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Messages - naxis

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Newcomer's Board / Re: Questions about Crystal Tile 2
« on: June 22, 2016, 01:55:06 am »
Thank you. I was really tired when I wrote that.

Newcomer's Board / Questions about Crystal Tile 2
« on: June 20, 2016, 11:13:45 pm »
I'm trying to figure out how to paint blue colored dots in the tile editor of Crystal Tile 2. It's only letting me do green dots but I also need blue dots for the drop shadow.

I played around with the palette menu, but it isn't giving me what I wanted.

Anyone know?

I'm definitely excited about the prospect of this game being completely translated, and I'm sure others are too.

Keep up the good job!

ROM Hacking Discussion / Re: Help me search Text in First Queen (SNES)
« on: October 11, 2014, 04:44:14 pm »
Has there been any progress since you last posted CrazyDac? Do you need any help with the translation?

ROM Hacking Discussion / Re: Help me search Text in First Queen (SNES)
« on: September 25, 2014, 08:24:45 am »
Thanks Yugi.

You said Dac's table is "somewhat unsorted and something is wrong in it." How did you compile your table?

ROM Hacking Discussion / Re: Help me search Text in First Queen (SNES)
« on: September 24, 2014, 09:35:08 am »

Can you give a step by step process of how you dumped the dialogue?

ROM Hacking Discussion / Re: Help me search Text in First Queen (SNES)
« on: September 23, 2014, 12:29:05 am »
Crazy Dac, How are you able to make the font look so clear and crisp when you look at the rom in a Crystal Tile 2? When I look at it with 16x12 font and 1bpp solid I get this:

Newcomer's Board / Re: Finding 2 tile characters in a rom
« on: August 31, 2014, 03:04:30 am »
Gideon, what do you mean when you say "search backwards to find that in RAM?"

Thank you for your reply. I've used a rom corruptor and around 80000 there's the compress font.

What's the name of the rom corruptor you used?

Which part of the game you took that savestate on? I took one right before a stage (when the stage title appears), and it shows pretty cleanly here on YY-CHR. Are there any other parts with japanese text?

If you let the game run, there is an intro story that comes on. I took a screenshot of the following that resulted in the cut in half Japanese font:

The savestate from that screenshot looks like it may have the entire kana in it. Only it's cut in half.

I did try taking a screenshot of the screen that introduces the first stage here:

The entire kana font is not included in there though but it is clearer to see. I thought the font was supposed to be in a specific order. Looking at the stage intro screenshot in YY-CHR, it looks like the font is just the phrases for the different level introductions.

I was hoping I could see the entire kana font for the game clearly so i could make a table.
I'm tempted to try tile molester, but doesn't java have vulnerabilities? Is it safe?

I'm using YY-CHR to find the Japanese font in the game. I'm tried the 16x16 option and this is what I got:

Can't see the Japanese font clearly and it doesn't put them back as one either. There is no 8x16 option.

I tried all the options and the 2 bits per pixel came up most clearly:

But still the Japanese font is in half. I'm still not sure how to make the Japanese characters become whole again when looking at them in a tile editor.

What am I missing in this scenario?

I thought that is what it might of meant. Looking at the save state in Tile Layer Pro and YY-CHR in different formats doesn't show the font clearly.

What is meant by "two tiles per line?"

Neither the kanji nor the kana are showing "correctly", they're just divided in two.
To see it properly, extract the RAM's contents and open it with your favorite tile editor on the correct mode, with two tiles per line.
Well, that should be useful for the table building part...

I'm sorry Ghanmi. What do you mean extract the ram's contents? How do I do that?

I tried looking in a few different tile editors. I can't find the font. I did use VSNES however and found this in the VRAM of the memory from a savestate:

I can see a lot of the Kanji clearly, but the hiragana looks torn apart or something. How am I to make a table of the hiragana if i can't see the order it's placed in properly?

Ok, I definitely see most if not all the English text from the game, but no Japanese characters. So it looks like I have to make a table for the Japanese dialogue after all.

I opened up a Super Famicom game in WindHex and discovered what looks like all the English text in the game readily available without making a table.

My question is if the Japanese text is also already in ASCII format, wouldn't I see the Japanese words just as I see the English ones?

Newcomer's Board / Re: Script dump
« on: February 09, 2014, 04:17:19 pm »
Thanks for the in-depth explanation Thisguyaresick2.

How were you able to make the table?

Newcomer's Board / Re: Script dump
« on: February 09, 2014, 01:19:20 am »

Could you tell us how you were able to script dump and re-insert? Maybe others could learn from your example.

Newcomer's Board / Re: Changing Fonts
« on: January 12, 2014, 11:50:07 am »
Fast, I've been digesting what you wrote over the past few weeks and have more questions.

Can't I use VRAM to locate decompressed fonts? You suggested Ram. I tried looking in VRAM using Geigers' and this came up when I used a write breakpoint:

$C0/C493 9E 10 00    STZ $0010,x[$00:0490]   A:1A00 X:0480 Y:1400 P:envmxdizc

Does this mean this is compressed as it goes from the ROM to the memory to the video side of things as you say?

Newcomer's Board / Re: M-Tee's NES Graphics Workshop
« on: January 04, 2014, 05:42:55 pm »
Are you planning to do something similar for the SNES? I sure could use a workshop on that.

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