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" R E L E A S E ,d$b. "" $$b yy $$$$ ,d$$b, ,d$b. $$ ' $$ $$Yb $$ $$__ $$ $$ ` $$ `qb $$ $$ Yb$$ $$"" $$ $S qb' ,d$b. $$ `` $$$ $$ $YyyP$ ,d$b. ` $$ $$ ' qb' Release : Radical Dreamers English Translation `qb ,d$b. File : NDF-RD11.ZIP ,d$b. $$ ' Validity : [ ] Alpha [ ] Beta [x] Final ` $$ `qb Medium : SNES qb' ,d$b. Version : 1.1 ,d$b. ` $$ Date : 4-24-3 $$ ' qb' `qb ,d$b. ,d$b. $$ ' ` $$ `qb qb' ,d$b. ,d$b. ` $$ $$ ' qb' TABLE OF CONTENTS: `qb ,d$b. ,d$b. $$ ' WHAT'S NEW ............................. Right at the top ` $$ `qb qb' ,d$b. TRANSLATION NOTES ....................... Just below that ,d$b. ` $$ $$ ' qb' MO SPEAKS ................... After the translation notes `qb ,d$b. ,d$b. $$ ' GAME INFO ................. Like maybe about halfway down ` $$ `qb qb' ,d$b. HOW TO USE AN IPS FILE ......... A little ways after that ,d$b. ` $$ $$ ' qb' TRANSLATION CREDITS ........... About 3/4 of the way down `qb ,d$b. ,d$b. $$ ' CODING / HACKING CREDITS .. After the other credits (duh) ` $$ `qb qb' ,d$b. QUESTIONS / BUGS .............. 4th thing from the bottom ,d$b. ` $$ $$ ' qb' PROFESSIONAL AVAILABILITY ............. Almost at the end `qb ,d$b. ,d$b. $$ ' CONTACT INFORMATION ..... Really really almost at the end ` $$ `qb qb' ,d$b. DYSTRO ........................... All the way down baby! ,d$b. ` $$ $$ ' qb' `qb ,d$b. ,d$b. $$ ' ` $$ `qb qb' ,d$b. ,d$b. ` $$ $$ ' qb' `qb ,d$b. ,d$b. $$ ' ` $$ `qb WHAT'S NEW: qb' ,d$b. ,d$b. ` $$ Translation: $$ ' qb' - Fixed some of the credit names (thanks lan51) `qb ,d$b. - Fixed a runoff in Gange's epilogue speech, an extra ,d$b. $$ ' linefeed in the Mars Deva text, and an inaccurate ` $$ `qb description in a goblin fight (thanks jorpho) qb' ,d$b. - Fixed an overrun in the demon battle (thanks shadow) ,d$b. ` $$ - Fixed another goblin battle bug (thanks David Nijjar) $$ ' qb' `qb ,d$b. Technical: ,d$b. $$ ' - Added header detection, CRC calculation, & DOS support ` $$ `qb to the patcher (thanks Daniel Horchner) qb' ,d$b. - Added an explanation for the Satellaview screen to the ,d$b. ` $$ readme $$ ' qb' `qb ,d$b. Other: ,d$b. $$ ' - Congrats to 'TheUnseen' for being the first to figure ` $$ `qb out the bonus! qb' ,d$b. ,d$b. ` $$ $$ ' qb' `qb ,d$b. ,d$b. $$ ' ` $$ `qb qb' ,d$b. ,d$b. ` $$ TRANSLATION NOTES: $$ ' qb' `qb ,d$b. This thing took forever!$!@#$ I swear I've put in more ,d$b. $$ ' time into translating this than like all my other ` $$ `qb translation projects combined! Sheesh! I've heard about qb' ,d$b. some guy once who translated Star Ocean in a week or ,d$b. ` $$ something like that, but let me tell you, there isn't $$ ' qb' anybody, anywhere, who could get through this thing in a `qb ,d$b. week. Yeah, I know, I should have been busy making money ,d$b. $$ ' or living life up or getting laid or something, but ` $$ `qb someone had to translate this game, and nobody was really qb' ,d$b. stepping up to the plate, so I figured what the hell. ,d$b. ` $$ $$ ' qb' I think I started on it back around two and a half years `qb ,d$b. ago years ago (late 2000), when I found somewhere a font ,d$b. $$ ' Disnesquick had ripped out of the ROM. I asked around if ` $$ `qb anybody wanted to tackle the game, but all the good guys qb' ,d$b. were already busy with their own projects. My old friend ,d$b. ` $$ Darkforce gave a little help, however - after a quick $$ ' qb' trace, he told me where the script was located in the `qb ,d$b. ROM. That's all I needed to start getting myself more and ,d$b. $$ ' more entangled in this mess of a project. Over the next ` $$ `qb few months, I would learn about the evils of LZ qb' ,d$b. compression, and the mysterious ways of script encoding a ,d$b. ` $$ la Squaresoft. Eventually, after I'd gained the help of $$ ' qb' some guys who helped me understand the game's compression `qb ,d$b. method, we made tools to decompress the script, but could ,d$b. $$ ' never get it quite right... It was always a little bit ` $$ `qb off. Unfortunately, when you try and try something day qb' ,d$b. after day but nothing ever happens, you start to lose ,d$b. ` $$ interest. $$ ' qb' `qb ,d$b. The project just sat there, stalled on my computer, for ,d$b. $$ ' months. Maybe even a year... who knows. To tell you the ` $$ `qb truth, I was really busy with my final year of college at qb' ,d$b. the time, and on top of that I was doing crew (rowing) ,d$b. ` $$ with Ohio State, so anything like this was unfortunately $$ ' qb' low priority for a long while. But then, one day (we're `qb ,d$b. now up to around March 2002 I think), this guy I'd been ,d$b. $$ ' working with named Nick Burtner suggested something new - ` $$ `qb forget decompressing the script, because the game itself qb' ,d$b. decompresses it into memory when it starts, and we should ,d$b. ` $$ theoretically be able to find it in RAM. So, I checked $$ ' qb' the in-game memory, and there it was! on May 30, after a `qb ,d$b. custom version of ZSNES was made for me by _Demo_, I ,d$b. $$ ' procured the decompressed script from memory and we ` $$ `qb finally had a complete script in our hands, ready for qb' ,d$b. translation. ,d$b. ` $$ $$ ' qb' By June, I had refined and readied the script decoder (a `qb ,d$b. program that takes the script in the game's own format ,d$b. $$ ' and turns it into a readable, editable textfile) and ` $$ `qb reencoder (for the reverse). I had to learn 65816 qb' ,d$b. assembly in July when noone came to my call for help with ,d$b. ` $$ some low-level coding issues, but I didn't run into $$ ' qb' anything too difficult. I'd really like to mention Gideon `qb ,d$b. Zhi here; his DMA textfile was my biggest help in getting ,d$b. $$ ' off the ground with learning SNES assembly. If more of ` $$ `qb the experienced translating community was to start making qb' ,d$b. tutorials as assible as his, I know it would help out the ,d$b. ` $$ learning curve in the scene immensely. Anyhow, within $$ ' qb' about two weeks, I had a new font system in place, and `qb ,d$b. managed to make it so that the script didn't even need to ,d$b. $$ ' be recompressed when being reinserted back into the ROM. ` $$ `qb I really lucked out, being able to avoid all the qb' ,d$b. compression issues completely. ,d$b. ` $$ $$ ' qb' By this time, the translating was finally getting under `qb ,d$b. way, which was a heap of work in its own right. I would ,d$b. $$ ' have liked to have more translators help me on it, but I ` $$ `qb suppose it was fate that decreed that it would be my qb' ,d$b. Japanese skills which would gain all those thousands of ,d$b. ` $$ hours of translating practice. Muahahaha. $$ ' qb' `qb ,d$b. In a lure to attract more and more people to my cause ,d$b. $$ ' and hopefully hire a translator or two, I released a ` $$ `qb preemptive "teaser" patch on August 17th, 2002 with the qb' ,d$b. first ten or so minutes of the game translated. Actually ,d$b. ` $$ it was pretty much just begging for help, but hey, what $$ ' qb' are you gonna do. Anyhow, it was only then that I started `qb ,d$b. to receive some serious offers for translation ,d$b. $$ ' assistance. Don't get me wrong, I would get emails from ` $$ `qb potential translators all the time, but very few were qb' ,d$b. actually willing to sit down for more than a week and ,d$b. ` $$ tackle any significant amount of text - the script is $$ ' qb' about 700 pages, which I can admit is somewhat `qb ,d$b. intimidating. The best guy who approached me is now a ,d$b. $$ ' good friend of mine, who goes by the nickname MO. He ` $$ `qb managed to translate and edit about 150 pages for me qb' ,d$b. while his girlfriend was over in Europe and needed ,d$b. ` $$ something to keep his mind off things, which I can $$ ' qb' understand completely. `qb ,d$b. ,d$b. $$ ' But, the majority of the translation fell on my ` $$ `qb shoulders. I have a BA in Japanese, and I've spent three qb' ,d$b. or so months in Japan a couple of years ago, but I ,d$b. ` $$ wouldn't exactly call myself fluent. I relied heavily on $$ ' qb' dictionaries such as EDICT (supplied with JWPce, the `qb ,d$b. Japanese text editor I used for Radical Dreamers) and ,d$b. $$ ' Japan's Goo online dictionary. However, these left me ` $$ `qb hanging sometimes, and occasionally I would hit a tough qb' ,d$b. spot in the translation. When this happened, we would ,d$b. ` $$ discuss them on MO's wwwboard (a great place for $$ ' qb' translators to hang out, see link at the bottom) and try `qb ,d$b. to figure out the best possible way to convey what we ,d$b. $$ ' thought was being said. ` $$ `qb qb' ,d$b. In the end, it all worked out fine, I'd say. I'm much ,d$b. ` $$ better with Japanese now than I've ever been before $$ ' qb' thanks to all this. I translated the script's final `qb ,d$b. Japanese sentence on the chilly afternoon of March 12th, ,d$b. $$ ' 2003. From there, only a few more bits remained to be ` $$ `qb edited. Once that was out of the way, private beta qb' ,d$b. testing began on March 27th, and soon after that I ,d$b. ` $$ decided to publically release the translation on April $$ ' qb' 15th for my mother's birthday. `qb ,d$b. ,d$b. $$ ' We're probably gonna get some heat for this translation, ` $$ `qb because it's not really word for word, like some people qb' ,d$b. want. Wordings were changed to make things flow better, ,d$b. ` $$ and cultural "in-jokes" were altered to be funny for $$ ' qb' English speakers. However, things like character `qb ,d$b. progression, plot structure, and narrative style were all ,d$b. $$ ' left untouched so that the game retained as much of its ` $$ `qb original feel as possible. qb' ,d$b. ,d$b. ` $$ We kept more in line with the English versions of names $$ ' qb' as they appear in the American versions of Chrono Trigger `qb ,d$b. and Chrono Cross, instead of retaining the Japanese ,d$b. $$ ' naming conventions. Such changes include: ` $$ `qb qb' ,d$b. Yamaneko ....................... Lynx ,d$b. ` $$ Gil ........................... Magil $$ ' qb' Grandleon .................. Masamune `qb ,d$b. Snakebone Colonel ..... General Viper ,d$b. $$ ' Taubanjan ..............Mick Van Jovi ` $$ `qb Snakebone Mansion ....... Viper Manor qb' ,d$b. Parepori ...................... Porre ,d$b. ` $$ Jarii ........................... Imp $$ ' qb' Silvard ....................... Epoch `qb ,d$b. ,d$b. $$ ' We're fully aware of the many people who take these ` $$ `qb games very seriously and want to know every last detail qb' ,d$b. as correctly as it was given in the Japanese version. I ,d$b. ` $$ like to think of myself as one of those people; believe $$ ' qb' me, I wouldn't have spent all this time on this thing if `qb ,d$b. I didn't like Chrono Trigger so much. And like I said, we ,d$b. $$ ' tried to translate it the best we knew how. Still, we're ` $$ `qb only human. So, if you see something you think we did qb' ,d$b. wrong, let us know and we'll offer an update to the patch ,d$b. ` $$ in due time. $$ ' qb' `qb ,d$b. And yes, the Mars scenario is supposed to be like an ,d$b. $$ ' acid trip. I don't know why. I just work here. ` $$ `qb qb' ,d$b. ,d$b. ` $$ $$ ' qb' `qb ,d$b. ,d$b. $$ ' MO SPEAKS: ` $$ `qb qb' ,d$b. I wanted to say some stuff about the process of ,d$b. ` $$ translating the game, and thank some people, so, uh, here $$ ' qb' are my thoughts on that: `qb ,d$b. ,d$b. $$ ' I had not really ever talked to Demi before I started ` $$ `qb working on this project...let me take this time to say qb' ,d$b. that he's a great guy to work with. He was extremely ,d$b. ` $$ nice to me from the very begining and I never felt any $$ ' qb' kind of arrogance or a "do this", "do that" kind of `qb ,d$b. pressure from him. At the same time, he doesn't BS you ,d$b. $$ ' at all and tells you exactly where things stand. I also ` $$ `qb got to know him a lot better during the process, which qb' ,d$b. was nice. He really is quite an individual, I'd like to ,d$b. ` $$ meet him someday. :-) $$ ' qb' `qb ,d$b. This whole game was quite fun to work on, I ,d$b. $$ ' think...although I helped with the translation, the ` $$ `qb writing is all Demi...I think he's a terrific writer and qb' ,d$b. what you're reading is basically all him. ,d$b. ` $$ $$ ' qb' I'd also like to thank all of our beta testers, akujin, `qb ,d$b. Haeleth, and Datenshi. Seriously, I don't think you could ,d$b. $$ ' find better guys than these in the whole scene to help. ` $$ `qb They're all extremely capable guys, and their Japanese qb' ,d$b. knowledge is all very, very good. Datenshi's grammar ,d$b. ` $$ knowledge alone amazes me. ;-) Also, thanks to everyone $$ ' qb' who helped at my board with any translations of the game, `qb ,d$b. off the top of my head, Tomato and Shih Tzu. Actually, I ,d$b. $$ ' dunno if Tomato actually helped with Radical Dreamers at ` $$ `qb all, but, he's helped with translations of mine in the qb' ,d$b. past, and he's a cool guy. ,d$b. ` $$ $$ ' qb' Not sure about Shih Tzu either, but, hey, he deserves `qb ,d$b. some mention, if only to plug his Rad Project: ,d$b. $$ ' www.flammie.net/vse/things/rad/index.htm ;-) He's also ` $$ `qb the funniest guy in the scene, in my opinion. qb' ,d$b. ,d$b. ` $$ Thanks also to: Angela Silletto, Brian Dunn, $$ ' qb' Avicalendriya Das Morgan, Hirotaka Takase (MC Hiro), `qb ,d$b. Andrew Fitch, Gideon Zhi, and Jair. ,d$b. $$ ' ` $$ `qb qb' ,d$b. ,d$b. ` $$ $$ ' qb' `qb ,d$b. GAME INFO: ,d$b. $$ ' ` $$ `qb Radical Dreamers is a side-story to Demi's favorite qb' ,d$b. game, Chrono Trigger. It was released in 1996 by ,d$b. ` $$ Squaresoft through this thing called the Satellaview, $$ ' qb' Nintendo's Japanese-only competitor for the Sega Channel. `qb ,d$b. It was this thing that fit onto the top of your SNES and ,d$b. $$ ' let you download games through the phone line. RD was a ` $$ `qb game released exclusively through this system for a short qb' ,d$b. while, so it remained relatively of unheard of until ,d$b. ` $$ recently. $$ ' qb' `qb ,d$b. Radical Dreamers is a storybook game. I don't think ,d$b. $$ ' Americans have really seen this type of game before, but ` $$ `qb they're common in Japan, I think. They're sort of like qb' ,d$b. Text Adventures (like the old Zork games) but they're ,d$b. ` $$ driven by menus instead of text input. You could compare $$ ' qb' them to computerised "Choose Your Own Adventure" books. `qb ,d$b. These games are 100% reading, so if you're not a big ,d$b. $$ ' reader, chances are you won't be having much fun here. ` $$ `qb But hey, you're probably here because Radical Dreamers qb' ,d$b. has ties to the Chrono games, not because it's a great ,d$b. ` $$ game on its own, so what the hell. $$ ' qb' `qb ,d$b. Radical Dreamers is really not like Chrono Trigger or ,d$b. $$ ' Chrono Cross at all in the sense that it's not an RPG, ` $$ `qb but it does seem to take place in the Chrono universe. It qb' ,d$b. features characters from Chrono Cross and Chrono Trigger, ,d$b. ` $$ and places like Viper Manor and Porre are integral to the $$ ' qb' plot. `qb ,d$b. ,d$b. $$ ' They say Radical Dreamers was somewhat remade into ` $$ `qb Chrono Cross. And indeed, if you look closely you can see qb' ,d$b. bits and peices of Radical Dreamers which ended up being ,d$b. ` $$ reused in Chrono Cross, with varying degrees of $$ ' qb' familiarity. Such concepts include the Acacia Dragoons, `qb ,d$b. an ocean at standstill, Lynx and his offspring, and the ,d$b. $$ ' fusion of a girl and a beast. ` $$ `qb qb' ,d$b. While I'm at it, here's an another piece of trivia about ,d$b. ` $$ Radical Dreamers: one day when I was deciphering its RAM $$ ' qb' layout, I discovered that there's an environment variable `qb ,d$b. set for each scenario that you finish. The interesting ,d$b. $$ ' thing is that there are eight of these variables, but ` $$ `qb only seven scenarios. What may have happened was that the qb' ,d$b. writers originally created more than seven scenarios, but ,d$b. ` $$ some were deemed too incomplete (or bad, or whatever) to $$ ' qb' be included. That being said, I wonder where they drew `qb ,d$b. the line - at times, some of the remaining scenarios get ,d$b. $$ ' pretty... interesting. ` $$ `qb qb' ,d$b. Yes, this game may seem a bit strange, and at times, ,d$b. ` $$ incomplete. It is in fact a pretty rushed game, with its $$ ' qb' fair share of convoluted plotlines and one-dimensional `qb ,d$b. characters (wait, no, that would describe most any ,d$b. $$ ' Squaresoft game...). But, like I said, it's a part of the ` $$ `qb Chrono series nonetheless. My assumption on what happened qb' ,d$b. was that Squaresoft probably got into the whole ,d$b. ` $$ Satellaview thing right after completing Chrono Trigger, $$ ' qb' and as such, they decided to pump out a few quick games `qb ,d$b. using the technologies they had just finished developing. ,d$b. $$ ' One of these games ended up making use of Chrono ` $$ `qb Trigger's sprites and backgrounds (DynamiTracer), one qb' ,d$b. made use of Chrono Trigger's mode 7 rendering engine ,d$b. ` $$ (Treasure Conflix), and of course, one made use of Chrono $$ ' qb' Trigger's story (Radical Dreamers). `qb ,d$b. ,d$b. $$ ' Anyhow, besides the storyline connection to Chrono ` $$ `qb Trigger, the other big draw about this game is the fact qb' ,d$b. that Yasunori Mitsuda, a top name in symphony-calibur ,d$b. ` $$ video game music, composed the soundtrack. He worked on $$ ' qb' Radical Dreamers after Front Mission and just before `qb ,d$b. starting Xenogears, I believe. If that's true, then this ,d$b. $$ ' was his final soundtrack for the SNES. Looking at Radical ` $$ `qb Dreamers' soundtrack in this regard, it's apparent that qb' ,d$b. he probably was composing with a higher level of intimacy ,d$b. ` $$ with the SNES's sound capabilities than when he composed $$ ' qb' any of his other SNES soundtracks. Despite the fact that `qb ,d$b. much of the material here is ambient (or minimalistic to ,d$b. $$ ' say the least), the majority of the stuff here is quite ` $$ `qb good if you're into this sort of music, much like Tim qb' ,d$b. Follin's quiet yet excellent soundtrack for Sony's ,d$b. ` $$ Equinox. $$ ' qb' `qb ,d$b. A handful of the tracks, like the battle theme, the ,d$b. $$ ' Frozen Flame theme, and Viper Manor's theme were reused ` $$ `qb in Chrono Cross, enhanced with Playstation audio qb' ,d$b. capabilities. Head over to www.zophar.net one of these ,d$b. ` $$ days and check out the SPC and PSF music libraries - it's $$ ' qb' now possible to play ripped soundtracks of both SNES and `qb ,d$b. Playstation music (among others) directly on your ,d$b. $$ ' computer, allowing you to compare the material for ` $$ `qb yourself through a player like Winamp. qb' ,d$b. ,d$b. ` $$ My favorite song? Song 06, "Under Moonlight". It's has a $$ ' qb' certain special significance in RD, as you may discover... `qb ,d$b. ,d$b. $$ ' ` $$ `qb qb' ,d$b. ,d$b. ` $$ $$ ' qb' HOW TO USE THE PATCH (ADAMS): `qb ,d$b. ,d$b. $$ ' This archive does not contain the game itself, just a ` $$ `qb patch. We translators distribute our work this way to get qb' ,d$b. around the legal red tape of the digital age, which says ,d$b. ` $$ it's illegal to distribute other peoples' works, $$ ' qb' especially if they're modified (which is what a `qb ,d$b. translation pretty much is). So instead we distribute a ,d$b. $$ ' patch which changes the game into the translated version, ` $$ `qb provided you've already somehow got ahold of a copy of qb' ,d$b. the game. ,d$b. ` $$ $$ ' qb' Don't ask us where to get the game. We can't tell you. `qb ,d$b. ,d$b. $$ ' Anyhow, if you do have the game, just rename it to ` $$ `qb rad-j.smc, unzip all these files into the same folder the qb' ,d$b. game is in, and then run adams.exe. If everything goes ,d$b. ` $$ well, you should have a translated version of Radical $$ ' qb' Dreamers sitting right there before you know it. `qb ,d$b. ,d$b. $$ ' Alternatively, if you know how to work the commandline, ` $$ `qb you can type stuff like "adams radical.smc" and it'll qb' ,d$b. patch radical.smc instead of rad-j.smc. It's case ,d$b. ` $$ sensitive though, so make sure you know if your ROM $$ ' qb' filename is capitalised or not (windows can really throw `qb ,d$b. you off sometimes when it comes to that). ,d$b. $$ ' ` $$ `qb This patching program is for DOS and Windows only. qb' ,d$b. Sorry, I just program stuff for what I use. If you're one ,d$b. ` $$ of the types of people who insist on using these $$ ' qb' alternative operating systems, chances are you're also `qb ,d$b. resourceful enough to find a copy of the translated game ,d$b. $$ ' on your own without having to bother with my program. ` $$ `qb qb' ,d$b. ,d$b. ` $$ $$ ' qb' `qb ,d$b. ,d$b. $$ ' TRANSLATION CREDITS: ` $$ `qb qb' ,d$b. 1) Kid: Le Trésor Interdit ,d$b. ` $$ Translated by Demi, MO, and Loek van Kooten. $$ ' qb' Edited by Demi. `qb ,d$b. ,d$b. $$ ' 2) Magil: Caught between Love and Adventure ` $$ `qb Translated & edited by Demi. qb' ,d$b. ,d$b. ` $$ 3) Kid and the Sunflower $$ ' qb' Translated by MO. Edited by MO and Demi. `qb ,d$b. ,d$b. $$ ' 4) SuperXtreme Alphacosmos Police Case EX Ultra ` $$ `qb Translated & edited by MO, Demi, Datenshi, and Akujin. qb' ,d$b. ,d$b. ` $$ 5) Homecoming: Shea's Light $$ ' qb' Translated & edited by Demi. `qb ,d$b. ,d$b. $$ ' 6) The Enigmatic Gigaweapon: Paradise X ` $$ `qb Translated by MO. Edited by MO and Demi. qb' ,d$b. ,d$b. ` $$ 7) The Shadow Realm and the Goddess of Death $$ ' qb' Translated & edited by Demi. `qb ,d$b. ,d$b. $$ ' ` $$ `qb A very special thanks goes out to Moe Kotoi, who runs qb' ,d$b. the best Japanese Radical Dreamers website I know of, ,d$b. ` $$ complete with commentary on each of the scenarios. $$ ' qb' Despite all the buzz, there was actually very little `qb ,d$b. detailed information on this game out there, so when I ,d$b. $$ ' got it here, it was very much appreciated. She even ` $$ `qb helped me out (in Japanese) when I had some questions qb' ,d$b. about the game. Thanks!! ,d$b. ` $$ $$ ' qb' And of course, a very special THANKS FOR NOTHING goes `qb ,d$b. out to Zelda Dude, for confusing the hell out of ,d$b. $$ ' everybody by doing nothing more than running Miss Kotoi's ` $$ `qb website through Altavista's Japanese translating program qb' ,d$b. and trying to pass off the entire unreadable mess as a ,d$b. ` $$ full translation / walkthru! Head over to gamefaqs.com $$ ' qb' one of these days and check it out if you have the time. `qb ,d$b. It's good for a laugh but not much else. ,d$b. $$ ' ` $$ `qb qb' ,d$b. ,d$b. ` $$ $$ ' qb' `qb ,d$b. CODING / HACKING CREDITS: ,d$b. $$ ' ` $$ `qb Disnesquick: The original RD hackah! He dumped the font qb' ,d$b. which originally got me interested in working on the game! ,d$b. ` $$ $$ ' qb' Madoka: Wait no, this dude (girl?) is the original `qb ,d$b. original RD dude. He was the guy who somehow figured out ,d$b. $$ ' how to dump a Satellaview game into a ROM (!?@#$) -and- ` $$ `qb hack the game so that it uses its own font instead of the qb' ,d$b. Satellaview's. A super duper mother fucker in my book. ,d$b. ` $$ $$ ' qb' Darkforce: He showed me where the script was, but made `qb ,d$b. me to find out the rest on my own. (thanks, this actually ,d$b. $$ ' was pretty fun) ` $$ `qb qb' ,d$b. Maximilian Rehkopf & Nick Ratelle: These guys helped ,d$b. ` $$ figure out the script's LZ compression routine. (however $$ ' qb' in the end, we managed to bypass it, avoiding getting `qb ,d$b. into compression altogether!) ,d$b. $$ ' ` $$ `qb Nick Burtner: Coded an updated script decompressor, and qb' ,d$b. provided essential help which finally allowed us to get a ,d$b. ` $$ decent script dumped! Without this guy, I might have $$ ' qb' seriously given up on Radical Dreamers! `qb ,d$b. ,d$b. $$ ' Akujin, Ballz, Datenshi, Haeleth, Gideon Zhi, and MO: ` $$ `qb These gentlemen provided hour upon hour of daunting beta qb' ,d$b. testing. I really appreciate all the last-minute testing ,d$b. ` $$ they did so that we could meet the deadline with a good $$ ' qb' version. I owe you one, guys! `qb ,d$b. ,d$b. $$ ' _Demo_: aside from coding ZSNES, which is worth thanking ` $$ `qb in its own regard, he compiled a special version of ZSNES qb' ,d$b. for me one day that allowed special supersize SRAMs to be ,d$b. ` $$ saved, allowing me to nab the script. $$ ' qb' `qb ,d$b. Demi: I reverse engineered the script's control format, ,d$b. $$ ' and wrote tools to decode and reencode the script. I also ` $$ `qb took care of the assembly-level work, made the game qb' ,d$b. playable on SNES copiers, and rendered the English font. ,d$b. ` $$ I also own you very much. $$ ' qb' `qb ,d$b. And of course, a big thanks to all the people who have ,d$b. $$ ' offered their help along the way in one form or another. ` $$ `qb Sorry, there's way too many of you to remember. You know qb' ,d$b. who you are though. Ah, hell, if you know you should be ,d$b. ` $$ listed in here, email me and I'll throw ya in. $$ ' qb' `qb ,d$b. ,d$b. $$ ' ` $$ `qb qb' ,d$b. ,d$b. ` $$ QUESTIONS / BUGS: $$ ' qb' `qb ,d$b. First of all, if you wanna try and translate this thing ,d$b. $$ ' into another language like Spanish or something, go right ` $$ `qb ahead. Just contact me and I'll let you have the script qb' ,d$b. and all the necessary tools. ,d$b. ` $$ $$ ' qb' If you have a bug report, please keep it to yourself. `qb ,d$b. ,d$b. $$ ' No, just kidding. Feel free to visit the sourceforge ` $$ `qb page (there's a link at the bottom), click the qb' ,d$b. 'sourceforge' link, and log onto the bug reporting forum ,d$b. ` $$ there. We'll update the patch once a good amount of stuff $$ ' qb' is fixed (I don't want to release a new version of this `qb ,d$b. thing every other day - it'll clutter up the GoodSNES ,d$b. $$ ' set). ` $$ `qb qb' ,d$b. If you're wondering how to save your game, here's the ,d$b. ` $$ low-down: the game's saving feature doesn't seem to work, $$ ' qb' so use savestates. Savestates from untranslated versions, `qb ,d$b. or previous translation versions are incompatible with ,d$b. $$ ' this version, just as how this version will probably be ` $$ `qb incompatible with the next version, if there is one. qb' ,d$b. Well, that's not entirely true - loading a savestate from ,d$b. ` $$ an untranslated version will definitely fuck up a $$ ' qb' translated version. However, loading a savestate from a `qb ,d$b. previous translation version might work, but you'll ,d$b. $$ ' probably end up at a different place than where you ` $$ `qb should be at, and the game engine might get confused and qb' ,d$b. crash. If you need to do this though, try to save your ,d$b. ` $$ savestate near the entrance to the mansion. The closer $$ ' qb' you are to the entrance, the less chance there'll be that `qb ,d$b. it'll crash. ,d$b. $$ ' ` $$ `qb If you wanna know what that initial brown Satellaview qb' ,d$b. screen is all about, it's there because your emulator ,d$b. ` $$ doesn't support the extended memory of the Satellaview $$ ' qb' correctly yet, so what you're seeing is the game messing `qb ,d$b. up and telling you the saved games are all full already. ,d$b. $$ ' Don't worry though, it has no impact on the game ` $$ `qb itself... It just pops up before the start of a game. To qb' ,d$b. get past it, all you need to do is go down to one of the ,d$b. ` $$ slots, press A, then press start. No, I can't take it $$ ' qb' out, it'll break the game if I do. Perhaps this `qb ,d$b. translation will revitalize emulator authors' interest in ,d$b. $$ ' supporting Satellaview games on their emulators, and make ` $$ `qb them fix this. If they do, the in-game saving will qb' ,d$b. probably be fixed along with it. ,d$b. ` $$ $$ ' qb' If you're wondering why I chose to write my own patch `qb ,d$b. instead of using an IPS patch or something, here's why. ,d$b. $$ ' There are two versions of the Japanese game out there; an ` $$ `qb 8mb version and a 16mb version. However, IPS patches is qb' ,d$b. really only good for when you're dealing with one ,d$b. ` $$ specific target file. An IPS patch designed for the 16mb $$ ' qb' version won't work for the 8mb version, and vice versa. `qb ,d$b. This would have caused a lot of confusion and headache, ,d$b. $$ ' because you know there are tons of people out there who ` $$ `qb don't read directions... they'd be patching the wrong qb' ,d$b. version and complaining everywhere because of it. Adams, ,d$b. ` $$ on the other hand, works for either version. You may bow $$ ' qb' to adams now. `qb ,d$b. ,d$b. $$ ' Finally, if you have a question about if there's any ` $$ `qb hidden stuff in the game, the answer is no, there isn't. qb' ,d$b. Like our other projects, we have completely removed any ,d$b. ` $$ and all secret features before public release. $$ ' qb' `qb ,d$b. ,d$b. $$ ' ` $$ `qb qb' ,d$b. ,d$b. ` $$ PROFESSIONAL AVAILABILITY: $$ ' qb' `qb ,d$b. Adam (MO) and I (Demi) are both looking for better jobs ,d$b. $$ ' at the moment. Adam's interested in getting hooked up ` $$ `qb with a Japanese translation job somewhere in the northern qb' ,d$b. California area, and I'm leaving myself open to ,d$b. ` $$ programming, translating, or graphics work throughout $$ ' qb' America. If you or someone you know is interested in `qb ,d$b. hiring someone who has obvious passion for what they do, ,d$b. $$ ' throw either one of us an email and we'll send you a ` $$ `qb resume faster than you can say "recession". Thanks! qb' ,d$b. ,d$b. ` $$ $$ ' qb' `qb ,d$b. ,d$b. $$ ' ` $$ `qb CONTACT INFORMATION: qb' ,d$b. ,d$b. ` $$ Steve Demeter (Demi), Owner ... demiforce1999@hotmail.com $$ ' qb' Adam Fitch (MO), Asst. Translator ..... adam@viszeral.com `qb ,d$b. Nick Burtner (CStrife), Code ...... cstrife@1ststreet.com ,d$b. $$ ' Maximilian Rehkopf, Code ................. otakon@gmx.net ` $$ `qb qb' ,d$b. ,d$b. ` $$ $$ ' qb' `qb ,d$b. ,d$b. $$ ' DYSTRO: ` $$ `qb qb' ,d$b. Demiforce Homepage ............... demiforce.parodius.com ,d$b. ` $$ RD Sourceforce Page ..... radicaldreamers.sourceforge.net $$ ' qb' MO's Translation Board ............ donut.parodius.com/mo `qb ,d$b. Kotoi's RD Page .... village.infoweb.ne.jp/~kotoi/top.htm ,d$b. $$ ' Satellaview Info ......... csd.varlew.net/satellaview.htm ` $$ `qb qb' ,d$b. ,d$b. ` $$ $$ ' qb' `qb ,d$b. ,d$b. $$ ' ` $$ `qb qb'