Update: May 18, 2015

May 18, 2015 by

As it’s been a few weeks, I thought it was time for an update.  I am quite pleased to announce that, for the first time, we are ready to create an internal build with 100% of the game translated and inserted.  As such, although we began having a few people test the patch about two weeks ago, we are now ready to have the entire team begin testing the game and looking for any remaining bugs or typos.

All of the text is still subject to change, and we may find places that need to be rewritten as we play through.  As such, we are still not prepared to give an exact release date.

The Legend of Operation Decoded

April 2, 2015 by

Today, I thought I’d like to give some insight on some aspects of this translation and a bit of history, because it all seems probably confusing to people who weren’t following us on GBATemp.  SuperSwordGaming asked us in the comments the other day who is actually leading this project, and we’ve had requests for a post about the group’s history before. I first started writing this as a comment to SSG, but it became long enough that it seemed like it should be a blog post. This also might clear things up those of you who are wondering why we’re not done yet, or “WHY IS THIS TAKING SO LONG?!”

The Legend of Operation Decoded

I started the translation project way back in November 2012. Back then, we had lots of different group members, some of whom, I regret to say it, were not trustworthy. One person in particular volunteered as a translator, but he kept using Google Translate, which made his contributions useless. A different person from that early group decided to leak the patch well before it was anything like ready for release, which resulted in the horrible, horrible patch that is still floating around in the internet today. While that patch is technically to our group, I assure you none of my translations are in it, and none of the current group members is associated in any way with it.

After this happened I was really disheartened, I trusted guys and they betrayed my trust. With no trustworthy translators besides myself, and editors who were leaking internal builds, I was unsure how to continue this project. Enter Onkeikun, a very nice and very skilled native Japanese speaker approached me on GBATemp; she shares credit for translation with me on this project. She did an awesome job of translation crucial things like the e-mails and other things, where a native speaker was very much needed. Together, we translated this whole huge game.

However, there were problems on the technical side. Roxas75, our programmer back then had trouble understanding the format. It involved a stupid textlimit, which I was sure was nonexistent, but which I couldn’t solve back then. I kept researching, and Roxas75 kept disappearing. This whole process dragged on for 6 months By the ends of that time, we still had no usable tools for inserting our translated text, and I was really unhappy with many of the translations we were making, as I had to cut many lines due to that “textlimit.” Meanwhile, I was so busy with university that I had barely time to translate and research the data format. I couldn’t do both at once, and we ended up losing an addition 3 months, meaning that for almost nine months, very little progress was made.

Finally, I made a breakthrough with the help of my friend of StorMyu. We got the main format of the text files basically lined out, but there was still a problem. We had no one who was able to implement our discovery, Roxas75 wasn’t up to the task. Several coders approached me, but none of them seemed to be able to solve the problem.

At that time, people were somewhat understandably pissed off. It seemed like we were dead; progress hadn’t been made for months, but please guys, I hope now you can see why. Since that leak, I had dismissed almost everyone from the original group because I didn’t feel like I could trust anyone, and I was unhappy with the quality of the translations that original group was creating. With no coder around, and no one who could truly deliver what I envisioned for this project, it seemed like this project was doomed to be canceled.

Fortunately, CompCom came along. He said he didn’t give a crap about the drama, and really only wants us to continue. He fixed the problem that Roxas hadn’t been able to solve in 6 months in 6 minutes. Literally.

The project seemed back on track, but I am not a native speaker, and we had basically no team. I didn’t want to repeat the same mistakes that happened the first time. I was determined to choose members were carefully this time. Enters Sporky. Sporky’s way of expressing himself really caught my eye, and he said that he had some Japanese skills, which were helpful for Translation checking. He volunteered as an editor, and I really liked what he delivered; plus, he seemed like a really nice guy. We bonded over lots of things, he has a knack for organization which I simply don’t. At some point Sporky asked if I’d mind him co-leading the team. I said I essentially regarded him as Co-Leader already by that point. Because I was so busy, he often acted as the spokesman for the group. Now we were CompCom, StorMyu, Sporky and I. StorMyu said that he had some editor friends that would like to help.

That’s how Kalker became part of the group. Sporky and Kalker had worked together on the, sadly canceled, SAO: Infinity Moment translation project. So Sporky and Kalker became permanent main editors, with Sporky eventually starting to write Progress Reports to you guys. That’s when the project really started to make progress again. We tried out some other Editors, but none of them ended up sticking around for long. We were fine with that,what he had a group that worked, and it still does.

All in all we now have a group of 3-5 people, on good days. Despite delays, we’re nearly done, and all the main members of our group plan on continuing on to work on Decode. There’s more to it, but that may be a story for another time. I’m sorry this ended up running so long, but we’ve had a number of requests for a post like this.

PS: As Sporky has mentioned in the comments section of the last post, I am working with a good friend of mine on a Digimon World 1 hacking project. If you guys are interested in seeing how that goes, what kind of progress we make, please write that in the comment section below, and if there is enough interest, I might post stuff about that too.

Thanks for reading, everyone.

Progress report: 01.03.2015

March 1, 2015 by

Hello everyone, it’s been a while since I had the pleasure to post a blog post, simply due to lack of time with my studies. Now I seem to have some time. As you might have noticed we got a new banner. We were thinking long about any motives we might use, but we thought given our group name, the things that we do, and taking  everything into account, that this motive actually suits us. And it looks kinda cool too, don’t you think? :)
We don’t know what other projects than Redigitize or Decode we might end up doing, so we wanted to have a banner we could possibly use for other projects. You’ll see how when the time arrives.

As for Redigitize: It’s taking longer than anticipated, it should’ve been out by now, but I’m sorry, that it’s not. Real life is really a bitch sometimes. There is a certain irony in the fact whenever Sporky got time I’m busy and it’s just the other way around. It’s really hard to coordinate. But we really try our best.

The Colosseum stuff is in the process of editing, and we are happy to announce that one of our Editors, Kalker is back which will speed up this mess a lot and hopefully and FINALLY bring to you this release.
Believe me at this point, I want it as badly as anyone of you, it’s sooo close it almost hurts :D

Please bear with us a little longer.

2/22 Update: Mea Culpa

February 22, 2015 by

Well, it’s been longer than I usually try to go between updates.  At this point we’re clearly stretching the definition of “soon” and I’m sorry about that.  That’s partly unavoidable and partly my fault.  The Colosseum has turned out to need considerably more work that I had estimated, at the time of the last post I hadn’t looked closely at those files, since we had planned on saving them for last, as they’re mostly not as important as the story or the NPCs and side quests.

The Colosseum files are structured differently than all of the game’s other files.  Where most conversations look like you’d imagine they would, a string where one person’s dialogue shows up is followed by either that person’s next line, or a line spoken by someone else, with a speaker ID in the metadata, the Colosseum files are not like that at all.  The Speaker ID data is calculated completely different from any other text file we encountered. To make it short: We can’t really find the Speaker ID at this point. In the mean time, we are working on those files, but it’s a lot slower to need to open up the game, have a save file with all of the Colosseum battles available, and see who says what where.  A fair number of them seem pretty straight forward, they’re basically filler there to add some content, so the dialogue doesn’t get very involved, but some of them, particularly the sidequests that happen in the Colosseum are more complicated.

Also unavoidable was the limitations on our time.  I took three months off of school at the end of last year for reasons I won’t get in to here, and that gave me a lot more time to work on this project, and we made a lot of progress during that time.  Fortunately for my eventual career, but unfortunately for this project, I went back to school a few days after I made the last post, and Romsstar started his Master’s degree program.  In a few weeks I’ll be done with this term and will need to transfer to a different university, where I won’t be able to start classes until the fall, so I’ll once again have several months in which I’ll have lots of time to work on translation projects, which I’m looking forward to.

Here’s the part that’s all my fault though. I shouldn’t have made a public prediction about our release schedule.  It seemed reasonable enough at the time that I made those predictions, and I did go out of my way to say they weren’t guaranteed, but it was still foolish of me.  We’re still going to release, and there’s still a comparatively small amount of work left to do, but I can’t promise we’ll make the kind of progress we’d like to until I finish out the term in mid March, and given what happened last time, I’m not going to make any public predictions about a release date again, though we’ll keep you informed of the progress we make as we make it.  I apologize to anyone who has been upset at our lack of progress, and while I can’t promise slow downs won’t happen in the future, I will try to be better about not promising things I am not 100% certain can be delivered.  The vast majority of people have been extremely patient and kind, and I think I speak for everyone on the team when I say that we appreciate it.

Progress Report, January 6th

January 7, 2015 by

Hey everyone, it’s been about two weeks since we posted our Decode video, so I thought you would want a report on how we’re doing with the original Re: Digitize.  As unfortunate as the delay was, we didn’t lose any progress, we just weren’t able to work as quickly as we thought we would last month.  We’re down to a fairly small list of things to work on:

There’s one last section of File Island to edit and insert, the Night Canyon, which I will likely finish before I go to sleep.  When that is done, all of the story, and nearly all of the NPCs you can talk to will be done.  File City has some work left.  For whatever reason, the designers had two large files with most of the text for the city in them, and dozens of smaller files containing segments of the two large ones, almost all completely identical to the strings in the large files.  CompCom helpfully made us a tool to transfer those identical strings automatically, which we’ll be doing in the next day or two.  There’s a good chance that there will be some small parts of those files to finish manually, but it’s not clear exactly how much yet.  Likely not more than a day’s work.

Then there’s the Colosseum.  Work has been coming along on that, probably about four or five days worth of work is left there, perhaps a week.  Unfortunately, there is an aspect I haven’t covered in the recent updates, because I forgot about it.  The trading card minigame has 176 cards, each of which has a few lines of text.  That shouldn’t take more than a few days to take care of though, I’m just kicking myself for forgetting about it.  Then there’s testing and miscellaneous cleanup of any typos or what have you that we find during that time.

Barring a show stopping bug, I see no reason we won’t be able to release soon, but I’ve learned my lesson about setting an exact date, so, soon is best estimate I feel comfortable giving.

Lastly, I’d like to mention that our regular commenter Rai has graciously agreed to help moderate the comment threads as necessary.

Merry Christmas!!!

December 25, 2014 by

Merry Christmas everyone!

While I’m sure many of our readers were disappointed by my last post, I’m very grateful for the way you guys have shown support for us despite the delay. So we want to show you that your support is appreciated, and that we haven’t forgotten about our loyal fans out there, still waiting for the Re:Digitize patch, and since it’s Christmas, we thought that today calls for a present.

And we got you one ;) Without any further adieu, I hereby announce our next project, which we will start work on immediately following Re:Digitize. It is none other than its worthy successor for the 3DS: Digimon World Re:Digitize Decode.

This project was on our minds the second Decode was announced, and I’m glad to inform you everyone that now we have the means to actually bring you the translation for this wonderful game.

Please take a look at the following video:

High Resolution Download

Now obviously this is to be considered as a first draft, with things subject to change, but I hope this is a sufficient proof of concept demonstration to show that a translation of a 3DS game is indeed possible. I also hope that the video is sufficient proof that this is definitely real and not a fake. Please also take this as a sign that we’re really close to the finish line with Re:Digitize.

There are certain things worth noticing about this video. First, we have been able to successfully insert edited images, as you can see in the battle menus and such. But moreover, and most importantly, we successfully ported over our Re:Digitize translation to Decode (only the strings that are a 100% match with the original), which means that a substantial amount of work is done already. However, please understand that Decode is HUGE and not a simple port. Decode is at least twice the length of the PSP game, and as such will definitely take some time to translate.

Enjoy, and have a merry Christmas, everyone!

Progress Report: December 17th, 2014

December 17, 2014 by

Hello everyone.

After hoping for weeks and trying to work as hard as our lives allow us there’s no helping it:

We probably won’t make a 2014 release.

Let’s back up a little bit:

While almost all NPCs are done, and the Emails as well, there’s nothing that can be done

about the fact that there’s still the Colosseum and some other ares that just need checking.

Now due to unfortunate events some people of our stuff are occupied which led to slowdowns in events.

This also includes me, I’m afraid My education currently occupies me stronger than I could’ve foreseen.
And as our staff is currently smaller than we also could’ve foreseen, this leads to a postponing in the release.

Maybe, just maybe a miracle might occur and we might make it after all.

But guys I just don’t want you to get your hopes up to be disappointed then. But just to be clear:

We are talking merely of WEEKS that the release might be postponed.

I’m sorry for everyone who was hoping to be able to play this on Christmas, but don’t be guys.
As for the future, we might have a card up our sleeve that might be exiting as well ;)

Thanks for your continuous support.

Progress Report: November 27th, 2014

November 27, 2014 by

Hello again, as requested, we’ll be making more regular progress reports.  In the last couple of reports I’ve talked about the .pack files that we’re working with as we finish making the patch.  There are 294 of them in total, and they break down into two general categories.  87 of them are either related to the story, or have the text of the various NPCs you meet on File Island, and most files that have the text from cut scenes also have some NPCs in them.  The remaining 207 are all used in the Colosseum, and are individually pretty short, but in aggregate rather a lot of text.  With that said, here’s the break down.

Of the 87 story and NPC packs, we have 46 done, which puts us at ~53%.

The Colosseum has not been a high priority at this point, but there are 7 of them done, which is ~3%.  I think we can take care of these in about a week once the other packs are done though.

There are also a few odds and ends to take care of once these files are done, like the emails and news stories you recieve over the course of the game.  I don’t have an exact number on those right at the moment, but Romsstar tells me they shouldn’t take terribly long.  We’ll also need a week or so to test for bugs and such before we release the patch.  If things go well, I think it should be possible to release around Christmas time, but as I noted in my last update, it’s possible we will have to wait until some time in January.

For our American readers, happy Thanksgiving, and for everyone else, happy Thursday.

Stardate: November, 14.1th

November 14, 2014 by

By popular request, here’s an update.  Things are progressing well, we have been making the last round of edits as we insert the text into the game’s packs.  As mentioned in the last update, there are 294 of these .pack files, and quite of few of them for some reason are largely or entirely copies of sections from other packs.  At the moment, we have 45 of them completely finished, including the game’s three largest packs.  That puts us at 15% of the total, but we’ve been editing the largest packs first, so it’s actually more than that, but I’m not going to bother coming up with a metric to measure the actual percentage.

In other news, we ran into a show stopping bug where the game would freeze and then crash any time the items menu was opened.  We found that last night, and I can now report that CompCom has already fixed it by rewriting the pertinent sections of the insertion tool that Roxas from the GBATemp forum made.

We are still hoping to release before the end of the year, but I want to be entirely clear that it’s possible we won’t be done until January.  Either way, we’re very close to the finish line.

Update, October 18th, 2014

October 18, 2014 by

Hello everyone!  I’m Sporky McForkinspoon, the project’s editor/translation checker.  It’s been a while, so I thought you all deserved an update on our progress.  Things are going pretty well, and I think we’re on track to finish by the end of the year.

Here’s where we stand now:

The second round of story editing is basically done.

Translation: 100%

First Edit: 100%

Second Edit: 99%

Translation: 100%

First Edit:  35%

Second Edit: 35%


100%, still no bugs discovered.

We’re at a fairly exciting point.  Now that the story edit is done, we are inserting the translated text into the game.  There are 294 .pack files in the ISO which contain all the text in the game, both the story and the NPCs, and they vary in size from a single line of text to several thousand words.  On average, they take a couple hours each to insert, make any last wording changes we like, and make sure that all of the text fits in the box.  To speed things up, I have started inserting text into the .pack files as I edit them the NPC text.  Right now, we have 18 of them completely finished and ready for release.  That means we’re about 6% done with that process, which is the most important number to watch right now.  When we finish inserting the text, all that will be left is testing and checking for any spelling or grammar errors that we didn’t spot before.

As always, thanks a lot for your support.


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