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Romhacking => ROM Hacking Discussion => Topic started by: TheDanaAddams on June 20, 2019, 03:19:44 am

Title: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on June 20, 2019, 03:19:44 am
Looking for some help testing this translation patch.
It should be almost all done; full story mode translation and everything.

Most of what's left now is sprite editing, which I'm starting on.

Basically, I just need people to test it out, and make sure everything works and looks okay; no weird overlapping or misalignment, that sort of thing.

Required ROM:
No-Intro Name: Kirby no Kirakira Kids (Japan)
(No-Intro version  20130701-030720)
ROM/File SHA-1: DC252753D4964516419CA981D59A8E704BA41842

Can't seem to attach files directly, so here's a Gdrive link:
Kirby's Super Star Stacker v1.0 (https://drive.google.com/file/d/1fHAKj5UkbhWdOlAS8H8Fid52Gom54xrf/view?usp=sharing)

(Edit: Updated link to latest version)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: svenge on June 20, 2019, 10:43:39 am
Wow, I didn't expect to see this!  This is something I'd wanted for a long time.  :thumbsup:

One thing I noticed upon a cursory playthrough is that the flashing box surrounding the "Continue / Restart" text when re-entering Story Mode only extends out for 5 characters (i.e. "nue" and "rt" aren't inside the box when its option is selected).
Title: Re: Testers needed: Kirby\'s Super Star Stacker English Patch
Post by: TheDanaAddams on June 20, 2019, 11:14:54 am
Ah, thank you! I didn't know that!
I don't know if I can extend the box without ASM hacking, which is far beyond my ability, but it's good to know.

I'd been waiting for this one, myself; figured I'd give it a shot - even if it won't be as good as one of the big translation groups, it's gotta be better than nothing!

June 22, 2019, 05:39:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
New version of the patch; lots more done, and a lot easier to play in English now.

Most of the remaining stuff is menu text that doesn't play nice - some sort of compression, maybe - and I've no clue how to fix that.
There is some Japanese text with the Time Attack sprites that I can't quite figure out - if anyone finds that, it'd be very helpful to screencap/document how to get it to show up.

I think, at the very least, it's now in a state where you should be able to play it very comfortably, and not have any navigation issues, without knowing any Japanese.
Kirby's Super Star Stacker Beta2 (https://drive.google.com/open?id=1BrZ_Mn8XIguBUYAGxhg09wLCIWhCvhjW)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Dzumeister on June 27, 2019, 12:59:09 am
I can't wait to test this out! I only have a SNES Mini, so testing it won't be sure it's 100% compatible with real hardware, but hopefully I'll be able to point out any bugs. I made some quick boxart for it, too :)

(https://i.imgur.com/8eeE6H7.jpg)

Edit: just started playing it a little bit, and it boots fine on the SNES Mini without using Retroarch. Haven't run into any bugs yet, but definitely appreciate the work put in so far! What kind of font are you planning on using for the smaller text stuff? There's the menu where you can input a name for saving, but it uses pretty small text there
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on June 27, 2019, 02:13:47 pm
Hey, that's fine! Any testing helps! In fact, testing it like that is awesome, since I've kept my SNES Mini stock and wouldn't be able to know if it worked on them otherwise!
Awesome! ^^

Cute cover! I've mocked up a replacement title screen, as a target to aim for, but I haven't yet found the tiles for that.
(Anyone identified the compression format and the title screen address for Lunar Compress? If it's supported. That would help a heap!)
(https://pbs.twimg.com/media/D8m6BaRUcAI_Lml.png)
While I'm making a new post, here's the most current build - Kirby's Super Star Stacker Beta3. (https://drive.google.com/file/d/1MvXDzFmfCwThFoGw_KNIXIt03rdgHM8y/view?usp=sharing)
Not a big change from the previous - just some little tweaks, like the alignment of character names for Player 2 in VS mode, but hey; an improvement is an improvement.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: niuus on June 27, 2019, 03:24:50 pm
Hey, that's fine! Any testing helps! In fact, testing it like that is awesome, since I've kept my SNES Mini stock and wouldn't be able to know if it worked on them otherwise!
Awesome! ^^

Cute cover! I've mocked up a replacement title screen, as a target to aim for, but I haven't yet found the tiles for that.
(Anyone identified the compression format and the title screen address for Lunar Compress? If it's supported. That would help a heap!)
(https://pbs.twimg.com/media/D8m6BaRUcAI_Lml.png)
While I'm making a new post, here's the most current build - Kirby's Super Star Stacker Beta3. (https://drive.google.com/file/d/1MvXDzFmfCwThFoGw_KNIXIt03rdgHM8y/view?usp=sharing)
Not a big change from the previous - just some little tweaks, like the alignment of character names for Player 2 in VS mode, but hey; an improvement is an improvement.
Beautiful! Thanks for your work on this!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: phonymike on June 28, 2019, 02:02:18 pm
Hey TheDanaAddams this translation looks really cool. I like doing title screens so I was messing around and came up with a preview like this

(https://files.catbox.moe/q65g2d.gif)

I like your title screen better, it has more charm.



Luckily there's a program that compresses/decompresses HAL games called exhal (https://www.romhacking.net/utilities/1004/). Using Geiger's Snes9X and vSNES I figured out some graphics and map data. Didn't see any palettes but those are easy with SNESpal since they don't look compressed. It looks like most tiles are used on the blimp screen, then the map changes a bit and uses the faux shadow tiles for the logo on the stars screen.

Here's the compressed data I found from the beginning of the game up to the title screen. The first address is the snes mem address, the second is the pc file address you can use in exhal. Use Lunar Address set for LoROM 80:8000 (because this game is fastrom) to convert snes memory locations to pc file addresses.

Code: [Select]
$80/89DF decompression routine?

$91:F400 0x08F400 graphics: Nintendo/Halken
$BB:D011 0x1DD011 map data: BG1 (Nintendo)
$BB:A2A4 0x1DA2A4 map data: BG1 (Halken)

*blimp titlescreen*
$98:CC00 0x0C4C00 graphics: title screen logo and blimp (pointer at $88:80D1 0x0400D1)
$9B:8000 0x0D8000 graphics: background hills
$9F:CF3D 0x0FCF3D graphics: sprites small Kirby, blimp, clouds
$B5:D50B 0x1AD50B map data: BG1 64x32 (logo with blimp background)
$B1:8000 0x188000 map data: BG2 32x32 (pink and green hills)

*stars title screen*
$B8:9458 0x1C1458 graphics: stars background
$B4:CFC6 0x1A4FC6 map data: BG2 32x32 (stars background)

If you are able to compress the new logo tiles and they don't fit, you should be able to append the compressed data to the end of the rom, and change the pointer at 0x0400D1 to point to the new location (pointers are byte swapped so $98CC00 shows as 00 CC 98). The end of the rom would be 0x200000 in a hex editor, or $C0:8000 as a snes location. So the new pointer would be 00 80 C0
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on June 28, 2019, 02:07:24 pm
Oh, BRILLIANT! That's a huge help! Thank you very much!

Edit:
Hm... I test-edited the blimp logo sprites, and nothing is edited on the star screen logo. (Did get it displaying on the blimp though!) It's also slightly different in proportion; I couldn't get the star background graphics to extract, so I'm not sure if the address is correct, there... think I could trouble you to do a little more digging and find the main title screen logo address? I'm not well versed in this stuff.

Edit 2: Here's a quick look at some progress on the blimp; have to take a break for physical health reasons, but I just wanted to reassure folks it's coming along.
(https://pbs.twimg.com/media/D-MSIHtUYAAi2QU.png)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: phonymike on June 29, 2019, 12:38:51 am
Okay I knew there was something going on when I saw two logos in VRAM. I had one of the compressed data locations wrong, here's the update

Code: [Select]
*stars title screen*
$B8:9458 0x1C1458 map data: BG1 title screen logo

*uncompressed*
$9B:C0A9 0x0DC0A9 graphics: stars background
$9E:AB47 0x0F2B47 graphics: title screen logo (stars background) (336 tiles?)

So yeah the tiles are sitting there uncompressed in ROM. But you see there are two separate logos, each slightly different if you look side by side. So if you want to make another awesome title screen just slightly different, you can put it in the game. I would recommend just reusing the same tiles because nobody's going to know  ;D

So a few things to note. Even though we can shove lots of new stuff into expanded ROM space, the programmers packed the RAM quite well, which would require more deep ASM mods to overcome. So there's enough room for 348 unique logo tiles on the blimp screen (not counting the blimp tiles, just for the logo). Since we have the map data it's actually pretty easy to put tiles anywhere you want on screen. You could even use the blimp tiles for the logo, but you'd have to get creative to have the blimp show up with missing tiles. So make sure there's no more than 348 tiles on the blimp logo.

On the stars background I counted 336 unique logo tiles (including the TM) but I could be wrong. Just make sure to not use more tiles than the original because they won't fit into VRAM without more creative mods.

Also you see the logo uses 3 palettes total. Each tile can be told to use a different palette in the map data. Map data is 2 bytes per tile. Lower 10 bits are the tile number, next two bits is palette etc like this: yxPppptt tttttttt vSNES can really help show you all the data in a savestate on either title screen.

from fullsnes:
Code: [Select]
Each BG Map Entry consists of a 16bit value as such:

  Bit 0-9   - Character Number (000h-3FFh)
  Bit 10-12 - Palette Number   (0-7)
  Bit 13    - BG Priority      (0=Lower, 1=Higher)
  Bit 14    - X-Flip           (0=Normal, 1=Mirror horizontally)
  Bit 15    - Y-Flip           (0=Normal, 1=Mirror vertically)

There are many talented romhackers around here, maybe someone else has some good ideas to help too?

Keep up the great work!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on June 29, 2019, 07:26:28 am
User Reld has gone and done an absolutely perfect job translating my target mockup into a real title screen!

(https://i.imgur.com/7SNvdtF.gif)

Just look at that! It's like mine, but with clean anti-aliasing! It also remains faithful to the colour banding of the Japanese logo; something I tried to do, but wasn't confident in recreating with my basic Tile Molester editing approach.

This is really coming along spectacularly, and I couldn't have done it without the help of the community here; thank you all so much!


So, let's build a checklist/roadmap of what remains to be done!
Text Translation:
Advanced Hacking:

The issue I'm having with all the remaining text translation is that the insertion tool isn't working for those parts - and when hunting down the tiles manually to hex edit, changing one value caused unusual behaviour and in some cases messed with multiple tiles, so I think there's some compression going on.
If anyone can figure out how to make the text insertion tool work for those pages that need translating, that's really the only hold-up with those parts.
I'm working with the Starter Pack from Abandoned Projects (http://www.romhacking.net/abandoned/569921.zip) by Guest (https://www.romhacking.net/community/875/) - if anyone can figure out the problem with re-inserting those parts I listed, that'd be fantastic!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on June 29, 2019, 11:21:12 am
I'm glad you like the title graphic! I don't think I was very clear about this in the PM I sent you, but I hadn't actually done any work on inserting it into the ROM. However, since you've approved of the graphics I figured I might as well work on getting them in the game. This is where I'm at so far:

(https://i.imgur.com/3GBO7gM.gif)

I haven't done anything at all with the tile map yet, which is why some tiles are missing and a bunch of them have blatantly wrong palettes, but I don't think that's going to be much of an issue. With some more work I think I can get this looking pretty good.

I will need to find and edit the Kirby waving sprite graphics. They basically have a hole drawn in them to let the letters show through, so I'll need to change the shape of that. If phonymike has any insight on where those are that'd be cool. If not I can look for them myself once I've got these graphics working properly.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on June 29, 2019, 11:37:17 am
Ah, my apologies; I thought you had already gone and inserted everything. It looks brilliant, though; far better than my original work!
I stuck to colours used in the original title screen in my mockup, hoping there'd be no palette issues, but it seems some tiles must use slightly different palettes.

If you don't mind my asking, what tools are you using?
I've been working with Tile Molester, screencapping the TM decode, doing edit work in Clip Studio, then recreating it by comparing pixel by pixel back in TM and just hoping I chose the right colours so the palette plays nice. ^^;
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on June 29, 2019, 12:44:36 pm
Ah, my apologies; I thought you had already gone and inserted everything.

No worries. I don't think I was very clear about what I had actually done.

It looks brilliant, though; far better than my original work!

I really liked the layout/design you had going. That's what inspired me to take a crack at it.

I stuck to colours used in the original title screen in my mockup, hoping there'd be no palette issues, but it seems some tiles must use slightly different palettes.

I was aware that there were multiple palettes being used, and I tried to keep that in mind while drawing, but it turns out I made a bunch of mistakes in terms of which colors belonged to which palettes. I was just drawing directly over a screenshot from ZSNES and eye-droppering the colors from there, so I was being a little sloppy. Once I get the tile map sorted out I think I'm going to give the graphics another look to see if I can compensate for some of those mistakes.

If you don't mind my asking, what tools are you using?
I've been working with Tile Molester, screencapping the TM decode, doing edit work in Clip Studio, then recreating it by comparing pixel by pixel back in TM and just hoping I chose the right colours so the palette plays nice. ^^;

I use TileMolester for ripping/inserting the graphics, but I don't actually do much editing in there directly. I'll find the graphics in the ROM, load the palette(s) from a ZSNES savestate, then I select the tiles I want to edit and go to Edit > Copy To... which exports the selected tiles with the current palette to a PNG file. I take that into my graphics editor (I use GraphicsGale for all my pixel art stuff, but you can use whatever) and start copying tiles from my mockup into the PNG I exported. I try to only copy the tiles that use the palette I had selected in TileMolester. Then I save the PNG, go back to TileMolester, and select Edit > Paste From... which lets me import the edited PNG. If the colors in the PNG are slightly off TileMolester will change them to whatever the closest color in the current palette is, which is kind of nice (although it can also cause headaches sometimes, like if the color reserved for transparency happens to match or be very similar to one of the visible colors). I save my changes and test the ROM, then I do the whole thing over again for the other palettes. Export, edit, import, save, test. It's kind of tedious, but it's the best workflow I've personally found.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: phonymike on June 29, 2019, 03:06:39 pm
Excellent title screens, I like them both. I see the game copies the uncompressed kirby sprites below from 0x0E5F11

(https://files.catbox.moe/1fz6h0.png)

Is that a crown that goes on his head? Are these tiles used elsewhere in the game it has his whole body.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: pemdawg on June 29, 2019, 04:40:28 pm
User Reld has gone and done an absolutely perfect job translating my target mockup into a real title screen!

(https://i.imgur.com/7SNvdtF.gif)

Just look at that! It's like mine, but with clean anti-aliasing! It also remains faithful to the colour banding of the Japanese logo; something I tried to do, but wasn't confident in recreating with my basic Tile Molester editing approach.

This is really coming along spectacularly, and I couldn't have done it without the help of the community here; thank you all so much!


So, let's build a checklist/roadmap of what remains to be done!
Text Translation:
  • Difficulty: Challenge Mode
  • Rankings: Challenge Mode
  • Difficulty: Round Clear
  • Rankings: Story Mode
  • Handicap/Setup: VS Mode
  • Difficulty: Time Attack
  • Rankings: Time Attack
  • Name entry
  • Name Select
  • Incorrect Input Device Protection Screen
  • Scores: Player
  • Scores: Mode 1
  • Scores: Mode 2
  • Scores: Mode 3
  • Scores: Mode 4
  • Scores: Mode 5
Advanced Hacking:
  • "Guest" Player Name
  • Option Selection Box Width (Story Mode Continue/Restart screen; possibly others)

The issue I'm having with all the remaining text translation is that the insertion tool isn't working for those parts - and when hunting down the tiles manually to hex edit, changing one value caused unusual behaviour and in some cases messed with multiple tiles, so I think there's some compression going on.
If anyone can figure out how to make the text insertion tool work for those pages that need translating, that's really the only hold-up with those parts.
I'm working with the Starter Pack from Abandoned Projects (http://www.romhacking.net/abandoned/569921.zip) by Guest (https://www.romhacking.net/community/875/) - if anyone can figure out the problem with re-inserting those parts I listed, that'd be fantastic!

This looks incredible!! Beautiful job on the design, and great work Reld on making it work in-game! Sakurai and Iwata would be pleased!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on June 29, 2019, 05:55:06 pm
Thanks pemdawg. Unfortunately I'm having a heck of a time with the tile map part.

Getting it decompressed, edited, recompressed, and reinserted was easy. The problem is that it only loads properly in-game sometimes. This is what it looks like in three different emulators the first time it comes up (after the blimp flies by):

(https://i.imgur.com/CdriaFz.gif)

I think it's a timing issue/some kind of interrupt routine is breaking things. I think that would explain why the corruption varies from emulator to emulator. It seems strange to me, but somehow I think the game decompressing the original tile map took up just the right number of cycles or something.

Oddly enough, if you wait on the title screen for the little demo tutorial thing to start, and then back up to the title screen again, the corruption doesn't happen and the screen looks like this (I had the sprite layer turned off when I took this shot because I haven't edited that sprite yet):

(https://i.imgur.com/XN1yemZ.gif)

So the tile map works fine. The problem is something to do with how the game loads it the first time. I haven't been having a lot of luck trying to figure it out with a debugger yet, but I'll keep poking at it.

phonymike: Thanks for pointing me in the direction of those sprite graphics!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: phonymike on June 29, 2019, 11:05:41 pm
A few things to note on the title screen corruption. I don't know about you, but the stock rom title screen shows up corrupt every time for me in Geiger. It shows fine in zsnes and bsnes for me. So I test stuff in Geiger, zsnes (yeah I use zsnes come at me bro lol), and bsnes is the final test for me. I've had title screens show up bad in Geiger or zsnes, but if it's good in bsnes then I say good enough, but also I'd like it to work on snes classic.

Have you tried recompressing the original map data with inhal and seeing if it's identical to original? Maybe a bug in inhal. I have seen a timing issue before where I added a short delay before decompressing the data, if it's writing to VRAM while the screen is being drawn nothing gets uploaded, as you see the map works after a certain amount. I can add a small ASM hack to try to fix that.

Lastly I wonder if it's uninitialized data, and after the demo plays the game initializes it properly (I doubt it because you see it starts off bad then sets itself right).

I'll try to make a patch, probably tomorrow to wait for vsync before sending to VRAM.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on June 29, 2019, 11:18:40 pm
Here's an IPS patch of where I'm at so far if you want to take a look: Link (https://drive.google.com/file/d/1xClZODJ-3MaE0CGr_xVTGbBEmRAbZCwC/view?usp=drivesdk)

I made it to be applied over the last (beta 3) version of Dana's hack, although I imagine it would work on an unmodified ROM as well. The only things I've modified are the title graphics and tile map.

Edit: I thought about the possibility of a bug in inhal, but I think if that was it it wouldn't display properly the second time around either, since it would be using the same bugged tile map.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: phonymike on June 29, 2019, 11:45:16 pm
Ah good thinking on inhal not being bugged if it works second time around.

Looking at the original game right now (I really should go to bed) it looks like the timing is perfect, but I see Geiger decompressing the wrong data into work RAM, then correctly uploading that bad data into VRAM. I'm thinking the easiest way to do it is just have the game copy the uncompressed map directly from ROM and into VRAM. It's hard to debug it because Geiger isn't emulating it properly to begin with.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on June 30, 2019, 12:11:30 am
Geiger's SNES9X always seems glitchy to me, so I mostly use BSNES Plus for debugging now. I still use Geiger's as a third emu option for testing like I did above, and it has a few features that bring me back to it occasionally (displaying the hex bytes for disassembled instructions, and binding "step" to a key that I can hold down to step through a bunch of stuff quickly). I hadn't even tried the unmodified ROM in it. You're right. The title graphics are all garbled.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: phonymike on June 30, 2019, 12:40:17 am
Maybe I'll upgrade to bsnes plus's debugger. Key binding? I always click "step into" and then hold enter :'(

See if you can figure it out, you're getting close. It seems Geiger was just copying raw data into the buffer without decoding it, then at some point it catches and decompression goes normally. Maybe I saw an NMI in the middle of the decompression.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on June 30, 2019, 05:00:28 pm
Hit a snag... on the text that extracted, it seems like what's supposed to be the Game 5 (Time Attack) difficulty select is actually Game 1 (Challenge) with the hidden difficulty level unlocked.
Which means that... the other modes have the hidden difficulty level... and I don't have all of the text pages...

Still don't know how to get that text back in, but I'm getting them all ready in case anyone can figure it out.

I've also noticed that some of the text that was stored as sprites is showing in some pages, despite being edited... implying that there are duplicates elsewhere... need to find those...
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Mattiac on June 30, 2019, 07:16:12 pm
Very nice title screen! Exemplary work!

Hey, that's fine! Any testing helps! In fact, testing it like that is awesome, since I've kept my SNES Mini stock and wouldn't be able to know if it worked on them otherwise!
Awesome! ^^

Cute cover! I've mocked up a replacement title screen, as a target to aim for, but I haven't yet found the tiles for that.
(Anyone identified the compression format and the title screen address for Lunar Compress? If it's supported. That would help a heap!)
(https://pbs.twimg.com/media/D8m6BaRUcAI_Lml.png)
While I'm making a new post, here's the most current build - Kirby's Super Star Stacker Beta3. (https://drive.google.com/file/d/1MvXDzFmfCwThFoGw_KNIXIt03rdgHM8y/view?usp=sharing)
Not a big change from the previous - just some little tweaks, like the alignment of character names for Player 2 in VS mode, but hey; an improvement is an improvement.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 01, 2019, 12:49:22 am
I finally got it working!

(https://i.imgur.com/HhuruMi.gif)

Here's an IPS patch for the completed title screen: Link (https://drive.google.com/file/d/1-Kru_KyqTNQGWrpSlAn0ajXTrSLA-ioA/view?usp=drivesdk)

The solution was frustratingly simple considering all the sifting through dissassembled code I did. My tile map was 14 bytes smaller than the original when compressed. I used the extra space at the end to manually add instructions for extra runs of blank tiles. Just kept adding and testing until the timing was right. A nice side effect is that it even loads properly in Geiger's SNES9X now. I also tested on real hardware using my SD2SNES, so it should be all good.

I also did a bunch of cleanup on the graphics. I think the title screen is officially done. Big thanks to phonymike for helping me work through it, and obviously all credit goes to Dana for the original design. Still have to work up something for the blimp logo.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: phonymike on July 01, 2019, 01:41:12 am
Hey TheDanaAddams I don't follow, you can't find all of the script (the extra parts)? How did you translate so far, just screen by screen? Maybe a code could unlock the extra script easier.

Yeah Reld that looks awesome. I wouldn't have thought that the data wasn't finished properly. Maybe there's a size value somewhere. I tried bsnes-plus debugger and I like it, thanks for mentioning it.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 01, 2019, 01:59:13 am
It's not really that the data wasn't finished properly. What was supposed to happen is this:

This is what was happening instead:

The code was relying entirely on coincidental VBlank timing. The garbage that was showing up was the next tile map being decompressed too soon. Adding extra runs of blank tiles to the end of my tile map (they really are "extra", my tile map is now technically way bigger than the original in terms of number of tiles) just serves to sort of run out the clock.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 01, 2019, 10:42:34 am
@Reld: Awesome job! Applied to my edited version of the ROM without a problem! Looks fantastic!

@phonymike: The tools by Guest (here (http://www.romhacking.net/abandoned/569921.zip)) extract the text from the ROM to .txt files that look like this:
Code: [Select]
[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[04] 1[04] 1[08] 1[28]ふ1[28]ふ2[28]つ1[28]つ2[28]う1[28]う2[28] 1[28] 1[28] 1[28] 1[20] 1[20] 1[00] 1[00] 1[00] 1[00] 1[20] 1[20] 1
[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[04] 1[04] 1[08] 1[28]ふ3[28]ふ4[28]つ3[28]つ4[28]う3[28]う4[28] 1[28] 1[28] 1[28] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[00] 1[00] 1
[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[20] 1[20] 1[20] 1[20] 1[20] 1[20] 1[20] 1[20] 1[20] 1[20] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[00] 1[00] 1
[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[04] 1[04] 1[08] 1[28]た1[28]た2[28]い1[28]い2[28]へ1[28]へ2[28]ん1[28]ん2[28] 1[28] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[00] 1[00] 1
[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[04] 1[04] 1[08] 1[28]た3[28]た4[28]い3[28]い4[28]へ3[28]へ4[28]ん3[28]ん4[28] 1[28] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[00] 1[00] 1
[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[04] 1[04] 1[08] 1[28] 1[28] 1[28] 1[28] 1[28] 1[28] 1[28] 1[28] 1[28] 1[28] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[00] 1[00] 1
[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[04] 1[04] 1[08] 1[28]す1[28]す2[28]ご1[28]ご2[28]い1[28]い2[28] 1[28] 1[28] 1[28] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1
[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[04] 1[04] 1[08] 1[28]す3[28]す4[28]ご3[28]ご4[28]い3[28]い4[28] 1[28] 1[28] 1[28] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[00] 1[00] 1

Tells it what tiles to display, basically... so I translate it and replace it with correct formatting like so:
Code: [Select]
[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[28]n1[28]n2[28]o1[28]o2[28]r1[28]r2[28]m1[28]m2[28]a1[28]a2[28]l1[28]l2[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1
[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[28]n3[28]n4[28]o3[28]o4[28]r3[28]r4[28]m3[28]m4[28]a3[28]a4[28]l3[28]l4[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1
[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[20] 1[20] 1[20] 1[20] 1[20] 1[20] 1[20] 1[20] 1[20] 1[20] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[00] 1[00] 1
[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[28]h1[28]h2[28]a1[28]a2[28]r1[28]r2[28]d1[28]d2[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1
[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[28]h3[28]h4[28]a3[28]a4[28]r3[28]r4[28]d3[28]d4[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1
[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[04] 1[04] 1[08] 1[28] 1[28] 1[28] 1[28] 1[28] 1[28] 1[28] 1[28] 1[28] 1[28] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[00] 1[00] 1
[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[28]v1[28]v2[28]。1[28]。2[28]h1[28]h2[28]a1[28]a2[28]r1[28]r2[28]d1[28]d2[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1
[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[28]v3[28]v4[28]。3[28]。4[28]h3[28]h4[28]a3[28]a4[28]r3[28]r4[28]d3[28]d4[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1
[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[00] 1[08] 1[08] 1[08] 1[08] 1[08] 1[08] 1[00] 1[00] 1

The main script files insert back in flawlessly, but these menu files are incomplete and the tools fail to reinsert them.
It definitely extracts the text, since it extracts the translated stuff - so it's not just pre-ripped.
I'm just not code savvy enough to figure out what's going on.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: alexmont82 on July 01, 2019, 01:02:17 pm
Just tested, great work. No issues on Snes9x 1.60

There are untranslated text on screenshots :)

Spoiler:

(https://i.imgur.com/G5GOIS6.png)
(https://i.imgur.com/PEZEAiR.png)
(https://i.imgur.com/sagzHsP.png)
(https://i.imgur.com/WisRq89.png)
(https://i.imgur.com/rXMtTBA.png)
(https://i.imgur.com/WMzi7nt.png)

Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 02, 2019, 10:25:09 pm
Spoiler:

(https://i.imgur.com/sagzHsP.png)
(https://i.imgur.com/WisRq89.png)
(https://i.imgur.com/rXMtTBA.png)

Thanks for the help! Much appreciated!

Hopefully this update should fix the issue with these story sequence frames, but they will need to be tested, obviously.
Beta4 patch includes the amazing title screen work by Reld.
Download here. (https://drive.google.com/file/d/1kyE77puPI6WQ12bo1eXWByUZp4Q6ihfm/view?usp=sharing)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 02, 2019, 11:48:29 pm
Got the blimp logo done!

(https://i.imgur.com/4hFJsrt.gif)

Here's another IPS patch: Link (https://drive.google.com/file/d/1rnpXHFlQvs5S3WLW0EJcCXwwtQ2HsqEc/view?usp=drivesdk)
The patch contains the title screen again as well because I made one more tiny adjustment to it. It shouldn't matter whether you've applied the previous title patch or not.

Doing this one was kind of interesting because it actually used two tile maps. One was the compressed one that phonymike found the address for a while back. The other was an uncompressed tile map for the back half of the blimp that gets loaded when about half of the blimp is on screen. I assume it's uncompressed because it needs to be loaded quickly on the fly instead of during a screen transition.

Dana: Now that I'm done with the graphics stuff I can try taking a look at some of the text issues you were talking about. Is there anything specific I should look at to start with? Like a specific line of text, or a specific address in the ROM?
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 03, 2019, 01:03:29 am
Is there anything specific I should look at to start with? Like a specific line of text, or a specific address in the ROM?
First thing to look at, I think, would be the easiest to check - one of the difficulty selection screens; let's say Challenge Mode.
Here's the file extracted by the tools (http://www.romhacking.net/abandoned/569921.zip), edited with the translated formatting: game1_difficulty_bg3_nt.txt (https://drive.google.com/file/d/1JGxuI2RKTLRJS2x18hwong5Ju5Nrl3sG/view?usp=sharing)
If you can figure out how to get this back into the ROM the same way it extracts, we're in business!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 03, 2019, 01:55:59 am
Oh boy what a convoluted process. It does seem to work though.

(https://i.imgur.com/WsOzbzR.gif)

This is how I got it to work:

It doesn't actually say this anywhere, but the "insert BINARY.bat" file expects a different ROM name ("NP Kirby no Kirakira Kids (J).SFC") from the decoding tools ("Copy of NP Kirby no Kirakira Kids (J).SFC"), and if the file doesn't already exist it'll create one, but the file it creates won't contain the data for the whole game so it won't actually run.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 03, 2019, 10:13:13 am
AH! BRILLIANT!! Weird that it's replacing the full stop with a Kirby face... but no matter! You've solved it!! Awesome job! <3

I'll get to work on those and see how things go!

Have to add those difficulty text background boxes to the list of things that probably need more advanced hacking...
Given your knack for finding wayward sprites, maybe you could find the text sprites that are hiding?

Spoiler:

(https://i.imgur.com/G5GOIS6.png)

The foreground button text, there, is unedited, despite identical text being changed in all the extracted binaries I have...
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 03, 2019, 01:20:27 pm
The compressed graphics for the sprite text in that screenshot are at $157B8C in the ROM. You can use that address to extract them with exhal, or you can add this line to both "decode_binary.txt" and "encode_binary.txt" in the "file" directory:

Code: [Select]
aafb8c game1_rankings_sprites.bin
I don't think it actually matters where you put the line, but I put it under "Game 1 - Star" after the lines for the other game 1 files. You could also use a different file name for the .bin file if you want, just make sure it's the same in both text files. After that you should be able to use the tools the same way you did for all of the other graphics. The next time you run the tools to extract the binaries they'll extract a new file called "game1_rankings_sprites.bin" which contains those sprite graphics. I tested the extraction, so I know at least that much works. I haven't tested the insertion, but I think it should be fine.

If you can put together a list of all the sprite text you can't find (even better if you can include screenshots) I can try to find them all and put together versions of those text files that include them to make things easier.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 03, 2019, 02:11:06 pm
Hm... for some reason, I can't get them to extract with exhal; obviously doing something wrong... but the decode/encode addition worked - problem is, it needs a line to tell it to insert, and I don't want to mess it up with a guess - insert_binary.txt in the asm folder.

I'm assuming it's something like
Code: [Select]
%INSERT_BINARY($aafb8c, insert/game1_rankings_sprites.bin, ~end address here~)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 03, 2019, 02:20:31 pm
Ah I totally missed that. Try this:
Code: [Select]
%INSERT_BINARY($aafb8c, insert/game1_rankings_sprites.bin, $aafff5)
As far as exhal goes, I know it took me a while to figure out that it wanted me to put "0x" in front of the hex address. Could that be it?
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 03, 2019, 02:36:32 pm
Ah, yes, that'd be it.
My bad!

That line worked like a charm, though; sprites inserted back in, and the Japanese text on the Challenge Mode rankings screen buttons is now fixed. I'll go through and finish up all the remaining text pages, and see what's left over after that!



Edit: Alright, so that's everything I can do at the moment... There's an issue with editing the text on the tabs in the scores page; the Japanese text that appears in the extracted txt files corresponding to the location of each tab does not reflect the actual text shown there. It's just gibberish like "papipupepo". Editing it anyway causes the pages to glitch out in weird ways:
(https://i.imgur.com/BEUrQmB.png)

As predicted, the Time Attack difficulty select does not have any translation, as the file that *should* have corresponded to the Time Attack difficulty select is actually Challenge Mode with the hidden difficulty unlocked - I'm frankly just not good enough at the game to unlock the Insane difficulty, so if any brave soul can test unlocking that difficulty in Challenge and seeing if the hidden difficulty appears and everything is still translated, that would be awesome.
(https://i.imgur.com/ODXqeII.png)

While I was able to change the Japanese "Guest" to "None" for playing without a registered name on the Name Select page, it still shows Guest as the player name on the VS setup screen, and I'm pretty sure it'll save any high scores with that name too. So it will definitely need some deeper hacking to replace the Japanese default text.
(https://i.imgur.com/POYXJkM.png)

The Records screen also wasn't displaying the translated text - I think this may be another case of multiple versions of the page existing, and I suspect that if you took a new 1st place score, the translated version would appear.
(https://i.imgur.com/nftY6C2.png)

A cosmetic thing that would be nice, is if the notches on the score screen tabs that surround the big mode name could be moved, as the english text exceeds the width of the original Japanese. It probably wouldn't be too difficult to move the background tiles around... if I actually knew how to mess with existing tile mapping like that.
(https://i.imgur.com/hFU4zrF.png)

Here's the new patch; includes both title logos, and all the new translated stuff.
Kirby's Super Star Stacker Beta5 (https://drive.google.com/file/d/1IdJ8GLHZ2qTKA2QTCJMqFnieuGqyjTa9/view?usp=sharing)
If anyone can find anything that's been missed, this is where it gets tricky.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 05, 2019, 10:42:26 pm
What do you think of this for the scores screen?
(https://i.imgur.com/LdSO9UY.gif)
(https://i.imgur.com/YCkOpMA.gif)
(https://i.imgur.com/4np2dDA.gif)
(https://i.imgur.com/kEhFC5P.gif)
(https://i.imgur.com/wNWC6Y9.gif)

Here's an IPS patch: Link (https://drive.google.com/file/d/1xF0QNE-DtIPjB7gkeP-vSGAKCVy0qenN/view?usp=drivesdk)

The text on those tabs isn't really text at all. They don't use the normal 8x8 alphabet. They use tiles set aside just for them. That's why they were coming up as nonsense in the text files.

I moved those little round pip thingies that surround the mode names. I also managed to extend that little sprite box on the tabs so it will fit around the longer text.

I'm not sure if you noticed or not, but there was some corrupt graphical garbage on some of your screens. Check the bottom of your last scores page screenshot for an example. I fixed that on the scores page, and there was some on the naming screen too that I got rid of. My best guess is that some of your tile maps were ending up too big after being recompressed, and the insertion tools were just cropping the data to whatever would fit, which meant the byte that's supposed to tell the decompression routine to stop was missing and it would continue reading whatever the next chunk of data was. I was able to get the tile maps to compress down smaller than the originals and that seems to have fixed it.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: svenge on July 05, 2019, 11:11:54 pm
Wow, this patch keeps on getting better and better!  One very minor thing I noticed is that on the "scores" page under "players", the first tab reads "[NAME]s Scores" instead of "[NAME]'s Scores".  It would read much better with an apostrophe.

(https://i.imgur.com/7VIuM3A.png)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 06, 2019, 12:23:29 am
Stuff.

Once again, you've gone above and beyond what I could have hoped! Absolutely fantastic!
I had noticed the corruption, but it didn't seem to happen all the time, so I just wrote it off as emulator weirdness; glad you've been able to fix that!

It would read much better with an apostrophe.
I actually tried to include an apostrophe, but there's just nothing in the 8x8 alphabet of the game that even looks like one. Editing an existing sprite wouldn't be difficult, but I worry about that bugging something else out...



Edit 2: Also as predicted, getting the #1 score does show the translated Records page. I should update that to say "New Record!" but that still leaves the standard records pages to find...

(https://i.imgur.com/GsL6gOo.png)



Edit: Found some more text; in this case, it corresponds to the progress of Story Mode, as shown in the Scores page. Unfortunately, I found the text in the VRAM, while poking at it with debug tools, and just can't figure out how to get from tilemaps and sprite data in the bsnes plus debugger back to any kind of location in the ROM, but here at least is the sprite text as it appears in the VRAM and edited with the appropriate translated text.
(https://i.imgur.com/5cGMGQp.png)
(https://i.imgur.com/pAf5vmA.png)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 06, 2019, 09:37:10 pm
I've done a few more things today. The VS and Story tabs were bugging me, so I modified those a little.
(https://i.imgur.com/FhgLI5I.gif)

I also modified the player stats pages. I reused the tab text to avoid having to abbreviate. Also moved the name over a little and got that apostrophe in there.
(https://i.imgur.com/FloCuy9.gif)
I put your graphics for the enemy names in the ROM, but apparently this isn't where they're used. The enemy name here is just letters from the regular 8x8 font. Makes me wonder if the game actually uses those tiles at all.

Did some work on the difficulty select screens.
(https://i.imgur.com/H5pwGKa.gif)
(https://i.imgur.com/W7UTb3T.gif)
(https://i.imgur.com/CTaItpS.gif)
I only took screenshots of the versions with the insane difficulty unlocked, but they're all done. As you can probably tell I like to avoid abbreviation wherever possible, so I modified the background to make room for the full mode names, and also moved the little Kirby head sprites over so I could fit "very hard" in there. I did have to make a bit of a compromise with the Round Clear version, putting the counter sprite outside the green area. Personally I think it looks fine, but I would understand if you disagree. It wouldn't be too hard to put everything back if you don't like it.

There's a cheat file that came with the starter pack tools that I used to make it easier to unlock the insane difficulty. "NP Kirby no Kirakira Kids (J).cht"

Here's yet another IPS patch: Link (https://drive.google.com/file/d/18RuNEAh9-y3W2i5v_G0ZkeYtYMft8u9G/view?usp=drivesdk)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 06, 2019, 10:40:51 pm
Looks absolutely fantastic to me! Total hero!
The Round Clear compromise isn't ideal, of course, but I agree that it looks fine.
I actually only used abbreviations where I had no choice, since I couldn't come up with something appropriate that would fit in the space, as I do agree that it looks... just kinda messy. (Or if I had to use an abbreviation elsewhere, I reused it for consistency.) So I'm actually really glad to see you fixed those problems! ^^

With the difficulty selects done, I think that means that - barring any issues that arise with testing, of course - the only untranslated text that is left should be... the enemy names for the story mode progress on the scores page, and the records screens that appear when your score is not a new #1 in Challenge, Story, and Time Attack.
Edit: Oh, right - there's also the selection box for the Story Mode Continue/Restart screen:
(https://i.imgur.com/KKrxCym.png)
And the fact that it still refers to the Guest player as ゲスト in most instances, despite having been changed to 'None' on the Name Select screen. (Presumably it's stored internally as a default string.)
(https://i.imgur.com/POYXJkM.png)

I also noticed on a quick test that what looks like it might be the N and D from the Round Clear tab label showing up in this specific Story panel:
(https://i.imgur.com/qtW7mUF.png)

I made the small changes of updating the already translated #1 spot Records pages to say "New Record!" and fixed the Records page for Time Attack to remove the unnecessary abbreviation.
I rolled that and your updates into a simplified Beta6 patch for everyone to download!
Kirby's Super Star Stacker Beta6. (https://drive.google.com/file/d/1Kz80l3RonjSVic-jUOxTaAQ5r0rmYTHV/view?usp=sharing)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 06, 2019, 11:40:27 pm
Thanks for the kind words! I'm having a lot of fun with this stuff. It kind of feels like solving a puzzle, combined with like... digital archaeology maybe?

The Round Clear compromise isn't ideal, of course, but I agree that it looks fine.
If it starts to bug you another alternative would be to change "very hard" to something shorter. I considered "harder" but I didn't want to mess with the translation part too much, and honestly I think I like "very hard" more anyway. I also thought about something like "whoa!" since it looks like the original was "sugoi"?

I actually only used abbreviations where I had no choice, since I couldn't come up with something appropriate that would fit in the space
Oh for sure. I didn't mean to imply that you just love abbreviations!  :laugh: Sometimes you just gotta do what you gotta do.

the enemy names for the story mode progress on the scores page
I'm looking into this right now. I found where the names are stored in the ROM. Even though the dark box on the scores page looks like it could hold up to ten characters, the names are actually capped at seven. That's not enough for some of the names, so I'm trying (and succeeding so far) to make the names use those graphics you made instead.

I also noticed on a quick test that what looks like it might be the N and D from the Round Clear tab label showing up in this specific Story panel:
That's... really weird. I'll see if I can fix that.

I'll look into the other stuff at some point too if nobody beats me to it.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 07, 2019, 01:35:16 am
Thanks for the kind words! I'm having a lot of fun with this stuff. It kind of feels like solving a puzzle, combined with like... digital archaeology maybe?
I totally feel you; I'm not nearly as skilled, and can't trace the compressed data back to a location in the ROM, but the little hacks I've done are really satisfying because it's identifying a thing you want to change, and solving the puzzle of how to make that happen!

Quote
If it starts to bug you another alternative would be to change "very hard" to something shorter. I considered "harder" but I didn't want to mess with the translation part too much, and honestly I think I like "very hard" more anyway. I also thought about something like "whoa!" since it looks like the original was "sugoi"?
The difficulty names are a little weird, and part of my decisions were based on the localisation of the original Star Stacker on Game Boy.
If you translate them literally, the Super Star Stacker difficulties are something like...
"The usual"
"Very much"
"Amazing"
"It's a mess"

I considered going for "Easy, Normal, Hard" but the English GB version's difficulties are "Normal, Hard, Very Hard, Super Hard" with the hidden "Insane" difficulty. I felt like consistency between the two versions was important in that sense, and "Normal, Hard, Very Hard, Insane" has a good logical flow in terms of how it steps up.

Quote
I'm trying (and succeeding so far) to make the names use those graphics you made instead.
Hah! Brilliant!
There's something remarkably cool about using them the way they were seemingly intended, when they weren't used that way in the official release for whatever reason.

Do be aware that I didn't see any text there for the hidden boss Gryll, and don't know if it lists her in that slot under any circumstances. If it does, I whipped up this matching text sprite. It's crammed into just two tiles, so hopefully it won't be difficult to fit. If you need to.
(https://i.imgur.com/eDbPwWC.png)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 07, 2019, 02:14:07 am
Ah nuts! I was just putting these files together when you posted. I noticed Gryll when I was cheating my way through story mode to test all of the names. She actually has two name entries in the list, though I don't know why. I changed them both just in case. I had already made a graphic trying to match your previous ones, but it looks like it's a little different in style from the one you made.
(https://i.imgur.com/CTwXjVd.gif)
I spaced the letters in the names out a little. I'm impressed with how readable they actually were all crammed together to save space, but once I got them into the game it just seemed like too much so I fiddled with it until I got it to work. The graphics for Gryll's name are actually tacked on to the end of the small font graphics in some space that was empty. I haven't noticed any problems caused by that yet, and I don't think there should be any.

I also fixed those garbage tiles in story mode. No idea how those got there, but they're gone now.

Here's another IPS patch: Link (https://drive.google.com/file/d/15AZYyXbopnL57QYSDZ1QDYXhB4YtQNdR/view?usp=drivesdk)
I made this one to be applied after the beta 6 patch you just posted.

I noticed this bit of untranslated text at the end of the game.
(https://i.imgur.com/vIjT7ZK.gif)
I don't know enough Japanese to know what it says. Probably another compressed graphic I'll have to track down later.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 07, 2019, 02:32:40 am
Your version looks better, really - I was deliberately squashing it together for space; if you were able to space it out more, it's preferable. (Though it is remarkable how little information is needed to represent a letter in a readable form!)


Good luck finding it!
The text is saying "The End...?" if you're curious.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Dzumeister on July 07, 2019, 02:36:24 am
Just wanted to pop in and say that it's amazing how much you all were able to get done over the past few days!  :cookie:
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: svenge on July 07, 2019, 05:21:06 am
...
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 07, 2019, 11:58:25 am
I had an idea I'd like to get some feedback on. I've been thinking about this for a while, but especially after playing all the way through story mode last night and noticing that some of the text spills out of the text box (and sometimes causes glitches because it seems the game doesn't always redraw the parts outside the text box). I think adding an 8x16 font could potentially solve some space issues. Here are a couple of mockups. I haven't actually put these in the game, but I'm pretty positive it would work.
(https://i.imgur.com/UPASXpa.gif)
(https://i.imgur.com/1r6BuQk.gif)
I made the new font myself, but it's basically just a condensed version of the original 16x16 one.

The thing is, in order to make this work without destroying the 16x16 English font (which this can't replace in all instances, nor do I think it should) I'd have to overwrite some of the Japanese characters. I think I can probably figure out how to make the naming screen only use the English alphabet, which probably would have happened in an official release anyway, but I don't know how you'd feel about losing functionality like that. All of the text that's changed to use the thinner font would need to be rewritten as well, which kind of sucks. There would be a lot more room though, so if there's anything you were forced to cut down you could flesh it out a bit more. I think I could probably create a table file that would let you edit the text in the text files like you have been.

I dunno. There are pros and cons either way.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: svenge on July 07, 2019, 12:13:31 pm
I think that while the larger font is more charming, it would be better to have the narrowed font in most instances.  The only exceptions I can think of would be the single-word headers, like the word "MENU" in the images you just posted.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 07, 2019, 02:47:44 pm
Found that ending text.
(https://i.imgur.com/Ij45YTp.gif)

If the thinner font ends up being implemented I think it should mainly just be used for dialogue-type stuff like what I showed in my mockups. I think headings, even the longer ones, should keep the wider font. The difficulty options could use the thin one though to allow me to move those sprites back over.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: svenge on July 07, 2019, 03:20:19 pm
The thinner font would also solve the problem with the highlighted rectangular outline being too small for the Continue / Restart options when resuming Story Mode.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 07, 2019, 04:54:07 pm
I had an idea I'd like to get some feedback on. I've been thinking about this for a while, but especially after playing all the way through story mode last night and noticing that some of the text spills out of the text box (and sometimes causes glitches because it seems the game doesn't always redraw the parts outside the text box). I think adding an 8x16 font could potentially solve some space issues.

I made the new font myself, but it's basically just a condensed version of the original 16x16 one.
The giant text is something I always found less than ideal - the big wide letters make it less readable in English, but that's just what I had to work with, so I went with it.
When you squash it to 8x16, it actually looks and reads a lot better!

As you can probably tell, a lot of the story stuff is broken down to the rawest essence of what will fit while retaining the basic meaning; an 8x16 font would allow me to do another pass and refine it into something much more natural - which I love, as a writer!

I'm not at all opposed to losing the Japanese alphabets from the name entry at all, and it absolutely would have been removed from an official English version. One issue that will arise, though, is the default high score strings - a blessing and a curse, since they're things like "Kirby" which wouldn't fit with the 4 character 16x16 font. But it does mean that the strings have to be found and changed, and I don't know how hard that will be, especially when they have to be longer than the original 4 characters.
It would also allow the Guest name to actually say "Guest" and potentially expand the name input field from 4 characters to 8... but again, I'm not sure how hard that would be.

I'll start going through and working on a more fluid version of the 16x16 script as an 8x16 ready script.

Special request: An apostrophe for the 8x16 font. There isn't one, and it would really help the script. xD
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 07, 2019, 05:14:23 pm
Yeah the names thing is a problem. In theory I think they could be expanded to eight thin characters. The strings for the names are stored in eight bytes, but every other byte is just $00, so I think the code could be modified to treat each byte as a separate letter. Eight letters wouldn't work on the player tabs on the score screen though. I think I could expand those to six, but that's it. The names on the VS Mode tab are locked in at four because there's just no room to expand them, so those would have to end up abbreviated. Regardless, I'm not totally confident that I can increase the number of letters for the names. It would be the most ASM work I've done so far. Worst case scenario, if I can't do anything about the names, "Kirby" just has to become something like "Krby" on the default high scores list.

Adding an apostrophe is totally doable. I'll get to work on it.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 07, 2019, 05:31:06 pm
Don't worry too much about expanding the names; it's not a major issue, and if it's going to cause issues, it's not worth the trouble to try and force it to work!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 07, 2019, 08:35:53 pm
I got the font inserted and working.
(https://i.imgur.com/TICdoq6.gif)
That's the only text I've changed. Obviously I don't think it should actually look like that. I just wanted to throw something together with all of the punctuation so you'll have a working example.

Here's a RAR file with an IPS patch and two text files: Link (https://drive.google.com/file/d/1NPUhM59p2IFX_30QlLd6go-bby9yt0N9/view?usp=drivesdk)
The patch is intended to be applied after my last patch with the boss names. The text files are to replace the ones in the "table" directory.

The large text works the sames as it always did. For example:
Code: [Select]
[28]A1[28]A2
[28]A3[28]A4

The thin text works like this:
Code: [Select]
[28]A5
[28]A6

Same thing, only two fewer characters and the numbers are 5 and 6 instead of 1 through 4.

I think that should be enough to get you started, assuming I didn't screw anything up.

Edit: There's also a hyphen, or whatever you call that vertically centered dash. I just missed it when making the example text.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 07, 2019, 08:44:16 pm
Brilliant! I'll try to have the text redone ASAP!

One small question - if a page of text becomes superfluous (ie, with the condensed text, the english version can fit in 2 pages instead of 3) would it be difficult to skip over the empty one? Not sure how much work that would be, and having an empty page wouldn't be the end of the world. Just a nice little 'presentation' thing.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 07, 2019, 08:53:50 pm
I don't know how the number of pages is handled. If it makes sense to drop a page I'll look into it. There's probably a series of pointers or some kind of event code that I could hijack to make it skip a page.

I might still make some small changes to the font. I think those "i"s are leaning a little too much, and that "z" looks a bit too much like a small "2". I keep thinking it says "A shining star 200ms" :laugh: Shouldn't change anything for the text editing side of things though. I can also add more characters if there's any other punctuation/whatever that you need.



EDIT: Ugh. Somehow my enemy names patch broke the VS screen. The culprit was a sequence of $00 $08 bytes repeated like four times in an area I wasn't even working on, so no idea how that happened. I've fixed that, and also changed the default names to use English letters (though still 16x16 at least for now).
(https://i.imgur.com/sv6xkph.gif)
(https://i.imgur.com/2n1Efb2.gif)
Note: The new default high score names won't show up if you're using an old save RAM file.

Here's the patch: Link (https://drive.google.com/file/d/1Pstb74b6OmoGfoHEfxfr7DKo27csKKLt/view?usp=drivesdk)



EDIT NUMERO DOS: I figured out how I broke the VS screen. It was those "garbage tiles" I removed from the story text. Those were the compressed VS screen tile map bleeding over into the uncompressed story text tile map. I got the VS screen tile map to compress down smaller so it doesn't do that anymore, but I'm going to wait on another patch until you're done with some of the story text. Your edits will probably break the VS screen again, but I already have the fix prepared so don't sweat it.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 08, 2019, 05:40:10 am
So far, so good; I've gone back through everything and made the script changes; everything should fit and flow better, and I'm trying to avoid any spilling out of boxes. Just have to take care of the formatting and insert it into the ROM.
Hopefully won't be long, now; need to take a break, so I just wanted to give a status update.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: EthansDreamLand on July 08, 2019, 05:49:36 am
It's cool to see that this game is getting a English translation! I only played the Game Boy one and I want to try the SNES version, so it's cool to finally see the game in English! Can't wait for the official release!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: tc on July 08, 2019, 07:41:00 am
Is there a mock up of the difficulty select with the smaller text?
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 08, 2019, 09:37:19 am
I haven't gotten to that yet, but I intend to.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 09, 2019, 02:09:32 am
Okay~ here's a new version, which should have all the changes made so far, and a revised script.
Kirby's Super Star Stacker Beta7 (https://drive.google.com/file/d/1IG2a8GkJRMR2EWPxkYhAv_0SuiBLHv2h/view?usp=sharing)

There are a couple issues - the 8x16 font appears to lack both a tilde (~) and ellipsis (...) so I have temporarily replaced them in the beta7 upload (with a star and underscore, respectively) to mitigate the issues that arise with those; if you could add those to the 8x16 font, it would be very helpful.

I've uploaded the 16x16 Script with the original tildes and ellipses here. (https://drive.google.com/file/d/1Vbo9NPZUAb0OuQP1We7J4bsQyNxoYuCx/view?usp=sharing)

I've also had issues reinserting one of the compressed files - seems to be too big, for some reason. Not sure why.
It's not exactly crucial, but for completeness' sake, this is much better than the 16x16 version. You'll see the screen if your emulator is set to use a SNES Mouse or other peripherals.
Uploaded the uncompressed .txt here. (https://drive.google.com/file/d/13lpd0waC5A4q_VNGj_q37h-bY8PTVsZN/view?usp=sharing)

Most of the other text alterations I tried to make worked, except for the "%CLR" part of the Round Clear stats page - wanted to change that to use 8x16 "clear" instead, but I guess some changes threw off that part of the inserter?

Finally, I happened upon some untranslated text when trying to delete a name.
(https://i.imgur.com/Yb1FZBs.png)
As you can probably guess, it's just "A-Delete B-Cancel".
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 09, 2019, 02:33:12 am
I just gave the new patch a quick run through story mode (quick because I was cheating) and I have to say you've done a great job!

Unfortunately I'm probably going to be a little slower with stuff than I have been lately. I was on a five day vacation and now I'm back to work  :-\ I'm still working on stuff though. Tonight I did some research into the naming screen, trying to figure out how to make it default to english and disable the other character sets.

I can definitely get you set up with the missing characters you need tomorrow night (gotta go to bed in a minute here).
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 09, 2019, 08:33:12 pm
Hey, no worries; it'll be done when it's done!
There's a couple little things I can improve that I intend to work on, but I think I'm going to take the day off and play some games with my partner, first. <3
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: VicVergil on July 09, 2019, 08:38:44 pm
Amazing to see this game finally get a translation for its superior version.

That font (or fonts at this point) really could use some adjustment, like for example:

- Adding some pixels in the middle part of m/w to make it clearer
- Shrink the upper part of R/Y, so that the bottom vertical strokes stand out better
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 09, 2019, 10:19:44 pm
Here's another RAR file with an IPS patch and table files: Link (https://drive.google.com/file/d/1x7kXVe7E_Jj6p562zcm5WUOZCyj1wocU/view?usp=drivesdk)

I got the elipses and tilde in there, but I had to make the elipses 16x16. There's just no way to squeeze all three dots into one 8 pixel wide character without it looking weird. The new elipses works just like the original 16x16 elipses, only it's 5 through 7 instead of 1 through 4. The tilde is 8x16 and works just like the other 8x16 characters.

I replaced the underscores in the story mode intro, but I stopped after that. I think there might be some formatting issues since I think you were expecting an 8 pixel wide elipses, and I'd rather let you decide how to handle that. At least it's better than having to use three separate periods.

I did notice that you ended up with at least a couple blank pages. I'll look into how to skip them. Is there anywhere you could really use an extra page? Once I figure out how to skip them there's a good chance I'll also be able to repurpose the blank pages elsewhere. Of course if it's not needed that's fine too.

I replaced the round clear "CLR" with 8x16 "CLEAR", and got that delete/cancel text sorted out.

I also fixed the problem with VS mode that I mentioned. It shouldn't break again.

I've also had issues reinserting one of the compressed files - seems to be too big, for some reason. Not sure why.
It's not exactly crucial, but for completeness' sake, this is much better than the 16x16 version. You'll see the screen if your emulator is set to use a SNES Mouse or other peripherals.
Uploaded the uncompressed .txt here. (https://drive.google.com/file/d/13lpd0waC5A4q_VNGj_q37h-bY8PTVsZN/view?usp=sharing)

I can probably get this working, but I think you uploaded the wrong text file? It looks like it's the 16x16 version, which is already inserted and working.

Still working on the English-only naming screen. I've made some progress on it, but none of those edits are included in the patch.

Just for fun here's a photo of the game running on an actual SNES:
(https://i.imgur.com/Uu85sdw.jpg)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: phonymike on July 09, 2019, 10:25:49 pm
Just wanted to pop in and say that it's amazing how much you all were able to get done over the past few days!  :cookie:

Yeah TheDanaAddams and Reld have put together an excellent translation. Great work!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 10, 2019, 12:42:32 am
I replaced the underscores in the story mode intro, but I stopped after that. I think there might be some formatting issues since I think you were expecting an 8 pixel wide elipses, and I'd rather let you decide how to handle that. At least it's better than having to use three separate periods.
There will probably be formatting issues, so I'll go through the script and adjust accordingly.

Quote
I did notice that you ended up with at least a couple blank pages. I'll look into how to skip them. Is there anywhere you could really use an extra page? Once I figure out how to skip them there's a good chance I'll also be able to repurpose the blank pages elsewhere. Of course if it's not needed that's fine too.
Luckily, no; I can't really think of anywhere that could benefit from an extra page of text, now that the 8x16 font is implemented. It's not particularly sophisticated storytelling, which is why I was able to tackle translating it to begin with. xD

Quote
I think you uploaded the wrong text file? It looks like it's the 16x16 version, which is already inserted and working.
Oh, sorry about the confusion - it actually is the correct file, but I never updated the commented-out reference text area.
The formatted text in that file is the updated 8x16 version, though.

Quote
Still working on the English-only naming screen. I've made some progress on it, but none of those edits are included in the patch.
Good luck! It'll be a really nice touch in making it look like an official release would have!

Quote
Just for fun here's a photo of the game running on an actual SNES:
(https://i.imgur.com/Uu85sdw.jpg)
Very cool to see this, hehehe. I've just recently finished installing a Super CIC UIGR board into my own system, and have an RGB SCART Trinitron CRT setup - real hardware is just the best way to experience this stuff!


Yeah TheDanaAddams and Reld have put together an excellent translation. Great work!
I think Reld deserves at least twice as much credit as me! It was a pretty limited amateur effort before they really took it to another level! I absolutely would not have been ableto get it to this point myself, and I'm incredibly thankful for all the work Reld has done/is doing!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 10, 2019, 01:02:52 am
Oh, sorry about the confusion - it actually is the correct file, but I never updated the commented-out reference text area.
The formatted text in that file is the updated 8x16 version, though.

Oh I see now. That was totally my mistake actually. I was looking at it in a text editor on my phone. Not much fits on screen at once, so I just scrolled down until I saw some 16x16 letters and figured it was the wrong file, but it looks like that was just the "NOTE" heading. I should have kept scrolling! Sorry. I should be able to get that in tomorrow.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Masaru on July 10, 2019, 04:34:27 pm
There's a bit of untranslated text when you win gryll on the story mode
https://imgur.com/a/5ElRlMd (https://imgur.com/a/5ElRlMd)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 10, 2019, 06:28:05 pm
There's a bit of untranslated text when you win gryll on the story mode
https://imgur.com/a/5ElRlMd (https://imgur.com/a/5ElRlMd)
This one has actually been reported before; I thought I made a mistake in the script file, but I guess it was missed by the extraction.

(https://i.imgur.com/rXMtTBA.png)
It says "Next time, give Pro mode a try."

Presumably this is only shown if you're on your first clear, or chose the Novice mode when prompted.



Edit: Script updated and formatted for the ellipses; should be all good, and everything looked good with a quick test.
I also went back and updated some sprites to restore the texture present on the SCORES title bar and buttons. The blank boxes were bothering me.
Let me know if you find anything else like that which I've missed.
Before:
(https://i.imgur.com/5INh9tu.png)
After:
(https://i.imgur.com/rYgtd4q.png)

Without further ado, here's Kirby's Super Star Stacker Beta8! (https://drive.google.com/file/d/1UeXyUAWA0OnLEQVfG8Uj4ip1YnUlxR_u/view?usp=sharing)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 11, 2019, 12:18:42 am
Here's another patch from me: Link (https://drive.google.com/file/d/1rTyU3y584Ez22QIENerZ1sxGQYiSjcpS/view?usp=drivesdk)
This one contains the new "protection" screen and changes the naming screen to default to English and disable the Japanese.
(https://i.imgur.com/A9bfZ84.gif)
(https://i.imgur.com/e4fhJ7d.gif)
You should be able to apply this patch on top of the Beta 8 build, but I wasn't able to test that because the Beta 8 patch isn't working for me. When I apply it to the unmodified ROM I get garbled nonsense like this:
(https://i.imgur.com/4TdnkPJ.gif)

Is anyone else having this problem or am I just having a real idiot moment? The new scores page graphics are working. If you did those after the story text that could be what broke it maybe?

I'll try to track down the address for that untranslated text tomorrow so it can be dumped and translated.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 11, 2019, 12:54:04 am
Hmm... I've had the text garbled like that when I made changes to other files, but it was fixed by reinserting the text.
If that's what you're getting from a clean ROM, though... strange...

Our internet has been a little iffy, so maybe it's a bad upload.
I've incorporated your latest patch, and it seems to work fine, and the text looks good on my end, so here's a new patch. Hopefully this one won't have any issues - my partner tested it on her machine, and it worked perfectly with no garbled story text on a clean ROM, so it should be fine:
Kirby's Super Star Stacker Beta9. (https://drive.google.com/file/d/1YQDqvVstxIWLyNkppOXszW9qUDB9xcTn/view?usp=sharing)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 11, 2019, 12:59:19 am
That one worked!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: svenge on July 11, 2019, 08:41:04 am
I am very, very impressed with how Beta 9 looks.  Gonna put it on my SNES Classic and play it for a while.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 11, 2019, 11:41:00 pm
Here's another minor patch: Link (https://drive.google.com/file/d/1utleM3IAfLZY00ORTzci2i3d9Hyhwy5P/view?usp=drivesdk)

I found the event code and a jump command so I was able to skip the two blank pages in the story mode intro. I skimmed through the script and I think those were the only two that needed skipping. Let me know if I missed any.

I fixed a background tile on the naming screen that I had messed up (there was a tiny red line that shouldn't have been there).

I also replaced that untranslated Gryll story text about Pro mode with English text. If you want to change it at all you can add it to the script dumper by adding this line to file/dump_strings_16x16.txt under "; story - stage bonus" between ba8480 and ba8600:

Code: [Select]
ba8780 32 6
There was also a half-elipses somewhere that I turned into a full one. I think it was in the Lovely intro when the star says "I need it back..."

I was thinking about the difficulty select screens since I need to redo them. Should the green text still just say "difficulty", or is there something else it should say since we can fit more characters in there now?
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 12, 2019, 02:08:12 am
Looks great to me!
Looking back through the script, I can't see any other instances where I ended up with another page. It's a really nice touch that really elevates the "official" feel, much like the name entry being locked to English only; really nice work!

Sorry about the incomplete ellipsis; if anyone spots anything else like that, please do report it!

I was thinking about the difficulty select screens since I need to redo them. Should the green text still just say "difficulty", or is there something else it should say since we can fit more characters in there now?

Yeah, I've been mulling that over myself, actually.
The original Japanese says something to the effect of "Which do you like?"
Japanese makes a lot of assumptions that a subject should be obvious, so presumably it's supposed to functionally read as "Which difficulty level do you like?"

Given that we have a max of 20 8x16 characters to work with, I think maybe...
"How difficult?"
Would fit the tone and intention of the original, while fitting in the space.

Edit: Forgot to attach the patch.
Just applied the last patch Reld uploaded; no changes on my end. Just keeping things from getting split up and confusing.
Kirby's Super Star Stacker Beta10. (https://drive.google.com/file/d/12svg2uIKiIAlgKBk2aeF3Jf2z6Te3vWH/view?usp=sharing)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: VicVergil on July 13, 2019, 02:30:27 am
There's probably a glitch in the story mode when "Dedede fires his cannon".
The artwork is slightly corrupted (with a white overlay)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 13, 2019, 05:06:05 am
Well spotted.
I wonder if it's related to the compression algorithms and the fact that we're skipping a couple of pages...

(https://i.imgur.com/tpKjcWP.png) (https://i.imgur.com/N6VmAHr.png)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: svenge on July 13, 2019, 08:55:26 am
I went back through all the posted patches, and the issue with King Dedede's cannon seems to have originated with Beta #5.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 13, 2019, 11:09:35 am
It looks like the tile map for the 16x16 version of the protection screen had overwritten the beginning of that chunk of compressed graphics. I had technically already "fixed" this in the sense that I got the new 8x16 version to compress down smaller than the original, but I didn't know anything had previously been broken so I didn't repair those graphics. It'll be fixed the next time I put out a patch (probably for the revamped difficulty select screens).
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 13, 2019, 03:23:24 pm
Wow, Beta5?
I guess we were allso preoccupied by the text we never noticed!

Which is exactly why testers are so important.
Fresh eyes; unclouded by any preconception of what "should" be.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 13, 2019, 05:55:44 pm
Yeah, for sure. I must have seen that broken graphic many many times and never noticed a thing.

Here's a patch to fix that, and also update the difficulty select screens: Link (https://drive.google.com/file/d/13C3geo0NVbF2ecTyjEJrFcW0StGZtPfX/view?usp=drivesdk)

I also changed the palette a little for the green and blue text. Previously it was as if the graphics had been anti aliased on top of the wrong background color and it's been bugging me for a while. It was even worse with the thinner font so I changed it.

(https://i.imgur.com/b9ncff9.gif)
(https://i.imgur.com/vGCBOZE.gif)
(https://i.imgur.com/MnBKYGr.gif)

What else still needs to be done? I feel like I'm forgetting a bunch of stuff.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: SuperStarFox on July 13, 2019, 07:24:25 pm
Excuse Me... I Heard That You Needed Some Testers!
I'm Here To Help, By Testing Out This English Patch... Is That Okay?  :thumbsup:
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 13, 2019, 09:41:11 pm
What else still needs to be done? I feel like I'm forgetting a bunch of stuff.

I was just about to call it done, and was running through some quick tests, when...

(https://i.imgur.com/GRio7mi.png)

Oops.

Completely forgot about the "RECORDS" pages when not taking a new first place!
They should be identical to the first place ones, but just say "RECORDS" instead of "NEW RECORD!"

I also noticed some little white strokes appearing; not sure what's causing that, but here's the ones I noticed.
(https://i.imgur.com/8QGRa3B.png) (https://i.imgur.com/FeUv3Hh.png)

And it seems I forgot to repair the texture on the retry and quit buttons, so I'll have to take care of that. I'm a little scared that trying to insert anything will break more stuff though, so I'll probably just pass the .bin along.
Better safe than sorry.
Edit: Here's the file, sprites are edited, just needs to be compressed and inserted as appropriate: game5_rankings_bitmaps.bin (https://drive.google.com/file/d/1utrsMddHO4IfeUP4QkZ3nP3mMSsaFLrB/view?usp=sharing)
This one file should update all of the rankings pages, as I believe they all use this same sprite set, at least for these buttons.


Also of note, the selection box for restarting your cleared Story Mode save in Novice or Pro mode is too narrow to surround the full "Novice" text.
(https://i.imgur.com/pYYZ50J.png)


Excuse Me... I Heard That You Needed Some Testers!
I'm Here To Help, By Testing Out This English Patch... Is That Okay?  :thumbsup:
Of course! All the testing it can get is greatly appreciated!
If you find anything that doesn't look right, or is in Japanese, report back with where and how you found it, and a screenshot if possible!



Obligatory Kirby's Super Star Stacker Beta11 (https://drive.google.com/file/d/12sV4549aeeDBpvdVJcduzlvSOV3EYgJz/view?usp=sharing) link.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: svenge on July 14, 2019, 05:06:34 am
I noticed that in the "Scores" screen that when Knuckle Joe is listed as the current Story Mode level that there's an extraneous black pixel above the letter "o" in "Joe".
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 14, 2019, 01:39:03 pm
I feel like we're getting really close to the end here, so I'm trying to get a bunch of my thoughts together.



Thanks svenge. I don't think I would have noticed that about the enemy names. There were extra pixels like that on a few other names as well. I'm not totally sure how that happened. My best guess is that I somehow made the patch with the enemy names against the wrong version of the ROM. Maybe one where I had put the names in but hadn't spaced the letters out yet. Anyway, I've fixed that now.



Dana: I got your new button graphics in, got rid of those little white strokes, and got the records pages done.
(https://i.imgur.com/r2Ckmln.gif)
(https://i.imgur.com/WHoONen.gif)
(https://i.imgur.com/dzHCH9a.gif)
I'm not sure if I should have left the text at the top blue or not though. I noticed you changed the "NEW RECORD!" text from light brown with red exclamation points to all dark brown. I'm not sure if you had intended for "RECORDS" to be dark brown as well.



I think almost everything is translated at this point, but I did notice this bit of untranslated text in Time Attack mode:
(https://i.imgur.com/Swm5yU6.gif)



This is probably more of a personal preference thing, but I wonder if maybe "return" (like in the above Time Attack screenshot) would make more sense as "retry"? I assume it's meant to be taken as "return [to playing]", but to me "return [to menu]" seems like the more intuitive reading. That could totally be just me though.



This line has been bugging me a little:
(https://i.imgur.com/RNSNSYm.gif)
The text itself is good, it just bothers me how it's extending over the top and bottom borders of the window. I wonder if you would be ok with doing it like this instead:
(https://i.imgur.com/Rx0sAUr.gif)
That's a quick and dirty copy/paste mockup so there are some misplaced pixels, but you get the idea. I just think it would look better if it all fit inside the box.



I was also thinking, as a last little bit of polish, that I might try to go back and add some anti aliasing to some of the translated graphical text. That's only if you don't mind, of course.



No new patch yet. I'd like to get a little more done first. I still need to take a look at that Novice/Pro sprite box. I feel like this is all shaping up quite nicely though! I really like the script, especially after it was able to be elaborated on. I think this will be a pretty solid release. I'd still like to try to increase the length of the player names, but I'm saving that for last since I'm not totally sure I can actually do it.



EDIT: Got those sprite boxes sorted out.
(https://i.imgur.com/3KmjcrG.gif)
(https://i.imgur.com/VvP3FP8.gif)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 14, 2019, 08:28:01 pm
I'm not sure if I should have left the text at the top blue or not though. I noticed you changed the "NEW RECORD!" text from light brown with red exclamation points to all dark brown. I'm not sure if you had intended for "RECORDS" to be dark brown as well.
The fact that there's difference in the colour from the original Japanese text is entirely a mistake on my part; you can absolutely go ahead and change that to the proper palletes.

Quote
I think almost everything is translated at this point, but I did notice this bit of untranslated text in Time Attack mode:
(https://i.imgur.com/Swm5yU6.gif)
AHA!! There was some text in the Time Attack bitmaps that I couldn't figure out, since it's all a bit jumbled, and I couldn't figure out how to get it to show in game. I thought maybe it had gone unused, but now that it's found, I... think I need some more context to be sure how to translate it. (Disregard that; now that I'm a little more awake, it's obvious from the screenshot that it's just finishing with a high score.)
Seems like it's saying something like "Wahey~! [score] pieces!" to congratulate you on a good score. I'll mull it over, and see what works best.
I think the 'こ' could be very comfortably replaced with a star icon.

Quote
This is probably more of a personal preference thing, but I wonder if maybe "return" (like in the above Time Attack screenshot) would make more sense as "retry"? I assume it's meant to be taken as "return [to playing]", but to me "return [to menu]" seems like the more intuitive reading. That could totally be just me though.
This is actually something that has slightly bothered me from the moment I implemented it.
"Return" was the best compromise I could come up with for the space available. It should absolutely say "Continue" - there just weren't enough sprites available there to fit "Continue" in a clean way that looked consistent with the other text.
If you can give it an extra tile or two, though, you should be able to change it to what it really should be!

Quote
This line has been bugging me a little:
(https://i.imgur.com/RNSNSYm.gif)
The text itself is good, it just bothers me how it's extending over the top and bottom borders of the window. I wonder if you would be ok with doing it like this instead:
(https://i.imgur.com/Rx0sAUr.gif)
That's a quick and dirty copy/paste mockup so there are some misplaced pixels, but you get the idea. I just think it would look better if it all fit inside the box.
That's been bugging me too.
I thought I'd done it that way due to a strange tile space limitation, but looking at the script... I can't figure out why I did it that way. You're absolutely right that it looks better on two lines; I'll have to change that.

Quote
I was also thinking, as a last little bit of polish, that I might try to go back and add some anti aliasing to some of the translated graphical text. That's only if you don't mind, of course.
Not at all!
I was thinking it would be great to go back and put it all into the 8x16 font, or something like it, but most of them were very tight fits as they were... not sure how viable it would be...

Quote
I'd still like to try to increase the length of the player names, but I'm saving that for last since I'm not totally sure I can actually do it.
No pressure! It'd be a cool addition, but definitely not a requirement.

I did have an idea for how to make the "Guest" player actually say "Guest" on the VS screen (and anywhere else it pops up from the string), at the very least:
Replace some of the unused 16x16 Japanese tiles with 8x16 "Gu", "es" and "t ", then make that the name. As far as the game's aware, it's not using more than 4 characters, and it'll look a bit nicer than "NONE" as the Guest player.

Quote
Got those sprite boxes sorted out.
Nice work! They look perfect!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 14, 2019, 11:42:33 pm
The fact that there's difference in the colour from the original Japanese text is entirely a mistake on my part; you can absolutely go ahead and change that to the proper palletes.

Ah ok. I'll change that then.

AHA!! There was some text in the Time Attack bitmaps that I couldn't figure out, since it's all a bit jumbled, and I couldn't figure out how to get it to show in game.

It happens when you play as a guest (and possibly when you play as a named player but don't place on the high score list? I'm cheating most of the time, and the default high scores are fairly low so that hasn't come up). There are at least two other versions as well:
(https://i.imgur.com/IAzCpsP.gif)
(https://i.imgur.com/tvqZusy.gif)
The version you get seems to depend on how high your score is.

There's also a graphic in there that I think says "STOP!" in hiragana, but I don't know how to get it to come up in game. Unless I've just been missing it because I'm not paying enough attention. It would make sense if it came up when time runs out, but I don't remember seeing it.

This is actually something that has slightly bothered me from the moment I implemented it.
"Return" was the best compromise I could come up with for the space available. It should absolutely say "Continue" - there just weren't enough sprites available there to fit "Continue" in a clean way that looked consistent with the other text.
If you can give it an extra tile or two, though, you should be able to change it to what it really should be!

I'll look into it. If these sprites are constructed the same way as those boxes I modified earlier it might not be too difficult to add a tile or two.

That's been bugging me too.
I thought I'd done it that way due to a strange tile space limitation, but looking at the script... I can't figure out why I did it that way. You're absolutely right that it looks better on two lines; I'll have to change that.

Yeah I know some of the story pages are 24 tiles wide and some are 32. I initially figured this was one of the smaller ones and that's why it ended up on three lines. If that had been the case I think I could have worked around it, but I believe this is one of the wider ones.

I did have an idea for how to make the "Guest" player actually say "Guest" on the VS screen (and anywhere else it pops up from the string), at the very least:
Replace some of the unused 16x16 Japanese tiles with 8x16 "Gu", "es" and "t ", then make that the name. As far as the game's aware, it's not using more than 4 characters, and it'll look a bit nicer than "NONE" as the Guest player.

That would work. If I'm forced to admit defeat when I get to the name expansion remind me and I'll make it happen.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 15, 2019, 10:00:08 am
There are at least two other versions as well:
(https://i.imgur.com/IAzCpsP.gif)
(https://i.imgur.com/tvqZusy.gif)
The version you get seems to depend on how high your score is.

There's also a graphic in there that I think says "STOP!" in hiragana, but I don't know how to get it to come up in game. Unless I've just been missing it because I'm not paying enough attention. It would make sense if it came up when time runs out, but I don't remember seeing it.
I definitely remember seeing the "stop" text, which is why I thought it might just be unused... BUT it DOES also give you a message saying "Give up!" when you get a massive score (by, for example, cheating, hehe) in Challenge mode, so the same could be true here...
Which means... any testers, this would be a great place to focus your efforts!

Quote
Yeah I know some of the story pages are 24 tiles wide and some are 32. I initially figured this was one of the smaller ones and that's why it ended up on three lines. If that had been the case I think I could have worked around it, but I believe this is one of the wider ones.
Yeah, this was definitely wider. I've fixed the script file, and I'll update it with the next patch.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Dzumeister on July 16, 2019, 03:59:22 pm
Quote from:  TheDanaAdams
This is actually something that has slightly bothered me from the moment I implemented it.
"Return" was the best compromise I could come up with for the space available. It should absolutely say "Continue" - there just weren't enough sprites available there to fit "Continue" in a clean way that looked consistent with the other text.
If you can give it an extra tile or two, though, you should be able to change it to what it really should be!

How about:
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 16, 2019, 08:49:55 pm
None of those really work - it's awkward, but it uses the same prompts for the pause screen as it does for the game over screen. So 'Continue' returns to the game from the pause screen, it starts another 2p VS match, or time attack game...

Really "Continue" is the only thing that makes perfect sense in all contexts.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 16, 2019, 09:20:55 pm
Sorry for the delay on this. Here's a new patch: Link (https://drive.google.com/file/d/18CHMOsIZroBREVdMk-3CIWeFpaw-n0yw/view?usp=drivesdk)
This one goes right on top of Beta 11. It contains the enemy name fix, changes to the Records/New Record screens, and the resized sprite boxes.

(https://i.imgur.com/ucWJVsI.gif)

Dana: do you think you could work up a png or gif or something of a "Continue" graphic that matches the style of the current "Return"? That would be helpful when I try to rearrange the sprites to make it fit.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 16, 2019, 09:49:48 pm
Dana: do you think you could work up a png or gif or something of a "Continue" graphic that matches the style of the current "Return"? That would be helpful when I try to rearrange the sprites to make it fit.
Absolutely; I have health issues and today is a bad day, but I'll get on it ASAP!



Here's Kirby's Super Star Stacker Beta12. (https://drive.google.com/file/d/1NU07z44bUbNDxdGVUz4FnnXSdiHlBJWE/view?usp=sharing) It incorporates Reld's latest updates with the script layout change.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Dzumeister on July 17, 2019, 01:11:30 am
None of those really work - it's awkward, but it uses the same prompts for the pause screen as it does for the game over screen. So 'Continue' returns to the game from the pause screen, it starts another 2p VS match, or time attack game...

Really "Continue" is the only thing that makes perfect sense in all contexts.

How about just an abbreviated version? Like Cont. ??
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: reyvgm on July 17, 2019, 09:20:30 am
This looks pretty great.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 18, 2019, 03:32:08 am
How about just an abbreviated version? Like Cont. ??
Using abbvreviations is a last resort. It just never looks very good, and always stands out as a sort of embodiment of "oops, ran out of space" to my eye. With the half width font, we were able to eliminate the use of abbreviations entirely, so to add one now would really break the style.



I've managed to whip up the sprites for 'continue' - it spills over and requires 2 more tiles to fit, which isn't too bad, and shouldn't mess up the menu itself or anything.
(https://i.imgur.com/FteYwkR.png)
This is the 'Game 1 Bitmaps' - all 5 'Game X Bitmaps' files have a version of largely the same sprites, give or take whatever is needed for the game. I used Game 1 as that has plenty of space to overflow into, while others are a bit more messy and full of extra sprites.

I've been thinking about the Time Attack text, and it poses more of a problem than initially thought...
(https://i.imgur.com/5ifoaoG.png)
Besides being a bit jumbled up, and difficult to translate... it also has the problem of reusing tiles multiple times.

(https://i.imgur.com/tvqZusy.gif)
This, for example. "Maa maa". It's 8 tiles in the source sprites, repeated twice.
Roughly translates to "not too bad" or "passable"... which is neither going to fit in the space of two 16x16 characters, or display correctly, since it will double anything in there.
It's also not unlikely that the same tiles are shared between multiple game over score evaluation phrases... so this is tricky.

They're obviously not crucial, so worst case, we could just blank them out and not lose anything important... but what do you folks think?
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: tc on July 18, 2019, 07:40:36 am
16x16 is much too big for English characters there. The words need to fit into the box comfortably.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Lazermutt4 on July 18, 2019, 08:29:07 am
I think a more fitting translation for まあまあ here would be "so-so", considering the repeated tiles.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: VicVergil on July 18, 2019, 10:50:26 am
re:まあまあ
You should probably deal with the tilemap/sprite allocation for that repeating part properly to use unique tiles for all four 16x16 tiles.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Dzumeister on July 18, 2019, 03:47:47 pm
I think a more fitting translation for まあまあ here would be "so-so", considering the repeated tiles.

I feel like that works, since it translates correctly and is patterned after the Maa maa.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: SuperStarFox on July 19, 2019, 12:13:57 am
I Tested The Game And I Managed To Get 1,185 PTS In Challenge Mode... Seriously, Also, The Entire English Patch Looks More Like It Is Almost Complete, You're Doing Such A Great Job, Keep Up The Good Work!  :thumbsup:
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 19, 2019, 12:20:00 pm
I think a more fitting translation for まあまあ here would be "so-so", considering the repeated tiles.
I feel like that works, since it translates correctly and is patterned after the Maa maa.

"So-so" kinda fits as a direct literal translation, BUT it doesn't help the repetition of sprites - at best you'd get "So- So-"; the formatting is an issue.
I also don't think "so-so" truly encapsulates the meaning of the original phrase in tone; it's also a term of consolation. It's like, "hey, it's not so bad" where "so-so" is a very cold and analytical assessment.
I feel like the friendly warmth that 'Maa maa' is meant to convey is important in something like Kirby.


re:まあまあ
You should probably deal with the tilemap/sprite allocation for that repeating part properly to use unique tiles for all four 16x16 tiles.

I think this might be what has to be done; I'll have to let Reld assess the viability, though. The 8x16 alphabet probably isn't in memory at that point in the game, so we probably can't use the simple, direct approach...
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 20, 2019, 01:34:33 pm
I've got some good news and some bad news (don't worry, the bad news isn't really that bad).

The good news:
I had thought the Return/Quit/Not Bad/etc. text was all sprites, but it's not. They're background layer 3 tiles. This is good news because it makes rearranging things a lot easier. I haven't found those tile maps yet (I just haven't looked for them yet), but once I do I'm pretty confident I can make the text say whatever we need it to.

The bad news:
My power went out last night, and according to the power company it might not be back on until late Monday night  :-\ I think I probably lost some minor graphical work I was doing, but nothing catastrophic. I had hoped to do some more work on this over the weekend, but it's not looking good. Just a minor setback really, but annoying nonetheless.

Dana: What exactly do you want those three bits of time attack text to say? If I have that info set in stone it shouldn't take me too long to get this stuff sorted out whenever I get my electricity turned back on.

Edit: My power is back on now. I guess they were just trying to give a really conservative estimate.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 21, 2019, 10:43:02 am
My power is back on now. I guess they were just trying to give a really conservative estimate.
Whew!
Long term blackouts are never good; hope it didn't cost you a bunch in spoiled food!


As for the Time Attack text... is it only those three?
If we consider the space available as an estimate... giving it at least one empty tile on either side... then I would say we get... say, a maximum of 10 8x16 characters for the text... considering that, I'd say...

(https://i.imgur.com/IAzCpsP.gif)
"Hmm..."

(https://i.imgur.com/tvqZusy.gif)
"Not bad!"

(https://i.imgur.com/Swm5yU6.gif)
"Way to go!"
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 21, 2019, 01:01:42 pm
Whew!
Long term blackouts are never good; hope it didn't cost you a bunch in spoiled food!

Luckily for me I'm lazy when it comes to shopping and I didn't really have much in there to worry about spoiling.

As for the Time Attack text... is it only those three?

I'm glad you asked, because it turns out I missed one.

(https://i.imgur.com/t9iSKyd.gif)

It comes in between "Not bad!" and "Way to go!". I'm thinking maybe "Wow!" for this one, but I'll defer to you.



Edit: Never mind. I've gone with "Wow!" due to tile constraints. If that's a bad translation I'll try to make something else work, but I'm really cramming everything in there as it is.

(https://i.imgur.com/ZDCYJur.gif)
(https://i.imgur.com/S5rx2Is.gif)
(https://i.imgur.com/a03LraG.gif)
(https://i.imgur.com/NE3hHiw.gif)
(https://i.imgur.com/27WMwRj.gif)
(https://i.imgur.com/uCXYAyI.gif)

I ended up redoing more of the graphics than I had originally intended. For some reason I was really struggling with adding anti-aliasing like I'd mentioned I was going to do, so I just started from scratch. Sorry for asking you to whip up a "continue" graphic I didn't end up using, Dana!

I still don't know if/when the stop graphic comes up, but I edited it anyway just in case. I'm guessing it would look something like this in game:
(https://i.imgur.com/Xu5SDHG.gif)

I haven't done the matching/similar graphics for the other modes yet.

Here's a patch with these graphical changes: Link (https://drive.google.com/file/d/16xcFJjjBWPcw3mKQa9UlTbkntaf9HQgB/view?usp=drivesdk)
It would be great if people could test the heck out of time attack mode to make sure I didn't miss anything or screw anything up.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 21, 2019, 05:45:47 pm
"Wow!" seems spot-on to me!



Anyone testing this, please be on the lookout for any others here in Time Attack; especially if it happens to say "すとっぷ!" "STOP!"



Edit: Whoops! Looks like I started replying moments before you updated your post!

Those redone graphics look great! No worries about not using my version; whatever looks best is the important thing!

I think this means - barring anything we've so far missed - everything should be translated, and it's almost at the "v1.0" release stage!
Just have to copy those new pause graphics over to everything and maybe update those few buttons with the bitmap text.
I'll see if I can at least get something I hope is usable for those ready.



For everyone else, here's Kirby's Super Star Stacker Beta13! (https://drive.google.com/file/d/1x54OhED8nJ7Uk1fcUXQGRwK31YpS5dHk/view?usp=sharing)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: JoshuaVW2 on July 22, 2019, 10:10:58 pm
This translation is looking really good so far! Also, could I make an LP of this on my YT channel? Sorry if I'm asking for too much.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 22, 2019, 11:38:09 pm
I redid the rest of the different game mode graphics to match: Patch Link (https://drive.google.com/file/d/15CEeediSKvPAPKlXdfmD146GWusd2VAl/view?usp=drivesdk)

(https://i.imgur.com/djAcvxq.gif)
(https://i.imgur.com/NCZUNT3.gif)
(https://i.imgur.com/9QixYBK.gif)
(https://i.imgur.com/GzeSlFk.gif)
(https://i.imgur.com/pxp2Y9m.gif)

I didn't screenshot everything because it's basically just the same stuff over and over in slightly different contexts, but I believe it's all done.

Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 23, 2019, 12:51:08 am
Looks great; haven't tested it much, but what I did see looked really good.
I've been pretty unwell overall, so all I have to add on top of that right now is a super small script edit.

Kirby's Super Star Stacker Beta 14. (https://drive.google.com/file/d/1zvWEoVNN3ky186n6m7g0q1GzjhddzUjR/view?usp=sharing)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Dzumeister on July 23, 2019, 02:29:55 am
I redid the rest of the different game mode graphics to match: Patch Link (https://drive.google.com/file/d/15CEeediSKvPAPKlXdfmD146GWusd2VAl/view?usp=drivesdk)

(https://i.imgur.com/djAcvxq.gif)
(https://i.imgur.com/NCZUNT3.gif)
(https://i.imgur.com/9QixYBK.gif)
(https://i.imgur.com/GzeSlFk.gif)
(https://i.imgur.com/pxp2Y9m.gif)

I didn't screenshot everything because it's basically just the same stuff over and over in slightly different contexts, but I believe it's all done.

Everything's so gorgeous! It's amazing how officially localized this all looks. Everyone's doing such a good job!  :D
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: tc on July 23, 2019, 04:48:47 am
I'm getting impressed now. Cute and happy works well for it.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Lazermutt4 on July 23, 2019, 01:33:56 pm
Found a bug with the new 'Continue' text.
Misaligned on the Game Over screen in Round Clear and Challenge modes.
(https://i.imgur.com/c3ODhOJ.png) (https://i.imgur.com/pkbl4FF.png)

Oddly, the same doesn't happen in the other modes...
(https://i.imgur.com/KM24d6A.png) (https://i.imgur.com/mmAkhS7.png) (https://i.imgur.com/ZW2tu0z.png)
 
Everywhere else seemed fine.

Also, on the VS Mode setup, the Guest file still shows up as the old 'None'
(https://i.imgur.com/UdXGOUw.png)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: SuperStarFox on July 23, 2019, 05:00:12 pm
Is The English Translation Complete?  :)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Dzumeister on July 23, 2019, 05:47:58 pm
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/67418146_468419683949014_5761276475248476160_n.jpg?_nc_cat=101&_nc_oc=AQl982J3IMKYM0KVg1zpsmtTE2o_AsPqpA4q6ptOwIC4ucepI0xTUd09POM5rNeekLEtzv-LftFOJcuEE3KUvuyP&_nc_ht=scontent-sjc3-1.xx&oh=f399ccf05cb2bab99ceddbd860421e60&oe=5DEC9406)
got this misaligned continue in the Round Clear mode.

I also made a new NA-style boxart for anyone playing this game on emulators/SNES Classic!  :thumbsup:

(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/64298552_590098338064218_8661211287969071104_n.jpg?_nc_cat=105&_nc_oc=AQlYcPE7qFZ8eeNb3ieaQyE9I8GMSD9ECcWLXEGhSileQWUC32CN27ReqVQLwtH_R67PQumtovKgBZZVCLF6q1l8&_nc_ht=scontent-sjc3-1.xx&oh=d9888ed9430413d42d1fec4dfdf12f74&oe=5DA9467D)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 24, 2019, 12:14:03 am
Thanks guys. I knew I probably missed something. Here's another patch with a few fixes: Link (https://drive.google.com/file/d/1zGNOO6vjAOpLhh75fhqOfL_XDfUULS_t/view?usp=drivesdk)

I fixed the text on those game over screens.

I also fixed a couple of graphical issues. Somehow we accidentally blanked out the bottom corner tiles around the next set of blocks at the top of story mode and VS mode, so I put those back in. While I was doing that I noticed something that I think was an oversight by the developers. There are little Kirby heads at the top of the screen in both story mode and VS mode. In VS mode there's a line incorporated at the bottom of the Kirby head graphics that fills in the top of the window border. In story mode they accidentally left that line out creating weird little gaps. I fixed that as well.

(https://i.imgur.com/Ze1KE2z.gif)

Lastly, I recentered the menu text in story mode and VS mode because it was driving me nuts. For some reason in those two modes the developers shifted the text one tile to the right, and the little star selector sprite was shifted 9 pixels to the right instead of 8 so the spacing between the star and the text wasn't even consistent. It looked even more off-center with our longer text so I moved it all to be in line with the other game modes.

(https://i.imgur.com/Qgf6fOX.gif)

Is The English Translation Complete?  :)

I believe all of the text is translated at this point. The only things left are little tweaks like this, and for me to finally buckle down and try to lengthen the player names.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Dzumeister on July 24, 2019, 12:47:21 am
I believe all of the text is translated at this point. The only things left are little tweaks like this, and for me to finally buckle down and try to lengthen the player names.

HYPE  :woot!:

(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/67159995_2191485324409744_3073817418397646848_n.jpg?_nc_cat=109&_nc_oc=AQlO7jqK8QklaVHq7Pn-BF9QkSgYLIz8Rc0IHzVLLF84AZGI2xZnb8R_7-RMu535lIgZvrQ3yIsm7ro9CTuUVlbM&_nc_ht=scontent-sjc3-1.xx&oh=74955599f57b1ff2023794dd38d01fa9&oe=5DABC787)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 24, 2019, 06:35:43 am
This translation is looking really good so far! Also, could I make an LP of this on my YT channel? Sorry if I'm asking for too much.
Sorry, missed this before; you're free to go ahead and do any LP or YT features you like on this, BUT I would advise you to wait until the full 'official' release if you want your content to be evergreen.
If you don't mind it getting outdated, go right ahead - but it would be a good idea to note in your video that it is a slightly unfinished beta.

Is The English Translation Complete?  :)
I believe all of the text is translated at this point. The only things left are little tweaks like this, and for me to finally buckle down and try to lengthen the player names.
Hopefully we've got everything now! It's up to the testers to find anything we've missed, though. If you see some new text if you hold the controller upside down, and press left 27 times at exactly 2:53am in January on a leap year, we won't know until someone encounters it! xD

Sorry it took so long to get to this; it's been more really rough health days, and I still haven't been able to even attempt updating the button sprites. But here's the updated master patch, Kirby's Super Star Stacker Beta15. (https://drive.google.com/file/d/1H9MMl4upOZhgqhLUl7DyPVSuF1_j2INn/view?usp=sharing)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: svenge on July 24, 2019, 10:59:16 am
Something's wrong with Beta 15, as all the default high scores have reverted to Japanese and the second half of Kirby's name (カービィ) got jumbled at that!

(https://i.imgur.com/uVIsaH9.png)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 24, 2019, 12:09:30 pm
Weird. Was Beta 14 still OK? I'm at work right now so I can't check.

The letters and numbers on the end are because of the graphical edits I did when I inserted the 8x16 English font, so it looks like all that happened is that the default names were reverted. I just have no idea why that would have happened.

You're not using an old SRAM file by any chance are you? Once the SRAM file gets created the default names are no longer read from the ROM, so if it was an SRAM file created before I edited the names that would explain it.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 24, 2019, 12:33:28 pm
The issue doesn't appear on my end.
Clean SRAM gives me the proper translated names; definitely check you're not loading an old save file.

This doesn't occur for anyone else, does it?


@Reld, I've just gone through the text button sprites (retry/quit & player/modes) and replaced the text with anti-aliased versions. When you get a chance, check them out and see if you like how they look. No hard feelings if you think you can do better!
I'd rather not attempt to insert any compressed sprite stuff at this stage, lest it break something else, so here are the .bin files:
Link. (https://drive.google.com/file/d/19hSGnSDV3RI8imMIkAcaXx-mNmBc1nst/view?usp=sharing)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: svenge on July 24, 2019, 02:20:59 pm
The issue doesn't appear on my end.
Clean SRAM gives me the proper translated names; definitely check you're not loading an old save file.

Yep, that was the problem.  Renamed the patched ROM file to something else (as to avoid SRAM conflicts) and it works properly.

Sorry for the false alarm.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: darthvaderx on July 24, 2019, 04:03:01 pm
I'm sorry, aborted.  :-[
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 25, 2019, 12:50:02 am
Here's a patch for the buttons: Link (https://drive.google.com/file/d/1vxITuyjvAn1ua8Q9SrI8Qv84Co8MqLwT/view?usp=drivesdk)

I'm not totally sure how I feel about this one. I did end up changing it, but not really because I thought I could do better. Some of the graphics you made looked great, but some of them seemed to have been done with the wrong palette or something and were coming out kind of screwy, so I tried your previous suggestion of just using the 8x16 font. I think it looks pretty decent, and it kind of keeps things consistent, but I'm so used to seeing the other style at this point that it looks a little funny to me now. I probably just need to step away from it for a bit and come back with fresh eyes.

(https://i.imgur.com/QLfB5B2.gif)
(https://i.imgur.com/ypNW1HX.gif)
(https://i.imgur.com/Zn0vw1m.gif)
(https://i.imgur.com/G2xZiJ8.gif)

I also fixed the anti-aliasing on the word "SCORES". I had never noticed it before, but the two lighter shades were reversed.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 26, 2019, 08:26:57 am
They definitely take a little getting used to, but I think the consistency is a genuine improvement. Looks great!

I'd try to update the VS character select names, but a lot of those are so tightly fit in the space as is that I think any attempt to create an AA effect will leave names like Kawasaki fuzzy and hard to read at best.
So I think all that's left now is lengthening the player names and replacing the default 'NONE' with Guest.
It might be easiest to just use the shortcut I suggested for 'Guest' - even if you can get the name entry extended, it feels like the simpler solution there would save messing about in the long term. And at that point everything should be in its fully translated state!


Kirby's Super Star Stacker Beta16 (https://drive.google.com/file/d/1p1xg04yfLpso9rNhOvqkaFGcIBJMInmy/view?usp=sharing) includes this update.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Dzumeister on July 27, 2019, 02:47:43 am
Thanks to you all, I was able to introduce this game to my gf and now she's been kicking my butt at it.  ::)
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/67471233_446606886070913_5093825964605964288_n.jpg?_nc_cat=104&_nc_oc=AQltE-roiABH9i-9UnSapOr0KaajhoJsSAtXdlvJie_LZay7zwsPTN3iVtXiUVlbQsbnePYnxow9kyl7aj5aIcoU&_nc_ht=scontent-sjc3-1.xx&oh=dc73ad02ac00a5621efe63f62c10ccc6&oe=5DA09AE0)

Anyway, 2 minor things from when I was playing (beta 14)
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/67196132_474103156753187_4696095908343840768_n.jpg?_nc_cat=107&_nc_oc=AQmLmZmWlUTVr-NjH9OvwYGAGj-yivcsTSyDjBKR6kKst8-03ToT3LNH6436vFuBpWAKfa7LkmgUINmaFzTb_Os9&_nc_ht=scontent-sjc3-1.xx&oh=addae21799a79a75223b11a09e4abb3d&oe=5DB2B080)
Wouldn't it make more sense if it were LOSS rather than LOSE?

(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/67232285_379444219441232_4642376471745134592_n.jpg?_nc_cat=106&_nc_oc=AQlsC_OEmR_YAoSURrOZHVBfpmEGqvlv5H3Z2bVejmpjZ49nLwJnySGLbwY_TkzRrHli_6zMZbuv7AQPDnsUXjXZ&_nc_ht=scontent-sjc3-1.xx&oh=1ea664bf5a9b87830ca1377d3b2779d3&oe=5DAEB3CF)
Practice vs. Practise? Are we going by British spelling conventions?
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: VicVergil on July 27, 2019, 04:51:27 am
Any chance you could share notes and compression tools that made this possible, to help the chances of other translations happening? The 8x16 font that's now included is one such major hurdle.

It was really sweet following this collaborative project and the ensuing result.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: SuperStarFox on July 27, 2019, 05:04:13 am
The Text "Practise" Should Be Changed To "Practice" And It Should Say: Practice Hard And Get Lots Of Stars!  :)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: svenge on July 27, 2019, 08:43:56 am
The Text "Practise" Should Be Changed To "Practice" And It Should Say: Practice Hard And Get Lots Of Stars!  :)

Actually, "practise" is the British spelling (https://www.dailywritingtips.com/practice-or-practise/) for the verb (but not noun) rendered as "practice" in American English.  So in the UK one could say that the doctor practised his golf swing before going to his medical practice.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 27, 2019, 11:49:52 am
Thanks to you all, I was able to introduce this game to my gf and now she's been kicking my butt at it.  ::)
Hahaha, my girlfriend started the biggest English Puyo Puyo Discord server, so I think you can guess how any games between US go! xD

Quote
(https://scontent-sjc3-1.xx.fbcdn.net/v/t1.15752-9/67196132_474103156753187_4696095908343840768_n.jpg?_nc_cat=107&_nc_oc=AQmLmZmWlUTVr-NjH9OvwYGAGj-yivcsTSyDjBKR6kKst8-03ToT3LNH6436vFuBpWAKfa7LkmgUINmaFzTb_Os9&_nc_ht=scontent-sjc3-1.xx&oh=addae21799a79a75223b11a09e4abb3d&oe=5DB2B080)
Wouldn't it make more sense if it were LOSS rather than LOSE?
Hmm... yeah, assuming the same sprites aren't used elsewhere in a context where "LOSE" is more appropriate, you're right. I don't know if they are, so it's something to check first... but I don't THINK they are.

Quote
Practice vs. Practise? Are we going by British spelling conventions?
The Text "Practise" Should Be Changed To "Practice" And It Should Say: Practice Hard And Get Lots Of Stars!  :)
Actually, "practise" is the British spelling (https://www.dailywritingtips.com/practice-or-practise/) for the verb (but not noun) rendered as "practice" in American English.  So in the UK one could say that the doctor practised his golf swing before going to his medical practice.
As a loyal subject of the British Empire, I am sworn to honour and uphold The Queen's English and the proper spelling therein. =P
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Dzumeister on July 27, 2019, 02:11:40 pm
As a loyal subject of the British Empire, I am sworn to honour and uphold The Queen's English and the proper spelling therein. =P

can't argue with that  ::)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 28, 2019, 12:03:53 pm
Any chance you could share notes and compression tools that made this possible, to help the chances of other translations happening? The 8x16 font that's now included is one such major hurdle.

It was really sweet following this collaborative project and the ensuing result.
Sorry; forgot to reply to this!
My partner actually built a tool I used while formatting the text, but it's very buggy and I kinda hacked it to make it work one way, which broke other parts... essentially I need to get her to fix it and develop it to a point where people who aren't me can use it. xD
As it stands, it really just works because I know how to coax it to.
I would absolutely like to be able to share everything in case anyone else wants to try translating it!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 28, 2019, 01:26:13 pm
(https://i.imgur.com/VTaNWK6.gif)
I have the foundation work for six-letter names done. Editing them works perfectly on the naming screen, and they save properly. No patch yet because every other screen that displays names shows garbled nonsense at the moment, but this was the major hurdle. I'm fairly confident now that I can make it work. Just giving a little update.

Any chance you could share notes and compression tools that made this possible, to help the chances of other translations happening? The 8x16 font that's now included is one such major hurdle.

My personal notes are an absolute mess. Think randomly scribbling things on a napkin, but in text file form. I don't think they would be very useful to anyone.

The compression tools (exhal/inhal) already existed and are freely available. They're more general purpose tools for Hal games.

Then there's the game-specific tools that Dana was using for ripping/inserting the "script". Those are also freely available. The thing about the "script" though is that it isn't really a script in the traditional sense. I think the tutorial text might actually be stored as strings (I haven't looked at it at all) but pretty much everything else is stored as background tile maps. If you look back at some of the snippets of "script" that have been posted in this thread you'll see that each letter is broken into multiple parts (A1, A2, etc.) interspersed with hex values in brackets. The letter parts are references to a table file full of tile IDs, and the hex values in brackets are the tile attribute data (palette, x-flip, etc.). The script dumping/insertion tools just make the tile maps a little more human-readable. Personally I found it a little cumbersome and did most of my editing in a hex editor.

Edit: My point with all that stuff about the script being tile maps is that there isn't actually anything special about the 8x16 font. It's literally just a matter of placing two tiles in the tile map instead of four. No crazy ASM or anything. What I'm doing now with the names is a different story though.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Midna on July 28, 2019, 05:19:26 pm
I like the graphics you're using for victory messages and continue screens and the like, but remember that the original "graphical font" from the game is antialiased.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on July 28, 2019, 05:37:45 pm
Is there some graphic you're looking at that isnt antialiased? I think most of them are at this point.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Midna on July 28, 2019, 05:46:17 pm
Looking at it again, I think the issue is that the color used for the antialiasing is so dark that it blends into the outline, making it seem as though there's no antialiasing at all. That might be more a problem with the original graphics than with the translated ones though.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on July 29, 2019, 11:37:47 am
(https://i.imgur.com/VTaNWK6.gif)
I have the foundation work for six-letter names done. Editing them works perfectly on the naming screen, and they save properly. No patch yet because every other screen that displays names shows garbled nonsense at the moment, but this was the major hurdle. I'm fairly confident now that I can make it work. Just giving a little update.
You are an absolute legend; congrats on getting this far!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: erpster2 on August 05, 2019, 04:37:14 pm
hopefully this goes out of beta stage and reaches final release.  :)

fyi, TheDanaAddams, someone else did had plans (https://sites.google.com/site/yaworg/kirby'ssuperstarstacker) of making an English translation of the Kirby's Super Star Stacker SNES game a long time ago but never really followed through on it (but I'm glad you did)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on August 05, 2019, 08:01:51 pm
Only thing remaining to be done right now before it's considered 'finished' is for Reld to complete the implementation of the 6-letter names - we're really close, and hopefully we'll hear good news soon!

I'll call it a 1.0 release, though - in my experience with the film and game industries, you should never call something "Final". It's a recipe for disaster; something will always go wrong to make sure it's not "final" at all. And then you get "Final v2" and other such silliness. Better not to tempt fate with Murphy's Law. =P
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on August 05, 2019, 10:30:45 pm
Sorry I'm taking so long. I haven't been able to put as much time into it as I'd like, and there are just a lot of little things to change. I am still working on it though. I should be done with it some time this week.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: DJPlace on August 06, 2019, 01:01:57 am
this is a fun little game i always wanted to know what there talking about good luck with this.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on August 06, 2019, 12:08:52 pm
Sorry I'm taking so long. I haven't been able to put as much time into it as I'd like, and there are just a lot of little things to change. I am still working on it though. I should be done with it some time this week.
Great to hear!
No pressure, though; life always has to come first. I'm a very patient lass, but I don't think waiting a little longer will kill anyone!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on August 09, 2019, 02:31:51 am
Here's the patch for the six-letter names, finally: Link (https://drive.google.com/file/d/1pDcaZGYhlDMr-e4fjim9Q5ZZdey31Y2m/view?usp=drivesdk)
Apply over beta 16.

(https://i.imgur.com/VthPD3d.gif)
(https://i.imgur.com/yIT233l.gif)
(https://i.imgur.com/DSCdcyf.gif)
(https://i.imgur.com/r2YYg2J.gif)

I don't think there should be any bugs, but you never know. Changing the way names were written caused the numbers for scores and times to be written with 8 pixel wide characters as well, so I had to do a bunch of reformatting of a bunch of different screens.

You may have noticed from the above screenshots that I changed the character names at the bottom of the VS screen too.

(https://i.imgur.com/DkgxIka.gif)

Man that was a pain! :laugh: I moved the portraits and selector sprites over and expanded the green background boxes to make room for 7 tile wide names instead of 6. Most of the text graphics in the game are 2bp and can only use 3 colors plus transparency, but these are stored with the character portraits so they're 4bp and can use 15 colors plus transparency. The original game didn't really take advantage of that. I changed it so that the name graphics use the same palette as the green background, which had three unused black color entries that I modified to be the main brownish font color plus two transition colors. Combined with the darker greens that were already in the palette that gave me a lot of shades for some decent antialiasing. Because the new graphics used more colors they didn't compress as well though. I rearranged the tiles to be as efficient as I could, but it was still roughly 2000 bytes bigger than the original so I ended up moving and repointing a ton of stuff to make room. I think the end result was worth it, but oh boy was it more work than it looks!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on August 09, 2019, 03:28:52 pm
I've done some testing and nothing looks broken, so...
EVERYBODY GIVE RELD A BIG ROUND OF APPLAUSE! WE'VE GOT A RELEASE VERSION!!

It looks incredible; you've done such an awesome job, and you should be proud as heck of this! You really made this into something special; thank you so much!


For the rest of you, here it is - Kirby's Super Star Stacker v1.0! (https://drive.google.com/file/d/1fHAKj5UkbhWdOlAS8H8Fid52Gom54xrf/view?usp=sharing)
This applies to a clean ROM, and as a bonus, the checksum is fixed.
Title: Re: Testers needed: Kirby\'s Super Star Stacker English Patch
Post by: SuperStarFox on August 09, 2019, 11:20:55 pm
HOORAY!!!   :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :woot!: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :) :) :) :) :) :) :) :) ;) ;) ;) ;) ;) ;) ;) ;) ;) ;) ;) ;) ;)

P.S What English Patch Will You Work On Next?

August 09, 2019, 11:32:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I Played It And You Totally Forgot Something!!!

I Was Playing The Challenge Mode And When I Quit The Game... I Saw Some Really Weird Text With An Image Of Kirby Singing Terribly On Stage! I Think You Forgot To Add The Game Over Text To That One!  :-\
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: svenge on August 10, 2019, 07:23:20 am
I found an exceedingly minor glitch, in which the number "0" in the tens place of a high score in Challenge Mode won't appear when moving the screen to "Modes".  The thing is that when you go down to the individual modes' tabs, the "0" reappears where it should be.  Interestingly enough, it didn't happen when the tens digit was a "1" (as I had achieved the high score of 115 before the later 400 score).

I've confirmed the issue in both Canoe (SNES Mini emulator) and BSNES, so it's not a glitch that's particular to a single emulator.  I've attached an image showing the "missing zero" below:

(https://i.imgur.com/hGpFATL.jpg)

I Was Playing The Challenge Mode And When I Quit The Game... I Saw Some Really Weird Text With An Image Of Kirby Singing Terribly On Stage! I Think You Forgot To Add The Game Over Text To That One!  :-\

That actually is the game-over text as found in the original Japanese ROM for that mode when you score badly, and is supposed to represent how poorly Kirby was singing.  I'm pretty sure that leaving the original text was an intentional choice by TheDanaAddams and/or Reid.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on August 10, 2019, 08:11:59 am
Nice find Svenge. It only seems to happen when there's a zero in the tens place in the top score specifically, so I probably never would have seen it. I believe I've fixed it, but I'd like to wait just a little bit to see if any other bugs crop up before releasing a bugfix patch. If you're impatient and know your way around a hex editor just change the byte at $0218B7 in the ROM from $05 to $02 and that seems to fix it.

SuperStarFox: Assuming you're talking about the text that looks like cartoon cursing (a bunch of shapes and punctuation) Svenge is right. That's supposed to be like that.

Edit: I meant to say this in whatever my next post was, but I got distracted with bug hunting. Big thanks to Dana for letting me help out with this, and generally being a pleasure to work with! It's been a lot of fun, and I feel like I learned some things.

As far as SuperStarFox's question about what's next I can't speak for Dana, but for myself I have another project (Shounen Ninja Sasuke) that stalled out due to a lack of a translator. Check my post history if you want to see where I was at with that. I basically just need to find someone to translate the script. I don't have anything else planned for the moment.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Masaru on August 10, 2019, 10:40:53 am
There's a bug in the ending where the "project kirakira staff" text repeats twice instead of showing the director's name in the ending
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on August 10, 2019, 01:31:31 pm
Thanks Masaru. That's an easy one too, thankfully. Looks like I accidentally pointed two pointers at the same address when I was moving things around.

Keep the bug reports coming! Unless there aren't any more bugs, of course.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on August 10, 2019, 04:57:32 pm
Aaaaand this is precisely why we don't label things 'final'! =P
I played through the story in Pro mode for my testing, which apparently doesn't show the credits, so I missed that. (Makes sense; you've already seen them if you unlocked Pro mode.)

That actually is the game-over text as found in the original Japanese ROM for that mode when you score badly, and is supposed to represent how poorly Kirby was singing.  I'm pretty sure that leaving the original text was an intentional choice by TheDanaAddams and/or Reid.
Exactly this. ^^

Super lucky you caught that weird score display glitch; very specific circumstances like that are precisely why testers are invaluable!


As far as SuperStarFox's question about what's next I can't speak for Dana, but for myself I have another project (Shounen Ninja Sasuke) that stalled out due to a lack of a translator. Check my post history if you want to see where I was at with that. I basically just need to find someone to translate the script. I don't have anything else planned for the moment.
I'd offer to help, but I don't nearly have enough confidence in my Japanese knowledge to translate something like that. Kirby was kind of an easier thing to attempt, since by their nature Kirby games are simple and approachable.

As for what's next for me, I'm not sure! I have about 8 million different projects up in the air that I'd like to be doing, but time and health and tools... and money... are always an issue.
I've been building a hand-wired ZX Spectrum from scratch, but that's stalled until I can afford a part for my ROM programmer; I've been working on custom covers for my collection of cart-based games so I can put them all in clamshell cases; I've got a number of original game projects in various stages; documentary YouTube content; display and accessibility structures that need building; an old, neglected Don't Starve mod that I really want to try and fix and get working again... and goodness knows what else!
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: erpster2 on August 12, 2019, 12:49:38 pm
I found another bug in the 1.0 patch, TheDanaAddams.

it seems the tutorial (when viewing the "rules" of the game) seems to finish a little prematurely as seen in this picture

(https://i.ibb.co/BZz2fjy/kirbysuperstarstacker-rules-bug.png) (https://imgbb.com/)

seems like this is out of sync

this did not happen with the beta 16 version where the tutorial worked perfectly
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on August 12, 2019, 11:19:13 pm
Here's a patch that fixes all of the bugs that have been mentioned so far: Link (https://drive.google.com/file/d/10MmZjU6oExRjepORhx_ojYVLr0Aj5wp7/view?usp=drivesdk)

For that last one it turns out I'd accidentally overwritten the instructions that tell the demo to move the blocks down faster as if the player was pressing down on the D-pad with the tail end of the VS screen name tile maps. Took me a while to figure out, but it was an easy fix once I did.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on August 13, 2019, 02:22:48 am
Here's a patch that fixes all of the bugs that have been mentioned so far: Link (https://drive.google.com/file/d/1vxITuyjvAn1ua8Q9SrI8Qv84Co8MqLwT/view?usp=drivesdk)

I'm going to guess that you meant to upload a patch named 'sss_bugfix' but accidentally uploaded the older patch 'sss_buttons' instead?
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Reld on August 13, 2019, 02:45:34 am
Ugh. :banghead: I uploaded the right one, but I copied the wrong link. It should be fixed now.
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: TheDanaAddams on August 13, 2019, 03:09:37 am
Hehehe, all good; it's an easy mistake to make!

New version submitted to the main site, but for the early-birds: Super Star Stacker 1.1. (https://drive.google.com/file/d/1eMjr9l3Y6cvc08heUzX4w_bVBg2moKbC/view?usp=sharing)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Dzumeister on August 13, 2019, 03:52:44 pm
Hehehe, all good; it's an easy mistake to make!

New version submitted to the main site, but for the early-birds: Super Star Stacker 1.1. (https://drive.google.com/file/d/1eMjr9l3Y6cvc08heUzX4w_bVBg2moKbC/view?usp=sharing)

Real big congrats on release! You all did so much work, and it shows in how professional everything looks. :)
Title: Re: Testers needed: Kirby's Super Star Stacker English Patch
Post by: Mattiac on August 14, 2019, 04:16:02 pm
Thank you for this nice translation! You should include a Readme-file in the zip-file!