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Messages - ddstranslation

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Sorry for the lack of updates. The script still needs to be finalized, and the names updated to match the latest games. Once that's done, I'll fix the last few remaining bugs (flickering of Item menu, and potential bug with Lover names in death quotes).

Personal Projects / Re: Ganbare Goemon 2 (SNES)
« on: August 28, 2017, 04:37:57 am »
Thanks for the show of support, everyone. :)

Though the project is still in the same place it was from my last post here, it shouldn't take too long to wrap things up once I get the last pending graphics and completed script.

Personal Projects / Re: Ganbare Goemon 2 (SNES)
« on: April 09, 2017, 09:25:57 am »
It's probably time for an update, so here goes.

I've pretty much managed to convert every graphic texture that Avicalendriya had supplied a substitute for, and have laid out systems for altering the cutscene and dialogue text. Though I do need an updated script and a few more graphics to finish everything up. But all in all, everything is basically done.

Here are some new pictures to show how everything looks so far.

Personal Projects / Re: Romancing Saga 1 translation
« on: March 21, 2017, 08:58:57 pm »
Just reporting various bugs and grammar errors I've found while playing the game.

Issues exclusive to the translation:
  • Misspelling: "unfamilar" -> "unfamiliar"
  • Misspelling: "frought" -> "fraught"
  • Misspelling: "damnit" -> "dammit"
  • Capitalize "o" here: "Thank you, o benevolent one..."
  • Missing a "g" or an apostrophe at the end: "I ain't leavin!"
  • Change "lead" to "led" in, "He once lead by example, but now he controls others with his words."
  • Capitalization inconsistency in quest-related dialogue in Melvir: "item shop" vs. "Item Shop." I'd go with the former, especially since the script contains "weapon shop" in a few places.
  • This one is a bit arguable, but I think you should use either "dwell" or "instead of" in, "A ruler must always focus on the future rather than dwelling on the past."
  • Another arguable one: there are a few cases where "or" is used to connect two independent clauses, but isn't preceded by a comma. Example: "Let Farah go or you'll be sorry!!"

If Albert surrenders to the guards in Loban at the beginning, the jail map won't be displayed correctly about half of the time. This also happens at the inn in Gato's Village after Albert meets Gato for the first time, but only if Sif hasn't been recruited.

I've noticed a difference with the original game that might provide a lead. The Japanese version usually preverses dialogue windows during a map transition, but it is rarely the case in the translated game. In both instances of the bug, there are two dialogue windows, but only one of them is getting closed.

Some massive corruption triggered by entering the Item, Equip, or Sell menu while carrying a large inventory. Text graphics for the entire inventory are stored in a buffer at $F000, but nothing prevents them from spilling into what seems like field animation data at $FF00-$FFFF. Not only that, but after reaching $FFFF, the write address wraps around to $F000, which extends the corruption to the initial part of the item list.

Graphics for a character's magic list in the main menu are initially stored directly after the character name at $1000 in VRAM, but are then stored at $1100 instead whenever the list is updated. Changing the base address is obviously a problem, because the VRAM transfer occurs over several frames, and the tilemap update apparently doesn't take this into account, so pressing L or R as your first action in the menu will temporarily corrupt the on-screen list. This also happens when pressing left or right, but since the spell list is briefly blanked after doing so, the symptoms are not as readily apparent.

Issues also present in the original game:
  • Play time wraps around to 99:00 upon exceeding 99:59.
  • Trying to load a blank save file five times in a row will break the game on your next attempt to load a save file or return to the title screen.
  • Offering to help Raphael and Theodore in Monsters with a full party leads to this.
  • There are two different events involving Monica in Loban where she requests help in rescuing Jean (Gian). The first requires a password, while the second involves Claudia and Gray being present by her side. If the world stage is set to 8, the second scenario takes precedence, but if you press B to end the conversation instead of selecting the appropriate choice, the password-related dialogue will end up being displayed anyway, without clearing previous text. (Screenshot)

Issues not tested in the original game:
  • Eliminating the cult in the sewers of Melvir when the world stage is set to 5 or 6 unlocks the quest for rescuing Jean (Gian) in Loban. The problem is, Jean's object is only enabled at world stage 7 (Tiger's Den says stage 8, but that seems wrong), so he'll be invisible if you meet him early.
  • The speech bubbles point at the wrong characters during the scene where Albert receives a map from Gato (for example, the bubble points at Gato when Albert asks how to reach Rosalia). This doesn't happen when Sif is the main character.
  • Long enemy names are cut off when there's another enemy right in front. Not much of a problem, though it should probably be mentioned in a list of known issues in the readme (the same goes for the preserved grammar errors in the ending credits, by the way). (Screenshot)

Lastly, regarding the enemy translated as "Siriri Fers" (the first unavoidable enemy encounter in Albert's scenario, though he can also be met randomly), I think a more accurate translation would be "Sillily Fuzz" or simply "Silly Fuzz." It appears to be a reference to his beard.

Wow, this is quite the bug report. Thanks for going into such detail. I don't really have much time right now to work on it, but I would like to revisit it and try to do things better.

The typos should be easy to fix.

You probably also notice that I had a lot of problems with DMA uploading. Heh, I still do. One issue that started appearing near the end of testing was that the mosaic fade-out/fade-in effect was interrupting my own code, and causing objects to get misplaced on screen. You saw it in the Loban jail, and could probably get it to happen often in Aisha's intro or some of the endings. I need to find a better way to handle working around it. I had tried to script my way out of it, by using window <close> commands before any <movement,FE> transition commands, which would basically force my code to stop transferring text, but either I missed some or it's not a 100% fix.

The spell window, I can't remember but I think I made it move down after the initial load so it wouldn't overwrite the character's name and the spell school. But I can try to handle it better.

You're right about the excessive item overflow. I was afraid something like that would happen, because I didn't put any checks in to stop writing text. I was running with the assumption that no one would hoard too many items, and that it would be a very rare bug. I should have just made it only render what is on-screen, and not pre-load all item names.

The speech bubble thing might be my fault. Some of the text may have been duplicated for different characters, and I likely used Window2 instead of Window1 or something.

I guess I could add a fix to make overlapping enemy names appear above or under each other. Though I'm hesitant to modify that code since it'd have to check for places where the game already does that with different-sized enemies.

And thanks for figuring out what that enemy's name was. I think Shujin-Rik had wanted to call it "Silly Face" at first, but I had also been trying to search online for any kind of hints as to what it was meant to be named, with no luck.

I've been following this project for a long time and its great to see the awesome work you all have put into it has finally paid off. Thank you! :)

Also, I would like to know if there's some way of adapting this patch to another language. As a member of the Spanish community of FE, I have spoken with other members to bring this gem of a game the Spanish translation it deserves. What worries us the most is the complete lack of material in the Spanish community about this game's adaptation. No hacker has ever worked on it, so we have nothing to
begin with. Would it be too much to ask for your help in terms of tools or, at least, some tips or advices about the extraction/insertion of the texts? Thanks in advance.

When the project's complete, I plan to make available all of my notes, code, and utilities that I wrote. If there aren't too many drastic changes to make (like a ton of extra alphabet characters or keywords/names becoming much longer than is supported), it should be simple enough to adapt to another language. And I'd be glad to help out if you have any questions or need some custom fixes or changes.

Things like menu commands, unit names, item names, etc. are stored as plain graphics in the expanded area. You'll just need to redraw them, and if the length changes, update the size counter for them that's stored elsewhere. For the script, I've written a Java executable that loads the ROM and allows viewing and editing of text directly.

Though as far as the graphics (intro, title screen, chapter title cards, map), you may have to ask AzimuthFE. Or I can ask him about how to modify those upon release. I think he re-compressed the altered graphics and just stored them in the expanded space.

Awesome! Can't wait to play this game soon!

What will happen now? You guys going to work on Thracia 776? Hopefully it has the same inner workings like Holy War to allow easy editing.

Well, we still need to finalize the script and names. And I still have some bugs I need to investigate or clean up (married units calling out the wrong name on death, fix the flickering when scrolling the Unit and Items menu).

bookofholsety is still busy with school, but he has said he wants to work on FE5 afterwards. I gave it a look during a slow day, just its title menu and unit details screen, but they seem to work the same as FE4. So hopefully it'll be easy to shift the code over.

Here are examples of it uploading text/tiles in the same way that FE4 does.

Personal Projects / Re: Romancing Saga 3 English re-translation [WIP]
« on: February 14, 2017, 07:30:47 pm »
Very much looking forward to this!

Didn't Eien Ni Hen also work on the dds RS1 translation script?

Yep, she turned it into something wonderful. And I was hoping it was Eien Ni Hen when magno said "she". :)

It's great to see the whole Romancing Saga series translations tied by a common thread. Now I'm certain it will be an excellent translation.

Personal Projects / Re: Romancing Saga 3 English re-translation [WIP]
« on: February 14, 2017, 02:22:28 am »
It looks great so far. :)  Thanks for working on an English translation. You did a terrific job with your Spanish translation, and it'll definitely make a lot of people happy that you're continuing this.

This fire emblem in particular is super hard, has no permanently working cheat, but it is said to have the best story offered in the franchise so far. Therefore, I really appreciate your work here. Thank you! And I'm looking forward to the finished translation. :beer:

Thanks. :) bookofholsety has said that he will try to have an updated version of the script ready by the end of February. And I have all the bug fixes I've worked on since the last release.

Will this patch be updated with the new official FE4 names? From

I think so. I haven't received a new list or anything yet though, so I'm not sure of the scope of changes that may come.

Are you guys still planning on doing FE5, considering this is happening? -

Yeah, I think bookofholsety is basically looking at the 2 SNES Jugdral games as "Project Naga", so even if someone else does a translation, he'll still likely want to do one of his own.

Personal Projects / Re: Tengai Makyou Zero translation project
« on: February 09, 2017, 01:05:07 am »
What's clear though, is that Doug and DDS will surely be done with their work by then, and I'll be the one stalling the project's release... Partly in spite of my hard work, and partly because of it...  :-[

That's alright, Tom. Now you can say that you were the first one done, and also the last one done. :)

Oh yeah, I forgot to say thank you to Lentfilms for PM'ing me and showing me this thread. I would probably had never even seen it without you.

And thanks to everyone posting here and elsewhere for your support, it really means a lot.

Personal Projects / Re: Tengai Makyou Zero translation project
« on: February 06, 2017, 09:30:42 pm »
DougRPG, man, don't sell yourself short. You are a great programmer as well, and I'm so glad you joined in to help. You already had studied the SPC7110 so much that it's trivial for you to make changes now.

FlashPV has done an amazing job redrawing all the graphics so far. I can't wait to play through the game for real to see all of the changes.

Tom's also been working really hard on constantly updating the script to fine-tune it. And I'll admit it's great watching him have to switch from his long hiatus to now sending multiple daily updates. You can just see his excitement growing with each new email.

I'm just glad I even got to be a part of all this. All I knew about this game was all the trouble decades ago that people had just trying to get the game to even run. I'm nowhere near the level of the other greats that have posted in this thread. And I constantly worry about every change I make. Hopefully the game will be up to everyone's expectations.

And I would love to work with any of you on anything in the future. Though after this, I think I've kept Avicalendriya waiting long enough, and I'll need to fulfill my other promises that I've made to people.

Personal Projects / Re: Ganbare Goemon 2 (SNES)
« on: January 30, 2017, 07:33:41 pm »
Sorry for the delay. I'm almost done with my tasks for the Tengai Makyou Zero project. And then I'll immediately jump back to this project once I'm no longer needed there.

Personal Projects / Re: Tengai Makyou Zero translation project
« on: December 02, 2016, 01:42:42 am »
Thanks for showing your work, ddstranslation!

Lost Templar is very busy with real life at the moment, and he also has another project that he wanted to do in addition to that. He seems to have too much on his plate (much like Gideon Zhi)!

I'm sure Lost Templar WANTS to do it. Just like byuu and Gideon.

But the old thread that some guy from youtube posted before made me think... If I keep waiting on the people who brought the project to where it is now, someone else is bound to just write it off as a lost cause and translate it themselves.

So I changed my mind and opened it up to others.

ddstranslation, if you're not sure about the game, why not give it a look? You'll be able to see the date-entry right at the start. Notice that you're not able to enter the current date... (I think the cut-off is 2014...) The game is able to display the date past that... But it won't let you enter a date beyond that.

Do some digging. If you think you can get around that, let me know.

In the meantime, I'll keep the offer open to other hackers, just in case any of them also want to throw in their hat for an attempt at the hacking. I figure if we assemble a lot of people who are interested in hacking the game here, we can all work out together who'll take up the reigns officially. I want this to be settled publicly. I don't want it just to be my own decision.

I've heard some good things about Nightcrawler, Bongo, and Magno. I don't know much about any of them, but they may not know about this thread yet. I'll give them (and any others) a while longer to post here before we all settle on a hacker.

Hm, if you want to change the date entry to allow up to 2099, you can change the byte value at $BC71 ($C0:BC71) from 73 to C8, and the two bytes at $BE75  ($C0:BE75) from 30 12 to EA EA. Though that only allows bypassing the 2014 limit on setting the date at this screen. It would remain to be seen if the game would respect post-2014 dates during gameplay. Plus the birthday screen right afterwards would also need to be updated to allow dates past 1999.

I was curious about how the game itself would communicate with the emulator to check what the current date/time was. That's such an interesting concept.

I hope you can find the help you need to finally get this project out the door. :)

Personal Projects / Re: Tengai Makyou Zero translation project
« on: November 30, 2016, 11:39:32 pm »
Sorry for that redundant question. I also looked up the other thread you had posted in regarding this game. Is LostTemplar not available to help finish this? Or would waiting on anyone be something like waiting a span of years for?

I'll admit straight up, I don't know how the real-time clock works or what to do with it. And it does seem intimidating to sign onto a game with this kind of reputation. But for what it's worth, I would be happy to try to help out in any way that I can. It's a terrible feeling to be so close to finishing a project and then getting stuck.

I am technically participating in 2 current projects right now (Fire Emblem 4 and Goemon 2), but the former is basically "done" and the latter I've barely started on. I wouldn't mind putting them off to focus on this game. Though I'm also personally working extra hours at my job currently, so my free time would be a bit limited for the next few weeks. On the other hand, I basically have nothing else to do or any obligations to worry about, so I should be able to devote most free time to this.

Here's some pics like you requested in your OP though:
Kyuuyaku Megami Tensei
Romancing SaGa
Fire Emblem 4
Wizardry Gaiden 4

Personal Projects / Re: Tengai Makyou Zero translation project
« on: November 30, 2016, 08:16:34 pm »
What kind of level of support are you looking for? The posted screenshots make it seem like you have things well in hand.

Any updates? It's been almost 5 month since the last beta... Thanks.

Sorry for the lack of updates. I have a few pending bug fixes and was hoping to include the final draft of the script, but haven't received any new text yet.

Personal Projects / Re: Ganbare Goemon 2 (SNES)
« on: August 24, 2016, 12:40:10 pm »
I offered to help out Avicalendriya since it seemed like he had no spare time to work on it, and he told me to email him back. But I haven't heard from him since. So far, I have not done any work on the game, as I was only intending to help him carry out his work to finish the project.

Hey, i just started playing fe4 again, thanks for the translation,

I noticed that when animations are off, the names are very off centered

Heres a screenshot i took (i didnt have any screenshot equipment when i was playing, sorry)

No problem, glad you enjoyed it. :)

About the picture, that's a result of the 16x16 font being replaced with an alphabet with descending letters. To get everything to rest on whatever line they're printing on would require turning the font into a 16x24 font, which would be way too much trouble than it'd be worth, I feel.

I'm the one who metioned on your video about compressing the game down to 7MB. :) The absolute ROM space limit of the SNES, is 12MB (96Mbit). That is the highest you can go to. SD2SNES implements this limit, however, the Super Everdrive flash cart can only copy games that are 7MB(56Mbit) and lower. I saw on page 8 that you had posted a patch for the translation expanding the ROM size to 6MB (48Mbit). I downloaded that and tested it and it works perfectly on a real SNES with Super Everdrive. I'm not sure how it is with emulators though.
I figured I'd test it on hardware to let you know how it would work, and lo and behold, it works! As long as you stay 7MB and under, you should be good to go with flashcart users. :D

EDIT:By the way, you've done an incredible job with translation! The intro is finally translated, no more text errors, the font from earthbound is very nice touch as well. Keep up the amazing work!

That's cool that it worked. :)  Though most people playing on homebrew 3DSes or phones seem to still not be able to load ROMs over 4 MB.

But 7 MB should be easy to stay under. The game is already under that size, so it'd just be a matter of removing the last 1 MB. Getting it under 6 MB was a bit more involved, since I had to move some stuff around.

Personal Projects / Re: Romancing Saga 1 translation
« on: July 14, 2016, 07:14:54 pm »
For clarity: the old asm had 2 problems in this block, you fixed the later one, and what I posted fixes the first one.

But for some asm fun, had I fixed them both the asm block would look as follows:

Code: [Select]
SEP #$20
SEP #$20
LDA $10F5
STA $4202
LDA #$60
STA $4203
rep 4 : NOP ; not sure if they HAVE to be NOPs
REP #$20
AND #$00FF
ADC $4216
ADC #$F0A0
STA $1396
SEP #$20
LDA $1C0000,X
STA $13B6

I'll go over the rest of the asm now, and edit a report here. Edit: OK,  no bugs left.

edit2: now that I think about it, this bytecode is a bit ambiguous: @10F5.b * 0x60 + @BB.b / 0x02

specifically the constant doesn't specify whether we want to multiply in 8 bit math or in 16 bit math (which I kind of naturally assumed). the interpretation used in the code currently seems to be that the size of the LET assignment target defines all math operation sizes (with the occasional byte value reads mixed in).

Yeah, I was thinking of comparing how they're actually run in the game and do a comparison that way, to be 100% sure. I might not have time this week, but next week I'll run some tests and verify, and will update the release patch based on the result. Thanks for all your help, by the way. Really appreciate that someone's still interested in this game, and I'd love to finally put this bug to rest. :)

Edit: I ran through the Japanese version of the game to verify how that formula is calculated out. It is indeed only storing 8-bit values in the multiplier registers and simply performing the math left to right.

e.g. $10F5 = 06, $13BB = 00, so walking through the formula looks like this:
$1396 = 06 * 60 + 00 / 02 + F0A0
$1396 = 0240 + 00 / 02 + F0A0
$1396 = 0240 / 02 + F0A0
$1396 = 0120 + F0A0
$1396 = F1C0

You mentioned testing it in Bsnes-plus v073+2, which is weird since I was using Bsnes-plus v073+1, and the way it used the multiplier changed between the two versions. In +1, it stores a 0060 properly in the multiplier, but +2 will only store a zero. And of course, Snes9x stores a 60 as well. I'm guessing that since $4202 and $4203 store 1 byte each, Bsnes rejects values larger than a byte. But its earlier version and Snes9x would just load the lower byte and let it slide.

Your fix is perfect, so I'll update the release patch on RHDN's page. Thanks for looking into this. :) I certainly hope this is the last bug that will need to be fixed.

Personal Projects / Re: Romancing Saga 1 translation
« on: July 12, 2016, 07:31:17 pm »
That fixes the exact bug I met.

Maybe I should review the entire stage calc asm again as you have the current version (?) visible in rs1.asm. Let's see..

Immediately following this fix there might be something.. oh wait this is not the current version, you are touching 1651 and all. Is that safe? If you use 4216 as storage (assuming it isn't volatile somehow), you can avoid using 1651. In any case you should probably have the source up-to-date in case someone uses it.

Dang, I think I forgot to update the .asm file. I've updated the zip behind the link in the top post, the .asm file is the only change:

I did a file comparison between the old one and my current one, and these are the only differences:
Code: [Select]
***** new_rs1.asm
org $209800
; Turns out that all operations for setting a word assume that the values
; on the right side of the equals are also calculated in 16-bit mode.
; Regardless if they're loaded in as bytes.
; Storing words in $1651 should be safe since that's where it went originally.
; GOSUB D455
***** old_rs1.asm
org $209800
; GOSUB D455

***** new_rs1.asm
LDA $4216
STA $1651
LDA #$0000
SEP #$20
REP #$20
ADC $1651
;REP #$20
***** old_rs1.asm
LDA $4216
SEP #$20
REP #$20

The fix you made comes right before that change. So my original fix for v1.1 would have still completely missed it and not fixed the real problem. $4216 is the multiplication result register, which will multiply what you put into $4202 and $4203 and then waiting, so I can't use that as storage.

I think I used $1651 because that's what the original bytecode was using as storage anyway, so as long as the game was expecting that to be used, I figured I could just use it as well.

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