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Messages - Normmatt

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1
ROM Hacking Discussion / Re: Double Byte Text inserting / 16bit S-JIS
« on: September 12, 2018, 11:02:42 pm »
@Normatt - great to see you still around buddy - been a long time since PN Network. Again, thanks for the references to those projects. Funny, I did a mostly completed Dino Devices 2 translation in 2005 with a guy named daMoose years ago however lost it on an old computer/may still have it but too lazy to find it.
Did you ever complete it?
Sadly, nope never finished it, haven't found anyone wanting to translate it  :'(

2
ROM Hacking Discussion / Re: Double Byte Text inserting / 16bit S-JIS
« on: September 06, 2018, 09:39:39 pm »
I personally (ab)use ARMIPS for inserting text these days.

Here's a few example projects where I use it:
https://github.com/Normmatt/F-Zero-Climax-GBA-Translation
https://github.com/Normmatt/Medarot-Navi-GBA-Translation

Some older projects use a combination of Cartographer to dump the script and Atlas to insert them:
https://github.com/Normmatt/Bomberman-Jetters-GBA-Translation
https://github.com/Normmatt/Gachasute--Dino-Device-2-Dragon-Translation


3
Personal Projects / Re: The Legendary Starfy [GBA]
« on: July 21, 2017, 05:40:43 am »


Notice how the black background behind the text and the actual black background where there isn't any text? its different shades of black.

4
Personal Projects / Re: The Legendary Starfy [GBA]
« on: July 20, 2017, 12:14:37 am »
Wow I never thought my work on this game would actually get used  :beer:

It looks great... if you guys need any hacking work done let me know.

also is it me or is the text background color wrong?

5
Personal Projects / Re: Independent Girl Translations
« on: February 05, 2017, 10:36:49 pm »
Nice to see some new GBA translations.

If you ever need any help with any GBA hacking let me know.

6
Personal Projects / Re: [GBA] Magical Vacation English Translation
« on: April 20, 2016, 09:31:50 pm »
Posting an update since I haven't for a while.

  • All the text in the game should now be translated (around 250k Japanese characters or roughly 2~3 light novels' worth of text).
  • Lots of bugs have been fixed.
  • I've gotten some useful bug reports from beta testers but could use more testing (again, PM me to help test).

The game is basically in a completely playable state but there are still quite a few spacing / graphical issues I'm aware of that need fixing. I'm planning to publicly release the patch on June 10th, 2016. Over the summer I'll address any remaining bugs and typos people report and then clean up and open source the translation tools / hacking information in late August.

Cool!

Especially the part about releasing your tools and hacking notes. I think the community would benefit greatly if everyone did that.

7
I did some work on this a year or two ago. It's mainly translation that needs to be done. Here is most of my hacking work.

8
ROM Hacking Discussion / Re: Screenshots
« on: November 23, 2015, 04:59:00 am »
Menu text for Magical Vacation. Decided to go with a fixed-width font for convenience and because I think it looks decent in the menu.


Looks good.

btw, are you part of the team that was working on this on github but made the repo private after a few days?

9
Newcomer's Board / Re: Building a Japanese table
« on: August 19, 2015, 07:30:43 am »
This game is already being worked on but here's the two table files https://gist.github.com/Normmatt/1c3386ae504a2cce1ba8

10
Programming / Re: Getting Started on a VWF?
« on: July 09, 2015, 07:59:44 pm »
Have you read this blog post?

11
ROM Hacking Discussion / Re: Densetsu no Stafi - Font Question
« on: August 11, 2014, 01:31:46 am »
I completely forgot I hadn't uploaded my font patch... Sorry about the wait... I've just put it up on github.

12
ROM Hacking Discussion / Re: Screenshots
« on: April 23, 2014, 12:10:44 am »
I forget, are mock-ups allowed in the screenshots topic or not?




These are two small screenshot edits I made for a theoretical Phantasy Star IV on GBA. It was odd to me how the Phantasy Star Collection had the first three games, but not the fourth, and they never even released a port of the fourth as its separate cart. I often wondered if it was a problem with the menu screen layouts. I decided to test that theory today, and yeah, I pretty much confirmed it. I managed to make it work, though, and I don't think it looks so bad.

With a Variable Width Font that'd probably looks quite nice.

13
ROM Hacking Discussion / Re: Densetsu no Stafi - Font Question
« on: August 15, 2013, 08:10:07 pm »
I did some work on this game in the past. I got a vwf inserted and working, I inserted a few lines of your translation just to see how it looked. I haven't looked at this game for awhile and probably won't unless someone wants to translate it.

14
ROM Hacking Discussion / Re: Screenshots
« on: August 02, 2013, 12:56:13 am »


So, I just did a thing.  If you can't tell, this is RPG Tsukuru Advance(RPG Maker Advance).

I'm still trying to figure out what font to use for the top menu name, but it apparently translates to "to create a data" or something to that effect.  I'm probably gonna change that to "edit resources" to make a bit more sense. 

By the way, does anyone have any idea what that one option translates to?  All I can get is something about "work", and I have no idea what that editor does when I open it up.

In this context its probably Job.

BTW: I have a partial table file for this game. Never completed it as it had too many kanji in it.

15
Those looks like game specific formats and thus those two threads are likely the best information available on them. You will likely have to reverse engineer them yourself.

16
ROM Hacking Discussion / Re: bad coding in roms
« on: April 08, 2013, 01:55:08 am »
I see this a lot in Intelligent System's coding. It irks me because it wastes a *lot* of space (One 32-bit pointer per possible input) and if it somehow ever got a value out of range it'd jump to a garbage address.

Code: [Select]
08085430 0080     lsl     r0,r0,#0x2 ;Input here is lsl'd by four
08085432 4903     ldr     r1,=#0x8085444 ;A list of pointers here
08085434 1840     add     r0,r0,r1
08085436 6800     ldr     r0,[r0]
08085438 4687     mov     r15,r0 ;Then just updates the program counter. ;_;

This particular example is from Advance Wars 2. Although it seems to be in a lot of IS' GUI code. :|

That isn't bad coding. That is simply how jump tables are handled on arm. The default case (if the index is out of bounds etc) is generally handled before this segment of code so it's perfectly safe.

17
Newcomer's Board / Re: Pointers help
« on: April 06, 2013, 12:32:31 am »
if its for DS the arm9 binary is loaded into ram at 02000000 so you need to change the last byte of the pointer to 02

18
ROM Hacking Discussion / Re: Screenshots
« on: April 02, 2013, 08:17:16 am »
It's F-Zero Climax.

19
ROM Hacking Discussion / Re: Screenshots
« on: April 02, 2013, 06:16:38 am »

20
Programming / Re: Need help with my code
« on: January 20, 2013, 12:22:17 am »
for(int i = 0; i <= 2; i++) {
     if(players.dead)i++;


Its always a bad idea to manually increment the for loop from within. Change that condition to check if the player is not dead and enclose the rest of the code in the loop in it.

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