Register | Login | |||||
Main
| Memberlist
| Active users
| ACS
| Commons
| Calendar
| Online users Ranks | FAQ | Color Chart | Photo album | IRC Chat |
| |
1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Translating "player game", "empty", etc. | | | |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
User | Post | ||
Deleted User Banned Level: 8 Posts: 1/12 EXP: 1736 For next: 451 Since: 01-23-01 Since last post: 13089 days Last activity: 21 days |
| ||
I'm working on a translation of SMW. It's coming along quite nicely, but I've done just about everything I could figure out how to do. Now I need some help. When you're starting the game, you see messages like "1 PLAYER GAME" and "EMPTY" and "ERASE DATA". How do I go about changing these things? I tried using a hex editor, but no matter what I try, I can't seem to find where the text is at. I used the following hex values to try to find where some of these bits of text are located: 2C=B 6F=P 76=M 2D=C 70=L 2F=T 71=A 30=N 72=Y 31=S 73=E 6D=1 74=R 6E=2 75=G Maybe I'm using the wrong hex, or maybe the text is encrypted or something. I don't know; it's crazy. Hopefully someone can help me. Another, possibly related question I had: How do I change the "CONTINUE AND SAVE" and "CONTINUE WITHOUT SAVE" messages? And also the options "CONTINUE" and "END" you get when you lose your last life? If you're curious, I put up a ZIP file that contains an IPS patch and a text file listing all the things that have not been translated yet: www.geocities.com/tokipona/janMawijo.zip |
|||
Schnauzer Paratroopa Level: 21 Posts: 26/148 EXP: 43345 For next: 6598 Since: 04-02-04 From: Bucaramanga (Colombia) Since last post: 11 days Last activity: 11 days |
| ||
Is posible to translate or edit the las message that the princess says to Mario when he recue her? And the "GAME OVER" text? |
|||
Surlent サーレント Level: 49 Posts: 320/1077 EXP: 863920 For next: 19963 Since: 03-15-04 From: Tower of Lezard Valeth Since last post: 16 hours Last activity: 1 hour |
| ||
OK Impala! did a translation of SMW in Netherlands and posted a thread about it. I think the message of Toadstool is treated as GFX inside the ROM and simply not accessible using the standard way using a .tbl file and a hex editor, but I'm not sure. You simply could ask or PM FuSoYa for that ... he knows it for sure |
|||
Schnauzer Paratroopa Level: 21 Posts: 28/148 EXP: 43345 For next: 6598 Since: 04-02-04 From: Bucaramanga (Colombia) Since last post: 11 days Last activity: 11 days |
| ||
I hope Fusoya come here and read this... | |||
FuSoYa Defender of Relm Level: 26 Posts: 61/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
| ||
It would be best to ask someone that has translated it. I haven't looked for most of those myself. Although I seem to remember seeing the title screen menu text one time, when I had the OV editor load uncompressed data from the ROM by accident (probably uses standard tile map data, which is why it showed up ). I did find the text at the end of the game just after beating bowser for someone though. I know I've posted this before somewhere, but I'll just copy and paste from my email: Anyway, you'll find the text at 0x1D726. The letters are 4 bytes away from each other. Just add 0x80 to the tile number to get the values to use (for example, "a" is 0x08+0x80=0x88). The font itself is in GFX file 0x0D, although you probably already knew that. After taking a closer look at the ASM trace, I noticed there's a table at 0x1B05B of 1-byte entries that hold the values of how long to delay displaying each tile. Modifying that should be pretty easy. |
|||
blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 97/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
| ||
Please note that all texts in SMW are being saved as tile maps, that means 2 bytes per letter, not one. (very alike unicode, but the second byte indicating flags like flip) I am currently working on a ... *drumroll* Ending Sequence editor, and it's near to release although I have been off this community for quite a while. You can easily find whatever text you want in SMW using e.g. the w00t SearchR2 by I believe it was J3d!, not DeJap Translations (old but still good) and looking f.i. for "P0L0A0Y0E0R", note that SearchR2 uses '0' as a wildcard. Have fun Blacky. (edited by blackhole89 on 05-26-04 12:17 PM) |
|||
Juggling Joker Boomerang Brother SMW Hacking Moderator Yeah, JAMH is still being worked on. Level: 48 Posts: 161/1033 EXP: 811447 For next: 12096 Since: 03-15-04 From: Wyoming Since last post: 2 days Last activity: 3 hours |
| ||
Actually, the text found on the menu uses a special font that only uses the characters you see. You can see most of the letters in (I think) Gfx2A and the rest are spread through the surrounding Gfx files. Translating it would be tricky, but not impossible. | |||
Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 174/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
| ||
Originally posted by blackhole89 What about using .INI files so people can add their own addresses and edit ANY text in the game? |
|||
Deleted User Banned Level: 8 Posts: 2/12 EXP: 1736 For next: 451 Since: 01-23-01 Since last post: 13089 days Last activity: 21 days |
| ||
(edited by bknight009 on 05-28-04 11:05 AM) (edited by bknight009 on 05-28-04 11:07 AM) |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
Acmlm's Board - I2 Archive - Super Mario World hacking - Translating "player game", "empty", etc. | | | |