Hello, one and all! Translator the Saitou here, come to deliver your monthly status report!
First things first, the progress! Real life continues to be a bugger, but we’ve been making good headway on RB nonetheless! We’re officially past the halfway point of smoothing out the old, original Summer Pockets content, for one thing—Kamome and Alka are currently on the table, and while there’ll still be a good bit of work left to go once they’re done, it finally feels like the end is in sight. Fun fact: there are 107 files remaining in the ‘to touch up’ folder of our project Git, which sounds like a lot until you realize that there are 309 files in the ‘complete’ folder. We’re getting there!
Testing continues to go along smoothly as well! The majority of the RB routes have been tested, and headway has even been made on Shimapong, which is an absolute monster of non-euclidian non-logic and nightmarish script dependencies. Your fun fact for this section is that there was an entire block of dialogue within the Shimapong script file that I totally failed to translate because it was located in a section of the file that literally every single other script file in the game devotes exclusively to system text. Siglus scripts are, to put it charitably, less than perfectly readable even on a good day, but Shimapong is almost on an Angel Beats level of convolution. I kind of love it, and that definitely says something about me I’d be better off not knowing.
That’s about all there is to report on the progress side of things! Steady work isn’t exactly the most exciting thing to write about, I’m afraid, but once the TL smoothing is over we’ll be moving into the more technical and detail-oriented side of finishing the project up, so you can look forward to some more in-depth tidbits that we haven’t already addressed in excruciating detail.
One last note before I leave you for the month that actually is exciting, albeit not in a good way: you may have noticed that the incredibly obnoxious search engine redirect this site’s suffering from is still a thing! Because it is, and while we’re absolutely sick of it it’s been proving incredibly difficult to track down. We’ll likely be trying some more extreme measures to deal with it once and for all at some point during the next month, and it’s possible the website might go offline at some point over the course of that. We just wanted to warn you in advance that if the site’s down, it’s not because we’ve absconded into the night, never to be seen or heard from again. We’ll give a shoutout on Twitter before we do anything drastic, in any case, and until we resolve this nonsense you can continue to access the site via direct links and avoid the problem entirely.
That’s about all there is to talk about this month… Except, of course, for my now traditional I-don’t-have-time-to-work-on-Kud-right-now-but-I-sure-can-still-talk-about-it corner! This month’s tidbit: Kud Wafter was made using the Reallive engine, which is notoriously obnoxious to work with from a fan translator’s perspective. In spite of that fact, once the scripts were actually extracted they proved to be an absolute joy to work with in comparison to Siglus scripts. I’m talking one script line per dialogue line, actually useful line numbers, zero random blank spaces and not a single character of system text to be seen. It’s just great. Granted, that greatness is built upon the backs of who knows how many hackers who went through trials I don’t even want to imagine to get me those perfectly readable scripts, but I don’t know nearly enough about engine hacking to appreciate the depths of their suffering and as such am capable of ignoring it. Ha hah!
Hope the winter’s treating you well (assuming you live on the half of the planet where that makes sense in January), and see you in March!