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Messages - VicVergil

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1
Try a 2-byte value cheat search for your current X/Y coordinates on the map. (0,0) will be the top left corner.
Once you find that value, try and force your position there and take screenshoots as needed. As Cyneprepou4uk said, it's possible some graphical glitches may limit how useful this approach is.

2
Thank you. I'll try this out.
My advice was missing something... you should also manually replace the very first color in the palette with something else. (A double click on the palette tab colors) A solid green for example. Otherwise when you import back, the crushed blacks will cause every black pixel to appear transparent, which is... very far from ideal.

Even if you use a 6x11 font (effectively doubling how much text you can have), you'll still need to do an assembly edit for when the next character shows. Someone here on the forums posted a tutorial for Vagrant Story with the graphical debugger in psX1.13, that might be useful.

3
As much as I loath to say this, it has been brought to my attention even this topic was noticed again by a certain external party. They did it three times the last few days, followed by "attacks"... this makes it the fourth time now. I urge everyone here to please exercise extreme caution with any identifying personal information or other online presence. Any translators touching this specific series can never be too careful these days.

I would like to edit the font, and was going to ask for help doing so later on (when I've finished inserting English dialogue). Weissvulf provided me with the font.bmp that I'm using, and I don't understand how to edit it properly. It seems that no matter what I use, the file size of the bitmap doubles when I save it and then the reinsertion of the font doesn't work right. I remember he said something about using his "2 bit tool" but Windows 10 insists that it's a virus and refuses to play nicely with it. I've had the tool working, but the file size STILL doubled, so I don't know what he did to make it work and he hasn't been online to ask in like a year.

Another problem is that there's just no way I can edit the images (title screen, Impact's dashboard, signs etc.) because Konami used a proprietary format and that's way beyond my skill level. I can extract them with Weissvulf's Raw to TIM tool, but I have no idea how to extract the palette or how I'm supposed to reinsert the images without the colours being completely wrong. A programmer told me that it would require its own tool to be made.

Found this to work for the font: Using Crystaltile2 on the executable (SPLS_002.17), you can get the font to show. Settings are included.
https://imgur.com/a/KL5n30m

For the graphics, I tried quickly with the title screen. GMN_TIT.BIN is the graphical data proper, and GMN_TITX.BIN has the palette (colors) and some layout data format. Maybe a tool will be useful for that.
You could select hex data (i used h0-h200) in Crystaltile2 in GMN_TITX, right-click, DATA>PALETTE conversion, then in the palette tab on the right export your newly created palette. Then you open GMN_TIT, use the correct settings, and then import the palette from earlier. PS1 and GBA share similar graphical format conventions, so the palette colors are slightly off granted but not too badly.
This may allow you to display some graphics in close to correct colors, then you can change them to your liking. It's a start.


4
I have also been working on a translation for this game in private for quite some time. My version is about 85% complete. The initial Shift-JIS to ASCII patch was done by Weissvulf, and I have been collaborating with Translator Tom to make sure that references to Ganbare Goemon 3 were caught, that characters used similar speech patterns, and so on.

I wasn't ready to announce it, but since 2 other people have now stated that they're starting to work on it, it's probably time.

It's a slight relief to see there's some light in these dark times for Goemon projects, and that people aren't afraid of working on them.
I hope the project will eventually release, just like everyone involved, and everyone who loved the games, wanted.

If it's not too rude from me to ask.
I was surprised you didn't change the character width from 11 to like 8. The font is apparently easily editable to complement this game's presentation too... But even if it's not possible, it's not that bad. It even has some kind of charm to it.

5
Personal Projects / Re: Cooly Skunk - English Translation
« on: January 24, 2020, 05:22:01 pm »
Oh my, so many translations for the same game lol.

The romhacker from Discord gave up after knowing there's at least four attempts to get the same thing translated, lol. But in order not to let things go to waste, here are a few things to share from that attempt:

A quick script dump (no pointers included) for translators:
https://cdn.discordapp.com/attachments/431269689918750733/669607888435806218/CoolySkunk_JP.txt

Encoding / Table file
FE and 00 are END characters
Line breaks use FA (first) and F9 (second)

Dakuten symbols use 06 and 07 before the character.
F1 changes where the cursor appears (if the window is displayed in the top of the screen)

New sections in the same message box use a wait timer, FD followed by a 1-byte long parameter for how many frames to wait (stored to 7E051C, which can be incidentally useful in case you want faster text speed with asm)
use F8 (clear whole window) then FB (reset cursor position to the beginning)

New message boxes (close the first box, and display a new one) are the same but use FF instead of FD.

Quote
04=!
05=?
06=゛
07=゜
08=~
09=..
0A=あ
0B=い
0C=う
0D=え
0E=お
0F=か
10=き
11=く
12=け
13=こ
14=さ
15=し
16=す
17=せ
18=そ
19=た
1A=ち
1B=つ
1C=て
1D=と
1E=な
1F=に
20=ぬ
21=ね
22=の
23=は
24=ひ
25=ふ
26=へ
27=ほ
28=ま
29=み
2A=む
2B=め
2C=も
2D=や
2E=ゆ
2F=よ
30=ら
31=り
32=る
33=れ
34=ろ
35=わ
36=を
37=ん
38=っ
39=ゃ
3A=ゅ
3B=ょ
3C=ア
3D=イ
3E=ウ
3F=エ
40=オ
41=カ
42=キ
43=ク
44=ケ
45=コ
46=サ
47=シ
48=ス
49=セ
4A=ソ
4B=タ
4C=チ
4D=ツ
4E=テ
4F=ト
50=ナ
51=ニ
52=ヌ
53=ネ
54=ノ
55=ハ
56=ヒ
57=フ
58=ヘ
59=ホ
5A=マ
5B=ミ
5C=ム
5D=メ
5E=モ
5F=ヤ
60=ユ
61=ヨ
62=ラ
63=リ
64=ル
65=レ
66=ロ
67=ワ
68=ン
69=ァ
6A=ィ
6B=ゥ
6C=ェ
6D=ォ
6E=ッ
6F=ャ
70=ュ
71=ョ
7A=B
7B=・
7C= 

FA=<L1>
F9=<L2>
F8=<clr>
FB=<init>
F7=<init2>
FD78=<newsec#1>
FD3c=<newsec#2>
FF78=<newbox#1>
FF3C=<newbox#2>
0000=<0000>
0100=<0100>

2C=<anim0>
2D=<anim1>
00=<e>
FE=<e2>

The way the text is stored:

1C571-1C5E8   Pointers (Main script)
1C5E9-1D4D9   Text (Main script)
1D4DA-1D4F9   Pointers (Isle Names)
1D4FA-1D55F   Text (Isle Names)
1D560-1FFFF   Empty Space (Repoint text here to your heart's content)

Pointers: low endian, 2b, +10000
Examples:
E9C5 > 1C5E9
32C6 > 1C632
B2D4 > 1D4B2

Cheats to test the game quickly:
If you press up, down, left, right, B, A, L, R, Y, then X, you can switch between all the inventions by pressing L and R during gameplay.

Useful RAM addresses:

7E051C   Frames until next character.
   Used in wait control code FD and FF too (values used normally are 78 and 3C frames, hex)
   Used for regular text speed (normally 04, set a write breakpoint to change that to 01 for faster text)



Another question, since the graphical compression was obviously figured out here (from the disassembly talk, or the title screen attempts here) that would be highly interesting in order to figure out that of Skyblazer and Hook, by the same developer. Does anyone studying this game care to share more about that compression scheme?

6
Help Wanted Ads / Re: [Proofread] [GEN] Landstalker French re-translation
« on: January 24, 2020, 04:55:57 pm »
Is that the old (2013?) French retranslation project from Japanese, or merely a relocalization rewrite that has different goals than translation accuracy and restoring all the cut stuff from the game?
If the former, then it's really thrilling it finally nears completion. I would love to test it.

Did you figure a way to decompress graphics for the smaller font and graphics?

7
Personal Projects / Re: Go Go Ackman 3 Translation Hack
« on: January 07, 2020, 01:41:07 am »
Um, I already did that in the bps patch I linked to. Please check it out.
I changed the cursor icon as a visual indicator it really loaded the decompressed font.

8
Personal Projects / Re: Go Go Ackman 3 Translation Hack
« on: January 06, 2020, 12:58:17 pm »
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.

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.

9
Comix Zone will need this the most.
The actual game was shipped with an Audio CD with much higher quality versions of in-game background music, for the players to listen to as they play the game with the music option off.

10
Help Wanted Ads / Re: [Technical] [SNES] Simcity main menu
« on: December 20, 2019, 10:25:42 pm »
The menu text is stored as 16x16 sprites, not background tiles, so you're not really looking for a tile map. What you want is this:

Code: [Select]
ADDRESS: $0023A9
AA FF
39 E4 64 30 "TY"
29 E4 62 30 "CI"
19 E4 4A 30 "D"
09 E4 48 30 "VE"
F9 E4 46 30 "SA"
E1 E4 44 30 "ME"
D1 E4 42 30 "SU"
C1 E4 40 30 "RE"
55 55
00

EA FF
2B 2C E6 30 "IO"
1B 2C E4 30 "AR"
0B 2C E2 30 "EN"
FB 2C E0 30 "SC"
F2 FC 6C 30 "CE"
E2 FC 6A 30 "TI"
D2 FC 68 30 "AC"
C2 FC 66 30 "PR"
EA FF
22 14 64 30 "TY"
12 14 62 30 "CI"
02 14 C8 30 "W"
F2 14 C6 30 "NE"
E2 14 C4 30 "T"
D2 14 6E 30 "AR"
C2 14 22 30 "ST"
E2 2C CE 30 "CT"
5F 55
D2 2C CC 30 "LE"
C2 2C CA 30 "SE"
00

The sprites are set up like this:
Code: [Select]
"TY":
39 = X position
E4 = Y position
64 = tile number
30 = tile attribute (palette, x-flip, y-flip, etc.)

I don't know what the "AA FF", "EA FF", "55 55", "5F 55" bytes do. You can probably just leave those alone. I think the 00 bytes indicate the end of each group of sprites.

Reld, if you see no problem with this, I think what you did here is impressive. What was your process? I mean, your workflow for working back from sprites in emulators to the raw data in the rom? Just trying to look up in the ROM 32 bit words one by one from the OAM RAM?

11
Personal Projects / Re: Ganbare Goemon 2 (SNES)
« on: December 20, 2019, 11:12:08 am »
Avicalendriya clearly is against any of his work, graphics or text, being reused by a work with DDS involved. Any kind of compromise over that is off the table. Both parties agree that the creative differences originated from involving other translators in the mix, so it's very likely DDS's decision to get the translated script redone, as well as this increased scrutiny on placeholder assets from Avi's graphical work (some could argue the title translation choice itself) reused for GG3 and GG4, will widen the rift further.

But then on the other hand, people will be less likely to help for a second translation. It would be as if it's wasted effort.
Besides that, DDS is one of the most talented modders in the scene (and AG has already dropped the project), so expecting work on the same quality for more elaborate modifications (such as the sprites for "Area X Clear") is a bit of a steep issue.

It's still a fact that absolutely no one involved wants Avi's script and graphical work to go to waste.

Using LZ77Restructor on the GBA version of Ganbare Goemon 1+2, with the options "with pointers only" and "divisible by 32" disabled, I can see most of the graphics, including the regular font for GG2, various tilemaps, and the like.
From there, I think you can reinsert on your own a lot of your existing work, but some work will need to be done regarding repointing text, and ASM work for changing how the font is displayed (16x16 text in the beginning, adding a third line and possibly VWF to regular text) and that Area X Clear graphic.

For the SNES version of Ganbare Goemon 2, there's some tools for Konami's LZ libraries (3 revisions) they used on SNES, but some heavy asm work will be needed for finding those graphics at all (whereas they're readily available on GBA) and then do the above mentioned modifications, plus some extra restrictions about where to put the new assets and expanded script.

I think reusing DDS's finished translation, or DDS' private in-progress translation, to take advantage of his work to solve the aforementioned fixes and only replacing assets, will still be an unworkable solution due to reasons aforementioned.

I still don't think an amicable resolution for both parties to salvage existing progress is that impossible. Both sides need the other equally as much. Short of that, anyone who would be interested in the GBA version will likely redo the technical progress from scratch, so that would be a nice opportunity to make sure Avi's work doesn't go to waste.

12
ROM Hacking Discussion / Re: Screenshots
« on: December 09, 2019, 06:02:26 am »



Nintendoesn't like this.

Which system, and what's this?

13
Newcomer's Board / Re: Resident evil 1,2,3 "Translation into Arabic"
« on: September 27, 2019, 09:27:48 am »
I looked it up, and ...

0 has a fan translation (for its PC HD remaster)
1 has a fan translation (for its DS direct port, and its PC HD remaster)
2 isn't translated, but has a fan translation for its remake. Someone is working on its direct PC port.
3 isn't translated, but has an audio-only complete fan dub. (4 and Veronica had similar attempts but they're worthless)

Also, 6 and Revelations have fan translations (for their PC ports) and 7 was officially localized.
Silent Hill 2 (PC version) too.

I think it is possible, but for some reason most Arabic fan translations for the PS1 were audio-only, except for Winning Eleven 2002 and Pepsiman.

14
ROM Hacking Discussion / Re: Syphon Filter 3 - Special Chars (polish)
« on: September 17, 2019, 10:42:49 am »
It may be that Polish characters don't EXIST in the text encoding this game uses, it returns a "?" for each unrecognized character.
To check if this is the case, look again at the file after you modified it just in case it has all Polish characters replaced with "?".

Keep in mind you can't change the game's encoding without major code changes, so if that's the case, you try and hijack other European characters the game does accept, and add Polish characters to their font graphics. Those are a graphic in the game with all possible characters in the game, if the character isn't there it simply doesn't exist and can't be summoned by the game.

If there's not enough characters to add all Polish characters, you might have to resort to extreme measures like making the game text all caps, and use the lower case characters for Polish.

..

You said you checked the Russian version. This is a very good start. The game was never intended for Russian markets, so all Russian glyphs were never in the game in the first place (at least Polish has some) which means they had to modify the font. Check which files were modified compared to the English version this game was based on (if it's PS1, the serial might help) and you'll find the font and text you need to modify, pretty soon.

Please let us know if you managed to find it.

15
Thank you for the new translation, as always.

Also thank you for the opportunity to experience this game the way it was conceived, no matter how tempting it might have been to change it for moral reasons. I lament some games might never get an actual translation because of this, like the first game in the Exile series - a surreal take on modern day religions and politics, but with an unintentional irreverence that make it too off-color for most to handle.

You seemed to have mentioned a PC Engine version of Otaku no Seiza a while ago on twitter. What differences in particular make it the inferior version compared to this one?

16
Personal Projects / Re: Famicom Detective Club Translation Project
« on: July 28, 2019, 11:26:14 am »
Disassembling the entire game and converting it to regular NES mappers with bankswitching might be a tall ordeal, but worth exploring. That's how official localizations were handled after all. The main issue is the missing FM sound :/

17
Any chance you could share notes and compression tools that made this possible, to help the chances of other translations happening? The 8x16 font that's now included is one such major hurdle.

It was really sweet following this collaborative project and the ensuing result.

18
re:まあまあ
You should probably deal with the tilemap/sprite allocation for that repeating part properly to use unique tiles for all four 16x16 tiles.

19
There's probably a glitch in the story mode when "Dedede fires his cannon".
The artwork is slightly corrupted (with a white overlay)

20
Amazing to see this game finally get a translation for its superior version.

That font (or fonts at this point) really could use some adjustment, like for example:

- Adding some pixels in the middle part of m/w to make it clearer
- Shrink the upper part of R/Y, so that the bottom vertical strokes stand out better

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