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Messages - FaustWolf

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Newcomer's Board / Re: Hi everybody
« on: July 03, 2011, 04:46:25 pm »
Thanks for the warning. I wonder if there's some region setting that can be changed in the source files to help facilitate this project? 

BTW, is all dialogue presented like this in the game, or do the full-body portraits appear only in certain scenes? I'm such a sucker for big portraits!

Newcomer's Board / Re: Hi everybody
« on: July 03, 2011, 03:57:05 pm »
Well now, that sounds like a sticky situation! But if it's RPGMaker, I'd imagine the OP would have direct access to the files, on the upside? I can't wait to take this game for a spin sometime.

DBAce, it might be worth your while to draft up some correspondence to the group who made this and see if they'd bite on partnering with one of the English-language fan translation groups, provided of course that there's enough interest over here. Getting in touch with the source language fan base is just about the most powerful thing you can do when starting a project.

Newcomer's Board / Re: Hi everybody
« on: July 03, 2011, 03:16:02 pm »
Oh snaaap, this looks awesome! Is this a Japanese indie game, or published by a big company? And what's the platform?

If it's a smaller company and this was released for PC, they might give thought to going official with an English translation. That baby looks quite interesting!

Wow, way to go DS! Can't wait to try out the translation one day.

Personal Projects / Re: The Dragon Force II Translation Project
« on: July 03, 2011, 12:35:58 am »

We're about ready to roll with this phase of the project. People interested in testing, now would be a great time to get acquainted with the SSF emulator, version 0.11 alpha_r5". And reinofhearts' suggested settings.

When I've made a choice on patch format I'll upload another preview and get some testers started on this thang.

Ooh, why do I have the feeling an Italian translation might be in the works soon?  ;)

As I recall, we have a handle on how to g-zip decompress and probably recompress the necessary files, and dialogue text has been identified (not sure how that reflects on getting at miscellaneous and image-based text though). What's missing is a nice front-end utility for taking care of repointering text strings, though that could be worked on by hand in a pinch. The big challenge IMO is finding a PSP emulator with full debugging and tracing capabilities, not to mention waiting until the coast looks clear for PSP translation projects, with respect to US modders. Anyone interested in a translation project could make a big difference by investigating what tools the French project is currently working with.

Newcomer's Board / Re: New here! also seeking advice.
« on: June 27, 2011, 10:58:23 pm »
Hmm, do any PSX emulators have built-in value search/comparison utilities? E.g., like ZSNES and SNES9x? Depending on how this game handles the data you're looking for, it might very well be an easy code to create; the problem will be finding tools that are friendly to the task.

Provided a proper tool exists, what I would do here is a process like the following:

*Choose a less advanced/starting car.
*Choose a car you expect is more advanced. Check RAM for values that have increased.
*Get back in your less advanced car. Check the previous results for values that have sinced decreased.
*Get back in your more advanced car. Weed the results again.
*Rinse and repeat until you've winnowed out your target RAM address or a small handful of possibilities. Once you've found the address the game writes car indices to, you can try changing it until you're sitting in an enemy car.

That's how I'd go about it in an SNES emulator at least. I'm not sure if there's considerations that come into play in PSX memory addressing I'm missing, other than possible lack of user-friendly cheat searching. It might even be the case that your game doesn't use high level indices for this function, so it could get way messier than what I describe above.

Anyway, this is a great way to get into modifying games, because you'll learn some useful things about RAM addressing along the way. Pretty soon after that you can get into debugging and tracing!

Perfect, thanks again! That should take care of all labels. Man, it's amazing you could read the finer kanji on #44 through 49! I'm glad I didn't try looking those up by hand.  :D

BRPXQZME, would you be my knight in shining armor one last time? :-*

Phrases 29~31

Phrases 32~35

Phrases 36~41

Phrase 42

Phrase 43

Phrases 44~51 (Ignore 50 & 51 -- these have been covered already)

Phrase 52

Phew, just a couple files away from opening up quality testing at this point. Exciting!

I like the vowels on that font!

Personal Projects / Re: The Dragon Force II Translation Project
« on: June 14, 2011, 04:28:09 am »
Just so people can see where it's at right now. It's not the "nice" preview I promised, mind!  ;)  Just a little crumb to tide folks over.

Personal Projects / Re: The Dragon Force II Translation Project
« on: June 11, 2011, 09:06:59 pm »
Saturnman, go ahead and register at Verve Fanworks and reply to Konsolkongen's topic here. Konsolkongen will know way more about it than I do, and hashing this matter out between the two of you will make the wait less painful hopefully.  :)

And any plans for other rare gems being worked on and ported/translated?
I forgot to answer this. See here, and on our Youtube channel. Not a Saturn game though.

Personal Projects / Re: The Dragon Force II Translation Project
« on: June 11, 2011, 08:09:03 pm »
Hee hee, this project would be nothing without the translators who pour their blood, sweat, and language talent into it.   :woot!:  Doubtless a more experienced modder could have worked more efficiently on this; most of the text for the upcoming "playable in English" patch was translated by Sandslice and Sixfortyfive back in 2009, whereas I've only just become equipped with enough ASM reading skill to make it all happen technically in 2011. I went into this thinking I'd just toss text into a hex editor. Not quite!

No need for donations, but we'll happily sign up beta testers! We'll put out an official call once the gameplay text is all in place. I'd love to see how it handles on hardware, particularly given the little ASM tweaks in place nowadays. I can't offer any advice on burning a disc the Saturn can play, but there's at least one patiently waiting beta tester who might be used to this. 

If I can finish shooping in all the battle quotes this weekend (easier said than done!) I hope to have a little preview video treat for everyone by the following weekend.

Personal Projects / Re: The Dragon Force II Translation Project
« on: June 08, 2011, 04:20:23 pm »
Hahaha, yeah, I was literally tracing screen coordinates in Dragon Force II when the local tornado sirens fired up, and decided to make RHDN part of my disaster preparedness plan.  :D  A funnel cloud passed over my neck of the woods without touching down, phew.

We're currently getting the in-battle quotes inserted, and there are still some more non-story lines to go in the domestic affairs files too. Two previews will be coming up soon: one to show off the rare Nobuteru Yuki art for the game that came with the orchestrated OST (plus in-battle lines) and one showing the wider gameplay experience to go with the call for beta testers.

I can't thank Sandslice enough for organizing the battle quote translations in a way that makes them really easy to insert quickly.  :crazy:

reinofhearts has offered to take care of some non-story lines that were left untranslated earlier, but I'd still love to get more translators on board in general.

Jason, thanks a million!! To tell you the truth I've had 88-Bar on my list of sites to contact for awhile, but hesitated because I wasn't sure you'd go for something like this (too bad I didn't realize your earlier work in this area ;)). Thanks for finding us!

ROM Hacking Discussion / Re: Interviews (interest check)
« on: June 04, 2011, 10:50:26 pm »
sa♥tsu, can you let us know what site this is for, or is it something you're starting up fresh? And do you see written interviews being an option if there's enough interest in that sort of thing? While it might seem like sort of a copout, I can see advantages in terms of info clarity and for those who do great work but might not be so confident in public speaking for whatever reason.

BRPXQZME saves the day again!  :crazy:  More proof that humans beat optical character recognition software any day.

Thanks for confirming that #19 is gibberish. It seems to be coming from the game's really funky handling of ASCII values for display of an 8x8 font.

Personal Projects / Re: The Dragon Force II Translation Project
« on: May 23, 2011, 08:30:16 pm »
Crap, tornado possibly coming to house. No time to back up DF2 notes:

write bp @ 060689A0, watch registers r4 and r5 for screen write coords

Hee hee, hopefully I'll be able to come back here and laugh in a few mins

EDIT: Alles okay.  :beer: (and I should have written "read breakpoint", not "write breakpoint.")

Woooo, thanks a ton BRPXQZME!

Thanks for the suggestions on #11 and #15 everyone. I still need to look more closely at the context for #11. #15 refers to a list of the soldiers a particular general is capable of commanding, and how many of each. I'll probably go with "Soldiers" for that one, but "Roster" fits well for a label used for the list of soldiers actually attached to a general in real-time. Thanks!

May 28, 2011, 06:22:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Your help, in action!

Castle stats screen
Officer list screen
Officer stats screen

I still have to take a chisel to some ASM, so no worries about the gibberish kana that appear where soldier classes should. A few labels are also removed for now that I'll put back once I've figured out their coordinate addresses.

How about another round of ID'ing?  :)

Phrases 17~18

Phrase 19 (I suspect that this is gibberish kana, but let me know if you think it's the name "Albrecht" or some kind of ordinal numbering)

Phrases 20~27

Phrase 28 (BRPXQZME covered the other labels here, I just have to mop them up still)

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