Hyper Iria, an as-yet untranslated action platform adventure thingy for the SNES.
I confess, I don't have a lot to show here, but I do know that if I can get a little help on this, then translating this game will be relatively straightforward. I don't know why nobody has tried this already.
I started a thread in ROM Hacking Discussion about displaying the 8x16 font in Tile Molester. Once I stopped being an idiot and figured it out, I replaced it with the VWF font used in Final Fantasy on the GBA (it was one of the only fonts I could find in the RHDN database, and since I used the Final Fantasy 1 font for my Detective Conan hack, I figured another Final Fantasy would be nice).
As soon as I started playing around, though, I realised one thing:
Yes, yes it does.
Actually, the in-game text itself (your computer pal BOB gives you information on where to go etc) is so rudimentary ("Go left", "Go up those stairs" etc) that a VWF, while nice, is really not essential. What IS essential, however, is getting the full use of that 12x2 character box in which to put the messages.
The problem is that age-old one of a Japanese message only needing, say, seven characters, and thus cutting off at seven, rather than the full 24 that I'd like to use (no new line control codes used, either). So rather than VWF, I think there are two more important options:
1) figure out how the pointers work, and stick all the new text somewhere else (eg in an expanded part of the ROM), or
I have a very important question regarding DTE. I followed KingMike's lovely DTE tutorial for the NES (although I have to say, there are a few little errors here and there which made following the code more difficult, but I figured out the true values eventually). Now, would that code at the bottom of the tutorial work, with perhaps minor alterations, in ANY NES game? And if so, is there a DTE routine I could use from someone's SNES game to use in this? I ask because I know almost nothing about ASM (in fact, all I know is what I read in KingMike's tutorial
) but it seems to me that an ASM hack like DTE would, in theory, work on any game. Anyone care to tell me about this? Unless I can hack the pointers in this game, I will need DTE.
So about the pointers. I have experience with GBC pointers on my Conan project, and they make perfect sense to me: that's a text-heavy game, so several entire banks are reserved for just text, while the pointers to that text appear to be at the beginning of the ROM in the main code. There are some small bits of text for menus and such which are also lumped in with the pointers, but they use 2-byte pointers which are also very simple, and I'm able to edit those too. But this? I can't figure it out.
I read AnusP's document on NES and SNES pointer hacking, and sadly it didn't seem to help me here. This is NOT a text-heavy game (RPGs are text-heavy, whereas I could translate all the text in this game in a day or two). Therefore, it seems to me that the text is lumped in with the main code, instead of stuck in a nice big bank ready to mess with. So I can't quite figure out how the pointers work, or even if it uses pointers at all (I imagine it does, but still). I've examined quite a few lines of text and noticed patterns, and already figured out which byte before the text is used to say which face goes next to the text. Other than that, I'm a bit stuck. Any experts on SNES pointers out there want to give me a clue what to look for?
Finally (sorry for such a long first post) there's another font used for the menu screen describing each mission. The font in the ROM is a bit messed up: it uses 8x7 tiles I think, so it's all just stuck together, and somehow the shading at the bottom of each letter gets added on-screen. Here's the font in question:
As you can see, it's not as neat and tidy as I'd like. On the other hand, it DOES include a capital Latin alphabet, so I could just use that and be done with it. Alas, the problems continue.
The encoding on the menu screen is a nightmare. The control code '20' (which is the same as capital M) seems to produce a space BEFORE the preceding character, and can't be changed, moved or removed without the whole line disappearing. Plus, the codes for new lines are pretty hard to fathom, and also don't seem to like being messed with.
Here are before and after shots of the screen in question.
Notice the spaces in the same place on both. I can't move or change those spaces, or the whole thing goes wrong. As for the dakuten symbols above, that's no problem: I've figured out how to turn them off. But as you can see, I have more problems than dakuten.
So, thank you for reading, and I hope someone can help me out with my problems.