Mother 3
Mother 3
Mother 3
English v1.2
Released July 9, 2014
For more details about this translation and the project, please visit:
http://mother3.fobby.net
=========================================================================
=========================================================================
* mother3_windows.exe
* mother3_macosx.app
* mother3_linux
* mother3.ups
* mother3.txt (that's this file)
Note that the patching process may take a while on and old computer
or if you're running it off of a flash drive. For most people, it
should only take a matter of seconds to patch.
4. The patching utility is very simple. Simply tell it where your ROM
file is, and then hit "Apply patch!"
If your ROM is a bad dump or if something is wrong with the ROM file,
the patching utility will inform you of this. Make sure you have a
correct dump of the original Japanese ROM, and that it hasn't been
modified in any way.
5. Once the patch has been applied successfully, you're now ready to
play the game in English! You can use a GameBoy Advance emulator of
your choice, or, if you have the proper hardware, you can play it
on the handheld or console of your choice. For details on the latter,
please see the project page.
NOTE: If you're using a recent build of VBA-M, you can skip steps 3 and 4.
because the VBA-M team recently added soft-patching support for
UPS patches. If you don't understand what this means, just ignore
it and use the normal patch procedure listed above.
=========================================================================
TROUBLESHOOTING:
Q: I tried using the patch on a ROM with the old menu patch/1.0/1.1
translation patch. But it won't work. What's up with that?
A: This translation patch can only be applied to the unmodified Japanese
ROM.
Sometimes some songs are just made to be difficult to combo to. There
is an item in the game that will let you hear the beat more clearly,
and there's another item that will let you practice combos on any
enemy you've fought before. Take the time to gain some real-life
experience to make combos easier.
Note that combos are NOT needed to get through MOTHER 3. They're just
an added bonus for players who take the time to master them.
http://forum.starmen.net/forum/Games/Mother3FanTranslation/47933
The M3 brand of hardware seems to be the most problematic.
Q: The music seems to speed up in the main menu sometimes, but not
always.
A: This is an issue with VBA-M and other emulators based on VBA-M. The
problem doesn't occur on other emulators or actual hardware.
Q: I want to use save files from the Japanese version or the old menu
patch version, but the names get screwed up in the English version!
Help!
A: We made a save file convertor tool for Mac, Windows, and Linux. See
the online version of this readme at the project site for a link to
the convertor.
=========================================================================
With something as complex as this, it's almost a given that bugs and other
issues will turn up. We tried very hard to get rid of as many problems as
possible, but there will surely be some we missed. If you encounter
anything bug-like or find a typo or grammar problem in a rare line of text,
you can report it to us below. Also note that the original game had a few
bugs of its own - we did fix some of these, but not all.
Please note that there are some issues we are already aware of. These
problems may be fixed in a future version of the translation. Since we are
already aware of the following problems, please do not report them.
KNOWN ISSUES:
* Name Summary Slowdown: After you've named everything at the start of the
game and select "Yes", the screen will fade out. But the audio will sound
jittery for a few seconds. This is due to the sprite text welding we had
to do to allow more text per screen. We optimized this code a lot, but
the fadeout is still not as good as we'd like. Please overlook this tiny
problem for now. This is the only place where this issue occurs.
* Menu Text Glitch: If you scroll through main menus too quickly,
sometimes the game won't have time to catch up, and text won't be fully
erased. This is pretty rare, and happens mostly when there's a lot of
text on the screen but little on the screen you're switching to. In many
cases, you almost have to purposely try to make it happen. Fixes were
attempted, but for now, if this happens, you can easily fix it by
switching to another menu or scrolling text up. This glitch will happen
in most main menus, not just the item menu, so please don't report it.
We hope to fix this in a future patch, if possible.
* Temporary Main Text Slowdown: For reasons unknown, main dialogue text
might seem to slow down on rare occasion, but will revert to normal
speed a few letters later. The cause for this is unknown, and all
attempts to figure it out turned up absolutely nothing. This problem is
rare and it also fixes itself soon after. We hope to fix this in a
future patch, if possible. For now, please overlook this small issue.
* Gift Box Transformation: Very rarely, when walking around, open gift
boxes will turn into status ailment icons. It turns out this is
actually a bug in the original Japanese game.
* With the VBA-M emulator, sometimes the main menu music will seem to
speed up. This is an emulator issue. This doesn't happen on other
emulators or actual hardware.
NOTE: If you used the debug room at any point in your game, please don't
send us any bug reports. Even if it doesn't seem like the bug is related
to the debug room. The debug room is very crazy and does (and neglects
to do) many things in RAM that aren't immediately obvious.
If you've encountered a bug that isn't listed above, you can post about
it on the MOTHER 3 Bugs topic here:
http://forum.starmen.net/forum/Games/Mother3FanTranslation
It's important that your bug report be very detailed, so please include
the following, if possible/applicable:
IF YOU'RE PLAYING THE VERSION 1.0 OR VERSION 1.1 PATCH, PLEASE DO NOT
SUBMIT ANY BUG REPORTS!
=========================================================================
Note that these tools are buggy, prone to crashes, and not perfect.
They'll be very helpful, but as they weren't made specifically for
other languages, you may run into various issues that you'll need
to solve on your own.
=========================================================================
GAMEPLAY QUESTIONS:
- http://handbook.fangamer.com/
MOTHER 3 Handbook A fan-made guide that's kind of like the MOTHER 3
equivalent of the old EarthBound Player's Guide. Filled with tons of
awesome! The online version is free, but you can also order an actual
print version of it to have at all times!
- http://walkthrough.starmen.net/mother3/
Starmen.Net MOTHER 3 Walkthrough
A detailed step-by-step walkthrough with accompanying screenshots,
maps, enemy stats, item lists, skill info, and tons more stuff.
- http://forum.starmen.net
Starmen.Net Forum
The Starmen.Net forums are packed with EarthBound series fans, and
you're bound to have your questions answered quickly on the MOTHER 3
message boards.
- http://walkthrough.starmen.net/mother3/routesummary.php
This is a bare-bones walkthrough, telling you what to do if you're
stuck, but without revealing any story or spoiling anything in
advance.
=========================================================================
EXTRA GOODIES:
For the translation, we added a few extra features not found in the
Japanese game. These extras are unobtrusive and will only be found by
completionist-type players.
- In the game, there is an item called the Battle Memory. This keeps a
record of every enemy you've fought. If you manage to completely fill
this log up, a silver star will appear on the Battle Memory screen
as a badge of your greatness.
- Similary, if you find every enemy AND log all the possible
front-facing and back-facing/alternate sprites for all enemies, a
gold star will appear on the Battle Memory screen.
- There are a few other hidden features, but you'll have to discover
them on your own. They're sure to please, for those who try hard
enough.
Note that no new enemies were added in the translation. No unused bosses
were added. No unused music was made accessible. No new areas were made
accessible. Only the extras listed above were included.
If you'd like to mess around with unused content from the game, see
this topic about hidden/unused stuff:
http://forum.starmen.net/forum/Mother/3_GameHelp/47543/first
There will also be detailed discussion about the unused content later
on in the online translation notes/commentary. (See below for details)
=========================================================================
WHO WE ARE:
(This is outdated now that many years have passed. This info is from 2008.)
Additional help was done by many generous people, most of whom are still
in school and aspiring to be programmers and translators once they
graduate. This project has given a lot of hands-on experience to everyone
involved.
=========================================================================
THE PROJECT:
Below is a list of the work that went into producing this translation.
Many things may be missing, and the trial-and-error process of most of it
is left out, as are all the fixes required due to single hacks breaking
others. About 95% of everything listed here was done by Jeffman and
Tomato. This was all done in spare time, while juggling things like
full-time jobs, school, life stuff, relationships, sleep schedules, etc.
Translation for this particular project really began around June 2007,
and major hacking began around October 2007.
TRANSLATING:
- Main script, ~800 pages
- Battle text, ~60 pages
- Character names, 300 lines
- Playable/assist character names, 16 lines
- Default names, 69 lines
- Item names, 256 lines
- Enemy (+misc) names, 329 lines
- PSI names, 100 lines
- Item descriptions, ~11 pages
- Enemy descriptions, ~25 pages
- PSI descriptions, ~5 pages
- Skill descriptions, ~1 page
- Map names, 1000 lines
- Menus 1, ~11 pages
- Menus 2, ~14 pages
- Menus 3, ~2 pages
- Sound player track list, 250 lines
- Misc sound player text, 6 lines
- Misc text, 50 lines
- Status text, 52 lines
EDITING/FORMATTING:
- Main script went through a second draft for text improvement,
translation fixes, etc. and was also all formatted and polished by
hand, just as Shigesato Itoi did with the Japanese version, which
left Japanese reviewers in awe. Draft 2 took approximately 6-7
weeks.
- After Draft 2, a full, very-detailed playthrough of the game to find
context issues, bugs, typos, etc. was done before moving on to the
last hacks and the final testing.
- All other text also went through revisions, and, in the case of things
like names and descriptions, were all tested over and over in-game to
make sure everything was formatted properly and sounding just right.
- Some more slight revisions and fixes were made to the text during the
final testing phase too.
BATTLE HACKING:
- Battle text stuff had to be figured out
* The location/storage method/pointer system had to be figured out
* Had to figure out the many different control codes used in battle
* Had to locate other misc. battle-related text blocks
- All the battle text blocks had to be dumped to a text file
- Because there was so much more English text, the battle text had to be
relocated elsewhere in the ROM.
- Even after doing this, there was so much text that the pointers couldn't
address it all, so a hack that did some pointer math magic was needed to
fix it.
- The font-loading routine had to be hacked to load the new font letters
from their new positions, since we now used a new-sized font. It also
had to be made to load the new # of lines per letter.
- The text-erasing routine had to be hacked to only erase the proper
amount. The game would cause strange graphical glitches in the player
names otherwise. This hack also sped up text refreshing in battle menus
too, which was a nice plus.
- The game only had enough memory for 40 letters of battle text on the
screen at once. Fixing this was assumed impossible, but a fix was
figured out anyway, allowing for infinite text per line.
- Very closely connected to the above, a variable width font routine had
to be added to the main battle text.
- Things like auto-line breaks every 20 letters had to be killed.
- Because the original game didn't do it how we needed it to, we also had
to write our own new "move text one row up" routine.
- A custom routine to make battle text do auto-word wrap was added. That's
word-wrap, not letter-wrap. The original game didn't have this, but
because something similar was done for EarthBound, it seemed fitting.
And it looks really great and professional in action, too.
- Code for several battle text lines had to be hacked to work with English
word order. (item stolen text, enemy encountered text, etc.)
- A hack that determines the # of enemies at the start of battle was
added, allowing the game to say "and cohort" or "and cohorts" at the
intro text.
- A hack that determines the proper pronoun to use for an enemy was added.
- A hack that determines the proper article to use for an enemy was added.
- A hack that determines the proper article to use for an item was added.
- Custom control codes to use the above new hacks were added. This makes
the text much more natural and fluid. Our hope was that it would be
natural enough that people wouldn't even realize we had to hack that
stuff in. EarthBound's localizers did a few of these things, but for
this project, we went much further.
- Since enemies and players sometimes share battle text, a hack had to be
added so the game wouldn't add articles before player names. This used
to cause things like "The Flint attacked!" to happen.
- A variable width font needed to be hacked for the battle menus.
- Had to fix things so that items without the Equip (E) symbols were
positioned properly in menus.
- Since we reorganized the font, the routine that converted numbers to
strings had to be hacked to display numbers properly.
- When your inventory is full and an enemy leaves behind an item, the
programmers programmed all those routines separately. So most
everything you see above had to be done a second time just for these
few lines of text.
- Late in the game, there are some special 3-line text boxes. The text
display routines for these were all separate from the main routine.
So most everything you see above had to be done yet again, for a
third time.
- In the final battle is special text without any boxes at all. This
was programmed separately from everything else, so we had to redo
everything above yet again. Argh!
- 8-letter player names had to be hacked to work properly. Other long
nameable stuff had to be hacked to work properly as well.
- The character name-centering routine had to be hacked to position the
names in the HP/PP boxes properly.
- The routine that prints PSI names had to be hacked to 1. display the
name properly, even if it was at the longest length possible, and 2.
to make it turn into PK/PSI + space + name + space + proper Greek
symbol. This was all kind of tricky, as there was very limited RAM
and we had also reorganized the font earlier.
- Item descriptions that had control codes for displaying status icons
(most status-healing items, basically) didn't appear how we wanted
them to in battle, so a hack was made to display slightly alternate
versions of these eight or so descriptions in battle.
- A hack for the Recollection Bell was needed, so that it would use the
proper palette.
GRAPHICS HACKS:
(NOTE: Many changes were made from MOTHER 2 to EarthBound. If you're not
aware of what these changes were, see http://tomato.fobby.net/m2eb
In many cases, we followed these same patterns for MOTHER 3.)
- Since our goal was to make the translation very close to what an
official one would be like, we changed the health warning screen at the
beginning into its English counterpart.
- Most of the text speed/window color confirmation screen was done
graphically, and had to be redrawn into an English version.
- Data for the chapter title screens had to be figured out, dumped, and
then the chapters had to be redrawn, retiled, and put back in the game,
all within the limited amount of space available.
- Similar work had to be done for some overlay text at the start of
Chapter 4. There are two instances of this.
* The first instance lacked the space and the dimensions for any
usable-looking English text, so we simply blanked out the text. It
says "Three Years Later", which is redundant anyway, since a few
seconds later it says "Three Years Later" again. Also, the lack of
text makes the daylight lightning and the thunder more noticeable
in this scene.
* The second instance happens about 10 seconds later. We managed to
squeeze text in the limited ROM space and limited sprite/screen
space available.
- The money withdraw and deposit screens were redrawn into English.
- As was done with the EarthBound localization, the "YOU WIN!" graphic was
changed to "YOU WON!"
- The "OFE" and "DFE" things in the main menus were changed to "OFF" and
"DEF". These were compressed graphics, but luckily we didn't break
anything with our slight changes.
- The "By Some Chance/Some Sort of Beat" item was changed to the
"Recollection Bell", and the graphic for it was changed as well. This
also required a few palette hacks in various places.
- The building that says "LABO" in New Pork City was changed to say "LAB".
This was done in EarthBound's localization too, though we didn't add
any extra little bolts like they did with EB. This was comprised of lots
of tiny little compressed graphics, so getting it to work wasn't
straightforward at all.
- In the movie theater, the scene of the "MONOTOLY" building from MOTHER 2
was changed to the "MONOTOLI" building, as it was spelled in EarthBound.
This was also comprised of compressed graphics that needed luck to fit
back in the original space.
- The kokeshi statue and the octopus statue (both from MOTHER 2) in the
hall of memories were changed to their EarthBound counterparts, the
eraser statue and the pencil statue. These graphics were compressed, so
getting these to work and to fit in the tiny space allotted wasn't easy.
It also required a new palette hack.
- In the next room is another octopus statue. This was again changed into
its EarthBound counterpart, the pencil statue. In the box is an item
that will erase the statues (an homage to M2/EB), and a small animation
plays as the octopus statue disappears. An animation for the edited
pencil statue also had to be made.
TESTING:
- Approximately three weeks of in-house testing was done to help make sure
the game wouldn't crash and die or act too buggy or anything.
- We also wrote a bunch of tools to make extra-sure that various lines of
text sounded right in all possible situations and combinations.
=========================================================================
For now, I'll just briefly cover some of the more important things.
http://tomato.fobby.net/m2eb
In the past, I've also worked on ROM translations of things like Bahamut
Lagoon, Star Ocean, Live-A-Live, Famicom Detective Club 2, and a whole
bunch more.
One of Itoi's quirks when writing the text for his games is that he says
it all aloud. For example, during MOTHER 1 and MOTHER 2, he didn't know
how to use computers, so he had to say the text out loud to an assistant
sitting at a computer. He's also notorious for being unhappy with huge
blocks of text and suddenly throwing them out and redoing them later on.
Also, he intentionally writes the game's text entirely in the phonetic kana
syllabary. This is because he wants the text to seem more like someone is
speaking it.
There is also something that all official games have to go through called
"lot check". If the strict requirements of this check aren't met, a game
will be rejected by Nintendo (or other console manufacturer) and things
will have to be fixed until requirements are fully met. One part of the lot
check is that all hardware and all components of a console/handheld MUST
be referred to in specific ways. For example, with the GBA, you can't just
say "Press A." You have to specifically spell it as "Press the A Button."
Another part of this goal also meant localization. Sometimes puns and plays
on words just don't transfer between languages and cultures, and in these
cases, suitable, similar equivalents that evoke similar responses were
chosen. Some place names were localized slightly, and a few character
names were also localized. Overall, I'd say we didn't localize the game
quite as much as an official version would have (EarthBound had a whole
bunch of stuff changed, often for no reason), but I think people will
enjoy it just as much.
The character "Yokuba" had his name changed to "Fassad". I wasn't the one
who thought this up, but when it was suggested, I was on the fence for a
long time. It took me about a year to finally go with it, and once I had
tried it out in-game, it just fit so well. "Yokuba" comes from "yokubari",
the Japanese word for "greed". Because this wouldn't be picked up by the
English-speaking target audience, an alternative seemed appropriate.
"Fassad" comes from the word "facade", and in the case of this particular
character, the name fits in many different ways.
Switching gears, I thought I'd mention that there are many subtle
text references to MOTHER 2 in MOTHER 3, so I used some old EarthBound
hacking tools to dig up lots of the corresponding EarthBound text.
Things like the Hungry HP Sucker, the Slime Generator, and the Heavy
Bazooka can be found in rarely-seen battle text. When applicable, enemy
names were localized in the same manner that they were localized between
MOTHER 2 and EarthBound. There are also tiny references in the main text
that only an obsessed fan would notice. Keep your eye out for things like
this, because this is one area where the unofficial version would
probably outclass an official version!
Everything said, I hope you enjoy this translation and take your time
exploring the world of MOTHER 3.
=========================================================================
Being a sort of designated ROM hacker for this project, I had to learn a
lot of new things. I really didn't know any assembly programming coming
into this, for example. Given the right tools, a logical thinking process,
and a heck of a lot of free time, though, it eventually became second-hand
knowledge for me.
ROM hacking itself is more of a discrete and technical thing so it's hard
to explain individual aspects of this project without going into heavy
detail, for those of you who don't know much about programming. There's
a massive list of things earlier on in this file that shows just how much
we had to do -- and for each item, I could probably write a full essay on
how it was accomplished. Although it was a lot of work, I learned a great
deal not just on assembly programming, but on logical thinking and
problem-solving altogether, things that will definitely help me later on
in my engineering program at university.
When thinking on such a basic level -- the assembly code level -- it's not
that hard to get lost easily, and it's incredibly difficult sometimes to
figure out what's going on, especially without having the original source
code. Some of the really simple problems that presented themselves during
the project would take hours to complete, only to be tested and then
I would find a dozen more problems that come as a result. Multiply that
by the majority of the items on the above list, and you get... a lot of
hours. Days, weeks, and months. That's how much time I spent trying to
make each hack complete and perfect. Looking at the end result, it was
definitely worth it.
=========================================================================
DEDICATIONS:
Lastly, this translation is dedicated to you. Yes, you, the one at the
keyboard.
=========================================================================
PROJECT TEAM:
Main Team:
JeffMan (hacking) http://jeffman.net
Tomato (hacking, translation) http://tomato.fobby.net
Chewy (misc. translation) http://www.yomuka.com
Additional Help:
byuu http://byuu.org
DoctorFedora http://doctorfedora.livejournal.com
sblur http://www.sappharad.com
Exophase
harmony7 (ex. RPGe) http://www.pex2.com
Kevin_b_er
Gideon Zhi http://agtp.romhack.net
demi http://www.demiforce.com
reidman http://reidyoung.com
Jonk http://jonkaydesign.com
Klarth
...and many others. Many apologies if you were accidentally not listed.
But your help is what made this patch possible.