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Messages - TheFireRed

Pages: [1] 2
1
Personal Projects / Re: Zelda II Redux
« on: May 16, 2018, 02:39:28 pm »
So, here is the latest patch with the palettes and new dialog box changes :)
https://www.dropbox.com/s/9nvida92kyh5svj/Zelda2Redux.ips?dl=0

Congrats on your project and your effort so far! I wanted to test this patch it seems to do nothing. I used both FLIPS and LIPS and the checksum of the patched file matches with the original.

2
Gaming Discussion / Re: Recording footage from an Adobe Flash Player game.
« on: November 27, 2016, 06:32:28 pm »
As Ghost-Tank said, go to the Video Settings and select the correct output resolution. And if you also want to crop unwanted portions from the window capture, just add a Crop filter and fine-tune your selection. You can also use the Alt key and click+drag to select the desired area. Lastly just resize the picture to the whole video frame.  :) I would recommend VidCoder as your go-to encoding software. It's free, open source and uses updated codecs.


3
Really excited to see further advancements in the translation, pablitox!

4
News Submissions / Re: Translations: New Translations Added to the Database
« on: December 24, 2015, 08:18:37 am »
Wow, the Chinese even dared to take on Terranigma. Nice work.

5
Personal Projects / Re: Survival Kids 2: Escape the Twin Islands
« on: February 08, 2015, 05:37:27 pm »
I'm very happy to know that you finally finished the translation. Congratulations! We will all enjoy playing it, that's for sure. Thank you very much!

6
ROM Hacking Discussion / Re: Screenshots
« on: February 06, 2015, 07:42:42 am »
@Dgdiniz
amazing, I have a friend that made the translation of star ocean in text,
waiting for a future way to insert the scrtipt
Hey Gadesx! I'm glad to see that someone from the Spanish scene will be in charge of Star Ocean, and especially you! :)

7
I knew it had something to do with you, Leeg. I'm reading it and I must say it's really impressive!  :beer:

8
Personal Projects / Re: Parasite Eve - Translation Project
« on: July 12, 2014, 08:47:18 pm »
Fantastic job! The screenshots look gorgeous! Congrats.  :)

9
Newcomer's Board / Re: Romancing SaGa 2 - Active project?
« on: June 15, 2014, 07:44:02 pm »
You've just come to the right place. RHDN is full with experienced hackers and I'm sure the SaGa series will catch their attention. You just need to post a Help Wanted ad here and follow its discussion in a topic such as this. I'm wishing you good luck with your project.  :thumbsup:

10
ROM Hacking Discussion / Re: How to reduce Color Depth the best way?
« on: June 14, 2014, 03:01:49 pm »
In GraphicsGale there's a batch conversion tool where you can reduce colour depth. I'm not sure whether you can use your own custom palette, but at least you can throw loads of pictures in one shot. The programme's free of course.  ;)


11
Woah dude, use a proper upload service. I can't see a thing.  ;D http://imgur.com/

12
So, out of curiosity, what's included in this translation? Is it nearly playable? (By playable I mean at least being able to navigate through menus even though the story is not translated)

14
ROM Hacking Discussion / Re: Screenshots
« on: May 28, 2014, 04:43:44 pm »
Any chance you might put those on Youtube? There seem to be a problem watching those on tablets.

So why don't I watch them on my computer? Well, I just made a back surgery since I had an accident and can only sit for short moments for 8 weeks plus watching videos on tablet is always nice. Unless the problem is just my nexus 10.
I thought I'd upload the videos myself to Dropbox or something like that but they're so friggin' enormously gigantic. Though I can provide a direct link to the files hosted at hitbox.

http://edge.vie.hitbox.tv/static/videos/recordings/gideonzhi-1398647614.flv.mp4

That's the latest video Gideon uploaded. Let me know if that works and I'll just copy the rest of the links. :)

15
Works okay for me I guess, plus it's incredibly fast. Sure, I have to be very careful with spaces and correct formatting, but there are some nice debug features in the game so testing texts won't be very difficult.

16
Yeah, I think so. Unless something else appears, I'm good to go for now. I'll use this thread for future reference as a rookie romhacker.  :P

And yes, I'll definitely share these documents for everyone else. It'll surely help other people to translate the game in a matter of days. :)

17
I may not have explained it appropriately. Yes, as you first mentioned, in the table pointer there are a number of consecutive pointers pointing to a whole chunk of text, but then the pointers change directions to another continuous set. This occurs four times, making a total of 5 text blocks.

The first pointers ($70001-$70148) point to the second text block in the ROM (2668E-27FFF, base pointer $4C000), etc. When I was testing the script dumps I noticed that the dialogues ended abruptly, so I came to the conclusion that I needed to recalculate the addresses in new text blocks for Cartographer. I completed it by trial and error, basically. Interestingly enough the last pointers point to the first text block in the ROM.

It will definitely sound silly to you (and I know that I'm just reinventing the wheel), but I find this astonishing.  :happy: Not only that, but also how these two little powerful tools are able to work across completely different games.

18
I actually used one of your files as a template and I assumed that I needed to write a HDR command too. But now that you're telling me it totally makes sense. Line erased. Thanks!  :beer:

19
Here's a question: can I use multiple endtags for the autowrite? I've got some strings ending with /FE=<CHOICE>, which are obviously different from the usual /FF=<END>.

This is my Atlas commands file:

Code: [Select]
#VAR(Table, TABLE)
#ADDTBL("tbl.tbl", Table)
#ACTIVETBL(Table)

#VAR(PTR, CUSTOMPOINTER)
#CREATEPTR(PTR, "LINEAR", $4C000, 16)

#VAR(PTR0, POINTERTABLE)
#PTRTBL(PTR0, $70001, 2, PTR)

#HDR($50)
#JMP($51931, $53FFF)

#AUTOWRITE(PTR0, "<END>")
#AUTOWRITE(PTR0, "<CHOICE>")

//#W16($70001)
//Whoa, boy! Whereya off to in    such a hurry?   Set a spell, I  got somethin' tatell ya!<END>
//POINTER #1 @ $70003 - STRING #1 @ $5198A
¡Pero chaval!   
¿Ande vas con   
tanta prisa?   
¡Ven aquí, hijo,
que tengo algo 
que decirte!<END>

and so on

//#W16($70061)
//  Deluxe Shovel    200 Rupees!  Seems expensive!    Buy  No Way!<CHOICE>
//POINTER #49 @ $70063 - STRING #49 @ $52969
Pala lujosa por
200 rupias. ¡Es
un poco cara!   
¿Comprar?       
    Sí   ¡No!<CHOICE>


Since #AUTOWRITE(PTR0, "<END>", "<CHOICE>") won't work, I assumed adding two #AUTOWRITE commands would do the trick. I tried this and it seems it's working fine, so am I correct?

20

The font has already been edited and those characters have been included to the table.

EDIT: Turns out I forgot a character out of the way while editing the table and that's why Atlas threw me errors. Whoopsie.  :-X I suppose I should calculate new pointer bases for those chunks of dialogue scattered. In this case it seems the very same pointer table points to different parts of the ROM so the base pointer is inconsistent. I'll keep on going through the rabbit hole. :3


EDIT2: Okay! This is my shiny new Cartographer commands file!

Code: [Select]
#GAME NAME:        Zelda DX (GBC)

#BLOCK NAME:        Text1 001-164
#TYPE:            NORMAL
#METHOD:        POINTER_RELATIVE
#POINTER ENDIAN:    LITTLE
#POINTER TABLE START:    $70001
#POINTER TABLE STOP:    $70148
#POINTER SIZE:        $02
#POINTER SPACE:        $00
#ATLAS PTRS:        Yes
#BASE POINTER:        $4C000
#TABLE:            tbl.tbl
#COMMENTS:        Yes
#END BLOCK

#BLOCK NAME:        Text2 165-265
#TYPE:            NORMAL
#METHOD:        POINTER_RELATIVE
#POINTER ENDIAN:    LITTLE
#POINTER TABLE START:    $70149
#POINTER TABLE STOP:    $70210
#POINTER SIZE:        $02
#POINTER SPACE:        $00
#ATLAS PTRS:        Yes
#BASE POINTER:        $54000
#TABLE:            tbl.tbl
#COMMENTS:        Yes
#END BLOCK

#BLOCK NAME:        Text3 266-402
#TYPE:            NORMAL
#METHOD:        POINTER_RELATIVE
#POINTER ENDIAN:    LITTLE
#POINTER TABLE START:    $70211
#POINTER TABLE STOP:    $70320
#POINTER SIZE:        $02
#POINTER SPACE:        $00
#ATLAS PTRS:        Yes
#BASE POINTER:        $6C000
#TABLE:            tbl.tbl
#COMMENTS:        Yes
#END BLOCK

#BLOCK NAME:        Text4 403-593
#TYPE:            NORMAL
#METHOD:        POINTER_RELATIVE
#POINTER ENDIAN:    LITTLE
#POINTER TABLE START:    $70321
#POINTER TABLE STOP:    $7049C
#POINTER SIZE:        $02
#POINTER SPACE:        $00
#ATLAS PTRS:        Yes
#BASE POINTER:        $70000
#TABLE:            tbl.tbl
#COMMENTS:        Yes
#END BLOCK

#BLOCK NAME:        Text5 594-668
#TYPE:            NORMAL
#METHOD:        POINTER_RELATIVE
#POINTER ENDIAN:    LITTLE
#POINTER TABLE START:    $7049D
#POINTER TABLE STOP:    $70560
#POINTER SIZE:        $02
#POINTER SPACE:        $00
#ATLAS PTRS:        Yes
#BASE POINTER:        $20000
#TABLE:            tbl.tbl
#COMMENTS:        Yes
#END BLOCK

Now all text dialogues are correctly dumped into files! The table pointer seems to be split into several chunks and each one points to different parts of the ROM. What's more, various base pointers are needed throughout the pointer table. Do you have any hints in how to implement this into an Atlas file? Right now I've got this for my testing file:

Code: [Select]
#VAR(Table, TABLE)
#ADDTBL("tbl.tbl", Table)
#ACTIVETBL(Table)
#VAR(PTR, CUSTOMPOINTER)
#CREATEPTR(PTR, "LINEAR", $4C000, 16)
#VAR(PTRTBL, POINTERTABLE)
#PTRTBL(PTRTBL, $70001, 2, PTR)

#HDR($50)
#JMP($51931)

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