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Mandelin fell in with the ROM-hacking scene just as it was
gaining momentum and notoriety. The gigantic worldwide success of Final Fantasy VII had broadened the JRPG
audience significantly and, with a relatively small library of English language
titles to consume, many hobbyist fans were looking longingly at SquareSoft's
large Japanese-only back catalogue.
Before ROM hacking took off,
English-speaking players of these titles would have to print off hardcopy fan
translations and try to follow the on screen text as they played. But emulation
changed all of that.
Soon, small communities sprang up, bringing together
hackers and translators who would work together to extract the text from the
ROM and replace it with an English script.
"There are basically two major parts of a ROM
translation, whether it's for the SNES or any other system: the hacking part
and the translating part," he explains. "First, the hacker has to
locate the game's font and produce what's called a table. Using this, the
hacker can then start to locate the text data."
"Once it's been found and figured
out, the hacker can then dump the Japanese text to a file. The translator then
takes this file and translates it. The translator usually just types the
translated text using something like Notepad, but for really big projects, the
hacker might create a custom program to make it easier on the translator."
"Sometimes, a person adept at editing/revising is
brought in to smooth the text out afterward. Meanwhile, the hacker alters the
existing font to have English letters if the font didn't already have any. The
translated script can then be inserted back into the game. Of course, it's all
a lot harder and takes a lot more time than that overview suggests, and the
process can vary greatly from game to game and person to person."
The practice of ROM hacking, like emulation itself, occupies
a grey legal area. In strict terms, it's a case of third parties tampering with
companies' IP. But that's not to say there isn't an ethical framework holding
up the scene.
"First and foremost, ROM translation is a hobby, not a
way to earn money or stick it to the man," he says. "As an example,
the central hub for ROM hacking and translating, romhacking.net, won't post
translations for recent games, and in some cases, like with the Mother 3 project, we were fully prepared
and willing to stop our work immediately if there had been any word from the
game's IP owner."
"In general, I think all respectable fan translators
know exactly what they're doing, and only work on translations out of love. I
think companies (or at least their legal departments) understand this, and it's
this mutual understanding that has kept ROM translators free from
cease-and-desist letters."
Perhaps this is true for purely amateur ROM hacker fans, but
we wonder whether those who try to make the jump from fandom to professional
translator might be encumbered by this kind of shady past? "I don't think
any of the unofficial work I've done has ever been a hindrance to my career.
ROM translations and other unofficial translations were actually a step in my
goal of doing this for a living."
"The experience I gained from years of this
work definitely helped when it came to step into the professional world. Some
of the side skills I picked up along the way were also key in me being where I
am today. Things like knowing how subtitle timing works and already being
familiar with certain kinds of software helped immensely."
"It's been interesting for me, being on both sides of
translation. A lot of times, people will say, 'Fan translators are better than
professional ones!' But every pro translator I know is/was a fan translator on
the side too. Aside from some of the logistics, fan translating and
professional translating are almost no different. Probably the biggest
difference is that you have deadlines with professional translations. And
sometime they're very intense. In one case, I had two days to translate an
entire Wii game. That can affect quality sometimes."
"Also, with a professional translation, you usually can't
fix any mistakes. So if you make an error or a typo (perhaps due to a tight
deadline), it'll be out there in the public forever for fans to pick apart.
With fan translations, you can always make revisions and release new versions
easily."
"In a professional setting, you also have someone to answer to. That's
not necessarily a bad thing, because it means you can get lists of official
names and things like that, which help a lot. If you're really, really lucky, you might even be able to
communicate with the creator of whatever you're working on to get clarification
for things."
"With fan translation, you're free to do whatever you
want. Sometimes that freedom makes fan translating less stressful than
professional translating. For instance, if you have an official list of names,
but there are obvious mistakes in the names (as often happens), you have to go
through tons of red tape to get things fixed... and sometimes you can't get them
fixed anyway. A fan translator, working on the same thing, could ignore all
that and use the obviously correct name."
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Great interview, too. It is nice to see professionals giving something to the community, being that a free software they wrote, a translation patch, or anything. We support a game library that was originally created by Shawn Hargreaves (lead programmer of the first MotoGP games for Xbox and PC), so these interviews bring light to more of these "gifts" professionals give us.
Linux has a (unfortunately not so successful) program where companies can send their own hardware to Linux hackers, and they will write and maintain the drivers for free. It would be wonderful if such coordinated movement existed, where game companies would send their untranslated games. Of course, I am dreaming... but what a dream! ;-)
And look at the service he's done for us. We can play Mother 3 in English because of him, and it's probably the best GBA RPG around. It's lack of Stateside release is criminal.
And, you know, all of Mato's personal comments were really fun to read, because I find myself agreeing or having a lot in common with him every time I visit his site or see something like this interview.
And by the way, Mato, I don't know when you redesigned your site, but it's absolutely beautiful. The colors, the art everywhere, all your informative posts... Really, you're amazing.
Thanks, and I hope to be as good as you in what I do someday.