Announcing the Amaranth KH Remix Translation Project!

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Hello. Greetings. I am translating the Amaranth KH Windows version into Spanish.
All the dialogue for the first episode is finished. The introduction. And the character names. Most of the menus. Except for the unit action menu buttons. I still can't find where they are.

I'm still having trouble with horizontal scrolling during the game's cutscenes. The scrolling animation doesn't display all the text if left to continue. However, this is fixed by clicking to show all the text, which stops the text box animation. This issue doesn't affect the intro; it only affects the text within the text box during cutscenes.

I don't know how long it will take me to finish. But then I'll see if I can modify the main window, which is 640 x 480. The game uses GDI entirely. It's not compatible with DirectDraw. Wrappers like Dxwnd don't work with it.

Part of the introduction:
traduKH1.png

traduKH2.png

The cinematic scenes begin. The color of the Landschaft name was changed to a darker shade. In very small text, the color, with its original light tone, was indistinguishable from white, creating an unpleasant impression when reading. It was easily confused with the dialogue text:
On my monitor, calibrated with 50% less brightness, the name appears almost white. However, I can see the images perfectly on my phone. The current color change is just experimental until this issue is resolved. I imagine it will appear correctly for some and not for others, depending on their screen settings.

traduKH3p1.png

traduKH3p2.png

traduKH3p3.png

traduKH3.png


The original color looked good in large texts:
traduKH5.png

traduKH5p2.png

traduKH5p3.png

traduKH5p4.png

Initially, I managed to add more text to the dialog boxes and order the characters correctly. However, this led to constant errors, such as units disappearing from the map during gameplay, DLL crashes, and other persistent problems. Therefore, I've decided to keep the exact character limit for the dialogues:
traduKH6.png

traduKH7.png

traduKH8.png

traduKH9.png

traduKH10.png

The main differences compared to the DOS version are: a complete overhaul of all graphics and images, now with higher quality and a more polished look. They are the same graphics, but more refined; and some changes in the design of certain cinematic scenes.
 
Last edited:
Olá. Saudações. Estou traduzindo a versão para Windows do Amaranth Kingdom Hearts para o espanhol.
Todo o diálogo do primeiro episódio está finalizado. A introdução. E os nomes dos personagens. A maioria dos menus. Exceto os botões do menu de ações da unidade. Ainda não consegui encontrá-los.

Ainda estou com problemas com a rolagem horizontal durante as cenas de corte do jogo. A animação de rolagem não exibe todo o texto se eu deixar rolar para continuar. No entanto, isso é resolvido clicando para mostrar todo o texto, o que interrompe a animação da caixa de texto. Esse problema não afeta a introdução; afeta apenas o texto dentro da caixa de texto durante as cenas de corte.

Não sei quanto tempo levarei para terminar. Mas depois verei se consigo modificar a janela principal, que tem 640 x 480. O jogo usa GDI inteiramente. Não é compatível com DirectDraw. Wrappers como o Dxwnd não funcionam com ele.

As principais diferenças em relação à versão DOS são: uma reformulação completa de todos os gráficos e imagens, agora com maior qualidade e um visual mais refinado. Os gráficos são os mesmos, porém mais aprimorados; e algumas mudanças no design de certas cenas cinematográficas.
Olá. Saudações. Estou traduzindo a versão para Windows do Amaranth Kingdom Hearts para o espanhol.
Todo o diálogo do primeiro episódio está finalizado. A introdução. E os nomes dos personagens. A maioria dos menus. Exceto os botões do menu de ações da unidade. Ainda não consegui encontrá-los.

Ainda estou com problemas com a rolagem horizontal durante as cenas de corte do jogo. A animação de rolagem não exibe todo o texto se eu deixar rolar para continuar. No entanto, isso é resolvido clicando para mostrar todo o texto, o que interrompe a animação da caixa de texto. Esse problema não afeta a introdução; afeta apenas o texto dentro da caixa de texto durante as cenas de corte.

Não sei quanto tempo levarei para terminar. Mas depois verei se consigo modificar a janela principal, que tem 640 x 480. O jogo usa GDI inteiramente. Não é compatível com DirectDraw. Wrappers como o Dxwnd não funcionam com ele.

As principais diferenças em relação à versão DOS são: uma reformulação completa de todos os gráficos e imagens, agora com maior qualidade e um visual mais refinado. Os gráficos são os mesmos, porém mais aprimorados; e algumas mudanças no design de certas cenas cinematográficas.
BGood luck!
 
I've changed the font in episode 2, which I'm currently translating, and I'll be changing it in episode 1 as well. This new font looks better at small sizes and is easier to read than the Courier font.

I'd like to know if anyone can now read the text better with this new font I'm using now.

Regarding the color palettes: The game renders with its default palettes. I'll figure out later how to properly adapt the names without losing the originality of the colors they use. I tested a color with the character Dienstag and it worked perfectly.


tradu2p1.png

tradu2p2.png

tradu2p3.png

tradu2p4.png

tradu2p5.png

tradu2p6.png
 
Dialogues updated with the new text font in the introduction of episode 1.

Almost all the menu text is finished. Only a few window names are missing, like the minimap, which I haven't found yet. The important thing is that all the main information is fully translated.

It's possible to achieve an HD remaster of the graphics. Although I've only tested it experimentally, it has some drawbacks. It wouldn't work if someone wanted to play it on an older PC with a resolution lower than 1280 x 720. A minor inconvenience.
Amaranth_kh_HD.png
 
Last edited:
Hello. Greetings. I am translating the Amaranth KH Windows version into Spanish.
All the dialogue for the first episode is finished. The introduction. And the character names. Most of the menus. Except for the unit action menu buttons. I still can't find where they are.

I'm still having trouble with horizontal scrolling during the game's cutscenes. The scrolling animation doesn't display all the text if left to continue. However, this is fixed by clicking to show all the text, which stops the text box animation. This issue doesn't affect the intro; it only affects the text within the text box during cutscenes.

I don't know how long it will take me to finish. But then I'll see if I can modify the main window, which is 640 x 480. The game uses GDI entirely. It's not compatible with DirectDraw. Wrappers like Dxwnd don't work with it.

Part of the introduction:
View attachment 129103
View attachment 129104
The cinematic scenes begin. The color of the Landschaft name was changed to a darker shade. In very small text, the color, with its original light tone, was indistinguishable from white, creating an unpleasant impression when reading. It was easily confused with the dialogue text:
On my monitor, calibrated with 50% less brightness, the name appears almost white. However, I can see the images perfectly on my phone. The current color change is just experimental until this issue is resolved. I imagine it will appear correctly for some and not for others, depending on their screen settings.

View attachment 129105
View attachment 129106
View attachment 129107
View attachment 129108

The original color looked good in large texts:
View attachment 129113
View attachment 129117
View attachment 129118
View attachment 129119
Initially, I managed to add more text to the dialog boxes and order the characters correctly. However, this led to constant errors, such as units disappearing from the map during gameplay, DLL crashes, and other persistent problems. Therefore, I've decided to keep the exact character limit for the dialogues:
View attachment 129120
View attachment 129123
View attachment 129124
View attachment 129125
View attachment 129126
The main differences compared to the DOS version are: a complete overhaul of all graphics and images, now with higher quality and a more polished look. They are the same graphics, but more refined; and some changes in the design of certain cinematic scenes.
excellent! this is long overdue
 
The colors of the names have been corrected. They can now be seen properly.

Fixcolors.png

Episode 3 finished. Some samples of the introduction.
ep3p1.png

ep3p2.png

Currently working on episode 4.
ep4p1.png
 

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