[Translation] Dragon Quest Monsters: Terry's Wonderland 3D

DRAGON QUEST MONSTERS - TERRY'S WONDERLAND 3D
(JAPANESE to ENGLISH Fan-Translation)


DQMt_Logo_RGB.png


Information
Release Date (3DS-JP): May 31, 2012

Genre: JRPG, Dungeon Crawl, Monster Collecting/Breeding
Link: https://en.wikipedia.org/wiki/Dragon_Warrior_Monsters
Trailer: credits to @Darkshowdo and Z6n4


Previous Releases
  • PSX-JP: May 30, 2002
  • GBC-NA: January 27, 2000
  • GBC-EU: January 25, 1999
  • GBC-JP: September 25, 1998
Team
  • Hacking: Z6n4
  • Programming: Z6n4
  • Translation: EastonWest, Z6n4, JasonPK, [^Blark^], Masterofmemes
  • Editing: Z6n4, JasonPK, Callandor05
  • Graphics: [^Blark^], Z6n4, Darkshowdo
  • Font: Callandor05, Z6n4
  • Testers: Z6n4, JasonPK, [^Blark^], Darkshowdo
  • Trailer: Darkshowdo, Z6n4
Report all bugs to: [email protected]
Please try to include images and a brief description. Do not post them here, as we do not have time to skim the dozens of posts on where to get a copy of this, how to do this, etc. For questions, please check the FAQ section below.

Community Code: 23-5407-4251-7808
Terry's Wonderland 3D supports Online Play. The game has several different modes. Among them, you can join a "Community", to easily find other plays you wish to associate with, compete with, or against. Enter the code above to join our official Fan Translation English Community!


Google Sheet/Reference Chart:
https://docs.google.com/spreadsheets/d/1_-89zmNSwkLJUbTcDu37VsXyhfvffqCHkgeRQQYotio/edit#gid=0

Download & Patch Instructions:
NOTICE: If you have trouble beyond this, consult the FAQs below!
=====================
== Patch the Original RomFS ==
=====================


1) Downloads


a) PackHack v5.3 (http://pastebin.com/A1s8cmsD)



2) Obtain a dump/3DS/CIA of the Japanese game

3) Put your dumped copy of the game in the PackHack root folder.

4) Run HackingToolkit3DS.exe, and install it as
needed (might need to run SetupUS.exe prior).

5) Enter either D to extract your 3DS file,
or CE to extract your CIA. And then enter the name of
the file you put at the root, and press enter.
Choose n (case sensititve) when it asks
"decompress the code.bin file(n/y)?"
Extraction takes a bit of time, so be patient.

6) This will created a file called "DecryptedRomFS.bin".
This is what we need to patch. Open the xDelta UI
program from Step 1b. Patch this file with the provided
DecryptedRomFS.xdelta.


====================
== Rebuilding a new RomFS ==
====================


1) You need to extract the patched RomFS.bin file
you just created using xDelta. Open the PackHack.exe
application, and choose the RomFS Extractor (RFSE).
This will open an new application, called
RomFS extractor (from the pack Hack).

2) Click the "Open" button, and choose the new patched
RomFS file, then click "Go".

3) This should created a folder in the same directory as
your patched RomFS.bin, with an _ (underscore) at the
end of the folder name, as the same name of the file
you just extracted.

a) If you wish to use an NTR patch, you can skip the
rest of this, and proceed to the "using NTR" section.
Unfortunately, NTR only patched the RomFS, and the new
englush banner exists in the ExeFS, so we will skip
this section as well.


======================
== Rebuilding a new ExHeader ==
======================


1) Many people are having isues when they install the
1.1 official update, that the game hangs at the
Nintendo 3DS splash screen. In the folder where
you ran PackHack to decrypt and decompile the original
japanese game there is a file called DecryptedExHeader.bin.

2) Open xDelta UI, and patch the DecryptedExHeader.bin with
"v1.0-DecryptedExHeader.xdelta" the resulting file should have
the same name as "DecryptedExHeader.bin" and be in the same
location, prior to rebuilding the .CIA or .3DS file. Otherwise
the v1.1 official update seems to make the game hang.



========================
== Patching in new English Banner ==
========================


1) Locate the ExtractedExeFS folder created, when dumping the
game in Step 5 of "Patch the Original RomFS". Copy the
"banner.bin" file to your xDelta directory to make a backup
of it, prior to patching.

2) Open the xDelta UI application, and patch this "banner.bin" file
with the provided "banner.xdelta".

3) Copy the resulting file back to the "ExtractedExeFS"
folder, prior to rebuilding the 3DS or CIA file, in
the section below. It must overwrite the old
"banner.bin" file, and have the same name
as "banner.bin".


====================
== Rebuilding a .3DS or .CIA ==
====================


1) Copy the content of the folder created in the
"Rebuilding a new RomFS" section in Step 3 to the
ExtractedRomFS folder created in the
"Patch the Original RomFS" section from Step 5, in
the packhack folder, that was created when you
extracted the original japanese game.

2) Launch the HackingToolkit3DS.exe, and choose either "CR" to
rebuild a .CIA file, or "R" to rebuild a .3DS. Be patient, as
this process takes a while. It will also ask you for a name,
which does not matter. Name it whatever you want.

3) Depending on a CIA or 3DS, you will then simply need to
transfer the file to your SD and run or install it.
Enjoy!


==================================
== Installing the Official TW3D v1.1 eShop Update ==
==================================


1) Make sure you have FBI installed on your 3DS. Go into your System
Settings, go to the Memory management, DLC, and then deleted the DLC
for Terrys Wondelrand ("DQMT"). If you are on a 3DS without CFW and
FBI installer access, you must have JPN region and be able to just
download straight from the eShop. Otherwise, continue.

2) Google "3ds title keys" and you will find the title key database website.

3) Search for "0004000E00074600" in the tiny search box, above the grid of keys/titles.

4) On the site, there will be a button to Generate a QRCode. Scan it using FBI.

You will receive prompts from FBI. You can only download a JPN title on a
JPN region console, so at this point you MUST choose to
"Install Ticket + Title". This will install a valid copy of the
"Terry's Wonderland 3D" official v1.1 updated.

Changelog
========
== v 1.2 ==
========

  • Spruced up the Estark dialog
  • Rolled in various reported bugs from our users
    • text over flows
    • bad grammar
    • spelling mistakes
    • few context things in menus/wifi
  • Name changes:
    • Maizar the Exiled -> Maizarcane
    • hogeria -> hogeira
    • various japanese/english names fixed
========
== v 1.1 ==
========

  • Fixed a Game-crashing bug with the Archfiend's Grimoire
    • All 3 books have been renamed due to length restrictions not previously encountered
  • Fixed a message from one of the 2 NPCs in the Arena regarding breeding a "Boring Bug"
  • Fixed a message where the king had "I3" after a bunch of "?" and "!" characters
  • Renamed skill - "Parameter Break" to "Crafty Debuffer"
  • Fixed a bug with Cottney dialog overflowing out of the box in the intro scouting dialog.

Project Backstory
"It all started back in the Spring/Summer of 2015. I had a strong interest in the DQVII project that was going on, and after working on some translation projects in the past, I was wondering if my skills were anywhere near what they would need to be years later, to attempt a 3DS game.

And so I started dissecting the files, the .BINJ files being the easiest to break down. With these dumped, I started machine translating with my rudimentary knowledge of Japanese as well, and a strong knowledge of this franchies/series. I soon had a way of getting my english translations back into these files. In my excitement, I tried out the game changes using NTR, only to discover that though I translated cutscene dialog for the intro, it was all still in japanese! I soon discovered based on another members own investigations years ago, where this dialog was. Though he had no real idea how to extract it or recreate the files. So I set to work...

Many months later, I felt defeated. I could not figure this out. I had it to a point where I extracted the dialog fully (or so I thought), but could not for the life of me get the text back in without the game crashing! So I sat on it until the end of 2015. It was around this time, another member of these forums decided to take this project on as her own. Naturally, this pissed me off, as I had never totally given up, admitted failure, or passed the torch in any way shape or form. I'm sure some of you may remember this.

This newly acquired aggression put me back to work, for many late, sleepless nights to figure all of this out. I built many analysis tools to try to assess these files. I finally broke the majority of what barriers were holding me back, and in later bug testing, would find more along these lines, eventually squashing almost all of them.

I set out now, to find viable translators, interested in this project. With the help of Callandor05, I found Easton West. This guy... Wow! I won't drone on much, but the lush translation, puns, humor, and everything he added to it. It was remarkable writing, which we would eventually polish up, and incorporate into the entire script. It was around this same time I discovered Blark on these forums, and what we DQ fans know as the Dragon's Den. He has been google translating the game with his phone, making a screen shot guide, and compiling his own resources into english. I quickly snagged him up for menu translating. He provided a lot of work, which our editors later polished up, and he editted almost 100% of the in-game images after I showed him exactly how to do it. A huge thanks to him as well for testing! He would shortly be joined by Darkshowdo who assisted with Image edits, the new logo ideas, the trailer, and all the PR and support provided to you guys upon launch.

Of course, prior to this, the old large in-game font held us back, and limited us to only so many characters, per 2 lines, per text box. I quickly set to work on this, and discovered how to do it, but didn't have the time, let alone patience. Doing all of this stuff was quickly taking it's toll on my mental health! Callandor05 set out to create the font. Which he on his own, once I explained the complicated process of how to do it from scratch. He did a beautiful job on it, and you have him to thank for not going to large, small, or putting any more strain on your eyes!

Easton West eventually finished the main game script, and it was up to me to finish it. He also left us a bit prematurely with more of the random town NPC dialog completely untranslated. This is when I set to work, alone, and this took me quite some time. As I started to struggle going on this alone, I stumbled upon JasonPK. Now you've seen this name here, as he provided support on launch. This guy... You might say between him and Easton West, they collectively restored my faith in completing this project, and continually inspiring me to continue. JasonPK kicked some serious butt in editting, and expanding the script, since we had a smaller font, and much more room. Tackling menus, descriptions, and the story, I was now re-inspired to continue translating. It was around this time, I discovered MasterofMemes from another project. He ended up providing us with a little bit of work, but helpful none the less. JasonPK and I often turned to him for tough translations. Additionally, I was talking with the group of fans working on the Great Ace Attorney project. I must give them a brief shout out as well, as many of their translators helped point me on the right path on certain things I was just lost on (context wise).

Showing JasonPK how to machine translate, edit, and expand the text then was the next step. He showed no signs of slowing down, and was not having any trouble catching on either. Together, we steam rolled the rest of the script, until we hit a breaking point... This was the new, never before seen in english, post-game dialog. It made absolutely no sense to us.

I set out on my play test, and got to this. Conquering it in Japanese. Making many rough drafts of what I believed the story to be based on translation work. I then went through and rewrote, expanded, and fixed lots of the dialog in the entire game a 2nd time.

This is when all of you started seeing those progress updates and getting extremely excited. I occasionally ran into snags along the way, especially towards the end of the game. Every 2 gates of so, the entire town would grow more, adding new NPCs and all of their dialog changing along with it. Adding the post-game areas to the game as well, with all those NPCs further complicated this exponential growth and testing phase.

But, we got through it. I finished all of it, very late on 10/6/2016. Let me the team know, and we started working on a release plan. There were a few hiccups along the way, and some of you did an excellent job reporting bugs to us as we continue to improve this project.

Thanks again for all of your patience! We all started off doing this for ourselves, but grew tired of the game along the way after much play testing. We finished it for all of you though, and are extremely happy we saw it through to the end! Will there be more project? Who knows... We have a huge amount of respect for the publisher and do not ever wish to infringe on their IP, or disrespect them in anyway. We thought, being this was older than DQVII and that only recently got an announcement, along with VIII, this was safe to say we were not getting this one over here (like DQM1+2 on PSX).

So... here's to a successful project, much fun had by all, and to the future!"

- Z6n4

Project
This is a full translation project, including:
  • Menus
  • Custom Font
  • Story/NPC Dialog
  • Network support
  • In-game Image translation and new English Logo/3D Banner
  • New localizations terms for monsters/items never used in English before.
FAQ
How do I play this?
* You will need a 3DS that can use some form of CFW or Homebrew access.

How do I use the xDelta Patch?
* There are instructions above. You will, at the very least, need a dumped 3DS/CIA (your copy preferrably).

What should I do if I can't patch this on my own?
* I'm sure we've all discussed "that site". Perhaps search on there for a copy, or one of the methods provided.

Are there any other options?
* Yes, here are all of the options you can use to play this game, with more methods details in later steps:
* HANS
* NTR - just need raw files and LayeredFS Plugin
* CFW - cia install (requires pre patched and re-built)
* Flash Card - 3ds file (required pre-patched and re-built)
How do I use HANS and NTR?
* I am not as familiar with HANS. For NTR you need LayeredFS. LayeredFS is created off of the EXEFS portion as far as I know, so if you (for this game) are running either the base version 1.0, or the eShop update (1.1) you would need the corresponding LayeredFS Plugin. Then, if you extract the patched version of the game, from the data folder, in the ROMFS, you need the Message (.binj files), Event (.e files), Font, Layout (.arc) and NaviMap (.arc) folders and files setup appropriately on your SD root, with the LayeredFS plugin. Then simply launch NTR, and then after it is done, launch TW3D.

What do I do when my game keeps freezing after launch, on the 3DS Logo?
* This means you likely have the official v1.1 update installed for the game, and are running a copy of the game that has an out of sync exheader. What can you do?
* Delete the v1.1 install from your 3DS Memory Manager, under "Downloadable Content". This will let your game launch , but you will not have online access for their Wi-Fi modes (v1.1 literally only gives you that).
* Use NTR. NTR will not care about this. If you have an original copy installed, and can either (with japanese 3ds) download and run the japanese eshop update, or (other region 3ds) install a CIA of the update, NTR will patch on the fly.
* Either patch your version or somehow acquire a version that has a matching exheader id and other info, to the CIA patch you are using.
* The exHeader.xdelta patch we've released should fix this issue while rebuilding.
What about my old saves?
* Use JKSV, it's a very nice save import/export tool, to back up your original saves. They will have the Japanese Game ID, and so will this version (because we are not changing the game id for this release for any reason). It is always a good idea to do this, because you never know what may happen, as everyone has different versions or may acquire them somehow.

I'm confused about the version numbers... HELP!
Ok, it's fairly simple:
1) The game released on Version 1.0
2) They released an update some time ago, bringing it to v1.1. If this is installed and running , you will see the text (v1.1) up by the game's title, on the main menu (where you load a game, start a new game, etc.)
3) The translation team has our own version number, to help you know what patch you are running. This appears in white text, on the black/red splash screen, with the team names and such/ It is in small white text, in the upper right corner and will also look like "v1.0" or "vX.X" where X is just numbers.
4) Our release numbers should coorespond to the changelogs we release (look above).
How can we use your updates?
* Sadly, developers like us do not have access to build update CIAs like official developers. You will need to repatch using xdelta, acquire new NTR files this way (or another listed above), or acquire pre-built copies from your friends somehow. These can simply be installed over top of what is currently there using FBI or some other manager depending on your system.

Help, it still isn't working!
* Alright, my favorite point! If you are here, it is because you are running Sky3DS, Gateway, or some old form of homebrew or Hax. Our team spent lots of time on this project, so please... Take a few minutes and do some research. Update your "hax" method, and maybe even get on A9LH like the rest of us. Everyone seems to be running a different (old) FW version, old BIN files for the "hax" and old BINs for their Flash Cards. Consult others at that point, as they may have tested on that. We ONLY tested on A9LH and "hax" entry points, using NTR most of the time (until we prebuilt using the xdelta).

Where can it be purchased?
* https://www.amazon.com/Dragon-Quest...74471409&sr=8-1&keywords=terrys+wonderland+3d
* http://www.ebay.com/sch/i.html?_fro...and+3.TRS0&_nkw=terrys+wonderland+3d&_sacat=0

Screenshots
InOxPLa.png
8C6Glxa.png
lAZ2RCt.png
a33NHlq.png
alQbDNR.png
AZapRwM.png

Extra(s)
Community member @zombone created this nifty 3DS Theme based on Terry's Wonderland 3D, in his own excitement for this project's completion. You'll find the links below, and a preview image! I believe the difference in the links, are the backing tracks and sounds (made from a request here). Thanks again @zombone !
LAST UPDATED 10/6/2016
https://mega.nz/#F!nE4iDDwC!nMP0VYYAGQkR0SBVH84tmQ

preview-png.58421


[01/31/2017] - Here is a custom graphic stitched together by @Thau that was printed and put on their N3DS LL.
http://gbatemp.net/attachments/81ikvbwinvl-_sl1500_-jpg.76882/
 
Last edited by Helmax, , Reason: added more content

Zoma

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I have many text without a translation in the Choose the Parents menu and the Inhereted Skills one (also when a monster reach his max stats)
They are not annoying, I just want to know if actually these translations are missing or if I screwed up the game by updating it.

If I screwed it up, may someone help me by sharing the "luma" folder with the RomFS content? I tried to do it by myself but ended with "Xdelta3: target window checksum mismatch: XD3_Invalid_Input" error whole time and got tyred.

Here are some screenshots for a reference:
7GrhzV.png
8dgk6x.png


NTR Codes

Also I managed to create some useful codes to use with NTR or CTRPluginFramework if you want to use it in game.
These codes works perfectly for me in the patched version of the game using the last update. You can change any blue parameter for the item ID to have it.

Red values = Edit Quantity in Hex
Blue values = Item ID

[999 999 Gold]
005864A4 000F423F

[100% Scout]
005582FC 000003E8

[99 Minimedals]
005865D0 00000063

[White Egg x1]
005865D4 00000001

[Silver Egg x1]
005865D5 00000001

[Gold Egg x1]
005865D6 00000001

[Rainbow Egg x1]
005865D7 00000001
 
Last edited by Zoma,

falconcrest

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I have many text without a translation in the Choose the Parents menu and the Inhereted Skills one (also when a monster reach his max stats)
They are not annoying, I just want to know if actually these translations are missing or if I screwed up the game by updating it.

If I screwed it up, may someone help me by sharing the "luma" folder with the RomFS content? I tried to do it by myself but ended with "Xdelta3: target window checksum mismatch: XD3_Invalid_Input" error whole time and got tyred.

Here are some screenshots for a reference:
7GrhzV.png
8dgk6x.png


NTR Codes

Also I managed to create some useful codes to use with NTR or CTRPluginFramework if you want to use it in game.
These codes works perfectly for me in the patched version of the game using the last update. You can change any blue parameter for the item ID to have it.

Red values = Edit Quantity in Hex
Blue values = Item ID

[999 999 Gold]
005864A4 000F423F

[100% Scout]
005582FC 000003E8

[99 Minimedals]
005865D0 00000063

[White Egg x1]
005865D4 00000001

[Silver Egg x1]
005865D5 00000001

[Gold Egg x1]
005865D6 00000001

[Rainbow Egg x1]
005865D7 00000001

awesome this is great!been looking for codes like this!
 

Helix Fossil

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I have many text without a translation in the Choose the Parents menu and the Inhereted Skills one (also when a monster reach his max stats)
They are not annoying, I just want to know if actually these translations are missing or if I screwed up the game by updating it.

If I screwed it up, may someone help me by sharing the "luma" folder with the RomFS content? I tried to do it by myself but ended with "Xdelta3: target window checksum mismatch: XD3_Invalid_Input" error whole time and got tyred.

Here are some screenshots for a reference:
7GrhzV.png
8dgk6x.png

This was brought up before and we discovered that, for whatever reason, we just couldn't find exactly where the files were to translate just those few instances. It was considered so inconsequential that we didn't bother putting much more brainpower into it when we were able to translate the other 99.999% of the game.

So no, you didn't mess up.
 
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dakotam00

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So I'm at 6) on patching the original RomFS and when I put the files into xDelta UI, I have no idea on what to put as the Output file. What should I put the output file as?
Edit: Nvm, I took the easy route, but to be fair I do own the game, I'm very excited to play this in English!
 
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Helix Fossil

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So I'm at 6) on patching the original RomFS and when I put the files into xDelta UI, I have no idea on what to put as the Output file. What should I put the output file as?
Edit: Nvm, I took the easy route, but to be fair I do own the game, I'm very excited to play this in English!

No harm in that. ;)

Just to answer the initial question anyway, you can name the output file literally anything. Though I'd say it's probably good to give it the same name as the game just for consistency's sake. :P
 

2DSGamerdude

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hay guys, im enjoying the game very much, ATM im on the arena C part,
um, when I got to the end of the anger gate, I found Hacksorus monster, and then older Terry appeared?
how is this possible? time travel or something?
I can't seem to find any info on this anywhere?
so, Terry of DQM 1 3D meets terry of DQ VI, even tho the older Terry is the same Terry of DQM 1, so how can both Terrie's exist simultaneously?
I liked how Hacksaurus called older Terry to young Terry: "your friend", lol
it's the same person. how did Terry from dq vi appear in the world of DQM 1?

this confuses me as I can't find any information on this matter.
 

Plattym3!

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You're a small child training huge monsters to do your will and save the world. I don't tend to question any other logic in a game with that premise. [emoji106][emoji12]
 

dakotam00

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I'm enjoying the game very much so far and thank you for your hard work on the translation but MAN
What the hell happened to Midheal and Blast Slash and other spells/skills? 22 MP for Midheal when in past games it has been around 4 MP sounds outrageous. This is an extreme nerf in a way for so much MP usage for only ~65HP? That's crazy.
Also I have bred a Goreilla at a +5 and breeding it with any monster raises it to a +11 for any monster. I have no idea if this was a new concept introduced by the developers or a glitch with the translation. I just thought it was weird compared to past Monster/Joker games.

Anyways, thanks for the translation Team Terry! The translation is awesome so far, including all the charm of the original (especially the King dialogue).
 
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Helix Fossil

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I'm enjoying the game very much so far and thank you for your hard work on the translation but MAN
What the hell happened to Midheal and Blast Slash and other spells/skills? 22 MP for Midheal when in past games it has been around 4 MP sounds outrageous. This is an extreme nerf in a way for so much MP usage for only ~65HP? That's crazy.
Also I have bred a Goreilla at a +5 and breeding it with any monster raises it to a +11 for any monster. I have no idea if this was a new concept introduced by the developers or a glitch with the translation. I just thought it was weird compared to past Monster/Joker games.

Anyways, thanks for the translation Team Terry! The translation is awesome so far, including all the charm of the original (especially the King dialogue).

Glad you're enjoying it! We all played the original and wanted to remain as faithful to it as possible.
 

HeWhoSucksBlood

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I'm not sure if this is the right place to ask this but I'm not sure where else I would. For about a week I was using version 1.0 of the patch without any sort of issues whatsoever. Then I tried breeding a Mortomor and the game tried giving me a second monster at the same time. Some giant book thing. But it would crash after accepting it into my party. It would even crash when turning it away. So I came back here and found out this problem was fixed with 1.2. I backed up my save and installed 1.2 but when I started the game up it wouldn't let me continue. I was thinking all I had to do was copy and paste my save onto my SD card and I'd be good to go. But for some reason copying my old save back reverted the game back to version 1.0?? My save still works but like how the heck did copying a save file completely revert the game back to previous version? Is there something I can do to update to 1.2 while still being able to use my save? I'm almost 30 hours in and I just completed the main story. I would very much like to not start over but I would also like to not have to worry about crashing my game when breeding rare monsters.
 
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I'm not sure if this is the right place to ask this but I'm not sure where else I would. For about a week I was using version 1.0 of the patch without any sort of issues whatsoever. Then I tried breeding a Mortomor and the game tried giving me a second monster at the same time. Some giant book thing. But it would crash after accepting it into my party. It would even crash when turning it away. So I came back here and found out this problem was fixed with 1.2. I backed up my save and installed 1.2 but when I started the game up it wouldn't let me continue. I was thinking all I had to do was copy and paste my save onto my SD card and I'd be good to go. But for some reason copying my old save back reverted the game back to version 1.0?? My save still works but like how the heck did copying a save file completely revert the game back to previous version? Is there something I can do to update to 1.2 while still being able to use my save? I'm almost 30 hours in and I just completed the main story. I would very much like to not start over but I would also like to not have to worry about crashing my game when breeding rare monsters.

You're on game version 1.0, but the translation patch version is 1.2. In order to use the most up to date translation patch you also need to download and install the game's 1.1 update. You can find out how to install the game's 1.1 update at the bottom of the "Download & Patch Instructions" tab in the first post.
 

Ryab

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"Easy":

- Get a patched ROM/CIA or patch an untouched one yourself.
- You would then have to extract the files through some program, like those from the pack by Asia81.
- Take the (patched) DecryptedRomFS.bin and extract the files from it.
(- I guess you can get rid of some files to gain some space: all the audio data files for example are the same as in the original game.)
- Put those files inside a folder named after the game's title ID.

- Activate the needed Luma option.
- Start the game.
any idea why xdelta just gives the error "xdelta3: target window checksum mismatch: XD3_INVALID_INPUT
 

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