
---------------------------------------------------------------------

 NightWolve's "Ys IV: The Dawn of Ys" English Translation Patch
 Ys IV is a Super CDROM˛ Action Role Playing game released by
 Hudson Soft on 12-22-1993 for the PC-Engine/TurboDuo CDROM system.
 Version 0.95

 Progress:

  ASM Font Hack:      100%
  Script:             100%
  Script Quality:     95%
  Dubbing (8/236):    3.4% (Will be available separately)

 Credits:

  NightWolve (Nick Livaditis)
    Project Manager/Programmer/Hacker/Script Editor, etc.
    (Plus, the guy missing the most hours of sleep here... :)
    It's ok, I'll catch up on my sleep when I'm dead.)
  Neill Corlett
    Programmer/Hacker; originally started work on this game
    and left us the Ys IV decompression code along with some
    notes/code analysis. The first to dump the script!
  Dave Shadoff
    Programmer/Hacker; wrote the Ys4 compression code and font hacked
    for 8x12 lowercase support!! Also, amazingly enough, he handled
    the adpcm dump/insert utilities to allow for re-dubbing.
  Akimaru (Mika Peurala)
    That crazy Finnish guy who provided some quickie translations
    and was the original founder of this project along with Neill.
  Shimarisu (Rachel)
    Our first translator. She's a loyal & hard working Ys/Falcom fan
    that's been a great asset. After a PC crash, she managed to recover
    her lost translation work which covered about 94% of the script.
  Deuce (Jeff)
    Final translator that handled the reviewing of Shimarisu's
    work and finished off any remaining untranslated strings.
  D-boy (Derrick)
    Courrier font tiles & font conversion tool. His knowledge
    on fonts was indispensable. Bravo, D!
  Justus Johnston
    A great unexpected asset that took on the task of dubbing!!
    Sometimes, you just get lucky and the right person shows up.
  mjmmx (Mike), ViperD (Daniel Wester)
    BETA testing/script corrections.

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 For further information and patch updates, visit
 the "Ys IV: The Dawn of Ys" Translation home page:

 http://rigg.servegame.com/translations/ys4

 RIGG, our PC-Engine/DUO preservation group - Offering quality
 archives, as well as translation projects for both PC-Engine
 and PC games...

 http://rigg.servegame.com/mb/ikonboard.cgi

 Deuce's Ys IV FAQ/Walkthrough can be found here:
 
 http://www.gamefaqs.com/console/turbocd/game/10260.html
 http://db.gamefaqs.com/console/turbocd/file/ys_iv_the_dawn_of_ys.txt

 Ys IV Review:

 http://www.rpgfan.com/reviews/ys4/Ys_4.html

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 The patch may not be distributed unless accompanied by
 this documentation.  See the Legal section for details.

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 CONTENTS
---------------------------------------------------------------------

 0.  What's new
 1.  Ripping a CD image of your Ys IV disc
 2.  Applying the patch
 3.  About the game
 4.  About the translation
 5.  Greetings
 6.  Legal / disclaimer
 7.  Before you contact us...
 8.  Contacting us

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 0.  What's new
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 Version 0.95 (December 25, 2004 - Christmas Special for the kids!)
 is a candidate release nearly finished!!! The only possible explanation
 for this marvelous achievement is talent on loan from Gooodddddddd! :)
 Lowercase font support was enabled and script editing is essentially
 complete. I expected the wrapping code needs to be very difficult,
 but it worked out well despite my concerns and the long drudgery I
 was expecting. Dubbs will come at a much later time and separately.
 I think the script is just fine, but I'll take any tweak suggestions
 from the masses after it's played before declaring it 100%. Well,
 enjoy the game! Ho ho ho... Merry Christmas!

 Version 0.57 (August 1, 2004) was the first public release. Just
 the first two towns were translated in uppercase font only. The
 rest was suspect and suffered from message box sizing problems.

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 1. Ripping a CD image of your Ys IV disc
---------------------------------------------------------------------

 First, you must have a bin/cue or iso/wav/cue image of the CDROM.
 The .bin file size MUST be 771,213,744 or 772,634,352 bytes. The 
 mode1/2048 .iso file should be 67,420,160 bytes. If you have this
 already, skip to the next "Applying the patch" section.

 A quick visual guide is available here:
  http://rigg.servegame.com/pce_duo_ripping.htm

 a) Get/install CDRWIN at http://www.goldenhawk.com/download.htm
 b) Get/install latest ASPI drivers, if need be:
    http://download.adaptec.com/software_pc/aspi/aspi_v472a2.exe
    or, http://rigg.servegame.com/software/aspi_v472a2.exe
 c) Insert your original PC-Engine CD of "Ys IV-The Dawn of Ys".
 d) Run CDRWIN and Click on the Extract button.
 e) Select the CD Reader with your loaded "Ys IV-The Dawn of Ys" CD.
 f) Check RAW, Abort for Error Recovery, Enable for Jitter
    Correction, Quick for Subcode analysis, data/audio speed 1X,
    read retry 60, & SubCode threshold 300.
 g) In image filename, click the browse button(the one with "..."),
    choose a working dir location & save the image name to Ys4.bin.
 h) Click START.
 i) After the rip process is complete, make sure the Ys4.bin
    file size is 771,213,744 or 772,634,352 bytes.

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 2. Applying the patch
---------------------------------------------------------------------

 a) Verify that your .bin file is named "ys4.bin" and the file
    size is exactly 771,213,744 or 772,634,352 bytes. Or if you
    have an iso/wav/cue set, verify the iso is 67,420,160 bytes.
 b) Copy the contents of the patch (YsIV(US)vXX.cab) to the same
    folder as your ys4.bin or ys4-02.iso file.
 c) Simply double click "PATCH.BAT" to begin the patching process.
    If it fails, use PATCHBAK.BAT.

 Now, you can either burn the image to CD-R & play the game on a
 real DUO/PC-Engine, or you can mount the bin/cue with a utility
 like Daemon Tools (http://www.daemon-tools.cc/), and play it with
 an emulator such as MagicEngine (www.magicengine.com) or YAME
 (http://rigg.servegame.com/software/yame038e.rar).

 Most of all, enjoy!

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 3.  About the game
---------------------------------------------------------------------

 "Ys IV: The Dawn of Ys" is the product of some confusion, since its
 Super Famicom/Super NES twin, Ys IV: Mask of the Sun, is not even
 remotely the same game. Falcom licensed out two versions of the
 game. One to Tonkinhouse for the Super Famicom, and one to Hudson
 for the PC Engine.

 They both have similar plots, virtually identical casts, and both
 sport a return to the overhead view favored in the original two
 games in the series. However, the plot progresses in vastly
 different fashions, the levels and bosses are totally different,
 and so on. The two don't really play very similarly, either...
 though the SNES version is much, much more difficult. The PCE
 game is commonly regarded as being the better of the two games,
 but the debate is still ongoing as to which is considered the
 "official" installment. (Evidence seems to point toward the
 SNES version.)

 "The Dawn of Ys" brings back everything that made Ys I & II so much
 fun, and cranks it up a little in the process. More great Falcom
 music (not as good as the first three, though), magic spells and
 rings, full voiceover, more anime cinemas, and so on. Like the
 rest of the series, it's not incredibly long, but it's a fantastic
 ride, and the ending is among the best ever.

 The story begins two years after the end of Ys II, and one year
 before the beginning of Ys III: Wanderers from Ys. Adol and Dogi
 return to Esteria after roaming around, looking for adventure...
 and sure enough, adventure finds them in what would seem to be
 the least likely place...

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 4.  About the translation
---------------------------------------------------------------------
 
 After I assisted NightWolve with a rather quick-and-dirty script
 translation for Ys I Eternal for PC, he came to me later, asking if
 I'd be interested in helping out with the translation for this game
 as well... as it turned out, Shimarisu had done preliminary work for
 a great deal of the game, and I was needed for editing and finishing
 up on the last several hundred untranslated strings. After some
 hemming and hawing on my part, I agreed, and worked much more slowly
 than he would have liked... finally finishing up on Sunday, July
 25th, 2004.

 Personally, I'm not generally one to throw myself into projects of
 this nature, but given my enduring love of the Ys series, I make
 exceptions where I must. I'm quite pleased to see this game finally
 in English. More people deserve to be able to play it, without
 constantly wondering what the heck is going on. I hope you enjoy
 the work that everyone involved has put into it. And remember:

 An overly literal translation is a bad translation. See FF4, FF7
 and Zone of the Enders: The 2nd Runner for examples.

                                                    - Deuce

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 I've been in the PC Engine hacking scene for years, most recently
 working on game translations for some games that were never fully
 appreciated outside of Japan. Of course, the more appealing games
 tend to be much larger tasks, and more technically difficult...
 Ys IV is one of those epics that begs to be translated, and I'm
 happy to have participated with such a talented crew.

 I don't feel like I did a major amount of the work - but I will say
 that I was always around as a safety net when things stalled (and I
 did have a few tricks up my sleeve...). I have to hand it Neill for
 doing the trickiest bit (IMHO) - the compression breakthrough was
 all his; I just did some follow-up to write the compressors (I had
 a couple of different versions).

 I really enjoyed the assembly work that I did together with NightWolve
 in late-night online hacking session to get the font working well.
 And the ADPCM stuff came from an interesting idea coupled with a
 talented sound man, and the right timing. (I'm really interested
 to see how the world accepts the dub patch.)

 But probably the biggest impact I had on this project was my incessant 
 hounding of NightWolve to see how the script was going (I'm probably
 the only person who can get away with it).   ;-)

 It's been a lot of work, but I'm surprised to see how smoothly and
 quickly it all came together on the technical side, and I'm quite
 pleased with the outcome. For another game of this stature, I'd do
 it again in a minute, especially if a group of people like this were
 participating.

                                                    - Dave

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 Why the hell am I writing to this? I didn't even do much to this
 project, except I breathed some life into it. I don't even remember
 how it started, must've been a late night chat with Shimarisu in
 winter 2001. I just remember that we thought of translating Far East
 of Eden - Tengai Makyo 2: Manjimaru and somehow we ended up starting
 Ys IV. We needed a hacker, so I got in touch with Neill. The project
 started up fine, but the project went on ice almost as soon as it was
 announced; I had serve in the Finnish army for the next 9 months.

 While I was in the bootcamp, I introduced Neill to NightWolve and they
 managed to get the text decompressed. The deal was that I'll start with
 the script from the end and Shimarisu starts from the beginning, but I
 couldn't do squat while I was away in the camp. I decided to leave the
 project to Rachel (and later Deuce) and Wolve to finish up since I wasn't
 able to do anything major for the project. I only did a few remaining
 translations to the 99% complete script in the end. Nice to see this
 one finally coming to end. All the kudos goes to Wolve, Neill, Rachel,
 Deuce and Dave. Awesome work guys and girls.

                                                    - Akimaru

--------------------------------------------------------------------- 

 Where to begin? *Sigh* So yeah, Akimaru's recollection of history sets
 up the project's progression about right. He and Shimarisu had their eye
 on Ys IV since ~4/10/2001, but they needed a hacker. Neill Corlett came
 onboard around ~7/21/2001, already famous for his Seiken Densetsu 3 SNES
 work. But yeah, on January 2002, Akimaru had to head off for the army,
 so the the project took a back seat.

 Me, I found RIGG during the fall of 2001 while taking a break from work and
 looking for things to do. I took up searching for PC-Engine ISOs of games
 I never got to play. Around that period, I also became fascinated with the
 romhacking/translation scene. Later, 9-11 would leave an impact on me such
 that I delayed reentering the workforce. That made it easier to continue
 this new path of mine... I also became a political junkie, but that's
 another story. Anyhow, so I learned of popular imports having translation
 patches being released by fans. I was amazed at the very thought of it.
 FFV for SNES was one of the first I had tried, I believe. This whole
 scene just caught my interest and one thing led to another to a point
 where I took it upon myself to try my luck with PC-Engine imports that
 never made it here. I wanted to join the club too!! "The Legend of Xanadu"
 was my first pick for hacking, but that turned out to be too dificult.
 Later, Xak III came up and I found it to be the perfect candidate. It
 already had an 8x16 English font built-in and there was plenty of space
 to fit English. Thus, I was on my way to making a name for myself and
 filling a vacuum for a beloved, but not so succesful system that had
 little attention given to it in the romhacking scene as well...

 Moving on. So, I learned of Akimaru's work on Ys IV at some point during
 that period. With my Xak III translation project success, a little pride,
 and most especially a love for the Ys series, any chance to be apart of
 this crusade for De-Japanization I would waste no time to seize. I was
 itching to see the project move forward, so I wanted to lend a hand. I still
 remember the day I bought my Ys IV copy from tzd.com for $49.99 back in '93.
 Even though it was Japanese, you could tell it restored some of the magic
 of Ys Book I&II lost with Ys III. Anyways, Akimaru filled me in on the project
 status and later got Neill to put up a page with whatever work he had done.
 At this point, Neill was getting busy/distracted with other things. With his
 text decompression code made public, I decided to try my luck with advancing
 the project. Problem is my skills were nowhere near his so I didn't stand
 a chance... I talked with Akimaru more about it. He arranged for me and
 Neill to chat/trade what we know which got the ball rolling again. My small
 role was informing Neill that the script was S-JIS encoded, and I helped
 to narrow the search for a text block from the 65 MB ISO down to a 512KB
 state file from the YAME emulator. That led Neill to do what I had failed
 to do with his code: to find a text block! His decompression code was right
 all along despite doubts I had!

 Anyway, the great thing was that Hudson started out every text block
 with the text you see in the status message box. As a result, the first
 couple of bytes of every block are the same! So, presto! All text blocks
 of script could easily be found and dumped. (Later, I would discover there
 were two more blocks that needed manual work to uncover, but nevertheless,
 that day changed the course for the project.) However, it appeared to me
 that I was no longer really needed after that. The script was dumped, and
 around 6/13/2002, Shimarisu was set to begin translating it along with
 Akimaru. I was just happy it would be moving forward again.

 Surely now the project would proceed more smoothly, right? Think again!
 Neill moves on to other things while translation work proceeds. I contact
 Shimarisu on 9/2/2002 to casually ask how's it going. I find out she lost
 her work due to a PC crash. Months and months go by. All hope seems lost...
 On 5/30/2003, I decide to offer Neill $250 to finish the required hacking
 needs for the project. I was thinking of getting Deuce to translate the
 script who did great work for me on the PC remake Ys Complete I. Neill
 sounded interested but had to turn it down. More time goes by. Enter Dave
 Shadoff who was responsible for the Motteke Tamago translation project.
 As he mentioned above, he did act as a safety net for when things stalled.
 8/17/2003, I chatted with Neill on Dave's behalf to obtain any translated
 script that he might've gotten from Shimarisu because she recalled emailing
 him files before her PC problems... He couldn't find any. No matter, the
 Deuce option was there and I had Dave. 8/24/2003, Dave succeeds in coding
 the compressor by examining Neill's decompression code! Our dream becoming
 reality came closer! FINALLY! The project was now viable. It didn't make
 much sense to let a translator continue working when you never knew if
 you'd be able to insert their work. But that all changed thanks to Dave!
 9/25/2003, I achieved the best possible script dump and set Deuce up
 with an editor for it. Matter of wait now.

 Moving right along. 9/30/2003, while chatting with Shimarisu, she comes up
 with her translation work out of nowhere! I thought all of it was lost, but
 not entirely. Fantastic I thought. I'll import her work into my database
 tool, then give that to Deuce to review and finish off any remaining
 strings that weren't translated. 10/19/2003, I hand off Deuce the script.
 It would be 7/25/2004 before I would hear from him again... He took his
 sweet ass time doing other things... Finally, with that, I release a teaser
 patch on 8/1/2004. One slight problem though... The English font only supports
 uppercase!!! No worries. 8/9/2004, I find the font tiles are not compressed.
 With D-boy's help, I get a nice courrier font inserted on 8/10/2004. But
 we're not out of the woods yet. There were tricks involved in switching
 between the banks where the lowercase part of the font resides as well as
 uppercase. Dave & I worked on that together, finishing it off by 8/25/2004.
 I learned a little bit of PCE ASM too. Wouldn't you know, things just kept
 getting better & better. Justus arrives and wants to do dubbs. Well, hell,
 why not? BAMMM! Dave comes up with adpcm encoder/decoder utilities just
 for that very reason and I manage to find every single adpcm clip!!!
 That happened around 9/23/2004 (Hey, that was my birthday!). Alas, here
 we are. I've crammed quite a bit in, but I think you get some idea of
 the adversities involved...

 Friends, I am so very proud and truly astonished that I and our team
 could bring this patch to you. I hope you enjoy it, and with knowing
 what was involved in its creation, appreciate it that much more. The
 countless hours, the loss of sleep, the skipped meals, the tired eyes,
 the shear exhaustion, etc. were all worth it!!! You'll never know and
 maybe it's for the best. =) Translation teams don't just sacrifice
 that, we also sacrifice some of the enjoyment you'd get playing the
 game fresh without having edited every damn line of script it uses.
 Well, God speed.
                                                    - NightWolve

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 5.  Greetings
---------------------------------------------------------------------

Special Thanks and Greetings to:

 - Tenchi-no-Ryu, for the Rendering of RIGG, software (PPF), and for
   being a good pal. Check http://www.rpgfan.com - his new home.
 - David Michel, for exchanging info now & then; the best
   PCE emulator, Magic Engine (www.magicengine.com); and, for
   pointing out that the S-JIS charset was in use by the PCE system.
 - Allanon
 - The emu community in general, for giving me the motivation to do
   this...
 - All those who supported the project.
 - Anyone I forgot.

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 6.  Legal / disclaimer
---------------------------------------------------------------------

 The "Ys IV: The Dawn of Ys" English Translation patch is UNOFFICIAL,
 UNAUTHORIZED, & isn't supported in any way by Falcom nor NEC.

 The Patch is freeware and may be redistributed freely as long as it
 is not modified, not applied to or distributed with any CDROM image,
 and this documentation is included and not modified either. No
 money, goods, or services may be charged or solicited for the Patch,
 in its original or applied form.

 Use of this patch is solely at one's own risk/discretion. None of
 those mentioned in this documentation, neither individually nor as
 a group, may be held liable for any loss or damage arising from its
 use.

---------------------------------------------------------------------
 7.  Before you contact us...
---------------------------------------------------------------------

 Regarding bug reports:

 If you notice a bug in the English version of the game (that wasn't
 already in the Japanese version), I'd like to hear about it. Make a
 state file using MagicEngine to email NightWolve, along with a
 reasonable description of the problem.

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 8.  Contacting us
---------------------------------------------------------------------

 NightWolve:    nlivadit@yahoo.com
 My Homebase:   http://rigg.servegame.com/mb/ikonboard.cgi
 Akimaru's:     http://rigg.servegame.com/aki
 Neill Corlett: http://www.neillcorlett.com
 Dave Shadoff:  http://www.interlog.com/~daves/pce_dev/translt.html
 Deuce:         deucemugen@hotmail.com
 Justus:        http://www.justusjohnston.com
