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Messages - Reld

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1
Personal Projects / Re: Dragon Warrior Monsters (GBC) Decensored & Improved
« on: September 08, 2020, 10:29:27 pm »
Looks like compression to me, with the "junk" data probably being instructions to copy or repeat certain bytes.

2
Personal Projects / Re: Dragon Warrior Monsters (GBC) Decensored & Improved
« on: September 08, 2020, 08:51:35 pm »
I don't know jack about this game or how it works, but from your screenshot it looks like that text doesn't align to the tile grid. Based on all of the other screenshots (and the text on the right side of this most recent one) I'm guessing it's not using a variable width font. I'm guessing the text on the left is stored as a tile map, or possibly several strips of mini tile maps. I'm not sure what you meant by "I couldn't find them in the tile editor either", so maybe you already thought of that and I'm way off base.

3
Personal Projects / Re: Shounen Ninja Sasuke Translation Hack
« on: September 06, 2020, 11:13:39 am »
I'll pick it up again eventually, but I'm not working on it right now. I kinda set it aside because I never found a translator. I've had that problem a couple of times now. I'll probably end up brute-forcing my way through the translation part on my own at some point.

I was aware of that French translation. I shared my graphics compression tools with them. Not sure how far along they got with it. I think he said the font is from Yoshi's Island.

4
I tried searching for artwork from the game too, and the best I was able to find was the same cartridge pic but darker and a bit higher res. I tried cleaning things up and separating some elements if that helps.






For the main image I tried to fill in where the logo was covering it, and I extended it a little bit vertically. Of course that means I had to make stuff up, so who knows how accurate it is.

5
I gave it a shot.






6
Awesome. Sorry again for the bad information the first time.

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Hmm... I think you're right actually. Sorry for the confusion. I haven't touched sprites in a little bit.

I did a little poking around and there seems to be a work RAM buffer for these values around 7E24DC. For example, when the game is paused the size and X-position bit for the "Pause" text sprites starts with the byte at 7E24E0. Unfortunately these values seem to be hard-coded in the ASM. At 00E9CB it does an "lda #$aa" and then stores it to the buffer at 7E24E0 instead of loading the value from somewhere in ROM. That "lda #$aa" instruction at 00E9CB seems to be shared by at least the "Pause" and "Bonus" text sprites, so it might get kind of complicated if you need to modify them separately.

8
I haven't taken a look at this game specifically, but if you know where the four bytes per sprite are in the ROM, changing the size of the sprite should be as simple as changing the last bit of the fourth byte.

From the wiki page you linked:
Code: [Select]
Sprite Table 1 (4-bytes per sprite)         
Byte 1:    xxxxxxxx    x: X coordinate
Byte 2:    yyyyyyyy    y: Y coordinate
Byte 3:    cccccccc    c: Starting tile #
Byte 4:    vhoopppc    v: vertical flip h: horizontal flip  o: priority bits
                       p: palette # c:sprite size (e.g. 8x8 or 16x16 pixel)

It's the "c" bit in byte 4.

Edit: "Last bit" is probably a poor choice of words since the bits are usually counted from right to left, but I think the idea is clear enough with the diagram from the wiki. It's bit zero, or the bit furthest to the right.

9
Nice. Glad it was that simple and not some weird ASM nightmare.

10
This might be too obvious, but are you sure the pointers are big endian? If they're little endian what you're describing would make perfect sense because you're changing the wrong "big" byte.

EDIT: I just took a quick look in the ROM and the pointers at $104416, if they're big endian, go 5EF9 5E02 5F0C. I think they're little endian. 5EF9 5F02 and 5F0C seems a lot more likely to me. Otherwise 5E02 is way out of order, although that's not impossible or anything.

11
Personal Projects / Re: Mega Man X2 & X3 Wireframe Model Editor
« on: February 05, 2020, 03:49:30 pm »
I clicked "import from rom" and opened the mmx2 rom just cause i was curious, but yea nothing happened. But...it did for some reason save to the ROM, i never clicked "write to rom" or anything. I double-checked in emulator, and nothing was overwritten or corruped at the title screen luckily.

I'm an idiot. I accidentally set it up so the import part of the file menu activated both the importing from AND writing to the ROM. If you use the little button that shows an arrow pointing from a cartridge to a piece of paper it should work. I didn't notice because I always use the button.

Edit: I should also mention that importing from the ROM might not work if the title screen X model has already been altered. I had a misconception about how the game read the data when I set up the importing, and I forgot to fix it. Basically if the new model has fewer vertices than the original model the progam won't know where to look for the vector data. I've already fixed this on my end and it should work whenever I upload a new version.

12
Personal Projects / Mega Man X2 & X3 Wireframe Model Editor
« on: February 02, 2020, 10:28:30 pm »
I'm working on a program for editing the wireframe models in Mega Man X2 and X3, inspired by falchion22's Mega Man Z2 project and DarkSamus993's disassembly of the model data.


There's a downloadable version of my first attempt available here.

It looks nicer than it actually is, I think. It's not super user-friendly (clicking in the viewports does nothing, you have to use the controls on the right to edit everything), and it probably has some bugs (the perspective rotation doesn't behave quite like you'd expect because I don't know jack about 3D math), but it does work. This version can only edit the title screen "X" model from MMX2. It comes with files for the "Z" model seen above, and a model of a cube.

Right now I'm working on adding support for the rest of the models in both games.

I've managed to get them importing alright for the most part, although the viewports are currently offset to place 149 on the Z axis near the center because that's where the center of the "X" model happened to be. That's a relatively easy fix. I've also run into a bit of a problem with the X3 models.

In X2 the models are all stored separately, with the vector data for the model first (which consists of a bunch of 16-bit pointers to the vertex data), followed immediately by the vertex data (X,Y,Z positions) for that model. In X3 the vector data for a bunch of the models is stored one right after the other, and then there's a big block of vertex data at the end that seems to be shared between them. This is throwing off my vertex count, but more importantly it means that editing one model might cause changes to another model if they happen to share vertex data.

I don't know for sure yet if any of the models actually do share data. I'm just guessing they do based on how the pointers jump around. It's possible the vertex data just happens to all be mixed up together, but none of it is actually shared between models.

I'm not sure why they did it this way. If some of the data actually is shared I would assume it was done to save space, but it looks to me like there's a bunch of empty space at the end anyway. I wonder if maybe I should try to split all of the models up and provide an IPS patch or something to apply before using the editor.

13
Personal Projects / Re: Megaman Z2
« on: January 27, 2020, 10:21:31 pm »
Nice work, DarkSamus! I don't think I would have been able to find those other models on my own. I haven't done any work on getting these loaded in my editor yet, but I've gone over the format and given it some thought. I don't think it should be too hard.

I suppose I should do a disassembly of the Mega Man X3 wireframe model data so we can get support for that game too. :thumbsup:

Definitely let me know if you do! Should I make a separate thread about this? I don't want to derail falchion's thread too much. There might not be that much to discuss about it so I don't know. I do intend to post here if I can get an edited X head working, since that's relevant to this project.

14
Personal Projects / Re: Megaman Z2
« on: January 26, 2020, 07:36:59 pm »


What do you think of this? It doesn't have the extra little cutouts that your Z has, but it has to be better than just blanking out the model completely. Here's a link to an IPS patch. It shouldn't change anything except the X model, so you should be able to apply it directly to your hack if you want.

I was kind of intrigued when I saw DarkSamus's post breaking down the model data and tried my hand at making a model editor (which is what I used to make that Z model).



It looks nicer than it actually is, I think. It's not super user-friendly (clicking in the viewports does nothing, you have to use the controls on the right to edit everything), and it probably has some bugs (the perspective rotation doesn't behave quite like you'd expect because I don't know jack about 3D math), but it does work.

Right now the only model it can edit is the title screen X. I have no idea where any of the other model data is in the ROM. If DarkSamus (or anybody) knows the location for any of the other model data I might be able to make them all editable. For this hack in particular it might be nice to change the X head model from the intro.

Here's a link to the editor if anyone wants to mess around with it. It comes with the Z model, and a model of a cube.

EDIT: The IPS patch I linked originally didn't work. I should have tested it before uploading. I've edited that link to one that should work.

15
Personal Projects / Re: Go Go Ackman 3 Translation Hack
« on: January 14, 2020, 09:28:02 pm »
Good work on the VWF. If nothing else, it's good practice and perhaps something that can be reused on other games. Though that usually depends on the game etc.

Thanks. You're right about it being good practice. I had done a VWF before as part of a little homebrew experiment thing, but I had to think about this one a little differently since I needed to hook it into the existing dialogue system. I always feel like I learn a little something when I work on ASM stuff. I'm glad you suggested it.

Hey Reld,
Amazing what you did. I been waiting for someone to do that patch for years. So thank you so much.

Thanks. Have you tried out the gameplay patch by any chance? I'd be interested to know what you think about that one.

I'm sure you'll find somebody, but if nobody reaches out, I can ask around for you to all the various translators I know.
I'm fairly new to all that but I know people who are native japanese. Can't promise anything but will ask them and come back to you.

If either of you knows somebody who might be willing to give the script a look, that'd be awesome. How much work they actually want to put into it is up to them. I mostly just want to make sure I didn't totally mangle any of it.

Also I'm doing some graphic design so if you need to fixe some fonts or anything manualy for any go go ackman project i'm IN!.

Thanks again. Until fairly recently I was more of a graphics guy than a hacking/programming guy myself. That might be my favorite part, so I probably won't be looking for any graphics help. I'll definitely keep it in mind though, and I appreciate the offer.

16
Personal Projects / Re: Go Go Ackman 3 Translation Hack
« on: January 07, 2020, 06:19:39 am »
Sorry. I guess I got fixated on the part about expanding the ROM and placing it at the end, and I glossed over the part about changing the ASM.

January 12, 2020, 06:09:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I finally managed to get a VWF working. Here's a shot for comparison:



Old fixed width version on the left. Variable width on the right.

I'll need to go through the script and move all of the line breaks around. I'll probably do some revision to the actual text while I'm at it. The shop text uses a separate routine so I'll need to reproduce what I've done here with some small changes for that. I'll also need to redo the continue screen and stage names to make everything consistent.

I haven't gotten any feedback on the script at all so far. I did make a help wanted post, but no replies yet. If anybody's tried out the hack or taken a look at the script file I'd like to hear your thoughts.

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Personal Projects / Re: Go Go Ackman 3 Translation Hack
« on: January 06, 2020, 08:54:38 pm »
I'm currently looking into doing a VWF as Pennywise suggested. I did a little mockup for myself of what it would look like, and I have to admit it would look nicer. I have an idea for how to handle the shop issue I mentioned, so that shouldn't be a problem. So far I've just been documenting the existing routines for myself to make sure I understand everything that's going on, but I should start writing the new routines either tonight or tomorrow.

The compressed font is at 0x18000 (03:8000) and it gets decompressed whole, once, to the RAM at 7F:8000.
I expanded the ROM and included the decompressed copy in the end (30:8000), and did an ASM change to make the game load that copy. I didn't test it too much. Hopefully this is of some use: Link

With this, Go Go Ackman 2 should be doable. You still might want to look into the decompression routine used here just in case it's useful for other graphics.

I guess that makes sense. If that's the case it might be possible to squeeze the uncompressed English font in the same space as the compressed Japanese font and modify the ASM to skip the decompression entirely. Or just figure out how the compression works and replace the compressed Japanese font with a compressed English one. Like you said, it would probably be necessary to figure that out for other stuff anyway. I did take a quick look at the address you mentioned and it doesn't look like it uses the same type of compression as 3, sadly.

I wouldn't mind doing 2 when I'm done with 3. If the text routines are similar enough (I haven't really looked at them yet) It would be pretty easy.

18
Help Wanted Ads / [Japanese to English] Go Go Ackman 3
« on: January 05, 2020, 11:26:03 am »
On the hacking side of things this game is basically done (see my project thread here.) I tried my best to translate the game myself, but I don't really know what I'm doing in that regard. I'm pretty sure I got the basic story right, but I wouldn't be shocked if there are individual lines that I totally botched. I'm looking for a translator to at least go over my script looking for anything I got obviously wrong. I'm also open to rewording things just to make it flow better. I just figured I should take it as far as I could by myself before asking for help.

Here's a link to a zip file with two patches and my current script file.

gga3_script.txt is my script file with both the original Japanese and my attempts at English translation.

Go Go Ackman 3 (English).ips is the full English patch.

Go Go Ackman 3 Improvement.ips is a small optional gameplay improvement patch. See the other thread for more details.

19
Personal Projects / Re: Go Go Ackman 3 Translation Hack
« on: January 05, 2020, 11:02:14 am »
Great news, and great timing - I just played through the first game in the series. :) The English patch for GGA1 dates back to 1999 and it's somewhat crude, but I enjoyed it even so.

Your patch looks rather polished, and I look forward to checking it out. GGA3 is supposed to be a lot better than GGA2, so I'll skip the latter for now.

Thanks! Definitely let me know what you think.

Why start with 3 when there are 2 other games before it?

I had tried all three of these games out a looong time ago, but only briefly. Something got me thinking about them again recently, so I wanted to give them another shot. For some reason in my head all three had already been translated, but when I went to look I realized only the first one had. I started playing the third one because I'd read that it was the best one, then I started getting some ideas and poking around in a debugger and it just kind of escalated from there.

Also, I might as well throw this out there, but if you're looking for an additional challenge or something else to learn, you could add a VWF aka proportional font to the game. Probably wouldn't be that hard given the nature of the game.

Hmm... I've though about this, but I'm not sure it's worth it. I know how to do it in theory, but I don't really need the extra space on screen, and it would break the item shops a little bit.



The item name on the upper left and the price on the upper right are both just one long line of text with a bunch of spaces in between. If I were to use a VWF I'd have to come up with some other way to position the price at least. Maybe a custom control code or something. It could be done, but like I said I'm not sure it's worth it. I'll give it some more thought I guess.

Anyhow, you might have better luck making a post in the help wanted section of the forum. Not everyone who's a translator probably doesn't check this section. You do seem to know what you're doing, so the chances are probably pretty good that you'd find a translator.

Thanks. I'll give it a shot.

I believe 2 has text compression? 1 was translated, but that patch is very old. Could probably use an updated version or something. 3 is supposedly the best though, so if you look at it that way, might not be a bad idea to get it done first.

I think 1 probably could use another look. I suspect the script had to be trimmed down/simplified quite a bit to get it all to fit. If it were me doing it I'd save that one for last though. The existing translation gets the job done just fine.

I did take a very quick look at 2 shortly after I got the script for 3 dumped. The text itself seems to be uncompressed and use almost exactly the same encoding (with some possible kanji differences I think). It seems like the font is compressed though, which strikes me as an odd choice since the font graphics are loaded one character at a time as needed. I think that would mean the game is constantly decompressing text characters on the fly. I might be missing some key detail there though.

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Personal Projects / Go Go Ackman 3 Translation Hack
« on: January 04, 2020, 08:22:06 pm »







I have foolishly decided to attempt another translation hack, despite not knowing much Japanese. I was never able to find an interested translator last time, so this time I tried to take things as far as I possibly could by myself. Here's a link to a zip file with two patches and my current script file.

gga3_script.txt is my script file with both the original Japanese and my attempts at English translation. I would love it if somebody who actually knows Japanese could go over it and point out any places where I've gotten anything obviously wrong. I tried my best, and I'm pretty confident I got the gist of the story right, but I really don't know what I'm doing when it comes to this part.

Go Go Ackman 3 (English).ips is the full English patch. Even if you don't know Japanese it would be good to get some feedback on the English script itself, since up to this point literally nobody but me has seen it.

Go Go Ackman 3 Improvement.ips is a small gameplay improvement patch that I figured I should make optional. It will work with or without the translation patch. In the unmodified game if you attack in mid-air and you hit the ground before the attack animation is over it just gets cancelled in favor of the standing animation. For me at least this was causing all kinds of frustration as I'd be jumping around attacking enemies and maybe 20% of my attacks just... didn't happen. This patch prevents the animation from changing until the attack is finished, which in my opinion makes the game FAR more enjoyable to play. I highly recommend at least trying it out.



Things the English Patch Changes:
  • 16x16 Japanese font replaced with 8x16 English font.
  • Text routines modified to use 8x16 characters, and to only read one byte per character instead of two (effectively doubling script space).
  • Text speed increased to compensate for generally longer dialogue.
  • All Japanese background graphics have been translated.
  • All stage names (which are actually made of 16x16 sprites) have been translated.
  • Game Over/Continue screen has been translated.
  • Minor formatting/spelling issues corrected in end credits
    • "GOGO ACKMAN3" changed to "GO GO ACKMAN 3"
    • "EXECTIVE PRODUCER" changed to "EXECUTIVE PRODUCER"
    • "SUPER VISOR" changed to "SUPERVISOR"



I also created some compression/decompression tools for the graphics and tile maps. I'll probably try to clean those up and submit them when I'm done with the hack. There's an additional form of compression I had to figure out to fix "EXECTIVE" in the credits, but I did that one by hand so I don't have a tool for it.



Uhh... I guess that's it for now. I never know how to end these posts  :D

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