== PRISM LAND STORY TRANSLATION INJECTION PATCH == by rari_teh INTRODUCTION Prism Land Story is a game that, unbelievably, was released five times over the course of six years: • Prism Land Story, published by Dcruise, 1998, JP • Prism Land Story, Midas, 2000, Europe • Action Puzzle: Prism Land, Hect, 2000, JP • Sorcerer’s Maze, XS Games, 2003, US • Sorcerer’s Maze, XS Games, 2003, Europe The Midas version was a lazy PAL conversion of the original Dcruise release, with a utilitarian translation tacked onto the game on badly anti- aliased Comic Sans. This being Midas Interactive, however, they had to cock up something major, and in this case it was the removal of Memory Card support, even though they went to the lengths of translating virtually all the save menus. The Hect version was just a budget label rerelease under a new publisher, with the rather pretty menu art swapped out for a bland background that ties in with the Honkakuha de ¥1,300 Series visual branding. Sorcerer’s Maze is a completely different story. Based on the Hect version for some reason, the game underwent the then all-too-common process of deanimeization, with blander, Western-style art substituting part of the assets and producing a rather jarring mixture of art styles, and the entire storyline was literally blanked out. Like Midas before them, XS also somehow found it a good idea to remove Memory Card support, this time not even bothering to translate the unused assets. Even though the Midas version is a lazy PAL conversion, it is the less-unideal official English version, although very hampered by the lack of ability of saving progress on a game that was definitely not meant to be played in a single sitting. This patch aims to remedy this problem by injecting Midas’ translated assets back into the game’s original release by Dcruise. TECHNICAL PROCESS Fortunately, Prism Land Story was made in a very simple way, with every visual element – text and art alike – being composed of bare, uncompressed TIM images. It was just a matter of swapping files out and editing the copyright line. For some reason, when Midas translated the save/ load prompts, they inverted the order of all but one of the images (maybe they axed the function because they were too lazy to figure out why the text didn’t make sense…?). Since they all have the same properties, it was once again just a matter of swapping files around. They also left untranslated a data read error message, which I translated myself. Transplanting Midas’ translation like that left behind one bug, however: even though everything in this game is constructed out of images and there’s plenty of space to spare, the Japanese developers found it suitable to reuse the kana long vowel mark from the word ワールド’s texture as the dash that separates the world and level numbers. When Midas translated the game, they had to move the dash to an empty part of the TIM and then move the pointer accordingly. Because of this discrepancy, the level start screens now read “WORLD 1OF1” instead of “WORLD 1–1” – the F being actually a cut-down R from WORLD. With the help of some very patient people at the RHDN Forums, I managed to hunt down that variable and change it so that the level indicator looks right again. Shoutouts to Nezz for making v1.1 possible =) CHECKSUMS Database: Redump Filename: Prism Land Story (Japan).bin Original CRC32: 1683FC76 Original MD5: 66111e6cc2c482e78212e709b4fc98f9 Patched CRC32: C5761443 Patched MD5: 6dd571d4596755ad603002ba16372f30 Patch v1.1 | 2024-04-04