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Phantasy Star English Retranslation v2.2

Phantasy Star is a landmark game for the Sega Master System, first released in Japan on 20th December 1987. This project is an unofficial retranslation/relocalisation based on that first Japanese version, with some enhancements.

For more information and screenshots see https://www.smspower.org/Translations/PhantasyStar-SMS-EN

Changelog (in reverse chronological order):

  • v2.2 released 2021/12/20
    • Phantasy Star 34th anniversary!
    • Fixed a bug with articles for some languages
    • Fixed issue with emulators not supporting cartridge RAM
    • Fixed glitches in enemy name border drawing on some hardware (#63)
    • Fixed some script inconsistencies in English (#61)
    • Added Catalan translation from kusfo
    • Improved the translation tools based on issues found with the Catalan translation
      • More languages are welcome! Contact me if you want to contribute.
    • Ported the build system to GNU Make
  • v2.1 released 2021/01/31
    • added French translation from ichigobankai, Wil76 and Vingazole
    • added Brazilian Portuguese translation from ajkmetiuk
    • fixed some bugs relating to the needs of these translations
    • ported script processing tools to Python
    • widened in-game and narrative script boxes
  • v2.01 released 2020/12/20
    • script improvements:
      • some after-the-deadline changes from Frank Cifaldi
      • tyop correctoins
      • further naming inconsistencies cleared up for all names/locations
    • bugs fixed:
      • occasional temporary glitch in enemy name box on real hardware (#49)
      • script error when you don't have money for shortcake (#47)
      • Myau attack stat at level 30 is corrected - this is a bug in the Japanese version of the game, fixed in the official English translation (#48)
    • added "original names" version with mostly original names for some characters, spells and items
  • v2.00 released 2020/05/25
    • script improvements:
      • script updates from Frank Cifaldi
      • fixed naming inconsistencies in the script, e.g. Dezoris/Dezolis, Roadpass/roadpass/road pass
    • bugs fixed:
      • fixed issue with 10-letter item names in inventory (#2)
      • fixed bug with pluralisation (#5)
      • fixed missing script in Aerocastle Gardens (#3)
      • fixed screen corruption when closing menus (#1)
    • interface improvements:
      • support long enemy names (#9)
      • menus converted to single-spacing, and widened to fit all item names
      • save game names widened (#15)
      • additional save slots enabled (using existing 8KB save RAM) (#16)
      • changed game save handling to menus from title screen (#20)
      • added music test (#18)
      • doubled walking and vehicle speed (#8)
      • added options menu for walking speed, experience and money multipliers (#19)
      • added option to change Alisa's sprite hair colour (#38)
    • technical improvements:
      • rebuilt tools and assembly process, including some C++ modernisation and x64 support
      • optimised space usage to make it easier for further translations (or script improvements) to fit without expanding the ROM
    • new font by DamienG
  • v1.02 released 2008/01/31
    • fixed lockup when you visit Tajim
  • v1.01 released 2007/12/22
    • checksum fixed for play on a real system
    • fixed a bug with the Pause button mod
  • v1.00 released 2007/12/20
    • minor script bugfixes
    • spell menu expansion
    • minor bugfix for sound chip selector
  • v0.91 released 2006/12/22
    • minor script clean-ups
    • checksum fixed
  • v0.90 released 2006/12/20
    • first release

The script was originally based on the Phantasy Star Original Dialogue Version Japanese to English Retranslation by Paul Jensen.

What is Phantasy Star

Phantasy Star is a ground-breaking RPG from 1987. It was the first console RPG released in the US; it was one of the first sci-fi-based RPGs, although has a unique mix of fantasy and sci-fi; and it introduced many concepts to the genre.

It was ground-breakingly large - taking place across three planets, with large, colourful, animated monsters. It was one of the first (and only) games to feature a female protagonist with real characterisation and character development, without resorting to videogaming's female stereotypes.

If you want to learn more about the game, check out some of the web links below.

Contents

The following changes are made to the game engine:

  • Narrative formatting
  • Window expansion
  • Replaced 8x8 font
  • Use of adapting indefinite articles
  • Reworked name entry screen
  • FM/PSG switching
  • Extended save slots names, count and interface
  • "Quality of life" improvements to reduce grinding

Instructions

This patch requires that you download a program that can apply it to a properly dumped ROM-image of the game. "Floating IPS" is recommended for Windows.

The original, unmodified game has the following characteristics:

Size: 512KB (524,288 bytes)

CRC32: 6605D36A

MD5: DFEBC48DFE8165202B7F002D8BAC477B

There is only one known Japanese version of the game. The patch will NOT work with the US/European versions, or any other game on any platform. If you use the BPS patch it will verify that you are using the correct file.

A copier is suggested to obtain your legal backup. Always make sure to have an original backup of your game. And only apply the patch to a clean, unmodified ROM image.

Changes made between version numbers may adversely affect emulator save states. In such event, please use the in-game save feature to gain any new features.

Credits

Z80 Gaiden

  • Core hacking and programming

Maxim

  • Project manager, final hacking/programming

Paul Jensen

  • Script translator, editor

satsu

  • Additional translations

Frank Cifaldi (TheRedEye)

  • Localization and script enhancements

Damien Guard

Special thanks to:

Sega Japan

  • Original publisher, developer, creative content
  • Phantasy Star Gaiden, Phantasy Star 1-4

Team Sonic

  • Shining Force Gaiden: Final Conflict (scripting engine is based on code from this game)

Bock (Omar Cornut)

Ville Helin

  • WLA DX is an excellent assembler and enables a lot of the adaptations for the translation. I hope to see more translation patches with published source using it.

Also thanks to the following for various contributions to item naming, etc.

  • DJ Squarewave
  • TheGZeus
  • idrougge
  • Namida
  • LEADKUN
  • Mia
  • vivify93
  • MandrasX
  • Joe Redifer

Authors' notes

Z80 Gaiden (2004)

Paul Jensen had posted a translated script with a good majority of the lists in 2001-2002. I wasn't aware of its existence until someone mentioned a retranslation project that didn't make fully it to completion yet.

The game proved to be an interesting task - lack of useful padding space. Narrative and items fitting into a mere 15.67 KB. Need patience with this one.

So this project was designed to keep the FM music intact while squeezing in more full item descriptions and textual script content.

Not enough thanks can be directed to Mr. Jensen for his care in posting his retranslation publicly online and keeping it freely accessible for all this time.

This author releases copyright ownership in the patch and produces it under the banner of the original team of Maxim and Paul Jensen: SMS Power!.

Maxim (2006)

This has been a long time coming. When I received the near-complete translation from Z80 Gaiden (who goes by several names and has done amazing work on translations before) I was amazed - it was 90% done. Unfortunately, as the aphorism says,

"The first 90% of the code accounts for the first 90% of the development time. The remaining 10% of the code accounts for the other 90% of the development time."

Over the last 2 years or so I have worked on it on and off, and while I'm fairly confident that I've fixed most of the bugs, it's sadly not been tested as much as I'd like; so I'm committed to keep working on it.

I hope you all enjoy TheRedEye's script changes. We've approached this project with the aim of bringing you the experience of the original Japanese version, but there have been a few minor changes to bring the script alive, rather than do it word-for-word. We'd like to think this is what the original translation should have been, 18 years ago.

It's also a great framework for further (re-)translation into more languages. Please get in touch if you can do some serious work on that. You will need to provide a translator and a Z80 coder.

Maxim (2020)

When I first worked on this, I was quite a lot less experienced. I had not learned much C and thus was using the programs from Z80 Gaiden blindly, and this made it difficult to understand what was going on. However, I've always been the sort of person who needs to understand how things work (that's how I got into Master System development in the first place), and I eventually decided to come back to this project and make a few pointless technical changes - rewriting the support programs in slightly more modern C++, with comments so I can understand them. Along the way I was able to throw away some very verbose code and replace it with much more elegant equivalents thanks to language advances. I realised a lot of the things done in code were possible to do in WLA DX, and often more easily - e.g. inserting new code as assembly instead of hex, mapping text to the game's character codes, and applying patches using labels. This also enabled more use of comments. Furthermore, the original was using the venerable tasm assembler - which is not easy to run on modern 64-bit Windows.

As is often the case, I then got a bit hooked. I strove to remove as much of the original C code as possible - all that's really left is the bitmap decoder and script encoder. Up to this point I was always producing a bit-identical output to the 1.02 release. Then I started to move to mapping out the chunks of code and data which had been replaced, marking them as free space and then letting WLA DX deal with placing the patches and enhancements in the available space. Doing this allowed me to gain confidence in the availability of "free space" for further enhancements. This allowed me to start making some of the improvements (and bug fixes) I'd been thinking of for the last decade or so. (When I said "I'm committed to keep working on it", I didn't give any promises as to when...)

A big thing I wanted to do was deal with the wrapping in menus. The original used two-line menus mainly due to a common hack for katakana-based games - so it can save tiles by putting the diacritics on the row above. The characters "ヒビピ" are somewhat analogous to characters like "eèéêë" in European languages. Placing the modifiers on the row above reduces the number of tiles needed, which is a big deal for Master System games' limited VRAM space. However to swap to single-line menus I'd also need to widen them to make room for the names (many of which were split over two lines in order to fit). This meant dealing with the game's "window RAM buffers", which was a complicated task. I needed to map out every "menu window" that the game ever opens, determine which could be open at the same time, and allocate them all space in memory such that we never use the same space for two things at the same time. This was quite difficult and has a correspondingly large comment in the source explaining it. However, the end result is not only the removal of all unnecessary wrapping, but also a more pleasant experience (I think) as there's less blank black on the screen.

Having sorted all that out, it also meant I could extend the title screen to use menus instead of a black background when leading and saving, and a sound test which is of course a great thing given the game's soundtrack.

As I posted updates online people asked for some "quality of life" improvements - inspired by some of the "official" changes made in the Switch port, to speed up walking, reduce random enemy battles and reduce the amount of grinding for money and experience. This was put inside another menu.

I also got a welcome message from Frank Cifaldi (TheRedEye, also the founder of the Video Game History Foundation) offering to do further script enhancements on top of his script from 2006. This could take advantage of the bigger text boxes to really expand the story. I think you'll find the enhancements really help the story.

I also reached out to DamienG and he came up with an awesome new font. Note that the "AW2284" font is a tweaked version of the font from Phantasy Star IV's English release, with the numbers from Phantasy Star III, as used in the earlier releases of this translation.

Technical notes

The Git history contains many documents written by Z80 Gaiden during his hacking work. These became less relevant later so they are no longer present.

The code is designed to build in a Windows command prompt, with WLA DX and BMP2Tile available. It uses GNU Make for the makefile, and Python for custom tools related to the game.

The custom tools are used to perform certain tasks needed to build the final script:

generate_words

This takes the script (from script.yaml, filtered to the target language) and generates a file listing the most commonly-used words, weighted by length, in descending order. It breaks words on apostrophes, so we can avoid counting "Alisa" and "Alisa's" separately. It then takes this word list and uses it to substitute the common words with a single byte. It generates a TBL file, and assembly code for the word list.

The optimal number of words to substitute this way for a given script is complicated, as substituting more words adds complexity to the next compression steps; but to maximise the script space overall, we should maximise the word count, which means selecting the 164 most common words. (This number could be increased a little, or reduced if we needed more characters.)

It then converts the whole script into encoded data (for the substituted words, the non-substituted letters and some control codes). Next it applies "adaptive Huffman compression" to each script entry - for every byte in the script, we have a Huffman tree for each subsequent byte. This means the individual trees can be quite small (so the encoded tree path is smaller), but there are up to 256 of them.

Finally, it emits the Huffman trees and encoded script data as assembly, and also emits patches for all the locations where the original game references a script entry. Note that the game originally had script entries referenced by index; we instead patch with direct pointers.

menu_creator

The menus themselves are encoded as raw tilemap data. This program takes the UTF-8 text in menus.yaml and converts them to the tilemap data. Note that we use a "16-bit" TBL file for this part, with some extra characters used for the menu borders.

Changing the menu dimensions is far from trivial. In order to act like overlapping windows, the game caches the tilemap data from under each one as it is drawn, and then restores it. This is done using fixed RAM areas, rather than some kind of stack, and these areas need to overlap (due to RAM restrictions), so we need to ensure only windows which are never used at the same time overlap in memory.

bitmap_decode

In order to free up space in the ROM, we re-encode some of the graphics (tile) data with a more efficient (but slower) compression method - namely, the algorithm used in Phantasy Star Gaiden. We first decode the data using bitmap_decode, which puts it into the raw VRAM tile format, and then re-encode it using BMP2Tile.

Note that the PS Gaiden compression yields smaller results than other algorithms like ZX7 and aPLib.

Note also that the original game has two versions of the tile decoder - one for use when VBlanks are disabled (i.e. when loading new scenes) and one for use "in-game" (e.g. for loading enemy tiles). We replace only the first one of these; this allows us to free up enough space while also reducing the number of places we need to re-encode the graphics.

new_graphics

In a few places we insert new graphics - the title screen and fonts. We render these as PNG files and use BMP2Tile to convert to the necessary formats. We also have a duplicate tileset for Alisa with brown hair.

ROM building

Finally we have the assembly file itself, ps1jert.asm. ("Phantasy Star 1 Japanese to English ReTranslation", later simplified to "psrp" (Phantasy Star Retranslation Project)). We use WLA DX as it offers several useful features that avoid us needing to write custom code:

  • We "background" the original ROM, so that we can build a ROM image based on it
  • We then "unbackground" various areas that are either replaced code/data, unused code/data (e.g. there are vestiges of a password system), or just unused areas of ROM.
  • Next we can define some helper macros for various tasks:
    • CopyFromOriginal is useful for where we are moving a chunk of of data to a different location.
    • ROMPosition allows us to set the assembly position in ROM space, useful for patching specific addresses.
    • PatchB and PatchW allow us to patch bytes and words at specific addresses. This is used for many of the generated "patch" files.
    • LoadPagedTiles is used for a repeated pattern of mapping in some tile data and loading t to VRAM.
    • String is used to encode various bits of text in the game (especially the lists). We use WLA DX's .asciitable to help with the mapping to avoid needing another monstrous macro like TextToTilemap.
  • We define some names for various RAM locations used by the game, as well as locations used by the new script engine code (which re-use areas used by the old engine).
  • Next we start defining a mixture of new code and patches to the old code to call into the new code. We use WLA DX's .section syntax to define chunks of code and data and give WLA DX hints about where they need to be placed; this allows it to deal with packing the chunks into the available space for us.
  • Some is marked as overwrite, where we are patching over the original code at the address given.
  • force sections also go exactly where we have said, but these can only be placed if we have also unbackgrounded the space.
  • free sections can go anywhere in the current bank. This is useful for functions or data that are referenced from the same bank.
  • Some data can go literally anywhere as it's always accessed via paging; these are superfree.
  • Note that we relocate and repopulate (using labels and macro) the "SceneDataStruct", in order to map in the majority of our recompressed and relocated graphics data. The tilemaps and palettes are all copied from the original ROM, the latter are relocated too.
  • The name entry screen is patched quite manually, including making data for a screen-specific run-oriented tilemap encoding.
  • For the credits, we inject new credits at the original data location. Note: please do not erase any credits on derived versions.
  • Finally, there are a few original things added to the code...
    1. We fix a bug in the original game where the same text is used in both of the "liar" villages
    2. We add menus to the title screen for our sound and options menus, and the game save management
    3. We remove some of the waits for button presses
    4. We change the main "Idle loop" to use the halt instruction, which allows much more efficient emulation
    5. We replace the game load/delete menus (with awkward yes/no menus and black background) with menus from the title screen
    6. We add in "quality of life" options, and a sound test

Disclaimer

This translation is unofficial and not supported by Sega Japan.

It is provided "as-is" with no warranty.

Any enclosed files are offered at no charge and must be distributed together in original condition.

These files may not be released for commercial sales without explicit authorisation from all parties who own copyright ownership.

Sega Japan, Phantasy Star and Shining Force are registered trademarks of their respective companies.

No breach of copyright is intended with the release of this translation.

Game Credits

TOTAL PLANNING
OSSALE KOHTA (Kotaro Hayashida)

STORY BY
APRIL FOOL

SCENARIO WRITER
OSSALE KOHTA (Kotaro Hayashida)

ASSISTANT COORDINATORS
OTEGAMI CHIE (Chieko Aoki)
GAMER MIKI (Miki Morimoto)

TOTAL DESIGN
PHOEHIX RIE (Rieko Kodama)

MONSTER DESIGN
CHAOTIC KAZ

DESIGN
ROCKHY NAO (Naoto Ohshima)
SADAMORIAN (Koki Sadamori)
MYAU CHOKO (Takako Kawaguchi)
G CHIE
YONESAN (Hitoshi Yoneda)

SOUND
BO (Tokuhiko Uwabo)

SOFT CHECK
WORKS NISHI (Akinori Nishiyama)

ASSISTANT PROGRAMMERS
COM BLUE
M WAKA (Masahiro Wakayama)
ASI

MAIN PROGRAM
MUUUU YUJI (Yuji Naka)

Do you know who some of the other people are? Please get in touch.

Web links

Fan pages:

Official distribution page for this patch:

Source code:

Translation notes

The goal of this translation is to produce a blend between "what the original Japanese version was like" and "what a good localisation would have been in 1987". This means some effort is needed to adapt the intent of the original Japanese more or less literally as needed. As a result, some of the character dialogue is extended beyond what was in the original Japanese, occasionally adding some hints, sometimes adding some extra style to some of the bare-bones dialogue where we are able to extend things beyond the space restrictions that also limited the Japanese script.

Spoilers ahead

Telling you the names of all the things in the game is a kind of spoiler, so don't look here unless you're OK with that.

Characters

Japanese Romaji Sega original translation (in-game) Sega original translation (interpretation) Retranslation Notes
アリサ arisa ALIS Alis Alisa Transliteration. Later games use "Alis" but the "a" is there in the original.
チョウコオネーサン choukoonēsan Choko Oneesan Transliteration
ダモア damoa DAMOR Damor Damoa Transliteration
エスパー esupā ESPAR Espar Esper(s) Transliteration
ゲーマーノ ミキチャン gēmāno mikichan MIKI Miki Gamer Miki-chan Transliteration
ソウトク soutoku GOVERNOR Governor Governor-General Translation (総督)
ラシーク rashīku LASSIC Lassic LaShiec Transliteration. Fits with later translations.
ルツ rutsu LUTZ Lutz Lutz Transliteration
ルベノ rubeno LUVENO Luveno Luveno Transliteration (unchanged)
メデューサ mede~yūsa MEDUSA Medusa Medusa Transliteration (unchanged)
ミャウ myau MYAU Myau Myau Transliteration (and onomatopoeia) (unchanged)
ネキセ nekise NEKISE Nekise Nekise Transliteration (unchanged). Could be "Nekiseh" to imply the correct pronunciation.
ネロ nero NERO Nero Nero Transliteration (unchanged)
オテガミ チエチャン otegami chiechan Otegami Chie-chan Transliteration
スエロ suero SUELO Suelo Suelo Transliteration (unchanged)
タジム tajimu TAJIM Tajim Tajim Transliteration (unchanged)
タイロン tairon ODIN Odin Tylon Transliteration. Controversial - could also be "Tairon", "Tyrone", "Tyron", ...

Locations

Japanese Romaji Sega original translation (in-game) Sega original translation (interpretation) Retranslation Notes
アルゴル arugoru ALGOL Algol Algol Transliteration (unchanged)
アルチプラノ aruchipurano ALTIPLANO Altiplano Altiplano Transliteration (unchanged)
アビオン abion ABION Abion Avion Transliteration
バルテボ barutebo BORTEVO Bortevo Bartevo Transliteration
バヤ マーレ baya māre BAYA MALAY Baya Malay Baya Marlay Transliteration
カミニート kaminīto CAMINEET Camineet Camineet Transliteration (unchanged)
カスバ kasuba CASBA Casba Casba Transliteration (unchanged)
コロナ korona CORONA Corona Corona Transliteration (unchanged)
デゾリス dezorisu DEZORIS Dezoris Dezoris Transliteration (unchanged)
ドラスゴー dorasugō DRASGOW Drasgow Drasgo Transliteration
エピ epi EPPI Eppi Eppi Transliteration (unchanged)
ガシコ gashiko GOTHIC Gothic Gothic Transliteration (unchanged)
グアラン guaran GUARON Guaron Guaran Transliteration
イアラ iara IALA Iala Iala Transliteration (unchanged)
マハル maharu MAHARU Maharu Mahal Transliteration
モタビア motabia MOTAVIA Motavia Motavia Transliteration (unchanged)
ナウラ naura NAULA Naula Naula Transliteration (unchanged)
パルマ paruma PALMA Palma Palma Transliteration (unchanged)
パロリト parorito PAROLIT Parolit Parolit Transliteration (unchanged)
パセオ paseo PASEO Paseo Paseo Transliteration (unchanged)
シオン shion SCION Shion Shion Transliteration
スクレ sukure SKURE Skure Skray Transliteration
ソピア sopia SOPIA Sopia Sopia Transliteration (unchanged)
トリアダ toriada TRIADA Triada Triada Transliteration (unchanged)
ウーゾ ūzo UZO Uzo Uzo Transliteration (unchanged)

Weapons

Japanese Romaji Sega original translation (in-game) Sega original translation (interpretation) Retranslation Notes
セラミックソード seramikkusōdo CRC. SWD Ceramic Sword Ceramic Sword Transliteration (unchanged)
ヒートガン ītogan HEAT.GUN Heat Gun Heat Gun Transliteration (unchanged)
アイアンアクス aianakusu IRN. AXE Iron Axe Iron Axe Transliteration (unchanged)
アイアンソード aiansōdo IRN. SWD Iron Sword Iron Sword Transliteration (unchanged)
ラコニアンアクス rakonianakusu LAC. AXE Laconian Axe Laconian Axe Transliteration (unchanged)
ラコニアンソード rakoniansōdo LAC. SWD Laconian Sword Laconian Sword Transliteration (unchanged)
レーザーガン rēzāgan LASR.GUN Laser Gun Laser Gun Transliteration (unchanged)
ライトセイバー raitoseibā LGT.SABR Light Saber Light Saber Transliteration (unchanged)
ニードルガン nīdorugan NEEDLGUN Needle Gun Needle Gun Transliteration (unchanged)
サイコウォンド saikowondo WAND Wand Psycho Wand Transliteration
サーベルクロー sāberukurō SIL.FANG Silver Fang Saber Claw Transliteration. Sega translation changed the meaning.
ショートソード shōtosōdo SHT. SWD Short Sword Short Sword Transliteration (unchanged)
シルバータスク shirubātasuku IRN.FANG Iron Fang Silver Tusk Transliteration. Sega translation changed the meaning, see also "SIL. FANG".
チタニウムソード chitaniumusōdo TIT. SWD Titanium Sword Titanium Sword Transliteration (unchanged)
ウッドケイン uddokein WOODCANE Wood Cane Wood Cane Transliteration (unchanged)

Armour

Japanese Romaji Sega original translation (in-game) Sega original translation (interpretation) Retranslation Notes
ダイヤノヨロイ daiyanoyoroi DMD.ARMR Diamond Armor Diamond Armor Transliteration + translation (ダイヤの鎧)
フラードマント furādomanto FRD.MANT Frad Mantle Frad Mantle Transliteration
アイアンアーマ aianāma IRN.ARMR Iron Armor Iron Armor Transliteration (unchanged)
ラコニアアーマ rakoniāama LAC.ARMR Laconian Armor Laconian Armor Transliteration
レザークロス rezākurosu LTH.ARMR Leather Armor Leather Clothes Transliteration
ライトスーツ raitosūtsu LGT.SUIT Light Suit Light Suit Transliteration (unchanged)
トゲリスノケガワ togerisunokegawa THCK.FUR Thick Fur Spiky Squirrel Fur Translation (トゲリスの毛皮)
ホワイトマント howaitomanto WHT.MANT White Mantle White Mantle Transliteration (unchanged)
ジルコニアメイル jirukoniameiru ZIR.ARMR Zirconian Armour Zirconia Mail Transliteration. Note that zirconia is a cheaper version of diamond.

Shields

Japanese Romaji Sega original translation (in-game) Sega original translation (interpretation) Retranslation Notes
アニマルグラブ animarugurabu GLOVE Glove Animal Glove Transliteration
ボロンシールド boronshīrudo IRN. SLD Iron Shield Bronze Shield Transliteration. Swapped with Iron Shield in Sega translation.
セラミックノタテ seramikkunotate CRC. SLD Ceramic Shield Ceramic Shield Transliteration + translation (セラミックの盾)
アイアンシールド aianshīrudo BRNZ.SLD Bronze Shield Iron Shield Transliteration. Swapped with Bronze Shield in Sega translation.
ラコニアシールド rakoniashīrudo LAC. SLD Laconian Shield Laconian Shield Transliteration
レーザーバリア rēzābaria LASR.SLD Laser Shield Laser Barrier Transliteration
レザーシールド rezāshīrudo LTH. SLD Leather Shield Leather Shield Transliteration
ペルセウスノタテ peruseusunotate MIRR.SLD Mirror Shield Shield of Perseus Transliteration + translation (ペルセウスの盾)

Vehicles

Japanese Romaji Sega original translation (in-game) Sega original translation (interpretation) Retranslation Notes
フロームーバー furōmūbā HOVRCRFT Hovercraft FlowMover Transliteration
アイスデッカー aisudekkā ICE DIGR Ice Digger IceDecker Transliteration
ランドマスター randomasutā LANDROVR Land Rover LandMaster Transliteration

Items

Japanese Romaji Sega original translation (in-game) Sega original translation (interpretation) Retranslation Notes
エアロプリズム earopurizumu PRISM Prism Aeroprism Transliteration
アルシュリン arushurin ALSULIN Alsulin Alsuline Transliteration. Not sure if there is some reason for the name.
カーバンクルアイ kābankuruai AMBR EYE Amber Eye Carbuncle Eye Transliteration
コンパス konpasu COMPASS Compass Compass Transliteration
ダモアクリスタル damoakurisutaru CRYSTAL Crystal Damoa's Crystal Transliteration
ダンジョンキー danjonkī DUGN KEY Dungeon Key Dungeon Key Transliteration
イクリプストーチ ikuripusutōchi TORCH Torch Eclipse Torch Transliteration
エスケープクロス esukēpukurosu ESCAPER Escaper Escape Cloth Transliteration
ガスクリア gasukuria GAS. SLD Gas Shield GasClear Transliteration
ソウトクノテガミ soutokunotegami LETTER Letter Governor[-General]'s Letter Translation (総督の手紙)
ハプスビー hapusubī HAPSBY Hapsby Hapsby Transliteration
ラコニアンポット rakonianpotto LAC. POT Laconian Pot Laconian Pot Transliteration
ラエルマベリー raerumaberī NUTS Nuts Laerma Berries Transliteration
ライトペンダント raitopendanto MAG.LAMP Magic Lamp Light Pendant Transliteration
マジックハット majikkuhatto MAGC HAT Magic Hat Magic Hat Transliteration
マスターシステム masutāshisutemu M SYSTEM Master System Master System Transliteration
ミラクルキー mirakurukī MRCL KEY Miracle Key Miracle Key Transliteration
パスポート pasupōto PASSPORT Passport Passport Transliteration
ペロリーメイト perorīmeito COLA Cola PelorieMate Transliteration. This is a play on "CalorieMate", a Japanese brand of "energy bar"
ポリメテラール porimeterāru POLYMTRL Polymeteral Polymeteral Transliteration
ロードパス rōdopasu ROADPASS Roadpass Road Pass Transliteration
ルオギニン ruoginin BURGER Burger Ruoginin Transliteration. Similar to PelorieMate, this is a corruption of Arginine V (アルギニンV, aruginin V), a Japanese brand of "energy drink"
サーチライト sāchiraito FLASH Flash Searchlight Transliteration
ヒミツノモノ himitsunomono SECRETS Secret Secret Thing Translation (秘密の物)
ショートケーキ shōtokēki CAKE Cake Shortcake Transliteration
スーズフルート sūzufurūto FLUTE Flute Soothe Flute Transliteration
テレパシーボール terepashībōru SPHERE Sphere Telepathy Ball Transliteration
トランカーペット torankāpetto TRANSER Transer TranCarpet Transliteration
ジリオン jirion ZILLION Zillion Zillion Transliteration

Spells

Japanese Romaji Sega original translation (in-game) Sega original translation (interpretation) Retranslation Notes
ビンドワ bindowa ROPE Rope Bind "Binds" enemy so it can't attack. Transliteration.
スルト suruto EXIT Exit Bypass Exit dungeon. Suruto means something like "and then...". May also come from "するっと", meaning to pass somewhere easily.
フレエリ fureeri FIRE Fire Fire Fire attack (-10DP x 2). Transliteration (unchanged).
ヒール hiiru HEAL Heal Heal +20HP. Transliteration (unchanged)
ムオーデ muoode OPEN Open Magic Unseal Open sealed doors. "Mu" prefix for "magic"; the word "oode" can mean "to open one's arms wide".
ムワーラ muwaara PROT Protect Magic Waller Creates a "wall" that blocks attacks and magic. "Mu" prefix for "magic", plus transliteration.
パウマ pauma HELP Help Power Boost Boosts AP. "Pow" transliteration.
ラクスタ rakusuta BYE Bye Quick Dash Exit a battle. "Raku" means 'comfort, ease', and "sutasuta" is sound-symbolic for 'quickly running'.
リーバス riibasu RISE Rise Rebirth Resurrects a dead person to full life. Transliteration.
ドヒール dohiiru CURE Cure Super Heal +80HP. "Do" prefix for "super" spells, plus transliteration.
テレパス telepasu TELE Telepathy Telepathy Talk to enemies. Transliteration.
テルル teruru TERR Terror Terror Decreases enemy DP. Transliteration.
タンドレ tandore THUN Thunder Thunder Lightning attack (-30DP to all enemies). Transliteration.
ペヤラク peyaraku CHAT Chat Transrate Talk to enemies, but does not always work - hence a "bad" translation. Might be a play on the words "perapera" ('fluent') and "yaku" ('translation'), created by taking the word "perayaku" ("fluent/perfect translation") and switching the second and third syllables. Similar to "raputto", this also makes sense if you consider that the spell allows you to talk to certain monsters. Also, since the name of the spell isn't a perfect rendering of "peyaraku", it makes sense that the spell doesn't work on all monsters.
トルーパ toruupa FLY Fly Troop Return to last church. Transliteration.
ラプット raputto TRAP Trap Untrap Disarms traps. "Raputto" is a jumpled-up "torappu", which is transliterated.
ワーラ waara WALL Wall Waller Creates a "wall" that blocks attacks. Transliteration (unchanged)
ヒューン hyuun WIND Wind Wind Wind attack (-10DP x 3). Original is opomatopoeic for a strong gust of wind but there's no good English equivalent.

Contact

PLEASE get in touch if you find a bug or you think you can help correct a mistake.

You can post on the SMS Power! forums:

http://www.smspower.org/forums/

or raise issues at

https://github.com/maxim-zhao/psrp/issues

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