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Topics - Hubz

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ROM Hacking Discussion / MSX Rom Mapper Issue
« on: August 28, 2017, 11:34:52 am »
So I've gotten a translation for M36 - A Life Planet done and doing beta testing right now but for some reason the game won't load unless you tell the emulator that it's an ASCII 8 ROM (which is the same as the original). It auto detects it as a Konami SCC with my translation instead. Any ideas why? The first 16 bytes look identical and I am assuming that's where it gets the information on the ROM type.

ROM Hacking Discussion / Nintendo DS - FPK and ASH Files
« on: June 24, 2013, 03:03:11 pm »
Hi all,

I'm taking a crack at translating Dragon Quest Monsters 2 Joker Pro with some others for the Nintendo DS. Luckily all the menus and what not are easily hackable. But the dialog is compressed somehow. I believe we've found where the dialog is located but they are FPK files, and within those are ASH files. I didn't know if anybody knew of tools already out there that can open these formats for the DS? I haven't had any luck outside of some FPK unpacker written for Wii but that didn't work unfortunately. I am not a coder either so if anybody out there wants to take a stab at it feel free. I'll continue working on the menus etc in the meantime.

- Hubz

Programming / Embedded Pointers With Atlas Question
« on: July 12, 2012, 03:43:57 pm »
Dumb question probably but I don't grasp it from stuff I've read.

I'm trying to use Atlas to maybe handle some embedded pointers for me -

I have this -

//POINTER #345 @ $2C4A2 - STRING #345 @ $2FAF9

//(わたし)は (りゅうじんまる) (ワタル)とともに<NL>
//(ドアクダー)と たたかっている もうすぐ (ドアクダー)の<NL>
//もとにたどりつく というときに とつぜん<PAU><CL>このかいそうに とばされて しまったのだ<NL>
//(わたし)と (ワタル)が ひきはなされた スキをついて<NL>
//(ワタル)は (ドアクダー)に とらえられて しまったのだ<PAU><CL>そこで キミにてつだって ほしいのだ (ワタル)を<NL>
//そしてこの そうかいざんの ききを すくうために<PAU><CL>いっしょに たたかって くれないだろうか?<NL>
//   ひきうける  ことわる[B6-4]<$02><$09><$94><$BB><CL>(ありがとう) もしたたかいに なったら<NL>
//このつるぎで (わたし)を よんでほしい<NL>

The [B6-4] is my embedded pointer. Basically have it marked that way as the next 4 characters are hex that relates to the B6. The last two hex values of the 4 from a B6 are always a pointer. So The BB94 is my embedded pointer. If the player answers no in this case it will use the BB94 pointer and send the dialog back up to 2FBA4  which is part of this pointer dump "<CL>いっしょに たたかって くれないだろうか?<NL>". It does not tie to a pointer table.

I can insert my script with Atlas but it will change the addresses of the strings in these pointers so they'll go to the totally wrong place, and as there's quite a few of these and I was wondering if it's possible to use Atlas to handle these with EMBSET and EMBWRITE and just calculate them automatically for me? Or am I looking at that wrong?


- Hubz

ROM Hacking Discussion / Characters Changing During Game in Table
« on: July 07, 2012, 07:01:43 pm »

I'm sure someone has run into this like me in another game. I'm messing with Itadaki Street for the Famicom. Anyhow from what I can tell there are three different fonts that get loaded depending where you're at. The Intro, Levels 1,2, and 4. Then Levels 3 and Tutorial. They only vary slightly in a few characters but that makes dumping a script difficult. Especially as the dialogue is not in order and sometimes mixed in. So if I only use one table to dump with it will be incorrect on those characters that have changed. There's only about 8 that i can tell but that's enough to make it a headache.

All I can come up with is to make the dump say something like "Could be This Character or This Character" but that would look like crap and could be annoying to a translator. Either that or dump the script with each seperate table and say something like "If it looks weird to you check the other script." Neither sound very good but I'm stumped. Anyone have suggestions?


- Hubz

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