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Messages - CUE

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1
Script Help and Language Discussion / Re: Japanese text
« on: June 13, 2014, 10:55:44 am »
Fixed a typo in the last line:
Code: [Select]
ムメモヤユヨラリルレロワヲン▼ィ

2
Script Help and Language Discussion / Re: Japanese text
« on: June 11, 2014, 11:24:58 am »
This?  ;D
Code: [Select]
!"# ▼ '()* ,-./
0123456789:;<=>?
@ABCDEFGHIJKLMNO
PQRSTUVWXYZ[¥]^_
`abcdefghijklmno
pqrstuvwxyz
ォェァ&ィぃぁぅゥ
あいうえおかきくけこさしすせそた
ちつてとなにぬねのはひふへほまみ
むめもやゆよらりるれろわをんゃゅ
ょっ?!「」·。、,.$ュョッ-
アイウエオカキクケコサシスセソタ
チツテトナニヌネノハヒフヘホマミ
ムメモヤユヨララルレロワヲン▼ィ

3
If so, it can be viewed with GBA 4bpp mode with offset 400 and 32x8 tile.
You're right ;)
The "problem" was the 32x8.

4
The font seems swizzled, and I have not been able to unswizzle the data :(

5
Can you post the raw data? I have some private tools to convert raw files to BMP.

6
Opsss, I mean Atlas :)

7
Cartographer is not the best tool to reinsert the Zelda DX script.

Some info:
Code: [Select]
- 070000-070000: no idea
- 070001-070560: 16bits low-endian pointers
- 070561-070580: message stored, 2 lines, VRAM offset, lower bytes
- 070581-0705A0: message stored, 2 lines, VRAM offset, upper bytes
- 0705A1-0705C0: message stored, 2 lines, tile numbers
- 0705C1-070600: window message, 2 lines, VRAM offset (upper bytes), upper window
                 window message, 2 lines, VRAM offset (upper bytes), lower window
- 070601-070640: window message, 2 lines, VRAM offset (lower bytes), upper window
                 window message, 2 lines, VRAM offset (lower bytes), lower window
- 070641-070740: table, tile number for each char code
- 070741-0709F0: page number for each message (only the 6 lower bits) <--- 14, 16, 1C, 1D, 09
- 0709F1-070B29: code

Free space used:
- page 14: rom addr 051931-053FFF
- page 16: rom addr 059701-05BFFF
- page 1C: rom addr 070B2A-073FFF
- page 1D: rom addr 074000-077FFF
- page 09: rom addr 02668E-027FFF

8
Thanks  :thumbsup:

I had changed one, used in some signs:
ー -> -

池的生太道売住学校←広場予工事

9
You can compare the versions to see lot of bugs, typos, ...

10
This is what I dumped, except the korean version:
https://www.mediafire.com/?178k197r6jb59l6

It seems that all translations, except the Japanese, have lot of bugs :(

11
Newcomer's Board / Re: Question reguarding translating
« on: May 21, 2014, 03:02:29 am »
No, you can't replace files and expect everything to work properly. As FAST6191 said before, the occidental version has variable font width, different character encoding, ...,  so replacing files is useless, you need to modify the game code

As Pennywise said too, is not an ideal work for beginners :(


12
Muchas gracias, mz  :thumbsup:

BlackDog61, same order to create a table file

tryphon, I tried http://maggie.ocrgrid.org/nhocr/ but don't work properly with this BMP :(

13
I'm working with Ragnacenty/Crusader of Centy/Soleil (Sega Megadrive/Genesis) to extract the script, but I need the codes/chars from the japanese font to create the japanese table.

This is the font (real size):


This is what I've done:
Code: [Select]
 、。,.・:;?!゛゜´`ー●
○/*=0123456789AB
CDEFGHIJKLMNOPQR
STUVWXYZabcdefgh
ijklmnopqrstuvwx
yzぁあぃいぅうぇえぉおかがきぎ
くぐけげこごさざしじすずせぜそぞ
ただちぢつづてでとどなにぬねのは
ばぱひびぴふぶぷへべぺほぼぽまみ
むめもゃやゅゆょよらりるれろわを
んァアィイゥウェエォオカガキギク
グケゲコゴサザシジスズセゼソゾタ
ダチヂツヅテデトドナニヌネノハバ
パヒビピフブプヘベペホボポマミム
メモャヤュユョヨラリルレロワヲン
※「♂♀≠@¥℃〆§$£」っッ# <--- char miss
↑↓…

Any help to complete the font is welcome.

14
Newcomer's Board / Re: Editing the End Credits in Super Mario 2
« on: May 16, 2014, 10:44:48 am »
The format of NES sprites is :
- byte 0: Y position - 1
- byte 1: tile number
- byte 2: color & attibutes
- byte 3: X position

15
Newcomer's Board / Re: Editing the End Credits in Super Mario 2
« on: May 15, 2014, 03:25:07 am »
"CAST" -> 184ED, each 4 bytes -> D4=C, D0=A, F4=S, F6=T
"MARIO" -> 18B77, each 4 bytes -> E8=M, D0=A, F2=R, E0=I, EC=O

Found with rsearch: http://www.romhacking.net/utilities/998/

Examples:
> RSEARCH sm2.nes CAST 4 4 2
> RSEARCH sm2.nes MARIO 4 4 2

4 = char separaton (min & max)
2 = code increment (B=A+2, C=B+2, ...)

16
Front Page News / Re: Other: New Alttp forum opened
« on: April 13, 2014, 07:46:42 am »
+1 GHANMI

17
Front Page News / Re: Other: New Alttp forum opened
« on: April 12, 2014, 05:16:34 am »
Whats wrong with the GBA version? You can use it to extract the script (GBA version is MULTI5) and use it in the SNES version to translate the game. So would the same dialogs in both versions.

18
Newcomer's Board / Re: Extract images/animations from a saturn game
« on: February 26, 2014, 09:26:54 am »
All Shining games use compression. I remember the "m*.mdx" files: scrpt files with your own font.

19
LoM uses a hidden LBA table in SKCDPOSE.DAT. I have a tiny tool to reinsert the files and update the image file: https://www.mediafire.com/?9q04a6p35h4dxro
Usage: chg isoname filename [filename [...]]

NOTE: Do not use CDMAGE to reinsert the files!!!

20
Programming / Re: Nihon Falcom PC Game File Compression
« on: February 04, 2014, 03:11:24 am »
That seems like a simple LZSS compression starting @ offset 9

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