Category Archives: Retranslation log

Roundup of Changes

Hi everyone, I hope you’re all spending a good time now you’ve had the chance to play through a bit of the finalized patch!

And well then, we thought it would be a good idea to give you all a full breakdown of all the changes we’ve made to the game, which also includes things that aren’t strictly part of the script.

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Large Update Incoming!

Hi, everyone! Aquagon here.

It’s been some time since Beta 3 got released, right? I know I said previously that no other large changes would be done aside of typo corrections and the like, as we had no means to do anything else. Or at least that’s what we thought…

Back in March, I contacted RyleFury from the Atelier Traduction team, which specializes in translating Gust games to French, because I was so impressed with his work on the translations for Atelier Iris: Eternal Mana and Mana Khemia: Alchemists of Al-Revis to French that I thought he could be an invaluable help to the team given his programming abilities and ASM knowledge. He finally started helping us in April, and I’m very glad I took the decision to contact him, as this has allowed us to solve the few unsolvable issues we still had, and we’ve also fixed multiple bugs that were still remaining; not to mention this allowed us to add a few additional extras…

Below you all can see the complete changelog:

-Minor typo fixing in the script. Also, fixed a pointer mistake that caused Zodoma’s attacks to have incorrect names.

-The Deathlandia maps have got their unveiling sequences restored to how they were in the JP version, as well as the new area notification appearing now.

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-The inconsistencies between how the guard scores appear in battle and how they appear in the battle results and the battle log screens have been solved: they all show “Terrible” now.

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-All song magic and skills are capable of dealing two types of elemental damage at once, and all incorrect elemental damage and extra effects in both skills and items have been fixed. (The skills shown in the screenshots are the IPDs’ Elemental Break attack and Cloche’s Invert Brid song.)


-The bug that caused the “Crash…” effect to appear in the Cosmospheres during a DP event even if the player had enough DP has been fixed.

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-The Boss Key feature has been restored in full (the illustration shown is just one of the set that are supposed to appear aside of the loading screen.)

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-The incorrect Hymn Crystal sprites for the EXEC_METAFALICA/. download flashback sequences have been changed to the one used for the proper crystal.

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-Most skipped dialogues in multiple events have been restored. This includes the voiceovers these lines had in the case they were voiced.


-The English voice option has been excised completely from the game in order to solve the flag problem that made it impossible to unlock some of the anime FMVs for the Extra menu when the game was being played under a Japanese voice setting.

-The Hymmnos font has been reprogrammed so uppercase and lowercase letters can be displayed on the same text window and the glyphs from its 1.1 version have also been added in. This will allow the Hymmnos dialogues to be displayed properly, as the old routine allowed text windows to be only in uppercase or lowercase depending on the first letter used in the line.

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-The song “Emptiness” has been added to the Hymn Concert menu accessible under Extras.


-Raki’s Fractal Change attack has been fixed further, as the original fix restored the attack’s functionality but nulled out the part of it that shifted her stats and attack patterns.

-The bug that caused the Replekia tutorial to be interrupted if the player started with a Blue song magic and then changed to Red song magic, forcing the player to reset the game, has been corrected.

-Infel’s diary won’t disappear anymore if the player doesn’t visit Promise Hill during Phase 4.

-The bug that made it impossible to continue progressing through Cloche’s Cosmosphere if the player gets kicked out during the Lv. 4 introduction event due to insufficient DP has been corrected.

-Sasha has been removed from the crowd in the introductory event to the Tower to the Heavens and her NPC form was also removed from the entrance to that same location due to causing a continuity error when she appears and talks to the party upon their return from Sol Marta after the final battle. The only line she got as an NPC was reassigned to an NPC girl.


-A second Deathlandia map graphic has been added for Luca, as originally both Deathlandia versions used Cloche’s map graphic. Similarly, both map graphics have been edited to fix punctuation issues. (Any graphic issues you see in the 3D model at the left are due to PCSX2 not being able to render properly the world map models.)

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-The game displayed a fake value for the Sync Rate resulting from multiplying the number of Heroine Topics seen by the player by 100 to then divide that result by the total number of Topics, instead of the true one which adds together the Sync Rate given by each individual Heroine topic (each topic has a specific Sync Rate value, and there are even some that don’t add anything to the Sync Rate total), which is also the value actually used in the SP gained after battle calculations and Synchronity Chain activations. This has been changed so the game now displays the true Sync Rate. (Both screenshots were taken from the same save file.)

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-A glitched event in Cloche’s Imperial has been fixed.

-A glitched event related to the Sphilial Pose in Cloche’s route has been fixed.

-The dummied out events for repeating lost battles in Jakuri’s Cosmosphere have been reinstated.

-Some of the area names that appear next to the Encounter Bar have been pushed a bit to the left so they don’t leave the screen’s limits.

-The graphical bug that caused the encounter bar to refill itself after using the Funbun’s Crisis! item and triggering an event, yet still making it impossible to encounter monsters until the player left the area and returned or used Curse of Geugo item has been fixed.

-The purple portal in Dreamy Fields has been changed so it only appears after Shun activates it at the start of Phase 4.

-The circling light effect that appears at the top left of the Infelsphere Lv. 5 map after Nostalgic Home has been cleared has been removed.

-All the monster descriptions that remained only as unused text in the Japanese version have been translated and reinstated.


-A few graphics have been changed in order to allow for some character and area name changes. These are the following:

  • Most Deathlandia areas
  • Sky Plains -> Celestial Plains
  • Goro -> Gengoro (includes removing the “nickname” compromise we made from the dialogues)
  • Big Sis -> Young Woman
  • Big Bro -> Young Man

-The dummied out events (one for each route) that allow players to access Deathlandia again from Lakra in Phase 5 have been reinstated.


-The dummied out event that allows Shun to teleport the party to the Moon Culvert entrance after Reisha has been abducted has been reinstated.


-The missing tutorial events for the Heroine Topics, Synchronity, Evolved Song Magic and the second missing half of the Jamming tutorial have been reinstated.


-Dummied out events that show the shopkeepers berating the party if they haven’t synthesized in a long time have been added back.

-Events where Skycat/Sasha show concern about Luca/Cloche being absent from the party (depending on route) have been added back.

-All the dummied out conversations with Cynthia have been added back.


-The dummied out barriers and switches that were supposed to exist in the Gyro Stabilizer and the Tower to the Heavens have been added back.

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-A mini dummied out event has been added back in Cloche’s Cosmosphere Lv. 1 in the Abyssal Darkness point. This disappears after the second event in the Tower of Life.


-An event in which Cloche gets angry and the Song Magic tutorial is skipped has been added back. It can be activated by refusing to open the song menu three times.


-Several prototype events that couldn’t be integrated into the game due either to storyline conflicts, design and structure clashes, or unknown requirements, have been added under an additional Prototypes section accesible under Extras.


-A Hard Mode has been added. This features the following:

  • All enemy stats have been increased.
  • Some enemy attack patterns have been adjusted.
  • The guard timing leniency given by the Guard+ family of Girl Power skills that some IPDs bestow has been reduced.
  • The boost given by Replekia to Song Magic has been greatly reduced.

(None of the above affects at all anything in the Normal and Easy difficulties).


Okay, that’s the extent of the changes made this time around.

Beta 4 will include all of them and it should be going up this weekend, so I hope you all will be looking forward to trying it out. I think you’ll really enjoy AT2 even further once you get to try out all these changes!

Happy New Year! + IPD Names Poll

Hello everyone, I hope you had some nice holidays and this new year has found you all well!

The topic for today’s post is a little something that has been causing some minor problems among the retranslation team, which is why we wanted to ask you all. As you’re the people who will be using our patch in the end, and this concerns you all directly, we decided to make a little poll due to the following:

We have considered changing the names for several of the 100 IPDs in order to make them more accurate (and make them sound like proper names in some cases) and to correct the problem that some of the Hymmnos texts that were supposed to display their names in Hymmnos font didn’t match them, but instead matched the name of another IPD.

However, one of the points that was made by a member of the team against doing this was that these changes would cause confusion and gameplay problems to the players due to the different names making it hard to find the IPDs that are more useful during combat as well as complicating unnecessarily the Dive Therapy sessions needed to cure them due to making it harder to find in the guides the IPDs that have these skills as well as the choices needed to cure them flawlessly.

However, other members argued that the players could also refer to the IPDs by their catalog numbers, and additionally, given all the changes we’ve made in our relocalization in order to improve the quality of the translation (Talk Topic names, item names, location names, Therapy texts and Therapy choices wording), most likely the guides won’t be applicable in most cases anymore.

Given the previous arguments, it won’t be possible for just us to come to a consensus on this matter, so here I leave the poll for you all to help us decide which road we should take here, so make sure to vote for the option you find the best! Thanks for reading this, and we greatly appreciate your help and support!

[cardoza_wp_poll id=2]

PD: The first round of playtests is almost done, and so far, we’ve found and corrected pretty much all of the typos and grammar mistakes that escaped our editing process. However, we have also encountered a rather annoying bug we’re doing our best to fix.

Update 10/02/2014:  And the poll has been closed. Thank you for all your opinions and votes!

Beginning Playtest Period!

Hello, everyone! I hope things have been great the last few months for you all!

As you all can see, we’ve revamped the blog’s appearance, as well as added the logo we’ve decided to use to represent our retranslation project. It shouldn’t be news for anyone, but for those out there that don’t know, it’s called Project Metafalica, like a very certain important project that took place centuries prior to the game’s story.

And well, as the title states, we’re pretty much done with everything now. Right now, we’re working on the final touches for the patching program to then begin a closed beta-test period, after which we’ll finally release the retranslation for the enjoyment of you all. Currently we aren’t looking for volunteers, as we want first to ascertain for ourselves that there are no major problems with the game as we have it right now, but if we ever change our minds about it, this is the first place where we will be announcing it.

I know we have taken a long time to get to this point, but now, we’re right on the home stretch, so while I can’t give any release dates or anything like that, at the least I can say that the long wait should be nearing its end now.

Yet another step closer…

Hello, everyone out there!

Once again, I’m here to give you all an update on how the project has been going, although I think it shouldn’t be really necessary if you have been paying attention to the A Reyvateil’s Melody forum threads and the comments on the previous entries of the blog. XD

Still, now it’s time to officially announce we’ve finished editing the texts, so now the only step we’re still missing before moving on to the playtest phase is finalizing a few of the names of the Costumes used by the Reyvateils, as well as the names by a few of the characters summoned by their Song Magic, so we can subtitle the videos and modify the name graphics we still have pending. So yes, we’re pretty close to the end now, so expect to see some more updates soon.

I’ll come again to tell you all once playtesting begins, so keep an eye out on it! Once again, thank you all for your patience and support!

PD: Oh, I almost forgot about this. We’re still having one minor problem to which we haven’t been able to find a solution: the Dolby Surround version of the opening movie most likely won’t be subtitled because we haven’t found any tools that support the remuxing of .adx and .ac3 files into the .sfd video container used by the game, according to our graphics expert Soukyuu. If we can’t solve that before we have finished the tests, I’m afraid that it’ll have to stay as it is right now. However, the normal version will indeed have subtitles, like all other movies in the game that have voices or texts, so you won’t be missing out much.

Current Status Report

Hello, everyone! I hope this year has found you all well!

This time, I’ve come to report to you all how’s the current status of the retranslation project, given how much time we’ve left this blog inactive.

Currently, as you all know, all of the texts have been translated, and thus we’re currently in the review and editing phase. So far, we’ve done two passes on the main storyline, Cosmosphere, and Infelsphere texts, while the other texts, which go from parts of the menu texts to the NPC conversations and Talk Topics, have underwent one pass. Therefore, we still have some minor spelling and grammar mistakes in them that we have to fix, and our only active editor, void, is quite busy right now with real life issues, so that’s why it has been going so slowly. However, we’re pretty close to finishing the project, so once we have finished the second pass we’ll most likely begin with the beta-test period, and depending on how many things still need fixing at that point, we’ll see if there will be any need for additional revisions to the script. Once we’re sure that everything is as good as we can make it, we’ll make the patch and post it here so you all can enjoy the storyline as it should have been released in the first place.

That’s for the text, but for other matters, such as graphics and video, I think we have finished with it, as our graphic editor, Soukyuu, already took care of modifying the ones that had texts that required modifications due to name changes. Likewise for the videos, as they all have been subtitled so you all don’t have any problems following what happens during them. The only matter still remaining here would be subtitling the Cosmosphere outro videos due to changes in the costume names and to the fact that we changed Jakuri’s name, which will be done as soon as we have reached a consensus on which costume names will be changed and which ones will be left as they were in the official localization. However, that shouldn’t take too long to do.

Finally, on the programming and bug related-matters, I can only say that we fixed the bug that didn’t show some Hymnos glyphs in a few of the dialogues, the problem with the two tutorial entries I described in one of my previous posts, the text corruption in the IPD contact texts; and additionally, we fixed a issue with a wrong image being displayed in Luca’s Lv. 6 and upwards Cosmospheres in the Extra menu, both in the Event Replay and Reyvateil Catalog sections. We also restored the gradients to graphics such as the IPD contact graphics, which appeared colorless and hard to read in the official localization.

Well, that’s everything I have to report, so I’ll have to leave you all for now. As always, thank you to everyone for your support and for being so patient in awaiting for us to finish with this project. We’ll be sure to do everything we can so you’re satisfied with its final results!

Translation Phase finished!

Hello, everyone!

I know it has been some time since the last post, but now, I’m pleased to announce that every single bit of text in the game has been retranslated!
That is, the longest phase of the project has finally reached its end!

Now, we have to do some reviewing, consistency checks and finally, beta testing, but hopefully that shouldn’t take nearly as long as the translation itself had, so hopefully, it won’t take other year for the project to finally reach its conclusion.

A little update

Ok, just chiming in to tell everyone that we’re approaching to the end of the menu texts, as there are only three files for it remaining: the Current Objectives texts, the profile character texts from the Status screen, and the texts related to Dualithnode Crystals.

Aside of this, I also have a little new to announce: remember that I said that there were a few problems that would require ASM hacking to solve? Actually one of them got solved thanks to void and the research he recently did in the Extra menu entries. That is, now the tutorials that tell how to evolve Song Magic in battle, and how to trigger Synchronicity can now be triggered! Here’s a pic to demonstrate this:

The Lost Tutorials, now restored and visible to every player!

I’m not sure if we could classify this as a bug-fix or a restoration of dummied-out features (as they couldn’t be triggered in the JP version either), but I hope it also serves of help whenever you get to play through our version of the game~

Current Report

Hi everyone, aquagon over here.

First, I’d like to apologize for saying we’d be able to release the project by the end of the previous year, given that due to different circumstances, the progress on it slowed down after the great boost in activity it had gotten at the beginning of 2011, and because of it, we haven’t finished yet. Again, I’m very sorry, and I hope we’ll be able to finish this soon.

Anyway, on the progress report, I can say we’ve advanced quite a lot: as you all can see in the Project Status page, we recently finished off both sides of the Infelsphere, all of the Talk Topics and Synchro Topics, Frelia’s Binary Field, and we’ve done quite a lot of work in the menu texts (which are arguably the part of the games with the most number of text).

Image editing has been completed as well and video editing has advanced quite a lot, thanks to Soukyuu’s efforts and diligent work, while void has done a remarkable job at editing everything that we the translators have written, both to make the lines be more readable, and to make them fit into the visible boundaries the game gives us.

As for the texts we haven’t yet retranslated, here’s a little insight on them:

  • NPC dialogues
  • Overheard conversations
  • The objectives text that appears on the bottom of the map (the one called up by pressing Start)
  • The Current Objective texts
  • Some optional Cosmosphere scenes and texts
  • Dive Therapy texts and dialogues
  • Extra menu-related texts
  • Catalog-related etxts
  • Status screen profiles

We’re each day getting closer to the end, but that doesn’t mean we can slack off due to all the work that remains. I hope that you all will continue patiently awaiting for the project’s completion, and once again, thank you for all your support.