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Messages - CUE

Pages: [1] 2 3 4 5
1
Site Talk / Re: New features in the translations? Is a joke?
« on: July 10, 2014, 04:43:51 am »
I'm sorry, forget it. I don't need to waste my time upping things to be modified when others want and I don't need discuss about it because I have better things to do. I prefer to upload it to other sites, which don't change things when they want.

~~~ Added by request ~~~
Chronology:

1- I want to use one of the new features added to the site to show 4 screenshots
in a kind of slideshow, so I've upped 4 screenshots, unchecking the checkbox in
the data entry to not use these images as title screen.

All right now, as always.

2- Someone change that to put one of the screenshots as a general screen of the
game, leaving only 3 for the slideshow.

Why the hell change it?

3- I changed the data to restore the 4 screenshots but Zynk Oxhyde rejects it
with the following reason:
"The last changes were appropriate, as the modified title screen should be
placed in its proper title screen field-box. Ideally title screens are not
placed along with the screenshots. I suggest you fix your other entries with
the same fault."

What the fuck???
Fix my other entries???
What fault are you talking about???
Are you kidding? Or are you stupid or something?

I want a slideshow with 4 screenshots because recent changes in the site let me
do it. What part don't you understand?
The screenshots are:
- the translated title screen
- the entry name screen to show the complete spanish alphabet
- an ingame screen to show some specific spanish chars
- a GUI screen to show some graphic changes
1+1+1+1=4, everyone knows it, but apparently not here.
No one need to remove one of the screenshots to increase your score on the web.

The same situation occurs with the credits. I had to change my own credits
in some of my own translations because someone adds what they want 5 minutes
after being approved a translation, without waiting for the author to add the
correct data.

I repeat again: is this a joke?
Please stop modifying the correct info/data upped by the real authors.
Or remove the new features if you do not want to be used.

2
Site Talk / Re: New features in the translations? Is a joke?
« on: July 10, 2014, 03:34:11 am »
Kiyoshi Aman, I know, and I modified again the screenshot urls to show the 4 screenshot with the new feature, title screen included, UNCHECKING the checkbox "[ ] Use Original Game's Title Screen", but, the changes are rejected. Why? Why allow users to change information uploaded correctly? Why I can't modify my own info?

3
Site Talk / New features in the translations? Is a joke?
« on: July 10, 2014, 01:53:11 am »
I'm using then new features to display some game screenshots, but if I upped 4 screenshots, why I can only see 3 screenshots?

Where is my title screen in http://www.romhacking.net/?page=translations&action=images&id=2244&imageid=1 ?

Why are some users editing the translations entries to change some info?

What sense does the new features if they can not be used?

CUE (an annoying user)

4
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

5
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

6
If so, it can be viewed with GBA 4bpp mode with offset 400 and 32x8 tile.
You're right ;)
The "problem" was the 32x8.

7
The font seems swizzled, and I have not been able to unswizzle the data :(

8
Can you post the raw data? I have some private tools to convert raw files to BMP.

9
Opsss, I mean Atlas :)

10
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

11
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

12
You can compare the versions to see lot of bugs, typos, ...

13
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 :(

14
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 :(


15
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 :(

16
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.

17
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

18
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, ...)

19
Front Page News / Re: Other: New Alttp forum opened
« on: April 13, 2014, 07:46:42 am »
+1 GHANMI

20
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.

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