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Author Topic: KingMike's Translation projects.  (Read 23384 times)

KingMike

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Re: KingMike's Translation projects.
« Reply #20 on: September 17, 2009, 12:22:46 pm »
Not much yet, but I'll be looking at that again once I finish the FC Momo and 3x3 Eyes 1 SFC.
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Spinner 8

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Re: KingMike's Translation projects.
« Reply #21 on: September 17, 2009, 11:43:01 pm »
Not much yet, but I'll be looking at that again once I finish the FC Momo and 3x3 Eyes 1 SFC.

and Stargazers! :D

KingMike

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Re: KingMike's Translation projects.
« Reply #22 on: September 24, 2009, 01:12:30 am »
I have finished doing an initial insertion of snark's translation.
Nice that somebody decided to make the credit sequence one long-ass string in the middle of a text block. Long enough to crash my ROM expansion utilization code (more than what can be read in the period between two NMI cycles... a few hundred characters?). But I coded a work-around for that (create a duplicate block with dummy strings at the beginning). Luckily the enemy names start at the end of that block, so I cound see it crash near the beginning of the game, and thus fix it.

Anybody know if there's a program to find and replace text within an entire directory, or will I need to modify my insertion tool for the task?
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reyvgm

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Re: KingMike's Translation projects.
« Reply #23 on: September 24, 2009, 09:03:42 am »
If by a directory you mean like a windows folder, then yes.

Use this:
http://www.albert.nu/default.asp?sub=programs/default.asp?sub=renamer/main.htm


You can batch rename, replace, delete, insert whatever you want on multiple files with the same name. If you have a lot of single files with individual names, then you'd had to do it by hand.

Nightcrawler

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Re: KingMike's Translation projects.
« Reply #24 on: September 24, 2009, 09:13:39 am »
I've used 'BK ReplacEM' for this purpose in the past. It's a decent free utility designed just for multi file search and replace. I think it even does regular expressions if I recall correctly.

http://www.freewarefiles.com/BK-ReplacEm-V_program_262.html

These days, I end up using multi-file search and replace features in Notepad++ for such work since I use that as my general code and text editor anyway.
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Maynard_G_Krebs

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Re: KingMike's Translation projects.
« Reply #25 on: September 24, 2009, 04:33:41 pm »
The ghost lady in the last screenshot is a real asshole. All I can try is to outrun her (futile without a sandal powerup). If she grabs me, she drains my health and restrains me so I'm an open target.

Sounds like a few ex-girlfriends of mine.
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reyvgm

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Re: KingMike's Translation projects.
« Reply #26 on: September 26, 2009, 12:55:09 am »
Today's progress... dump Takeshi no Chousenjou's script.
Anybody interested in translating this infamous bad NES game?
16KB (ShiftJIS) of all-hiragana text.

Just watched a video of some guy beating it. I didn't see the 20,000-hit final boss, though. There more than one ending?

Theres only one ending, but if you leave the ending screen on for awhile it gives you a special message. I'm guessing he just used the opening screen trick to skip straight to the ending and recorded it without actually beating the boss.

There is no such thing as hitting the last boss 20,000 times to beat him. The game doesn't even have a last boss. You don't need to hold any button for 4 hours either. A lot of stuff is just myths or exaggeration by people that haven't played the game.
The only time you hit a button 20,000 times is on the title screen to access the game's ending.

KingMike

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Re: KingMike's Translation projects.
« Reply #27 on: September 26, 2009, 01:45:43 am »
The "sing karaoke" part seems real. And I'm not sure how you would pass it in an emulator.
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Cryomancer

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Re: KingMike's Translation projects.
« Reply #28 on: September 26, 2009, 02:43:59 am »
There's an episode of Game Center CX where he plays through to the end.  Might even be the first episode, can't recall offhand.  The karaoke is definitely real.
weird video game comic translations:
http://opentrain.theyear199x.org/

AngryRobotsInc

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Re: KingMike's Translation projects.
« Reply #29 on: September 26, 2009, 07:53:10 am »
The "sing karaoke" part seems real. And I'm not sure how you would pass it in an emulator.

You can press Up+A (or Down+A. I forget which exactly), on a second player controller, to turn on the 'mic', and then just press A afterwards, when the mic is called for. At least, that's what everything I've read has said.

reyvgm

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Re: KingMike's Translation projects.
« Reply #30 on: September 27, 2009, 12:14:09 am »
Strategywiki.org has a great walkthrough for the game and dispells all the myths about it.

http://strategywiki.org/wiki/Takeshi_no_Chousenjou/Table_of_Contents

KingMike

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Re: KingMike's Translation projects.
« Reply #31 on: September 27, 2009, 10:36:01 pm »
Actually, one thing I wonder about...
So, it seems the only difference between the 1986 and 1990 versions, aside from the year, is that while both use mapper 2, 1986 probably suffers from bus conflicts (writes to $C00x) and 1990 does not (writes to $8040).
And that the 1990 version has some seemingly useless addition to one routine:
Code: [Select]
lda $4420
and #$eo
bne #$00
rts
Now, as far anyone seems to know, $4420 is located in the middle of unmapped territory (and from what I understand, bne #$00 is a completely useless instruction).
I don't know if this applies in Japan, but maybe some drugged programmer felt the code needed a drug reference? :D
(I love how if Love Soldier Nicol's (FDS) protection fails, it branches to address $BADD which jumps to the BIOS' reset routine)

Anyone want to make something of the hex?
AD 20 44 29 E0 D0 00
Edo in 2044?
« Last Edit: September 27, 2009, 10:42:12 pm by KingMike »
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Sir Howard Stringer, chief executive of Sony, on Christmas sales of the PS3:
"It's a little fortuitous that the Wii is running out of hardware."

KingMike

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Re: KingMike's Translation projects.
« Reply #32 on: October 30, 2010, 02:39:09 am »
I'm thinking about starting a translation for a platformer, if it is just cutscene text like I suspect.
This seems like a small enough kanji ID request.

Got the compression mostly worked out, just need to write the tools to handle it.
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Deets

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Re: KingMike's Translation projects.
« Reply #33 on: October 30, 2010, 03:09:00 am »
美神女様横島極楽
事務所届物日厄珍
堂頃世話当感謝抽
選結果一等店主品
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物集望時価百億円



BRPXQZME

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Re: KingMike's Translation projects.
« Reply #34 on: October 30, 2010, 03:15:06 am »
They put 物 in there twice o_<
we are in a horrible and deadly danger

KingMike

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Re: KingMike's Translation projects.
« Reply #35 on: December 17, 2010, 02:46:22 pm »
Looking at The Milky Way Trio again.
I eventually tracked down a bug in my inserter that was mis-calculating the pointers, causing some wrong strings to print in the intro.
Though I expanded the ROM to solve ROM space limitations, and single-spaced the window to solve screen space limitations, it looks like I'll still need to add DTE because the game seems to copy the text to a RAM buffer with a 112-byte limitation. After that 112-char limit is reached, it just forgets about the rest of the string. :P
Seems there's another bug where if you watch the intro cutscene (by waiting at the title screen), it puts a garbage tile on the side of the name/password screens. Eh, minor bug that can probably be fixed later.
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Sir Howard Stringer, chief executive of Sony, on Christmas sales of the PS3:
"It's a little fortuitous that the Wii is running out of hardware."

KingMike

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Re: KingMike's Translation projects.
« Reply #36 on: January 13, 2011, 01:32:16 am »
Today I attacked Hammerin' Harry (SNES) script.
I think it's all dumped, and is about 8KB (Shift-JIS) if anyone's interested.
Looks like I might need to make separate inserters for each type of text block: level intro, conversation text, and the ending.
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Sir Howard Stringer, chief executive of Sony, on Christmas sales of the PS3:
"It's a little fortuitous that the Wii is running out of hardware."

KingMike

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Re: KingMike's Translation projects.
« Reply #37 on: June 08, 2011, 01:34:18 am »
Doing some work on Momotarou Densetsu again. Looking to see if I can find some value to determine if the game is in a battle scene or not.

I did figure out how the game decides random encounters, made a pretty crappy description on Data Crystal. Not sure what's preferred in that case. Some ASM code, or offsets of the ASM, or just a rough description I have now.
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Sir Howard Stringer, chief executive of Sony, on Christmas sales of the PS3:
"It's a little fortuitous that the Wii is running out of hardware."

KingMike

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Re: KingMike's Translation projects.
« Reply #38 on: July 07, 2011, 12:40:54 pm »
Finally finished editing/testing Eien's translation for Nadia.
Now what remains is for me to track down the remaining compressed data.
That includes an opening screen, the start menu, sound menu, title screen, and final screen.

But know I'm a bit creeped out by the game's climax. :P
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Sir Howard Stringer, chief executive of Sony, on Christmas sales of the PS3:
"It's a little fortuitous that the Wii is running out of hardware."

Nightcrawler

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Re: KingMike's Translation projects.
« Reply #39 on: July 08, 2011, 07:58:49 am »
If you really made progress, the least you could do is throw us a few screenshots. :P It would liven this thread up too! :)
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