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Messages - speaker

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Newcomer's Board / Re: Edited Overlay Too Big - NDS TL
« on: April 07, 2012, 10:38:10 am »
From top to bottom!

OSS does use compressed overlays. -nod-nod- I use CrystalTile2 to descompress/pull them out and compress/put them back in.

I'm not at all sure what you mean about updating both fileszies! @_@ Do you--

oh my goodness I'm a fool

The previous translator gave me this as a quick rundown of the how's of overlay table editing. Taking a second look at it, there's a section for ram_size. I'm guessing that's where I've gone wrong-- not editing that section. I'm going to answer the rest of your q's anyway, just in case!

The new overlay file is/should be compressed when I stick it back in. WIP versions of the same overlay-- more "edits" than "versions"-- worked fantastically using the current method.

The text does use pointers! Little Endian, pointing from table start to string start, with in-line <END> commands.

I'm going to poke around the ram_size section for a bit and see if that's the issue. I'll edit this post if it does or doesn't do the trick.

Serious loads of thanks, Cue!

Newcomer's Board / Edited Overlay Too Big - NDS TL
« on: April 06, 2012, 08:17:48 pm »
Hey all! I'm Speaker, and I'm fiddling away at a translation of Rockman.EXE: Operate Shooting Star for the DS and learning how to romhack enough for the translation itself. ^^;

I've recently finished translating an overlay full of text. After editing the sinit business in the overlay table to suit the file new size, I went to put it in-- and the game broke, giving me nothing but a white screen.

I've tried a few different things since, like trying to shrink the English overlay down to the Japanese overlay's size-- a shrinking of roughly 1000 characters-- without any success, even when doublechecking what I know about the overlay table pointer table address.

Is there anything I can do? Do I have to skewer the English translation, just to fit it all in?

Newcomer's Board / Re: The How's of Script Dumping
« on: March 03, 2012, 06:09:25 pm »
Thank you. ^^

I wouldn't have thought there'd be a difference! Strange, eh?

I've adjusted the Atlas file accordingly. I'm getting a new error message now: that my table file is incorrectly formatted on line 7. *shakes head*

But there's no difference in formatting between line 7 and line 6.

Line 6: 05=4
Line 7: 06=5

...does Atlas not take Thingy tables? xD;;

Newcomer's Board / Re: The How's of Script Dumping
« on: March 03, 2012, 01:06:53 pm »
I... what?

Ah, my head hurts! Fast, I REALLY don't follow. xD; I have used a spreadsheet to manually write down what each pointer should be in the order it should be in before, and then manually type it all in, but the pointer's aren't equally spaced. There is a set <END>, but... generate...? ><;;

Tashi! I am a miserable failure who would love some insight:

I have no idea where to go from here. XD

I'm struggling with understanding how Atlas works. In fact, I've gotten the same message I got from Cartographer, haven't I? Invalid command. Heh.

Throw me a bone, anyone?

EDIT: I should explain more. ^^;

Both Cartographer and Atlas are starting to come across as incredibly finicky. I wasn't able to copy/paste a command from either readme to where each program calls for it, and I don't understand why that's the case in both instances. While a blind solution would be welcome, as Tashi's offered, if I don't understand what's going on, then I worry I'll end up making a post here every time I run into an error message. XD

I'm asking for someone who'd be willing to sit down and give me a quick rundown, honestly. Readme instructions have been giving me errors, and I can't find any docs on them onsite. I'm in a position where I might be handing scripts over to someone for retranslation down the line, so being able to understand how to call on Cartographer's generated Atlas points would be a real treat, but I'll take whatever you have to offer.

I-I'm sorry about all the hassle. xD

Newcomer's Board / Re: The How's of Script Dumping
« on: February 23, 2012, 06:14:19 pm »
That was it exactly-- in two places, no less! XD Ah, kanji...

My next problem is one I hope will be just as easily resolved!

Cartographer is now giving me a .txt file with the appropriate text and locations (except how it continues to give me the one hex number into the very same table for the first pointer, but that's easily worked around!). However, I can't figure out how to tell it where the strings in question end!

They end in-line with a specific hex call. Cartographer's readme mentions the use of "#STRING END: Yes" resulting in (END) being taken as the end, right? I've adjusted my table accordingly, but Cartographer claims "STRING END" is an invalid command all the same.

I've fiddled, but I haven't gotten much of any other kind of response. I'm sorry for being high maintenence, but if anyone can tell me what I'm doing wrong, I'd be very appreciative! xD;

Newcomer's Board / Re: The How's of Script Dumping
« on: February 22, 2012, 09:42:51 pm »
I'm grateful for how quickly you responded! However, I fear the learning curve might be a bit steep for me! XD

I've pulled out Cartographer and set it up to run off the .bin with the necessary table, and have it set to check for the pointer table only where it is (according to the "offset" in WindHex...?). All very well and good!

I recieve two errors when running Cartographer: the first, that it can't load the table. Second, "Hex token part of the string is already in the table. Multple tries causes dumping confliction."

At which point it stops.

*scratches head*

I'm moderately well assured I've gotten the commands file right, but still, here's how EXEOSS's pointers work:

The pointer tables are 16-bit and relative. For example, 000F would point out a string's starting point 15 places from the, uh, digit immediately before the pointer table in question. Strings have in-line ending markers, and the first strings starts immediately after the last pointer.

Knowing this, I told Cartographer the method was Pointer_relative, Little Endian (though I tried Big too, on a whim), and "normal" for type. Pointer size of 02, pointer space of 00... and I gave WindHex's appropriate "offset" for the table's start point and stopping point.

Have I done something outrageously wrong? xD And should I be doublechecking my table for anything unusual that's got Cartographer so unhappy? o_o;

Newcomer's Board / The How's of Script Dumping
« on: February 20, 2012, 11:53:46 am »
Hey there! I'm Speaker, and I began work on translating Rockman.EXE: Operate Shooting Star roughly two weeks ago.

This is my first time romhacking OR translating much of anything, but with the leftover materials and advice of the game's previous translator, I've been able to get off the ground and can now edit both the text and graphics of the game at a rather steady pace. xD

Editing text manually, however, is quickly becoming a massive chore. For all it's very much doable, the thought of being able to pull text out and put it back without running through text pointers in is very enticing! >>;

I'm not asking anyone to write a program for me, now! I know me some Javascript, so learning a new programming language won't be an ungodly hurdle of impossible proportions. xD

What I'd like is a push in the right direction-- to know what language I should be trying to pick up, to know of any pre-existing tutorials or the like that might be lying around (especially given my editing knowledge's limited to playing with hexadecimal in the Overlays, and I wouldn't know how to tell a program to look and edit accordingly without, uh, knowing how to tell it to look and edit accordingly), or anything off the top of anyone's head that might be of any help!

Thanks in advance for any and all help! ^_^

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