Best viewed with a fixed-width font. 80 character width - Extend window horizontally until you can see the whole line -------------------------------------------------------------------------------- Wind -a breath of heart- Standalone Unofficial English Demo Fansubbed by the Wind Translation Project and No Name Losers Version 1.1 ### CONTENTS SECTION 1 - CRITICAL INFO 1.1. System requirements 1.2. Enabling Japanese support in Windows 2000/XP/Server 2003 1.3. Known issues 1.4. Version history 1.5. File listing 1.6. (V1.1) Font issues SECTION 2 - GAME INFO 2.1. What is Wind -a breath of heart-? 2.2. Is there any adult content in this game? 2.3. How to play this game 2.4. Essential notes SECTION 3 - SUB INFO 3.1. The story behind the project 3.2. Will you be completing the rest of the game? 3.3. Can you fansub ? 3.4. Fansub credits 3.5. Contacting us and additional links ### SECTION 1 - CRITICAL INFO ## 1.1. System Requirements You don't really need a cutting-edge system to play Wind -a breath of heart-, but here's what you'll need in order to run it ... CPU 300MHz or higher for gameplay, 700MHz or higher for smooth video playback ** MMX Technology supported MEMORY 64 megabytes, 128 megabytes recommended HDD 150 megabytes VIDEO 16-bit color at 800x600, 32-bit color recommended for optimum video output SOUND 16-bit DirectSound compatible sound chip/card OS Windows 98j/MEj Or Windows 2000/XP/Server 2003 with Japanese support installed ** THIS GAME WILL ONLY RUN ON THE JAPANESE VERSIONS OF WINDOWS 98 AND WINDOWS ME. IF YOU HAVE THE ENGLISH VERSIONS OF THESE OPERATING SYSTEMS, THIS GAME WILL NOT WORK. SOFTWARE DirectX 8.0 or higher ** Go to http://www.microsoft.com/directx/ for the latest build. XviD MPEG4 codec, Koepi's 2003.06.24 build or newer ** Go to http://www.roeder.goe.net/~koepi/xvid.shtml for the latest build. ** Or you can use the FFDshow filter which is a universal MPEG4 decoder. It's at http://www.ligh.de/software/mirrors.phtml ## 1.2. Enabling Japanese support in Windows 2000/XP/Server 2003 Even though everything in this demo is in English, the text encoding is still in Japanese SHIFT-JIS. Therefore you will need to enable Japanese support on your computer if you haven't done so already. Here's the walkthrough ... ** Windows 2000 1. Bring up the CONTROL PANEL and go to REGIONAL OPTIONS. 2. In the LANGUAGE SETTINGS window, make sure JAPANESE is checked. 3. Hit the SET DEFAULT button. Set your system locale to JAPANESE and press OK. 4. Press OK again, install any necessary files, and reboot your computer. ** Windows XP 1. Bring up the CONTROL PANEL and go to REGIONAL AND LANGUAGE OPTIONS. 2. Go to the LANGUAGES tab. Make sure the INSTALL FILES FOR EAST ASIAN LANGUAGES box is checked. Install any necessary files. 3. Go to the ADVANCED tab. Set your language for non-Unicode programs to JAPANESE. 4. Press OK and reboot your computer. I don't have a copy of Windows Server 2003 so I don't know the exact instructions on how to enable Japanese support there. It's probably very similar to one of the above guides, so there's nothing to worry about. Alternately, if you already have all the Japanese support files installed but don't want to change your system locale (and restart your computer), you can use AppLocale to run Wind -a breath of heart- while retaining your English system locale. Note that this program only works in Windows XP and Windows Server 2003. ** Grab AppLocale at http://www.microsoft.com/globaldev/tools/apploc.mspx ## 1.3. Known issues Did you find some "bugs" in the game? Chances are that we know about them already, and they're addressed here ... + Save/load options are disabled in the demo, but the Japanese demo also has this limitation. They are obviously enabled in the full game. + The toolbar shortcuts do not work unless the toolbar itself has been clicked on. Clicking on the game area will reset this. This bug also appears in the Japanese version of the game. + Pressing the log button will result in all non-Japanese characters to shift upwards. The Japanese quotes, the curly quotation marks, and the fat tilde are all Japanese characters so they will stay where they are. This has to do with the text encoding. The Wind executable has been bit-hacked in order for the log feature to even work correctly, so this bug will likely not be fixed because it's very minor. An in-depth explanation can be found at: http://www.chibinochoco.org/wind-utils-readme.txt + If the opening movie doesn't play correctly, try uninstalling all video codecs and codec packs, then grab the FFDshow decoding filter at http://cutka.szm.sk/ffdshow/ (V1.1) + Sometimes the font changes after you go into the system settings. To fix this remedy, re-enter system settings and re-pick the original font. (MS Mincho is the default, but check out section 1.6 for some other suggestions) ## 1.4. Version history 2004.04.29. Version 1.1 MAJOR - Reworded about fifty lines for clarity. No major translation changes. MAJOR - Added an additional known issue regarding the font. MINOR - Grammar corrections to ten lines. MINOR - Five typo corrections to the readme. MINOR - New and updated paragraphs will have a version marker next to it indicating when it was changed or added. MINOR - Section 1.3 is now section 2.3. 2.3 is 2.4. Added 1.6. MINOR - Updated status of the Wind Translation Project. MINOR - Corrected dead URLs in the readme. MINOR - 3.2 updated with an in-depth explanation as to why Reikoku cannot translate the rest of the game ... 2004.01.31. Version 1.0 Initial public release. 2004.01.25. Beta-test version G patch Used in conjunction with beta-test version F. Contains 18 script changes, margin recalculations, and a test-drive of the opening movie. Not for public use. 2004.01.23. Beta-test version F First distribution of this demo. Not for public use. If you're wondering, versions C to E were alphas, meaning that they contained too many bugs to list here and were unfit for beta-testing. Alphas A and B contained only the script itself which went under our own quality check. ## 1.5. File listing Here are the thirteen files that should be included with this distribution ... (A001.dat) This file does not show up until you have played the game. It is a dummy file and has no significance whatsoever. bg.pak Background and 'CG' graphics. bgm.pak Music ogg.dll OGG driver. Required if you don't have this file in your Windows' /system32 folder. opening.avi Opening movie. You can view it outside the game ^_^ scr.pak The script se.pak Sound effects st.pak Character portraits sys.pak System and transition graphics system.sav Options are saved here. It has been pre-tweaked to the correct font. voice.pak Character voices vorbis.dll OGG driver. Required no matter what. Wind.exe The executable Wind-read.txt This file! All of the above files are not compatible with the full version of Wind or the Japanese demo of Wind, so don't even try. ^_- The tools used to create this demo are not included. You can grab them at http://www.chibinochoco.org/wind.html ## 1.6. (V1.1) Font issues The default font that should be used is MS Mincho. However, some people have reported that this isn't the font that is shown when they start up Wind. This is probably because those people didn't set up their OS to run Japanese programs correctly. Example of Wind with MS Mincho: http://atocha.mit.edu/nnl/images/21-1.jpg But don't worry! You can change the font within the game if it doesn't look like that. Sometimes you can even pick a prettier font! Do keep in mind that this is not recommended unless you know that your font won't mess up your display. Do you have a bunch of Japanese fonts installed? We've tested the demo with the following fonts, and these are the ones that look good (or bad) within the game. The good ones don't have any squished characters. * = Included with Windows GOOD: cinecaption HANDARTS_MAX Kaba-Font (this one looks really good) kaiseki Maitei Kaisho Professional mikachan *MS Gothic *MS Mincho (it's the default!) SanaFon BAD: AKUBIN Anyway My Character HERO2 Kaifu2 kairyu1 *Lucida Sans Console *Microsoft Sans Serif *MS PGothic *MS PMincho *MS UI Gothic RUFU-JI SR1 Jproto Sucharaka Font *Tahoma YS handy writing ### SECTION 2 - GAME INFO ## 2.1. What is Wind -a breath of heart-? Wind is a bishoujo game (you might know them as 'hentai games' or 'eroge') that was released for the PC on April 19th, 2002. This game received more attention than many other games in 2002 because Shinkai Makoto (Voices of a Distant Star) did the opening movie. The game itself received mixed reviews on various Japanese web sites. It was produced by a relatively new company called minori. There were two ports of the game made for the Dreamcast and the PlayStation2. They both have additional CG and an extra scenario, and the adult scenes were removed in both. On December 27th, 2002, an omake box for Wind was released containing a bunch of short scenarios, and also a DVD with a 15-minute anime OVA which you might know as the 'Christmas special'. This special was never intended for non-Wind fans (which is why most people hate it) because it takes place after the game, not explaining what has happened. This omake box is called Soyokaze No Okurimono -Wind Pleasurable Box-. This demo is simply the translated version of the original Japanese demo that was available on minori's web site along with a couple of enhancements. It's entirely linear (there are no choices to make), and even though it might seem like a lot of text for the introduction, it only covers the first 5% of the game (987 lines or about three average 25-minute anime episodes, to be exact). Please enjoy this small taste of Wind. ## 2.2. Is there any adult content in this game? No. The adult scenes in Wind appear much later in the game, and are part of each character's endings. This demo uses a bit of colorful language, but that's about it. ## 2.3. How to play this game The best way to play this game is to run it in fullscreen mode (Options, V). Then you have one of the following three ways to play it: ** HANDS-FREE MODE (recommended) When you start the game, simply press SKIP on the lower-right portion of the screen. The text will pause after each line, then automatically advance to the next line. You don't have to do anything for the remainder of the demo. It's like reading a book! + I've set a pretty comfortable scroll speed as the default. However, if it's too fast or slow, you can click on SYSTEM to change it to your liking. + The current line will not advance if there is someone who is still talking. + If you want to stop hands-free mode, press SKIP again. ** NORMAL MODE Clicking on the screen or pressing the space bar will advance the line. + If you want, you can set your message speed to the fastest setting so you don't have to wait for the current line to finish scrolling. ** ZOOM-ZOOM-I-WANNA-SEE-THE-PICTURES MODE Hitting CTRL makes you zoom past the text at mach speed. It's very sensitive so don't use this button to advance one line. + Transition effects will slow down the skipping. You can disable them in the SYSTEM settings. Save and load options are disabled in the demo so please have some time free before you play the game. It should take about an hour to go through using hands-free mode on default speed. During the game, you will see some words which may be foreign to you. They are enclosed in Japanese quotes, and you can find out what they are by consulting the next section of this readme. ## 2.4. Essential notes During the game, there will be some words contained in Japanese quotes. These words are explained here in order of appearance. Since we're assuming that some people who play this demo don't watch fansubs, even the tiny things will be explained ... AWA DANCE - This page explains it best: http://web-jpn.org/atlas/festivals/fes19.html MAKO-CHAN - It's Makoto's "cute" nickname which is used by Minamo. '-CHAN' is a Japanese honorific suffix, and it's explained at: http://www.derik.org/Gateway/novels/honorific.htm ONIICHAN - Literally means 'older brother'. Hinata uses this term over Makoto's real name. Why? ... Because it's cute and childish! KANSAI - A mid-western Japanese dialect which sounds rough to most DIALECT people. The most well-known city that uses it is Osaka. DONBURI - A Japanese dish which contains steamed rice topped with meat, and possibly eggs, vegetables, or broth. It is considered a "fast food" in Japan due to its simple and quick preparation. In this case, 'oyster donburi' means that the meat is oyster. SASHIMI - Sliced raw seafood which is then served with condiments like soy sauce. In this case, 'oyster sashimi' means that the raw seafood is oyster. Simple, eh? DAIKON - Asian radish. Used in a variety of dishes and can also be shredded for use as a condiment. UMEFUJI - Your guess is as good as Makoto's. ;/ TSUTOMU - Used by Hinata. The ONIICHAN marker is just used because she -ONIICHAN thinks of Tsutomu as more than a friend, like another older brother. KASUMI - Another cute term used by Hinata. It literally means 'older -ONEECHAN sister', but it's used here to indicate respect for someone older than her (Kasumi). NATTO - Fermented and steamed soybeans. It's sticky like Jello and is very popular in Japan. OKANO-KUN - Okano is Hinata's and Makoto's last name. -SAN is another one of those honorific suffixes, and you can go to the link above for an explanation of that. DENNY'S - A family breakfast chain in the USA. I guess they're in Japan, too. Their web site is at http://www.dennys.com/ + Yes, this is the actual word they put down. -_-;; MONT BLANC - A white dessert made with chestnuts and vanilla and may contain CAKE a chocolate filling in the middle. It's shaped into a fluffy mountain and topped with whipped cream or liqueur. MASTER - No, they're not slaves. The main bartenders in Japanese restaurants are called masters. OKANO-SAN - Yet another honorific suffix. Explained at the link above. BALL - This game has people throwing small white balls with one hand -THROWING into buckets that are situated high above everyone. People are usually split into teams, and the team with the most amount of balls after a certain time (or when all balls are thrown) wins! It's a popular school game in Japan. Here's what we changed from the Japanese version, if you're interested ... + Graphics which have Japanese text on them have been changed to their English equivalents. (e.g. Nameplates and CGs) + The Japanese demo contained a 320x240 version of the opening movie. The full game contains a 640x480 version but uses the inferior Indeo codec. We've one-upped the quality, using the DVD source that was contained in the omake box Soyokaze No Okurimono. + The DVD source does not have the little blurb in the beginning, the English onscreens, or the production credits which were all in the 640x480 promotional version of the opening. They have been manually added out of respect for minori. + Production credit names were originally shown in the order of 'first-last'. This has been left intact. In the game, all character names are 'last-first'. + The color of the message window is not at the default setting. It has been made less transparent because the English characters in the font have thinner lines. Pressing 'DEFAULT' in the system settings will revert the transparency of the window back to the original Japanese setting. + The option to mute Hikari's lines in sound settings has been removed because she doesn't have any lines in the demo. + The option to make lines appear instantly in system settings has been removed because you can simply slide the message speed bar all the way to the fastest setting. This option could have been used along with hands-free mode and the message speed bar to set the length of how long a message is displayed when it pops up, but we thought that idea would be too confusing. The scroll effect is good enough for most people. + The Wind executable has been bit-hacked in order to support English characters. Using these .pak files with the original executable will result in the English text having no spaces. An in-depth explanation of this can be found at: http://www.chibinochoco.org/wind-utils-readme.txt + All graphic files have been further compressed using PNGCRUSH, making them 15.5% smaller than normal ... a difference of 3.5MB. The executable and DLL files have been further compressed using UPX. Hey, when you're trying to make the total archive 100MB, you need all the optimizations you can get. ^_^ + Most of the characters refer to Kasumi by her last name, Shikouin, because she is older than everyone else. This does not carry over well into English, so most references of her last name have been changed to her first name. + The original doorbell sound has been changed to the one featured in minori's "Serene" Wind vocal compilation. ### SECTION 3 - SUB INFO ## 3.1. The story behind the project On May 28th, 2002, I was in #elite-fansubs where Hikaru No Go was the Naruto of that time. Someone named UFG started yelling about a new bishoujo game called Wind, and asked if anyone wanted to see some screenshots. I was amazed at the art quality, and UFG sent me the opening movie. On August 30th, 2002, Bishoujo-Fansubs and No Name Losers released a fansubbed version of the opening movie. You can read the story behind that at http://nnl1.com/03.html UFG liked what we did, but wanted us to translate the game as well. We told him that it was an impossible task because we didn't even know where to start. Over the next couple of months, we did everything else associated with Wind, from subbing the second movie sequence to the DVD special. Fast forward to June 2003 ... The Wind Translation Project originally consisted of three people: UFG (who ran a now-defunct bishoujo game site called Omoi Wa, named after the main phrase in Wind), sagara (the coder and someone who liked Wind), and Kokushi_Musou. (he is a translator for the anime fansub group called 'The Triad', site is at http://www.the-triad.org) The WTP took off in July after UFG assembled the other two people together by spamming his dreams in a private channel where we hung out. The initial depacking tool was created by alamone, and then the first repacking tools were created by sagara at the end of the month. All was going well, supposedly ... In the middle of August, UFG PMed me and asked us at No Name Losers to help out the WTP. Since their progress was slow, we only wanted to do a pilot sample for them because they already had everyone they needed. We agreed to do the entire introduction for them in order to lift their spirits up (the WTP wasn't really motivated at the time). We also agreed to re-translate the opening movie because our initial fansub had some inaccurate translations. This agreement went well with us because we could release our work as a standalone using minori's official demo (which ended after the opening movie). It also meant that Kokushi_Musou wouldn't be pressured to translate the entire game before we could have a product. We handed over our portion of the script to sagara at the beginning of September. However, the script format hadn't been figured out. The translations were made from the depacked script, but there was no way to re-insert the translation into the game. In order for any more progress to be made, the script format had to be figured out. The project was idle from October to the end of November. During this time, I made the script available for open edit and QC, and a lot of people helped out (see section 3.4). December. After playing alamone's Mizuiro game fansub, sagara had some renewed interest in the project. He realized that his depacking method wasn't efficient and recreated his tools. But the script format still hadn't been figured out. I assumed that the project was dead once and for all. In the middle of January, Edward Keyes (part of Chibi No Choco Fansubs) decided to take a stab at sagara's tools and look at them. Amazingly, he figured out the script format in just two days after optimizing sagara's code. The demo would finally be completed! Two weeks later, it was! So what happened to UFG? He disappeared at the beginning of December and hasn't appeared since. He ended up doing nothing for the project except assemble the original team together. ^_- ## 3.2. Will you be completing the rest of the game? No Name Losers will not work on the remainder of the game, as this demo was only a pilot project intended to motivate the original Wind Translation Project staff (see section 3.1). Because Reikoku's kanji proficiency is not fluent, we can't do more even if we wanted to. Translating the demo took quite a bit of effort on his part because he went out of his way to look up every single kanji and word he didn't know. It was an educational experience for him, and he pretty much worked a nine-to-five shift for an entire week in order to complete the task at hand. Therefore, doing the entire game by himself would be a complete waste of time when there are more competent translators out there. There is a very small chance that Reikoku might translate more of the game, but don't count on it. However, Kokushi_Musou, the original translator for WTP, has agreed to do the remaining 95% of the game by himself. Whether he'll finish it or not is another question, but the project now entirely rests on his shoulders unless another translator is willing to help him out. Contact us if you're able to help! (V1.1) As of this writing (2004 April 29), Kokushi_Musou has had six months to come up with something, but has said that he is either too busy studying for exams or too stoned (don't ask). He says that he'll eventually start work on it over the summer, but I'm getting tired of poking him. Even if he had finished just one out of the ninety-nine scripts left in the game, I would be more optimistic, but something in my head tells me he won't even do that. I hope he proves me wrong. So will Wind eventually be completed? ... Maybe, but unlikely. Only time will tell. ## 3.3. Can you fansub ? Since it's inevitable that we'll receive this question when people contact us, I'll answer it here. The short answer is NO, but here's the explanation ... With the recent rash of bishoujo games turned into popular anime (e.g. Kimi Ga Nozomu Eien, Da Capo, Tsukihime), it's only fitting that people want the games translated too. However, keep in mind that fansubbing a game is much more complex than fansubbing anime. Wind's entire script has enough text to cover sixty 25-minute episodes. Also note that the vocabulary is upgraded to a higher comprehension level. It's hard to translate games like these and quite possibly even harder to edit them to an acceptable level, because Wind's Japanese script contains many heavy-handed sentences and reiterations that were cut out from this English demo. Not to mention the hacking of the game's data encoding ... But as you can see, a game translation is possible if you get off your butt and do something about it. If you are seriously considering doing a game, we wish you good luck on your efforts. Do keep in mind that it's all a pipe dream unless you have a competent translator and a coder willing to put time into it. Having said that, neither the people in the Wind Translation Project nor No Name Losers are interested in doing another pet project like this. I can safely say that No Name Losers won't touch a project of this magnitude again because the process is just too time-consuming and unrewarding to spend all our free time on. However, now that the Wind Translation Project has renamed itself to EroShift, sagara is interested in pursuing other things after Wind is done. Don't bet on it, though; it's improbable. Wind DOES have to get finished first, after all ... So are there any other PC bishoujo game translation projects out there? You bet. However, Wind was only the third game that had been attempted to be fansubbed to my knowledge with actual good results. Here are the others ... MIZUIRO - The original game translation project with a finished product. Due to a lack of interest from the original coder/translator, alamone, this project is on indefinite hiatus ... which means it's as good as dead. One of the five character's scenarios were completed plus an additional side story, and you can grab the patches by going to http://ayashii.com/mizuiro/ KANON - This is the anime that got most people into bishoujo gaming, and is one of the most popular bishoujo games of all time. It's being run by one person, haeleth, and there are a mob of fanboys drooling for his next patch release whenever he talks. (V1.1) There is a 25% patch (although haeleth claims 40% has been done), and you can get it at http://www.haeleth.net/kanon.html (V1.1) AIR - Key's second bishoujo game. Soon after this demo was originally released, chaoticreign translated part of Air from a Chinese script. The story of Misuzu has been completed, and you can grab a patch (or look at the script itself) at http://odin.prohosting.com/creign/Air/ (V1.1) GINIRO - The most famous Japanese bishoujo game with an "Engrish" option. NewLifeAnime, a fansub group, is giving it an overhaul by re-translating the game from the Japanese text. They released a patch for the first chapter, but it has been taken offline and is being revised. They're also working on Fate-Stay Night. You can check out NLA's site at http://www.newlifeanime.com (V1.1) MEN AT WORK! 2 - One of Studio e.go's games. This project has claimed to be at "95%" for nearly half a year, but all they have are some promising screenshots without any patches, demos, or an explanation for the hiatus. Vaporware? I hope not. If you're still interested, the project page is at: http://www.power3d.com/maw2.asp ## 3.4. Fansub credits This work would have never been completed if it weren't for the collaboration of the time and effort put in by many people ... ** GAME Main coding Edward Keyes sagara Additional coding alamone zalas Main translation Reikoku Additional translations Kokushi_Musou loae666 Mike-II MoFoQ Editing chaoticreign Edward Keyes madgat Ramen_Mashu Readme TXT & co-ordination GipFace Original WTP concept UFG ** OPENING MOVIE Translation Reikoku Original onscreens & encoding anrp Onscreens GipFace Touch-up & encoding Landcaster DVD source madgat Original fansub release Bishoujo-Fansubs/No Name Losers August 30, 2002 ## 3.5. Contacting us and additional links Do you want to give us some feedback? We'll listen to anything you say, ranging from any translation/editing/coding errors you spot to a simple thank you! NOTE: Feedback about the game itself should only be directed to NNL because we usually share all the feedback with the rest of the people in the project. The other two sites are listed if you urgently need to contact them directly. ** Give us some feedback! No Name Losers http://www.nnl1.com (All inquiries not regarding coding should be sent here) Wind Translation Project http://otaku.jp/~id/ (You can ask sagara about anything regarding the future state of the Wind Translation Project/EroShift) Ed's Wind tools http://www.chibinochoco.org/wind.html (Ed will probably be able to understand any questions you have about the coding/tools used for this project) ** Anime/fansub related links. alamone's gamesub site http://www.ayashii.com BitTorrent list - AnimeSuki http://www.animesuki.com (BT archive for 'ethical' anime fansubs) BitTorrent list - MIRCX http://anime.mircx.com (Like AnimeSuki ... except there's 'unethical' stuff, too <_<) Renai-Games message board http://groups.yahoo.com/group/renai_games/ (All-age discussion on bishoujo games like Wind) GameFAQs Wind board http://cgi.gamefaqs.com/boards/gentopic.asp?board=34417 and http://cgi.gamefaqs.com/boards/gentopic.asp?board=17201 (There may be activity in both. First link is for the DC version and usually gets more activity than the PC board) ** English bishoujo game localizers. Convince them to pick up this game! Tell them to play this demo if they want proof on how good it is! (WARNING: Adult content) G-Collections http://www.g-collections.com Peach Princess http://www.peachprincess.com ... End of readme TXT, now enjoy the game! Regards, GipFace Co-ordinator for the Wind Translation Project