Phantasy Star Generation:1 English translation project

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Re: Phantasy Star Generation:1 English translation project

Postby Noah89 » Sun Jan 14, 2024 11:26 am

Greeting Dezorians!

I can't seem to get the Phantasy Star Generation:1 English translation to work without the graphical glitch and I'm here to get some help (if that's possible?)

I'm using a back-compat PS3 and I have the original disc image and I have the Lutz Edition XDelta patch (version 2.10).
I faced some issues straight away. I notice that the original disc image is a CD not a DVD and the patch is made for a DVD.
There's no way I know of converting a CD image to a DVD image without corrupting it.
So, I'll just stop there.

But if there's anyone out there who has managed to patch this game to play on original hardware (not OPL) please let me know by replying here.
I will check back every now and then.
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Re: Phantasy Star Generation:1 English translation project

Postby pcaudill » Tue May 07, 2024 3:42 am

i can't get 1 and two to work on my ps2 with opl and hhd? they won't even show up on the game list! i hope you can find out what 's wrong and fix it.
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Re: Phantasy Star Generation:1 English translation project

Postby Hyperbog » Sun Jun 02, 2024 10:12 pm

Hey folks. Not sure if this was already available, but I made a spreadsheet with all of the item codes that correspond with every item in PS1 Gen 1 2.10 Lutz Edition. Don't know if it matters if it's not, but I have several items I can't match to the PS Cave Items list and some of which aren't even listed. I'm sure it's also known the PS Cave items list doesn't match the naming scheme of the translation.

Here's the spreadsheet:

https://docs.google.com/spreadsheets/d/ ... p=drivesdk

The Unknowns are to the far right along with the memory address for Alisa's inventory slots. I used PCSX2 to edit the memory addresses. You just have to exit the inventory menu then re-enter to see the changes. Some I suspect what they are, but I want to be sure. I copied the PS Cave Japenese and English names for continuity. I'd also like to fill in the Japenese for the items I couldn't match. Or if someone wants editing access feel free to update the spreadsheet.
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Re: Phantasy Star Generation:1 English translation project

Postby Missagh » Sun May 25, 2025 8:58 pm

A full English retranslation of Phantasy Star Generation 1 has been released today, on the birthday of Alis Landale!

Version 3.0:
https://www.pscave.com/psg1/download/
-- Missagh Alami, webmaster of Phantasy Star Cave.
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Re: Phantasy Star Generation:1 English translation project

Postby SaVol » Mon May 26, 2025 6:12 am

I have the Noah edition and can't apply the patch for the update? Can anyone help
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Re: Phantasy Star Generation:1 English translation project

Postby FlamePurge » Mon May 26, 2025 7:51 am

SaVol wrote:I have the Noah edition and can't apply the patch for the update? Can anyone help

Hi SaVol,

Per the documentation, you need to apply v3.00 to the original, unmodified Japanese version of the game in BIN/CUE format. :) It will not work with any of the previously patched versions of the game.

---

Entirely unrelated, but Misa asked me to write a patching tutorial just in case someone needed it.

1. Procure a BIN/CUE format image of the Japanese game.

2. Download the patch archive.

3. Download xdelta UI. https://www.romhacking.net/utilities/598/

4. Open xdelta UI.

5. Under the "Patch" field, click "Open..." and navigate to PhantasyStarG1_T-Eng_v300.xdelta.

6. Under the "Source file" field, click "Open..." and navigate to the BIN of your game image.

7. Under the "Output file" field, click "..." and navigate to the folder you want your patched BIN.

8. Write a name for your patched BIN; I suggest ensuring it matches the name of your Japanese image's CUE.

9. Click "Patch"

10. Optionally, if you want 2x EXP: repeat steps 5-9, but choose to apply the 2x EXP patch at step 5, and the English patched BIN at step 6.
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Re: Phantasy Star Generation:1 English translation project

Postby FlamePurge » Sat Aug 02, 2025 4:02 pm

Phantasy Star Generation:1 Translated English v3.01 released Aug 1 '25.

https://pscave.com/psg1/download/
Go to Download Patches -> "Phantasy Star Generation:1 xdelta patch (version 3.01) - 1 Aug 2025"

Apply this to an unaltered Japanese BIN file (as part of a a BIN/CUE set).

- Fixed a bug wherein the credits would not fade from sepia to color and allow the player to make a Clear Game Save. IF YOU INTEND TO ATTEMPT PSGEN2'S CLEAR GAME QUEST, PLEASE UPDATE PSGEN1 TO v3.01, SPEAK TO THE GOVERNOR-GENERAL, AND WATCH THE CREDITS AGAIN!
- Corrected a few line breaks.
- Corrected directions to Sopia in NPC Cuatro's dialogue.
- Fixed several sentences with missing words.
- Changed Motavian Criminal to Motavian Outlaw to minimize enemy name label overlaps.

Further, the documentation has been further updated: addresses Kyence's and my use of MTL software, includes older versions' names for lore terms in the Liner Notes, and features more hints and a restructured Hints File.
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Re: Phantasy Star Generation:1 English translation project

Postby Paladin356 » Sun May 10, 2026 5:43 am

pcaudill wrote:i can't get 1 and two to work on my ps2 with opl and hhd? they won't even show up on the game list! i hope you can find out what 's wrong and fix it.


Are they ISOs or BIN files? Cause they wont show up as a BIN file. If you use OPL manager you can change them into ISO files and they will show up.
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German translation of PSGEN1 — asking for Algoring or format

Postby Karlhungus » Wed Sep 02, 2026 10:47 am

Hi everyone,

first off, thank you to FlamePurge, tryphon, mziab, Kyence and Blaw- for a
decade of work on this game. v3.03 is the reason I want to do this at all.

I'm Marcel, from Germany, and I've started on a German translation of
Phantasy Star Generation:1. Two things up front before I ask for anything.

1) It would be based on FlamePurge's English v3.03 script, not a fresh
translation from Japanese. My Japanese isn't good enough, and the v3.03
script reads far better than anything I could manage from the raw text
anyway. Everyone in the v3.03 readme would be credited in mine, and it
would be a free, non-commercial xdelta patch like yours. FlamePurge — if
you'd rather I didn't build on your script, say the word and I'll drop it.
No hard feelings.

2) I did my homework first, so I'm not asking anyone to explain the game
from scratch. Where I am right now, from diffing the clean Japanese
SLPM-62362 against the v3.03 files:

- All .DAT files share one container: u32 block count, then a table of
u32 start sectors (2048 bytes each). Blocks are sector-padded and can
grow — EVENT.DAT goes 100 -> 112 sectors between JP and v3.03.
- Every block starts with "CM" + u32 uncompressed size + u32 compressed
size. MAP.DAT block 0 has the same uncompressed size (263184) in both
versions but 127981 vs 57515 compressed, so that one is the font.
- EVENT.DAT holds the whole script, ~275 KB uncompressed in v3.03.
- English text is stored as ASCII | 0x80 (C1 EC E9 F3 E1 = "Alisa"), with
0x25 as an escape prefix and 0x63 xx tag pairs.
- What I cannot crack is the CM codec. It's clearly LZ — I can point at
individual back-references in the English text, e.g.
"it looks like I'm" [0E 00] "st." where the token expands to " lo" —
but the flag mechanism isn't any of the usual LZSS layouts. I brute
forced the standard permutations and got nothing.

So, the actual questions:

- Any chance of getting a copy of Algoring, ideally the PSGEN1 build
mziab fixed up for v3.00? "Here it is, it's undocumented, good luck"
would make me very happy.
- Failing that: does anyone still have notes on the CM/LZ format, or the
extraction tool CUE wrote? Goldenboy mentioned using it for PSGEN2 back
in 2018. A spec alone would be enough — I can write my own dumper and
injector from that.
- 1Dragoon: you mentioned last November that a PSG2 build of Algoring is
floating around. Could you point me at it? Even the wrong-game version
would tell me a lot about the format.
- Does the font in MAP.DAT block 0 have room for extra glyphs, and does
the VWF width table live in SLPM or in the font block? German needs
a o u with umlauts plus sharp s. Codepoints aren't the problem —
0x80-0x9F and 0xFB-0xFF look unused in the v3.03 text — I just don't
know yet where the widths are stored.

Whatever I end up building, I'll document the format publicly and hand
the tools back to this board, so the next person who wants a French,
Spanish or Italian version doesn't have to start where I did.

Thanks for reading,
Marcel
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