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Main - ROM Hacking - SD Gundam: Knight Gundam Monogatari Translation Project New thread | New reply


Rai
Posted on 03-18-11 09:47 AM (rev. 4 of 03-26-11 07:52 AM) Link | Quote | ID: 140243


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I'm Rai and I've started a translation project, for the game in the title. If Dragon Quest and Gundam had a child, this would pretty much be. It's a pretty decent DQ clone and I think English speakers should be able to enjoy it. So I'm translating it.

This screenshot shows some ASM hacking progress....



Basically, I made it so that the game uses the handakuten lines for text.

I'm currently working on implementing DTE compression into the menu's.

Once the ASM hacking is done, I'll translate the text.

As the project progresses more, I'll post updates here.

Update:


Uploaded with ImageShack.us

In this screen you can see I moved the starting point of the text, one tile away. This makes it's a lot more professional.

Update!



This is a screenshot showing off the menu expansion. Basically I found the byte that controls the width for that particular menu and made it a higher number. It really was that easy.

Not only did I do that though, I also moved the position of the menu text AND fixed the cursor positions, which you really can't "see" per se.

Here are how the menu's look in the original, incase you guys wanted to compare:

blackhole89
Posted on 03-18-11 11:31 AM Link | Quote | ID: 140244


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Posted by Rai
Basically, I made it so that the game uses the handakuten lines for text.

Ah, that's pretty clever. Does that work out in the long term in terms of ROM space though? I mean, I'd imagine the expansion into the two lines would originally only happen as the text is brought on screen in the original (anything else would be rather wasteful).

Also, I think the text would look better if you made sure the height of all lowercase letters' midsections was the same. The "huh" in the bottom line, where the u appears taller, is a particularly glaring example.

____________________



Rai
Posted on 03-22-11 08:03 PM Link | Quote | ID: 140305


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Posted by blackhole89
Posted by Rai
Basically, I made it so that the game uses the handakuten lines for text.

Ah, that's pretty clever. Does that work out in the long term in terms of ROM space though? I mean, I'd imagine the expansion into the two lines would originally only happen as the text is brought on screen in the original (anything else would be rather wasteful).

Also, I think the text would look better if you made sure the height of all lowercase letters' midsections was the same. The "huh" in the bottom line, where the u appears taller, is a particularly glaring example.

Thanks for the input, I may improve the font.

BTW, the original does something more like this:
Line
Handakuten
Line
Handakuten

I made it do something like this, which is done in most official NES translations....
Line
Line
Line
Line

Basically, it allows me to show more text on screen at once.

blackhole89
Posted on 03-22-11 08:06 PM Link | Quote | ID: 140306


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No, I understood that just fine - the question was whether the game's text actually was stored like that (thus not making it necessary to use up more memory on your English text) originally or the expansion was performed on the fly (i.e. the text being stored line-by-line with distinct codepoints for voiced kana and those being transformed into the unvoiced versions plus a dakuten on the tile row above when rendering the text).

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Rai
Posted on 03-22-11 10:52 PM (rev. 6 of 03-22-11 11:08 PM) Link | Quote | ID: 140310


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Posted by blackhole89
No, I understood that just fine - the question was whether the game's text actually was stored like that (thus not making it necessary to use up more memory on your English text) originally or the expansion was performed on the fly (i.e. the text being stored line-by-line with distinct codepoints for voiced kana and those being transformed into the unvoiced versions plus a dakuten on the tile row above when rendering the text).

Oh, I see. Well, it's a bit complicated how the game does that.

The Handakuten codes aren't actually stored in the text, if that's what you're asking.

The game has a special routine, that automatically writes a line for handakuten characters above the regular characters. So there's no need to insert the handakuten into the text. It's a little bit like DTE compression.

Basically I made it transfer actual characters to the "Handakuten" line and not just blank space.

And when it detects that a character is a byte between 40-5F, it does a special routine, that loads a non-handakuten character, and prints a handakuten character above it.

I'm thinking of using the original "Handakuten" bytes for DTE and such.

So to put it visually it's like:
[Automatic Handakuten Line not stored in text]
Stored text. If 40-5F automatically place handakuten sign on the above line.
[Automatic Handakuten Line not stored in text]
Stored text

Rai
Posted on 03-26-11 07:46 AM (rev. 3 of 03-26-11 07:51 AM) Link | Quote | ID: 140437


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Update!



This is a screenshot showing off the menu expansion. Basically I found the byte that controls the width for that particular menu and made it a higher number. It really was that easy.

Not only did I do that though, I also moved the position of the menu text AND fixed the cursor positions, which you really can't "see" per se.

Here are how the menu's look in the original, incase you guys wanted to compare:

Main - ROM Hacking - SD Gundam: Knight Gundam Monogatari Translation Project New thread | New reply

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