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03-29-24 06:44 AM
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Acmlm's Board - I3 Archive - ROM Hacking - From Doubutsu no Mori to Animal Forest New poll | |
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Lysol Pionex

Mini Octorok








Since: 07-12-06

Last post: 6257 days
Last view: 6251 days
Posted on 12-29-06 04:07 PM Link | Quote
I've been working on translating this game into English for some time now, and I have a demo IPS that is ready to be released. It basically has all the initial text that K.K. says when you're setting your clock and starting the game for the first time. I'm in the process of translating Rover's text (a bit more complicated) and eventually all the text in the game (phew).
I've made a few utilities to make the translating easier, the greatest of which is a program which converts hex to Romaji. Below are links to my IPS as well as some pics.
I appreciate any feedback. The only request I make is, as I am starting this thread, no profanity or sexual innuendos - I can't stand that stuff. Aside from that, let's work on this and get this thing translated!


IPS: http://www.geocities.com/sasy_com/IPS.zip

Screenshots:
When you're changing the clock:


You can see there are still some bugs to be worked out.

Some text:

Imajin

Bot
Local Moderator
Currently affected by 'No syndrome' ---!!!








Since: 12-05-05
From: Camineet, Palm

Last post: 6249 days
Last view: 6249 days
Posted on 12-29-06 07:07 PM Link | Quote
Very interesting, I've often been curious of what the differences were between the N64 and GCN versions of Animal Forest/Crossing.

One recommendation I'd have is to change the font to make the spacing less, they look a bit odd and harder to read spaced out like that. Though I understand if that would be too difficult right now...


(edited by Imajin on 12-29-06 01:08 PM)
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6251 days
Last view: 6248 days
Posted on 12-31-06 12:21 AM Link | Quote
I absolutely love Animal Crossing. I'm assuming the N64 version is similar to the Gamecube version. If it is, and you get it completely translated..wow That would freaking be awesome.

Like so many other projects that spark my interest, I feel bad for not being able to help in any meaningful way. I don't know the foreign languages involved or the foreign coding. Alls I can do is say..Keep it up
U1traMan

Red Goomba








Since: 10-11-06

Last post: 6251 days
Last view: 6248 days
Posted on 01-01-07 01:40 AM Link | Quote
WHOA! I Never knew there was a N64 Version of this game.. Well i bet it's going to be kinda the same as the GC version. Hope you get that translation done!
theclaw

Shyguy








Since: 11-17-05

Last post: 6248 days
Last view: 6248 days
Posted on 01-04-07 07:34 PM Link | Quote
Didn't Nintendo themselves say it was difficult to translate? I think the Gamecube version has a much better font than the DS one.
Lysol Pionex

Mini Octorok








Since: 07-12-06

Last post: 6257 days
Last view: 6251 days
Posted on 01-04-07 08:54 PM Link | Quote
As far as the font goes, I'm not sure where the actual graphics are located. If I can find out, I will change that (eventually). It looks especially bad with apostrophes. However, the main purpose of this translation is to make it playable, and additionally to not sound like choppy, bad English. I am almost done with the Rover's text when you're first starting out, as well.
Thus far, it has not been terribly hard to translate, because I have several things on my side, the biggest one being that I'm running the GC version right along side of it. I plan on having all of the unchanging text done first (K.K.'s text, the post office and the Able Sisters, Blathers and the Well etc.). Once that is done, I'm going to try to get the conversations between animals down. Other things are going to be hard to translate: the holidays are Japanese and there are probably several other Japan-related things that will have to be explained. I'm going to know a lot about Japanese culture by the time that I'm through. :)
Expect another IPS in a week or so. In the meantime, if anyone can find out where the title screen is stored via Tile Molester or something, I'd love to know.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6251 days
Last view: 6248 days
Posted on 01-05-07 02:11 AM Link | Quote
I mentioned this project to one of my cousins and he said it should be real easy since they are virtually the same game. I didn't know if I should believe him. Then you said...

Originally posted by Lysol Pionex
...Thus far, it has not been terribly hard to translate, because I have several things on my side, the biggest one being that I'm running the GC version right along side of it...


Are the 2 versions telling the same story? Identical? Or just very similar? Just wondering.
MasterTenor

Double hammer


 





Since: 06-22-06
From: Ames, IA (United States)

Last post: 6259 days
Last view: 6288 days
Posted on 01-05-07 05:53 AM Link | Quote
Alex, the game doesn't so much tell a story as it serves as a function of what you input into the town. That's what led to me almost never playing AC:WW -- it gets mundane too quickly for me.

With that said, I'd love to check out the N64 version, because I could run it on my computer alongside my other things. Good luck with the work, especially the holidays!
Lysol Pionex

Mini Octorok








Since: 07-12-06

Last post: 6257 days
Last view: 6251 days
Posted on 01-10-07 09:10 PM Link | Quote
OK, I've just updated the IPS file. It now covers all the text on the first train ride. There are (quite) a few things that I haven't been able to figure out yet: some of the commands used in the text - commands are initiated by the character 7F, followed by whatever command - insert various things like your name, your town the current month etc. A few of the commands are very Japanese in appearance, and because they insert text into the block and aren't the text themselves, there are Japanese characters included in it. An example might be, if I were to insert the time in the American version, I'd say 1:05 PM. The colon and the "PM" are American symbols if you will. The same is true in Japan. So work around that for now; hopefully I or someone can figure out how to change these things. Anyway, enjoy!
http://www.geocities.com/sasy_com/IPS.zip

P.S.
In response to AlexAR, yes, the stories are very similar. Stories insomuch as you leave home and come to a forest filled with happy little animals where you fish and write letters to animals who live a few yards away. But there are some cultural differences. I don't think that Independence day is in the Japanese version (someone correct me if I'm wrong here). Most of the time, I can just get to a certain place on the emulation and get to the same place on my GC and the text matches up.
torne
Newcomer








Since: 01-08-07
From: London, UK

Last post: 6281 days
Last view: 6258 days
Posted on 01-11-07 02:50 PM Link | Quote
Possibly interesting fact: while there are indeed cultural changes to the game between the English and Japanese versions such as the calendar events, the game itself is almost a direct recompile of the original N64 Doubutsu no Mori source code. The executable contains a N64 sound and graphics emulator - the game itself is still written in terms of the N64's 3D hardware, not the Cube's.

The changes made to add the few Cube-specific features in DnM+ (the Japanese GCN version) were pretty tiny and were all rather 'tacked on' as seperate code modules (such as the NES game items) rather than being integrated in the conceptually 'proper' places in the program. You can see it all quite clearly if you load the binaries into a disassembler and apply the symbolic information from the symbol map files which have been left on the production DVD by a developer cockup. (these left-over symbols are what allowed various people to crack the code generator system, as they contain sufficient information to identify exactly where the item code generation/validation is done without any difficult reverse engineering work, just the effort to understand the code validator itself).

Your translation project looks interesting, though - it would be neat to see what the Japanese events are, and to look for any other differences.
Maple

Bronto Burt








Since: 11-18-05
From: Bronx, New York

Last post: 6279 days
Last view: 6249 days
Posted on 01-13-07 12:14 AM Link | Quote
This morning, I downloaded GC Tool and extracted the contents of the Animal Crossing Game Disc to my PC. When I looked through a few of the files in Hex Workshop, I came across... plain text. Lots and lots of plain text. Pretty much all of it being the in-game letter and conversation text. So, knowing that you were doing this translation, I figure this might make your job much easier.

Aurakitsune pulls some sheets of paper marked MAIL out of his e-pockets and hands them to Lysol Pionex.

If you need it, I can have the conversation text for you later.

Attachments

Animal Crossing GCN - Mail text.txt (126860b) - views: 43



(edited by Maple on 01-14-07 06:35 PM)
Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6248 days
Last view: 6248 days
Posted on 01-13-07 06:05 PM Link | Quote
I'm currently trying to find a way to edit the title screen. It won't work in tile molester so I was wondering if you wouldn't mind using rice's plugin to make a texture hack of the title. This could be temporary until we can find out how to edit the inside the rom. I was thinking of having it say Animal Crossing 64 but I don't know if you want that or a literal translation of the title.
xpCynic

Red Cheep-cheep








Since: 03-29-06

Last post: 6248 days
Last view: 6248 days
Posted on 01-14-07 10:08 PM Link | Quote
Wow, pretty impressive! There's a LOT of text in Animal Crossing/Doubutsu no Mori, so good luck with this. I have the Gamecube version so if you want any help translating the Rover stuff or character names I could help.

It turns out that the N64 version is almost exactly the same as the Cube one, with the only differences being text, the Nintendo logo on bootup, a handful of images and some missing stuff - no museum, no Able Sisters, no dock, no eReader or GBA stuff and dressers can only hold one thing at a time. I've been trying to play the game a little and it's not too easy getting around. If you finish this, I will WORSHIP you.
Maple

Bronto Burt








Since: 11-18-05
From: Bronx, New York

Last post: 6279 days
Last view: 6249 days
Posted on 01-15-07 12:47 AM Link | Quote
...


*slams keyboard*

As you can see I'm having problems with the 7F-command. Namely, getting the lines to break properly.

(Disclaimer: I'm not trying to replace or rip off Lysol Pionex's work. I'm just practicing translating the text. That EmuTalk thread came in handy, that it did...)
Lysol Pionex

Mini Octorok








Since: 07-12-06

Last post: 6257 days
Last view: 6251 days
Posted on 01-15-07 06:42 PM Link | Quote
Hey Maple, keep it up! It looks like you're starting to get the hang of it. The 7F commands are a bit of a pain, however to break the line, just use the character "CD." That inserts a line break. The 7F commands are only slightly more complicated than the actual text. I'm in the process of making a list of all the commands that it can invoke, and it invokes quite a few (font, name variables, time variables, character expressions, pauses in the text etc.).
Also, those pieces of text that you ripped from the Gamecube version might come in handy, but might not. Mainly because one has to know what the Japanese means in order to be sure that this piece of text goes here and that one there. And if you know what the Japanese means, then you don't need a list of English text. However, there are most likely a few places where one could deduce from the list.

xpCynic (love the name), PM me if you'd like to help. I too have the Gamecube version (see previous posts), and am doing it side by side with AF. I think the differences mainly lie in the lack of GBA. So anything having to do with the GBA, just throw it out. And then the obvious title logos and a few minor changes. I'm pretty sure the Able Sisters and Museum are still there. Double check that.

Tanks, have you tried looking through TileMolestor with a black and white (1 bit) palette? You gave me the idea to rip the title from the game with Rice's plugin, and I found that the each character of the title screen is a 3 channel black/white picture 48x48. I went through it with the width set to 48 and the palette on 1bit and couldn't find anything, but it might be worth trying again.

I think I'll have some free time to do some more translating tonight; school has started so it's going to be hard to find time. Look for another possible post tonight/tomorrow. Possible.
torne
Newcomer








Since: 01-08-07
From: London, UK

Last post: 6281 days
Last view: 6258 days
Posted on 01-16-07 03:47 PM Link | Quote
You could always compare the data files for the Japanese and US/EU versions of the GCN port. This might well match up a lot of the text directly with no need to translate.
Maple

Bronto Burt








Since: 11-18-05
From: Bronx, New York

Last post: 6279 days
Last view: 6249 days
Posted on 01-19-07 12:14 AM Link | Quote
Originally posted by Lysol Pionex
I'm pretty sure the Able Sisters and Museum are still there. Double check that.


Actually, they're not. Those features were added in, as far as I know, with the US release of Animal Crossing. I'm not sure if they were in the first Animal Forest+ for GCN...
JSnake

Micro-Goomba


 





Since: 01-19-07

Last post: 6275 days
Last view: 6268 days
Posted on 01-19-07 02:48 AM Link | Quote
Wow, excellent. I've been waiting for an Animal Forest translation. Excellent work! I hope this hack becomes a reality. However, I do think the clock screen could use some fixing up. The way you have the abbreviations spaced out is quite hard to look at. Maybe you could put, for example, "MM - XX" or "MM: XX".


(edited by JSnake on 01-18-07 08:51 PM)
(edited by JSnake on 01-18-07 08:52 PM)
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6252 days
Last view: 6248 days
Posted on 01-19-07 04:45 PM Link | Quote
Originally posted by JSnake
Wow, excellent. I've been waiting for an Animal Forest translation. Excellent work! I hope this hack becomes a reality. However, I do think the clock screen could use some fixing up. The way you have the abbreviations spaced out is quite hard to look at. Maybe you could put, for example, "MM - XX" or "MM: XX".

Or maybe he should concentrate on moving on, so this translation can be finished Make sure you finish this project, the game looks really cool!! You're translating it good, keep on!!
JSnake

Micro-Goomba


 





Since: 01-19-07

Last post: 6275 days
Last view: 6268 days
Posted on 01-19-07 06:07 PM Link | Quote
Originally posted by jensthecomposer
Originally posted by JSnake
Wow, excellent. I've been waiting for an Animal Forest translation. Excellent work! I hope this hack becomes a reality. However, I do think the clock screen could use some fixing up. The way you have the abbreviations spaced out is quite hard to look at. Maybe you could put, for example, "MM - XX" or "MM: XX".

Or maybe he should concentrate on moving on, so this translation can be finished Make sure you finish this project, the game looks really cool!! You're translating it good, keep on!!


It would really only take about a minute to fix. It's just a matter of changing a print statement (I don't know what it's called in ASM). It was only a suggestion to make it look cleaner.
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