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Gideon Zhi
Posts: 50/79 |
Similarly, but without the recent offer of translation aid :p |
DukeNukem007
Posts: 58/90 |
Originally posted by Gideon Zhi The project has stagnated largely due to the lack of available translation resources. I've recently been in contact with a guy who goes by udonsoba on IRC, lives in Japan, is fairly fluent in the language, and is interested in doing some scripts, so I've sent him the Monsho no Nazo stuff. That's about as much as I can say right now though.
I've currently got the first fifteen chapters of Book 1 translated and inserted (although not at all polished), but that doesn't include any of the nondialogue stuff, the opening prophecy, or the history scrolls before levels.
Thanks for the update.
Hey, completely off-topic but how is your Madara translation going? My reference to "2 quarters of Japanese not being enough" was a direct reference to how I tried to help you on that project and couldn't figure out much of anything (yeah that was me. :-P ) |
Gideon Zhi
Posts: 49/79 |
The project has stagnated largely due to the lack of available translation resources. I've recently been in contact with a guy who goes by udonsoba on IRC, lives in Japan, is fairly fluent in the language, and is interested in doing some scripts, so I've sent him the Monsho no Nazo stuff. That's about as much as I can say right now though.
I've currently got the first fifteen chapters of Book 1 translated and inserted (although not at all polished), but that doesn't include any of the nondialogue stuff, the opening prophecy, or the history scrolls before levels. |
DukeNukem007
Posts: 57/90 |
Tell them to try this with the Lunar Compress package:
sniff fireem~1.smc 110200 130200 102 4 0 |
Celice
Posts: 65/128 |
A board I go to would love you if you happened to of come across anything like level data. I'd help, but don't have enough time sadly |
DukeNukem007
Posts: 54/90 |
Originally posted by Celice Nice to see data for such a good game. Not much else to say though; good job.
Thanks, although it really only takes a few minutes to look through a ROM if you know what you're doing, and I get the feeling that Neill and AGTP are already several steps ahead in that aspect.
Like I said, if they want any help changing things or making hacks, I'm just trying to spark some interest and look into things a little myself. |
Celice
Posts: 64/128 |
Nice to see data for such a good game. Not much else to say though; good job. |
DukeNukem007
Posts: 52/90 |
The first 24-mega cartridge for the SNES--I know that rom hacking giants Neil Corlett and Gideon Zhi had been working on translations and even cracked the title screen graphics, but their projects haven't gained much traction lately. (I'd help them with the Japanese if I had more language experience...I had 2 quarters but I've learned that's not enough :-P )
Anyone else interested in hacking other stuff? The graphics could use somewhat of a facelift. As I suspected (since they're both Nintendo-made games from about the same time) it shares an LZ format with Super Metroid for map and graphics data (Lunar Compress #4.)
28A00-2BA00= some graphics 2EA00-2FA00= 2bpp font 50500-56000= looks like some map formations 98200-9C200 = some weapon gfx A0200-A2800 = some 2bpp Japanese characters A2A00-A5200 = some 4bpp stuff B8200-E8200 = lots of animated tiles swapped on the fly E8200-10DE00 = lots of compressed background gfx 130200-131800 = a tile formation 138200-17C200 = lots of compressed character sprites with unknown headers (?) in between 17C200-180200 = ??? looks like some kind of map formation 180200-1D0200 = looks like mostly sound/music data 1D0200-250000 = looks like mostly compressed maps/actor data/other junk 25C400-25E400 = a map, linear 8bpp 260200-262800 = fonts, 2bpp 264000-2B8400 = lots of compressed gfx/maps 2C0200-2CE920 = fonts, 2bpp 2D0200-2D4880 = sprites 2D8200-2E0200 = more compressed gfx 2E0200-2E2000 = some more 2bpp fonts 2E8200-eof = more compressed gfx
There is a LOT of open space--lots of half-empty banks--so lots of room for changing stuff. |