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Messages - Quirino

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1
That one doesn't sound familiar, so I'll check it out and make sure it gets in. Thanks!

(Edit: I think this is the one you're talking about. Yeah, it wasn't translated yet, but it's in now :) )


Awesome :) I found it a pity that a rather amusing dialogue was not in the old patch yet haha. Hopefully I didn't cause you too much of a headache with my mention of overlooked dialogue.

2
I wonder if you've translated the piece of dialogue that occurs in chapter 2. If one of your units is adjacent to a Mackily soldier in the mountains, a minor conversation occurs. It wasn't translated in the old translation and I didn't see it in Bookofholsety's script on Dreamwidth. It's detailed (with video) in the following post: http://serenesforest.net/forums/index.php?showtopic=40837

Other than that, I can't wait to play this. And I hope Thracia will follow relatively soon after because frankly, that game needs a proper translation patch even more than this game. But I'm still happy to see an almost released full translation patch for my favourite game in the series.

3
Newcomer's Board / Script insertion question
« on: April 09, 2014, 05:34:29 am »
I'm trying to get a bit more familiar with Rom Hacking in General. I read the dictionary on the site and came across this:

Quote
Script Insertion

After the Script has been dumped and translated the text must be reinserted into the ROM. This is usually more difficult than the extraction because the size of the script has most likely changed.

This is a bit confusing to me, however. As I know there are many (generic) programs out there that handle script dumping/insertion. I was wondering, how do those programs insert scripts that differ in length from the original scripts? Specifically programs that were designed for one rom. What are the most common ways of inserting scripts that are longer than the original ones?

For NES Rom Hacking in particular, what are the ways to store a larger script in a game? The ways I know of is utilizing unused rom space (filled with 00 and FF mainly), DTE/MTE and Rom Expansion. Do those script inserter programs use any of these ways to insert a script that's longer than the dumped script?

4
Personal Projects / Re: Fire Emblem (NES) Translation
« on: July 20, 2011, 03:52:11 pm »
the translation is done, and i think its perfect, no bugs so far... i just asked if he is interested in a upgrade patch, that is all.

i didnt know clerics can be upgraded... i lvl up the bold cleric in the second map up to lvl 20, but never try to promot him... he sucks anyway... ... every cleric sucks... i love maria though


Edit : i have found something, when enemy clerics heal enemy units a non translated menssage shows up...



Edit 2: the untranslate mensage popsup when the enemy cleric use "live", when they use "relieve" there is no problem.



another unstralated part is when you try to store items when your unit has no items.



and, last... i dont get this... im not a english speaker, so..  this "i'm akanea's nina" is wrong? or im wrong?



edit 3 : in the arena, when your units broke their weapon, in the next turns, an untranslated message shows up...


Sorry for my late reply...

The non-translated storage line has already been translated I will bring that patch with various forgotten translated lines out soon.

The strange Nina line is caused by me having not enough space in the rom so I had to make short and to-the-point sentences. I mean: "I am Nina of Akaneia" by that, but that line was too long to fit in, so I had to do it this way unfortunately...

I will try to fix the other two as soon as possible as well.

5
Hey there, I have a little request. Is there someone who has some spare time, knows Japanese and would like to help me out with something?

I'm currently collecting Dutch pokémon videos for a site. We've collected most of them already, but we don't have all banned episodes yet. I offered to translate those videos in Dutch. To do so, I translate English versions of the banned episodes. However, for one episode I can't find a subbed version: Ash and May - Heated Battles in Hoenn, which is a clip show of Satoshi's Gym Battles and Haruka's Contests. Though it's mostly old material, I'd still love to watch and understand it. And I can't do the latter at the moment.

Is there someone who would like to translate the video for me and provide me the subtitles? The video can be found here. If someone knows where I can find a subbed version of this video, it would also be very nice. You can just provide the subtitles via a text file or via PM, I can put them in the video myself.

Also if you don't have much time but still would like to help, it'd be also okay to translate just 1 minute or so :P

Ofcourse you'll get credited.

Thanks very much in advance!
-Quirino

6
Personal Projects / Re: Fire Emblem (NES) Translation
« on: March 02, 2011, 02:27:00 pm »
Is someone actually playing this? If you do and you find any bug (shouldn't be so) please report it to me.

Thanks

7
News Submissions / Re: Translations: Fire Emblem 1 - Full Translation
« on: February 23, 2011, 02:48:25 pm »
Wait, this was the last FE that needed a +90% translation? What about that other SNES FE game... Thracia 776 or something like that? I don't think I ever found that one translated at all...
Shaya's is almost complete. It only misses a few character epilogues. Just like Dark Twilriki's FE4 translation only needs some love conversations. Wonder if someone (with SNES hacking experience) could make an addendum to those patches to complete it.

8
Personal Projects / Re: Fire Emblem (NES) Translation
« on: February 20, 2011, 01:17:04 pm »
Ok then!  Word of warning:  Don't go higher than 655,350G :beer:
Never got even close to that (I never use arenas), but thanks for the tip.

Anyway, you can download here the final version of the patch (direct link).

I already submitted the file to RHDN, now I only have to wait until it gets accepted!

9
Personal Projects / Re: Fire Emblem (NES) Translation
« on: February 17, 2011, 02:58:31 am »
0.9.1 is the latest, but it's an unstable version. I tried to repoint some text to fit in more dialogue (especially at the houses) but at some houses the game somehow resets. I'll fix this in 0.9.2

Check this to see all changes made in beta patches.

10
Personal Projects / Re: Fire Emblem (NES) Translation
« on: January 29, 2011, 03:09:29 pm »
The bugs you mentioned were already fixed ;)  I should upload the latest patch :P

11
ROM Hacking Discussion / Re: Repointing Dialogue SNES
« on: January 23, 2011, 03:37:56 pm »
OK, I see. That kinda sucks.

But as I asked, are there any documents around here for those 3-byte-pointers? I found some for the NES but I can't seem to find them for the SNES.

I shouldn't constantly ask another question after a question :P

12
ROM Hacking Discussion / Re: Repointing Dialogue SNES
« on: January 23, 2011, 02:03:46 pm »
I already found the pointer ;)

But as I asked, are there any documents around here for those 3-byte-pointers? I found some for the NES but I can't seem to find them for the SNES.

And by the way, for people to patch an expanded NES rom (like DS' FE1) they must first expand the rom prior to patching and I know that's not required for SNES roms, why is that?

13
Personal Projects / Re: Fire Emblem (NES) Translation
« on: January 23, 2011, 09:18:51 am »
Today I've messed a bit with dialogue pointers and this is the result:

http://www.youtube.com/watch?v=YQzt06OLAoE

However, since I don't have unlimited space I will use this for some dialogue that needs it most.

14
ROM Hacking Discussion / Re: Repointing Dialogue SNES
« on: January 23, 2011, 05:45:42 am »
Accordign to Lunar Address, the ROM type is (I auto-detected it):

LoROM - PC
80:8000 - FF:FFFF

And the address where the text begin is at $71A3C and the LoRom pointer should then be 3C 98 (address: $8E:983C), but still no pointer.  Could it be that Lunar Address was wrong about the file type?

edit: nvm, found the pointer. Thanks for your help Ryusui!

My only question left is how that ASM code of rom expanding works. If it works the same as on the NES, I could learn it by the documents. However, I don't see any SNES documents about it.

15
Programming / Re: Fire Emblem NES pointers
« on: January 22, 2011, 04:00:35 pm »
OK, typical it's just used for this game... I heard this game's a hell to ASM hack, but it seems like this game does everything to not get ASM hacked. Thanks for the answer anyway. I guess I should give up on that idea :P

edit: OK, found how the game stores dialogue pointers. So never mind the previous question.

16
Programming / Fire Emblem NES pointers
« on: January 22, 2011, 03:29:49 pm »
While I just about finished a translation patch for this game, but that doesn't mean I'm done with it yet. I tried to learn to repoint the text. I try this using this method, but it already goes wrong when I try to open up the PPU viewer: the font is not showed at the screen where it's displayed. Well, in a screen where it is showed, I wrote down the code and thus found it in my HEX editor.

But obviously, I also can't find the text in PPU viewer and worse: not in CPU viewer either. Is there a way for me to still find this text so I can find the pointer for it?

17
ROM Hacking Discussion / Re: Repointing Dialogue SNES
« on: January 22, 2011, 11:23:04 am »
OK, doesn't sound too hard for ASM being :) Does it work the same way as the NES? In that case I could use the document you've written.

edit: How do I find the SNES pointer by the way? I want to repoint a text location beginning at $71A3C.

Will the pointer just be the offset without the header: 7193C -> 3C 19?

18
ROM Hacking Discussion / Repointing Dialogue SNES
« on: January 22, 2011, 10:01:52 am »
Currently I try experimenting with hacking the SNES. I've had a small talk with the translator of the complete Monshou no Nazo patch and asked him how exactly RPGuy96 fit in the whole dialogue. Me was told the entire dialogue was just repointed (and the rom was expanded obviously), but he didn't know the specifics.

I tried to find documents to repointing dialogue within expanded roms, but all I could find were some NES documents and I heard rom expanding is hard on NES but easy on SNES. Can someone recommend me some guides on how I would expand SNES roms and repoint dialogue to the expanded part of the rom? Thanks!

19
Personal Projects / Re: Fire Emblem (NES) Translation
« on: January 14, 2011, 06:31:42 pm »
Here it is! Fire Emblem NES translation beta version. It should be fully translated, but I would like you to test it to see if I haven't made any spelling/grammar mistakes or forgot anything. If you see any bugs also be sure to report it.

Things you should be wary of:
-Chapter 1 to 6 (after chapter 6 I reinserted the tiles, I think I changed all dialogue from these chapters, but please check that)
-Alan's ending (I chose Samson...)

Thanks in advance for testing it. If some people completed the game without reporting any bugs or so I will release the final patch.

Link: -deleted-

Edit:
 Here's a new patch, this includes the text "*Character* killed" when someone gets slain, which I forgot in the previous patch. Sorry for those who downloaded the other patch.

Download the new patch at http://quirino.cz.cc/

20
Personal Projects / Re: Fire Emblem (NES) Translation
« on: January 11, 2011, 11:35:56 am »
@DarknessSavior: I asked him a few times if he could send the rom/patch back, but he never answered my PMs, so I decided to go on myself.

@CreatorOfChaos: Thanks a lot, I'll send you the link to the patch as soon I have it done.

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