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Main - Posts by Rai |
Rai |
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Goomba Level: 14 Posts: 1/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
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 |
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Goomba Level: 14 Posts: 2/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
Posted by blackhole89Posted by Rai 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 |
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Goomba Level: 14 Posts: 3/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
Posted by blackhole89 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 |
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Goomba Level: 14 Posts: 4/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
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 |
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Goomba Level: 14 Posts: 5/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
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 |
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Goomba Level: 14 Posts: 6/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
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 |
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Goomba Level: 14 Posts: 7/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
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 |
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Goomba Level: 14 Posts: 8/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
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.
So yes, if you're experienced at translating Japanese, send me a PM. |
Rai |
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Goomba Level: 14 Posts: 9/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
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 |
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Goomba Level: 14 Posts: 10/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
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 |
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Goomba Level: 14 Posts: 11/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
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 |
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Goomba Level: 14 Posts: 12/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
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 |
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Goomba Level: 14 Posts: 13/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
Posted by Googie It's a game for the SNES called Galaxy Robo. It plays sort of like the Super Robot Wars games. |
Rai |
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Goomba Level: 14 Posts: 14/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
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 |
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Goomba Level: 14 Posts: 15/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
Posted by Googie 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 |
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Goomba Level: 14 Posts: 16/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
Edited the compressed font. This is Ganbare Goemon 3 BTW. |
Rai |
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Goomba Level: 14 Posts: 17/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
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 |
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Goomba Level: 14 Posts: 18/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
I've inserted lower-case characters.
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Rai |
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Goomba Level: 14 Posts: 19/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
Testing script insertion....
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Rai |
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Goomba Level: 14 Posts: 20/29 EXP: 10832 Next: 2239 Since: 03-18-11 Last post: 4099 days Last view: 4110 days |
Update:
Translated the intro... http://www.youtube.com/watch?v=Pr9C7FuEHh0 |
Main - Posts by Rai |
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