
{"id":3611,"date":"2026-10-28T10:25:49","date_gmt":"2026-10-28T09:25:49","guid":{"rendered":"http:\/\/matosimi.websupport.sk\/atari\/?p=3611"},"modified":"2026-10-28T10:25:51","modified_gmt":"2026-10-28T09:25:51","slug":"translating-barahir-into-english","status":"publish","type":"post","link":"http:\/\/matosimi.websupport.sk\/atari\/2026\/10\/translating-barahir-into-english\/","title":{"rendered":"Translating Barahir into English"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\"><em>Barahir<\/em> is a classic Polish text\/graphic adventure game for 8-bit Atari computers. After translating <a href=\"http:\/\/matosimi.websupport.sk\/atari\/2026\/10\/incydent-magia-krysztalu-english-translations\/\" data-type=\"post\" data-id=\"3602\"><em>Incydent<\/em> and <em>Magia Kryszta\u0142u<\/em><\/a>, <em>Barahir<\/em> was repeatedly recommended to me as another title deserving an English translation. When I finally took a look under the hood, I realized it was a completely different beast.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">What started as a straightforward translation project quickly turned into a deep reverse-engineering operation involving custom python tools, automated translation pipelines, complete assembly rewrites of engine UI routines, and precise NTSC timing fixes.<\/p>\n\n\n\n<figure class=\"wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-2 is-layout-flex wp-block-gallery-is-layout-flex\">\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"336\" height=\"240\" data-id=\"3613\" src=\"http:\/\/matosimi.websupport.sk\/atari\/wp-content\/uploads\/2026\/10\/image-3.png\" alt=\"\" class=\"wp-image-3613\" srcset=\"http:\/\/matosimi.websupport.sk\/atari\/wp-content\/uploads\/2026\/10\/image-3.png 336w, http:\/\/matosimi.websupport.sk\/atari\/wp-content\/uploads\/2026\/10\/image-3-300x214.png 300w\" sizes=\"auto, (max-width: 336px) 100vw, 336px\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"336\" height=\"240\" data-id=\"3612\" src=\"http:\/\/matosimi.websupport.sk\/atari\/wp-content\/uploads\/2026\/10\/image-2.png\" alt=\"\" class=\"wp-image-3612\" srcset=\"http:\/\/matosimi.websupport.sk\/atari\/wp-content\/uploads\/2026\/10\/image-2.png 336w, http:\/\/matosimi.websupport.sk\/atari\/wp-content\/uploads\/2026\/10\/image-2-300x214.png 300w\" sizes=\"auto, (max-width: 336px) 100vw, 336px\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"336\" height=\"240\" data-id=\"3614\" src=\"http:\/\/matosimi.websupport.sk\/atari\/wp-content\/uploads\/2026\/10\/image-4.png\" alt=\"\" class=\"wp-image-3614\" srcset=\"http:\/\/matosimi.websupport.sk\/atari\/wp-content\/uploads\/2026\/10\/image-4.png 336w, http:\/\/matosimi.websupport.sk\/atari\/wp-content\/uploads\/2026\/10\/image-4-300x214.png 300w\" sizes=\"auto, (max-width: 336px) 100vw, 336px\" \/><\/figure>\n<\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Disassembly &amp; Building the Translation Tooling<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Extracting and replacing text wasn\u2019t a simple dump-and-replace task. The original Polish game didn&#8217;t feature auto-formatting for its text engine; instead, <strong>every single text line had hardcoded (X, Y) screen coordinates<\/strong>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Because English sentences are almost universally longer than their Polish counterparts, translating line-by-line in-place was impossible. If a line grew longer, it either overflowed its pop-up box or cut off unnaturally.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">To tackle this, I set up a custom workflow:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Disassembly:<\/strong> I disassembled the game using <em>rsdis<\/em> &#8211; an internal tool written in PHP by Raster nearly 20 years ago. Not wanting to set up a legacy PHP environment on my laptop, I used Claude to port <em>rsdis<\/em> over to <strong>Python<\/strong>, adding extra parameters to create lookup tables for easier manipulation of textual data.<\/li>\n\n\n\n<li><strong>Translation Pipeline:<\/strong> I built a custom translation tool that auto-selected text paragraphs, managed translation keys, and queried a local <code>LibreTranslate<\/code> Docker container for the initial Polish -> English translation pass.<\/li>\n\n\n\n<li><strong>XEX Manipulation:<\/strong> To handle multi-block binaries, reordering, and address changes, I took <code>@vitoco<\/code>\u2019s <em><a href=\"https:\/\/www.vitoco.cl\/atari\/xex-filter\/index.html\">xex-filter<\/a><\/em> tool and ported it to <strong>Python<\/strong> as well.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Overhauling the Text &amp; UI Engine<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The first translation pass quickly revealed visual glitches. The original game engine used hardcoded window frame sizes. When a translated text was longer than original, it overflowed the frame boundaries. When it was shorter, previous text underneath remained un-cleared.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Rather than manually tweaking coordinates and frame sizes for hundreds of text boxes, <strong>I replaced the game&#8217;s original text\/frame drawing routine with a newly written custom routine<\/strong>:<\/p>\n\n\n\n<ol start=\"1\" class=\"wp-block-list\">\n<li>It dynamically calculates the required frame bounds based on text length.<\/li>\n\n\n\n<li>It automatically clears the background frame area before rendering the text.<\/li>\n<\/ol>\n\n\n\n<p class=\"wp-block-paragraph\">This eliminated hours of tedious coordinate hunting and made the layout dynamic!<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Playtesting &amp; Fine-Tuning with Ji\u0159\u00ed Bern\u00e1\u0161ek (Bewesoft)<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">A translation is only as good as its context, and translating location descriptions blind without playing every route leads to weird wording (e.g., confusing chest\/box\/cage, or awkward directional prompts).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Huge thanks to <strong>Ji\u0159\u00ed Bern\u00e1\u0161ek (Bewesoft)<\/strong>, who joined the effort as the primary tester! Ji\u0159\u00ed ran exhaustive playthroughs, comparing the Polish and English versions side-by-side, catching typos, edge-case bugs, and contextual mismatching across 8 rounds of nitpicks and feedback (<code>barahir-nitpicks1..8<\/code>!).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Together, we fixed:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Inventory limit logic bugs (crashing on 7th item pickup, local location item hoarding limits).<\/li>\n\n\n\n<li>Inconsistent room directions and labels (e.g., distinguishing stairways, sewer\/canal naming, inside\/outside castle hall transitions).<\/li>\n\n\n\n<li>Engine logic issues where eating food or drinking water stopped restoring player energy.<\/li>\n\n\n\n<li>Re-designed multi-page end screens with clean frame padding and prompt flow (&#8220;Press Fire&#8221;).<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Audio, Colors &amp; NTSC Compatibility<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Barahir<\/em> features an iconic intro with sampled drum beats played via low-level interrupt routines. On NTSC machines (60Hz vs 50Hz PAL), this caused severe visual glitches &#8211; making the screen jump.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Ji\u0159\u00ed pointed out that the Display List pointer doesn&#8217;t actually need to be rewritten in every single VBI if the DL ends with a <code class=\"\">JVB<\/code> instruction. By locking critical I\/O (<code>STA $42<\/code> \/ <code>CRITIC<\/code>), initializing DL once, and throttling CMC music player calls every 6 frames under NTSC, we eliminated the screen jitter while maintaining audio sync across both NTSC and PAL hardware.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I also adjusted color tables and fixed CMC initialization so music pitch\/speed remain pleasant on all systems.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Final Release &amp; Packaging<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Once the game and intro were finalized, <strong>Homesoft<\/strong> kindly stepped in to assemble all parts together, producing two distinct final versions:<\/p>\n\n\n\n<ol start=\"1\" class=\"wp-block-list\">\n<li><strong>ATR Disk Image Version:<\/strong> Runs on stock 64KB Atari machines (includes intro, main game, and disk loading logic).<\/li>\n\n\n\n<li><strong>130XE Executable Binary (<code>.XEX<\/code>):<\/strong> Designed for 128KB Atari 130XE systems. It runs as a standalone executable file (not a disk image) and removes disk-access delays, making room transitions instantaneous and smooth!<\/li>\n<\/ol>\n\n\n\n<h2 class=\"wp-block-heading\">Downloads<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">You can grab the translated game packages directly from here, they will later also appear in <a href=\"http:\/\/www.mushca.com\/f\/atari\">Homesoft&#8217;s repository<\/a>.<\/p>\n\n\n<div style=\"border: solid 2px #fb9f34;margin-bottom: 1px;\">\r\n <div class=\"wpfilebase-fileicon\"><a href=\"http:\/\/matosimi.websupport.sk\/atari\/download\/my_games\/Barahir-EN.atr\" title=\"Download Barahir EN\"><img decoding=\"async\" align=\"middle\" src=\"http:\/\/matosimi.websupport.sk\/atari\/wp-includes\/images\/crystal\/atr.png\" alt=\"Barahir EN\" \/><\/a><\/div>\r\n <div class=\"wpfilebase-rightcol\">\r\n  <div class=\"wpfilebase-filetitle\">\r\n   <a href=\"http:\/\/matosimi.websupport.sk\/atari\/download\/my_games\/Barahir-EN.atr\" title=\"Download Barahir EN\" style=\"font-weight:bold;\">Barahir EN<\/a><br \/>\r\n   Barahir-EN.atr<br \/>\r\n   Version: 1.0<br \/>\r\n   \r\n  <\/div>\r\n  <div class=\"wpfilebase-filedetails\" id=\"wpfilebase-filedetails1\" style=\"display: none;\">\r\n  <p>English disk version of game Barahir<\/p>\r\n  <table border=\"0\">\r\n   \r\n   <tr><td><strong>Author:<\/strong><\/td><td>MatoSimi<\/td><\/tr>\r\n   \r\n   \r\n   <tr><td><strong>Category:<\/strong><\/td><td>My Games<\/td><\/tr>\r\n   \r\n   <tr><td><strong>Date:<\/strong><\/td><td>October 28, 2026<\/td><\/tr>\r\n   \n  <\/table>\r\n  <\/div>\r\n <\/div>\r\n <div class=\"wpfilebase-fileinfo\">\r\n  90.0 KiB<br \/>\r\n  13 Downloads<br \/>\r\n  <a href=\"#\" onclick=\"return wpfilebase_filedetails(1);\">Details&#8230;<\/a>\r\n <\/div>\r\n <div style=\"clear: both;\"><\/div>\r\n<\/div>\n\n<div style=\"border: solid 2px #fb9f34;margin-bottom: 1px;\">\r\n <div class=\"wpfilebase-fileicon\"><a href=\"http:\/\/matosimi.websupport.sk\/atari\/download\/my_games\/Barahir-EN-130-XE.xex\" title=\"Download Barahir EN (130 XE)\"><img decoding=\"async\" align=\"middle\" src=\"http:\/\/matosimi.websupport.sk\/atari\/wp-includes\/images\/crystal\/xex.png\" alt=\"Barahir EN (130 XE)\" \/><\/a><\/div>\r\n <div class=\"wpfilebase-rightcol\">\r\n  <div class=\"wpfilebase-filetitle\">\r\n   <a href=\"http:\/\/matosimi.websupport.sk\/atari\/download\/my_games\/Barahir-EN-130-XE.xex\" title=\"Download Barahir EN (130 XE)\" style=\"font-weight:bold;\">Barahir EN (130 XE)<\/a><br \/>\r\n   Barahir-EN-130-XE.xex<br \/>\r\n   Version: 1.0<br \/>\r\n   \r\n  <\/div>\r\n  <div class=\"wpfilebase-filedetails\" id=\"wpfilebase-filedetails2\" style=\"display: none;\">\r\n  <p>English binary version of game Barahir for 130 XE<\/p>\r\n  <table border=\"0\">\r\n   <tr><td><strong>Languages:<\/strong><\/td><td>English<\/td><\/tr>\r\n   <tr><td><strong>Author:<\/strong><\/td><td>MatoSimi<\/td><\/tr>\r\n   <tr><td><strong>Platforms:<\/strong><\/td><td>Atari XL\/XE<\/td><\/tr>\r\n   \r\n   <tr><td><strong>Category:<\/strong><\/td><td>My Games<\/td><\/tr>\r\n   <tr><td><strong>License:<\/strong><\/td><td>Freeware<\/td><\/tr>\r\n   <tr><td><strong>Date:<\/strong><\/td><td>October 28, 2026<\/td><\/tr>\r\n   \n  <\/table>\r\n  <\/div>\r\n <\/div>\r\n <div class=\"wpfilebase-fileinfo\">\r\n  53.1 KiB<br \/>\r\n  15 Downloads<br \/>\r\n  <a href=\"#\" onclick=\"return wpfilebase_filedetails(2);\">Details&#8230;<\/a>\r\n <\/div>\r\n <div style=\"clear: both;\"><\/div>\r\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Enjoy playing <em>Barahir<\/em> in English! If you find any remaining quirks, feel free to drop a comment or reach out on the <a href=\"https:\/\/forums.atariage.com\/topic\/393579-barahir-translation-in-the-works\">AtariAge<\/a> forums.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Barahir is a classic Polish text\/graphic adventure game for 8-bit Atari computers. After translating Incydent and Magia Kryszta\u0142u, Barahir was [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":3613,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,4],"tags":[102,100,9,147,146],"class_list":["post-3611","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-atari","category-my-games","tag-adventure","tag-atari","tag-game","tag-rpg","tag-translation"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.8 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Translating Barahir into English - MatoSimi<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"http:\/\/matosimi.websupport.sk\/atari\/2026\/10\/translating-barahir-into-english\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Translating Barahir into English - MatoSimi\" \/>\n<meta property=\"og:description\" content=\"Barahir is a classic Polish text\/graphic adventure game for 8-bit Atari computers. 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