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Messages - USC

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1
Newcomer's Board / Re: Help with Altering Font
« on: April 09, 2018, 11:02:22 am »
Assuming there's not already an English font in the game, then yes, you'll have to replace the Japanese font graphics with an English one.

In really simple terms, the game reads in the numbers given to it, and draws the tile that's assigned to that number. Tile 65 can look like the letter 'A' or the hiragana 'あ' - the game doesn't care, it just draws that tile whenever it sees the number 65. The number itself has no inherent meaning.

2
It retains the palette you had set in TLP, so if that's incorrect then yes, the BMP won't look right either. :)

3
Yes. In TLP you can highlight a section of tiles (Click one with the left mouse button and drag to cover the rest). Then click on "Edit" and "Export to BMP". You can open the resulting .BMP file in Paint if you so choose.

4
Eh, guess it was just cultural bias on my part. I'd consider チカン itself to be molesting someone, but I think the signs with warnings themselves are pretty commonplace in parts of Japan (the Wikipedia page actually contains parts of Jazz's text, with Kanji). I'd assume the sign's just something that fits in that environment.

5
The second line is something like "It's a fountain, but there's no water".

The third line is a warning about being molested at night (Chikan, to be exact):
[Everyone's Park]
Beware of being molested
when walking alone at night!
This is a written notice.

Both could be reworded to sound better in English. I'll try to look at the rest later, if no one else here gets to it first.

6
Edit: Didn't read the last section, argh.

7
Nice to see someone else working on WonderSwan games! I have a partially translated version of this game kicking around somewhere - I'll see if I can dig up my documentation. If it's got anything in there that'd be useful to you, I'd be happy to share.

Edit: As far as the cut-scene font's artifacts, you have it shifted by one. If you move everything so it looks right at 0002D9DF instead of 0002D9E0, it'll fix that.


Edit 2: Same thing with the menus. Shift the graphics up by one, and they'll look fine.

8
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. :)

9
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.

10
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).

11
Gaming Discussion / SNES Mini... and Star Fox 2
« on: June 26, 2017, 01:13:15 pm »
http://www.eurogamer.net/articles/2017-06-26-nintendo-confirms-snes-mini

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

12
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:

Quote
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.

13
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.

14
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!

15
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.

16
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.

17
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. :)

18
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?

19
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).

20
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.

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