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Topics - VicVergil

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Newcomer's Board / Value Scan Search
« on: November 27, 2015, 07:16:32 pm »
I was wondering about an alternative way to build table files.
Some alternative way which should be useful for searching kanji quickly. (I know already how to build tbl files with ASCII or English letters)

For example, let's say I'm searching for the string FIELD
6 9 5 12 4
is the relative order between the characters.

A tutorial about making table files mention that you can search for "6 9 5 12 4" directly instead of "FIELD" if the table utility does a value scan search, which is news for me.
I'm using monkeymoore which has "Value Scan Search" and supposedly supports such a feature, but I can't get it to work whatever I write in the text box - which accept only decimal numbers by the way ("6 9 5 12 4", "06 09 05 12 04")
What am I doing wrong?

And by the way, anyone has a tbl file for utf-16, Unicode and stuff? Only one I ever found was the Shift-JIS one.

Newcomer's Board / Tilemolester messing up 8BPP SNES palettes
« on: September 19, 2015, 12:42:30 am »
So there's that one SNES RPG storing its title screen background as an uncompressed 8BPP. Figured out it's the concept art but with ugly-as-sin PS1-era CGI overlayed on top, so I wanted to fit the original art back in the game.

I load the ROM in tilemolester in 8BPP mode right where the graphic needs to be changed.
I make a ZSNES savestate of the title screen (for the palette). I load it in tilemolester.
The graphic shows exactly as in-game.
I export the graphic and open it with Photoshop, indexed color.
I fit in the original art.
Photoshop does the dithering to that color limit, and surprisingly well visually speaking.
I use Paste From in tilemolester.
The graphic (which has some red in the beginning followed by more than a few dozen shades of blue) is now inserted but the problem is that as soon as I scroll down the graphic is utterly victimized.
The palette is horribly messed up and replaced with some reddish colors from the first lines in the 256-color palette.

I'm at a loss what to do to circumvent this problem.
Any advice?
Or good alternatives to tilemolester that can edit 8BPP graphics using palette data off save states or stuff like that?

tl;dr: noob question for how to modify 8BPP SNES graphics, preferably without having to manually input 256 color values

Programming / Shifting where a text appears on-screen (SNES)?
« on: May 19, 2015, 03:00:29 am »
I want to make something that could be a decent "first asm hack" for a SNES game.
After all, NOP'ing instructions that decrease player's health isn't really remarkable.
As a side note, I did some NES tilemap mods (for static bg stuff like title screens) in the past.

The game in question is Clock Tower for the SNES.
Using the AG English translation since each letter takes one tile and that's easier for me.
Game hangs in Snes9X 1.51 Gieger's debugger, so I used no$sns.

The dialogue appears normally in the bottom of the screen.
Kind of like with the WonderSwan port did, I'm trying to shifting around these tiles to be an overlay on the top left of the screen overlapping in-game graphics . It's a dirty hack of sorts where I'm not as not concerned about transparency that much, it's just for learning, to become more familiar with SNES tilemapping.

the game displays dialogue in 2 lines - using fixed width 1 tile width 2 tiles high letters.

Seems like, according to some poking around in no$sns's VRAM viewer:
* Font is stored in ROM
* Font is pulled from ROM and sentence gets written to VRAM as 2bpp, 8x16 tiles, to 0x6580 in the VRAM. Some garbage (not empty, not other data, often is remants of earlier sentences) tiles in the very end. They don't appear in-game. Seems just enough for 36 characters. Appear instantly (unlike in-game, where it's letter by letter)
* BG3 as priority tiles according to no$sns are the two lines in the VRAM. Here it appears gradually.

Thing is, I can't figure out what value in no$sns's BG3 viewer is useful to search for in the hex viewer just to see if I'm on the right track and know what to even edit (as in, placing a breakpoint on a BG3 tilemap square for example? so that I can find the instruction and tell it to place it elsewhere).
Neither "Map Address" or "Attribute" are useful (and "Tile Address" is just where the 2bpp tiles are initially dumped)

Any help about how to handle this specific issue?

Gaming Discussion / About Zelda 2's Loto easter egg
« on: March 19, 2015, 09:36:54 am »
In Zelda 2 there was a graveyard in the Japanese FDS version (different from the "King's Tomb" zone that was overhauled and given a bit of dialogue in the US version "THIS IS KING TOMB").

This graveyard has a bit of dialog in the JP version which says essentially "Here lies/sleeps Loto", referencing Loto/Erdrick of Dragon Quest fame, as a part of a long running joke involving graveyards in the JP versions of Zelda 2/DQ/FF/Tengai Makyou/Ys.

Thing is, this particular bit of text has an equivalent string in the US version (just after the string about the JP save system, which got translated as "when in doubt use fire"). The English equivalent for the Loto string just says "NOTHING." (sic)

However I don't remember anything of the sort in the US Zelda 2, didn't saw the "NOTHING." string in-game, nor saw the Loto graveyard zone at all in-game, and I was honestly surprised when I saw it in Glitterberri's Zelda 2 retranslation page and then when I checked for that string myself with a hex editor in both the Japanese and English roms.

So, does this graveyard zone still exist in the US version (even as an index or something only accessible with a cheat code?) and does that "NOTHING." string really appear?

Script Help and Language Discussion / Really bad quality kanji
« on: December 28, 2014, 04:10:23 am »
So I'm helping with some of the uncompressed graphics for Summon Night Hajimari no Ishi and I'm kind of stumped on this set of graphical NPC names to handle.

The original translators for this game left some untouched so I had to do some kanji recognition using IME Pad and Nintendo's Japanese/English dictionary on the DS (finding stuff like "door guard" (gatekeeper), "lower hand" (underling)...).
The finished English script also had some (but not all, sadly) of these names, like the dragon summon monster with the overly long name, the cat lovers, katakana romanizations, and so on.

The original palette, even in the original game, is an abominable blurb of grey so I used a different palette to make the edges stand out better and the kanjis, well, more readable. They still aren't in a form I can make out at my level, or put through an OCR method.

Second one seems like "Bow Record Lady" (indeed it's used for a woman NPC who comes out of nowhere when you shot arrow target in dungeons to write records and give rewards) and last one has the first kanji from 牢屋 (jail) (indeed the game has a jailer).
But I can't make stuff up until I'm 100% sure.
As for the rest I can't make anything up (save for that random "mother" kanji) or provide context for where they're used.

Thanks in advance :)

So, this is a problem I faced multiple times before:
You know that when editing fonts in games, there's a 1px outline around the character -or alternatively, a drop shadow by 1px diagonally- in a different color, so that the white letters are visible no matter what background color they are on.

I often like to take monochrome pixel fonts and rework them for games I'm working on that allocate 4 colors to letters (one for transparency, one or two for the actual letter, and one for the outline/drop shadow). -I'd appreciate it a lot if anyone could refrain from just saying: take an already existing common dull font where this has been done before.

So, I copy the monochrome font as a whole from Crystaltile to Photoshop, and then I do:
-the outline: select color>letter color(white) , copy white letters, extend selected zone by one pixel, fill it all with outline color (black), paste white letters
- the drop shadow: I just copy the white letters, and move the selection diagonally 1px and then fill with the shadow color, and then move the selection back and fill with the white color.

And all is fine, except for one major annoyance:
Tiles containing individual letters are 8x16/16x16/ whatever... but very often, with letters filling most of the tile (for example: M, W.. and practically every accentuated character), the outline/shadow spills on the adjacent tile.

... Causing some letters to have annoying black pixels on the sides, either vertically or horizontally.
I used to clean those up myself manually pixel by pixel and even then I let some slip.

Is there a better way?

Gaming Discussion / Incoming Xseed release of Zwei 1+2?
« on: April 17, 2014, 06:08:55 am »
Quote from: Bird of a Feather
orry there hasn't been much of an update.  There's not a lot I can say really other than I'm attempting to get started back up with Dinosaur Resurrection.

As far as Zwei!! and Zwei 2 go, they're not abandoned projects, but....there's nothing I can really say about them at this time.

If I haven't heard back from the programmer I'm working with on Dinosaur in a couple weeks, I might open up a suggestion box for translations for people though!

Seems like after a year (after her infortunate plane accident and lengthy recovery, that is) of being stuck at 99% progress on Zwei II (RHDN project page), Tancients will work on something else instead (Dinosaur Ressurrection) besides not only the Zwei game with the most progress, but both of them.
According to earlier posts mounths ago, she said the translation was complete, and the insertion was almost complete.

Seems like it's Ys Oath of Felghana all over again, but I'm not really complaining at this, at all.
Your thoughts about it? Am I taking wild logic leaps here assuming the translation was bought by Xseed?

(Also, a bit off-topic, how do you get the content exclusive to the Zwei 2 Plus re-release to unlock?)

Newcomer's Board / Chrono Trigger: how to expand the font
« on: April 08, 2014, 05:40:40 am »
So, before trying to reinvent the wheel, I wish to know whether there are tools allowing expanding the font of Chrono Trigger (US SNES version) to add around 16 or so additional characters. The blank graphical space is indeed available and empty, but the programming only allows for ranges after A0 for letters (the former reserved for DTE).
Any way to replace some of those DTE slots (from before A0) with actual letters?
The text editor under the Utilities here mentions it supports accentuated letters, however the US rom doesn't have European accentuated letters to begin with so that escapes my comprehension.

So there's that little gem called Marvelous for the Super Famicom, a point-and-click game using Zelda III's engine. (Spoilers ahead.)

In the first chapter of the game ("Summer Camp Island") there is a puzzle that I'd like to find some way to translate it. There is a ship with lots of stickers everywhere with hints (written in red), said ship is accessible in all chapters of the game. The puzzle I'm talking about is required to proceed further in the ship on the first visit.

The puzzle being a sheet of paper saying, vertically from right to left (in katakana), though the characters in-game read those vertically from left to right:
ゾウのハナ (Nose of a Face)
トリのアシ (Leg of a Bird)
クモのアシ (Leg of a Spider)
アリのアシ (Leg of an Ant)

There are other sheets of paper:
1 2 3 スカ  (the last word being hidden under a sticker... "sucker"? the walkthrough says it's "nothing", if anyone knows why, be my guest) (the walkthrough says it has no relevance to this chapter)
1436 (the sign was rotated 180°)

But according to a walkthrough, the sheet of paper with the four lines of Japanese text, is the one supposed to hint at a password required to proceed in the game: "1286".

Any ideas what does this puzzle mean?

Gaming Discussion / Terranigma's translation quality
« on: November 07, 2013, 11:10:07 pm »
I'm wondering how does the European English translation (well, it's technically NoA's translation even if it's unreleased in the US) fares compared to the Japanese version, Tenchi Suzo.

I know that the French and German versions were awfully localized, with loads of random name changes (FR: Elder>Agar, Elle>Celina, Freedom>New York, Liore>Anjou... GR: Yomi>Fluffy...) and inserted references to Mario and Luigi of all things (in the French version at least, no to confuse with the Mario reference in the Japan-only quiz in Quintet building... that seems to be translated but unused in the French ROM), and it suffice to say Carl Moyse wasn't kind with the game at all.

Seeing how much the English text sounds stilted and unnatural, almost as if they skipped the proofreading step (for me, at least; not that I'm taking a jab against the nineties NoA with their limited ressources or anything) I wonder if some similar translation blunder happened somewhere during the JP>EN transition.

I read elsewhere:
* Names were kept intact (I compared some of the katakana names in the beginning and it seems so), with some exceptions like "Magirocks" being "Prime Blue"
* The Japanese version was loaded with puns and jokes like that, I saw that it used kanji but I can't really confirm beyond that
* The Japanese version had a quiz at Quintet, that was made inaccessible in all translations. The text is still in the French and German versions, and "Actraiser" is present in the English version's dictionary
/ It talks about Mario and Luigi's hairy knee in the French text, and lots of references to Illusion of Gaia/Soul Blazer (using those names even though the former ws never called that in Europe)... Don't know if it matches the Japanese text.
* Japanese version had special speech patterns for some characters that had their nuances lost in English: Ark ("ze") and Freedom's three girls ("ne, ne")

Anyone who played the JP version (Tenchi Suzo), are you aware of any significant changes or alterations? Or whether some plot points were affected by the bad translation?

Hello. I plan to translate to my lanuage some games from E. Hashimoto, better know as Buster, of Akuji the Demon and Guardian of Paradise fame.

So.. I need to edit the graphics, but they are stored under a big qda archive.

The nice folks that did Akuji the Demon English version (Do-jin nyuu) mentioned they made a program named Quadruple D Archiver exactly for that. However, their website is down. Anyone has a copy of that program, or a tool for qda files? Thanks!

PS: Much sorry for this thread. I can't seem to figure out yet on my own how to edit unknown file formats.

All there in the title.
As you know, Sega released their official  translation of MW4 in 2012. But only in English... I aim to translate it to my language to correct this injustice..

You can extract the ROM yourself from the wad file in your Wii if you purchased the VC version (there is a tool somewhere, u8 something), and surprise! It's a regular elf-contained MD rom, working on Kega Fusion. What makes it more interesting than the regular 1994 version is that all the text lies uncompressed at the end of the ROM, making it much more convenient to translate (I experimented already with dummy english text..)...

Problem: I need to edit the font, and I haven't found it. This is essential, since we need more accents in my language.

I used TileEd with megadrive mode and all what I have found are title screen graphics and those for the options for "PRESS START NEW GAME".. and "1994 SEGA WESTONE ORIGINAL". Oh, and some boss graphics. Nothing else.

So It's probably... compressed. And I'm a newbie, so I don't know anything abouthow to find and edit compressed tiles: Only uncompressed ones, which is not leading me anywhere. Any help would be welcome. :) :)

PS: I originally tried with A Link to the Past for the GBA, which has the remake part compressed... I know there is hyrule magic for snes version, but i wanted to familiarize myself with compressed games... and miserably failed. I figured out this was too big of a task for me to handle, so I tried with this.
Up to this point I only worked with uncompressed games, and I know this is leading me nowhere..

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