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Messages - Ryusui

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General Discussion / Re: Hello. I have a quick question...
« on: June 10, 2016, 09:17:00 pm »
Lemme give you just a little more detailed rundown of how this works. Just to give you an idea.

One thing you can generally count on with game hacking is that the game's text will be in large contiguous chunks. The catch here - and this is one of those "hard if you're a beginner, easy if you're experienced" things - is that you can't just start changing strings willy-nilly.

See, the game has to know where to look for each of those strings, and it accomplishes that via a pointer table - a large continuous chunk of memory addresses each corresponding to the start of one of those strings. When the game wants to find, say, string 57, or 105, or 23A (that last one's not a typo - that's hexadecimal!), it can just do a simple multiplication (in binary, multiplying a number by 2 is as easy as adding a "0" to the end - we call that "left-shifting") to figure out where to find the pointer for that string, then start reading the string based on the pointer value.

The "TL;DR" of all this is that if you change the text without changing the pointers, the game is still going to be looking for its text in the old locations.

To a newbie, this is devastating news: "aww, but that means I can't make strings any longer than they were originally!" To someone more experienced, this is par for the course: "I can use an inserter like Atlas (or just write my own) to update the pointers for each string as I reinsert them." What seems like a brick wall to a beginner is just a simple hurdle for an experienced hacker. In fact, it gives us carte blanche to put our text anywhere those addresses can point to - on GBA, for instance, we can not only make our strings as long as we want, we can put them anywhere there's free space!

So the bottom line here is, it's not terribly hard to get a script out of the game, edit it, and then put it back in. Though it does involve some steps that are outside of the comfort zone of most newbies coming here. There's no friendly GUI for the tools involved - it's all command line stuff. You might be tempted to try doing all your work in a hex editor, but believe me, that way lies madness. Imagine moving a mountain of sand one grain at a time - that's what translating using a hex editor is like. Hex editors are useful for stuff like visually verifying data (and making sure you have the game's table right), but a saner workflow is to get the script out of the ROM using a tool like romjuice or Cartographer (both command line-based), edit it using a plain text editor (e.g. Notepad!), and then reinserting it using Atlas or a custom inserter (also command line-based). One nice thing about command line tools is that they're easy to automate; you can write a batch file in Notepad which will run a sequence of command line instructions with a double-click, for instance (and it's best you set up something like this, as typos can have nasty consequences when you're working with a command line).

Which brings me to one final word of advice: don't make changes directly to the ROM if you can help it. Your batch process should copy a clean version of the ROM and make all the necessary changes - inserting your script, your modified graphics, your ASM hacks, etc. It will save you a ton of headaches keeping all your changes separate until they're ready to be compiled into the ROM. ;)

General Discussion / Re: Hello. I have a quick question...
« on: June 10, 2016, 06:14:05 pm »
Hi there. I'm Ryusui. Yes, that Ryusui. :3

I'm gonna stop you right here:

What you're talking about is not a beginner project. The fact that you're asking questions like "is there a program I can use for this?" kinda outs you as a beginner.

Here's what I'm gonna tell you to do:

Back away. Just back away from this and appreciate what I'm gonna tell you: this is not an appropriate project for you at your current skill level. I mean. You could do it, in the same sense you could climb Mt. Everest with nothing more than two toothpicks and a sippy cup of water, but it's going to take way more time and effort than doing it the right way, and the bottom line is, the end result just plain isn't going to be pretty.

Instead, find another project. Something simpler, easier. Something to ease you into all the esoteric intricacies of romhacking. Can you write a batch file or run a program from a command line? Do you know how to count in hexadecimal? Can you read assembly code and have a general idea of what it does? Do your eyes glaze over when I say "hardware registers"? These are all basic things you should understand before you attempt a translation hack of anything even approaching RPG scale. There's really no good way to learn how to do this kind of thing apart from experience, and you plain won't get that kind of experience tackling a monster project right out the gate - in practice, you'll just be beating your head against the bottom floor of such a project. Find an easy, text-light project - it doesn't even need to be a translation hack; it can be something like a graphics or basic text hack. Just as long as you learn how to do this, and do this well. If you can prove you have the chops to handle this project, hell, I'll give you my retranslation script.

I wish you the best of luck.

Script Help and Language Discussion / Re: Steins;Gate psp
« on: January 30, 2016, 04:17:45 pm »
My attention's too divided to be much of a mentor at present. ^_^; That said, we've got plenty of useful docs and utils on hand, if you check the sidebar on the left. ;)

Again, I'd like to steer you towards the older Nintendo platforms - NES, SNES, Game Boy (Color) - because they're all well-explored, well-documented territory. Once you've gotten the hang of translation hacking, then you should try your hand at hacking on less well-charted platforms.

Script Help and Language Discussion / Re: Steins;Gate psp
« on: January 30, 2016, 04:11:44 am »
This is a huge fricking project you're looking at. You'd be better served just buying a Vita, which can play all your digital PSP games anyway.

Not to turn you away from romhacking in general, mind. But you should definitely look into a simpler, easier project if you're an absolute newbie. Try something on NES, SNES, or Game Boy - those are all well-documented systems. Maybe PS1, if you're feeling adventurous.

Script Help and Language Discussion / Re: Steins;Gate psp
« on: January 29, 2016, 08:24:28 pm »
Might I ask, why do you need to translate the PSP version when the Vita version is already available in English?!/en-us/games/steinsgate/cid=UP4293-PCSE00644_00-STEINSGATE00000A

General Discussion / Re: Most Well-remembered ROM Hack Contribution
« on: November 22, 2015, 06:55:51 am »
Well, the BoF2 retrans would be the obvious pick, but it was Sylvanian Families where I first really tested my skills (even if I also tested the community's patience in the process ^_^;) I'll admit even I'm not entirely sure how I went from 8x16 font hacks for abortive efforts at Gundam translations to getting a variable-width font implemented in a Game Boy game. Plus the script with all the silly little touches I added in.

I've mentioned it before, but I'll say it again: I actually slipped a couple of references to SF1 into the BoF2 retrans. "It smells so good...maybe I could sneak a bite while no one's looking?" has a special place in my heart for being the first time I deliberately ignored the original Japanese script in favor of something fun, and I ended up putting it in the mouth of a prisoner in Fort Nageur who, amazingly, is saying almost exactly that in the original Japanese version. (Yes, it's a point of pride that the single dumbest thing I did with BoF2's script is something that would not stand out as an actual change between the English and Japanese text. XD)

Barubary goes by Myria now. She's posted here on occasion and I actually worked with her on a (presently backburnered) BoF1 retrans. :3

Nyuuuuurgh, sorry, I misread. *beats head against desk in penance*

Script Help and Language Discussion / Re: Character Recognition
« on: October 20, 2015, 04:49:41 pm »
The green kanji actually reads せいじん (saint, sage, profit), but they're reading it as テラフォーマーズ (Terraformers).

You're forgetting 星人, "alien."

I may have spoken too soon on the "Sigurd" front. Apparently there is a novel by a Friedrich de la Motte Fouque, "Sigurd der Schlangentödter" (a title which translates beautifully as "Sigurd the Serpent-Slayer"), whose name is written in Japanese as 大蛇殺しのジグルト.

All told, the idea of a legendary hero's name being applied to a defensive buff doesn't seem too bizarre to me...

Might I ask, what do Longinus and Elixir do? Do the names describe what they actually do?

If so, then I suggest working back from whatever Jiguruto does.

JP Wikipedia has entries for all three names:

Akiko Kosaka, Hitoshi Yasuda, and Kouji (that's the full name given).

As for ジグルト, the only thing I can find is "Sigrud," not to be confused with "Sigurd," which JP Wiki says is シグルズ (yes, "Shiguruzu"; that's not a typo).

Second option on the left is でぐち, "Exit."

"I have no idea!

Last one I'm not sure about. The option says "Cathedral of Shadows" but the response is something like " can do [that] sooner or later"? I don't know if all her answers are as teasing/taunting as the one for "Exit," but almost want to render this as...

"You'll see for yourself soon enough!"

Script Help and Language Discussion / Re: SMT if... Sprite Text
« on: June 04, 2015, 05:47:11 pm »
"Fear not, defeated one.
A new light comes forth to protect you..."

Also went over the previous thing. I think the second line is wrong in context. Judging from how "ga tame" is used in the latest bit, "Nanji no chikara ni naran ga tame" strikes me as "in order to become your strength," and "miru ga ii" appears to be idiomatic - like "yattemiru," "to try to [do something]".

Charon: You cannot yet cross this river, mortal.
For a light yet shines upon you as your protector.

That light has taken form upon this riverbank,
seeking to become your strength.

Now, return from whence you came.
Stand once more, and be reborn with the power of light...

I would Olde English it up a bit, but I'm not sure how far to go before it'd become silly. ("The light hath" would be a good place to start, but where would it stop? XD) Also, technically the other translation of the first and final lines are more accurate, but I think my versions sound a little more suitably dramatic? :3

EDIT: Never mind on that second part. Pretty sure I'm right about "to become your strength" but not so much about the rest. ^_^;

Script Help and Language Discussion / Re: SMT if... Sprite Text
« on: May 27, 2015, 11:14:59 pm »
Archaic verb forms are not my strong suit. If anyone can help with the "-ran" and "-rarei" in the text, I'll be happy to do the rest.

Newcomer's Board / Re: How works Menus in rpgs (other games)
« on: July 29, 2014, 07:20:27 am »
I dont want to change the BOF1 menu on this way, because its very hard to realize.

Too bad for you, then: it's the only way to make any meaningful changes in this case. 'Cause for developers, coding things that make life hell for lazy hackers like you (or me :P) is frickin' easy.

Newcomer's Board / Re: How works Menus in rpgs (other games)
« on: July 28, 2014, 03:17:30 pm »
Last we spoke on the subject, she'd gotten a huge chunk of the menu redesigned completely to look more like the one in BoF2. (She even incorporated my vertical menu hack. :3)

She even one-upped d4s by getting a VWF in - it's sort of a cheat (the text is prerendered), but it looks damn good nonetheless.

To answer the TC's question, this is some very advanced hacking we're talking here. It's not something you can pick up overnight from a few documents. If you are an absolute rank beginner at any kind of hacking, I'll give you the same advice I'd give anyone else: start at the bottom and work your way up. Text hacks, graphics hacks, get to understand how games work under the hood, move up to simple ASM stuff, and then you can start dreaming of grandiose menu hacks. (Though there's a chance Myria and I might've already finished up BoF1 by then. It could happen! ^_^; )

Script Help and Language Discussion / Re: Translate Japanese Text Help
« on: March 06, 2014, 02:35:26 pm »
"So the Riset spell will reset everything when I'm stuck?"

Now don't do that again. You know what I'm talking about. :P

EDIT: Yes, it's a pun on "reset." I don't know what you've got it translated as, but the actual word "reset" is リセット.

ROM Hacking Discussion / Re: NEED MEGAMAN 2 ROM HACKING HELP!!!!
« on: December 26, 2013, 09:34:11 pm »
Okay, exactly have you been working on this hack "for a long time" if you only just recently learned how to use a hex editor?

More importantly, how are you "on the brink of finishing it" if you haven't actually done any of the work you need to do on the enemies and bosses?

As for deadlines...well. I'm rather amused at the thought of a romhacker with a deadline. I mean, unless there's a evil-faced moon (or similar catastrophe) about to crash down on your head, there's really no ironclad force that could impose a "deadline" on you, and if an evil-faced moon is about to crash down on your head, then trying to rope an experienced hacker into doing your entire project for you (and stretching the truth about your own hacking accomplishments) seems like a rather questionable use of your time, doesn't it?

Gaming Discussion / Re: How should I go on about creating an indie game?
« on: December 21, 2013, 12:59:09 pm »
I strongly recommend participating in a Ludum Dare or other game jam if you're not sure about your coding skills. Nothing gets the creative juices flowing like a hard time limit and a theme to follow. And once you're done, you'll have a tiny little indie game you can flesh out into a full-blown indie blockbuster. Just look at McPixel or Evoland.

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