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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Zelda III offsets | | | |
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Ok Impala! Buzzy Beetle Level: 31 Posts: 352/383 EXP: 183070 For next: 2293 Since: 03-16-04 From: The Netherlands Since last post: 4 days Last activity: 23 hours |
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Ok! As with the Dutch translations project of Zelda III - A Link to the Past coming along nicely I've stumbled upon some things I would like to translate that aren't included in HM. Since so many people here are fully hacking Zelda III at the moment I guess someone could point me to some offsets of: - The item screen text (including names of items) - The life bar (the word life) - The credits - Title screen graphics - Map screen graphics (the word "Map" is just a picture that of course needs to be changed too) I would be very glad if someone could help me out with these offsets. Saves me a lot of time. I guess I could just use Lunar Compress to extract/insert the graphics, right? Thanks in advance! |
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Dart Zaidyer Red Tektite Level: 15 Posts: 63/72 EXP: 13571 For next: 2813 Since: 06-27-04 Since last post: 8 days Last activity: 2 hours |
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The Life meter is 100% graphical, so you'll have to draw a new one with the translated word instead. | |||
Scatterheart Panser Level: 29 Posts: 256/342 EXP: 143409 For next: 4476 Since: 06-06-04 From: Sydney, Australia Since last post: 17 hours Last activity: 4 hours |
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That'd still be no problem for Ok Impala - He's made quite a few translations. Good luck with this one, man. Ah yeah! Don't forget to check out his site for more info on the upcoming Super Mario Kart hack: Epic Battle: Impala Kart Courses and all of his other thingy-ma-bobs. Ok Impala! Creations and Translations |
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Euclid Cheep-cheep Level: 23 Posts: 186/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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Sure. *goes through notes* Use Zcompress.... it's easier to use than lunar compress (in this case since it's "built" for it) All these offsets are on a NOT HEADERED rom. (+0x200 for headered) Originally posted by Ok Impala! 0x6F1C9 - start of tile drawing for the text, it's 2 bytes each, and each item uses 16 tiles (so that's 32 bytes), i think the first one is "Bow" and the next one is "Boomerang"... since all the abcs are at the same pos (being at ~25 50 place), you might consider writing a table file to ease pain of working out which one's which (do note that a few of them is not done using the font because they dont' fit in properly, like bug-catching net) 24 F5 - i believe it's the mmpppcc cccccccc format (h/v mirror, pallete, tile number) If you open up YY-chr on that bin file after decompressing gfx using zcompress... switch it to 2bbp gb mode and scroll down to somewhere in the middle where you see "bug-catching net" is written around in. The first bank of tiles is at right where that is (24 00 will refer to the first tile of the bug catching net) The second bank of tile is at where the english letter are at near the bottom, Where you'll see "MAP" being written, 25 50 should refer to the 8x8 version of "A". Hope that's clear enough for you to edit those Originally posted by Ok Impala! On that same file, go back to that bank where you have the bug catching net written, it's right there. Originally posted by Ok Impala! tough one, there's 2 sets of fonts being used there i think, 1 16x8 version and 1 8x8 version, and the 2 chunks of data are at different spots. The format is somewhat complicated but i think it goes like 0x7317A: (EXECUTIVE PRODUCER stuff) 0x73f50: (THE RETURN OF THE KING, HYRULE CASTLE stuff) Originally posted by Ok Impala! eek gfx, use zcompress and scroll around, i'm sure they're around. Originally posted by Ok Impala! woops i just mentioned that not long ago. hope that helps, if you need clarifictions/more detailed explainations, just pop me a pm. |
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Ok Impala! Buzzy Beetle Level: 31 Posts: 353/383 EXP: 183070 For next: 2293 Since: 03-16-04 From: The Netherlands Since last post: 4 days Last activity: 23 hours |
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Ok! Thanks a lot! I guess this is exactly what I need. Grahphics editing is indeed not a problem, I've done it several times before for other translations. It's just nice that HM exists, it makes the translation work a tad easier on some parts. Though with most games Winhex and TM alone are enough to make a nice translation. |
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