NGE2 for PSP English fan translation

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RadPazul
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NGE2 for PSP English fan translation

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Postby RadPazul » Fri Sep 05, 2025 12:14 am

So I've been looking into Evangelion Another Cases PSP, for some reason nobody has translated it! :emogendo:
So I thought, well I'm a computer whizz, why don't I have a go?

Well I've learned how to actually mod the game pretty well, Is it perfect? Of course not! Does it work and actually look okay? Yes it does! But with how much this game has in it, It's gonna take a VERY long time to translate everything. I've already done some work on the title screen and made some new tools that can edit the games files pretty fast.

So using my immense unemployment I'll try translate everything as well as I can! I'm just surprised nobody has done this before.
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Re: NGE2 for PSP English fan translation

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Postby RadPazul » Fri Sep 05, 2025 12:17 am

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Last edited by RadPazul on Wed Sep 10, 2025 2:39 am, edited 1 time in total.
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Re: NGE2 for PSP English fan translation

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Postby FelipeFritschF » Mon Sep 08, 2025 5:03 am

I think you could try looking into the existing project here thread/1393/Game-Neon-Genesis-Evangelion-2-Another-Cases/

Maybe you could help out there, as you can see it's slowly progressing.

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Re: NGE2 for PSP English fan translation

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Postby DexgamingX » Fri Oct 03, 2025 1:18 pm

I've literally been waiting years for this, good luck!

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Re: NGE2 for PSP English fan translation

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Postby RadPazul » Mon Dec 08, 2025 5:47 am

Okay for everyone wondering I should be able to translate this, It's just going to take a while

Good news everyone, I shall be able to completely translate most of the game, and it should be done sometime in 2026, I'll have plenty of time because I'm unemployed now, so maybe I'll set up a donation system so I don't starve to death before I finish.

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I've managed to figure out how to translate the text inside the Eboot itself which is much better than using the CwCheat method that was originally being used to handle this text, It's way less janky and everything can be contained in the iso rather than a bunch of different files, but it does have some minor downsides:

Some text has to be shortened so it doesn't overwrite other text.

Probably won't work on a PSP (I don't own a PSP so I have no way of testing) but it works on PPSSP fine

This won't be a complete 1 to 1 translation, Think of it more of the original American dub of the show but for the game as I've changed some things for 1 of 3 reasons:

It doesn't fit (Eboot is fussy with this especially)
There's Nuance in the Japanese text that just doesn't exist in English so I've had to try adapt it
It's funnier (I'm allowed a little fun, you try translating 2000 text documents, only on minor things, nothing that's gonna change the story greatly or ruin anything)

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But yeah, So This alongside writing and illustrating the Evangelion inspired Graphic novel I'm making will be my MAIN projects going into 2026 and hopefully the ISO shall be up for download sometime early/mid next year.

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Hey 20 years late but better than never! As you can see it's not perfect yet, but it's getting better each day.

I'll keep posting updates here

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Re: NGE2 for PSP English fan translation

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Postby lucyac » Wed Jan 07, 2026 11:40 am

Happy new year! Wishing you the best on your translation project. Unfortunately I'm from the bizarre country called Great Britain so unfortunately Imgur links are forbidded to my precious eyes. You'll get all my moral support.
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Re: NGE2 for PSP English fan translation

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Postby deeRez » Tue Jan 20, 2026 1:02 am

View Original PostRadPazul wrote:I've managed to figure out how to translate the text inside the Eboot itself which is much better than using the CwCheat method that was originally being used to handle this text,


The CWCheat method isn't actually hacky. It's just skipping the step of writing a custom PSP plugin atm.

If you look at the code:
https://github.com/rezual/nge_2_re/blob ... t_codes.py

# This script takes in the ./translations/*.json files
# and generates CWCheat format codes.
#
# The cheat codes generated by this script create hooks
# that hijack the memmove, strlen, and other functions.
#
# They instead call a look up table translation function
# that takes a target string address and overwrites the
# a0/a1/a2 register with the translated string's address
# if it detects an address that has a translated pair

So if the game is like print("<Japanese text>"), the code there hijacks the print() function and has it do a remapping to the English text.
So there's no issue of not being able to replace shorter text with longer text, because the Japanese short text is used almost like a hash into a dictionary
In and of itself, self-evident.


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