Simple 2000 Ultimate Edit Racing localized?

blashy101

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Hi gang, does anyone know if this game: https://www.psxdatacenter.com/psx2/games2/SLPM-65107.html
ever got an official localization? I was having a peek at the files and noticed that there are localizations for the emails you get in game for Spanish, German, English etc. I don't know yet if there's translations for any other part of the game but yeah, made me wonder if this got a PAL region version like most of the other Simple 2000 games, I couldn't find anything online about it though.
 
Edit Racing didn’t get an official localization or PAL release. The presence of multilingual email files, like English, Spanish, or German is likely just leftover data from shared assets or internal testing. The rest of the game remains in Japanese, and there’s no evidence of a complete English version unfortunately...

::sailor-embarrassed
 
Edit Racing didn’t get an official localization or PAL release. The presence of multilingual email files, like English, Spanish, or German is likely just leftover data from shared assets or internal testing. The rest of the game remains in Japanese, and there’s no evidence of a complete English version unfortunately...

::sailor-embarrassed
Ah interesting, okay, good to know. It's definitely a huge start for an English/Spanish etc translation patch at least. Thanks!
 
RETRO-VETRO is probably right but I wanna give you a tip: It "may" worth digging if it had a "remake" localized version. Some games in Simple 2000 series are "so Japanese" for non-Japanese version they heavily change the game to adjust it for regions that cannot comprehend the whole Japanese culture so still to this day I sometimes randomly find the same games from this series but with different "content" lol.

My prime example is Bucchigiri Densetsu 2 Kai. It's a hardcore Japanese culture heavy street racing game that even in the game text is written for Japanese who knows their culture well from how Japan was back then so much slang and informal usage of the game is hard to understand and it may be something new generation Japanese kids cannot understand some part of the text due to how much it references to what was popular in Japan back then so it would be hard to translate (some stuff in the game is something I'm still having an epiphany moment on what they meant decades later lol). So this game can be considered "Racing Lagoon 2" by the Japanese street racing spirit alone lol and the game offers you to visually modify your car in so crazy way even NFS Carbon is not a hot shit next to this game lolol. 1st game in the series localized as Maxxed Out Racing that they didn't really change content as far as I know but for the 2nd game called "Maxxed Out Racing Nitro" they didn't bother translating, they directly remaked it as ordinary American street racing game that most stuff about the game is changed completely and therefore it became a different game.

I can make sense why they remaked the game instead because I heard Simple 2000 games likely to have translation and dub issues, so after a while they didn't want to bother with Japanese aspect at all but this is as far as I know. So Edit Racing may have had a planned English version but may be cancelled without even a "remake" version.

As for translating PS2 games, I have a tip for that too which is why I mentioned Butchigiri Densetsu 2 Kai. Just because a friend wanted to play that game one day I decided to translate that game. I underestimated how stupid they were to use texts in the game without shortcut. Every engine part for every car have their own seperate description texts instead of replacing same text with good old method to redirect same text to same location it would display. So most of the game in-game text took me 1 day to translate, engine parts alone took me 2 days to translate, body modification parts also took me 2 days to translate and then so much sticker shit took me 2 days to translate. And then I learned actual name of the parts weren't translated yet so I found them in a "wtf dude" place in the ELF file lol.

I will skip how this translation process actually happened but after so many testing I was faced with the harsh truth: The Game was not only limited by address limitation but it also had character limitation.

What is an address limitation?: The game using a specific memory address to know where the particular text starts and naturally text gotta be within particular memory address. Go beyond that and memory will flood, likely to make text flood as in position and to another aspect of the game to be displayed when it shouldn't, it can even crash the game. So naturally nothing in the game should be shifted. Every code's memory location should be intact. However I knew that much so I "perfectly" translated as much as I can to make the text stay within memory limit for each text. But then I faced with character display limitation. After like 20 characters the text was getting fucked making tons of text in the game cannot be readable properly. Then I tested what if I used another hex code method to write the same words. For example Japanese texts when written in Shift J each character using 2 bytes, but ASCII text using 1 byte and this may cause problems in games due to game doesn't work with ASCII due to the way how it handle bytes in text context, so trying ASCII didn't help either but I figured now I can write more as translated text lol. However character limitation is what I could never fix so the translation is dropped after full transation to ASCII conversation that took like a day. I naturally tried to increase character limit, tried to safely shift translation text without shifting the rest of the data but nothing worked. I still have the ELF file left "mostly translated but useless" state. In its way a player can play the game by at least understand what the text trying to say (which is how me friend played the game though lol), and it can be useful to navigate around menus and all but it's really a shit translation. I even actually checked it a few days ago to discover what I couldn't before but nope, this shit is beyond me man!!!! lolol

In the end translation of the game can be made very possible by translating text by deleting lots of meanings from the translated sentence just for the sake of player play the game just fine, but why I didn't take that road is because the game's text is legendary due to its humor, references and even the way it's how "street racer rebel talk" lol. Another issue is that character descriptions would be pointless for you can't introduce them with like 20 letters alone!! Perhaps one day I will crack the character limitation shit and people can play me beloved street racing game in English!!! lol
 
RETRO-VETRO is probably right but I wanna give you a tip: It "may" worth digging if it had a "remake" localized version. Some games in Simple 2000 series are "so Japanese" for non-Japanese version they heavily change the game to adjust it for regions that cannot comprehend the whole Japanese culture so still to this day I sometimes randomly find the same games from this series but with different "content" lol.

My prime example is Bucchigiri Densetsu 2 Kai. It's a hardcore Japanese culture heavy street racing game that even in the game text is written for Japanese who knows their culture well from how Japan was back then so much slang and informal usage of the game is hard to understand and it may be something new generation Japanese kids cannot understand some part of the text due to how much it references to what was popular in Japan back then so it would be hard to translate (some stuff in the game is something I'm still having an epiphany moment on what they meant decades later lol). So this game can be considered "Racing Lagoon 2" by the Japanese street racing spirit alone lol and the game offers you to visually modify your car in so crazy way even NFS Carbon is not a hot shit next to this game lolol. 1st game in the series localized as Maxxed Out Racing that they didn't really change content as far as I know but for the 2nd game called "Maxxed Out Racing Nitro" they didn't bother translating, they directly remaked it as ordinary American street racing game that most stuff about the game is changed completely and therefore it became a different game.

I can make sense why they remaked the game instead because I heard Simple 2000 games likely to have translation and dub issues, so after a while they didn't want to bother with Japanese aspect at all but this is as far as I know. So Edit Racing may have had a planned English version but may be cancelled without even a "remake" version.

As for translating PS2 games, I have a tip for that too which is why I mentioned Butchigiri Densetsu 2 Kai. Just because a friend wanted to play that game one day I decided to translate that game. I underestimated how stupid they were to use texts in the game without shortcut. Every engine part for every car have their own seperate description texts instead of replacing same text with good old method to redirect same text to same location it would display. So most of the game in-game text took me 1 day to translate, engine parts alone took me 2 days to translate, body modification parts also took me 2 days to translate and then so much sticker shit took me 2 days to translate. And then I learned actual name of the parts weren't translated yet so I found them in a "wtf dude" place in the ELF file lol.

I will skip how this translation process actually happened but after so many testing I was faced with the harsh truth: The Game was not only limited by address limitation but it also had character limitation.

What is an address limitation?: The game using a specific memory address to know where the particular text starts and naturally text gotta be within particular memory address. Go beyond that and memory will flood, likely to make text flood as in position and to another aspect of the game to be displayed when it shouldn't, it can even crash the game. So naturally nothing in the game should be shifted. Every code's memory location should be intact. However I knew that much so I "perfectly" translated as much as I can to make the text stay within memory limit for each text. But then I faced with character display limitation. After like 20 characters the text was getting fucked making tons of text in the game cannot be readable properly. Then I tested what if I used another hex code method to write the same words. For example Japanese texts when written in Shift J each character using 2 bytes, but ASCII text using 1 byte and this may cause problems in games due to game doesn't work with ASCII due to the way how it handle bytes in text context, so trying ASCII didn't help either but I figured now I can write more as translated text lol. However character limitation is what I could never fix so the translation is dropped after full transation to ASCII conversation that took like a day. I naturally tried to increase character limit, tried to safely shift translation text without shifting the rest of the data but nothing worked. I still have the ELF file left "mostly translated but useless" state. In its way a player can play the game by at least understand what the text trying to say (which is how me friend played the game though lol), and it can be useful to navigate around menus and all but it's really a shit translation. I even actually checked it a few days ago to discover what I couldn't before but nope, this shit is beyond me man!!!! lolol

In the end translation of the game can be made very possible by translating text by deleting lots of meanings from the translated sentence just for the sake of player play the game just fine, but why I didn't take that road is because the game's text is legendary due to its humor, references and even the way it's how "street racer rebel talk" lol. Another issue is that character descriptions would be pointless for you can't introduce them with like 20 letters alone!! Perhaps one day I will crack the character limitation shit and people can play me beloved street racing game in English!!! lol
that's incredibly interesting, I assume you've tried chucking the executable into ghidra to see if you can work out the limitation issue? This game seems to have included all the debug symbols so it's very easy to look around in.
 
that's incredibly interesting, I assume you've tried chucking the executable into ghidra to see if you can work out the limitation issue? This game seems to have included all the debug symbols so it's very easy to look around in.
I don't think me poor brain can comprehend that much enough to figure it out even with Ghidra lol. Not to mention back then I used whatever random hex edit program that can display Shift J to translate the game and I don't remember what hex edit program I used. It is really beyond me!! I'll leave the torch to younger people who can!!!1 *he lies down on the ground and dies* lolol

Seriously my hex edit "skills" go as much as surface knowledge and how to extract music files in games by detecting and isolating hex codes of music and then converting them by using programs made by someone else and I couldn't do that if tons of programs couldn't make it so easy for me baka brain lol.
 

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