logo
 drop

Main

Community

Submissions

Help

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 ... 10
1
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.

2
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.

3
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. :)

4
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?

5
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).

6
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.

7
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.

8
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.

9
Gaming Discussion / Re: Does anyone know what game this is?
« on: December 12, 2016, 08:55:11 pm »
Madsiur: Maybe Sanitarium?

10
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!

11
...Welp.
No criminality in Clinton emails - FBI

Not sure this is going to help her too much at this point, but there you go.

12
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...

13
General Discussion / Re: What happened to datacrystal?
« on: November 03, 2016, 09:24:18 am »
Weird. I tried it just now and it worked fine. Does it redirect you if you click a specific page's link?
E.g. http://datacrystal.romhacking.net/wiki/Translations_Request_List

14
Apparently US nuclear attack warning was upgraded to DEFCON 3 amidst tensions with Russia.

For what it's worth, that seems to be the opinion of an unofficial monitoring group, not the actual US Government. Not to say things are great at the moment, but they don't seem to be that bad yet.

16
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.

17
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!

18
Newcomer's Board / Re: Recompression Algorithm Advice
« on: September 13, 2016, 01:25:13 am »
Oh yeah, I meant the uncompressed image data. I tend to use "hexcode"/"hex pair"/byte interchangeably - we all have our bad habits, I guess. :)

Thanks, glad to know I'm on the right track! Hopefully I'll have some time this week to program the compressor and see if the theory's correct.

19
Newcomer's Board / Recompression Algorithm Advice
« on: September 12, 2016, 10:54:03 pm »
Hello all!

I managed to figure out the graphics compression for Digimon 02: Tag Tamers and wrote a simple decompressor script (super duper proud of myself). Now I need to find a way to cram my new changes back in... and I'm not quite sure how.

Decompression overview

The graphics are 2BBP: 00 00 is a black line, FF FF is a white line, etc. The compressed image starts with some meta data (length/width/location, how many tiles will be drawn, etc).

The data is partitioned off with single opcodes that determine how much of its section is uncompressed. For instance, if the section starts with FF:
*Convert to binary, 1111 1111.
*Read from right to left
*If it's "1", the hex value at that position is uncompressed (read one byte)
*If it's "0", the hex value at that position is a compressed opcode (read two bytes)

An FF section reads in 8 bytes before the next section, a 00 section reads in 16, and anything in-between reads in 8 < x < 16 bytes.

If we hit an opcode, then we're repeating a certain amount of lines/hex codes that were already drawn.
In the opcode, the first byte multipled by 16 is how many bytes you go back to start repeating. The following byte is split in two; the first nybble can be used to go back an additional number of hex codes, and the second nybble tells us how many bytes to repeat... plus 3 (since a two byte hex code that only draws 1 or 2 is a waste of space, haha).

Example: 01 45 would go back (1 * 16) + 4 hex values, then redraw the next (5 + 3) hexcodes from there. If it hits the end of the drawn lines before it finishes, it'll loop back to the starting point and repeat the process (this usually only happens with a 00 opcode).


I've been able to use this information manually edit a few in-game graphics so far, but that way lies madness. I think I have an idea of how to write the recompression routine:

*[Fill array with all uncompressed data]

*Read in byte
*Start from index 0 of uncompressed hexcodes array and work our way to the current read position
  --Find the longest matching sequence that starts with the current byte
     --If greater than/equal to 3, create opcode
     --Otherwise, add in byte as uncompressed
  --When we have enough for a section, create the appropriate separator byte and add to "Output" array
*Read in next byte, and repeat until finished.

Not 100% sure this works, but it seems like it would.
I'm not too concerned with the efficency of the algorithm itself (although I don't mind any feedback there) so much as generating the smallest compressed output to fit back in.
Any suggestions or advice would be much appreciated!

20
Site Talk / Re: How to add a page in the wiki
« on: August 22, 2016, 02:42:32 pm »
If you search for the page on the Wiki and it's not there, the top result will be Create the page "__________" on this wiki!. Click the title and it will take you to the page editor.

There's probably a more official way to do it, but that's what I've used.

Pages: [1] 2 3 4 5 6 ... 10