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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Terranigma - ASM Hacking? | |
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Spirit
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Posted on 07-16-05 04:46 PM Link | Quote
I was wondering if anyone had done any ASM hacking on Terranigma? More specifically, perhaps found a way of making the font a VWF if possible?

A bit more off-topic, but I was looking at it (Terranigma) and I'd like to learn how to hack roms using ASM and other things. I figure the best place to start would be the NES before the SNES, but I'd appreciate any helpful tips anyone can give me to get me started.
Ok Impala!

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Posted on 07-16-05 06:44 PM Link | Quote
Ok!

I don't know but your best bet would be to contact some translation groups that translated this game. Take a look at http://dorando.emuverse.com for links.


(edited by Ok Impala! on 07-16-05 09:44 AM)
Heian-794

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Posted on 07-16-05 07:55 PM Link | Quote
If they made a variable width font, they could pack a lot more text in. I played most of the Japanese version and the first parts of the English version and was amazed at how much was left out. A retranslated version would be a lot better than the original -- nothing like those fan retranslations of FFVI which basically say the same thing.
d4s

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Posted on 07-16-05 09:11 PM Link | Quote
in theory, you could add a vwf to every snes game as long as you have some free vram space.
vwfs are no newbie tasks, though.


HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

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Posted on 07-16-05 09:46 PM Link | Quote
How do you make VWF anyway? AFAIK you need to make each tile in the text box a separate tile in VRAM, and draw the letters in, is that the right way to do it?
d4s

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Posted on 07-16-05 10:20 PM Link | Quote
Originally posted by HyperHacker
How do you make VWF anyway? AFAIK you need to make each tile in the text box a separate tile in VRAM, and draw the letters in, is that the right way to do it?


your font in the rom usually has seperate tiles for each letter.

this is how my vwf in bof2 works:

-reserve one textline (typically 30 2bpp tiles) worth of space in wram.
-dma all tiles for that line to vram every nmi
-set up tilemap
-load letter, draw to that buffer.
-keep track of position and width of letter in buffer.
-load next letter, shift right by width of last letter(s)
-repeat and draw next letter

of course, its a lot more complicated than that, but thats how it works in a nutshell.




(edited by d4s on 07-16-05 01:20 PM)
(edited by d4s on 07-16-05 01:21 PM)
(edited by d4s on 07-16-05 01:23 PM)
(edited by d4s on 07-16-05 01:23 PM)
(edited by d4s on 07-16-05 01:24 PM)
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