Translation (English) by Demiforce - v1.4
December 25th, 2005 - v1.4
This release will probably be the REAL final patch, since this patch incorporates Radical R's patch with the official patch. Now in-games saves are enabled and the Satellaview screen is GONE! Plus, fixed the crash when the Exit command was chosen. Also, included in the standard round of typos corrections. One may notice that Radical R is listed as part of the group below. He is included in this release ONLY, since this patch contains the changes from his patch. So kudos to him, and this is proof that he needs to get a life! Also thanks to Dreamer_Nom for figuring out how the in-game saves work and passing the data onto Radical R. If it wasn't for this guy, there would be no chance of playing this on a copier. Speaking of which, if anyone got a copier, if you could please test this and let me or Radical R know, that would be awesome.
June 22nd, 2004 - v1.3
• Everything is now translated (Saves menu was screwed up)
• Using the in game saves is now possible.
• Just a few fixes in the spelling and grammar department.
• Fixed a scroll off in random goblin battle.
• Fixed a overwrite in Scenario 6.
• Fixed logic error in Scenario 7.
• Also fixed crash if you chose exit in the game (just resets the game).
• No more SatellaView screen. =D
December 8th, 2003 - v1.2
The usual round of grammar and spelling fixes adorn this new release... thanks to everyone who posted them on the sourceforge board. Also, check out the totally sweet new english title screen! This was made possible by a RLE graphics decompressor coded by FuSoYa, creator of the fabulous Lunar Magic editor for Super Mario World. Thanks again, man!
It's been eight months since I first released this patch... man, what a trip it's been. Funny, how so many people have sent in their thanks, but I'll probably never meet any of you. I'll pass you on the streets, and shop in your stores, and no one will be the wiser. Life is funny like that, I suppose. But I've learned that's one of the things that makes living worth while - rediscovering the undercurrents that bind us together as a people. This will probably be the final update to Radical Dreamers, so until I meet all you again, somewhere... godspeed.
April 24th, 2003 - v1.1
• Fixed some of the credit names (thanks lan51)
• Fixed a runoff in Gange's epilogue speech, an extra linefeed in the Mars Deva text, and an inaccurate description in a goblin fight (thanks jorpho)
• Fixed an overrun in the demon battle (thanks shadow)
• Fixed another goblin battle bug (thanks David Nijjar)
• Added header detection, CRC calculation, & DOS support to the patcher (thanks Daniel Horchner)
• Added an explanation for the Satellaview screen to the readme
April 15th, 2003 - v1.0
August 15th, 2002 - "Teaser"
As it stands now, about 10% is translated.
This thing took forever!$!@#$ I swear I've put in more time into translating this than like all my other translation projects combined! Sheesh! I've heard about some guy once who translated Star Ocean in a week or something like that, but let me tell you, there isn't anybody, anywhere, who could get through this thing in a week. Yeah, I know, I should have been busy making money or living life up or getting laid or something, but someone had to translate this game, and nobody was really stepping up to the plate, so I figured what the hell.
I think I started on it back around two and a half years ago years ago (late 2000), when I found somewhere a font Disnesquick had ripped out of the ROM. I asked around if anybody wanted to tackle the game, but all the good guys were already busy with their own projects. My old friend Darkforce gave a little help, however - after a quick trace, he told me where the script was located in the ROM. That's all I needed to start getting myself more and more entangled in this mess of a project. Over the next few months, I would learn about the evils of LZ compression, and the mysterious ways of script encoding a la Squaresoft. Eventually, after I'd gained the help of some guys who helped me understand the game's compression method, we made tools to decompress the script, but could never get it quite right... It was always a little bit off. Unfortunately, when you try and try something day after day but nothing ever happens, you start to lose interest.
The project just sat there, stalled on my computer, for months. Maybe even a year... who knows. To tell you the truth, I was really busy with my final year of college at the time, and on top of that I was doing crew (rowing) with Ohio State, so anything like this was unfortunately low priority for a long while. But then, one day (we're now up to around March 2002 I think), this guy I'd been working with named Nick Burtner suggested something new - forget decompressing the script, because the game itself decompresses it into memory when it starts, and we should theoretically be able to find it in RAM. So, I checked the in-game memory, and there it was! on May 30, after a custom version of ZSNES was made for me by _Demo_, I procured the decompressed script from memory and we finally had a complete script in our hands, ready for translation.
By June, I had refined and readied the script decoder (a program that takes the script in the game's own format and turns it into a readable, editable text file) and reencoder (for the reverse). I had to learn 65816 assembly in July when no one came to my call for help with some low-level coding issues, but I didn't run into anything too difficult. I'd really like to mention Gideon Zhi here; his DMA text file was my biggest help in getting off the ground with learning SNES assembly. If more of the experienced translating community was to start making tutorials as assayable as his, I know it would help out the learning curve in the scene immensely. Anyhow, within about two weeks, I had a new font system in place, and managed to make it so that the script didn't even need to be recompressed when being reinserted back into the ROM. I really lucked out, being able to avoid all the compression issues completely.
By this time, the translating was finally getting under way, which was a heap of work in its own right. I would have liked to have more translators help me on it, but I suppose it was fate that decreed that it would be my Japanese skills which would gain all those thousands of hours of translating practice. Muahahaha.
In a lure to attract more and more people to my cause and hopefully hire a translator or two, I released a preemptive "teaser" patch on August 17th, 2002 with the first ten or so minutes of the game translated. Actually it was pretty much just begging for help, but hey, what are you gonna do. Anyhow, it was only then that I started to receive some serious offers for translation assistance. Don't get me wrong, I would get emails from potential translators all the time, but very few were actually willing to sit down for more than a week and tackle any significant amount of text - the script is about 700 pages, which I can admit is somewhat intimidating. The best guy who approached me is now a good friend of mine, who goes by the nickname MO. He managed to translate and edit about 150 pages for me while his girlfriend was over in Europe and needed something to keep his mind off things, which I can understand completely.
But, the majority of the translation fell on my shoulders. I have a BA in Japanese, and I've spent three or so months in Japan a couple of years ago, but I wouldn't exactly call myself fluent. I relied heavily on dictionaries such as EDICT (supplied with JWPce, the Japanese text editor I used for Radical Dreamers) and Japan's Goo online dictionary. However, these left me hanging sometimes, and occasionally I would hit a tough spot in the translation. When this happened, we would discuss them on MO's wwwboard (a great place for translators to hang out, see link at the bottom) and try to figure out the best possible way to convey what we thought was being said.
In the end, it all worked out fine, I'd say. I'm much better with Japanese now than I've ever been before thanks to all this. I translated the script's final Japanese sentence on the chilly afternoon of March 12th, 2003. From there, only a few more bits remained to be edited. Once that was out of the way, private beta testing began on March 27th, and soon after that I decided to publicly release the translation on April 15th for my mother's birthday.
We're probably gonna get some heat for this translation, because it's not really word for word, like some people want. Wordings were changed to make things flow better, and cultural "in-jokes" were altered to be funny for English speakers. However, things like character progression, plot structure, and narrative style were all left untouched so that the game retained as much of its original feel as possible.
We kept more in line with the English versions of names as they appear in the American versions of Chrono Trigger and Chrono Cross, instead of retaining the Japanese naming conventions. Such changes include:
Yamaneko became Lynx
Gil became Magil
Grandleon became Masamune
Snakebone Colonel became General Viper
Taubanjan became Mick Van Jovi
Snakebone Mansion became Viper Manor
Parepori became Porre
Jarii became Imp
Silvard became Epoch
We're fully aware of the many people who take these games very seriously and want to know every last detail as correctly as it was given in the Japanese version. I like to think of myself as one of those people; believe me, I wouldn't have spent all this time on this thing if I didn't like Chrono Trigger so much. And like I said, we tried to translate it the best we knew how. Still, we're only human. So, if you see something you think we did wrong, let us know and we'll offer an update to the patch in due time.
And yes, the Mars scenario is supposed to be like an acid trip. I don't know why. I just work here.
I wanted to say some stuff about the process of translating the game, and thank some people, so, uh, here are my thoughts on that:
I had not really ever talked to Demi before I started working on this project...let me take this time to say that he's a great guy to work with. He was extremely nice to me from the very beginning and I never felt any kind of arrogance or a "do this", "do that" kind of pressure from him. At the same time, he doesn't BS you at all and tells you exactly where things stand. I also got to know him a lot better during the process, which was nice. He really is quite an individual, I'd like to meet him someday. :-)
This whole game was quite fun to work on, I think...although I helped with the translation, the writing is all Demi...I think he's a terrific writer and what you're reading is basically all him.
I'd also like to thank all of our beta testers, akujin, Haeleth, and Datenshi. Seriously, I don't think you could find better guys than these in the whole scene to help. They're all extremely capable guys, and their Japanese knowledge is all very, very good. Datenshi's grammar knowledge alone amazes me. ;-) Also, thanks to everyone who helped at my board with any translations of the game, off the top of my head, Tomato and Shih Tzu. Actually, I dunno if Tomato actually helped with Radical Dreamers at all, but, he's helped with translations of mine in the past, and he's a cool guy.
Not sure about Shih Tzu either, but, hey, he deserves some mention, if only to plug his Rad Project: ;-) He's also the funniest guy in the scene, in my opinion.
Thanks also to: Angela Silletto, Brian Dunn, Avicalendriya Das Morgan, Hirotaka Takase (MC Hiro), Andrew Fitch, Gideon Zhi, and Jair.
Radical Dreamers is a side-story to Demi's favorite game, Chrono Trigger. It was released in 1996 by Squaresoft through this thing called the Satellaview, Nintendo's Japanese-only competitor for the Sega Channel. It was this thing that fit onto the top of your SNES and let you download games through the phone line. RD was a game released exclusively through this system for a short while, so it remained relatively of unheard of until recently.
Radical Dreamers is a storybook game. I don't think Americans have really seen this type of game before, but they're common in Japan, I think. They're sort of like Text Adventures (like the old Zork games) but they're driven by menus instead of text input. You could compare them to computerized "Choose Your Own Adventure" books. These games are 100% reading, so if you're not a big reader, chances are you won't be having much fun here. But hey, you're probably here because Radical Dreamers has ties to the Chrono games, not because it's a great game on its own, so what the hell.
Radical Dreamers is really not like Chrono Trigger or Chrono Cross at all in the sense that it's not an RPG, but it does seem to take place in the Chrono universe. It features characters from Chrono Cross and Chrono Trigger, and places like Viper Manor and Porre are integral to the plot.
They say Radical Dreamers was somewhat remade into Chrono Cross. And indeed, if you look closely you can see bits and pieces of Radical Dreamers which ended up being reused in Chrono Cross, with varying degrees of familiarity. Such concepts include the Acacia Dragoons, an ocean at standstill, Lynx and his offspring, and the fusion of a girl and a beast.
While I'm at it, here's an another piece of trivia about Radical Dreamers: one day when I was deciphering its RAM layout, I discovered that there's an environment variable set for each scenario that you finish. The interesting thing is that there are eight of these variables, but only seven scenarios. What may have happened was that the writers originally created more than seven scenarios, but some were deemed too incomplete (or bad, or whatever) to be included. That being said, I wonder where they drew the line - at times, some of the remaining scenarios get pretty... interesting.
Yes, this game may seem a bit strange, and at times, incomplete. It is in fact a pretty rushed game, with its fair share of convoluted plotlines and one-dimensional characters (wait, no, that would describe most any Squaresoft game...). But, like I said, it's a part of the Chrono series nonetheless. My assumption on what happened was that Squaresoft probably got into the whole Satellaview thing right after completing Chrono Trigger, and as such, they decided to pump out a few quick games using the technologies they had just finished developing. One of these games ended up making use of Chrono Trigger's sprites and backgrounds (DynamiTracer), one made use of Chrono Trigger's mode 7 rendering engine (Treasure Conflix), and of course, one made use of Chrono Trigger's story (Radical Dreamers).
Anyhow, besides the storyline connection to Chrono Trigger, the other big draw about this game is the fact that Yasunori Mitsuda, a top name in symphony-calibur video game music, composed the soundtrack. He worked on Radical Dreamers after Front Mission and just before starting Xenogears, I believe. If that's true, then this was his final soundtrack for the SNES. Looking at Radical Dreamers' soundtrack in this regard, it's apparent that he probably was composing with a higher level of intimacy with the SNES's sound capabilities than when he composed any of his other SNES soundtracks. Despite the fact that much of the material here is ambient (or minimalistic to say the least), the majority of the stuff here is quite good if you're into this sort of music, much like Tim Follin's quiet yet excellent soundtrack for Sony's Equinox.
A handful of the tracks, like the battle theme, the Frozen Flame theme, and Viper Manor's theme were reused in Chrono Cross, enhanced with Playstation audio capabilities. Head over to www.zophar.net one of these days and check out the SPC and PSF music libraries - it's now possible to play ripped soundtracks of both SNES and Playstation music (among others) directly on your computer, allowing you to compare the material for yourself through a player like Winamp.
My favorite song? Song 06, "Under Moonlight". It's has a certain special significance in RD, as you may discover...
Kid: Le TrÈsor Interdit
Translated by Demi, MO, and Loek van Kooten.
Edited by Demi.
Magil: Caught between Love and Adventure
Translated & edited by Demi.
Kid and the Sunflower
Translated by MO. Edited by MO and Demi.
SuperXtreme Alphacosmos Police Case EX Ultra
Translated & edited by MO, Demi, Datenshi, and Akujin.
Homecoming: Shea's Light
Translated & edited by Demi.
The Enigmatic Gigaweapon: Paradise X
Translated by MO. Edited by MO and Demi.
The Shadow Realm and the Goddess of Death
Translated & edited by Demi.
A very special thanks goes out to Moe Kotoi, who runs the best Japanese Radical Dreamers website I know of, complete with commentary on each of the scenarios. Despite all the buzz, there was actually very little detailed information on this game out there, so when I got it here, it was very much appreciated. She even helped me out (in Japanese) when I had some questions about the game. Thanks!!
And of course, a very special THANKS FOR NOTHING goes out to Zelda Dude, for confusing the hell out of everybody by doing nothing more than running Miss Kotoi's website through Altavista's Japanese translating program and trying to pass off the entire unreadable mess as a full translation / walkthru! Head over to gamefaqs.com one of these days and check it out if you have the time. It's good for a laugh but not much else.
Coding / Hacking Credits
Disnesquick: The original RD hackah! He dumped the font which originally got me interested in working on the game!
Madoka: Wait no, this dude (girl?) is the original original RD dude. He was the guy who somehow figured out how to dump a Satellaview game into a ROM (!?@#$) -and- hack the game so that it uses its own font instead of the Satellaview's. A super duper mother fucker in my book.
Darkforce: He showed me where the script was, but made me to find out the rest on my own. (thanks, this actually was pretty fun).
Maximilian Rehkopf & Nick Ratelle: These guys helped figure out the script's LZ compression routine. (however in the end, we managed to bypass it, avoiding getting into compression altogether!).
Nick Burtner: Coded an updated script decompressor, and provided essential help which finally allowed us to get a decent script dumped! Without this guy, I might have seriously given up on Radical Dreamers!
Akujin, Ballz, Datenshi, Haeleth, Gideon Zhi, and MO: These gentlemen provided hour upon hour of daunting beta testing. I really appreciate all the last-minute testing they did so that we could meet the deadline with a good version. I owe you one, guys!
_Demo_: aside from coding ZSNES, which is worth thanking in its own regard, he compiled a special version of ZSNES for me one day that allowed special supersize SRAMs to be saved, allowing me to nab the script.
Radical R: For updating the source code to include the changes that his patch did and for obsessively running the only known english fan website.
Dreamer_Nom: For posting information about the changes for ASM code that allows saving and various of other things.
Demi: I reverse engineered the script's control format, and wrote tools to decode and reencode the script. I also took care of the assembly-level work, made the game playable on SNES copiers, and rendered the English font. I also own you very much.
And of course, a big thanks to all the people who have offered their help along the way in one form or another. Sorry, there's way too many of you to remember. You know who you are though. Ah, hell, if you know you should be listed in here, email me and I'll throw ya in.
Questions / Bugs
First of all, if you wanna try and translate this thing into another language like Spanish or something, go right ahead. Just contact me and I'll let you have the script and all the necessary tools.
If you have a bug report, please keep it to yourself.
No, just kidding. Feel free to visit the sourceforge page (there's a link at the bottom), click the 'sourceforge' link, and log onto the bug reporting forum there. We'll update the patch once a good amount of stuff is fixed.
Finally, if you have a question about if there's any hidden stuff in the game, the answer is no, there isn't. Like our other projects, we have completely removed any and all secret features before public release.
Steve Demeter (Demi), Owner: demiforce1999 at hotmail.com
Adam Fitch (MO), Asst. Translator: adam at viszeral.com
Nick Burtner (CStrife), Code: cstrife at 1ststreet.com
Maximilian Rehkopf, Code: ikari at gmx.net
Sean Ritzo, Code: radicalr at gmail.com
Dystro / Links
August 15th, 2002 - December 25th, 2005