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Rai
Posted on 03-18-11 09:47 AM, in SD Gundam: Knight Gundam Monogatari Translation Project (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:

Rai
Posted on 03-22-11 08:03 PM, in SD Gundam: Knight Gundam Monogatari Translation Project 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.

Rai
Posted on 03-22-11 10:52 PM, in SD Gundam: Knight Gundam Monogatari Translation Project (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, in SD Gundam: Knight Gundam Monogatari Translation Project (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:

Rai
Posted on 03-27-11 09:04 PM, in Need help translating rom. Anyone interested? Link | Quote | ID: 140526


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Not only that; but he would have to change the text routine to display 8x8 tiles as opposed to 16x16 Chinese characters. That would require ASM hacking and if you don't know that; either edit the 16x16 chinese characters, with a 16x16 english font or you're out of luck.

Rai
Posted on 04-29-11 05:01 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 04-29-11 05:04 PM) Link | Quote | ID: 141362


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Started working on Farland Story 2.

I implemented a VWF. This is actually the first time I've successfully done so.



The game has annoying way of line skipping. But I don't want to put my VWF to waste, so I'll try to figure it out.

My routine basically fits as much text as it can in a 16x16 buffer, and loads the spillover into the next 16x16, rinse and repeat.

Rai
Posted on 05-02-11 09:27 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 05-02-11 09:36 PM) Link | Quote | ID: 141420


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VWF progress for Gokuden 2. It's not complete yet, but this shows progress.

When I get this VWF done; I may give the game a proper translation.

There is a translation out there, but it's not that good due to limited space on the screen.

This font is just temporary BTW; I'll probably use a larger one when the VWF is done.

Rai
Posted on 05-21-11 06:44 PM, in Galaxy Robo... Looking for a translator. (rev. 2 of 05-21-11 06:56 PM) Link | Quote | ID: 142286


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I've been working on translating Galaxy Robo and the hacking has been going fine.



As you can see, I've changed the 12x16 to 8x16. The 8x16 will be replaced with a VWF later though.

I've successfully dumped the script for the first map, as well. But I'm looking for a translator.


//GAME NAME: Galaxy Robo (SNES)

//BLOCK #000 NAME: PRE_S01
//Block Range: $704FB - $70640

//[LINE]
      第一章[LINE]
[LINEEND]

ローハンの片田舎の小さな町に[LINE]
ファティスという正義感に満ちた[LINE]
少年がいる。物語は彼の町を襲った[LINE]
一つの事件から始まる。[LINEEND]

[ZORAN]ファティス! 父さん! 大変だ![LINE]
盗賊団が町を襲いにきた![LINEEND]

[FORTEESE]本当かい 兄さん。だったら[LINE]
すぐに追い返さなくちゃ![LINE]
この町で機動兵を使えるのは[LINE]
ぼくたちの他に いないからね。[LINE]
父さんも 行こう。[LINEEND]

[GASH]…良い機会だ。[LINE]
ファティスおまえは今日から[LINE]
フリートを使いなさい。[LINEEND]

[FORTEESE]あれは 父さんが大事にしている[LINE]
古代機兵でしょ。ぼくなんかに[LINE]
あつかえるかな?[LINEEND]

[GASH]おまえならできる。[LINE]
やってみなさい。[LINEEND]

[FORTEESE]やってみるよ。さあ 行こう![SECTIONEND]


So yes, if you're experienced at translating Japanese, send me a PM.

Rai
Posted on 05-23-11 04:02 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 142337


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I changed the 12x16 to an 8x8 fixed width, then changed that to a VWF. I think it looks much better than the fixed width font.

Rai
Posted on 06-06-11 07:10 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 143373


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Just another project I've been working on. The text was hacked from 12x16 to 8x16 and I guess I'm just looking for a translator at this point.

Rai
Posted on 06-14-11 01:49 AM, in The General Project Screenshot/Videos Thread... (rev. 4 of 06-14-11 01:51 AM) Link | Quote | ID: 143757


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A video showing off the progress of my Galaxy Robo translation.

It also shows off the VWF I did and the rom expansion I did.

Rai
Posted on 06-25-11 05:46 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 144104


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Fixed an error in the VWF code, that limited letters to 8x16. Now the letters can be up to 16x16 in width.

Also, notice how I'm testing out different fonts too.

I'm trying to make it so that I can easily use this VWF routine for my other projects as well.

Rai
Posted on 06-25-11 09:42 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 144106


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Posted by Googie
Cool, what's the name of the game you're translating? ^^;

It's a game for the SNES called Galaxy Robo. It plays sort of like the Super Robot Wars games.

Rai
Posted on 07-02-11 07:21 PM, in Light Fantasy (rev. 3 of 07-02-11 07:26 PM) Link | Quote | ID: 144321


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As well as working on Galaxy Robo; I've also started working on Light Fantasy. It's a pretty decent RPG for the SNES and no translation patch has been released yet. Which is strange, because it's very easy to hack into.

ASM hacks that have been done so far:
- I added a double line hack to the main item menu.
- I added a double line hack to the shop item menu.
- I expanded the rom(1mb to 2mb) and moved the pointer tables for item names.
- I changed the item name pointers from short addressing(2 bytes) to long addressing(3 bytes).

Here's a screen showing off the double line hack...


What's still to be done?
- Adding a variable width font.
- Moving the pointer tables for dialogue.
- Translating the text

Seeing as all the menu's are almost translated, I may soon release a menu patch.

Rai
Posted on 07-03-11 08:32 PM, in Light Fantasy Link | Quote | ID: 144351


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Posted by Googie
Neat, I can't wait to see more of this game translated...

Thanks.

Made some more progress BTW.



I hacked the 12x16 to 8x16 by removing the original shifting code. This will make a VWF much easier to implement.

Rai
Posted on 07-19-11 05:04 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 145315


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Edited the compressed font. This is Ganbare Goemon 3 BTW.

Rai
Posted on 05-26-12 03:42 PM, in Ganbare Goemon 4 Link | Quote | ID: 151032


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Hey, this is Rai. I'm a big fan of the Goemon series and it's a big shame that most of the SNES one's never came to the states. So with my romhacking skills, I started a translation project.

So far, I've made a table for the font. I've also bypassed the compression by means of rom expansion. The project is in it's very early stages, but hopefully I'll see it through to the end.

Here are early English screenshots:


As you can see, I've still got to work out the control codes and stuff. But I've gotten past the biggest technical hurdle that has stopped this game from being translated.

Rai
Posted on 05-27-12 04:01 AM, in Ganbare Goemon 4 Link | Quote | ID: 151037


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I've inserted lower-case characters.


Rai
Posted on 05-29-12 09:19 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 151088


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Testing script insertion....

Rai
Posted on 05-30-12 03:48 AM, in Ganbare Goemon 4 Link | Quote | ID: 151099


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Update:
Translated the intro...
http://www.youtube.com/watch?v=Pr9C7FuEHh0
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Main - Posts by Rai

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