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05-16-24 05:24 PM
Acmlm's Board - I3 Archive - - Posts by RyogaMasaki
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RyogaMasaki
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Since: 01-16-06
From: Orlando, FL

Last post: 6678 days
Last view: 6678 days
Posted on 01-19-06 05:29 PM, in Chrono Trigger Japanese Script & Retranslation Project Link
As one of the translators, finding that balance between literal and readable is daunting sometimes. There's alot of nuance in some Japanese that's really hard to convey in english and still make it sound good, hehe.

As for Woolsey's translation, I think it's a good point of reference for us for things like names (I often like to point out that Schala should, indeed, be Schala instead of Sara, the 'traditional' transliterated name), but I don't think there'd be a need to modify his script with the differences. I think if the translators just put a little extra effort in the translations it'll sound fine. =)
RyogaMasaki
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Since: 01-16-06
From: Orlando, FL

Last post: 6678 days
Last view: 6678 days
Posted on 01-20-06 09:13 AM, in Chrono Trigger Japanese Script & Retranslation Project Link
Originally posted by Dragonsbrethren
Heh, Schala is one of the few things I wouldn't mind seeing changed, I think this is part of the... policy (I can't think of a better term) they had back then about using "real" or common names in translations.


Warning! This is a long boring post! =)

Foreign names are always so touchy in Japanese, and in my opinion, when transliterating them to english, you have to take context into account. Schala and all of Zeal don't speak Japanese, seeing as how it's a fictional location. To transliterate words from their language (like names) into Japanese, a language which doesn't have as wide of a range of sound as say, English, would require some concession on 'correct' pronunciation. When it comes to things like katakana names, you must remember that it's all pronunciation, not 'meaning' per se.

Which is where assumption comes into play. We can assume that, since a number of the names from Zeal (Dalton, Blackbird, even Zeal itself) obviously use Japanese phonics to pronounce a natively unpronouncable word (Daruton, Burakkubaado, Jiiru/Ziiru), that ALL katakana names in that area are also not natively pronouncable in Japanese, and have been 'converted.' Unfortunately, since Japanese is our source, we as translators have to make educated guesses on things like names, hehe.

Alot of the time, for games and anime both, character designers/script writers/manga artists/whoever make 'official' names for them, written in their foreign language (most of the time, english). They're then transliterated to Japanese to make them readable by the populace, with as close to the original pronunciation as possible. However, translating this back to English will produce different results, much like running the same phrase on babelfish into one language and then back. For example, Chrono Trigger -> ƒN?Eƒm?EƒgƒŠƒK?[ -> KURONO TORIGAA. The problem is, how do you put these names BACK in english properly, and still be true to the Japanese? Educated guesswork, or hope that the original producers created their foreign characters with their foreign names originally, instead of in Japanese from the start.

Now, I like to think that Ted Woolsey, working at Square, probably had access to quite an amount of internal resources, probably some among those being original notes and names and such. THEREFORE... (here's the point of all this!)

I personally believe that all the foreign names in the game are correctly transliterated to English already (except blatantly wrong ones, such as Masamune vs Grandleon). Zeality, I understand that the point of this so far is to just get the facts, a 100% correct translation, but proper pronunciation is part of that. Make a note in the beginning explaining how foreign names work in Japanese, about what it really looks like in romaji, and then use the correctly pronounced names in the script. Otherwise we're gonna be facing questions like 'Is it Zeal or Jeal? Kajar or Kajal? Shilverd or Shilvard or Silvard?'

All of this IMO, of course. I'll just go with the will of the majority of the project. =)


(edited by RyogaMasaki on 01-20-06 02:12 PM)
RyogaMasaki
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Since: 01-16-06
From: Orlando, FL

Last post: 6678 days
Last view: 6678 days
Posted on 01-24-06 07:09 PM, in Help finding some text! Link
So I've tried relsearching, looking through savestates, and even using my meager assembly skills to try to find the location in the rom where text is stored for the game Wagyan Paradise, all to no avail thus far.
Here's the font table. The table doesn't appears to be in any logical order, just in the order of how they appeared in game (i.e., the opening line is 'Oo, mou sugu Wagyan Rando ka... Hisashiburi da naa', which is the first bit of the font there). Like I said, I tried relative searching using this, but it has yielded nothing. Is the text compressed? Or is there something else I'm missing? Any help would be appreciated; I'm relatively new to this. =)
RyogaMasaki
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Since: 01-16-06
From: Orlando, FL

Last post: 6678 days
Last view: 6678 days
Posted on 01-28-06 10:41 PM, in Question about an encoded (?) font Link
I'd like to translate Super Gussun Oyoyo 2 for SNES, mainly just as a learning experience before I move on to larger games. However.. the main text font is a little strangely encoded. The fonts are 16x16 1bpp in game, however, they are stored as 8x16 2bpp in the rom.


Apparently, it stores the left side is stored as one pallette entry, the right as another, and overlapping pixels as a third. I'm guessing it reads the left entry + overlapped for the left side, and right entry + overlapped for the right side. Erm. Those were probably very un-technical terms, I apologize.

Is this a common compression scheme, and is there any easy way to edit this to, say, insert an english font? Or will I have to convert the font by hand and insert it? Or am I completely wrong here? =P Any help would be appreciated. I'm just a translator, hacking isn't my forte.
(the full font is here if anyone is interested)


(edited by RyogaMasaki on 01-28-06 09:43 PM)
(edited by RyogaMasaki on 01-28-06 11:28 PM)
RyogaMasaki
Newcomer


 





Since: 01-16-06
From: Orlando, FL

Last post: 6678 days
Last view: 6678 days
Posted on 01-29-06 02:14 PM, in Question about an encoded (?) font Link
Ahh, thanks for the help. I wanted to be sure there wasn't some application out there already that could deal with this before I do something more complicated. Well, I suppose I could write something in VB to deal with it (I already wrote a small text dumper a while ago, so this shouldn't be TOO hard). Or just use that font compression bypass tutorial on Zophar's. I dunno. Anyway, thanks for the help. =)
RyogaMasaki
Newcomer


 





Since: 01-16-06
From: Orlando, FL

Last post: 6678 days
Last view: 6678 days
Posted on 01-29-06 02:27 PM, in What's the difference between SMC, SWC, FIG, and SFC? Link
Basically, they're all different game copier formats (except for SFC, which actually stands for Super Famicom, the Japanese name for SNES). SMC is Super Magicom, SWC is Super Wildcard, and FIG is Pro Fighter. Unless you're planning on working on some kind of ROM editor or actually have a copying device, it's not too important to know about these. In fact, it's wise to remove headers since they don't actually affect gameplay and just get in the way if you attempt any hacking.

More detailed info about the formats can be found here.
RyogaMasaki
Newcomer


 





Since: 01-16-06
From: Orlando, FL

Last post: 6678 days
Last view: 6678 days
Posted on 01-29-06 05:40 PM, in Help finding some text! Link
Whoa, excellent, thanks. And here I originally picked the game cause I thought it would be an easy project to learn with. Thanks a bunch
RyogaMasaki
Newcomer


 





Since: 01-16-06
From: Orlando, FL

Last post: 6678 days
Last view: 6678 days
Posted on 01-31-06 06:48 PM, in Question about an encoded (?) font Link
Well, I decided to take the hard route and do an ASM hack. A few days later, I (more or less) have it:


Actually, the game deals with the font in a rather smart way. It makes two copies of each tile and masks either the low or high byte (the appropriate bitplane) with FF, so only 1bpp is actually read. Pretty smart. Anyway, I NOP'd the functions to make the right-side copy and the rest of the functions that display it. Since the fonts are now effectively 8x16, I can just put a normal font table where the old 'compressed' one was. (Although it'll still be using 2bpp for what is now really a 1bpp font... a real cartridge programmer would kill me for the waste of space! =P)

The only problem left is finding how to space it properly for 8x16. As you can see, it's spacing it for 16x16 still, heh. Well, with luck, maybe. As it is now, it's acceptable I think, if a little annoying to read.

Now to translate! Thanks for all the help to everyone. =)

EDIT: Er, if you're wondering why Gussun's graphic is aligned to the top there, don't worry, it's not a bug. Something I did while testing, I need to remod a clean rom before actually doing further work, hehe.

EDIT2:
Originally posted by Heian-794
Super Gussun Oyoyo is a classic!

Anxiously awaiting your translation, Ryoga.

(Which reminds me... I need to make some progress on that Chrono Trigger script I'm working on for Zeality...)


Hahaha, yeah, this and the CT script are my big projects right now. I suppose I should get back to work on that too. :o

EDIT3:

So, as you can see, I need to solve that spacing problem pretty badly now. =P I think I have an idea how to fix it. Correctly reducing it to 8x16 should give me alot more space too (44 bytes is not enough to write 'Gussun has left for his long awaited holiday in the southern islands'). I'll keep you posted, I guess.
----------------------------------------------------------
EDIT4:
(sorry to keep editing, but the board won't let me reply again for 5 hours, and I really need to get some sleep before work =P)
Ok, now I'm thoroughly stumped!

I've managed to get it this far:


Everything is working, except...
What it appears to be doing is rendering double what it should be from vram. When it renders the line each time as each character is displayed, it pulls double what it should from vram (i.e., if it's 2 characters [16 bytes] it'll pull 4 instead) which results in the junk you see here. Everything is loaded into vram fine, but unfortunately I don't know enough about how the SNES works to know exactly how it's pulling it from vram and rendering it to screen.

I'd post a rom/ips patch, but I don't know how that goes over here, rule-wise. If anyone wants to help though I'll gladly send a copy of what I have. Thanks a bunch~


(edited by RyogaMasaki on 01-31-06 05:52 PM)
(edited by RyogaMasaki on 01-31-06 05:54 PM)
(edited by RyogaMasaki on 02-01-06 05:45 AM)
(edited by RyogaMasaki on 02-01-06 11:57 AM)
RyogaMasaki
Newcomer


 





Since: 01-16-06
From: Orlando, FL

Last post: 6678 days
Last view: 6678 days
Posted on 02-02-06 10:43 AM, in Question about an encoded (?) font Link
Well!


It all relied on the horiz counter at 7e0a84 (it was being bit shifted one too many times). However, that also broke the upper tiles, but I'm guess that's because 0a84 was shared also in vertical positioning, which means I'll just have it write it's own horiz counter somewhere else. Hopefully not too much longer till I have it completely working.
Acmlm's Board - I3 Archive - - Posts by RyogaMasaki


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