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Messages - tashi

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Looks really cool, Sega makes me feel very nostalgic. Did you dump the script? I just used WindHex and your table, with a few modifications. I added a couple of control codes, though I have no idea if they're accurate:
Code: [Select]
The largest chunk of text seemed to be at $1c000 and it only has ~380 strings. Partial script dump
There were several menu-related strings earlier in the ROM, plus at least one smaller chunk that looked like dialogue.

Good luck with this effort!

Happy news, friends. I have a new patch v0.3a on github

I got some good direction from the RHDN Discord and was able to implement a satisfactory solution for my "long name" problem: squishy tiles!
Only two characters have names longer than 8 characters, so it was easy enough to put in some conditional stuff and new font tiles. In menus and other places, they use their normal font tiles, so all of my menu rework wasn't in vain.

I had forgotten to translate the credits in my v0.2a patch, so I'm glad I actually finished the game again to notice and fix that. I almost quit right before the final boss because the end-game section is ROUGH. Random encounters every 2 steps, with random instant death chance from most enemies. Up to that point it wasn't terrible because enemies stop spawning after you exceed an area's "level cap." I've said this a few times before, but I think "everything" is translated now. Until one of you finds some hidden strings somewhere, at least.

The scope of the game is pretty impressive, and there are lots of party members, so it might even be enjoyable if it weren't for the punishing difficulty.

I've done some very primitive work on implementing a VWF, but it's a long way from anything approaching stability. I might do a little tweaking for a rebalance patch since I'm pretty confident I can handle that, whereas the VWF is proving to be an indomitable adversary.

Anyway, here's a big before/after comparison:

I've made some significant changes since my original post, but the patch is a little "unstable" at the moment so I'm not posting new patches just yet. I do have some new screenshots. I sorta figured out the image decompression routine for the title image, but I wasn't brave enough to try recompressing a graphic, and there's still plenty of empty space in the ROM, so I added a new uncompressed title graphic and created a tentative title translation: Demon Genesis.

I expanded party member names to 11 characters from 6. For now, user selectable names are still 6 characters, but I might be able to modify that. That expansion required redesigning several menu layouts I'd already redesigned, but I'm pretty happy with how everything fits now.

My biggest block now is design-related, not coding for once. I can't figure out how to rearrange the battle scene with 11 character party names. I feel like the battle art is one of the few redeeming qualities of this game, and doubling the width of the party windows on both sides of the screen would leave practically no room to see the art.
Enemy names were originally placed in 3 separate small windows, but when I expanded enemy names from ~8 characters to ~16, I consolidated them into a single window. I'm considering trying to do something similar for party members, maybe 3 on each side, but I'm not sure how that would work yet.

I partially figured out the tilemap format so I made a map of the world and put together a mini-strategy guide of sorts to take you through the first few quests and highlight some of the game mechanics, like the importance of the speed stat and leveling.
I'll link it instead of embedding it since it's a little large (1630x1312px): Walkthrough part 1 (levels 1-10, through Alf)

Fair points, I should have been more explicit about the type of "terrible" this game is :)
It's designed to make you game over constantly. Strangely, everyone seems to have way too much attack power. You can one-shot enemies, they can one-shot you. If you travel 3 tiles north or east of the first town, or 7 tiles west, you will encounter impossible enemies (lions and soldiers). Each area stops spawning enemies when you reach certain levels, which means you can't get any more experience or gold, so you can't overlevel to prepare for harder areas. Pretty sick, isn't it? I think the intention was to reach level 5 from snakes and bats in the first area. For Arnath, that's 575xp from enemies that give 4 xp lol. That's even worse than I realized... yikes. Enemies stop spawning based on your highest level, so if you have unevenly leveled party members, they'll not be able to get xp anymore to catch up.

Thanks for pointing out the text being overwritten, SylarDean. I added new patches to github to expand the VRAM for text, and I think the unintended line breaks were caused by the player-generated names being treated as 6 characters and the game has some line-breaking check that was conflicting with my manual line breaks. I adjusted where I'm wrapping lines, so lines with <player> names will break early, which isn't pretty, but it works for now. Someone is working on a VWF for this game, so I don't want to do too much with the current text engine since it'll be replaced.

On the balancing side, I added new patches called "max_level" which set all party members to max stats and level when they join the party. You should be able to apply the IPS patches in any order. This will have many strange bugs and side-effects, such as enemies not spawning and not being able to earn more gold. Some stat displays will glitch because you're not supposed to have 65,535 attack. Equipping gear might overflow your stats back to 0. If you want to use cheats, player data is stored in RAM at $FFCEDC with two bytes each for player ID, current HP, max HP, current MP, max MP, attack, defense, then 1 byte each for current level, strength, mind, vitality, and speed. Of course, even with 999hp, you will still be one-shot by late game enemies and certain spells. Battle stats are stored in RAM at $FF34C8, following the same format up through attack/defense values. If you lock $FF34CA (Arnath's current HP in battle) at a non-zero value, you won't game over. Outside of battles, that RAM location is used for tilemaps, so you'll get some graphical glitches if you leave the cheat on all of the time. Truly, this game is a beast.

Personal Projects / maten no soumetsu translation: realer than real life!
« on: January 04, 2021, 09:09:52 pm »
hello friends. I've been hacking / translating the sega megadrive game maten no soumetsu for the past few months. The game had a bit of a troubled history, getting delayed several times over multiple years, while the advertising ran full-steam with clever tag lines like "Arnath, who is the shadow standing behind you?!" I was unfamiliar with the game when I started working on it, but it's apparently infamous for being a terrible game, and it deserves its reputation 100%.

I've dabbled with a few translation projects in the past, but always reached my limit at inserting strings, sometimes doing some basic repointing, but my goal with maten no soumetsu was not to make any compromises. I'm not there yet, but I'm close enough that I wanted to share my progress, get feedback, and maybe get some playtesters. Aside from the title screen, everything in the game should be translated. My hacks are pretty amateurish, and my python script dynamically rewrites assembly code, so there could be bugs hiding anywhere. The first playthrough I did took over 10 hours and was quite frustrating, and I was cheating my pants off the whole time. I've tried translating certain lines a little more deliberately to direct the player what they need to be doing. I don't intend to release my patch "officially" until I put together a basic strategy guide, but if anyone is brave / masochistic enough to give this a spin, I'd appreciate it.

I'm grateful for any feedback on the game itself, my translation, the hacks, or my python inserter. Patches and all the files I used for generating the hack can be found on github:

Here's the equipment menu before/after:

I agree with 730, but another common expression in English in this context would be something like, "I'm fine with it."
In love, using the word "fine" is a huge red flag most of the time.

I know Japanese. If it gets to that point, let me know.

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: September 28, 2018, 08:39:22 pm »
shiroi ringu he - twinkle little star
joshi pro wrestling game for SNES.

I finished translating all the dialogue. I need to do research on move names. I inserted the script as is, but it would be great if I could figure out how to modify the text engine. 16 characters per line is very limiting and the 14x12 font looks awful.

I dunno the context but they're saying "dyna" in almost every case. Dyna Battles, Dyna City. I was hoping they were dinosaurs but I dunno.

Gacha Stage ? Gacha gacha machines are capsule machines. Are there capsule stages? some kind of .. bonus lottery stages? No idea.

I'm gonna be crashing with you for a whle.

No problem! You might already know about Dino Battling, but I'll explain it anyway. Dino Battles are fought with monster-shaped toys called Dinos.

And the people who fight in Dino Battles are called Dino Battlers, right?

Yep, and the company that makes Dinos is called Dinomo Co. They're here in Dino City.

So that's why every Dino Battler's journey begins here in Dino City.

Hero //you sure it's not Misari?
That's right. Take this, it's a present from my father.

That's a Dino Charger. It's a mobile tool for controlling Dinos.

There's a battery inside, and you can use it to charge Dinos you want to use in battle.
When Dinos run out of battery, they'll stop moving and that Dino loses, so keep an eye on it.

Also, the charger works like a credit card in Gacha Stages (what??) so it's pretty handy to keep on hand.

You'll use that Dino Charger for a while, so record your name on it.

Script Help and Language Discussion / Re: Kanji identification
« on: September 25, 2018, 10:32:19 pm »
Yeah, it's 100% 了
The font made it kinda hard to tell. I would've expected it to look like the 子 a few lines below it, just without the middle horizontal line, but the tiny font tile makes it look completely different, shifted to the right and shorter on top.

The tone of the first example line you gave made me think military-ish, so they'd probably say 終了 and 了解 and stuff, but I don't understand what they're actually saying, so I couldn't be sure from that alone.

Every additional sample you shared is 了解 了かい or "roger" so I'm confident it's correct now.

Script Help and Language Discussion / Re: Kanji identification
« on: September 25, 2018, 07:31:49 pm »
It's probably 了 ... doesn't exactly make a lot of sense that I can tell. But it's probably right.

Programming / Re: How to learn Assembly?
« on: September 24, 2018, 06:19:55 pm »
I don't know any real assembly, but I know some higher level languages. The game "TIS-100" really twisted my mind and got me thinking about things on a lower level. I wonder if someone else could share whether the pseudo-code from the game is anything like actual assembly.

Personal Projects / Re: Hikaru no Go translation (GBA)
« on: September 24, 2018, 06:14:35 pm »
Looks good! I remember playing that when it came out. The fast-forward button helped a lot.
I always forced jigo with Akari because I felt guilty about crushing her...

Script Help and Language Discussion / Re: Kaji identification
« on: September 23, 2018, 09:40:11 pm »
I'm afraid I'm at a loss for AF=[KANJI AF]
Maybe if you see it in context or in-game or something I might recognize it.

I wonder if a different tile editor would make the characters more readable?
The main block is in alphabetical order so it was pretty easy to guess the characters, but it would've been difficult if they were unsorted.

This is the main block:

And the interspersed ones:
Code: [Select]

Script Help and Language Discussion / Re: (GBA) Hikaru no Go
« on: May 29, 2014, 07:49:57 pm »
I love hikago, but unfortunately I'm more of a translator than a romhacker. I've never tried to hack GBA before, but I'll give script dumping a go and post my results tonight.

Unrelated, but gotta ask: ckrit, wanna play go sometime? :)

*edit1; As I vaguely recall reading a long time ago, GBA games use S-JIS encoding, and in good form Hikaru no Go 1 and 2 both use S-JIS encoding, and neither script is compressed.

*edit2; These are sort of raw and incomplete, but they were super easy to make with EsperKnight's SJIS dumper
hikaru no go 1 script dump
hikaru no go 2 script dump

I think the easiest workflow is to make a proper table file full of control codes, dump with cartographer, and insert with Atlas. Therefore, I wouldn't necessarily try to start translating with these rough scripts, but you can get an idea of the size and scope, I guess.

The list is of games I've personally confirmed to have uncompressed scripts. Most of the games on the list also have uncompressed fonts, so it would be easy to make the table files.

I can't promise any of these games are hackable, but I have scripts for some RPGs:
Bushi Seiryuuden Futari no Yuusha (~30% translated)
Ihatovo Monogatari
Traverse - Starlight & Prairie

I've also checked dozens of games to see if they have uncompressed scripts, meaning they should be pretty simple to script dump. (some of these games may already be in progress by others, sorry)
Light Fantasy 2
Tottemo Luckyman
Down the World
Sansara Naga 2
Dream Maze
Gaia Saver
Kachou shima
Jantei Monogatari
Tenchi souzou
Ginga Sengoku
Bakumatsu Oni

Personal Projects / Re: Marvelous ~ mou hitotsu no takarajima
« on: December 18, 2012, 02:34:13 am »
SkinnyV, just for my own curiosity, I would be interested in knowing whether it runs on real hardware.

DSwizzy145, unfortunately no, it won't be continuing soon. In all likelihood, it won't continue. I've done what I can to the limits of my ability, and have "settled" with that. There might be a German or French version someday that will likely be more complete.

warren, glad you could play it :)

Personal Projects / Re: Marvelous ~ mou hitotsu no takarajima
« on: December 14, 2012, 08:05:14 pm »
Hey all, haven't updated in what feels like forever, because, well, no updates :)
Talked to several people about getting a VWF, but it never worked out, and I've sort of lost interest/moved on.

I really wanted to polish this up and make it shiny and wonderful, and knew that a "beta" patch release would steal a lot of thunder from a potential proper release, but who knows if that will ever happen?

Here's my most recent play test build (June 2012). Merry Christmas :>

The zip file contains a folder called "marvplaytestbuild" with an IPS patch, an xdelta patch, a readme with some info, and the script (Japanese/English).

The first thing you'll notice when you start the game is a scrolling Japanese text wall. Oops. Then an untranslated title screen (oops) and then a Japanese team name select screen. If you hit L/R you can get to English letters. Then the game will start and it should be more or less English.

A super cool tip I recently learned:  if you hold shift and right click an empty area of a folder, "open command prompt here" should appear in the context menu. Saves a lot of hassle from running cmd.exe and then trying to navigate to your folder via cd, dir, and tab completion.

I find Crystal Tile 2 very convenient for looking at tiles, but everyone has personal preferences.

For long Japanese tables with thousands of entries, I actually use... Microsoft Excel. In col A I have a long list of integers. In col B I use =DEC2HEX to convert to hex. Col C is the character itself, and col D is a concatenation in the format of "hex = character"  I copy col D to a text file and save that as my table. One reason for using excel is that, for instance, if I accidentally skip a character, that means ALL the following offsets need to be shifted, which is trivial in Excel (just drag cells around).

I second Monkey Moore as being a useful tool. It's great for finding the hiragana in a game. Pretty sure it outputs tables in UTF-8, though a lot of other tools expect S-JIS, so be aware of that.

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