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Messages - apraxiumRum

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1
Well...looks like luck decided to pay me a short visit.
Turned out the game has some "extremely rare" instances of using ASCII characters and numbers in the ROM for Dialog. Which prompted me to try the hard way of finding the characters value.
And after some painful hours of hexediting, talking to the same NPC, and some asking for help to identify some troublesome Kanji, it happened  :happy::

The Character Table is complete!!
Strange that the characters' values follow the same convention (ASCII=1 Byte, Shift-JIS=2 Bytes), but with different values from the actual Shift-JIS. Lots of Japanese characters were skipped.
Funny enough, the way the game handles its text is fairly reminiscent to the game I am still working on (same franchise, different game, different platform), the way it using same bytes to color the text, linebreaks, etc.
Now that I can "See" the text in the ROM and figure its Offset, I am now facing the bigger problem: figuring out the Pointer Table.
Adding more to my confusion, the game stores the names of NPCs, Main Characters, Monsters, Items, etc. in very separate "Groups". Even storing the NPC's "Title" (Like Emperor, King, etc) to call them using 2 Bytes as a variable .

The good news, the games uses different yet easy to figure out EndBytes. The bad news, I'll definitely need to change pointers to make the text coherent.
What should I do to find the Pointer Table?


2
Thank you very much! ;D
I almost broke down trying to figure them out!

3
Here is what's left of the characters:

The reason why I didn't search through WindHex's Table Editor for this patch was: I actually did!!  :banghead: And it really aggravated me because of one big problem:
These characters here didn't follow the same sequence as before, it was like they were added in the last minute as I found myself thoroughly searching the kanji table up and down, only to find that I missed it and found it when I started over! I'm all burned out!!

4
Thanks! ;D I've set it up!
The font is somehow messed up for the Kanji, so this might not be the last time I ask for help.

5
So...by some stroke of luck, I've found a way to make the table for Dragon Slayer: Legend of Heroes 2 for the SNES.

Only that its the long, slow, tiresome way that take its toll on your eyesight.  :( So I've decided to roll with it. Using WindHex to make the table.
Funny enough, the format for "ASCII" characters and "Shift-JIS" seems a bit too familiar with the format for the PC Windows game I am still working on translating. 1-byte for English, 2-bytes for Japanese.
Except it has its own arrangement of Kanji Letters. Sometimes it skips a LOT of letters that are in WindHex.
And now I ran into this weird character.

I can't figure it out on Windhex's Table Editor, and no Handdrawn Kanji recognition site can figure it out. It the first time I got this.
Can you ID it for me? I also want its value in WindHex Table Editor.

6
Newcomer's Board / Finding texts and pointers table through Debugger
« on: March 08, 2018, 11:42:00 am »
After skimming through ASM documents, I think I can start the slow crawl toward hacking SNES roms.
I am trying my hand at Geiger's Debugger, viewing the RAM as I am playing, but there is so much going on in such a fast pace!  :o
I still trying to figure out the character table for the rom I am researching, so I don't know if there is compression involved.
I know a bit on pointer tables and Little Endian format, so what I want to know is:
-How do you "isolate" which part of RAM responsible for calling what "text" to appear whenever you talk to NPCs so I can track it in the ROM from its address?
-How do you find the pointers table to control the length of the text?
I view the RAM through using Show Hex.

7
Newcomer's Board / Re: Character Table with 8x12 Tiles
« on: February 18, 2018, 12:52:59 pm »
I am sorry if I sounded needy or pretentious..
I looked at what both FAST6191 and filler suggested. Unfortunately, that just gave me more confusion!!  :'(
I did look up some documents over the internet, including uses of debuggers such as vSnes and Geiger's Snes9x Debugger. Sadly their efforts are useless to someone with low knowledge and practice in the whole SNES rom hacking. Ambiguity seems to dominate any existing rom hack forum I came across. :'(
I could use links that are more explanatory about the procedure. I did ran into a topic that uses a smilair font style here.
I did notice something weird the minute I used vSnes's Scene Viewer:

A letter that takes 2 tiles in the rom (and looks completely different from what it looks in the game), takes four tiles that are shared with other letters when viewed in the game?  :o
I figure that the characters tiles in the rom are like calling cards, used to write combinations created in VRAM. Yet I can't figure how to exactly find them and edit them to be different, thus making way to creating the table.

8
Newcomer's Board / Character Table with 8x12 Tiles
« on: February 17, 2018, 05:22:21 am »
Thought of pursuing translation of SNES games as a side project.
To my surprise, there is quite the lack of tutorials for this specific topic. Everything else boils to:
-Refer to the "Getting Started" article. :'(
Or
-Learn it yourself. >:(
Used YY-Char on the ROM of Dragon Slayer: Legend of Heroes II for the SNES, and found the font.

Based on here, this formation is 8x12 Tiles.
How can I learn the tile value in the rom? Let alone for all the Japanese characters so I can transform it to CaveSpeak?
How one can construct a table for 8x12 tiles to use in programs like WinHex?
Forgive me for asking this, but I haven't found one tutorial,guide or method for these circumstances.

9
Thought I could share some screenshot of our progress.

Progress: (In draft)
SCEN: 60/222
MONS: 31/100


Still have a long way to go. 8)

10
Programming / Re: Editing graphics in DAT format (Falcom Related)
« on: December 10, 2017, 02:16:49 pm »
Didn't get to reply for too long because I am busy with the project.  :)
I tried nana viewer, probably the old version, and I gotta say, it rocks!:




If I find some free time; maybe I'll try the method you described.
Thanks!

December 13, 2017, 08:14:19 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Could you please reupload Your tool: pS1mple Extractor again?
It was deleted from Dropbox.  :(

11
Programming / Need to patch a full directory
« on: December 02, 2017, 02:50:12 am »
With the game translation project I am working on Link is now on solid footing, I think I must tackle the matter of exporting it.
I do know of making patch files using something like WindHex, but what I am thinking of is a way to make a patch that changes all the game files for the directory to their modified state in one setting, not something like an .ips file for one .exe file.
Do you know of any utility here that can achieve that? The files I am patching through the directory are all encoded in dat format and one .exe file.

12
Programming / Re: Editing graphics in DAT format (Falcom Related)
« on: November 26, 2017, 10:20:37 am »
I...I don't even know what to say.  :o
Just to be clear, everything you said about the whole color palette and your TIM tool is pretty much foreign to me. I never got that deep in the whole image file editing with HEX editor. I don't even know what do I do. :(
The procedure I used relied heavily on copying and matching hex values with addresses and sticking to 3 colors for the text.  :-\
I am completely lost. Impressed still, but lost.
Would you please teach me how did you make that BMP image from scratch? I could benefit greatly in my work on the game's files If I can see what they look in the game. :)

13
Programming / Re: Editing graphics in DAT format (Falcom Related)
« on: November 25, 2017, 01:57:16 am »
Here is the original file that have the party HUD:
Link


14
Programming / Re: Editing graphics in DAT format (Falcom Related)
« on: November 24, 2017, 05:44:28 am »
Tried Tile Molester, but it didn't work. Couldn't make a head or a tail from what I saw.
However I managed to make it despite odds, and a heavy strain of headaches to me. :'(
See for yourselves:

Though I might reconsider editing some more, I don't think that I'll redo the ending screen. It just....was more trouble than its worth.

15
I don't know how much I can do, but could look at the MONS file first?  Also where is this new remake version so I can get it?
I'll talk to you about the game's files on personal messages.
Stay tuned!

16
Although if this game is already translated, it may just be a matter of matching up the scripts I suppose. A remake may have most of the text as exactly the same.
I thought of that as well, but I opted against it   :-\
I want to make a translation that stands out from both the localization for the Turbografix CD, and fan translation by OASIS for the MSX, and that is to avoid getting called out for stealing their work and crediting it as mine, as well as providing "Better" translation for a remake of the game.

17
No, they aren't....technically.
I aim to give the best I could in this project, and that includes providing a better translation.
These names are meant for the party's HUD picture. Everything that is shown in text could be simply edited (that include Items, dialogue with names, cutscenes, locations, monsters' names and battles).
The HUD however, need to match the set of names of the characters, and it is difficult to "Edit" because I am editing a picture by pixels, not a text.

18
While I am still looking for translators for This, I found something I need to take care of ASAP.
Just take a look at this screencap:

I've managed to edit one of names in the party HUD using HxD editor!! Bear in mind that I couldn't dump the image file associated with it (it is a DAT file), meaning that I edited this pixel by pixel blind.
In other words, THIS PROCEDURE SUCKED ME DRY!!
OK, all I have to do is to do this for the playable characters' slots in the HUD, ONCE. But I want an agreed on/official/canonical interpretation for the names of the party members. Don't want to repeat the process again, I still have to change the "End" picture too.
Sometimes I've seen other websites uses "Selios","Serious", "Celios". "Runan", "Lunan", "Ryunan", "Lou", "Lowe", "Ro", "Giles", "Gale".

Name in Japanese *Name in US *My interpretation
セリオス *Logan *Selious
リュナン *Ethan *Runan
ロー *Markus *Lou
ゲイル *Giles *Gale
ソニア *Sonia *Sonia

Can you help me?

19
Programming / Re: Editing graphics in DAT format (Falcom Related)
« on: October 14, 2017, 09:39:41 am »
I stumbled upon this while I was messing around the data/mons file with HxD editor. Now that I am looking at it, I think the issue isn't about decryption. Look at that!

Apparently the picture files are coordinates for colors. I think it closes a bit on the problem, but I still need some sort of tool to make the picture materializes as an image file I can view.

20
Programming / Editing graphics in DAT format (Falcom Related)
« on: October 11, 2017, 05:03:37 pm »
Another topic by me on my quest to translate Dragon Slayer: New Heroes Legend for PC Windows, will I ever organize my questions??
So...The game shows promises so far. The texts is sorta separated from the program and the coding, and it was categorized so I can mess around without destroying too much.
But I just keep wanting more to improve and do my best. And now I've hit a new hurdle: Translating texts in graphics. Namely the Party's HUD:

I noticed that nothing in the game executable file changes their Japanese name in the HUD, but then I saw screencaps of the game..in Chinese??


So I figure that there are image files for the HUD, that were changed through some means to make the names appears in the HUD in Chinese.
What I want to know:
1- Is there a way to extract images such as (Interlude cutscenes, monsters sprites, characters sprites) from the data files? I tried falcnvrt but it doesn't support this game. :banghead:
2- Anyone knows a way to edit said images? Everything from the conversations to monster battle messages is in dat format. Yet I can edit the Japanese characters in these files in a HexEditor no problem. I think I need to sorta convert the image files into actual "images", edit them, then convert them back to DAT files.
I tried searching the subject but I have no idea, not to mention that I have zero knowledge on decoding a file of a game so I am asking for help.
I await your constructive inputs.  :-\

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