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Topics - MrFwibbles

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5 years after I first started looking at how the text works in this game (and not getting very far), I decided to return to it this April... and now, after about 2 months, I have an almost complete translation that should be ready for testing in June.

Since item names have an 8-character limit, I decided to draw in icons (influenced by Final Fantasy Adventure) so I wasn't trying to cram, for example, "Laser Flute" into that space. I think the icons are also helpful in figuring out which characters can equip certain weapons, so I'm quite fond of them.

"Why is everybody SHOUTING?"
Everything has to be in caps because of the way the game uses a dictionary to compress the text. There isn't enough room to have variations that use capital letters at the start of words for new sentences, or even enough spare graphical tiles to include a lower-case alphabet.

I want to edit the title screen of Nangoku Shounen Papuwa-kun: Ganmadan no Yabou, but none of the tile editors that I've tried have been able to display it properly. I can find a small part of the logo where it says "GAME BOY" (but only the top half), although nothing else around it looks anything like the rest of the title screen. I'm not entirely sure if this is because of compression or not. I certainly can't find the ガンマ団の野望 part of the logo anywhere in the ROM. Does anyone know of any tools that could display (and edit) this in a clearer fashion, or have any other suggestions for me? Thanks.

I've been working on this on and off by myself for a while now, but have been putting in some extra effort lately to try and get it finished and ready for release. Right now, I'd say the project is around 75% complete. The text sequences between stages are quite funny and are actually my favourite part of the game (the gameplay is decent, but nothing special), so hopefully some people will be curious enough to play it when everything's prepared.

I've been looking at Grandia: Digital Museum recently and one of the first major problems I've (expectedly) ran into is that there isn't enough room within each file to edit in a decent translation. After having no joy with Sephiroth1311's PSX TOC modifying program, I went hunting for his Italian guide to doing it with a hex editor, and opened my ISO and followed along with the help of Google Translate. It all seemed to go smoothly:

(highlights added as reference notes for myself)

and CDmage was reporting the random new filesize I decided to give to this file (505,000 bytes). After saving, recompiling and mounting the ISO, Windows was happy with it but the SSF emulator wouldn't start the game (it was able to load from a save state and then work as normal, however). When I tried this last night, I tried a new file size of 508,000 and after mounting the image, Windows was giving me an error message whenever I tried to open the FIELD/ folder containing the file I'm trying to expand. I guess this is possibly because I was overwriting part of another file by overexpanding the one I was working with.

The game doesn't seem to have any "index" (though it does have IDX files if that's what that refers to) or "second TOC" (E800.MDT only matched once in an ISO search). The TOC changing guide mentions a formula for calculating the maximum file size, but I can't make sense of it:

LBA = 1 file to expand
LBA = 2 to the next file to be expanded
(LBA 2 - LBA 1) * 2048 = maximum result

...Well, the LBA of the file I'm trying to expand is 31,115 but how do I know what is "the next file to be expanded"? From the example I understood that it means the file listed previously in the TOC. This leaves me with -237568 bytes as my maximum file size, which obviously isn't right.

Does anyone know how to calculate the maximum filesize like this for Saturn games (Mode 1/2352 ISOs), or am I approaching this in the wrong way?

Edit: Yeah, the ISO stops working if I import a file that's even 1 byte bigger than the original. Also, when I mount the ISO after making my changes, Windows reports that the edited file is still the original size. There must be a check going on somewhere, right?

Does anyone know how the text in this game is handled? I tried using the FCEUXD SP emulator along with RedComet's Text Routines guide but didn't really get anywhere with it. I told debug mode to break when PPU address 0x2282 was written to, with the condition A == #ee, and it broke when expected and pointed to this line:

$D6AB:B9 00 02  LDA $0200,Y @ $0206 = #$EE

So I created a CPU Write Breakpoint for 0x0206 (condition: A == #ee), and it broke in the expected place again, but this time at this line:

$CDA5:9D 00 02  STA $0200,X @ $0206 = #$17

I don't understand why it broke when the accumulator value was 17, and looked around for LDA commands or the #$EE value and came up with nothing. Has anyone had any luck in manipulating the text in this game?

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