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Messages - tashi

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I agree with 730, but another common expression in English in this context would be something like, "I'm fine with it."
In love, using the word "fine" is a huge red flag most of the time.

I know Japanese. If it gets to that point, let me know.

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: September 28, 2018, 08:39:22 pm »
shiroi ringu he - twinkle little star
joshi pro wrestling game for SNES.

I finished translating all the dialogue. I need to do research on move names. I inserted the script as is, but it would be great if I could figure out how to modify the text engine. 16 characters per line is very limiting and the 14x12 font looks awful.

I dunno the context but they're saying "dyna" in almost every case. Dyna Battles, Dyna City. I was hoping they were dinosaurs but I dunno.

Gacha Stage ? Gacha gacha machines are capsule machines. Are there capsule stages? some kind of .. bonus lottery stages? No idea.

I'm gonna be crashing with you for a whle.

No problem! You might already know about Dino Battling, but I'll explain it anyway. Dino Battles are fought with monster-shaped toys called Dinos.

And the people who fight in Dino Battles are called Dino Battlers, right?

Yep, and the company that makes Dinos is called Dinomo Co. They're here in Dino City.

So that's why every Dino Battler's journey begins here in Dino City.

Hero //you sure it's not Misari?
That's right. Take this, it's a present from my father.

That's a Dino Charger. It's a mobile tool for controlling Dinos.

There's a battery inside, and you can use it to charge Dinos you want to use in battle.
When Dinos run out of battery, they'll stop moving and that Dino loses, so keep an eye on it.

Also, the charger works like a credit card in Gacha Stages (what??) so it's pretty handy to keep on hand.

You'll use that Dino Charger for a while, so record your name on it.

Script Help and Language Discussion / Re: Kanji identification
« on: September 25, 2018, 10:32:19 pm »
Yeah, it's 100% 了
The font made it kinda hard to tell. I would've expected it to look like the 子 a few lines below it, just without the middle horizontal line, but the tiny font tile makes it look completely different, shifted to the right and shorter on top.

The tone of the first example line you gave made me think military-ish, so they'd probably say 終了 and 了解 and stuff, but I don't understand what they're actually saying, so I couldn't be sure from that alone.

Every additional sample you shared is 了解 了かい or "roger" so I'm confident it's correct now.

Script Help and Language Discussion / Re: Kanji identification
« on: September 25, 2018, 07:31:49 pm »
It's probably 了 ... doesn't exactly make a lot of sense that I can tell. But it's probably right.

Programming / Re: How to learn Assembly?
« on: September 24, 2018, 06:19:55 pm »
I don't know any real assembly, but I know some higher level languages. The game "TIS-100" really twisted my mind and got me thinking about things on a lower level. I wonder if someone else could share whether the pseudo-code from the game is anything like actual assembly.

Personal Projects / Re: Hikaru no Go translation (GBA)
« on: September 24, 2018, 06:14:35 pm »
Looks good! I remember playing that when it came out. The fast-forward button helped a lot.
I always forced jigo with Akari because I felt guilty about crushing her...

Script Help and Language Discussion / Re: Kaji identification
« on: September 23, 2018, 09:40:11 pm »
I'm afraid I'm at a loss for AF=[KANJI AF]
Maybe if you see it in context or in-game or something I might recognize it.

I wonder if a different tile editor would make the characters more readable?
The main block is in alphabetical order so it was pretty easy to guess the characters, but it would've been difficult if they were unsorted.

This is the main block:

And the interspersed ones:
Code: [Select]

Script Help and Language Discussion / Re: (GBA) Hikaru no Go
« on: May 29, 2014, 07:49:57 pm »
I love hikago, but unfortunately I'm more of a translator than a romhacker. I've never tried to hack GBA before, but I'll give script dumping a go and post my results tonight.

Unrelated, but gotta ask: ckrit, wanna play go sometime? :)

*edit1; As I vaguely recall reading a long time ago, GBA games use S-JIS encoding, and in good form Hikaru no Go 1 and 2 both use S-JIS encoding, and neither script is compressed.

*edit2; These are sort of raw and incomplete, but they were super easy to make with EsperKnight's SJIS dumper
hikaru no go 1 script dump
hikaru no go 2 script dump

I think the easiest workflow is to make a proper table file full of control codes, dump with cartographer, and insert with Atlas. Therefore, I wouldn't necessarily try to start translating with these rough scripts, but you can get an idea of the size and scope, I guess.

The list is of games I've personally confirmed to have uncompressed scripts. Most of the games on the list also have uncompressed fonts, so it would be easy to make the table files.

I can't promise any of these games are hackable, but I have scripts for some RPGs:
Bushi Seiryuuden Futari no Yuusha (~30% translated)
Ihatovo Monogatari
Traverse - Starlight & Prairie

I've also checked dozens of games to see if they have uncompressed scripts, meaning they should be pretty simple to script dump. (some of these games may already be in progress by others, sorry)
Light Fantasy 2
Tottemo Luckyman
Down the World
Sansara Naga 2
Dream Maze
Gaia Saver
Kachou shima
Jantei Monogatari
Tenchi souzou
Ginga Sengoku
Bakumatsu Oni

Personal Projects / Re: Marvelous ~ mou hitotsu no takarajima
« on: December 18, 2012, 02:34:13 am »
SkinnyV, just for my own curiosity, I would be interested in knowing whether it runs on real hardware.

DSwizzy145, unfortunately no, it won't be continuing soon. In all likelihood, it won't continue. I've done what I can to the limits of my ability, and have "settled" with that. There might be a German or French version someday that will likely be more complete.

warren, glad you could play it :)

Personal Projects / Re: Marvelous ~ mou hitotsu no takarajima
« on: December 14, 2012, 08:05:14 pm »
Hey all, haven't updated in what feels like forever, because, well, no updates :)
Talked to several people about getting a VWF, but it never worked out, and I've sort of lost interest/moved on.

I really wanted to polish this up and make it shiny and wonderful, and knew that a "beta" patch release would steal a lot of thunder from a potential proper release, but who knows if that will ever happen?

Here's my most recent play test build (June 2012). Merry Christmas :>

The zip file contains a folder called "marvplaytestbuild" with an IPS patch, an xdelta patch, a readme with some info, and the script (Japanese/English).

The first thing you'll notice when you start the game is a scrolling Japanese text wall. Oops. Then an untranslated title screen (oops) and then a Japanese team name select screen. If you hit L/R you can get to English letters. Then the game will start and it should be more or less English.

A super cool tip I recently learned:  if you hold shift and right click an empty area of a folder, "open command prompt here" should appear in the context menu. Saves a lot of hassle from running cmd.exe and then trying to navigate to your folder via cd, dir, and tab completion.

I find Crystal Tile 2 very convenient for looking at tiles, but everyone has personal preferences.

For long Japanese tables with thousands of entries, I actually use... Microsoft Excel. In col A I have a long list of integers. In col B I use =DEC2HEX to convert to hex. Col C is the character itself, and col D is a concatenation in the format of "hex = character"  I copy col D to a text file and save that as my table. One reason for using excel is that, for instance, if I accidentally skip a character, that means ALL the following offsets need to be shifted, which is trivial in Excel (just drag cells around).

I second Monkey Moore as being a useful tool. It's great for finding the hiragana in a game. Pretty sure it outputs tables in UTF-8, though a lot of other tools expect S-JIS, so be aware of that.

I personally do script insertion and translation, and my preference is to keep as many of the control codes away from the script as possible. It really disrupts my flow if I have to constantly be thinking about [newline] or [end] bytes. Try to make a parser so the translator can use a simpler syntax which you transform into the mess that gets shoved into the ROM.

Some examples that might not be relevant to you: If there is a character limit per line, do that with a parser and save lots of headaches. For formatting new lines, maybe a simple [newline] is all it takes, but if your game has multiple ways for inserting linebreaks, let your translator use something simple like "Dear Sir,CRLFBlah blah" and you can switch CRLF to [newline1] or [newline2] or [scroll] or [nextpage] as appropriate. Even if end bytes are the same for all strings, why make your translator type that out? Use a parser to append end bytes.

In my script files, I keep all the original Japanese lines, and then below each string, I prefix my English line with a > and use a parser to deal with formatting, end bytes, and commenting out the translated Japanese text (while keeping the untranslated lines in). That was important to me for debugging.

Script Help and Language Discussion / Re: Little help.
« on: July 07, 2012, 02:18:13 am »
To keep beating a dead horse, in the PSP game 絶体絶命都市3, one of the lines has the word 騎士 in it, and the voice actor actually says ナイト knight.

You are a hacking machine, mate! It's such a beautiful thing to see a VWF hack! Good luck with scrollback (and name screen?). I look forward to seeing your progress.

Man, I had forgotten about that hanged corpse until you mentioned it. Just a brief glance and it's easy to miss. This game is so creepy/scary!

ROM Hacking Discussion / Bushi Seiryuuden script dump etc
« on: June 28, 2012, 09:32:49 am »
Everyone probably knows Game Freak for making Pokemon, and since this community is sort of focused around obscure retro games, most of you probably also know that they made an RPG on the SNES called Bushi Seiryuuden - futari no yuusha. I haven't beaten it yet, but it's really fun and interesting. In particular, the combat system kept me engaged. There's a target number of turns for finishing each battle, and you get tasty candies if you can beat it, but it is very tricky to slip in under the limit. Although the combat has turns, it is very fluid, almost like an action RPG. If you want a better description, please read the HG101 article on bushi seiryuuden

As this thread title suggests, I dumped the script and made a table, but there are a ton of embedded pointers and/or control codes that I can't figure out. Since there is very little talk of this game from what the forum search tool could show me, I thought it would be worthwhile to at least post what I have for a couple reasons: maybe someone will help me figure out control codes, or maybe someone can use it to jump start a translation project of their own. <- VERY ugly script, uses 852 kanji (but 575 of them are elementary level!) <- table (missing MANY control codes)

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