I’ve been up to a few things the past week or so. First, here’s the fruit of my labor. I added background music to town 1, town 2, Ki’s Palace, and the first cave. Every piece of music in this clip is music I arranged and added into the game. I also improved a few of the tracks, like increasing the bass for The Forbidden Realm.
Chai Kingdom will not be the world 1 music, but you get the idea. I was mostly showing off how town music will work, as well as the music I’ve already made. I also made some improvements to the engine. Adding town music is very easy with Saga2Edit. I just need to replace the door scripts with other scripts that call the door script before changing the music. Although in some of the Saga 2 hacks, this will require expanding the amount of scripts available
Understanding How Instruments Work
To improve the engine, it is first necessary to understand how “instruments” work on the Gameboy. In short, there are no instruments. You modify the sound wave with different settings, then choose the notes you want to play. Here is a quick summary of how it works
Duty cycle
Alters the sound wave to shift the tone. I think of it as the “material” of the instrument. Brass, strings, or hollow/wood
Volume envelope
Shifts the volume of the note. Think of this as how a note is played. A quick strike, a long note that swells in volume, a flat note that is just held at a static volume, etc
vibrato
Adds flavor to the sound wave. Like reverb or a bloom effect
Wave Table
Used for channel 3, it allows more complex sounds. I’m still understanding exactly how the engine handles these, although I managed to add some crazy sounding ones
For example, in my engine, the following “instruments” use these settings. I gave them plan English names to make setting instruments more intuitive.
Instrument
Vibrato
Volume Envelope
Duty Cycle
Xylophone
Flat – Does Nothing
Strike
Hollow ($80)
Violin
Quiver
Swell
Strings ($40 or $c0)
French Horn
Sway
Breath
Brass ($00)
I also made an instrument tester, although I’ve updated a lot of these since recording the video (piano listed in it is more of a chime. piano should use the string duty cycle). I added melodies from my current music so I could hear them with notes that fit the instrument
With new and better organized settings, I was also able to get some music sounding much better that I had almost given up on. I still have a few tweaks I want to make, but I was able to grab the Mystic Quest Battle theme, which I REALLY want to have in the game
Next Steps
Currently, I’m trying to finalize all the instrument settings. They are mostly done, with the exception of “breath” which has audio pops in it for some reason. I’m also currently researching how to add more wave tables.
I also need to start testing more music in game. Sound effects mute audio in channels 1, 4, or both. I have most of my music optimized in the first video, but in the cave the menu interferes with the violin at the start of Fate in Haze. I just need to move it to channel 2.
Future Vision For the Engine
My real end goal is to create an engine that is easy to use for other rom hackers to use for gameboy music that comes with well over 100 tracks they can use. To make it as simple as I would like, I’m taking inspiration from Mystic Editor, which uses mml for the music.
My end result will look similar. The difference is I’ll have volume control like they have with octave, the ability to name instruments instead of just using the in game settings, and some other tweaks. I’ll have to decide how I want to label note lengths like dotted notes. I was thinking D for dotted and T for triplet at the end, but that might change. You’ll still have the ability to manually change instrument settings like vibrato and volume envelope if needed
Do note: This Translation Patch was made with AI, more information below!
Romancing Saga’s 2001 Wonderswan Color Port has received a fanmade English Patch at last! The Japanese exclusive handheld device debuted in 2000 and Square immediately got to work on releasing the 1992 Super Famicom JRPG to the system, completing it by 2001.
Posted on Reddit by user u/gio-74, the author states:
The English script is based on the SNES English translation of Romancing SaGa by DDSTranslation (v1.2, 2016): Japanese to English translation by Eien Ni Hen, programming by DDSTranslation, special thanks to Alex W. Jackson. That patch is in turn based on the 1998 Trans-Dimension translation by Shujin-Rik, Hakai and Musashi, with F.H. (Frank Hughes), Tamahome, Hoky and MakoKnight. Their lines were matched to the WonderSwan script and adapted where the remake changed or added text; the scenes that exist only on WonderSwan were translated from the Japanese. All credit for the original English goes to them.
The author also stated that Artificial Intelligence had been used in the making of the translation, the report linked below goes into further detail.
The Wonderswan Color boasts much superior technology to the Super Famicom, which had hindered the original 1992 release due to size limitations. Much of the cut or axed content returns in the WSC version which has now been made readily available for English speakers!
The IPS file can be downloaded here: All credits to their respective authors. The Reddit post with the original poster’s commentary can also be found here: