« on: March 23, 2017, 10:07:35 pm »
Thank you so much.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
My Japanese and English skills are awful, but I'll try!
It can't be helped, there's a Wily's lab even around this city.
This place [something] as a temporary truce!
I have no idea what that last sentence says.
According to Weblio, やらあ means やります or あげる, so maybe "Let's call a temporary truce here!" or something that might make sense in English...
しょうがねえ -> しょうがない -> it can't be helped, it is inevitable, nothing can be done, there's no point (in doing something), there's no reason (to do something)
Hey everyone. I've been working on hacking the DS Castlevania games for a while, and I just released the first version of my editor for them:
And here's the source code of the program: https://github.com/LagoLunatic/DSVEdit
If the version I uploaded to romhacking.net doesn't run for you, try this updated version instead:
If you've got questions or anything, feel free to post them here.
It is about 70% done. However I need some help.
OK. If you're going the manual way (which I guess several of us are going to advise against, but let's answer first) you can basically type in the text on the right part of the editor, provided you have loaded the right table.
Alternatively, if the game uses a well-known table, you could open a new text file in your favorite editor (notepad++ comes to mind), set the editor to use that well-known encoding (say: SJIS, UTF8 or ASCII)n input the text in the file, save, then use binary insert of Windhex from that text file.
Jut don't forget that there's nothing preventing you from overflowing the old text's location, overwriting the next text in the process, when you do things this way. Also, you're probably limited to the lengths of the old texts (either individually or as a sum).
This is why people generally recommend to dump from the text pointers (not the text), and go the same route for insertion. But either that is a simple set of pointers and you can yse Atlas + Cartographer, or you need custom tools.
You have to answer Henke's question: how did you dump the text?
Personally I'd make my own tool. But before you can even consider that, you need to understand how the text is accessed. Because to me it sounds like you used an automatic generic text dumper, not dissimilar to "strings", that doesn't know or care about that.