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1
Gaming Discussion / Re: Our translations were used in a museum
« on: December 17, 2018, 09:34:28 pm »
That was nice of them to acknowledge us.

2
Newcomer's Board / Re: How to post pictures in forum posts
« on: December 16, 2018, 04:56:34 pm »
I've never used Imgur in my life, but I just went there and looked at one of the images on the main page.

On Windows:
Right-click -> Copy Image Location

Then on the forum post I clicked the image icon which made these:
Code: [Select]
[img][/img]
Then I pasted the URL in-between the tags:
Code: [Select]
[img]https://i.imgur.com/DQUfpgL.jpg[/img]
This is the result.


3
Newcomer's Board / Re: How to post pictures in forum posts
« on: December 15, 2018, 07:28:31 pm »
FYI: I'm old fashioned, but I still think it's worth shelling out for your own web hosting account.

It's literally $2-$3/per month, plus a domain name for like $10-$15 per year. You get your own email accounts, and your own web space where you can post as many pages and images as you want. You're spending like $35-$50/per year and you only need to learn a little bit about setting up your own email accounts, and FTPing files. Free stuff like Gmail, and Imgur take the place of it well enough I suppose, but they always seem shady and limited compared to just rolling your own stuff on a normal webhost, but maybe that's just me.

4
Well, there's a certain NES game that I was working on that you translated, and I never got round to finishing it, so... :)

:woot!: That Zoids game was another fun one to translate. I just like how goofy and low budget the whole thing is. Plus I think the gallery shooting random battles are kind of fun. Granted, I never got too far in the game, but let me know if you need someone to playtest. I might be up for it.

Now I'm curious to know what this 3DO thing is...



It's a thing of beauty... 8)

If only you guys knew how many hours of painstaking work went into this, just because it uses a rather ingenious compression scheme that only now I fully understand. It's not totally finished, though: there's still the two secret screens that need their graphics tweaked to fit the new title screen, but now that I understand how it all works, it won't be a big deal, and the big work is done.

There's just a few things to fix up before I can release, so it's coming soon. :)

Can't wait! :)

Incidentally I wonder if developers took these contract projects as a way to R&D some techniques for other projects. Nice job on getting it all figured out at any rate.

5
ROM Hacking Discussion / Re: Let's Translate Every Game Gear Game
« on: December 14, 2018, 02:09:24 pm »
Summary of the most recent updates:
  • I translated the (very short) script for Doraemon - Noranosuke no Yabou.
  • Crayon Shin-chan - Taiketsu! Kantam Panic!! is being hacked by Psyklax and is nearly finished.
  • I made a table file for the intro text for From TV Animation - Slam Dunk - Shouri e no Starting 5.
  • At some point I dumped a partial script for Godzilla and passed it to TheMajinZenki. This project is likely being hacked by Supper.
  • I dumped a script for Taisen Mahjong HaoPai 2.
  • At some point I dumped a partial script for Torarete Tamaruka.
  • I completed the table file for the 12x16 text in World Derby.
  • Supper found a complete script dump for Eternal Legend made by a Japanese hacker.

6
Mini-update, to bump the thread a bit. :)

I got FlashPV's title screen which they shared on Twitter, and painstakingly redrew it into Tile Molester - I did have a PNG, but there were one or two colours that were not in the palette, so I figured it was safer to just redraw the whole thing. Plus, the tile order is a little jumbled in the ROM so I wanted to make sure it was a like-for-like replacement.

I'm nearly finished redrawing, just need to do the game's subtitle. Then it's a case of compressing the graphics and pasting them into the ROM, and the game will be 99% complete. This hack has been more work than I expected, but I'm glad the end is in sight, and I can get back to my own hacking. :D

If I haven't already said it, thanks for taking on this project. A lot of these Game Gear translation projects aren't going to ignite a huge fan response, but they are an important part of the system's library and I love seeing them hacked and translated. I can't wait to see this one finished and I'm glad to hear it's nearing completion. Speaking of your own hacking, any hints on what you may be getting back to? More Time Stranger?

7
Personal Projects / Re: Translations of early Famicom games
« on: December 09, 2018, 12:37:46 am »
Hey there everyone, a teeny tiny update from me.

While working on Crayon Shin-chan for the Game Gear, I got a PM from Guyver regarding Sherlock Holmes, because he noticed that the most vital clue in the game was wrong! Filler missed a zero, I noticed it, but somehow I put the original translation in the game. So, we both messed up a little there. :D So anyway, I've submitted version 1.1 to the database, because we agreed that a new version is required here. After reading this thread again, I also noticed that I'd made two minor errors... but I'd forgotten about them, and I'm not resubmitting it. :)

So, that's all for now, just a very minor fix. Once I finish on Shin-chan, I really ought to finish off Zoids as well - I'd made good progress there...

 :thumbsup:

BTW: If we're resurrecting this thread, I'll mention that I took a serious swing at translating Mezase Pachi Pro Pachio-kun just a little while ago. I managed to translate more of the script than I thought I would, though I wouldn't say it's more than 50% done. Looking up pachinko terms was even kind of interesting. There's surprisingly little English language information out there about it. I'd like to play the game for a bit more context, so expect the project to be set back a few years. ;) Still, that may be one more script from that time period translated at some point.

8
You translated it, didn't you think what those secret button combos were all about...? ;)

I'm (probably unsurprisingly) lazy about these things. :)

Any plans to make a gag dub patch where you make up the script? This IS Shin-chan after all?

I watched some of the dub back in the 00s when it was on Cartoon Network. Not as good as the VHS fansubs I used to watch, but still a lot of fun.

9
Not sure how far you are with the title screen but I heard from FlashPV on Twitter this morning that they might be up for taking a stab at it. You might want to reach out to them if you haven't heard from them already.

Also, I didn't realize but there are slightly different title screens dependent on the code you put in (I think). They're pictured at the start of this video. https://youtu.be/fE0HpNfXapk

Also, I advocate for "press start". :)

10
News Submissions / Re: Translations: New Translations Added to the Database
« on: December 05, 2018, 03:37:38 pm »
Wave is on a mission to translate the history of gaming into his native Spanish, and that is a commendable goal.  :thumbsup:
(so, this one isn't Wave's but that's still true)

My assumption was that they were reposting patches from some Spanish language site I was unaware of. If they are translating them all themselves, I am even more impressed. Based on the number of English language patches hosted here, I figure they should be caught up translating them all to Spanish relatively soon.

11
I spoke too soon about a lack of compression. :-\

For reasons best known to the programmers, instead of using the full kana set which is sitting uncompressed in the ROM, it goes through a decompression routine of some description. I suppose when the text is just two colour, there's a degree of compression available - but there are TWO uncompressed kana sets in the ROM! The mini game descriptions uses one of them, but the story mode goes through this nonsense.

Hopefully I can reverse engineer the decompression and figure out how to put my alphabet in that format. But it's a pain.

EDIT: Well, I think I've cracked the compression. Still don't know why they did it, but whatever.

Basically instead of using 32 bytes per tile, the game uses 16 bytes, but instead of storing the bytes as they will appear in VRAM, it loads the first byte as normal, then uses it to XOR against the next byte in order to get the correct byte. Why?! It doesn't save any space, it doesn't seem to serve any purpose aside from making it appear unreadable in Tile Molester. What baffles me more is that, due to the font being only 1bpp, they could've easily halved it again to 8 bytes per tile.

So, now I just need to use an XOR calculator online to go through every tile, and I should be on my way. Hmm, maybe OpenOffice Calc has an XOR function, that'd save time...

Glad you made some headway! This made me think of that thread where I asked why so many of these games have multiple fonts and weirdness. I forget if you commented there, but it just seems like random folks worked on different aspects of these games and did whatever they felt like at the time. The lower budget the game, the more those issued seem to crop up.

Just to say I don't see any grounds for translating it as "Quantum" when it' clearly just a parody of "Gundam".
The obvious choice would be...
https://kenjiurban.blogspot.com/2007/09/cuntam-robo.html
 ;D

Lol! I assume you're just playing this for laughs, but if you do want to see support for the "quantum" argument, I think the sample sentences here are quite compelling. https://ejje.weblio.jp/content/%E3%82%AB%E3%83%B3%E3%82%BF%E3%83%A0

12
 :woot!: Woohoo! Now you've done it. ;)

EDIT: FYI In case you take a stab at the title screen, the title is Crayon Shin-chan Showdown! Quantum Panic!!

I used to watch fansubs of this back in the day and it was always transliterated as "Kantam" and the theory was that it was just an altered parody of "Gundam". However, more modern online Japanese resources provide a translation of "kantam" as "quantum" and thus the show in Crayon Shin-chan is called "Quantum Robo" which totally sounds like a giant robot show. The only reason I mention this is that I just looked at the readme again, and I happened to leave it as "kantam" in one instance so I wanted to avoid confusion.

Also I might be wrong anyway because Japanese. :D

13
Any luck with this?

14
Congrats on this and thanks for revisiting another RPGOne release to bring it up to 2018 standards. Incidentally, I just realized that this is the same Milon from Milon's Secret Castle, about which I watched one of the more entertaining episodes of the Angry Video Game Nerd recently. I'm glad that this appears to be a fun action-platformer rather than the seemingly frustrating scavenger hunt that was its Famicom predecessor.

15
ROM Hacking Discussion / Re: Artelius' Weird Dictionary
« on: November 23, 2018, 02:22:56 pm »
Thank you for the script dump! That explains the behavior I was seeing much better.

16
ROM Hacking Discussion / Artelius' Weird Dictionary
« on: November 21, 2018, 04:41:31 pm »
Would someone give me a hand dumping the script for Artelius on the Famicom? Here's what I'm running into.

The first line of dialog in the game is the following.


It's preceded by "05", and followed by "04" after the ending byte "01" (which is really a "wait for user input" code) like this, "05めざめよ........0104".

Once the user presses a button, the line "めざめよ........" is repeated, though it only appears once in the script.

Next, is this line.


It starts with "04" which I think is what repeats the previous "めざめよ........" line. Then it continues with "いま " and then another "04". As you can see from the screenshot, this time the "04" inserts "あなた".

"04" continues to stand for "あなた" until we get here.


Here "04" brackets the phrase like this, "04くるったうちゅう04". However, it's not expressed in the printed text.

The very next instance of "04" is expressed on the screen as "あなた".


The next instances of "04" occur here where it brackets the word, "04サーベラー04", and is again not expressed in the displayed text.


The next instance of "04" is expressed to the screen as "サーベラー" as seen here.


So my conclusions are as follows. "04" is some kind of control byte for a dictionary style compression. It's not expressed as a word on the screen if it brackets a word, but it does if it appears on its own. Words that it brackets can be displayed using "04", though in the case of the first repeated line, it was bracketed by "05...04". Some pointers or something determine the way that "04" is expressed. Also, just because a word was bracketed by "04", does not mean it will be the next word expressed by "04".

I'm letting you know that this is much beyond my ability to dump taking this scheme into account. If it were simpler like a single block that contained all the words in order that would be one thing, but I'm barely able to follow how "04" is used here.

Would someone give me a hand dumping this script?

The video I'm using for reference is here: https://www.nicovideo.jp/watch/sm6860173
The table file for Artelius is here: http://datacrystal.romhacking.net/wiki/Artelius:TBL (Note: use the main table)

17
Gaming Discussion / Re: Youtube taking down game-hacking channels.
« on: November 11, 2018, 02:21:03 am »
What if I told you it also has to do with some games no longer supported? And how any recent music videos don't get DMCA'd too?

Also irrelevant. YouTube has long had ways for music companies to make money by making claims on videos for ad revenue and including links to legally purchase music. Music videos are fully monetized on the platform. They aren't going to take down videos that they make money off of.

Nothing in that article gives the impression that they are pursuing action against any game hacking activities that would be considered ethical.

18
Gaming Discussion / Re: Youtube taking down game-hacking channels.
« on: November 11, 2018, 12:07:39 am »
It looks like this has to do with contemporary games that are still supported by the original developers? In that case, of course they would do that, they are fully in their rights to, and it's not related in any way to what we do here. It's completely irrelevant and nothing to be surprised about.

19
ROM Hacking Discussion / Re: Let's Translate Every Game Gear Game
« on: November 09, 2018, 06:51:15 pm »
I dumped a script for Hyokkori Hyoutan-jima (ひょっこりひょうたん島), a game based on a 1960s televised puppet show. Some scant info about the show here (http://www.fanboy.com/2008/12/pop-up-gourd-island-classic-japanese-stop-motion-animation.html#more-6012). The script is only about 3K. The only other text in the game appears to be some menu text and some other misc static text that is graphics tiles stored mostly in order of how they appear on screen.

EDIT: FYI, I translated the script.

EDIT2: Made table files and dumped a script for Kenyuu Densetsu Yaiba a.k.a. Legend of the Swordmaster Yaiba (剣勇伝説YAIBA).

EDIT3: I'm on a roll. I made a table file and dumped a script for Doraemon: Noranosuke's Ambition (Doraemon Noranosuke no Yabou ドラえもん ノラのすけの野望).

EDIT4: Dumped and translated the script for Zan Gear.

20
Newcomer's Board / Re: Technical issues with making a japanese table file
« on: November 01, 2018, 11:18:18 am »
The short answer is, if you're trying to relative search with Japanese text it's not going to work.

I'm fairly certain that the relative search functions in hex editors are programmed to work with the English alphabet order. If I remember correctly, the old fashioned way was to replace the Japanese font with an English one, and then relative search for one of the gobbledygook strings.

Alternately, you can do a relative value scan with Translhextion. I cover that in this video. https://youtu.be/2WqNpYMuv1I

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