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Phantasy Star IV French Translation
13 January 2019 2:14AM EST - Update by bge
A full French translation of Phantasy Star IV is now available.
Phantasy Star IV is a role-playing game for the Sega Genesis/MegaDrive platform. It’s the final chapter of the “classic” Phantasy Star series. It’s in the opinion of the translators an excellent RPG, on par with the later Final Fantasy episodes on the SNES.
The setting is a mixture of medieval and futuristic technology, combining fully self-aware androids and computers with sword and magic spells and techniques. The player will need all those things to save their solar system from ultimate evil.
Those interested in this translation should note that this is not a “literal” translation. The translators worked hard to give the French localization its own feel, and make the character’s personalities come forward as much as possible. They believe that it remains true to the spirit of the characters, and they were very careful not to actually change the intent of the English script.
BGE started this project in March 2018. He stumbled upon lory1990’s disassembly, which was the spark that ignited the project, since it made editing the script relatively straightforward and resizing windows straightforward. The initial script translation was completed, full of typos and with some awkward phrasing, by early June, but then, life interfered and the project stalled.
galletteuh expressed interest translating this game in French on the RHDN forums in October, unaware of the existing translation since BGE hadn’t announced it. He started to work on it independently, also starting off from lory1900’s disassembly.
mziab tipped off BGE about galletteuh’s intent, so communication was established. galletteuh selflessly decided to use BGE’s work as base since it was fully translated already, and the translation team was formed.
galletteuh reviewed and corrected the whole script (twice!) amazingly quickly, played through the game (twice, again!) for final QA, fixed tons and tons of typos, and provided more natural phrasing across the board. He also fixed a few font issues. The energy of having an additional team member was immediately tangible: BGE cracked down on an elusive window width problem, and that success brought him the confidence needed to fix a bunch of cosmetic issues that required changing the game engine’s code.