Illusion City
- 幻影都市 -
Complete Japanese to English translation for MSX Turbo-R by MSX.Translations
232 (translation, research, beta testing)
Max Iwamoto (reverse engineering, coding, GFX, fonts, re-design, beta testing)
Vampier (proofing, beta testing)
Current Status: Making minor improvements and inserting the final versions of the text for the first release.
Announcement Trailer
Complete Intro Demo
New Game Gameplay Preview
Play Up to the End
- TRANSLATION FEATURES -
[ General ]
- Full translation of all the texts on all 8 disks (Intro, Main Game, and End Demo/Credits).
- Translated an alternative version of Illusion City where a few scripts and map data are different from the most common version (Disk 2 and Disk 8).
- Translation of the manual for backstory, more details, and better translations of items, weapons, magics, etc.
- Decompiled all 151 Event (EVT) scripts and 4 Scene (SCN) scripts with the ability to compile them back into the game (later one EVT script was removed as a redundant and 4 SCN made into one).
- Discovered and fixed duplicate scripts and unused scripts in the game.
- Re-created in-game compressor to be able to alter GFX and data and compress it back into the game.
- Created new special dual compression for the script files in order to fit them in the same space or less as the original game. All scripts unpack as they print on the screen.
- Translated graphics where it was required.
- Dumped scripts from the PC98 version of the game to enrich MSX texts.
- Translation working on 256KB or 512KB Turbo-R as the original game.
- MIDI Music fully working for both Turbo-R 256KB (with MuPack) and 512KB.
- Added newer version 1.02 of ARMI.COM from MSX Fan 14 to DISK 1 and translated it. You can play RCP MIDI files with it.
- Added a translated version of ARMI.DOC for ARMI.COM 1.02 to DISK 1.
- Created 4MB (real size 3.6MB using "AI" optimization) ROM version of the game - almost instant loading speeds, no "change disk" messages" plus other improvements.
- Fixed the issue when MIDI initialization would crash if the data buffer was not empty before loading the data.
- Many improvements to the game to remove some small flaws.
[ Intro ]
- Altered texts and graphics appearance to make it better for English texts.
- Added space to the "ILLUSION CITY" logo and re-synchronized with the lightning animation.
- Added English text to the game logo (similar to the game box art).
- Fixed hotel name GFX from "Horizn" to "Horizon" on the billboard.
- Added palette pulsing to the title screen.
- Created a variety of fonts for all intro screens.
- Added black contour for the texts that overlap pictures.
[ Main Game ]
- Completely rewrote in-game print subroutines with support of a new lowercase variable width font.
- Moved all printing from characters to pixel-based.
- Added the ability to auto-center texts, shift texts, and more.
- Added automatic color changing to characters' names during text conversations.
- Added multi-color texts during battles.
- Expanded the post-battle window to display five lines, allowing users to view all texts without the need to scroll.
- Sped up print by eliminating VRAM buffer. Text printing directly from RAM to screen.
- Optimized and improved menu bar code (line drawing) and visual appearance.
- Adjusted in-game windows to accommodate bigger English texts.
- Adjusted dimensions of menus to fit English texts nicely.
- Added ability to the game to automatically select window size based on the amount of text to be printed (for menu selection window).
- Added ability to store longer names of items/weapons/magic/etc.
- Fixed Scene (SCN) script on disks 5/6/7. Added events texts that were missing.
- Corrected continuity errors with NPCs on disks 3, 4, and 5. Added new messages to the NPC on disk 2 to address a previously missed event.
- Resolved an issue where the NPC on disk 3 displayed a message prematurely.
- Included the missing Dasa release message for Yama.
- Removed delayed animation after going back on disk 5.
- Fixed bug related to the Death Mask, preventing players from dying even when the mask was removed and making it impossible to defeat the boss.
- Created a new way of displaying magics in menus.
- Improved texts on menu buttons of the main game screen.
- Extended size of the battle menu to fit bigger texts and menu options.
- Added current level for each character during battle.
- Added a new player status mode where you can see the current player status as "Normal/Confused/etc...".
- Made items like Petrify Needle unusable during boss battles to ensure balanced difficulty.
- Resolved (removed) the ability to scroll through all Protective Gear and Weapons in the [Weapon & Armour Store].
- Re-coded magic menu to have one menu line instead of three. This is done to fit full English magic names.
- Added gender-correct messages when he/she cannot use magic.
- Translated original in-game [debug menu].
- Fixed major issue with magic when you can use "disabled" (blue) magics during Boss fight.
- Fixed major issue with party almost never able to escape. The whole code for it was wrong. Now it works as intended.
- Found and fixed issue with player animation in the final boss fight.
- Corrected the bullet type for the Thompson submachine gun so it uses the same bullets as in real life.
- Fixed a major issue with pre-generated enemy pointers causing multiple problems, including fleeing from a battle.
- Re-coded subroutine for escape to work as intended.
- Made special code to fit Ensealed Spell Shells in the item list and during battle mode.
- Added items that were missing in the game (some located in stores and some in maps). Some of them were present in the manual.
- Translated "ELEVATOR" GFX to "LIFT".
- Implemented text delay adjustments and other optimizations during battles to enhance readability and playability.
[ End Demo | Credits ]
- Thoroughly overhauled the End Demo and Credits printing subroutines, now supported by three newly introduced fonts.
- Re-synchronized the End Demo's English text to harmonize with the animations and music.
- Incorporated English text into the game logo, mirroring the aesthetic of the game's box art.
- Conducted thorough research on the game's staff to ensure full names are accurately included in the Credits.
BEFORE
AFTER
Illusion City Intro Demo
Illusion City Game
Now you can play up to the end...
Illusion City - Main Characters
Tian Ren
Mei Hong
Hou Mei
Xiao Mei
Lao Shi
Airen
Doc
Isaac
Kash
Nan Tian Lee
Illusion City - Progress Report
DEC.01.2024
ROM version 0.82a has been released! This update resolves issues introduced in the previous version related to BGM music playback.
NOV.26.2024
Updated the MOUSE code to support English menus. Most features are now working correctly, and arrow key navigation is functional. However, additional code updates are still needed.
NOV.21.2024
Version 0.81 (DISK and ROM) has been released and sent to beta testers! This update includes very minor code tweaks and text improvements.
NOV.20.2024
Completed script updates on all 8 disks. Fixed minor GFX distortion, resolved menu text overflow in one location. New version 0.80 released and sent to beta testers!
NOV.17.2024
I’ve completed updating the scripts on DISK 4, 5, and 6 of the regular version. It’s taking much longer than I expected due to the sheer number of tweaks, but the script keeps improving with every adjustment. It’s really coming together nicely!
NOV.11.2024
Completed updating the scripts on DISK 2 and DISK 3 of the regular version. Once all scripts are updated, we'll begin a new round of beta testing.
NOV.09.2024
Finished setting up a new environment for faster compilation of both regular and alternative scripts. Also translated the extra graphics for the alternative version.
NOV.08.2024
All 150 Sega CD scripts are now re-compilable! I've also checked some maps and found a few differences. Planning to use the updated maps in the MSX version.
OCT.26.2024
Started an in-depth check of Sega CD scripts and maps. First script dump for Sega CD has been completed.
OCT.20.2024
Finished refining the EVT scripts and completed the alternative version of the Illusion City script.
OCT.19.2024
Swapped the positions of Sumeragi and Kurogane in the pre-battle animation to align with their positions during the boss battle. Completed fine-tuned versions of the scripts for Disks 4, 5, 6, and 7.
OCT.15.2024
We found minor differences in the Sega CD scripts, particularly in the End Demo, and plan to incorporate them into our version. This will create an 'Ultimate' version that includes all the small additions from the MSX, PC-98, and Sega CD releases.
OCT.14.2024
Released an updated version of the website, including a major overhaul of the Illusion City page.
OCT.12.2024
Fine-tuned versions of the scripts for Disks 2 and 3 have been completed. These are likely to be the final versions for the first release.
OCT.01.2024
Started working on polishing minor aspects of the game and fixing issues with the mouse cursor.
SEP.23.2024
New ROM version released! It features all music, including Disk 1 tracks, available as background music (BGM) at any time, even the previously hidden tracks. The extra music is now linked to Doc's store, which seemed to be the original intention. MIDI support is also functional, with the ending demo MIDI now better synchronized with the credits roll.
SEP.22.2024
Made good progress with the game manual translation.
SEP.17.2024
Complete ROM version of the game is now fully playable! We have also completed the second round of external beta testing for the DISK version and the first round for the ROM version.
SEP.07.2024
Started translating the game manual.
AUG.06.2024
Lots features has been added to the ROM version and game has been completed (a quick run). Still detailed walktrough required. Also ROM version has been tested on MFR and C2. It runs but some issues needs to be addressed (not the ROM issues, more like configuration settings for the cartridges).
AUG.06.2024
Sent latest versions of scripts and texts for further improvement to 232.
AUG.05.2024
Modified in-game "wait key" arrows to have them all "in-style" with other arrows. Also fixed issues where windows with extra added lines (to fit more English texts) had arrows moved out of the screen.
AUG.03.2024
Fixed bug with centering texts when actual text and length didn't match because of space size (it mostly affected long texts with more spaces in them).
JUL.26.2024
Got Roland SC-88 from Japan. It can simulate other versions. Illusion City playing really well on CM-64 mode (Hold SELECT and press "Part + Arrow Right" = GM mode; Hold SELECT and press "Instrument + Arrow Left" = CM-64 mode; Hold SELECT and press "Instrument + Arrow Right" = GS mode)!
JUL.26.2024
After lots of experimenting, published 1st version on how to "emulate" SC-55 on Windows to improve in-game MIDI playback. You can read it in this thread (also all tools available there too ;)...
JUL.23.2024
Fixed major bug in INT subroutine when the wrong variable had been checked for MIDI playback.
JUL.19.2024
Made in-game dialog window 6 lines high (A la Sega Mega CD). It is possible now because of the new screen split from previous improvements.
JUL.19.2024
Made adjustments to game INT to improve screen split and palette change for portraits.
JUL.17.2024
The ROM version is now fully working (though it requires full testing). Disk load/save is also functioning. The ROM version has reached v0.1 beta!
JUL.15.2024
The ROM version is 80% complete for the game. A few small issues still need to be fixed.
JUL.11.2024
MIDI files are working in the ROM version now. The second music track is not playing for some reason, but this needs to be tested on real hardware as emulation isn't 100% reliable.
JUL.08.2024
The intro in the ROM version is improved, and the end demo is working too.
JUL.06.2024
The intro is now working in the ROM version.
JUL.04.2024
First successful start of the ROM version - we've reached the main menu!
JUN.28.2024
New version released: This update includes a major rewrite of the game loading routines to minimize disk access and speed up loading. It also helps streamline the creation of the ROM version.
JUN.05.2024
Still working on the "ROM version". It's taking longer than anticipated.
MAY.28.2024
Many testers and I took a break for a few weeks. We're now getting back to it and started working on a "ROM version" that I've been obsessed with for some time.
MAY.05.2024
New Version Released: This update includes minor enhancements for Intro/Disk 1 and significant script updates for Disks 7 and 8.
MAY.01.2024
Started 2nd round of external beta testing.
MAR.31.2024
Corrected continuity errors with NPCs on disks 3, 4, and 5. Added new messages to the NPC on disk 2 to address a previously missed event. Also, we've updated the scripts on disks 3, 4, and 5.
MAR.30.2024
Introducing yet another update for today, marking our 3rd release :) This version resolves an issue where the NPC on disk 3 displayed a message prematurely. Additionally, we've included the missing Dasa release message for Yama that was previously absent.
MAR.30.2024
Another issue fixed (removed delayed animation after going back on disk 5). New version sent to beta testers.
MAR.30.2024
Released new version with 35+ scripts and texts updated.
MAR.29.2024
Beta testers identified additional issues, including a particularly troublesome one related to the Death Mask. This bug prevented players from dying even when the mask was removed and also made it impossible to defeat the boss. This issue has now been resolved. Additionally, we've enhanced the script for one of the characters and addressed several other minor concerns. The updated version has been dispatched to the beta testers for further evaluation.
MAR.13.2024
We've rolled out another major update to the text file, enriching battle messages, items, and more. The new version is now ready and has been dispatched to our beta testers for feedback.
MAR.12.2024
Updated file with in-game conversations.
MAR.11.2024
We've just rolled out a significant update to enhance our scripts. Over 80 scripts have been updated. Additionally, we've expanded the post-battle window to display five lines, allowing users to view all texts without the need to scroll. New version will be send to beta testers shortly!
MAR.10.2024
Adjusted the size and offset of some store menus. Additionally, the main store window has been made smaller. Improve capital "Y" to look more like it should...
MAR.10.2024
Beta testers have already identified the first issue: the ability to scroll through all Protective Gear and Weapons in the [Weapon & Armour Store]. This issue has been resolved, and corrections have been made for acquiring new gear and weapons! (this is again issue from the original game).
MAR.09.2024
The first test version is now ready and will be distributed to our beta testers today!
MAR.08.2024
Slight adjustments in text colors. Added current level for each character during battle (similar to PC98 menu).
MAR.07.2024
A few small text/items/magic changes. Added a new player status mode where you can see the current player status as "Normal/Confused/etc...".
MAR.06.2024
Made special code to fit Ensealed Spell Shells in the item list and during battle mode.
MAR.05.2024
More small issues fixed, such as items not fitting properly and a few more...
MAR.05.2024
Another day - another intro? No! Another issue! Found an issue where bosses could be easily killed by items like Petrify Needle and five others. Made it impossible to use those items during BOSS battles to ensure the game has balanced difficulty.
MAR.04.2024
Fixed a major issue (pre-generated enemy pointers) causing multiple problems, including fleeing from a battle. The fleeing glitch also had a wrong pointer to the enemy table. Now it's fixed in a better way, and many other issues caused by this are now eliminated.
MAR.03.2024
Another big chunk of scripts updated. Now all parts of the translation (scripts, code, EVT/SCN scripts) have been updated to version 0.61... Made (final?) changes to the End Demo as well...
MAR.02.2024
Fixed an issue where always 3 people were listed in the menu (even when the party consists of 1 or 2 only). Also made window size auto-adjusting. Slightly adjusted the "Status" menu button. Translated "ELEVATOR" GFX to "LIFT".
FEB.25.2024
Many new updates and tweaks to different parts of the script and test files.
FEB.19.2024
New version of the script is ready. Updating animations/maps from newer version for disks 2 and 8 (5 scripts in total). Learn how to identify which script version is newer.
FEB.18.2024
Almost finished new dumper with room, locations, trigger, animations data now in re-compilable form. We can add new events, fix issues with wrong/not used NCPs & game events, improve animations, etc...
FEB.18.2024
71 scrips improved (disks 2,3,4,5,6,7,8).
FEB.18.2024
Found that script 0 on DISK 7 is a duplicate of script 1 and not used in the game.
FEB.17.2024
Discovered that some scripts have different animations, maps even though texts are the same.
FEB.17.2024
The list of wrong event triggers, NPCs with incorrect messages is getting bigger. Will take some time to fix all of them. Need a new script layout to make them recompilable.
FEB.03.2024
Finally decided where to add items that were missing in the game. Four were added to stores, and other two are hidden in chests (Good luck finding them :)...
FEB.03.2024
I think I may sound like a broken record, but another big chunk (41 in total) of scripts improved (disks 2,3,4,5,6,7).
FEB.02.2024
And yet again, another big chunk of scripts improved (disks 2,4,5).
JAN.28.2024
Found issues with NCP that triggered wrong event texts (DISK 3, script 6). Fixed and added new text to have smoother transition.
JAN.27.2024
And again, 43 new corrections/improvements of texts/locations/etc... Also found more glitches with teleporting. Needs to be fixed.
JAN.23.2024
Another big chunk of scripts updated. Over 50 new corrections/improvements of texts/locations/etc...
JAN.11.2024
Fixed another battle issue. Is there more? The issue is very big. Your party almost never can escape because the whole code for it is wrong. Fully re-coded subroutine for escape and now it works as intended!
JAN.10.2024
Finally fixed (the last?) issue with battles. When weapon skill level becomes high (different for players, usually 180+ out of 200 max), then stop hitting the enemy. The issue, as with many previous fixes, is overflow (16 bit instead of 32).
DEC.28.2023
Found and fixed an issue with an animation "hole" in the final boss fight.
DEC.20.2023
To help find hidden secrets in the game and ensure everything is explored, we made location map layer dumps. Now you can see complete maps of all locations including some hidden stuff. A special page dedicated to it is now available.
DEC.16.2023
1st version of the animation GFX dumper completed. All animations from all disks have been dumped and converted into BMP files. You can view some of them on the dedicated page. Some interesting and unused stuff has been found. It's mostly done to completely understand how the game works so we can fix some issues.
DEC.12.2023
Removed multiple SCN scripts from the disks and left only one (similar to what was done in the PC98 version). Makes it easier to update the SCN script(s).
DEC.10.2023
Added a missing message on DISK 3 SCN script (that's present on DISK 2 and 6 SCN scripts)
DEC.08.2023
Revealed Illusion City translation to the world right before the start of the MSX GOTO 40.
NOV.25.2023
Completed full disassembly of data for EVT texts. Now data can be relocated as well so script editing is possible.
NOV.23.2023
Completed new script dumper for SCN scripts, so data re-allocation is possible. Now using DISK 1 SCN script from newer version of Illusion City. It fixes issues with some story branching. And editing of SCN scripts is now possible. Adding some new events to fill the conversational gaps from the original game.
OCT.27.2023
Fixed issue with BGM music names. Completed (FM)PAC routines to make sure other games' data like XAK, XAK II, Gazzel & Fray will not be overwritten.
OCT.24.2023
Fixed bug with players being able to use "blue" magics during boss battles. Made a separate fix for the Japanese version as well.
OCT.17.2023
Completed moving text pointers and decoded all text data. Now we can fix issues with bullets for the Thomson gun and some magics.
SEP.20.2023
Started moving game text pointers to normal patching and slowly removing 'AI' pointers patching (to eliminate a few errors that were there).
SEP.19.2023
Fixed issue with 'SCN' scripts on DISK 3/4/5 as 5 story points were missing from the scripts (used texts from same story points on DISKs 2/6/7/8).
SEP.18.2023
Fixed issue when printing pre-generated text and it would not fit into the text box.
AUG.24.2023
Completed inserting translated scripts on DISK 8. So, technically, all game texts have been translated now!
AUG.22.2023
Completed inserting translated scripts on DISK 7.
AUG.07.2023
Started inserting translated scripts on DISK 6.
MAY.19.2023
Updated and polished some stuff in the Intro.
JAN.23.2023
The final? version of the End Demo is completed.
JAN.09.2023
After many months of code analyzing, I am starting on coding the main game text subroutines.
DEC.27.2022
The second version of the game End Demo is ready. Completed End Game Credits as well.
DEC.22.2022
Completed the first version of the game End Demo.
MAY.31.2022
Starting research on the game code.
MAY.31.2022
New and final? version of Intro translation is ready.
MAY.23.2022
All SCN scripts are dumped and can be edited and compiled back into the game. Made a tool to check if data is the same after compiling.
MAY.22.2022
Dumped the final version of all EVT scripts that will be used in the 1st English version.
MAY.17.2022
Realized that the game was using 'old' SCN scripts for in-game conversations. Working to dump them as well.
APR.28.2022
Improved Intro translation.
APR.27.2022
Completed all EVT script dumper. All 151 scripts are ready to be translated.
APR.26.2022
The 1st version of fully translated Illusion City Intro is ready. It was faster than we expected.
APR.25.2022
Found out that the game has 151 scripts on 7 disks. Using a new approach to dump all scripts automatically with the ability to compress them back into the game with English texts (so texts can be freely edited).
APR.16.2022
Re-created in-game decompressor. Now it is possible to dump, edit, and re-compress the game GFX and data.
APR.14.2022
Dumped all intro data.
MAR.26.2022
Nijmegen 2022 Fair completed. A few people mentioned that it would be great to have a full translated version of Illusion City. We decided to experiment a little (not like we don't have a few projects on the go already :)...
Also available for these systems:
- NEC PC-8801
- NEC PC-9801
- Sharp X68000
- FM Towns
- Sega Mega-CD