POLICENAUTS Readme English v1.0.1 11/29/16 www.policenauts.net forums.junkerhq.net contact@policenauts.net @JunkerHQnet Questions can be sent to one of the above contact methods, but please check the readme first to see if they're answered here! Table of Contents ================= I. Release Notes II. Saturn Version Differences III. Patch Instructions A. "How do I play Policenauts in English?" B. "I want to play on a real Saturn! How?" C. "I want to emulate Policenauts! How?" D. Game Instructions IV. Acknowledgments V. Revision History VI. Credits I. Release Notes ================ This is version 1.0.1 of the Sega Saturn Policenauts English unofficial translation. The following is a list of changes made to the original game. - All Japanese text is now in English. This includes gameplay text, voice-over dialogue subtitles, the in-game glossary (new to the Saturn version), and bonus videos (also new). The PlayStation translation and glossary on Policenauts.net were used as a base. Additional text new to the Saturn version was translated by two additional translators. The translator of the PlayStation patch edited their work, and then updated the PlayStation translation and glossary text. - The code that controls subtitles was modified, giving us full control over them and enabling us to polish their presentation. This modification was essential as a cutscene and the bonus videos new to the Saturn version have no subtitles in the original game. This also enabled us to subtitle background dialogue not subtitled in the PlayStation patch. - Graphical changes present in the PlayStation patch were implemented in this version as well. In addition, a graphic in the Prologue was changed, and an overlay was used to correct a typo in the ending cutscene. Overlays were also used in some of the bonus videos. Finally, the character nametags more closely match the in-game font. - Graphical glitches fixed. The Saturn version of Policenauts did ship with a few of these - these glitches are no longer present. - Graphical mistakes fixed. There were even out and out mistakes (i.e. icons signifying the wrong items, nametags given to the wrong character) that were fixed. Though these were very few, they were fixed as well. - Inappropriate options removed. Some of the game options related to the text (including whether to display furigana) were removed where no longer appropriate for the English translation. - Uncensored?! Yes, for whatever reason, there was a text choice locked (with no method to unlock) in the original game that we have made available. There is no code to enter; it is available from the get-go. - We have made the game region-free. - Character bios (summaries of information learned in-game) were removed from the glossary. In the original game, all of these spoiler-heavy bios are available from the very start. We attempted to implement a system whereby a character's bio is added only after they have been encountered in-game, but this proved unfeasible. In the interest of preserving the story, in the end we decided to remove these bios. - Certain hard-to-encounter bugs present in the original game were not changed. These are: 1. The in-game options screen text becoming centered if the player chooses to save in-game, selects a save file, but then instead of saving OR selecting "Don't Save", returns to the previous menu by pressing the B button. This results in system text remaining at the bottom of the screen until an object is clicked on and in-game text replaces it. The system text then disappears, and the player can continue without consequence. 2. At the end of Act 2, if you get a Game Over due to a very particular sequence of events, clicking on Quit at the Game Over screen will not quit the game. The player can simply close the emulator/turn off the system to quit the game. The Continue option still works. We did try to fix these, but there has to be a point in which you call it a day when it comes to trying to fix things that are A) in the original game, B) not-game-breaking, C) extremely hard to encounter without assistance, and D) likely to push back the project's release date by weeks or even months if you decide to fix them. Bugs or other issues you encounter can be reported to us via any of the contact methods at the top of this file. If the game does crash, note that it does have an Autosave File. II. Saturn Version Differences ============================== Present in the original game, these differences also apply to the English patch. - The game's glossary, previously available on Policenauts.net, can now be accessed in-game at any time by pressing the Z or Start buttons. The first time a term in the glossary appears in any game text, be it in-game or voiced, it is followed by an asterisk, indicating it as a glossary term. The glossary can be browsed by three methods: Recent (the twelve most recent terms that have appeared), Categories, or Alphabetical. - Support for the Virtua Gun/Stunner peripheral. There is also a Shooting Mode in which the player can access the Shooting Trainer or any of the game's shooting scenes (after completing them in the story once). Note that the scenes you can access depend on which disc is in the system. For example, if you want to access a shooting scene on Disc 2, you must enter Shooting Mode from Disc 2. - Additional scenes. - Altered dialogue in a handful of scenes. - Additional character close-ups. - Additional "breast bouncing" interactions and uncensored bouncing. (Sony censored the PlayStation version by having the bouncing animation toned down.) - Bonus videos that become available after completing the game. - Two alternate versions of the ending credits. The easiest way to access these is simply reload the final save point in the game; you do not have to replay the entire game to view them. - Support for the Back-Up RAM Cartridge/Power Memory peripheral. - The anime cutscenes now run at 24 frames per second, instead of 15 in the PlayStation version, but the video quality is slightly reduced. Like the PlayStation version, the Saturn version supports the Shuttle Mouse peripheral. Also like the PlayStation version, if you have save data from the game Tokimeki Memorial: Forever With You, the game will insert additional dialogue into a handful of conversations, depending on how you played Tokimeki Memorial. This consists of throwaway jokes that imagine Jonathan Ingram as being the protagonist in Tokimeki Memorial. Though as of this writing no English translation patch for the Saturn (or PlayStation) version of Tokimeki Memorial: Forever With You is available, like the PlayStation patch we future-proofed the patch by translating this dialogue as well. III. Patch Instructions ======================= A. "How do I play Policenauts in English?" ------------------------------------------ These instructions are for Windows. For Macs, please refer to this guide: http://forums.junkerhq.net/viewtopic.php?f=2&t=3233 Step 1: Get a copy of Policenauts. The easiest thing to do is buy a hard copy from a reseller. Step 2: Rip your hard copy of Policenauts to the BIN format. For the Saturn, you can use any ripping program: Alcohol 120%, ImgBurn, CloneCD... Just make sure you use the BIN/CUE format, and, of course, remember that you have to rip all three discs. Step 3: Install the free version of IsoBuster. https://www.isobuster.com/download.php Step 4: Extract the tracks from all of the discs. This is a bit trickier. Load the first disc's CUE file into IsoBuster. Then you need to right-click on "Session 1" (on the top left part of the screen), "Extract Session 1 (Content)" -> "Extract User Data (*.tao, *.iso, *.img, *.wav)". When the program asks you to choose a destination, use different folders for each disc. Repeat the process with the remaining two discs. If you want to make sure you have the proper ISO files, here are the corresponding checksums (you can check them with whichever tool you prefer): CD 1 ISO File: CRC-32: b3b87f1b MD5: de3919b70afc9b7c78868e1e856e192d SHA-1: fdfaf4efe6a451c220cb176bfdb2c09c418e97d2 CD 2 ISO File: CRC-32: 2f9772a7 MD5: 3f941d382fc288391d38ff8160cb2906 SHA-1: 4f58d526c34718cbc8cbd6952144f1154c0e1458 CD 3 ISO File: CRC-32: abf12dc9 MD5: 766c9dd21c804ccf3893bca42aa8b6c3 SHA-1: 77ec55c679c3ebb66d2080c00c685c6a53cf8f08 Rename each of the data tracks as POLICENAUTS_(Disc number)-(Track number).ISO (for the first track) and POLICENAUTS_(Disc number)-(Track number).WAV (for the second track). After that, put all of the ISO and WAV files in the same folder. Step 5: Install xdelta 3. http://xdelta.org/ Copy the main exe (xdelta3-3.0.11-i686.exe or similar) to the same directory as the ripped ISOs and the patches. Step 6: Double-click the handy-dandy patch.bat and it will patch the ISOs for you. If you get "XD3_INVALID_INPUT (checksum) error", first make sure the ISO files have the checksums we've mentioned in Step 4. If they match, please post in the relevant thread on the Junker HQ forums (http://forums.junkerhq.net) for help. (Optional) If you want to do this from DOS, you can go to Start->Run->cmd, navigate to the directory, and enter: xdelta3-3.0.11-i686.exe -f -d -s POLICENAUTS_1-1.iso NautsSaturnENG-CD1.XDELTA POLICENAUTS_1-1.ENGLISH.iso xdelta3-3.0.11-i686.exe -f -d -s POLICENAUTS_2-1.iso NautsSaturnENG-CD2.XDELTA POLICENAUTS_2-1.ENGLISH.iso xdelta3-3.0.11-i686.exe -f -d -s POLICENAUTS_3-1.iso NautsSaturnENG-CD3.XDELTA POLICENAUTS_3-1.ENGLISH.iso After all of the patches have been applied, make sure the CUE files included in the zip file are with the ISO and WAV files. Step 7: Play Policenauts The new ISOs are the patched copies. Whether you want to emulate the game or play on actual hardware is up to you. B. "I want to play on a real Saturn! How?" ------------------------------------------ Note: A PAL Saturn will run the patched game, though sound effects and certain bits of music will play twice. This issue is present in the original game. However, if you have a 50/60Hz switch installed, setting it to 60Hz eliminates this issue. To play the game on a Sega Saturn, you'll need hardware capable of playing backups - games burned to CD-R. This is sort of a gray area, so it's up to you to find the materials required. The main issue you will encounter when burning a disc is making sure you're burning the data track as well as the audio track included in the game. We've included CUE files to keep things simple and easy. You can burn the game using the CUE files with any tool: Alcohol 120%, ImgBurn, CloneCD... Just make sure you use the standard presets for the proper tool (in the case of ImgBurn, you don't need to set anything up). Burn the discs at the lowest speed possible (ImgBurn has the AWS mode, which can force a slower burn, but there might be side effects). There's one point we need to mention in 2016: Make sure you use decent quality media. Over the last five years, CD-R companies have been lowering their quality standards, and so, brands that in the past worked like a charm on a real console will fail now. Make sure you use media from manufacturers Ritek, Taiyo Yuden, or Mitsubishi, and avoid CMC Magnetics discs in particular (mostly used by Verbatim as of 2015). You can research this on Google if you want more information. C. "I want to emulate Policenauts! How?" ---------------------------------------- As of this writing, there are three main emulators for Windows: SSF, Yabause, and Mednafen (Mednafen is available in the LibRetro/RetroArch system). We've done most of our testing with SSF, which emulates the actual hardware better than the other emulators, and the game is fully playable from start to finish with no issues. Yabause, on the other hand, always fails during certain game scenes (with the emulator versions that we've tested as of this writing). We haven't tested the game on Mednafen. For these reasons, we recommend SSF (http://segaretro.org/SSF). In order to play the game in SSF, you will need a disc drive emulating tool, such as Daemon Tools Lite or Alcohol 120%. Load the CUE file of the disc you want to play in the disc drive emulating tool before starting SSF. When you open SSF for the first time, you will need to go to "Option" -> "Option", then in the "CD Drive" section, select the Drive letter that is being used by your disc emulator. To give yourself more than enough memory to save the game, go to "Option" -> "Option", then select "4MBytes RAM Cartridge" in the "Peripheral" tab, "Cartridge" section. When you need to change the disc, in SSF go to "Hardware" -> "CD Open" to "open" the tray, change the CUE file to the one of the disc you want to play, then in SSF go to "Hardware" -> "CD Close" to "close" the tray. If you close the emulator while you're at an Insert Disc screen, and then load the next disc and start the emulator again, it will automatically continue the game from the point you left off or load the save you wanted. You can also change graphical options on the "Screen" tab. We highly recommend playing with the "Scanline" option on (50% is a good value), as Policenauts was designed to be played on a CRT screen. Also, to ensure the game runs at the correct speed, make sure "Auto Field Skip" is on. Playing with "Enforce Aspect Ratio" on is necessary to play the game in its original aspect ratio. In our opinion, for the most aesthetically pleasing presentation, set Scanlines to 50%, enable Enforce Aspect Ratio, and set the Window Size to 1.5x (with an adequate viewing distance). However, individual preference may vary. For other questions concerning SSF, please consult dedicated SSF resources. You can also try asking in the relevant thread on the Junker HQ forums (http://forums.junkerhq.net). D. Game Instructions -------------------- For the most part, the game's systems and controls are inuitive and need no explanation, but there are a few points worth mentioning. Each save takes up roughly 50 blocks of memory, though the Autosave File requires roughly 55 blocks. If you're playing the game on actual hardware with a Shuttle Mouse AND a Virtua Gun/Stunner (go you!), note that the mouse must be plugged into controller port 1 and the gun must be plugged into controller port 2. If you're playing with just the mouse, it must also be plugged into port 1 in this case. This may seem obvious, but you can actually play mix-and-match with the controller, mouse, and gun, switching between them on the fly (even in the Shooting Trainer), and so the manual makes a point of mentioning the mouse must be plugged into port 1. There are three control types in the game: Default (suited for right-handed players), Southpaw (suited for left-handed players), and One Hand (no comment). Seriously, though, One Hand was a control type used in other Konami adventure games as well. It was designed to allow the player to play the game in a relaxed manner and not have to grip the controller with two hands at all times, since much of these games consists of laid-back exploration. The following is a breakdown of the game's controls. Also, keep in mind the Saturn's soft reset command: A+B+C+Start. Default Mode ------------ STANDARD CONTROLLER (adventure mode): D-Pad: Move cursor/navigate menu A Button: Select B Button: Cancel/(Hold) Fast movement (when using tools) C Button: Select X Button: Not used Y Button: Not used Z Button: Access glossary L Button: Move cursor to left R Button: Move cursor to right START: Access glossary STANDARD CONTROLLER (combat mode): D-Pad: Aim A Button: Shoot B Button: (Hold) Fast movement C Button: Reload X Button: Not used Y Button: Not used Z Button: Not used L Button: Auto-aim to left R Button: Auto-aim to right START: Not used SHUTTLE MOUSE (adventure mode): A Button (Left): Select B Button (Middle): Select C Button (Right): Cancel START: Access glossary SHUTTLE MOUSE (combat mode): A Button (Left): Shoot B Button (Middle): Shoot C Button (Right): Shoot *Shoot outside of the screen to reload. Southpaw Mode ------------- STANDARD CONTROLLER (adventure mode): D-Pad: Move cursor/navigate menu A Button: Select B Button: Cancel/(Hold) Fast movement (when using tools) C Button: Select X Button: Not used Y Button: Not used Z Button: Access glossary L Button: Move cursor to left R Button: Move cursor to right START: Access glossary STANDARD CONTROLLER (combat mode): D-Pad: Aim A Button: Reload B Button: (Hold) Fast movement C Button: Shoot X Button: Not used Y Button: Not used Z Button: Not used L Button: Auto-aim to left R Button: Auto-aim to right START: Not used SHUTTLE MOUSE (adventure mode): A Button (Left): Cancel B Button (Middle): Select C Button (Right): Select START: Access glossary SHUTTLE MOUSE (combat mode): A Button (Left): Shoot B Button (Middle): Shoot C Button (Right): Shoot *Shoot outside of the screen to reload. One Hand Mode ------------- STANDARD CONTROLLER (adventure mode): D-Pad: Move cursor/navigate menu A Button: Select B Button: Cancel/(Hold) Fast movement (when using tools) C Button: Select X Button: Not used Y Button: Not used Z Button: Access glossary L Button: Select R Button: Not used START: Cancel STANDARD CONTROLLER (combat mode): D-Pad: Aim A Button: Shoot B Button: (Hold) Fast movement C Button: Reload X Button: Not used Y Button: Not used Z Button: Not used L Button: Auto-aim to left R Button: Auto-aim to right START: Not used SHUTTLE MOUSE (adventure mode): A Button (Left): Select B Button (Middle): Select C Button (Right): Cancel START: Access glossary SHUTTLE MOUSE (combat mode): A Button (Left): Shoot B Button (Middle): Shoot C Button (Right): Shoot *Shoot outside of the screen to reload. All Modes --------- VIRTUA GUN (combat mode only): Pull trigger: Shoot *Shoot outside of the screen to reload. Finally, the following is a translation of the dialogue from Track 2 (when you load the game on a CD player). Female voice: This CD contains game data and is for use with a Sega Saturn or compatible hardware only. Do not play Track 1 on a CD player. (repeats) Jonathan: Ed, this is it! This has to be the CD. Ed: You're right! There it is on the label - "POLICENAUTS". Victor: What?! Why didn't I think of that. IV. Acknowledgments =================== (by Bruno Fascendini AKA SaturnAR) (IlDucci) Who gathered this Team; the one that always kept strong, even in the dark times this project went over. (Marc Laidlaw) For helping and joining when we most needed for a translator; and who better than the original team translator, huh? (CyberWarriorX) To this great guy who was always there to give a hand, to answer the tech questions or just talk Saturn/Yabause related stuff with me. (FacundoARG) To Facundo, the one who get me involved in the project. For all his help, knowledge and friendship. (Michael Sawyer) For his help and shared knowledge, specially his Let's Play archive (http://lparchive.org/Policenauts/) (Artemio Urbina) Always with good will to help us, even if they were the bummer things no one wanted to do. (cafe-alpha) For helping us when we were needing it, and for continuing working in Saturn related stuff. (The Yabause Team) Because this wouldn't have been possible without this great emulator, but even better (and only) Saturn debugger. (by Víctor González AKA IlDucci) Just like it took eight years for Artemio, Marc and Michael to create the Policenauts project, I can't believe it's taken seven years to get it to Saturn and prepare the toolset for any further non-English translations. I'd like to thank first and foremost Artemio, Marc and Michael for letting us continue their work and, later on, allow them to port and improve an already outstanding work; GameZelda for starting up the PSX Spanish project and for writing the first toolset which would be the basis for the Saturn project; Bruno, Facundo, SkyBladeCloud and cafe-alpha for bearing with my nonsense in order to get the Saturn version up-to-date, and a huge special thanks for Michael Sabin, who managed to crack why the PlayStation FMVs were out of sync. His work should be seen in future versions of the PSX patch. (by Marc Laidlaw) I enjoyed being able to revisit Policenauts and apply my experience from the years since the PlayStation patch, which was the first translation I ever worked on. Please note that this is a localization and not a translation. If you have played both the original Metal Gear Solid and Metal Gear Solid: The Twin Snakes, my approach is in line with the former. My goal was and always is to take the meaning behind the source language and have the game's characters talk the way that native speakers of the target language (English, in this case) would talk in the same situations. Jeremy Blaustein described the process more eloquently in his answer to the final question of this interview with USgamer: http://www.usgamer.net/articles/true-tales-from-localization-hell/page-6 Finally, I would like to thank everyone involved with the Saturn patch, Víctor and Bruno in particular. V. Revision History =================== v1.00 Initial release. (10/06/16) v1.0.1 Corrected a typo in Act 2. (11/29/16) VI. Credits =========== Programming: GameZelda, FacundoARG, SaturnAR, Raizing, SkyBladeCloud Translation: Main Translator: Marc Laidlaw Additional Translators: Raizing, cafe-alpha Graphics porting and editing: IlDucci Additional tools used: Jörg Schilling Testing: Rolando Cedillo Ross Foubister Fred Guese Oliver Jia Alexander Lombardi Joseph Migeed Retroware Ravi Singh Switch Artemio Urbina Mr. Wolfe Special Thanks: The Rockin'B, Akihabara Online, SegaSaturno and Dreamcast.es, CyberWarriorX, Axxel, FaustWolf, Michael Sabin, the community at Verve Fanworks, plswashhands and shengoro86. Based on a project by Artemio Urbina, Marc Laidlaw, and Michael Sawyer. POLICENAUTS is (c) 1994 1996 Konami Digital Entertainment Co., Ltd. All original material is (c) 2009 2016 The Policenauts Translation Project