NightWolve ... this one might just be something that you could have fun stepping in and rescuing!
The message data is uncompressed in the ISO, and it's just stored in SJIS with some embedded control codes.
IIRC, it's all accessed with regular C pointers.
If you converted it from the awful "Atlas" format that Esperknight seemed to want to use, to your own translation tool, then you'd probably be able to fix up whatever problems are hidden by "Atlas" and get it finished-off pretty quickly.
Sounds like a basic Xak III situation, but do single-byte ANSI codes fetch English tiles or must you use S-JIS ? If it already supports a good font and ANSI, then loading the 16/32-bit text pointers and recomputing them post-translation/editing could allow for full English translations to fit as was the case with Xak III. Never had to trim anything, but Paul England was too literal a translator, not good enough post-editing (neither was I good enough) so the script wound up rough/dry, hence my least favorite.
and were just blocked waiting for Esperknight to hack in a VWF.
Doh, nevermind, you already answered the question... Yeah, that pretty much means I couldn't take the project anywhere and am more interested on at least continuing something nice like Emerald Dragon, likely next year. Hopefully before Sam loses his enthusiasm.
Bonknuts had offered me years ago to font-hack various PC Engine games ("Gulliver Boy" looks like another great RPG, besides "Anearth Fantasy Stories"), and leave them on my plate, but I didn't take him up on the offers because I didn't wanna be sucked into more projects till my personal situation had improved. ~5 years being a full time Ys fan project manager didn't work out too well for me, heh-heh.
That brings up a good point...if talented reprogrammers like you and Bonknuts targeted some of those other beautiful games like what was mentioned, left a text codec and font hack behind, so others of medium talent could extract/insert text back in and manage translators, more projects could get done in theory...
Everybody burns out at some level, and your talent/experience is very rare, so I think it'd be cool if you could target multiple high-value RPGs at once for script extraction/insertion, font hacking if needed, getting the *MOST* difficult aspect out of the way, and leaving that work behind for those of us with medium talent for the long grind of managing translators, editing, and patch production, etc.
This is kind of what David Shadoff did in Emerald Dragon's case. And boy, it wasn't child's play to achieve script extraction, that was seriously difficult work... Plus, very good fortune that the same Ys IV LZ text codec was used, so recompression of the text blocks for reinsertion happened quickly after he passed it on to me...
But yeah, just a random thought. As for picking up another NEC project besides ED, well,
I've been messing with Falcom's Zwei!! lately, and lack of font hacks is what blocked me from "Startling Odyssey" (which I passed to Tru) and "Star Breaker" BITD, I just was not gonna do 16x16 system font style, so...I can't volunteer, as it appears I sorta already have 2 projects for future years (1 PC Engine, 1 PC)...