taskforce wrote:
There isn't a completed version out there per se, but all the files that our work is based on (including the original full English script) are out there for anyone to access over at RHDN and use for their own version. This is an abandoned project picked up over at the RHDN abandoned projects section and all the original material including the translation are there to be viewed by anyone willing to look them up.
I assume it even included a somewhat playable rom that just wasn't playable to completion, or had some serious bugs along the way. Either way, yes the script is out there for everyone to view but no there is not a working fully playable game released at this time.
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Dai Kaijuu Monogatari Near Completion DaMarsMan
This is an almost complete translation of Dai Kaijuu Monogatari for SNES. It's a follow up of byuu's work and contains a nearly complete script and item translation by 'Gerb' (DQ5 PS2 fame). It's so close but the technical aspect has gone beyond my (DaMarsMan) capabilities. Please finish it and give credit where credit is due!
Dai Kaijuu Monogatari Work byuu
This archive contains all the script, font, and VWF hacks and more. Basically, byuu had hacked Dai Kai mostly to completion but never found a suitable translator and no longer has time for the project. Please read the included readme for more details and licensing wishes from byuu himself.
This is the work (minus the complete rehacking which was done by Bongo`) which ours is based on (script included). This work is out there for everyone to check out who wishes to do so. I hope that clears up everything for everyone. I thought we had made this clear before, sorry if we didn't.
It's not a biggie, but now I understand where I got the notion of comparability between our SSMS-I and previous work. It was mainly the files we started working from. But like Bongo` said once, he ended up coding an entirely new insertion framework. I followed suit, of course, and used those open source SSMS-I story files only as a guideline. Some were well developed. Other parts were rough-translated and rough-formatted, and a few were not even dumped. let alone rough-inserted. Still, the spirit and tone of the game developed by DaMarsMan and Gerb are woven into the current reading of SSMS-I. In fact, I've continued this same tone into SSMS-II (words such as "cutie", "doggie", and "li'l".)
But getting back to the original coordination Draken re-introduced, I'm still inclined to finish both games before releasing one or both, obviously, SSMS-I first.
And for the first time I'll report that I have a volunteer who will (time permitting) help me standardize the two game stories and naming conventions. In fact, he may be playing a chapter in SSMS-II as I type. I want to wait until I see if he has time to do this for us before I reveal his name and ask him to join the project officially as an SSMS-II production team member. Naturally, his role would need to be signed off on by everyone - including himself . However, his function in SSMS-I would be that of standardization, as well as the final beta tester. In SSMS-II, he's helping me with anything he sees, including fixing strings I haven't triggered and anything else I missed.