News: 11 March 2016 - Forum Rules, Mobile Version
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - USC

Pages: [1] 2 3 4 5 6 ... 9
Script Help and Language Discussion / Re: Help with Japanese text
« on: August 18, 2017, 05:36:53 pm »
The Funimation dub of Dragon Ball Z used "Android"... but "Cyborg" would probably be a better descriptive translation. :)

ROM Hacking Discussion / Re: Anyone ever hacked Kingdom Hearts?
« on: July 17, 2017, 11:06:15 am »
These people have. I imagine they know a good bit about the inter-workings of the game.

News Submissions / Re: Site: RHDN 3.0 Site Refresh Launched!
« on: June 29, 2017, 08:04:01 am »
ExL: For what it's worth, TechnoFatal was my favorite theme here. I actually threw together a small Chrome extension to add it back to the new layout (mostly to learn how to make Chrome extensions, but I liked the color combinations).

Gaming Discussion / SNES Mini... and Star Fox 2
« on: June 26, 2017, 01:13:15 pm »

Wonder if this Star Fox 2 will be any different than the translated beta version? :)

Gaming Discussion / Re: Steam Summer Wail!
« on: June 25, 2017, 01:30:28 am »
The last time I used it was several years ago, when it had a lot less features. This is what the side panel says about it now:

Free version of Slime Forest Adventure:

*optional introduction to katakana and hiragana
*get comfortable with kanji
*learn to recognized and distinguish a thousand kanji
*the adventure begins with Episodes 1-4
*start learning kanji readings with a sample sidequest
*introductory vocabulary and grammar in Supplementary Training

I've enjoyed it well enough back then, but it's up to you if you want to risk the download.

Gaming Discussion / Re: Steam Summer Wail!
« on: June 25, 2017, 12:59:09 am »
Jorpho: You could try Project LRNJ. It teaches Katakana, Hiragana, and ~1000 Kanji for free. It's not as polished at Hiragana Battle, but it covers a lot more material using the same idea.

Haha wow, I'd nearly forgotten about Mickey Mouse III. Kinda wish I had the time to go back and redo it now...
Glad you were able to use my old work, Wave!

Newcomer's Board / Re: Help needed with font hacking!
« on: January 12, 2017, 07:32:54 pm »
Hmm. I opened it in Tile Molestor, set the rows to interleaved and the codec to 2BPP Planer. That's the clearest I could get (although it was tilted 90s - easiest to see with the large numbers:

There's probably a configuration that could do even better, but this might be helpful to you. I saw standard 4BPP images later in the ROM, so it's probably a space saving measure for the font since it includes Kanji as well.

Personal Projects / Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
« on: January 11, 2017, 12:38:46 pm »
Ah, that's definitely it then - that sign is used right in the front of the school in the game.

Personal Projects / Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
« on: January 11, 2017, 08:38:45 am »
It depends. First, do you know the hex encoding used for the characters? (E.g. If you open the ROM with a hex editor and find where the dialogue is, あ might be represented in hex by "4A", い might be  "4B", and so forth).

If you do, you can at least do in-place editing. Change the hex code for each word/dialogue so that it spells out an English word instead. As long as it's the same size or smaller compared to the original Japanese, you can translate it that way. It's a pain though, haha.


If you also have the table file (basically a text file with the full set of あ = 4A, い = 4B rules in it), you might be able to use Atlas to automatically reinsert the script into the game. The script file you described sounds like an Atlas script, so you may be able to just run it that way. :)

Personal Projects / Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
« on: January 09, 2017, 10:57:39 am »
Okay, here's my first pass through the ROM looking for uncompressed graphics:
.PNG file (Colors aren't the same as in-game)

I wouldn't mind editing (at least some) of the graphics once you've translated. What's your preference for the English font or font style used?

Personal Projects / Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
« on: January 08, 2017, 10:52:28 am »
MatatabiMitsu: Ah, okay. I'll see if I can find those - hopefully they're not compressed.

By the way, do you have any interest in changing the world map text and other non-menu text?
For instance, at 0xF333A we have what I assume is the school sign, some road markers, and additional text I haven't come across in-game yet:

If so, I can dig up all those for you as well.

Edit: Okay, I think I've found the status screen at roughly 0x87372, and it does looked to be compressed (since editing it causes the game to lock up if you load the status screen, haha).

Personal Projects / Re: Gokinjo Boukentai Translation (SFC/SNES JRPG)
« on: January 07, 2017, 10:10:35 pm »
Just downloaded it to take a look. The font's located at 0x00093873, 8 by 16 pixels, easily viewable in 2BPP mode.
It goes 0 - 9, A - Z, Katakana, Hiragana, punctuation/symbols/dialogue border, then finally "accented" Katakana and Hiragana.

I'll try to figure out the encoding when I get a minute, but it seems like it could all fit in 255 characters.

Edit: Ah, if you've been given the scripts already then you must know the encoding. :)
Regarding image editing, what graphics do you need changed? I saw a bunch of uncompressed images while I glanced through the ROM, so at the very least I rip them and give you the hex locations to reinsert them once edited.

I have a question though. On the game, the option screen has 3 options. In the hex data, each set of characters are separated by "F1 00" (iirc... Will check later). Do I check from the first character of the first option? (for example, the SA in SA U N DO(Sound in Japanese)) Do I check from the F1? Thanks

The first option in the list, does it start with 'F1 00' as well, or just '00'?
You'll have to play around with it, trying different starting points until you find the pointer table. 'F1' and '00' might be a terminating byte, a starting point, or something else entirely.

This article on Data Crystal might be helpful.
Get the address at the start of a line of dialogue, convert it to the formats mentioned there, then see if you can find it in the ROM itself.

Gaming Discussion / Re: Does anyone know what game this is?
« on: December 12, 2016, 08:55:11 pm »
Madsiur: Maybe Sanitarium?

Programming / Re: Help - How to use the tile editors for roms?
« on: December 10, 2016, 09:13:57 pm »
Underneath the enlarged version of the tile (on the right side) is the current palette, and below that is a standard color palette. You should be able to change it from there.

From the screenshot, it looks like the first color is selected. I believe you could probably click another color in the lower (rainbow) palette to change it (E.g. Right now the first color is a dark blue, but you could change that to green, and all the currently dark blue colors would turn green).

You'll have to dig through the ROM to find the font and/or menu tiles - hopefully they aren't compressed!

ROM Hacking Discussion / Re: Screenshots
« on: November 04, 2016, 11:05:40 pm »
I've been tooling around with Giftpia a little, mostly to see if I'm capable of anything more complicated than GameBoy/WonderSwan level. :)

So far I've made a few scripts to import/export the font and menu graphics, and how to in-place edit the text. Next up is figuring out the pointers, and then how to add larger files back into the GameCube ISO...

Newcomer's Board / Re: Pokémon Stadium won't run after hex editing
« on: September 25, 2016, 12:15:51 am »
Hello! It'd help if we knew what changes you made, and where you made them in the ROM.

Newcomer's Board / Re: Recompression Algorithm Advice
« on: September 15, 2016, 11:00:56 am »
Wow, thanks for all that information Zoinkity! I hadn't even thought of using a tree to search. Hopefully I'll be able to wrap my head around all of it.

Update: After a couple missteps, I was able to make a functioning compression/insertion routine:

(The whole screen excluding the text-box is compressed, but for my purposes the only thing that's important is the top left corner, haha)

Oddly enough, my algorithm seems to create longer runs of compressed data compared to the original - I've decompressed then recompressed several game images and they're all at least 100 - 200 bytes smaller. I assume the original Wonder Swan team's algorithm had be more concerned with time and/or space complexity on 1990s computers than I do. :)

If anyone's curious, the game's about 85% playable at this point (shop dialog is the last remaining hurdle for the player), and roughly 50% fully translated (the 229 Digimon bio's being a LARGE portion of the remaining text). There's a few additional problems related to increasing the Digimon's name max length from 10 to 16 (like running off screen and being partially overwritten in memory), but I haven't made enough progress on those to beg for help yet, haha.
Plus, editing the shops and title screen will keep me busy for a while.

Thanks again for all your help guys!

Pages: [1] 2 3 4 5 6 ... 9