r/WonderSwan • • 11d ago

Makaimura (Ghost n' Goblins) translated & colourised - bug testing appreciated!

Thumbnail
gallery
27 Upvotes

https://limewire.com/d/fUR64#zHgvU2cQVd

Hi all, above you can find Makaimura, aka Ghosts 'n Goblins, translated into English (very little text in this game anyway) and colourised; this is an original Wonderswan game with no Color release however I have always loved the colours of the Ghosts 'n Goblins series and have always wanted a colourised version of this game. With the help of Open 5.5 this is now possible, although it has actually been quite a time consuming process due to the way that the original sprites were implemented and the limitations of the hardware, and the game is hard as balls so I'm not yet sure if I have managed to catch all of the visual bugs and address them as yet, so I would really appreciate anyone who is better than me helping to catch those haha.

If you do find a visual bug, please post a screenshot and I will address them one at a time.

As always, enjoy! I think it's great that with a little work and imagination and the help of AI we can breath new life into a system for everyone to enjoy, so I really can't relate to the other poster.


r/WonderSwan • • 11d ago

[Release] Riviera: The Promised Land (WonderSwan Color) - AI English translation

Thumbnail
gallery
1 Upvotes

Riviera - Yakusoku no Chi Riviera is Sting's 2002 RPG for the WonderSwan Color, published by Bandai and released only in Japan. Most people know it from the later Game Boy Advance and PSP remakes, but it started on the WonderSwan Color. A thousand years after Ragnarok, the war between the gods of Asgard and the demons of Utgard, the Seven Magi send two Grim Angels, Ein and Ledah, to the island of Riviera to unleash Retribution, the hidden power of the gods, because the demons seem to be coming back. Ein loses his memory, wakes up in Elendia, a village of sprites, and goes on with Rose, his familiar, and the girls he meets there: Fia, Lina, Serene and Cierra.

This patch translates the WonderSwan Color original into English.

v0.9.2 is a bug-fix update, made from a player's report: thank you for playing it and for sending your saves!

Download FILE v0.9.2

Please read: this translation was made entirely with AI (Claude), as a personal project. I'm sharing it as it is for anyone who wants to play, but it must never be uploaded to romhacking sites (romhacking.net and the like): it isn't up to the standard of a real fan translation and it doesn't belong there.

What's translated

  • The whole script: the story scenes of the eight chapters, the conversations, the narration, the chapter recaps that scroll at the end of a chapter, the field triggers (everything you can look at or do while exploring), the events and their choices.
  • Items, weapons, skills and Overskills, enemies, places and all their descriptions, battle messages and battle hints, menus, help texts, save/load and scores.
  • Graphics: the title screen subtitle, the opening captions, the character introductions of the attract mode, the chapter title cards, the area titles (map, stage and next-stage screens), the 35 event banners (Enemy Appears!, Trap Sprung!...), the event mini-game instructions, the battle setup panels (Team Edit, Item Select) and the Extra Contents menu.
  • Many screens and menus were already in English in the original.

Names follow the official English release by Atlus: Ein, Ledah, Rose, Fia, Lina, Serene, Cierra, Ursula, Hector, Malice and Hades; Asgard, Utgard, Ragnarok, the Grim Angels, the Seven Magi, the Diviners and Retribution; Elendia, Heaven's Gate and Lacrima Castle. The hero is Ein everywhere, also in the attract mode introduction, which said "Ecthel" in the original.

Images (original on the left, English on the right)

  1. Title screen
  2. Opening caption
  3. Character introduction (attract mode)
  4. Narration at the start of the game
  5. Chapter title card
  6. Next-stage screen
  7. Stage screen
  8. Story scene
  9. Battle start (event banner)
  10. Battle setup: Item Select

Known issues

  • It hasn't been played start to finish yet. I tested the opening and the attract mode, the title screen, the start of the game and the first chapter (scenes, exploration, menus, battles, chapter card, stage screens) and the scrolling chapter recaps in an emulator. The Extra Contents menu (it needs a finished game) and the event mini-games were only checked as pictures. If you find leftover Japanese, cut text or a crash, tell me where it happened.
  • English needs more room than Japanese, so some speeches use more text boxes, and the full-screen narration is typed faster so the longer pages don't drag.
  • Some rarely seen message may still overflow its box or wrap early.

Technical notes (for the curious)

  • Two new variable-width fonts (from the public-domain misc-fixed 6x10 and 5x8) and an English script read by new code: every reader of the original script looks the English up in tables, and lines are wrapped by pixel width.
  • The English script lives in free ROM space.
  • Graphics are compressed tiles: decompressed, redrawn and compressed again; some event banners are wider than the originals. The subtitle on the title picture was painted over by hand.
  • A routine that copies data to video memory was rewritten so the game also shows its screens correctly in MAME.
  • The release includes the full JP/EN tables (CSV and XLSX), text and graphics, for anyone who wants to suggest better lines.

Translation and hacking: made entirely with AI (Claude) for personal use. Please don't upload it to romhacking sites. Feedback and bug reports are very welcome!

How to patch

Apply the .bps patch to the original Japanese ROM: Riviera - Yakusoku no Chi Riviera CRC32 62CB398B Result CRC32: FDDD23E5

Tools: Floating IPS (flips), beat, or any online BPS patcher (e.g. ROM Patcher JS). The game is WonderSwan Color only (keep the .wsc extension). You must provide your own copy of the original Japanese game to apply it.

**Changelog**

* **v0.9.2** See screenshots: HERE

* Fixed the reset when Claude (the character in the game) gives you his mushroom book, between Lacrima and the Nelde Ruins. The English name was wider than its box and the routine that fills names with blanks went wild; it's fixed everywhere that routine is used. The book is now the "Mushroom Guide".

* Team Edit: the formation pictures shown before every battle from Chapter 2 now say ATTACK FOCUSED / MAGIC FOCUSED instead of the Japanese.

* The Over Skill names in the battle cut-ins (Grim Disaresta, Fire Rush, Trinity Spark...) were still Japanese pictures: all 34 are redrawn in English, with the same names as the skill lists.

* Continue screen: the area name in the save slot broke after 8 letters ("Lake Cav / e (saved)"); now it's "Lake Cave" with "(saved)" below.

* "Platinum Hairpin" is now "Plat. Hairpin": the long name touched the number of uses in the item lists.

* Battle messages that follow a name now read as sentences ("... turns Fire!", "... recovers 50 HP", "... loses 3 durability!").

* **v0.9.1** – Attract mode character introductions: the big names Ein, Lina and Fia.

* **v0.9** – First release.


r/WonderSwan • • 11d ago

X - Card of Fate (WonderSwan Color) - AI English translation

Thumbnail
gallery
0 Upvotes

X - Card of Fate is Bandai's 2002 card battle game for the WonderSwan Color, based on the TV anime of CLAMP's X and released only in Japan. Kamui Shiro has come back to Tokyo and the end of the world is close: the Dragons of Heaven, the Seven Seals, protect the kekkai of Tokyo, while the Dragons of Earth, the Seven Angels, want to destroy them. You pick one of fourteen characters from either side, follow their story across the 23 wards of Tokyo, talk with the others, fight card battles and win new cards among the 256 of the game.

This patch translates it into English.

Download FILE

Please read: this translation was made entirely with AI (Claude), as a personal project. I'm sharing it as it is for anyone who wants to play, but it must never be uploaded to romhacking sites (romhacking.net and the like): it isn't up to the standard of a real fan translation and it doesn't belong there.

What's translated

  • The story of every character: the main scenes, the conversations on the Tokyo map, the scenes before and after the battles, and all the endings.
  • The battle messages: attacks, damage, card effects, RAP and SET, combo names and character quotes.
  • The 256 cards: names, types and texts, and the card detail screen.
  • Graphics: credits, character select, the name cards of the 14 characters, card name boxes, battle and exchange message boxes, save/load screen, the kekkai gauge label, options menu, training menu (Simulation Of Beast), the PtoP (link) screen and link cable messages, the Tokyo map (ward plates, ward list, East/West plaques), and the captions painted on the pictures of the opening and the ending.
  • The katakana reading under the logo is removed (the logo already says "X - CARD OF FATE"). The title menu and the staff roll were already in English.

Names follow the English version of the anime, given name first: Kamui Shiro, Fuma Monou, Kotori Monou, Subaru Sumeragi, Seishiro Sakurazuka, Yuzuriha Nekoi, Sorata Arisugawa, Arashi Kishu, Seiichiro Aoki, Karen Kasumi, Princess Hinoto, Kanoe, Nataku, Yuto Kigai, Satsuki Yatoji, Kakyo Kuzuki, Shiyu Kusanagi. Dragons of Heaven / Dragons of Earth, Seven Seals / Seven Angels, and "kekkai" stays kekkai as in the anime.

This translation is not an optimal one. Be warned that X (also known as X/1999**) is probably the most dense CLAMP work, completely saturated with references to religion, folklore, and Japanese occultism.**

Rather than humorous "puns" (the series is extremely dark, dramatic, and apocalyptic), the game relies heavily on kanji double meanings and a highly specific vocabulary.

Here are the main cultural and linguistic hurdles that an AI (and a human translator) faces with X:

  • The double meaning of Kanji: The core of the story revolves around the destiny of the protagonist, Kamui Shirou. The name Kamui (神威) contains a prophetic double meaning fundamental to the plot. The kanji can be read both as "The one who represents the majesty of God" (the savior who protects the Earth) and "The one who hunts/destroys the majesty of God" (the destroyer of humanity).
  • Onmyoudou and Esoteric Magic: Most characters use traditional Japanese magical arts. You will find constant references to Onmyouji (ancient Japanese sorcerers/diviners tied to Taoism, like Subaru Sumeragi and Seishirou Sakurazuka), the use of Shikigami (servant spirits often summoned via paper slips), and Feng Shui (geomancy).
  • Shintoism and Buddhism: The characters belong to real religious sects or traditions. For example, Arashi is a miko (Shinto shrine maiden) from the Ise Shrine (the most sacred in Japan), while Sorata is a Buddhist monk from Mount Koya (the center of Shingon esoteric Buddhism). Their dialogue will often contain concepts related to karma, destiny (Unmei), and purification.
  • Kekkai (Spiritual Barriers): A term that occurs obsessively in the work. The Dragons of Heaven (the good guys) create these barriers in the shape of a six-pointed star or other sacred geometries to isolate battlefields from reality and protect human beings.
  • Tokyo's Sacred Geography: The work uses real Tokyo landmarks (Tokyo Tower, Sunshine 60, the National Diet Building, Nakano Broadway) not just as backgrounds, but as crucial nodes of spiritual energy upon which the balance of the world rests.
  • Magic Formulas and Sutras: Characters frequently chant real spells derived from ancient religious texts. This means the Japanese text suddenly shifts to archaic, poetic, or ritualistic language, which is very hard for an AI to naturally adapt into English without sounding like "word soup."
  • The Sacred Swords (Shinken): The myth behind the twin swords that Kamui and Fuma must wield is a direct callback to the divine weapons of Shinto mythology (like the Kusanagi sword).

What this means for this AI translation: Given the extremely high level of specific terminology (Dragons of Heaven/Earth, Seals/Angels, Kekkai, Shinken, Shikigami), Claude might translate the same term in different ways depending on the context, ruining internal consistency.

Images (original on the left, English on the right)

  1. Title screen
  2. Opening
  3. Opening: the Dragons of Heaven
  4. Character name card
  5. Story scene
  6. Tokyo map
  7. Card battle
  8. Card detail
  9. Training menu
  10. Ending

Known issues

  • It hasn't been played start to finish yet. I tested the opening, character select, story scenes and conversations, the Tokyo map, card battles, card exchange and card detail, training, options, save/load, the PtoP menu and the endings in an emulator. Some rarely seen message may still overflow its window or wrap early: if you find leftover Japanese, cut text or a crash, tell me where it happened.
  • Passwords stay in katakana: the password entry screen is a katakana grid, so the passwords and keywords shown at the end of each story are in katakana too, exactly as they must be typed.
  • The link cable messages couldn't be tested with a second WonderSwan.
  • English needs more room than Japanese, so some speeches are split over more text windows.

Technical notes (for the curious)

  • New variable-width font based on Shinonome 6x12 and an 8-bit English script read by new code; lines are wrapped by pixel width and long speeches continue in new windows. The script can still print Japanese characters, for the passwords.
  • The English script lives in free ROM space.
  • Graphics are compressed tiles: decompressed, redrawn and compressed again. The Japanese written on the pictures of the opening and the ending was painted out and the English painted on.
  • The card detail screen shows the element as an English word instead of a single kanji, with a small change to the code that draws it.

Translation and hacking: made entirely with AI (Claude) for personal use. Please don't upload it to romhacking sites. Feedback and bug reports are very welcome!

How to patch

Apply the .bps patch to the original Japanese ROM: X - Card of Fate, CRC32 66B617D5 Result CRC32: 9955C0E1 Tools: Floating IPS (flips), beat, or any online BPS patcher (e.g. ROM Patcher JS). The game is WonderSwan Color only (keep the .wsc extension). You must provide your own copy of the original Japanese game to apply it.


r/WonderSwan • • 11d ago

For the record: TheRepo has Machine Translations and romhacking.net too!

0 Upvotes

Incredible! Just 59 titles on TheRepo (for now) and more on romhacking...


r/WonderSwan • • 12d ago

So tired of all of these AI "translations" over the last few days.

40 Upvotes

Part of the joy of this platform is that it's filled with so many gems if you put in the effort to learn about them, pick up a bit of Japanese, watch a playthrough, or pick up some coding experience.

So many of these games getting slop translations (which eliminate tons of nuance and context when they're at their best,) have passionate communities that have been chipping away at these titles for ages, and it sucks watching them talk about how demoralizing it feels to see people swoop in with these hastily thrown together patches.

To those I've seen on other platforms bemoaning the state of r/wonderswan, I see you and I agree: this stinks.


r/WonderSwan • • 12d ago

[Release] From TV Animation One Piece: Chopper no Daibouken (WonderSwan Color) - English translation patch v0.9

Thumbnail
gallery
9 Upvotes

From TV Animation One Piece: Chopper no Daibouken ("Chopper's Big Adventure") is a 2003 Bandai action RPG for the WonderSwan Color that never left Japan. Chopper gets separated from the Straw Hats on an island where the villagers have been turned into animals. You explore the plains, a volcano, a cave and a temple, mix medicine from what you find, meet the crew in the village, and eat Rumble Balls to clear the Rumble Stages with Brain Point, Walk Point, Arm Point and Guard Point.

This patch translates it into English.

Download: FILE v0.9

Please read: this translation was made entirely with AI (Claude), as a personal project. I'm sharing it as it is for anyone who wants to play, but it must never be uploaded to romhacking sites (romhacking.net and the like): it isn't up to the standard of a real fan translation and it doesn't belong there.

What's translated

  • The whole script: the opening, the village and its animal villagers, the crew's talks, every dungeon event, Fang and Raccoon, Azuki, Edamame and Daizu, and the ending.
  • Robin's tutorials and the "How to Play" pages of the Rumble Stages.
  • Menus: field menu (Items, Mix, Settings, Map), item actions, mixing, settings, dungeon map, save/load, village menus (Move, Talk, shop, crew), system messages and Yes/No questions.
  • All 256 item names and descriptions.
  • Graphics: title copyright, title menu (New Game / Continue / Resume), status labels, Yes/No boxes, the RUMBLE STAGE / SUCCESS / FAILURE captions, the BRAIN / WALK / ARM / GUARD POINT banners (and END when the Rumble Ball wears off), the "A: Attack" hint of the Brain Point stage and the "No Data" save slot. The original title logo is kept as it is.

Names follow the official English releases (Funimation anime, Viz manga): Luffy, Zoro, Nami, Usopp, Sanji, Chopper, Robin, Rumble Ball, Brain Point, Walk Point, Arm Point, Guard Point, Horn Point, Jumping Point, Berries.

Images (original on the left, English on the right)

  1. Title screen
  2. The opening
  3. Title menu
  4. Field menu
  5. Items
  6. Mix
  7. Rumble Stage
  8. Brain Point
  9. A Rumble Stage scene
  10. Yes/No question
  11. GO! and the Attack hint
  12. Failure
  13. The Point wears off

How to patch

Apply the BPS to the Japanese ROM "From TV Animation One Piece - Chopper no Daibouken " (CRC32 8E120B5A) with Floating IPS, beat or ROM Patcher JS. The result should be CRC32 7F92316E. It's a WonderSwan Color game, so keep the .wsc extension. You must provide your own copy of the original Japanese game to apply it.

Known issues

  • It hasn't been played start to finish yet. I tested the opening, the menus, the village and all four Rumble Stages in an emulator. If you find leftover Japanese, overflowing text or a crash, tell me where it happened (a save state helps a lot).
  • The Point banners use a condensed font, because "GUARD POINT" has to fit where the game had four kanji.
  • The status labels are three letters (STA, STR, SPD), because they sit in fixed tiles of the Japanese layout.

Technical notes (for the curious)

  • Dialogue and menus use a new variable-width font, and lines are wrapped by pixel width. The last page of a Yes/No question stays clear of the choice box.
  • The text was moved to free ROM banks, and the graphics were redrawn in the game's own compressed tile sets with the original palettes.
  • The game picks the screen row of the Point banner by reading the scroll register at whatever moment the code runs. With the new graphics the timing changed and the banner could land off screen, so the register is now read at a fixed point of the frame.

Translation and hacking: made entirely with AI (Claude) for my personal use. Please don't upload it to romhacking sites. Feedback and bug reports are very welcome!


r/WonderSwan • • 12d ago

Guilty Gear Petit English translation v0.1 released! (WonderSwan Color)

5 Upvotes

For your pleasure is an English translation patch for Guilty Gear Petit!

The goal is to make the story and dialogue readable in English while preserving the characters’ personalities, humor, and gameplay.

This release includes:

  • English story dialogue and battle captions.
  • A variable-width font to fit the fuller dialogue inside the original textboxes.
  • Startup compatibility repairs and preserved Flash Masta game identification.
  • Japanese/English comparison screenshots and bilingual CSV/XML files for anyone interested in reviewing the translation.

Download v0.1
Project page

The download includes an offline index.html for browsing the screenshots and translation material.

No ROMs are included. You’ll need to dump your own Japanese cartridge and apply the BPS patch. Patching instructions and the supported dump hash are in the release notes.

This is an initial release. Local emulator checks cover all 177 surveyed script pages and all six Story-mode character starts, but complete story playthroughs, further hardware testing, and independent fluent Japanese review are still welcome. I played through Fanny's and Sol's story without any issues on a Flash Masta.

I’d appreciate feedback on the translation, text layout, and real-hardware behavior. For bug reports, please include the character, scene, release version, and emulator or hardware setup.


r/WonderSwan • • 12d ago

Uzumaki Noroi Simulation English IPS

Thumbnail
gallery
14 Upvotes

https://github.com/QuezacotlCat/Uzumaki-Noroi-Simulation-IPS/tree/main

This one was done with Astra and an Excel sheet is also in the github with a breakdown listed.


r/WonderSwan • • 13d ago

[Release] Digital Monster: D-Project (WonderSwan Color) - English AI translation patch v0.9 based on ENG Guide by DigiKidult

Thumbnail
gallery
37 Upvotes

Digital Monster: D-Project is a 2002 Bandai Digimon raising and adventure game for the WonderSwan Color that never left Japan. The game you just bought has been "hacked": its data is being erased, and Ophanimon pulls you inside to repair it. You hatch Digimon with the Egg Machine, raise them, walk the broken areas of the Digital World, fight with up to three partners, and restore the lost land by bringing new Digimon to life. It also links with the Pendulum and D-Power toys of the time.

This patch translates it into English.

Download: FILE 0.9.1

Please read: this translation was made entirely with AI (Claude), as a personal project. I'm sharing it as it is for anyone who wants to play, but it must never be uploaded to romhacking sites (romhacking.net and the like): it isn't up to the standard of a real fan translation and it doesn't belong there.

Reference guide

Terms, area names and menu names follow "WSC Digimon D-project ENG Guide" by DigiKidult, an English guide translated from his Chinese one: https://docs.google.com/spreadsheets/d/1FWjNVGwpuqjQgj14EFWB6HkTaJqRKSe6x0xbiW-z2aw/htmlview

Many thanks to DigiKidult. Keep the guide open while you play: it has the egg codes, item codes, Digivolution requirements and the story route.

What's translated

  • The whole script: the "hacked" opening and the data erasure, Ophanimon, every story event, the Sovereigns, the villains and the ending.
  • Menus: field menu (Items, Digimon, Call Back, Map, Save), items and descriptions, both Digimon status pages, Egg Machine and Item Machine, save and system messages, link menus and the staff roll.
  • Name entry with an English keyboard (including a lowercase page).
  • Battles: DNA Digivolution and Spirit messages, HUD names, techniques and results.
  • All Digimon, egg, item and technique names, and the Digi-Dictionary entries.
  • The title copyright is in English. The original "D-PROJECT" logo is kept as it is.

Names

  • Digimon use the English dub names. Where DigiKidult's guide uses the Japanese romanization, here is the name you will see in the game: Tailmon = Gatomon, Plotmon = Salamon, Pokomon = Viximon, Reremon = Relemon, Jarimon = Jyarimon, Chicomon = Chibomon, XV-mon = ExVeemon, Red V-dramon = RedVeedramon, Saint Galgomon = MegaGargomon, Beelzebumon = Beelzemon, VenomVamdemon = VenomMyotismon, Apockarimon = Apocalymon, Omegamon = Omnimon, Xuanwumon = Ebonwumon, Konbiramon = Kumbhiramon, Antiramon = Antylamon, Indaramon = Indramon, Shinduramon = Sinduramon. The guide's Maoumon, Konomon and Dolphmon are Mokumon, Zerimon and Rukamon in this game.
  • Levels use the dub names: Fresh, In-Training, Rookie, Champion, Ultimate, Mega (the guide: In-Training, In-Training II, Rookie, Adult, Perfect, Ultimate). Jogress is "DNA Digivolution".
  • Areas follow the guide: Plains, Forest, Sanctuary, Dragon's Nest, Start Town, Mystery Town, Seaside, Shrine, Snowfield, Lava Pool, Cliffs, Dimension. The two machines at home are the Egg Machine and the Item Machine; the food items are Even Meat, Odd Meat and the zodiac meats.

Images (original on the left, English on the right)

  1. Title screen
  2. The hacker in the opening
  3. Data erasure
  4. Naming your Digimon
  5. Egg Machine
  6. First meeting with your partner
  7. Field menu
  8. Items
  9. Digimon status
  10. Status, visited areas
  11. Battle

Known issues

  • The battle HUD uses a tiny 8x8 font with room for 10 capital letters, so long names are shortened there (MEGAGARGO, METALGARU, IMPERIALDM...). Everywhere else you get the full name.
  • A new Digimon's default nickname is its species name, up to 8 letters (the game's limit). YukimiBotamon starts as "YukiBota", but you can type any name.
  • Nicknames you type use the game's full-width letters, so in a few menus they look a bit wider than the rest of the text.
  • Status labels are short on purpose (Egg, Belly, Happy, Atk...), because the numbers and gauges sit at fixed spots of the Japanese layout.
  • Some story messages open in small windows sized for the Japanese text. If an English line doesn't fit, it continues on the next page (just press A). Tell me where you see one.
  • The link features (Swan link, Pendulum, D-Power) couldn't be tested with real hardware.
  • It hasn't been played start to finish yet. If you find leftover Japanese, overflowing text or a crash, tell me where it happened (a save state helps a lot).

Technical notes (for the curious)

  • The game has two text engines (window text and tile-map text). Both got a new variable-width font renderer, and long strings were moved to free ROM space and linked with jumps.
  • The small 8x8 battle font gets short names from a table, so long English names can't overrun the battle data.
  • Letters typed on the full-width keyboard are converted to the English font when they are printed.

Translation and hacking: made entirely with AI (Claude) for personal use, using DigiKidult's guide as the reference. Please don't upload it to romhacking sites. Feedback and bug reports are very welcome!

How to patch

Apply the .bps patch to the original Japanese ROM: Digital Monster - D-Project CRC32 0E40829C Result CRC32: FD75CE60 Tools: Floating IPS (flips), beat, or any online BPS patcher (e.g. ROM Patcher JS). The game is WonderSwan Color only (keep the .wsc extension). You must provide your own copy of the original Japanese game to apply it.

You don't like it? Help to improve it!!

Changes in v0.9.1

  • The egg items left behind by a Digimon that dies at the Adult level (タマゴのかけら) are now called Digitama, as in DigiKidult's guide: Agumon Digitama, Devil Digitama, Holy Dragon Digitama and so on (v0.9: "Egg Shard"). Their descriptions now read "Left by an Agumon Egg Digimon." and so on.

r/WonderSwan • • 12d ago

[Release] Romancing SaGa (WonderSwan Color) - English AI translation patch

Thumbnail
gallery
0 Upvotes

Romancing SaGa (WonderSwan Color) - English translation patch v0.9.1 (new translation from the Japanese)

Romancing SaGa for the WonderSwan Color is Square's 2001 remake of the first Romancing SaGa, released only in Japan. Eight heroes (Albert, Gray, Jamil, Aisha, Claudia, Sif, Barbara and Hawke), a free scenario system where you go wherever you like, and the war against Saruin, the dark god sealed away a thousand years ago by the hero Mirsa and the ten Destiny Stones. It came out a few years before Minstrel Song, with remade graphics, a world map and new scenes.

This patch translates it into English.

Download: HERE

How to patch

Apply the BPS to your dumped Japanese ROM "Romancing Sa-Ga" (CRC32 9C98D97D) with Floating IPS, beat or ROM Patcher JS. The result should be CRC32 204CD622. It's a WonderSwan Color game, so keep the .wsc extension. You must provide your own copy of the original Japanese game to apply it.

What's new in v0.9.1

  • The whole text (event script, menus, database) was translated again from scratch, directly from the Japanese, and so were all the monster and place names, including the ones drawn in the graphics (battle labels and world map).
  • How it was made: Claude translated it from the Japanese, the result was cross-checked line by line against DeepL, then reviewed by ChatGPT for meaning and official names, and the final corrections were applied to the ROM by Claude.
  • Names now follow the official English localization of Romancing SaGa -Minstrel Song- wherever it has one: Fatestones, Flammar, Knights' Dominion, Pirate Coast, Steppes of Galessa, Templar, Rogue, Sorcerer, Sword Ballet, Pyrix, Strom, Avi, Auldburg, Ettinham, Kidnappers' Cave... Names with no official English were translated from the Japanese. The battle labels and world map labels were redrawn to match.

About the names: many names don't match a literal reading of the Japanese katakana (for example デステニィストーン is "Fatestones", not "Destiny Stones", and フレイムタイラント is "Pyrix", not "Flame Tyrant"). This is intentional: every name that has an official English version uses the one chosen by Square Enix for Romancing SaGa -Minstrel Song- (PS2 / Remastered). Those names are Square Enix's choice, not mine, so if you don't like them, please take it up with Square Enix. Only names that have no official English were translated from the Japanese.

What's translated

  • The whole event script: 2,034 messages (story, every town and dungeon, the eight openings, choices, shops, inns).
  • The database: items and weapons, techniques, spells, monsters, places, characters, classes, origins, elements and descriptions.
  • All the menus: party, status, equipment, items, spells, formation, save/load, options, character creation, name entry, shops, battle commands and help lines, level-up messages.
  • The graphics with text: the opening story, the status screen labels, the world map (location names and region titles of all 12 maps), the monster names shown in battle, the battle pop-ups, the button help bars.
  • The title logo is kept as it is.

Credits

Official names: Square Enix, Romancing SaGa -Minstrel Song- (PS2 / Remastered) and its English localization.

Images (original on the left, English on the right)

  1. Opening story
  2. Gray's opening
  3. Inn
  4. Item shop
  5. Battle: choosing a target (monster names)
  6. Battle: spells
  7. World map: Rosalia
  8. World map: Knights Dominion
  9. Status screen
  10. Party menu
  11. Options
  12. Character creation

Known issues

  • It hasn't been played start to finish yet. I tested the opening story, character creation, the openings, towns, shops, inns, battles, all the menus, the world map, saving and the options in an emulator. Some rarely seen message may still overflow its window or wrap early: if you find leftover Japanese, cut text or a crash, tell me where it happened.
  • Some sentences are assembled by the game from pieces that change with the hero or the party (pronouns, plurals, dialect words); a few rare combinations may sound a bit stiff.

Technical notes (for the curious)

  • Variable-width fonts (12-pixel dialogue font based on Shinonome 6x12, 8-pixel menu font based on X11 5x8), drawn pixel by pixel into the game's own windows.
  • Lines are wrapped by pixel width for each window; the English script lives in free ROM banks.
  • Text that the game stored as pictures (monster names in battle, world map names, the opening story) was redrawn.

Translation and hacking: made entirely with AI for personal use. Please don't upload it to romhacking sites. Feedback and bug reports are very welcome!

Romancing SaGa (WonderSwan Color): v0.9 vs v0.9.1

v0.9 adapted the English of a human fan translation of the SNES original to the WonderSwan Color remake. v0.9.1 retranslates everything from the Japanese with AI, with three tools working on it:

  • Claude translated and did the ROM work.
  • DeepL gave an independent cross-check.
  • ChatGPT reviewed meaning and official names.

Both versions use the same engine and fonts. They differ in the text, the monster names drawn in battle and the world map labels. The v0.9.1 English script was produced independently from the Japanese WSC text, without using the earlier SNES fan translation as the translation source.

1. How each version was made

Topic v0.9 (human-based) v0.9.1 (AI)
Source of the English SNES fan translation by DDSTranslation (Eien Ni Hen), itself based on Trans-Dimension (1998) The WSC Japanese, translated from scratch
Method Each WSC message paired automatically with the closest SNES line, then adapted; WSC-only scenes translated from the Japanese Japanese-only batches with the engine's constraints marked, written without access to any earlier English
Names Those of the SNES fan translation, in the text and in the graphics Official English of Romancing SaGa -Minstrel Song- (PS2 / Remastered) and other official SaGa localizations; translated from the Japanese where none exists
Graphics Battle labels and world map with the SNES names Battle labels and world map redrawn with the v0.9.1 names
Checks Manual review of the low-similarity pairs DeepL cross-check of all 1,946 Japanese lines, then a full ChatGPT semantic review of 3,334 records
Text built around per-hero fragments Fragments silenced and sentences rewritten (inherited structure) Same technical structure, sentences written again from the Japanese

2. How different the two texts are

The comparison covers the 1,945 script messages that show text in both versions (silent fragments are excluded). Each pair is measured by character similarity after removing control codes.

Similarity to v0.9 Messages Share
Identical 176 9.0%
0.9 or more (other than identical) 165 8.5%
0.7 – 0.9 483 24.8%
0.5 – 0.7 577 29.7%
under 0.5 544 28.0%
  • The identical lines are almost all short: "Yes", "No", "Thank you!", names, exclamations.
  • More than half of the messages (58%) share less than 70% of their characters with v0.9.
  • The two scripts are about the same length: 19,010 words in v0.9 and 19,519 in v0.9.1.
  • Database: 423 of 1,038 entries differ, including all 64 descriptions, 124 techniques, 103 items and 41 spells.
  • Menus: 203 of 313 strings differ.

3. Names

The naming pass covered 245 monster names and 80 place names. Where an established English form could be identified in an official SaGa localization or Square Enix publication, v0.9.1 generally adopted it; where no official English form was available, a name was translated from the Japanese. The naming pass did not use v0.9 as a translation source.

Official name Translated from the Japanese
Monsters 85
Places 59

Many names still read the same as in v0.9, for two reasons:

  • the official name is the same (Zombie, Ghoul, Melvir, Bafal, Mirsaburg...);
  • the Japanese is an English or mythological loanword in katakana, and any translation gives the same word (コボルド Kobold, オーク Orc, ピラニア Piranha, リバイアサン Leviathan), or a plain description (どうくつ Cave, ひがしのどうくつ East Cave).

The following examples show differing naming choices. Some v0.9.1 choices follow official English terminology; others are translations or adaptations of the Japanese, as indicated in the source CSV:

Japanese v0.9 v0.9.1
デステニィストーン Destiny Stones Fatestones
フラーマ (as in the SNES translation) Flammar
フレイムタイラント / 水竜 / タイニィフェザー Flame Tyrant / Water Dragon / Tiny Feather Pyrix / Strom / Avi
ドマファ / ルーハン Ahmad / Harun Domafa / Wuhan
騎士団領 Knights Dominion Knights' Dominion
パイレーツコースト Pirates' Coast Pirate Coast
ガレサステップ Galessa Steppes Steppes of Galessa
オールドキャッ‥ / 巨人のさと / コンスタンツ (cave) Old Castle / Giants' Village / Constance Auldburg / Ettinham / Kidnappers' Cave
オーガバトラー / ひのせいれい Slave Ogre / Fire Spirit Battle Ogre / Fire Faerie (Romancing SaGa 2)
グリフォン Gryphon Griffin (SaGa Frontier)
せいせんし / ぶとうか / 魔戦士 Paladin / Martial Artist / Battlemage Templar / Master / Shaman
そうりょ / シーフ / 魔術士 Priest / Thief / Magician Cleric / Rogue / Sorcerer
円舞剣 / 乱れ突き / 王者の剣 (SNES names) Sword Ballet / Mega Thrust / Victor's Blade
火の鳥 / ウォーターガン (SNES names) Bird of Fire / Water Blast
  • About 150 database entries use names identified in official English SaGa materials, a few shortened to fit the menus. This figure is reported from the project’s source annotations and is not an independent confirmation of every entry.
  • バルハラント stays Valhalland in v0.9.1, matching the spelling on Square Enix’s official remastered soundtrack track list. Square Enix’s official Sif character biography instead uses Vallhalland. Both spellings therefore appear in official Square Enix materials; this report records the project’s choice without treating the alternative as unofficial.
  • The dialogue, the battle labels and the world map use the same names, so the three always match.
  • The project CSV records naming provenance in the Notes column, distinguishing official forms from translations made where no official form was identified.
  • Official source examples: Square Enix — Romancing SaGa -Minstrel Song- Remastered original soundtrack (track titles include Knights’ Dominion, Steppes of Galessa, and Valhalland); Square Enix — Sif character biography (uses Vallhalland). These examples support the indicated spellings but should not be read as independent verification of all the names in the table.

4. What each AI step contributed

Claude (translation and ROM)

  • Translated 2,034 script messages, 338 menu strings, 712 database entries and the 325 monster and place names.
  • Kept every engine constraint: window switches, waits, pauses, name codes, the 15 mid-message jump points and the zero-width fillers of conditional jumps.
  • Rewrote every sentence built around a silent per-hero fragment.
  • Redrew the battle labels and the world map labels with the new names.
  • An automatic check confirms that the markup matches the Japanese and that no page overflows its window: 0 problems.

DeepL (independent cross-check)

  • All 1,946 Japanese lines went through the DeepL web translator.
  • In almost every disagreement, DeepL was the one that was wrong. It misreads kana-only text, dialect and sentences split across messages.
  • The comparison still found 15 real problems in the translation, and they were fixed, for example:
    • "under arrest" was missing "on suspicion of" embezzlement;
    • "more than ten times their number" had become "ten times";
    • a plan stated as already carried out;
    • a hero line that changed who would rescue a character.

ChatGPT (semantic and canon review of 3,334 records)

  • It proposed 45 changes and flagged 61 records for checking.
  • Applied:
    • the official spellings Flammar, Knights' Dominion, Pirate Coast and Steppes of Galessa;
    • three meaning corrections: the Ice Sword choice "take it, even if I must kill"; a line that asks the other person to explain; and "bad deeds never last".
  • Flags that led to fixes:
    • a sentence assembled around a hero pronoun (0554);
    • the plural suffix the game appends to "you", now invisible so that every combination reads correctly;
    • the メイス/こんぼう name collision, now Mace and Club;
    • the class names, now Rogue and Amazon in every menu.
  • Not applied:
    • "Vallhalland" (see §3);
    • the 15 <E> markers it flagged, which the engine needs;
    • the "は?" fragments, which read correctly once the game inserts the pronoun before them.

5. Differences in style

  • v0.9 keeps the voice of the SNES fan script, written in the late 1990s and revised in 2016, and fitted to WSC windows of a different size.
  • v0.9.1 is written directly for the WSC windows, with each character's register taken from the Japanese:
    • pirates and Estamir street kids use colloquial speech;
    • knights and nobles speak formally;
    • the Gecklings and other dialect speakers have a light verbal tic.
  • v0.9.1 follows the Japanese more closely in places where the fan script had reworded freely. Examples are the regional words for rock-paper-scissors and the plural or singular "you" of the party.
  • Some lines the remake added or changed were patched in v0.9. In v0.9.1 they are consistent with the rest of the script, because the whole script was written from the same Japanese.

6. Limits

  • Neither version has been played from start to finish. Rarely seen branches may still have a stiff join between pieces assembled at runtime.
  • v0.9.1 is a machine-made translation, cross-checked by machines. It hasn't had a native-speaker human review.
  • Some monster and place names have no official English and are AI translations; the CSV marks each of them.
  • The human translation that v0.9 was built on remains the reference work for this game. v0.9.1 is an independent AI alternative and does not replace it.

Copyright and attribution

Romancing SaGa and its original Japanese script, characters, graphics, music, and other game content remain the property of their respective rights holders.

This document is an independent, noncommercial comparison of two unofficial English translation projects for the WonderSwan Color version of Romancing SaGa. It presents statistical findings, translation methodology, terminology comparisons, and editorial observations for research and critical discussion.

The v0.9 project adapted English material from the earlier SNES fan translation by DDSTranslation (Eien Ni Hen), itself based on work by Trans-Dimension. According to the documented translation workflow, the v0.9.1 English text was produced anew from the Japanese WonderSwan Color script using AI-assisted tools, without treating the earlier SNES fan translation as its translation source. This describes the project's workflow and is not a legal determination of independent creation.

This report does not reproduce the complete Japanese or English game scripts. It is not affiliated with or endorsed by Square Enix or the creators of the earlier fan translations. All trademarks and underlying intellectual property remain with their respective owners.

This notice explains the scope and attribution of the commentary; it does not grant permission to reproduce, adapt, or distribute copyrighted game content or determine the legal status of any translation patch.


r/WonderSwan • • 13d ago

Nileswan saves disappearing

3 Upvotes

Has anyone had trouble with nileswan saves disappearing?

Trying to play digimon brave tamer and I save in game then turn it off and when I start again there is no save there?


r/WonderSwan • • 14d ago

[Release] Digimon Tamers: Brave Tamer (WonderSwan Color) - English translation patch

Thumbnail
gallery
52 Upvotes

Digimon Tamers: Brave Tamer is a 2001 Bandai RPG for the WonderSwan Color that never left Japan. You play as Ryo Akiyama, the "legendary Tamer" of the WonderSwan games. He wakes up with no memory in ENIAC's world, next to his partner Monodramon, while Millenniummon attacks the past through black crevasses. The story goes through the worlds of the Adventure, Adventure 02 and Tamers kids, with card slashes, plug-ins, P-Factors and the Radar Chart.

This patch translates it into English.

Download: FILE v0.9.2

Download new edition based on Syldra's works: FILE v0.9.2

more info at the bottom

Please read: this translation was made only with AI (Claude), for personal use. I'm sharing it as it is for anyone who wants to play it, but it must never be uploaded to romhacking sites (romhacking.net and similar). It isn't worthy of them: it isn't a real fan translation, and it doesn't belong there.

What's translated

  • All the dialogue (about 3,000 messages): the story, every NPC, the tutorials, the shops, Jijimon's Lab, the Otamamon Inn and the Digimon quiz show, with a new variable-width font.
  • Battles: every battle message, including the Digimon and technique names inserted into them, the EXP and BIT results, and the command menus.
  • All 310 Digimon names, every technique, item, P-Factor and card name, and the 289 card descriptions.
  • Menus: title menu, field menu, and the Status, Plug-in, P-Factor and Radar Chart screens.
  • Name entry, with a new English keyboard.
  • Jijimon's name chain game, adapted to English names.
  • Graphics: the "Brave Tamer" subtitle on the title logo, the copyright line, the 29 battle banners ("KUWAGAMON DATA", "GUILMON", "FAKE TAI DATA"...) and the building signs.

Names

  • English dub names for characters, Digimon and techniques (Tai, Davis, Takato, Henry, Gatomon, Veemon...). Digimon that never appeared in the dub use the official English names of the Digimon Reference Book.
  • Name boxes hold 10 letters, so a few long names are shortened there (DarkTyranomon, M.Kabuterimon, B.WarGreymon, Z.Millenniummon...). The dialogue always uses the full names.

Images (original on the left, English on the right)

  1. Title screen
  2. Title menu
  3. Intro
  4. Dialogue
  5. Name entry
  6. Party
  7. Status menu
  8. Plug-in screen
  9. Battle menu
  10. Tech menu
  11. Battle message
  12. Battle result

Known issues

  • Names you enter can be up to 5 letters, as in the original. A new partner gets a default nickname made from its name without "mon" (Monodramon -> "Mono").
  • The main logo is the official "DIGIMON TAMERS" logo, which already has the name in Latin letters, so only the "Brave Tamer" subtitle was redrawn.
  • The WonderGate (mobile phone) and link cable screens still have a few Japanese graphic labels. Their text is translated.
  • It hasn't been played from start to finish on real hardware yet. If you find a broken screen or a crash, tell me where it happened (a save state helps a lot).

Technical notes (for the curious)

  • A variable-width font engine is hooked into the game's text module, with byte-pair compression so the English fits the original message buffers.
  • Battle messages now insert names instead of overwriting a fixed space, so long names never cut the sentence. Name boxes are centred by pixel width.
  • The game's LZ tile compression and tile map format were re-implemented to redraw the graphics.

Made only with AI (Claude), for personal use. Feedback and bug reports are welcome, but please never upload it to romhacking sites.

_____________________________

Changes in v0.9.2

  • Translated the stat detail panel of the Radar Chart in Jijimon's Lab (Customize). The labels Rate, Base, P-Factor and Total were still in Japanese for all six stats.

Changes in v0.9.1

  • Fixed: the battle banner shown before every story battle ("KUWAGAMON DATA", "GUILMON"...) corrupted the screen and broke the game from that point on. The banners now work again, including their second line, now translated ("STOP!" on the "... DATA" banners, "RESCUE!" on the others).
  • Fixed: the building signs showed bits of the Japanese letters around the English. Each sign now shows only the English.
  • Fixed: on the title screen the new copyright line cut off the top of the "(c) BANDAI 2001" line below it.
  • Translated the menus that were still in Japanese: the shop and building menus (Nanimon Shop, D-Power Shop, Jijimon's Lab, Cloakroom, Trading House, Battle Room, D-3 Colosseum), the field menu with D-Power, the battle AI menu (Power Attack, Point Attack, Defensive), the Scan / Card Slash / Map buttons, the crevasse and world select buttons, and the "Turn" buttons.
  • Translated the WonderGate (mobile phone) and link cable graphics: the WonderGate menus, "VS Battle", the "WonderSwan" and "D-Power" labels.
  • New English sign for Clockmon's shop ("BUILD SHOP").

How to patch

Apply the .bps patch to the original Japanese ROM: Digimon Tamers - Brave Tamer CRC32 F1F4D41F Result CRC32: BC5C6820 Tools: Floating IPS (flips), beat, or any online BPS patcher (e.g. ROM Patcher JS). The game is WonderSwan Color only (keep the .wsc extension).

__________________________________

Digimon Tamers: Brave Tamer v 0.9.2 - Edition based on Syldra's works

This is an alternative version of my English patch v0.9.2.

The standard edition uses the English dub names (Tai, Davis, Veemon, Gatomon, D-Power, DNA digivolve...). The Syldra's works based edition uses the Japanese-style names and terms of Ajora Fravashi's Brave Tamer resources instead: Taichi, Daisuke, V-mon, Tailmon, Culumon, D-Arc, Jogress, Program Factor, Reader Chart, Child / Adult / Perfect / Ultimate, plus the honorifics (Ryo-san, Miyako-dono, Koushiro-han...).

References (credit where it's due)

The script was the reference for names and for the meaning of every scene. The walkthrough covered the technique, item, card and menu names. This patch is not made by or affiliated with Ajora Fravashi or syldra.net, and its English text isn't copied from those pages. Thanks to Ajora Fravashi for years of Brave Tamer documentation.

What's different from the standard edition

  • Characters: Taichi, Yamato, Koushiro, Jou, Takeru, Hikari, Daisuke, Miyako, Iori, Ruki, Li, the Digimon Kaiser, with the honorifics used in the script.
  • Digimon with their Japanese names (Culumon, V-mon, Piyomon, Vamdemon, Nanomon, Omegamon, Dukemon, Coatlmon, ZiydMillenniumon...).
  • D-Arc, Jogress, evolve, Program Factor (PF), Reader Chart, Digimental, Cloak Room, Coliseum.
  • Levels: Baby I, Baby II, Child, Adult, Perfect, Ultimate.
  • Techniques, items and cards as in the walkthrough (Baby Flame, Gaia Force, Night of Fire, Slip Chip, Escape Mark...).
  • Crevasse names as in the script (Precipitate Crevasse, Crevice of Two Claws, Crevice of the Black Egg...).
  • Menus, battle banners ("KUWAGAMON DATA / BLOCKED!") and building signs redrawn with the new terms.
  • Every line of dialogue was checked against the script and rewritten where the meaning or the nuance was different. Everything else is the same as the standard edition: the full translation of the story, NPCs, shops, quiz and battles, the variable-width font, the English name entry, and the translated graphics.

How to patch

Apply the .bps patch to the original Japanese ROM: Digimon Tamers - Brave Tamer CRC32 F1F4D41F Result CRC32: F6EA5779 Tools: Floating IPS (flips), beat, or any online BPS patcher (e.g. ROM Patcher JS). The game is WonderSwan Color only (keep the .wsc extension). You must provide your own copy of the original Japanese game to apply it.

Wanna read more on differences between the standard edition and that special edition??

Download the report here


r/WonderSwan • • 14d ago

[Release] Digimon Card Game Ver. WonderSwan Color (Digital Monster Card Game) - English translation patch v0.9

Thumbnail
gallery
43 Upvotes

Digital Monster Card Game - Ver. WonderSwan Color is a 2002 Bandai card battle game for the WonderSwan Color that never left Japan. It's built around the Digimon Card Game of that era, with the Digimon Tamers cast (plus guests from Adventure and 02). You meet Takato, Rika, Henry and the others around town and in the Digital World, battle them in card tournaments, collect 211 cards and build your own decks.

This patch translates it into English.

Download: FILE v 0.9.2

What's translated

  • The whole story mode (about 800 text boxes), with a new variable-width font.
  • Every card: names, attacks, special/support ability texts, option card effects, and the Digimon profiles in the gallery.
  • The tutorial (9 lessons), the in-battle help bar and prompts, and the speech bubbles of all 14 opponents.
  • Battle screens: phase banners, turn order, card panels (level, type, attribute, option category and timing), the info bar, the guard bar and digivolve overlays.
  • All menus: Deck Edit, Auto Edit, Copy/Rename/Delete Deck, Card Gallery, Card Install, Options, and the Network screens (Net Battle, Card Trade, Recipe Trade).
  • Graphics with Japanese text, redrawn by hand: screen headers, the big card name graphics, type/attribute labels, map plates, deck view labels and every popup.
  • The name entry keyboard now opens on the ABC page.

Names follow the English dub (Takato, Rika, Henry, T.K., Davis, Gallantmon, Beelzemon, MegaGargomon, Omnimon...). Attack names come from the dubs, or from official Bandai English sources for moves that never appeared in a dub. Digimon types use the official Digimon Reference Book names (Beast Man, Holy Knight, Little Devil, Wizard...).

Images (original on the left, English on the right)

Main menu

Story dialogue

Tutorial

Battle: option card panel and info bar

Card view

Option card view

Deck Edit

Card Gallery with the collection panel

Auto Edit

Net Battle screen

Known issues

  • Names you type yourself use the game's original font, so they look a bit wider than the rest of the English text.
  • Net Battle, Card Trade and Recipe Trade need two systems and a link cable. The screens and messages are translated, but I couldn't test a real link.
  • It hasn't been played start to finish on real hardware yet. If you find leftover Japanese, overflowing text or a crash, tell me where it happened (a save state helps a lot).

Technical notes (for the curious)

  • Most UI text boxes only have room for a few 8x8 tiles, so the small text uses a new "pair" font: two 3x7 letters per tile, hooked into the game's own text renderers.
  • The dialogue uses a new VWF renderer; the script was rebuilt with dictionary compression and moved to free ROM space.
  • Graphic text was redrawn tile by tile. Where Japanese glyph tiles were shared between screens, the maps were re-pointed to freed tiles, and a few tile blocks were extended so they load extra tiles.

Translation and hacking: This was done by AI only (Claude). Feedback and bug reports are very welcome!

IMAGE CAPTIONS (Reddit gallery):

00_main_menu.png - Main menu.

01_story_dialogue.png - Story mode dialogue, original vs English.

02_tutorial.png - Tutorial lessons with the card explained piece by piece.

03_battle_card_info.png - Battle: option card panel (category, timing) and the info bar.

04_card_view.png - Card view: name, level, type and attribute.

05_option_card_view.png - Option card view with its effect text.

06_deck_edit.png - Deck Edit with the redrawn labels.

07_card_gallery.png - Card Gallery and the collection panel.

08_auto_edit.png - Auto Edit builds a deck around the card you pick.

09_net_battle.png - Net Battle versus screen.

__________________________________________

New in v0.9.2

  • The marks over the cards in your hand during a battle are now all in English. Five were still in Japanese: REQ (the card can be used as a digivolve requirement), SPCL (a special ability can be used), SUPP (support ability), DIGI (the Digimon can digivolve) and SUMN (the card can be summoned from your hand). Thanks to u/Inevitable_Price_316 who reported it.

Changes in v0.9.1

  • Card name graphics that differ from the card's list name are now translated from the graphic itself: "Ultimate Clash!!" (the Japanese graphic says "clash"; it showed "Ultimate Secret Art!!", the list name of the same card, which stays as it was) and "Ultimate Connection!!" (the "!!" of the Japanese graphic was missing).
  • All card texts about a Digimon's lifespan, the end of a turn or phase, Power bonuses and losing a battle were checked again against the Japanese, after a few kanji had been misread by our extraction tools. They were already right, so no text changed.

How to patch

Apply the .bps patch to the original Japanese ROM: Digital Monster Card Game - Ver. WonderSwan Color

CRC32 1E760C41

Result CRC32: 86F9B687

Tools: Floating IPS (flips), beat, or any online BPS patcher (e.g. ROM Patcher JS).

The game is WonderSwan Color only (keep the .wsc extension). You must provide your own copy of the original Japanese game to apply it.


r/WonderSwan • • 14d ago

[Release] SD Gundam: Operation U.C. (WonderSwan Color) - English translation patch v0.9

Thumbnail
gallery
26 Upvotes

SD Gundam: Operation U.C. is a 2002 Bandai game for the WonderSwan Color that never left Japan. You play through the Universal Century with super-deformed mobile suits, across four story parts (Mobile Suit Gundam, Zeta Gundam, Gundam ZZ and Char's Counterattack) and 34 stages. There are 108 units, plus VS and Survival modes.

This patch translates it into English.

Download: FILE new 0.9.2 release

What's translated

  • Story: all 39 story pages of the four parts, drawn by a new renderer with a variable-width font. Names stay highlighted in orange like in the original.
  • Stage title cards: all 34 episode titles ("Atmospheric Entry", "Garma Strikes Out", "A Cosmic Glow", "Space Fortress A Baoa Qu"...), redrawn in the original gradient style.
  • Menus: Mode Select (U.C. Mode, Continue, VS. Mode, Survival Mode, G Generation Pocket), the U.C. Mode series and play modes, VS/Survival headers, Stage Select (Land / Air / Space / Water) and Player 1 / Player 2 / Computer select.
  • All 108 unit names and the series lists.
  • The Continue? Yes/No screen, the G Generation Pocket link messages, and the unlock screens ("A new mode was added!", "A new unit was added!", CONGRATULATIONS!).
  • The title screen copyright line.

Images (original on the left, English on the right)

  1. Title screen
  2. Story text
  3. Stage title card
  4. Mode Select
  5. U.C. Mode
  6. Stage Select
  7. Unit select
  8. Continue
  9. G Generation Pocket
  10. Unlock screen

Known issues

  • Unit names use a one-character-per-tile font, so a few long names are abbreviated (e.g. "Matsunaga Zaku", "Jagd Doga (Q)", "Hyaku Shiki(Q)").
  • The small katakana line under the title logo is just the Japanese reading of "SD GUNDAM OPERATION U.C." and is part of the logo, so I left it.
  • The staff roll and the in-battle HUD were already in English.
  • It hasn't been played start to finish on real hardware yet. If you find a broken screen or a crash, tell me where it happened (a save state helps a lot).

Technical notes (for the curious)

  • The story used pre-rendered Japanese 8x16 font sheets. The page drawing routine is replaced by one that renders the English text into the text tiles at run time.
  • Title cards: the original map entries now point to new maps in free ROM, and a small hook DMAs each title's own tiles before the map is drawn.
  • Menus: the Japanese glyph tiles in the menu tile sheet were replaced by English letters, and every label map was rewritten.

Translation and hacking: This was done by AI only (Claude). Feedback and bug reports are very welcome!

IMAGE CAPTIONS (Reddit gallery):

01_title_screen.png - Title screen with the translated copyright line.
02_story_text.png - Story pages, now with a variable-width font.
03_stage_title_card.png - One of the 34 redrawn stage title cards.
04_mode_select.png - Mode Select.
05_uc_mode.png - U.C. Mode series and play modes.
06_stage_select.png - Stage Select.
07_unit_select.png - Unit select, with all 108 unit names.
08_continue.png - Continue screen.
09_g_generation_pocket.png - G Generation Pocket link screen.
10_unlock_screen.png - Unlock screen.

SD Gundam – Operation U.C. English Patch v0.9.1

Unit names

Every unit name was checked again, one by one, against the Japanese name and the official English name.

  • Old Zaku → Zaku I
  • Bolinoak Samahn → Bolinoak Sammahn
  • Qubeley2 (Ple) / (Ple2) → Qubeley II (Ple) / (Ple Two)
  • Dwadge / Dwadge Custom → Dowadge / Dowadge Custom
  • Schuzrum-Dias → Schuzrum Dias
  • R-Gelgu → Regelgu
  • Gazu-L / Gazu-R → Gaz-L / Gaz-R
  • Graublo → Grublo
  • Bound-Doc (G/R/J) → Baund Doc (Gates / Rosamia / Jerid)
  • Gundam G3 → G-3 Gundam
  • Hyaku Shiki(Q)/(B) → Hyaku Shiki (Q) / (B) (spacing only) Names longer than 15 characters are shortened on screen, because the unit select screen only fits 15 (e.g. "BolinoakSammahn", "QubeleyII(Ple2)").

Stage titles

  • "Garma Strikes Out" → "Garma Strikes!"
  • Zeta Gundam, last stage (宇宙を駆ける) → "Beyond the Stars", the official English title of the final Zeta Gundam episode

Checks

  • The unit order was compared slot by slot with the Japanese ROM. Every slot shows the same unit and portrait as the original, and no unit was reassigned.

______________________________________

Changes in v0.9.2

  • G Generation Pocket screen: the message now says "Press the A button" like the Japanese text (v0.9.1 showed a triangle button).
  • Stage titles "Destiny" and "The Purge" (Char's Counterattack) are drawn in silver like the original cards, instead of orange.
  • The four series logos on the U.C. Mode screen are translated ("MOBILE SUIT" instead of the Japanese lettering, "GUNDAM" and "CHAR'S COUNTERATTACK"), keeping the original artwork and colours.

How to patch

Apply the .bps patch to the original Japanese ROM:
SD Gundam - Operation U.C.
CRC32 F0ACDA5C
Result CRC32: 62C6550A
Tools: Floating IPS (flips), beat, or any online BPS patcher (e.g. ROM Patcher JS).
The game is WonderSwan Color only (keep the .wsc extension). You must provide your own copy of the original Japanese game to apply it.


r/WonderSwan • • 15d ago

[Release] Detective Conan: Yuugure no Koujo (WonderSwan Color) - English translation patch v0.9.2 by Claude

Thumbnail
gallery
37 Upvotes

Meitantei Conan: Yuugure no Koujo ("Princess of Twilight") is a 2001 Bandai adventure game for the WonderSwan Color that never left Japan. You play as Conan with the Detective Boys, collect clues in the Detective Note, test theories with the O-X Tool, and there is also the "Conan Notebook", a small organizer with a calendar, friend profiles and a school timetable.

This patch translates it into English.

Download: FILE v 0.9.6

What's translated

  • The whole script: story, all scenarios, the Puzzle Club logic puzzles, GRAY CAT / data-link chats, credits. It uses a variable-width font.
  • Detective Note, testimonies/hints, O-X Tool clues, item boxes, map location names, menus, save/erase dialogs, character database, card fortunes.
  • Title screen: the logo and subtitle are redrawn in English.
  • Name entry and registration: the labels and buttons are graphics, so I redrew them by hand. The keyboard now opens in ABC mode. Names typed in capitals show up in normal case in the story ("CONAN" becomes "Conan").
  • Conan Notebook: I redrew the menu labels, the JAN-DEC month plates, weekdays, buttons, the Stamp Select window, Friend Data, Timetable and Favorites pages in the original palettes.
  • The tutorial "A Detective's First Steps" (18 pages) and the FILE SELECT header are redrawn in English.
  • The default cast and profiles are romanized.

Images

  1. Story screenshots
  2. Dialogue before/after
  3. Name entry and registration, Japanese vs English
  4. Conan Notebook: calendar, day page, stamps
  5. Conan Notebook: friend data and timetable
  6. Close-up of the hand-redrawn tile graphics
  7. Main menu, Haibara's Room and the Detective Note

Known issues

  • A few graphics are still in Japanese: the title logo, the "Icon Select" window title in Haibara's Room, and maybe some screens of the Conan Dictionary / fortune features, which unlock later and I haven't reached yet.
  • It hasn't been played start to finish on real hardware yet. If you find a broken line, overflowing text or a crash, tell me where it happened (a save state helps a lot).

Technical notes (for the curious)

  • The game has two text engines. The main script uses a new VWF renderer hooked into the original typewriter. The notebook/registration module uses a second fixed-width renderer, which got a hook that draws two 6 px English letters per 12 px cell.
  • Strings that didn't fit got relocated, with their pointer tables patched.
  • Graphic text was redrawn tile by tile. Where a Japanese glyph tile was shared between two words, spare tiles are loaded by a small hook or a map cell is re-pointed.

How v0.9.6 was made

  • Claude translated the game directly from the Japanese text of the WonderSwan Color ROM (it is a new translation, not taken from any other source) and did all the hacking: text engine hooks, font, redrawn graphics.
  • ChatGPT then reviewed every line against the Japanese for meaning, tone and the Detective Conan style, following a style guide built from official English material (see Sources).
  • Claude double-checked each of ChatGPT's proposals against the Japanese and the size of the text boxes: the right ones were applied, the others rejected with a reason, and the doubtful ones were decided by me.
  • Names follow the original Japanese (Ran, Kogoro Mouri, Professor Agasa, Beika, Detective Boys...), as in the official Detective Conan subtitles, not the Case Closed localization.

Sources

  • Japanese text: the WonderSwan Color ROM itself; all the English was written from it.
  • Official English Detective Conan material, used for names, character voices and catchphrases: TMS Entertainment - Detective Conan, Crunchyroll - Detective Conan, VIZ Media - Case Closed (for characterization only, not for names).
  • Character references consulted: Detective Conan World wiki (Conan Edogawa, Kogoro Mouri, Ai Haibara, Heiji Hattori, Kazuha Toyama, Sonoko Suzuki, Juzo Megure).
  • Fonts: Shinonome bitmap font (public domain) for the English text, X11 bitmap fonts (5x8, 7x13B, 9x15B, clean) for the redrawn graphics, Noto Sans CJK for the letters of the title logo.

________________________________

New in v0.9.6

  • Translation review: every line (7,863 unique lines) was checked again against the Japanese. About 40 lines were corrected for meaning, character voice and franchise terms. Conan now always calls Kogoro "Uncle", Shiratori is an Inspector, the catchphrase is "One truth prevails!", and a few Detective Note clues and Notebook quizzes are more precise.
  • New debug version: the developers' hidden debug menu is still in the game and is now reachable (see below).

Two versions: the normal patch, and a debug patch that also opens the developers' hidden debug menu: choose Haibara's Room on the title menu, then close "Oh, Kudo. Welcome." with A while holding B. It switches story flags on and off (scenario files, Puzzle Club puzzles). Use it at your own risk, it can break your save.

New in v0.9.5

  • Registration screen: the gender value (MALE / FEMALE) is now centred in its box.

New in v0.9.4

  • The tutorial "A Detective's First Steps" is now in English: all 18 pages of the Scenario Guide and the O-X Tool Guide were redrawn, with their text, boxes and labels, and the example O-X grid (SCHOOL, PARK, PIER, TOWER / UPSET, BENCH, TEARY, MUTTER).
  • The FILE SELECT header of the scenario file screen is translated.

New in v0.9.3

  • Title screen translated: the logo now reads DETECTIVE CONAN, redrawn in the style of the original (red letters with a white rim, yellow DETECTIVE), with the subtitle "Yuugure no Koujo". The rest of the title screen works as before.
  • Haibara's Room: the "Icon Select" window title is translated.
  • Main menu: "Conan Notebook" is now "Notebook", so the three entries fit inside the menu window instead of touching the brick wall.

New in v0.9.2

  • Conan Notebook (organizer) graphics translated: notebook menu labels (CALENDAR, FRIENDS, TIMETABLE, BACK, DICTIONARY, FORTUNE), calendar month plates (JAN-DEC), weekdays, STAMP / ERASE / BACK buttons, the day page date (shown as month / day), the STAMP SELECT window, FRIEND DATA (MY DATA, FRIENDS' DATA, NEW, ERASE), the TIMETABLE screen, and the second registration page (FAVORITES: FOOD, STAR, COLOR, SPORT, NICKNAME, PREV).
  • Fixed a v0.9.1 bug that garbled the stamp-select window of the calendar.

How to patch

Apply the .bps patch to the original Japanese dumped ROM: Meitantei Conan - Yuugure no Koujo CRC32 9F6E3F8D, Result CRC32: 4F300B1A Tools: Floating IPS (flips), beat, or any online BPS patcher (e.g. ROM Patcher JS). Play it in WonderSwan COLOR mode (keep the .wsc extension): the graphics fixes are for the colour hardware only. You must provide your own copy of the original Japanese game to apply it.


r/WonderSwan • • 14d ago

AI vs. Human ROM Translation: I had Claude analyze Rockman EXE WS (WonderSwan) – AI v0.9 vs. Greiga Master! 🤖⚔️🧑‍💻

Thumbnail
gallery
0 Upvotes

I’ve been doing some experiments with AI-assisted ROM translations for the WonderSwan and decided to put the AI to the test. I asked Claude to generate a detailed comparison report between its own AI-generated translation and a high-quality human translation.

I fed Claude three versions of the Rockman EXE WS ROM:

  1. The original Japanese ROM
  2. An AI-translated ROM (v0.9, generated by Claude)
  3. The well-known human translation patch by Greiga Master

To keep the analysis strict and focused on technical ROM hacking aspects (like tile graphics and text constraints), I used this exact prompt:

"You must now compare the three attached ROMs. One is the original Japanese, one is the v0.9 you just translated, and the other is a human-translated ROM by Greiga Master. Create a report comparing both translations, detailing:

Do not invent anything if you don't know or can't do it."

Here is the report Claude generated in .pdf


r/WonderSwan • • 16d ago

Wild Card, a card based RPG from Square, now translated into English

Thumbnail
gallery
104 Upvotes

This has been a much trickier localisation effort than the translations I did for Terrors 1 and Terrors 2 so bare with me, think of this as something of a beta, but it should be entirely playable. Feel free to report back any bugs or assets that I missed in translation.

https://gofile.io/d/bDcT98XE

Below is as concise a primer for the game as I could manage (as you can see it is a little unintuitive at first as there is no tutorial) but trust me it's pretty simple and very fun once it clicks.

Wild Card has no traditional linear story, instead you create a story as you play. The game begins with a storyteller preserving old tales that are gradually being forgotten, including a story about a mysterious light seen flying toward the edge of the world. You take the role of one of the people within that tale, gathering companions and following "rumours" that serve kind of like missions, where you go about rescuing people, investigating strange events, hunting monsters or finding treasures. Gradually these form your character’s own version of the legend.

Wild Card is an RPG presented entirely through cards, not a traditional card battling game. Characters, places, enemies, items and actions all appear as cards. After starting a new game you begin with a personality quiz, answering questions to create your protagonist. After this, watch the brief opening scene, save, then choose your starting zone: Preparation is Key in the Royal Capital of Lydia or Time for a Break in Old City Soussa.

The controls are pretty simple: A is confirm/select, B is cancel or opens the Wild Card menu, and Y is the pause/menu. D-pad on the right does your D-pad things.

You'll see that along with various straightforward cards relating to movements and interacting with the world, there are magical spell and combat cards. The game is pretty open ended, so you can use these outside of typical battles. The game does not restrict attack cards to combat. During exploration you can use a character’s attack or skill on the card currently in front of you, for example attacking a Boulder can destroy it. And yes: you can use magic and combat skills on friendly town NPCs. The game interprets that literally as attacking the person. They become angry, and doing this lowers your character’s Love stat, which represents empathy and influences things such as character recruitment and healing-related abilities.

In town, B is your most important button. It opens three permanent cards: Move leaves the area, Look Around reveals people or objects and Action interacts with them. In a tavern for example, use B (to view your cards) → Look Around → A to reveal NPCs, then B → Action → A to talk to someone. You can recruit useful characters when offered and speak to NPCs to progress the story. If someone tells you about monsters, treasure or a location, choose to believe their rumour to receive its Scenario Card.

Scenarios are short expeditions with a goal and limited time. Select route cards with A to move between areas, then use Look Around to reveal enemies, treasure and events. Use Examine on unfamiliar objects; it may tell you that a chest needs Open Lock, a trap needs Disarm Trap or an obstacle must be attacked etc. The deck icon at the upper left shows your remaining time, so explore, but don't search endlessly.

Combat works like a compact RPG battle. Select a character, choose an attack (Art, Magic or Skill card) then select the enemy; the resulting roll is compared with its Defense. When enemies attack, choose which party member takes the hit, favouring high Physical or Magic Defense as appropriate. Many character cards have limited uses during a Scenario, so save stronger attacks for dangerous enemies. Finish the objective to earn Card Points, which buy new abilities and cards. From there, the game’s rhythm is simply town → rumours → Scenario → explore/fight → earn cards → return to town.

Enjoy everyone!


r/WonderSwan • • 15d ago

TERRORS (WonderSwan) — Spanish & English fan translation, v1.0 released

Thumbnail
gallery
31 Upvotes

TERRORS (WonderSwan) — Spanish & English fan translation, v1.0 released

After a long stretch of work, the TERRORS translation patch is finally out — full game, both languages, fully playable.

Full coverage, both languages

All six stories (H1-H6) are fully translated, in both Spanish and English, including every ending:

H1 - 幽霊民宿 (Ghost Inn): 5 endings

H2 - 愛しき友 (Dear Friend): 6 endings

H3 - 小さなお化け屋敷 (Tiny Haunted House): 11 endings

H4 - きしむ音 (Creaking Sound): 11 endings

H5 - マザーテーブル (Mother Table): 10 endings

H6 - 最終章 (Final Scenario, unlocked after clearing H1-H5): 4 endings

That's 47 endings total across the six stories.

Known issues

The options/pause menu is not translated and still shows Japanese text.

After opening the pause menu and returning to the game, the current screen shows untranslated text until the next page.

A few translated question screens show a leftover kanji from the original text after the translated options (cosmetic only).

With this many endings and routes, not every route has been re-tested after every change; some typos or inconsistencies may remain.

Downloads

Spanish: https://www.romhacking.net/translations/7769/

English: https://www.romhacking.net/translations/7771/

Source

Build scripts, translation CSVs, fonts and the original Japanese script (extracted directly from the ROM, for anyone who wants to translate the game into another language) are on GitHub: https://github.com/Secabel/TerrorsWonderSwan

Happy to answer questions about the translation or the technical side of the hack.


r/WonderSwan • • 17d ago

My Bandai ride or die 🥰

Post image
36 Upvotes

Yes it’s a very banged up pair of Wonderswan and Tamagotchi Paradise but I really love them so much.

I still need to get an IPS screen for the Wonderswan but my purse really feels incomplete without them 🥰


r/WonderSwan • • 17d ago

Terrors 1 & 2 in English - enjoy

Post image
78 Upvotes

I posted my English translation of Terrors a few months ago. Sadly, shortly after I had some serious health problems and was unable to keep working on Terrors 2 as I promised, and the download link for the first game expired.

Thankfully my health is now back on track and I just finished the English translation of Terrors 2. You can find both files below:

Terrors 1: https://gofile.io/d/mCt4CRYt

Terrors 2: https://gofile.io/d/bjDpn9c0

I can't afford a Nileswan right now so please let me know if any issues running on OG hardware.


r/WonderSwan • • 18d ago

My wonderswan color

Thumbnail
gallery
47 Upvotes

I bought him from japan using sendico service. Only thing it needs is a new polarizer filter.


r/WonderSwan • • 19d ago

Is this WonderSwan LCD fucked?

Post image
3 Upvotes

I’m trying to repair an original WonderSwan. It powers on and has sound, but there’s no image.

I suspected the polarizer was badly deteriorated, so I started removing the material around the edges. However, I can’t peel the whole layer off in one piece like I’ve seen in YouTube tutorials. It just seems to break apart around the edges.

The LCD now looks like this.

Is the original polarizer still on the LCD, or have I accidentally damaged the actual LCD panel?


r/WonderSwan • • 20d ago

Nileswan compatibility

5 Upvotes

Hey, I'm thinking about grabbing a Nileswan in the next batch. But I can't find a game compatibility list.

Is there a list out there of know incompatible games or partially compatible ?

Thx


r/WonderSwan • • 22d ago

Wonderswan repairs - SwanCrystal and Color

Thumbnail
youtu.be
15 Upvotes

I managed to put together another video repairing a couple of auction items I got from Japan. 3 seperate purchases to try to save on shipping. A SwanCrystal with a potential issue, an untested Wonderswan Color, as well as a 10 game bundle of carts I grabbed.

It's a long video but there's a couple of interesting bits regarding the repair, some use of logic analysers, some oscilloscope stuff, chip replacement, a little bit of testing regarding the buttons and a bit of a DIY button hack.


r/WonderSwan • • 24d ago

I need a recap?

5 Upvotes

What are the symptoms of a broken capacitor and how it affects the wsc behaviour?