View Full Version : Vanit's Sin and Punishment Translation/Retexture Project

October 13th, 2005, 10:43
This is a translation for the underrated N64 game, Sin and Punishment. There's nothing more for me to say that's not in the readme except for that I worked really hard on this :D. Also a special thanks to TheFreak who provided the translation of the epilogue for me. Have a cookie!

Also for a bit a tech support; if you notice that during cut scenes there is a message saying "PRESSUSTARTUBUTTON" you can rectify that by going to the graphic options, then the Game Default Options tab, and uncheck the box for 'Accurate Texture Mapping'. And that should set it back to "PRESS START BUTTON" without the u's instead of spaces.

Take note that this is not a 'traditional' rom hack that is applied via IPS. I have used Rice's Texture Plugin to replace the images in a far more friendly manner. This method allows for a higher resolution and takes far less time to code (where it may be near impossible to hack the rom itself). For this reason my translation can only be used in an emulator (not including Xbox emulators)


More screenshots after the break in the spoiler!
http://www.vanitstudios.com/images/stories/Sin and Punishment Resized/sp01.jpg
http://www.vanitstudios.com/images/stories/Sin and Punishment Resized/sp02.jpg
http://www.vanitstudios.com/images/stories/Sin and Punishment Resized/sp03.jpg
http://www.vanitstudios.com/images/stories/Sin and Punishment Resized/sp04.jpg
http://www.vanitstudios.com/images/stories/Sin and Punishment Resized/sp05.jpg
http://www.vanitstudios.com/images/stories/Sin and Punishment Resized/sp06.jpg


October 13th, 2005, 11:00
Nice work! :) I was planning on doing this eventually but other projects got in the way of it :) looks good though!

October 13th, 2005, 13:58
Nice, and very pro looking

October 13th, 2005, 16:41
Sweet... though I don't really see a reason to change the subtitles in-game I'm glad you were able to do the main screens.

October 13th, 2005, 17:02
Wow i like it , looks cool! :)
wbr Shin Gouki

October 13th, 2005, 17:49
Awesome. One of my favorite games, this just makes it better.. Good work.

October 13th, 2005, 20:12
Lookin good keep up the good work!

October 13th, 2005, 20:23
Awesome. One of my favorite games, this just makes it better.. Good work.

Then why the sad face? o.O

October 13th, 2005, 22:51
cooliscool: Your post on the NGEmu forums was the thing that gave me the idea to translate this :).

Weatherton: I'm aiming for a complete translation in every sense of the word. My goal is to have no Jap left in the game when I'm finished, and that means redoing the subtitles. Besides, without them the story always seems to go through one ear and out the other.

October 14th, 2005, 00:30
Fair enough, I just kind of liked that stylistic feel -- constantly reminded how I had imported the game :) In any case, I hope this gam gets some ingame texture love as well it is a great game! Are there a lot of textures in this game? I know it was one of the last N64 games...

October 14th, 2005, 00:45
Great! :) Translating a japanese game is always a plus. :D

October 14th, 2005, 03:47
Sorry but what is the name of this game? :blush:

October 14th, 2005, 03:56
Sin and Punishment :) Like the title says.

October 14th, 2005, 06:41
Then why the sad face? o.O

Uh, whoops. I normally don't use icons for posts anyway. :P

October 14th, 2005, 10:08
Sorry but what is the name of this game? :blush:

Tsumi to Batsu: Chikyu no Keishousha

October 14th, 2005, 14:21
The translation is coming along well. I've translated the pause menu among a lot of other little tid bits and a friend of mine is working on the translation of the training script. Also, I noticed as I was playing to dump files that there was a lot of static which supposedly is an emulation error. However, I also noticed that all this static is actually being dumped... so it might be possible for me to replace these files with blank ones so the static is completely removed. I'll look into it.

October 14th, 2005, 18:20
The static is caused by incorrect FB settings. Plugins with HWFBE such as Direct64 do not have this issue. Try changing the settings in Rice's, or use Direct64.

October 14th, 2005, 23:46
Well, I tried replacing the files and it worked to an extent ^___^. I think there's a few files I didn't replace.

October 15th, 2005, 00:48
Can someone tell me what's this game about? Never seen it in my life...

Couldn't guess by the screenshots...

October 15th, 2005, 00:53
It's a 3rd Person Shooter. Sin and Punishment is one of the most famous (and best) N64 games to be released in Japan only.

October 15th, 2005, 00:59
Gonna DL it now!

October 15th, 2005, 13:38
Here's a picture showing how well my static fix works. Also there is still something I'm thinking about doing. Notice how between each word there is a 'U'? That's because for some reason the game is using a U to replace spaces. I can easily fix this by taking U out of the font set... but that also means every word with a capital U in it wouldn't work. What choice do you guys think I should make?

October 15th, 2005, 15:52
Wow, thats awesome how you fixed the static through replacing textures and nice job on translating the game. Keep up the good work :)

October 16th, 2005, 00:07
I can't wait until the realease, it'll be great to play a game that I wouldn't be able to read before. The game looks so fun...

October 16th, 2005, 00:56
Wow!!! Thank you thank you!!! Ever since I found out about the retexturing projects, I was hoping someone would go and retexture this game. Personally, I think you should just translate the menus since all the dialogue's in English anyway. I don't think anyone would go through the trouble of reading the text, but that's just my opinion.

October 16th, 2005, 01:15
The menu's are more or less complete. All I have to do is finish translating all the dialogue (which I might as well do as I have to play the game to get the dumps for everything else), the training and demo dialogue and the scene selection menu.

Also, while playing this I noticed that some textures won't load properly when you use save state. So you guys better get used to not cheating :).

Weatherton (@your question on page 1):There are surprisingly not as many textures in this game as you would think, dispite having awesome cinematography which you don't see in ANY other N64 games (yes, no other games match these cut scenes). 3/4 into the game and there are only 7000 textures or so, where as while I was retexturing Goemon (which is on hold a the moment) at only 1/4 into the game it had over 40000 textures (which made the toggling the dump option a very annoying process).

EDIT: It seems that when you use a save state that the menu's have a different set of textures which I have now dumped and by editing them it seems to have solved most of the save state problem.

Also, what do you guys think of my proposing to cut off the capital 'U' in the font set? From what I can tell the only word that used it was "button" in the into scene". I'm pretty certain I'm going to cut it out now because missing a single 'U' to about 50 spaces filled up with 'U's seems like a good trade off. But still, I would appreciate opinions :).

October 16th, 2005, 15:16
Well you could always have the U as an add-on, you know we could just put the file if we wanted to use it

October 16th, 2005, 23:42
The U is definitely a GPU bug. Jabo's D3D8 1.6 doesn't have it. In Rice's, disabling Accurate Texture Mapping and Faster Texture loading and enabling TMEM Emulation, fixes it as well.

The static fix is also unnecessary.. change your FB settings.

Translation is a fairly easy process.. all dialog is spoken in English anyway. :P

October 17th, 2005, 09:45
Would you be able to tell me which frame buffer settings to use because I was pretty sure I had tried every combination. And thanks for the information about the U. It seems there are still things I don't understand about this plugin :).

Also I really want to get the ingame dialogue done because I have a feeling that sometime in the future someone would take it upon themselves to get the dialogue translated and I'd rather get credit for translating the whole thing. And not all of the dialogue in the game is accompanied by English voices. In the training room the voice is a funny sound similar to the style of Banjo Kazooie so I actually have to organise the dialogue a lot more so I can give it to my friend, who's much better than I am at Japanese, and then be able to insert it again without mixing up the order. Additionally, the demo on the title screen that appears if you leave it idle doesn't have any English voices accompaning the dialogue either. But if you really want the Japanese subtitle you can always remove the dialogue. However, as I said before the voices are occasionally not very clear (and in some cases I mean REALLY, it took about 20 minutes to figure out the subtitle in the picture further up this page) and without the subtitles I'll guarantee there will be some dialogue you miss,

Oh well ^^.

Razor Blade
October 17th, 2005, 20:14
Looking good Vanit! ;) Can't wait to see some in-game textures done :)

October 18th, 2005, 02:47
All i can say is WOW this project is awesome.
Keep it up Vanit. :party:

October 21st, 2005, 06:37
Translation is progressing very well. I've almost finished translating the Training and ingame I've translated the dialogue up to just after you get Saki back.You know, the part just after Achi forces Airan to shoot Saki to make him human again. I should have pictures up later today or tomorrow.

October 21st, 2005, 18:10
I can't wait to try this game out with these textures so I can read what they are saying. I just got the game the other day and watched the intro and it looks really cool. Keep up the good work.

October 22nd, 2005, 08:56
I've retextured the aiming cursors and redone the textures for the life,time, point and regular bonus icons. Due to internet/networking problems I'm having because of my ISP I won't have the pictures up for another few days. But rest assured I'm working on it every chance I get.

EDIT: Found I had a funny thing called a floppy drive :P. To think I would ever need it again -_-. In anycase, here's the pics.

October 22nd, 2005, 12:38
Wooow very nice.....very good work.

October 25th, 2005, 08:52
Translation of the training is now completely... well... translated, but not inserted into the game as of yet and now the tutorial demo is being translated. I'll have pics up asap.

October 26th, 2005, 12:16
Here are the images showing the improved tutorial graphics and a few screens of the fully implemented English dialogue.

November 2nd, 2005, 08:30
This is awesome, I came here looking for a working config for this game and seeing someone working on a translation project...just great!
How will it work when it is done? Or is the project just a hobby of yours and you show the screenshots on the forum?
Anyways good luck, everything looks great so far, I'm amazed that this kind of stuff is even possible.

November 2nd, 2005, 09:29
It will function, like the rest of the packs in this section of the forum, as a high resolution pack. Using Rice's video plugin the emulator will replace the Japanese and other game textures with the new ones that I have made.

Also I should have a beta release in a matter of days as soon as my friend gets the chance to translate the tutorial dialogue.

November 2nd, 2005, 10:08
Sweet! :party:

November 16th, 2005, 08:09
God. That's amazing.

November 19th, 2005, 13:11
Lookin good. Lookin VERY good! Can't wait to get my hands on it for the cutscene 'fix' alone, not to mention how clean things are startin to look.

December 13th, 2005, 00:29
Okay, I thought I would give a little progress update. Tutorial, Training Demo, all menu/scoring dialogue is translated. I've finished all ingame dialogue right up to before the final boss. But I've run into a little problem. The ending is really long (equal to about 1/3 of all the ingame dialogue) and I need someone who is fluent in Japanese to translate it for me. They don't have to know anything about photoshop or that, I'll just send you the pictures and you write down the translated text and the filename in a txt file and send it back. If you're fluent in Japanese please reply. Whoever ends up doing the translation will also be mentioned in the credits :).

December 16th, 2005, 16:52
i think u should call out a bit more for the project :)
why not ask arround abit at ngemu , i think there are a bit more japanese capable people :)
wbr Shin Gouki

December 17th, 2005, 01:29
Already made a thread there about it too and there were no replies either.

December 17th, 2005, 03:51
Hi Vanit,
Have a look on gamefaqs for a translation faq

Here is some copy & paste from the faq


Probably the most annoying thing about S&P is that, even after
all the vocal dialogue, the epilogue text isn't spoken, leaving
those with lack of Japanese, like myself, wondering exactly it
is that is being said at the end. well, thanks to aliensoldier2
on the Sin & Punishment Gamefaqs Message board, we can now
figure out what they're saying. aliensoldier2 doesn't want
people to think that the translation is 100% perfect, but I think
it's legit enough to be an agreeable translation so nyaaah!!

Here's the ending...:

After Saki and Airan return to earth after defeating Planet Mimicry
and decide to battle the Ruffians together, we see Achi floating in
space. She says:

-- ''The enemy is coming. Now that I've lost Brad and Saki, I can't
hope to win against it. But... Does the enemy know about Saki and how
he inherited the power of my blood? (visions of Saki)
''Saki's not the only one. There is another who is just beginning to
realize her powers (visions of Airan), and one who will carry Saki's
blood in the future (visions of Isa, Saki and Airan's son).

(An image of the sun breaking from behind the earth) ''Life is
establishing itself in a new form on that planet... Can the enemy
continue to call itself god?''

(Transformed Saki walking)
Saki: If you look at a map, Hokkaido seems like it's right next
to Honshu, but when you actually cross over on foot it's really
pretty far.

(Airan, riding within Saki's body, appears)
Airan: No problem, let's walk. Using your teleporting powers
would be too dangerous.. Saki..? There's something I've been
thinking about for awhile. Have you ever really thought about
how to use your true power (the power of Achi's blood)? Achi showed
me a possible future, ten years from now. You were fighting
alongside Ruffians, against humans. Since you and the Ruffians
share blood, that future might be possible...

Saki: No, as long as I'm together with you, it's impossible.
I'm always having dreams of battling Ruffians. As long as they
keep terrorizing mankind, I can only see them as enemies. What
you saw was probably just part of Achi's training. We're both
human, and if we work together and move forward carefully, I
think that we can choose the right path.

Airan: You're really thinking ahead, aren't you? I guess you
really are pretty carefree. That's why it's so comfortable
here(inside Saki's body). Bright and warm..

Saki: I wonder if that's because I'm still concealing the painful
places within me. I can't see those places in you either, Airan.
Achi said that if I want to be really human again, we have to
completely share each other's true feelings and thoughts.

Airan: Not yet. I want things to be like this for awhile.

Saki: Airan... On top of everything else, we have an even greater
mission to carry out.

Airan: What? Mission...?

Saki: Let's see.. in ten years he should be about five or so,
right? Our c-h-i-l-d...--


If this is not good enough you could try the following message boards:

December 17th, 2005, 11:22
I already saw that FAQ but I couldn't remember where I saw it. Thanks for finding it again. Anyways I contacted the writer and he said it was fine for me to use it. So looks like this project is coming back on track after all :).

December 17th, 2005, 13:24
Just finished inserting the epilogue. You can expect me to release this... tomorrow probably.

December 17th, 2005, 18:35
Yay! How big is the filesize of the project?

December 17th, 2005, 20:24
Hey Vanit, is the release just for the english translation, or does it also include the textures?

December 18th, 2005, 01:04
I have done up some of the textures. The crosshairs look a lot better now, and the monsters in the tutorial demo look better too. And at the moment the filesize is only 3.5mb.

December 19th, 2005, 09:30
Texture pack release. See the first post.

December 20th, 2005, 06:11
The main menu's (nor any of it's sub menu's) are showing up for me translated. But the text is, and the new cursor too etc.. etc.. (everything but the menu's).

Anybody else?

December 20th, 2005, 06:28
Works fine for me...I dunno how many rom dumps there could be for a (j) game

December 20th, 2005, 08:25
This may seem like a dumb question, but when I'm playing this game I get a lot of "Blackouts" is this part of the game or an emulation error.

December 20th, 2005, 10:12
I found out what it was, though I still don't understand it. I had to uncheck the TMEM Emulation on the texture tab. Menu's were fine.

ConsoleFanboy: If you're still getting blackouts with this pack, try messing with various framebuffer settings. Thats the whole reason I was anticipating the pack (for the frame buffer fix). So far it seems to have done that -- bu tI only played the first 2 stages :p. The intro used to black out though and its not now so its all good (and the scene during stage 1 to 2 where the gun is tossed to Saki too).

But now with "hide" for both frame buffer options I still see it (yay). Before this tex pack I would have to turn on Basic Frame Buffer & w/ Emu, and Write Back and Reload. Try those settings -- though you'll get an buttload of slowdown when the frame buffer makes purdy blurring effects.

December 20th, 2005, 21:32
Actually I left the frame buffer fix out for now because it was raising it by a few megabytes. I'll release it in a matter of days because I haven't had a chance to dummy up recent dumps. But, like you, while playing with my pack I experienced far less static for someone reason.

December 21st, 2005, 03:47
sweet vanit, thanks for all the hard work so far. i can't wait to dl it and try it out!

December 22nd, 2005, 01:18
i have the same problem as blackbeard. Nothing is translated except for the dialogue.
blackbeard fixed his problem by unchecking tmem, but mine was already unchecked when i looked.

December 22nd, 2005, 01:28
Those 'blackouts' people are experiencing are likely to be the unemulated motion blur effects.

January 7th, 2006, 15:02
fantastic work vanit

this is a bit offtopic but I needed to ask, doesn't anyone have problems aiming with the keyboard in this game?

One more thing, just look at these two screenshots I took, it displays this weird distorted line in the middle (sometimes) when the intro starts

it also displays some static when you have to press the start button

January 7th, 2006, 21:37
For the aiming you could use N-Rage's Direct-Input8 v2 1.82

January 7th, 2006, 21:45
One more thing, just look at these two screenshots I took, it displays this weird distorted line in the middle (sometimes) when the intro starts

it also displays some static when you have to press the start button

This is caused by a lack of framebuffer emulation.

November 27th, 2007, 07:12
I tried out GlideHQ and I must say I'm disappointed. I haven't tested it with Evangelion yet, but when I loaded my Sin and Punishment pack half the textures didn't tile correctly, yet they did when using Rice's plugin. This really concerns me because people who've never seen my pack before might be introduced to hi-res packs through GlideHQ, see our packs and think they're crappy because they weren't made right. =/

i tried with glide64HQ update 4b and it looks really great :bouncy:

(with my voodoo4, but with a geforce 6600+ or ati x1300+ i guess the same)

best texture quality profile should look awesome....

Vanit... where do you get bad results?

some sshot:

Quote:Originally Posted by Vanit

at October 25th of 2007

in New plugins's thread www.emutalk.net/showthread.php?t=42317

Originally Posted by Gonetz
TSUMI TO BATSU translation tex. Pack
I found that this texture pack is outdated, that is it does not work well with the last official version of RiceVideo (6.1.1 b10), which is included in the packís distributive btw. Hires textures for the main menu exist but not loaded. This is because of wrong palette CRC in textureís names. Iíve changed one name for test purposes, it started to load both in Glide64 and RiceVideo. If somebody is willing to continue this tedious work and fix this great pack, I can give detailed instruction, how to do it.

i've asked Gonetz about the detailed instructions :)

i'll be posting here as soon as i get them ;)