Hi everyone. Yes, this is a news post. Though it may not be what everyone wants to hear, I simply have to be
real. It’s more personal, but it should be informative enough. I don’t want to make this post too long, but I
make no promises of its actual length.
Even before I started Phantasian Productions at the beginning of 2001 (I was 18 at the time), the seeds of a
crippling depression were sown. As the years went by, this depression got worse and worse. My world felt darker
and bleaker as time went on. I eventually withdrew from this place (almost) completely.
After Tales of Phantasia released (which is a miracle in itself, in retrospect), there was absolutely no way I
could really handle fully tackling another huge project in my mental state. My brain was in such a toxic state
that thirty-second tasks were taking five minutes or even more to complete. Many would perhaps think a break
after such a long project be justified, but it’s so much more than that. I had to just go away; to disappear
completely. I couldn’t take working on this stuff anymore.
2013 was a terrible year and the worst in my entire life. I lost a beloved aunt and even my beloved mother that
year. To further complicate matters, my mother’s side of the family was left in and still is in shambles and my
father’s side of the family moved out of state after those losses.
But here I am now. I’m 34. Due to recent events that I shall not detail here, I finally overcame my depression.
At this stage in the game, I’m still just trying to pick up the pieces. I cannot make any promises to the future
of the site or projects at this time.
The website, at least, is on a five-year hosting plan and the current period ends in April. I am not sure if I will
have the financial resources to renew. The ads on the site make squat anymore. This is not a call for donations; I
am just stating the facts. We will see what the future holds.
I don’t know if I will return to work on projects even if the hosting situation is taken care of. I would still
like to at least put out a bugfix patch for Tales of Phantasia someday, but I again make no promises. I missed out
on so much after all this time and, to be frank, I kind of just want to live my life right now without things like
huge projects stressing me out.
Posted by Cless on 1/9/2013
While the glitch with sorting the Collector’s Book alphabetically remains unfixed, I have just created a pre-v1.1
patch for Tales of Phantasia that fixes a minor mistake in the sound test voice list and also fixes couple of
late-game script formatting issues that causes some text to repeat itself.
Get it here.
Posted by Cless on 1/6/2013
So, Tales of Phantasia’s been out for a week (it’s still a bit hard to believe even for me). And the burning
question is… Where do we go from here? Which project’s next? Actually, I’m not sure there’s a clear-cut answer
Well, first, there’s the long-forgotten and not-especially-loved Tales of Phantasia: Narikiri Dungeon, so let’s get
it out of the way. This game has always been a pain to work on with all of its limitations. Nothing has been done
with it in years. It’s on hiatus and I have no idea when or if it’ll be resumed. Perhaps many of its limitations
could be overcome with some extensive program-code-level hacking, but there really isn’t a whole lot of personal
desire to go back to it at this point. The game has also since received a Tales of Destiny-esque ground-up remake
for the PlayStation Portable, which is, in all likelihood, the better game by countless orders of magnitude.
So…that leaves Tales of Destiny: Director’s Cut and Tales of Destiny 2. I think, for the time being, it’d be best
to consider them becoming active simulatenously. There is quite a bit of crossover between them, not just because
they are connected at a story level and share terminology, characters and things, but also because they’re so
similar on a hacking/technical level. A lot of things we can do with one can be applied to the other.
You might remember last year that I worked on some back-end restructuring for ToD:DC during some Phantasia downtime.
That still needs to be finished up and it’s what I intend to work on first. With just some light modification, most
of that code can be recycled for ToD2. I think it makes the most sense to just concentrate on finishing that up for
ToD:DC, and then begin the porting to ToD2. Therefore, I suppose it will appear on the surface as though ToD:DC will
be taking the spotlight.
That being said, I did mostly finish up the restructuring of the main script and skit script stuff. What needs to be
done now is the menu/interface text. I actually did get a head start on it during my recent community absence. The
whole thing’s actually a bit more complicated than the script stuff, mainly in regards to text strings whose
pointers are embedded in the program code. In a nutshell, program-code-embedded pointers make it difficult to
relocate their corresponding text strings terribly far from their original position, and with what I have planned, I
need to be able to relocate them anywhere. I’ve devised a method to make doing this easier, and its implementation
is mostly finished. I need to take it slow and careful though, because a mistake could be disastrous.
After that, IF I’m not forgetting anything, I’ll just need to make new text dumping and insertion tools for the
smaller things that remain. Shouldn’t be a big deal. I suppose once we reach this point, the menu patch for ToD:DC
ought to be around the corner. I hope, anyway. I won’t be giving any ETAs until we at least reach this point.
Then comes the ToD2 stuff as mentioned before. There’s not much more needing to be said about that project except
that the translator situation hasn’t changed since the December 2011 news update. I hope we can get that sorted out.
I’ll be looking into doing some additional ASM hacks on that game and will definitely be giving it a new font–I
finally managed identify the font that ToD PS2 uses, and it’s what I’ll be implementing for some nice consistency
between the projects.
As useless as this might be, I would like to remind people that none of this is going to happen overnight, even
with ToP not being there to hold us back anymore. Don’t expect frequent updates. And definitely
don’t freak out when we’re not updating every week. Translating games isn’t a job, nor is it our only hobby.
I’ve also decided I don’t want to continue doing news in the same way we had been doing for ToP the last few years.
No more short forum posts about every little thing we’ve done. No silly “twitter-like” thread to dump that kind of
stuff into as that “to-do list” thread kind of became. We’ll mostly be returning to the occasional, detailed front
page update kind of setup.
Posted by Cless on 12/31/2012
I…really don’t know how to begin this. I’ve never been good at this kind of stuff. This might all be a bit rambly
and incoherent. It’s been one day short of twelve years since this website launched. Back then, the number of
available Tales games could be counted on one hand. Tales of Eternia, the third mainline game in the series, had
graced the PlayStation just several weeks before. Countless spinoffs, ports, remakes, new mainlines, and failed
(outsourced) mainlines have collectively been released since. Several of those even managed to get official
I started the Tales of Phantasia PS1 project for the simple reason that I really wanted it in English. I liked it
so much more than the Super Famicom original that it kind of killed me back then to see only the “inferior” version
available in English, so I felt like something had to be done. Thus I did the crazy thing and announced a project
for a game on a gaming platform that was basically uncharted territory for the ROM hacking/translation scene. I was
pretty much on my own, and…very lost. Help fortunately arrived, and though things started to unravel and go at
a nice clip for a little while, a wall was soon hit which prevented the project from really going anywhere
particularly meaningful for another four to five years.
Better tools for deeper level hacking were finally being made available for PS1, and rapid progress began getting
made on the technical front, but we hit another wall, this time in terms of script. Translation and
localization editing. An existing partial translation was donated and the remainder was finished some months later.
Localization editing definitely took much, much longer than it reasonably should have. It took three inexperienced
people, a lot of time, and a lot of effort to beat the script into the shape it is now and what I hope is of an
acceptable level of quality, what I hope has managed to strike an ideal balance between readability and accuracy.
I won’t claim it’s “perfect”; in fact, I can still think of ways to improve it even more, and there are still some
things I’m feeling a bit iffy over, but I definitely want to move on now. And I wouldn’t doubt there are plenty of
others who feel the same way.
The Tales series as a whole has evolved so much since this project began. This game is quite basic comparatively
and it’s a lot harder for me to go back to after being spoiled by the growth seen in later installments. I really
don’t put it on a pedestal like I used to, but it still has some considerable nostalgia value. Though I’ve had my
long battles with burnout at times, I think that’s one of the reasons why I continued to give this project
everything I had and see it to release.
I’m not so sure I would call this the true end of the project, though. Anything more is certainly far less of a
priority now that it has finally reached a stage that I think is acceptable for prime time, but there are still
some things currently in the programming pipeline from Habilain. Some sophisticated tweaks to improve presentation
in a few areas, but also somewhat more important things like adding subtitles for voices in tiny corners that remain
unsubbed. And just coming from beta testing, it’s come to my attention that some of the skits in the game are
entirely unused, while several others seem misplaced, and Habilain’s looking into a means of integrating the unused
ones seamlessly into the game and possibly moving the seemingly misplaced ones into a more sensible place. As long
as he continues to stick around, I’m sure these will materialize eventually. Besides me, he’s been around the
longest of anyone still actively on the team, but is unfortunately often short of time. To be sure, I’ve had my
share of frustrations with that, especially in the last few years, but I’m very grateful he’s stuck around.
Of course, I would like to thank everyone who helped make this project come to fruition over the years, as well as
those who’ve kept the faith and waited us out patiently.
As for the future… Well, we’ve obviously got two more big Tales games to finish up. With the experience gained
from ToP, I’m hopeful we can get these out much more quickly now that they won’t be held back by another project.
I’ve also gotten an idea for a possible translation project of a somewhat prolific game that’s perhaps a bit more
niche than a Tales, but I don’t see myself announcing what that is anytime soon, if I even decide to go ahead with
That being said,
here is the patch you’ve waited so many years for.
And again, here are the
Posted by Cless on 12/29/2012
Beta testing turnout has been smaller than I’d hoped. But things continue to be just fine as I do my second run
through the game trying some things I didn’t during my first. The patch is definitely still on track for 2012.
Anyway, the main purpose of this post is to help people prepare for the upcoming release. Back when we released the
demo, there were some reports of people having problems getting the patch to apply. Apparently, even from people
claiming to have used an original disc as a source. They probably received the XD3_INVALID_INPUT error. The fact
is, the patch format we use, xdelta, requires the file being patched to be a 100%
bit-for-bit copy of the one it was created from in order for it to function. It’s a great deal more sophisticated
than the old IPS format which is nothing more than a simple list of differences which doesn’t support insertions or
Unfortunately, one of the quirks of the PS1 disc format to save space is to store streamed audio in Mode 2/XA
sectors, which contain no error correction data at all. Therefore, damage to Mode 2/XA sectors is significantly
more likely to result in bit reading errors and bad ISO dumps. Basically, ISOs that won’t work with our patches.
So, if XA data can be messed up that easily, releasing a patch in a format requiring an exact twin may seem a tad
awkward. Well, maybe. I personally like it because it ensures people will be playing the exact same copy I have.
This helps eliminate tech support nightmares and the nightmares of tracking down bugs that may not even exist in a
But none of that should matter too much anymore. I think I have landed on a solution to this for most people: PAR2.
Traditionally, PAR2 has been used as a means to repair broken or incomplete downloads on Usenet, but we can use it
here as a LEGAL solution to help ensure people with a bad dump of the game, regardless of how they obtained it, can
still use our patch, and wind up with a functionally precise copy.
On the forum, I have posted a new patching instructions thread.
If you had problems patching the old demo and/or just want to make sure the disc image you intend to patch will
work, I encourage you to download the demo patch from the very outdated project page
and test it with the new instructions. If it works out, you can be pretty much assured that the full patch we will
soon be releasing will work just as well.
Posted by Cless on 12/21/2012
The major issues with Tales of Phantasia have seemingly been ironed out for good, and having just successfully
completed a run through the game on real console hardware with all features intact,
the patch has, at long last, reached the beta testing stage.
If you’ve never read the forum since the previous site update, this is probably slightly confusing, as I said
we’d be putting out a feature-incomplete patch that would receive no traditional beta test. As the expected
target time (early September) neared, Habilain suddenly started submitting fixes to the issues. I put the gimped
patch on indefinite hold, as I’m sure you’d agree it’s better to put out a feature-complete patch if it seems
Unfortunately, this wasn’t smooth sailing. For every fix, something else got broken, for various reasons. It
became a vicious cycle. After the initial expression of optimism, the cycle rearing its head brought frustration.
I soon hit a breaking point and decided take a break from the community and keep quiet until I was absolutely
certain things would actually be going somewhere. Seriously, I’d gotten incredibly fed up with the whole “well damn,
a new bug that I can’t fix myself has suddenly been encountered” delay cycle. And that actually would have happened
a couple more times if I stuck around during the time of my absence. There’s no news I’ve dreaded posting more than
that crap. None.
So, just a little over a week ago, I finally had a build of the game without any known major problems that I
couldn’t fix by myself. After successfully completing the game from start to finish on that build, and being
able to fix just about every significant issue I came across during that time, I felt it was time to return,
beta this thing, and get it out the door, once and for all. I think any other technical issues with the patch
would have to be quite obscure at this point.
Right now, I’m still committed a 2012 release.
Now, for a final little batch of screenshots:
Posted by Cless on 7/25/2012
Tales of Phantasia is soon to go into play testing. Let me repeat that for you: Tales of Phantasia is soon to go
into playtesting. And provided no serious bugs I can’t fix on my own aren’t discovered, a patch will be released
at long last. Yes, in 2012; not 2086. Sometime next month, in fact.
It should be noted however, that the patch to be released won’t be full-featured. I’ve mentioned the bugs before.
Unfortunately, Habilain continues to have difficulty making time for the project to finish his hacks to fix them,
and at this point I’m getting somewhat desperate to move on from this. So, with everything else finished otherwise,
I’ve opted to create a project fork that works around the bugs that exist in the hack on my end. What this means is
that battle subtitles–the major feature–will not work at all in the patch to be released. Some features of lesser
importance such as text alignment and other hacks to improve grammar in dynamic text will also not be used. It’ll
just look a little less polished than it ideally could in some spots.
There will be no traditional private beta test for this patch. Once I’m done with my test playthrough, and after
whatever problems have been fixed to my satisfaction, the patch will be released ASAP. You could probably think of
it as a sort of public beta.
It frustrates me a bit to release it like this. No matter how old and primitive this game is, this project was
never a joke to me. I’ve always wanted the best for it. But like I said, I want to move on from it, and more than
ever now. Should Habilain ever find the time to finish up his stuff, another patch will be put out. Let’s hope it
Posted by Cless on 2/7/2012
This past month or so has been particularly significant for Tales of Destiny: Director’s Cut, and I have almost
nothing but good news.
Almost all of the work has been focused on the project’s backend, which has been the highest priority for me
since the hiatus ended. I thought it would be prudent to get as much of the backend stuff out of the way so that
this project will become more organized and streamlined than it was before. The way things are presently going,
it’s not impossible that we could soon reach a point where the only thing to worry about is the translation and
Even since around the time the hiatus began, it was very apparent that some approaches to things were dated by
design and rather inefficient. The main script in particular is basically an unapproachable mess of duplicated
conversations and debug messages when decoded straight into standard text. And that script is divided
among 1080 or so plain text files, which is as wieldy as it sounds. The tool mentioned in December’s
update is our answer to this insanity, and the more major things it does (or soon will do) are as follows:
Converts and combines the plain-text script dump into several dozen spreadsheets. Fewer files to work on has
a psychological effect of looking more approachable. Second, the spreadsheet layout is simply a great deal more
organized. Spreadsheets can then be exported back into plain text for use with the script inserter.
Duplicated text string filtering. One of the key motivators for this change in format. This defeats a major
chunk of the script’s unwieldyness. The filter can be customized to leave very common strings (helpful ones such
as a speaking character’s name, and other, very short, but common clauses) intact.
Automatic translation. Used mostly for things which will never change, like a speaker’s name or a
generic NPC’s label. Will save a load of keystrokes while keeping
Window size calculation and automatic text formatting. Dialogue windows are dynamically sized in this game
based on the longest line. This data is calculated and added to the spreadsheet, and will be used by a text
formatting function to help keep dialogue windows similarly sized to the original.
At this time, text formatting is not yet implemented, but it’s the last major thing to add and won’t take long
to do. The automatic translation function requires a manually-created input file which isn’t quite complete yet.
Most, if not all strings that will benefit from this function have been identified and added to the list, and
it’s just a matter of throughhim finding some time in his currently hectic situation to get it finalized
(according to him, it could still be around several weeks before things settle on that front). Once the file’s
complete, we’ll able to generate a script that’s fully prepared for serious translation and editing work.
Besides that, the spreadsheet format is also being used by the skit script, which is already in translatable
form. It just so happens that the skit script is in the same format as the main script, but doesn’t need
anywhere near the same level of TLC. throughhim tentatively translated several of the skits, and the skit script
inserter I just recently wrote has been tested with them and works
Things got kind of scary a few weeks ago. When testing a full script reinsertion (testing auto-translate and
such), I noticed some funny stuff happening: Some NPCs wouldn’t talk (just face you for a second then turn
back), and then I finally ran into a place that would consistently freeze the game. So I did an investigation,
and yeah, uh…found out this was something that would’ve been a big blow toward the full patch if it couldn’t
be treated. An assembly hack was absolutely necessary to get around this, and I was feeling fortunate to have
been able to to pull it off with what I have. If it couldn’t have been fixed, we’d have been forced to grab
a digital butcher knife to do some 8/16-bit era-style hackery to shorten the script. Why the developers
implemented script pointers the way they did just baffles me.
Speaking of assembly hacks, there was another little one I did to fix certain dialogue windows. The dialogue
windows have a few spacing modes available: variable-width, full fixed-width, and hybrid fixed-width (half and
full-widths). If a window is set to use full fixed-width mode, English text ends
up looking wonderful like this. I worked a little bit of ASM magic to
force such windows into using hybrid mode, where English text looks
more like this instead.
See: Before and After.
Finally, one more assembly hack: a simple text compression; a classic known around the translation community as
dual-tile encoding (DTE), where two textual characters can be represented with a single byte. It’s honestly not
a terribly necessary hack for the game, but I wanted to challenge myself, and if it worked out, it would at
least enable us to insert all menu text more tidily and not have do any relocation. I’m not really a fan of
relocation if it can be helped. Thus far, I’ve gotten it fully implemented in two of three known text parsing
routines, but the third one is having problems with one of the objects it handles (descriptions in menus), and
I’m currently looking into another, more difficult method of implementation for it which should get around this
I’ve also done a number of other things that are harder to write ongoing text about. But yeah, the backend has
has been coming along very well, and I expect it to continue that way. Once this all gets settled, work should
resume specificially on the menu patch, with work on the full patch able to start immediately afterward.
With the way we’re now approaching things, the menu patch could certainly become a better product than
originally planned, since we’ll be able to easily include translated puzzle hints,
system messages, and other gameplay-related strings buried within
Other backend things still to do or look into at the top of my head:
Get menu text into spreadsheets.
Find the remaining text yet to be located, and write tools to deal with it.
Fix Food Strap descriptions in Food Book menu. The game is coded to trim the first line of the food strap
descriptions in this menu, but the information contained on that line in Japanese is a redundant waste of space
in English regardless of menu. I expect a fix to be a quick and easy patch in assembly.
Cosmetic fixes? Hopefully, but I’m not that confident based on past experiences. However, I do like to think
that I’ve gotten a little better at this since the last time I looked into this a few years back, so maybe
there’s a chance I’ll figure something out this time. In particular, I’d like to fix the menu selection labels
on the main menu; the smaller letters droop down further than I think they should.
Fix the renaming menu? It’s an issue that’s tough for me to put into words, but basically, the renaming menu
was designed to work with double-byte text characters, and it doesn’t exactly play nicely with the single-byte
text characters we’re using for the English text. I have some ideas, but I won’t know if I can actually do
anything until I have a good look at the assembly code.
Tales of Destiny 2
Still haven’t touched this yet. But that’s because I want to re-organize this project’s backend in the same
manner as I’m doing with Destiny DC.
I would like to get back to this game soon, though. With what I’ve learned tinkering with Destiny DC, I’m
itching to see if I can implement a variable-width font into this game. It’d be delicious.
Tales of Phantasia
Still stuck at 99% complete. I have been in contact with Habilain and Avarice, whom both are still alive and
well but also still having difficulty finding time to fix the bug and complete the final script proofread; the
two issues primarily holding the release back. I don’t have any ETAs.
Posted by Cless on 12/4/2011
Let’s cut to the chase: The Tales of Destiny: Director’s Cut and Tales of Destiny 2 (PS2) projects have officially
been resumed. That’s right–the hiatus ends NOW.
What about Tales of Phantasia? Wasn’t it supposed to be released before ToD2 and ToD:DC came back into focus?
Indeed…that was the plan. Unfortunately, ToP is basically being held back by the lack of a final script proofread
and a significant bug that crept up which needs squashing. Both of these issues are pretty much out of my hands and I
don’t have a clue when the appointed staff members will find the time to address them.
Since I’m essentially out of stuff to do on ToP, and have no idea when the remaining stuff will be turned in, it
simply made more sense to resume the hiatus projects in the interim. As much as everyone is sick of it, completing
ToP is still my number one priority. Whenever that remaining stuff does get turned in, I will go back and have it
finished off for good. Don’t panic–there won’t be much of anything holding the release back at that point besides
beta testing. A month maximum should be plenty of time to get that out of the way.
At the moment, I’m not necessarily picking up exactly where we left off in 2009 on the ToD:DC menu patch front.
Instead, I am currently focused on coding up a script conversion tool; something to convert the script into a much,
much, much more organized, user-friendly format for throughhim and anyone else who will be attacking the script.
It’ll make our lives so much easier. I started getting ideas for it last year, and now I’m making those real, or
Most of the functionality of this new tool is implemented, but there’s still more to do. There are some input files
for it that must be created manually, and I’m trying to work on them in my spare time. It’s a pretty slow process as
combing through the entire script carefully at least a few times is necessary. This sort of tool only needs to be
used once, so the output needs to be as perfect as possible. I’m also trying to play through the game for the first
time to get some context on a few things, which, of course, is another time-consuming matter.
And what about ToD2? Well, I have a lot of material to sort out and review. The menu translation was actually
finished soon after the hiatus began, courtesy of tammaiya. I believe she checked the existing translations on top
of filling in the holes. This will need to be checked and edited before the real menu patch can come and replace that
meh-tastic alpha patch some of you guys have been…tolerating?
ToD2’s script…has had a big chunk translated, courtesy of Alyx, whom submitted it during summer. Pending review.
Lanyn, known for her translation guide and the translated Youtube video walkthroughs, also joined the translation
team quite a while back, but doesn’t appear to be active at this time. The script translator situation needs to be
Anyway, once I finish the aforementioned script tool for ToD:DC, I will be making a version of it for ToD2 as well.
There’s a lot of work to do. Just don’t expect it all to happen overnight. One thing at a time.
That’s about it for now. Sorry, the tool I’m currently working on doesn’t magically create eyecandy for everyone to
drool over, and I’m sure you would all love some after all this time, but just rest assured it’ll go a very long way
in helping these projects along. Remember that these games don’t need much in the way of internal code modifications
for functional translation patches (unless we run into something completely unexpected), so I don’t personally expect
a true repeat of the ToP situation.
Posted by Cless on 4/29/2011
The response for a new ToP proofreader has been going pretty well. Better than expected, to be honest. Six interested
people have come forward. With that, I am ending the seeking process.
Next comes preparing a little test for everyone. That should be ready and sent out within the next few days.
Posted by Cless on 4/15/2011
*tap* *tap* Hello? Is this thing still working? Okay, good.
While I expect that most people get the news from the forum nowadays, I figured it might be worth posting a new
help wanted ad up here. We’re looking for another editor to do the final proofread of all the text in Tales of Phantasia.
nusakan0, the editor that has been with us since mid-2008, has contributed a lot and has helped us out a ton,
which I’m very grateful for. Unfortunately, life appears to have gotten too hectic for him in the past year to
continue working on the project at a steady rate.
At this time, I, along with Sirius9, are busy preparing the final script. I’m a little over halfway done, and fully
expect to be finished within a few weeks (liberal estimate). Sirius is currently a little behind, but she’s recovering
from an illness at the moment and should catch up quickly once she’s back at 100%.
With nusakan out, we’re seeking an English Major or equivalent to do a simple proofread pass at all the text
in the game. The amount of all text in the game is around 850-900KB, which I estimate to be in the neighborhood
of 125,000 words. While we expect spelling and grammar errors to be minimal, typos like missing and repeated words
are very likely (since I commonly make them). Punctuation should be good for the most part, but, you know, how do I
comma. Sometimes, anyway. Creative writing ability isn’t terribly important anymore at this stage, but if you have it,
I’d certainly be willing to entertain any input.
I have no idea how successful this news post will be, but I’ll try to leave this open to any interested people to
respond for the next week or two. By the end of that, I should have a test script or two prepared.
EDIT: No longer seeking potential proofreaders.
Posted by Cless on 6/26/2010
It’s been almost a year since this front page was updated, but for those who don’t read the forum, we’re very
much alive and well. The convenience of forum posting compared to working with this aging site design (which is
essentially still 100% edited by hand and doesn’t actually use a database) has taken its toll.
As most major milestones are long past, it’s also become difficult to decide what, if any, Tales of Phantasia news
is actually worth posting here. In a nutshell, there have been some new hacks applied, and a couple more editing
drafts for the main script have been written (and it’s starting to look so good now that I’m really seeing some light
at the end of this long tunnel). For more details on these updates, read the ToP news forum.
I have also started a new thread on the ToP news forum
with the goal of opening up to the public more by showing off a detailed to-do list of things leading up to the release
of the final patch, as well as posting quick micro updates about happenings to get a feel for our progress.
As Tales of Phantasia is still not yet finished, Tales of Destiny Director’s Cut and Tales of Destiny 2 projects are
likewise still on hiatus. Though with Absolute Zero being almost finished with Tales of Innocence, throughhim413
will almost certainly be back and hacking away at Destiny DC text shortly after release. I’ve also gotten some ideas
to help streamline these projects more when I return to them in full capacity.