them back into the game. Working together and seeing the story come to life, and by our own making, was incredibly rewarding. 

Making an important decision in the heat of combat.  
But our translation would have been for nothing if it wasn’t for Derek’s hacking wizardry. The Dreamcast is still in an immature state when it comes to debugging and hacking, unlike other systems, such as PlayStation, which is more streamlined. A project like this for the Dreamcast required a slew of different tools to achieve. Along the way, Derek had to make many tweaks to the game so it worked with our translation, such as modifying mini-games, ensuring the character’s voice audio persisted across multiple textboxes, reallocating where RAM data was written to make room for larger text data, and more. But the biggest challenge Derek faced was implementing a half-width font (as Japanese characters are wider than English ones), which took him months, but felt incredible when he finally pulled it off. The end result of Derek's hard work is fantastic-looking English text displayed in game.