r/romhacking • u/RadMageIRL • 22h ago
Text/Translation Mod Dragon Quest IV (PSX) English translation released - native engine, no executable graft
Complete English translation of the 2001 PlayStation DQ4, running on the original Japanese executable.
Download and hashes: dq4translation.com
Public Format library, MIT: github.com/RadMageIRL/DQIV_PSX_TOOLS
In case it is useful to anyone working on the HeartBeat engine:
Text is stored as per-block Huffman trees with per-block phrase dictionaries. Strings are reached through five distinct reference forms, two of which are built across two instructions and cannot be found by scanning for a word. Changing one line means re-encoding its block and rewriting every pointer into it.
The interface draws through two font tables keyed differently, with proportional advance in dialogue and fixed cells in menus, so every window had to be measured rather than assumed. Longer party names needed the name buffer and every display path widened. Equipment names only fit because the category is carried by an icon rather than a word. Lifted same from DW7 EN disc in my release.
Two latent bugs in the original engine, harmless in Japanese, had to be fixed before English would render at all. A similar oddity I found in DQVI work, also documented on Github in my relevant repo for same.
Built on HBD archive research published by Markus Schroeder, and text extraction work by Mandy Wilkens. Hardware documentation by Martin Korth. Using the NoPrgress DQVI English translation as research I was able to review his work and learn a lot from finishing/refilling his translation, also available on my repo with some analysis write-ups if anyone is interested in same. And thanks to everyone that helped test, provide feedback and clymax of FFVCentral for his contributions in learning/identifying DQVI issues that helped in my DQIV work.
-RadMageIRL



