This is a blog that we will use to post news on our translation of "Ripened Tingle's Balloon Trip of Love". For those who don't know, it is a sequel to Freshly-Picked Tingle's Rosy Rupeeland. Rupeeland was released in English, but Balloon Trip of Love wasn't.

*Please note all images/videos shown of the translation are not final and may be changed in the final patch.

This is an unofficial fan project. We are in no way affiliated with Nintendo or Vanpool, and are doing this completely for free.

Saturday, September 30, 2017

A brief update

Hey everyone!

We have some exciting news! Our friend Bryan over at thegaygamer.com conducted an interview with me a little over a month ago. If you haven't seen it already, check it out here!

In other news, we've also had a bit of help in the form of a new program to help out with the graphics, thanks to IcySon55 from Fan Translation Inc (FTI). He's the creator of Kuriimu, an amazing program suite made specifically for fan translations. You can read more about it on their GBAtemp thread.

Other than that, we're moving along at a steady pace still. Not much to say besides that :D

Saturday, August 5, 2017

It's been a while since the last post...

... but rest assured we're still here!

As always, I apologize for these long periods of inactivity on the blog.  There just hasn't been anything newsworthy to post about :D.

We've officially begun the "editing" phase of the script. The script is very close to being completely translated, but it needs some touching up before a public release. waldrumpus worked hard for 3 years on that script (an incredibly impressive feat, considering the length and complete lack of any organization in the script!), but as you can guess, keeping everything consistent over that long period of time would be impossible.

As far as the graphics part goes...

The hacking is pretty much done! We have some developments in progress right now that will basically take care of any hurdles that're left. Then the only thing left to do in terms of graphics will be to edit the rest of the graphics in photoshop :)

Well, that's about it. I'm going to try to keep this site updated a bit more as we get closer to the end of the project. Now that probably doesn't mean much to you guys since I've said that in the past and obviously ~that~ never happened, but I'm going to try :D

Wednesday, May 31, 2017

We need help! (again)

We haven't shown any screenshots in a while, so there you go :)

Anyways, I'm here (again) to ask for your help - this time we're looking for an additional graphics editor. You can find more information in the Help Us Out section. (the first screenshot on this page is also one of the graphics you would be editing!)

I'd also like to give a special thanks to everyone who volunteered as an editor so far! I think we have amassed a great team that will hopefully make this translation the best it can be.

Lastly, you can look forward to our friend Bryan Ochalla's has done an interview with the team about the translation project. You can find that interview on his website, thegaygamer.com, in the near future!

Tuesday, February 21, 2017

Editor's needed!

Well it's been a while since we last said anything, hasn't it?
Before I say anything else, let me reassure you that the Tingle's Balloon Fight DS translation is still going to happen. I promise :) . There's some behind-the-scenes issues going on, but it is still 100% going to happen. 

Anyways, the title of this post is a perfect example of why we are now asking for editors! Typos happen, whether we like it or not. waldrumpus has done an excellent job translating almost the entire script by himself (shoutout to DaVince too :) ), but that's a lot of sentences to translate. 

That's where a potential editor would come in. Basically we need a person (or a team of people) to go through the 13,000+ lines in the script, checking for typos and grammar errors, as well as improving the script in general. We also need that person (or at least one of them if it ends up being a team) to be able to speak Japanese at an acceptable level (i.e. be able to play this game and completely understand it). Obviously the same thing applies for English. 

If you think you'd be interested in this, send me an email (click on my profile and click the send email link) and I'll get back to you with more details. 

Until next time!

Saturday, January 14, 2017

Tingle's Balloon Fight DS status update

Hey everyone!

I thought I'd give a quick update on the Tingle's Balloon Fight DS patch.

It's been two weeks since I promised to release it, but it's still not ready yet unfortunately. There is still a problem with the graphics that you'll notice in the video below. I have discovered a way to fix it, but it will take some time. Unfortunately it involves staring at numbers in a hex editor for hours which is not an easy thing to do :D . I've been trying to work on it a little each day, but only for a limited time. Balloon Trip of Love is our number one priority so I'm careful not to focus too much on Balloon Fight.

Anyways, in case anyone was in doubt or just wants to see the translation in action, here's a video-

As you can see, the text turns back into Japanese for some of the graphics. Like I said before though, I should have it fixed soon.
Also for those of you with OCD as bad as mine - I know that "New Game" and "Load Game" aren't lined up properly. They use repeated tiles in their graphics (The "AME" part is actually the same graphic in the rom for both) so it'll require a little work on my part to fix them.

The next time I post the patch will be released (barring any last-minute problems :D).
Until then!

Sunday, January 1, 2017

2017 - The Year of TINGLE!

Happy New Year everyone!

As you might know, 2017 won't be just another year around here. This year is the year that the first complete patch will be released! The script is getting closer and closer to completion due to the hard work of waldrumpus, and the graphics are also moving along smoothly with me, zell0s, and chir-miru.
Hopefully you guys are excited, because I sure am. This translation patch has been, quite literally, years in the making. Soon Tingle fans everywhere will be able to play this awesome game!
Of course it will still be a little while, so don't jump on the hype train just yet!

We also saw a nice surprise over in the 3DS hacking scene that's relevant to us here. A NDS rom loader is being developed for the 3DS, which will allow you to run DS roms (and our translation patch) with only a 3DS or 2DS, no flashcart needed! You can read more about it here on GBAtemp if you're interested. I can't guarantee that Tingle's Balloon Trip of Love will end up being compatible with it, but it looks like there going for pretty much universal compatibility for DS roms.

And finally -
Many people have requested this, and I also alluded to it in one of my last posts.
Yeah that is (or was supposed to be 😞 ) the Christmas surprise, a translation patch for Tingle's Balloon Fight DS! Unfortunately some last minute issues sprang up on me with the graphics shortly before Christmas. I tried to get it done before New Years but that didn't happen either. It should be done very soon, and in the meantime I have added a new section to the blog for it here. The first release will only include the 1 Player mode and the Balloon Trip mode, but if enough interest is expressed I will also do the 2 Player DS Download Play mode.

Merry Christmas and Happy New Year to everyone!

Wednesday, December 21, 2016

Status check

Well it's been a while since the last update, but rest assured we're still here and have been working diligently over the last month on the translation! I wanted to do this small update just to give you guys an idea of how the graphics part of the project is going.
We basically have two more categories of graphics left - the chapter scrolls and the "Secret Notebook" badges. Me and waldrumpus are working on localizing some of the badges before they're edited into English since some of them contain some vague Japanese pop references that need to be understandable in English. And for the chapter scrolls I just need to get moving with extracting them so Zell0s can edit them :) Other than that there's a few miscellaneous graphics that still aren't translated, and that's about it.

We also have a nice surprise Christmas present coming in the next few days! I won't spoil what it is but we hope you guys enjoy it when it comes out.

See you in a few days!

Sunday, November 6, 2016

Let's talk about the Too Much Tingle Pack (and why we're not translating it)

Due to some requests about them, I'd like to change pace a little and talk about two of the lesser known games in the Tingle spinoff series - the Too Much Tingle Pack and Tingle's Balloon Fight DS.

It's something that's been asked about quite a few times, in fact a couple of people have asked on this blog.

Are we also going to translate the Dekisugi Tingle Pack, better known in English as the Too Much Tingle Pack?

A brief history lesson here for those who haven't heard about this game.

Basically, back when Balloon Trip of Love was released, the Nintendo DSi was relatively new on the market. One of it's most touted features came in the form of the DSi Shop, an online store that you could download small games that were aptly titled "DSiWare". (If this sounds familiar, than you wouldn't be wrong - the DSi was Nintendo's first foray into digital gaming on its handheld systems, so it was essentially the precursor to the eShop.)
These games were usually very small and weren't usually as deep (or expensive) as retail games. Shortly before Tingle's Balloon Trip of Love was released, Nintendo and Vanpool released a small DSiWare on the Japanese DSi Shop called the Too Much Tingle Pack. This was meant to promote Balloon Trip of Love, and as such it wasn't a full game. If you're interested in learning more about the actual game, you can read this page.

Now, since this is such a small game, it would make perfect sense for us to translate and release it along with Balloon Trip of Love, right? I kind of agree; aside from one minigame that is very text heavy, the rest of the Pack is light on text. It also uses the same graphical engine as Balloon Trip of Love, so I would have no problems with the graphics.

So why not do it?

Well the answer lies in the way the ROM is coded itself. TWL games (games built for the DSi such as DSiWare and DSi Enhanced games) employ a special system within them that consists of "digest sector hashtables". That may sound like a mouthful of technical garble, but essentially they serve one purpose - to prevent any editing to the file system of the ROM. If even one byte is changed, the game will refuse to boot. Obviously this is a problem for a fan translation.
The only way to resolve this would be to patch these sector table checks out of the ROM - something that I have tried and failed several times to do. Until (and if) this problem is resolved, a fan translation for the Too Much Tingle Pack is impossible.

So there you have it :) . Sorry for such a negative post (I didn't mean for it to feel that way), but I figured you guys deserved to know why this won't be happening. I'll be discussing Tingle's Balloon Fight next time, which is a different situation :)

And of course I wouldn't leave without giving an update on the game we're actually translating. Honestly nothing notable has happened since last time. Progress has been somewhat steady, and I'd say we're still on track to at least meet that deadline that I gave a while back :)

Until next time!

*Oh yeah, I almost forgot. That title logo mockup was done by FShadow a while ago. Thanks to him for that!

Monday, October 3, 2016

From the translator's desk

In lieu of actual content, here's a glimpse of what it's like1 to try and translate a couple of title cards and create an English version that fits into a fixed size grid yet still bears some resemblance to the original text.

1 at least when I'm the one doing it

a rare glimpse into the inner workings of the creative mind

Sunday, August 21, 2016

Historical Documents

Hello everbody, today we have something a little different. Instead of writing about the translation project directly, we'll look at something from Tingle's Love Balloon Trip's publishing history.

A couple of days ago, joesteve pointed me to a website with a couple of interviews and other articles by and about Vanpool, the company that made the game. It's styled in a "classroom" theme and I thought it was really neat. Especially the first page, which is done in the style of a board game of sorts and reveals details about the events at Vanpool between the release of Tingle's Rosy Rupeeland and Tingle's Love Balloon Trip.

I liked it so much that I made a rough translation that I'd like to present without further ado.

Update: View the image in full resolution!


Wednesday, August 10, 2016

Screenshot time!

They say a picture is worth a thousand words, right? So instead of making another wordy post, I'll let these pictures do the talking :)

Alright, even though it's only two, they represent something much bigger - the green verb boxes are done!
Yep, the nearly 50 boxes, which is pretty much the largest category of graphics in the game, is finished thanks to the work of zell0s!

Sunday, July 31, 2016

It's been 4 years already?!

Yep, that's right! It's been four years since the Tingle's Balloon Trip translation project began! I'd like to take a little time to put things in perspective and explain what happened over those 4 years, and then I'll deliver that progress update that I promised in my last post.
I started working on this on July 31st, 2012. At that time it was all about laying the technical groundwork for the translation. Around January 2013, yellow (known as ytdash here) joined me and we made a lot of progress with the graphics and text. 

This went on for about a year, with no actual translation being done, save for the intro and title screen. However, due to severe technical limitations, the text had to be condensed and the title couldn't be inserted into the game. (Some may recall this from the video posted a few years ago by ytdash).
This changed in February 2014, when DarthNemesis, a member of GBAtemp, coded us a text editor for the game. This program made editing the text as simple as editing a .txt file. Shortly after DaVince joined and translated the first page of the game. 

Progress was slow over the next few months, as both me and DaVince were busy frequently and couldn't work on the translation as often. This changed later that year in August, when waldrumpus joined. Having written a walkthrough for the game before, waldrumpus was very familiar with the game and quickly began to make progress in the script. 

Throughout 2015, I was able to figure out the games graphics system, and could now edit ingame graphics. So, me and ytdash began to work on translating the graphical text in the game. 

Finally, in July 2016, zell0s joined us as a graphics editor, helping to speed up the progress on that side even more.

So that's it, it's certainly been a while. But how much longer will it be?
I'm happy to announce that the patch is projected to be released within the next year! The script is nearing completion, and the graphics should be done in the next few months. Then there's just proofreading and beta testing, (which may or may not be public, we haven't decided). 

That's just an estimate though, please don't be disappointed if it takes a little longer ;)

Until next time!

Thursday, July 14, 2016

Hacking/Programming Writeup Part 3 - Text/Script Editing

If it already hasn't become apparent, I'm writing these in whatever free time I have, so it's been a little inconsistent :)

Anyways, welcome to

The Tingle's Balloon Trip of Love
Hacking Writeup (Pt. 3)

So now we get into more specific stuff - text editing! This is arguably the most important part of any translation (most at least), since the majority of the text is usually displayed with a script engine. As I mentioned before, the script for the game is located in data/db/lang.bin. 
In a very broad sense, this file is divided into two parts - line lengths/pointers and the actual text. 
The actual text is very simple to edit. The game uses a 16 bit (2 byte) character encoding. That means that in a hex editor, two bytes equal a character rather than one. 
The more complex part of this comes with the other part of the file, the line lengths. Basically every line in the game has its length defined by a value in the beginning of lang.bin. Now this presents an interesting question that I don't fully have an answer to.
(Warning - technical stuff that only some may understand lies ahead ;) )
The game doesn't use any kind of pointer system for the text, it just has the values that specify the length of each line in the same order the lines appear in lang.bin. So how does it know where each line starts, in order to display it ingame? I don't know, at least not for sure. However, the most logical assumption would be that the game somehow knows the order of the lines and bases it off of that (this is most likely in the olz files). This is further supported by the fact that the game only displays the text correctly when it's in the exact order as it was before being edited.
(Technical stuff over)
So how do we edit the text? Sounds tedious right? Well, luckily we have a nice text extracter and inserter from DarthNemesis that exports the script to a .txt, and then imports the edited .txt back into lang.bin!
The final thing that I want to briefly touch on in this post is the font. Now, this is kind've getting into graphics territory, which is out of the scope of this post, but the game stores all of its font files in the resLibFnt archive. The game has 10 variable width fonts that includes Japanese hiragana and katakana, the Latin alphabet with accented and other special characters, punctuation, as well as many other symbols. Anyways I'll leave the rest of that stuff for the graphics post :)

As always, feel free to post any questions, comments, or concerns you may have!

(On another note, the next post will also contain an update on the status on the project, since actual progress hasn't been discussed since I've started this series of posts :D)

Monday, June 20, 2016

Hacking/Programming Writeup Part 2 - Basic structure of the ROM and what each file does

Update - added tools section

Well it's been a while. I was planning on doing this sooner, but one thing led to another and I had to take a break from the project for a while. Don't worry though, I'm back and working again :D.
I'm going to try to format these posts in a way that's easiest to understand for you guys, but I'm not the greatest at that stuff. Please comment and let me know if you like it or if you don't. Don't worry you won't hurt my feelings if you don't! It would be helpful though if you could suggest a way for me to improve it though.
Alright, without further ado...

The Tingle's Balloon Trip of Love
Hacking Writeup (Pt. 2)

Here's the 'root' of the ROM -

Basically that's what is located in the highest directory in the ROM, right when you unpack it. Most of those files are not relevant to the translation; many are included in every DS game, and simply provide the system with info needed to run the game. What is relevant is the banner.bin file and the 'data' folder. The banner.bin contains the icon for the game displayed on the DS menu, as well as the title displayed there. Obviously the title is in Japanese, so I have to edit that into English. 
Then there is a special check that the game performs to make sure the banner is valid called a CRC check. Luckily there are tools that automatically fix the CRC so I don't have to worry about that :) !

Now for the data folder -

I'm not going to show the contents of every folder here since I don't want to flood this post with screenshots. Plus the top 2 have a LOT of files, so it'd be a lot to put up. Anyways I'm just going to separate each folder into a section and describe its content(s). 

This isn't exactly relevant to the translation, but I'll briefly explain it here. This folder contains 364 ".olz" files. These files are simply LZ77 compressed archives (think zip files, but a little different) that contain a single ELF executable file. The reason there is so many is because there's one for each 'screen' in the game (pretty much every time the screen fades, it loads another olz file). These files call the graphics, text, music, and anything else needed for that specific scene. They're also a completely custom format. I really have no idea exactly how they work, only what they're purpose is. 
Well, 'briefly'. oops.

Skipping anm because I can. Just kidding :p. Once again, this folder isn't relevant to our work here. It contains 3 .sdat files, a common standard sound/music format for the NDS. Basically includes all the music and sounds in the game, and is easily extractable with a program. 
That's all there is to it.

This is where we get into the important stuff (at least to us). This folder contains every graphic in the game. This includes 3D models/animations, 2D graphics, cutscenes, backgrounds, sprites, fonts, etc. It totals 119 files, with three different types. 
One is a huge archive that contains the actual graphic files, including the tiles, palettes, and tilemaps. I'll be getting into each of those files later on in this series of posts. 
Then there is .viw files. These each correspond to an archive, and contain a list of each file in the archive. (fun fact - the star/twinkle animation that plays at some point, maybe when Tingle uses the balloon, is title "star_wars" in the viw file :D) 
Finally, we have the .inf files. Like the viw files, every archive file has a corresponding inf file. These files list the sizes of each file in the archive. This can be useful sometimes when I can't figure out when a file ends or starts. 

The other relevant folder, and probably the most important in terms of translation. I bet you guessed it, this contains the file that contains the game's script, lang.bin. It has around 13,000 lines when the script is extracted. This file has a lot of debug/unused text. Sometimes it even gets in the way during the translation when there's alternate versions of a conversation :) . It also contains the lengths of each line in the game (it doesn't use a standard pointer system - more on that in a later post). The way this is formatted makes it very hard and tedious to edit by hand - luckily we have a program that inserts the script for us from DarthNemesis!

revision (?)
I honestly have no clue. It contains 4 bytes - 
B7 74 00 00

Well that's all I have to say for now. Please comment, and as always stay tuned for more updates!

Tools used/mentioned
*Note that I, nor anyone on this website, is responsible for any possible damage or unintended consequences that may result from the use of these programs. Additionally, none of us were/are involved in the production of these tools, and they belong to their respectful owners.
Also, the tools are for Windows (probably XP or newer). Mac and Linux users will need to find a way to run Windows applications (such as wine) or use a virtual machine.
dsbuff (extract/unpack ROM)
SDAT Extractor (extracts music or other sound files from Nintendo's .sdat file format)

Saturday, April 23, 2016

Hacking/Programming Writeup Part 1 - Introduction

Some people have been asking for something like this for a while, but after reading some recent comments on the blog, I decided it was about time for something like this.

The Tingle's Balloon Trip of Love
Hacking Writeup

For those of you who came in late, I'm the lead (read: only) hacker for the translation project. Within the next few weeks I plan to write a series of posts that describe my part of the project, what I have accomplished, and what I'm still working on. 
I'm going to try to make it as easy to read as possible, but basic knowledge of the hexadecimal (base 16) system will help (If what I just said sounds like another language, don't worry). 

These posts are basically going to cover a few general categories - 

File structure of the ROM
Text editing
Graphics editing

Each of these is probably going to be a few posts long, depending on how long it takes me to explain.

If you have anything specific you want me to address or have any questions, please ask in the comments!

Saturday, April 16, 2016

Quick status refresher

Hi everyone!

I know it's been a while since the last update. When I'm working on a something like this translation, I want to keep people posted about the progess, and let them know the project is alive and well. The thing is, I never know what to write about.

We're making slow but steady progress and there is no doubt in my mind that the project is going to be completed. But as far as the progress is concerned, there's rarely anything newsworthy. Translated a couple of lines again, fixed some spelling errors or formatting issues, rewrote a passage. All in a day's work :D

Right now, out of the over 13000 "lines" of text, we have translated 53% into English. I think this will be the last time I give a concrete number - until the final "Done! 100%!", that is.

The reason for that is that there's so much more work to do than translate the script line-by-line. Rewriting, play testing, bug fixing all demand a lot of time. And I haven't even mentioned the graphics editing and additional programming. I don't want anyone to be disappointed when the progress percentage slows down at some point, so I'll leave out the numbers from now on.

Instead I'll set - for now - a bi-weekly blog update schedule to let everyone know what's going on. This might mean boring stuff like this post, so be warned ;D

If you have any suggestions for topics you'd like to hear about, or questions you'd like to ask, feel free to write about it in the comments.

See y'all real soon!

Saturday, December 12, 2015

This'll all be in the quiz, so pay attention!

Hello everyone!

This is just a quick post to let you fairy fans and tights aficionados know what we've been up to recently.
The translation project is making slow but steady progress. 43% of the total script have been translated into English, people are working on localizing the graphics — buttons, signs, title cards, etc. —, and Kakashi is living in my mattress. Let's hope only two of those things are true!

Now that you're up to speed as far as the progress is concerned, I thought I'd mention a thing I learned about translating video games recently.

When you casually think about how to translate a game, you might think it's pretty simple. Just a matter of going through the script and converting it to English line-by-line. In reality, it's one heck of a lot more complicated.

As an example, the other day I translated a quiz game within Tingle's Balloon Trip of Love. Tingle has to answer several questions correctly to get someone to do something for him (spoiler averted... for now!). These questions are about people, things, and places in the game. For example, one question asks what text is written on a sign on the wall in another room. To translate the answer to that specific question, insert the English version of the text on the sign. Simple enough, right?

But what if you — or another translator on the team — later decide to tweak the translation of the text written on the sign? If they forget that the text on that sign is the subject of a quiz question somewhere else in the game, the player will be in deep trouble later on. Since the text on the sign and the answer the game expects from the player (i.e., the pre-tweaked sign text) no longer match, giving the correct answer to the quiz question has become impossible! Thus, translators constantly have to check cross-connections like this to make sure the translation is consistent.

This is just one example of the things you have to keep an eye on to do this right. But it's all going to be worth it in the end, right?


... right?

Friday, August 21, 2015

Title screen

As you can tell from waldrumpus's last few posts, the text side of the translation is going well. The graphics are also going well, and I thought I'd share one in particular -

Thanks to FShadow, we now have a translated title screen!

Monday, August 10, 2015

A very personal milestone

Hello everyone, this is waldrumpus!

Today, I'd like to report the progress made on the localization of Tingle's Love Balloon Trip in the last few months. This announcement is pretty emotional for me, so you maybe want to get out those handkerchiefs, you know, just in case.

When I joined this project in August 2014, I started playing the game from the beginning. The goal was to try and localize everything I encounter on a straight path through the game. After that one quick playthrough, get to the rest of the material.

Well, it turned out that this "quick playthrough" took a lot longer than expected. Working on the project mostly on the weekends, progress was very - sometimes dishearteningly - slow. On the other hand, this way of doing things had some benefits, as seeing the lines in the context of the game makes them so much easier to understand than just freely floating in a text file. On top of that, although it was slow going, playing through the game in a linear fashion provided a way of measuring how far I'd come, and eventually a light-at-the-end-of-the-tunnel effect.

I could use some of that

Today I'm pleased to announce that the playthrough has been completed, almost exactly one year after it's been started. This is a huge motivational boost for me, and I vow to redouble my efforts to get this game localized! (disclaimer: efforts may or may not be redoubled. actual results may vary)

Steady progress has been made throughout this time, and we're now at an estimated 35% completion of the entire game script (woot). Furthermore, some of the other team members are working on localizing the graphics that need it, such as signs, buttons, the title screen, etc.

Thanks for sticking with me through this rather lengthy post; but as I said, it's packed with emotion, and I hope to have transferred some of the optimism I'm feeling today to you.

See you next update, be safe and be awesome!

Sunday, February 1, 2015

No quarter!? Yes quarter!!

A quick post for a bit of celebration: We've hit the 25% mark of completing translation of the game's script!

Disclaimer: This is according to an evaluation that counts the lines of the script that have no Japanese characters in them, so it's just an estimation.

I think the actual progress might even be a bit more, since part of the script is unused text, and some lines are halfway translated. But 25% is a nice milestone, so let's all have a glass of reasonably-priced domestic champagne!