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21
Help Wanted Ads / Re: [Technical][NES] Outlanders
« on: September 25, 2018, 02:17:32 pm »
Welp, after a few days of playtesting and tedious little hacks, it's done.  If you or Eien want some notes in the readme, I'll be writing it up and submitting everything tomorrow morning or thereabouts.

Wonderful! I don't have much to add. If you'll credit myself with dumping the script and some additional translation I'll be happy.

BTW, I don't recommend anyone actually play this game, at least not without cheats.  It's very obviously programmed by Micronics.

Heh, on that note, I read on a Japanese site (https://www25.atwiki.jp/famicomall/pages/23.html) that entering the password "ざ" (za) will give you max stats. If that's the kind of thing that might make this game more tolerable, it might be nice to determine what character "ざ" is in this translation, and mention the cheat in the readme.

22
Personal Projects / Re: Help Dumping Script for World Derby GG
« on: September 21, 2018, 03:31:47 pm »
The SMS Power people seem good at this kind of thing.

Nice idea. I'll give folks some time to respond here first.

But all remaining GG games?
I won't imagine Eternal Legend being an easy one, being a JAM game (the Aretha developer) who usually uses complex scripting with their text.

I said I'd try. I never said I'd succeed. ;)

I only took a quick look at Eternal Legend so far. I made a table file for it, but there's a large dictionary that I still need to track down. I may need some help dumping that script with the dictionary values at some point.

PS: Moldorian is more annoying so far. The text is in a bunch of small blocks and strings spread out in the ROM. I guess the pointers all appear before the blocks, but it's not in a way that makes it easy to dump, so I'm just going through the code and taking note of the offsets where text appears.

23
Personal Projects / Help Dumping Script for World Derby GG
« on: September 20, 2018, 10:45:59 pm »
I'm currently attempting to dump scripts - translation ready, not necessarily insertion ready - for ALL remaining Japanese language Game Gear games without English versions. Incidentally, I've dumped around 15 so far.

I'm currently messing with World Derby and I could use a hand. After coming up empty-handed with some relative searches, I brought the game up in YYCHR and found this:



I figured great, this is why relative searching didn't produce results and started making a table file based on this font.

Luckily, this produced some results in making an accurate table for katakana and hiragana.



However, come to find out, there are (at least) TWO fonts in this game; this 8x8 font, and another 16x16? font which is the one that's actually used in the dialog in the screenshot above. An example of the 8x8 font is below.



So, my goal currently is to find the 16x16? font in the ROM so I can start to assemble a table file that includes all the kanji. However, I'm not having any luck finding the font in YYCHR.

Anyone willing/able to take a crack at finding that font?

24
Gaming Discussion / Re: Aretha 1 translation is complete and released.
« on: September 13, 2018, 03:13:49 pm »
Well, I agree with including patching information such as version numbers, headers and whatever else, but the whole MD5 and CRC32 requirement is a bit ridiculous in my opinion. That type of information isn't always easy to collect for beginner romhackers and most fans who download said patches don't even know what these numbers mean. Much less knowing how to check their ROM for them properly. For example, I know that people often use the superfamicom.org website to obtain said information for their SNES submissions instead of actually checking what ROM they used as a base for their patches (since not every ROM on the web is a No-Intro/GoodSNES dump). Therefore, the ROM/ISO field can be and is often filled in wrong which makes the whole thing invalid. Perhaps only the MD5/CRC32 part could be made optional for I've seen a lot of people complaining about it when the ROM/ISO field was first implemented for submissions.

This was in the most recent Patreon update. Suffice to say, making this element something that's easier to fill in from info you can get right on the site is something that's actively being worked on.

"We are also working on an online ROM hashing tool/library to mimic functionality of Snarfblam's offline ROM Hasher (https://www.romhacking.net/utilities/1002/) utility with all of its database and platform specific magic. Initially, we will probably have a standalone online hasher so visitors can immediately start copy/pasting correctly formatted ROM/ISO information into the submissions forms."

25
Help Wanted Ads / Re: [Technical][NES] Outlanders
« on: September 12, 2018, 09:35:29 pm »
Looks great to me!  :thumbsup:

Thanks!

Thanks!  Fits in there quite snugly.

I forgot to mention, nice job fitting that in there. It looks great. Sounds like we're good to go.

26
Gaming Discussion / Re: Aretha 1 translation is complete and released.
« on: September 07, 2018, 03:32:54 pm »
not sure why this hasn't been reported yet.

http://www.dynamic-designs.us/

Suffice to say, I wouldn't expect DD members to be enthusiastic about posting patches, or news of new DD releases to this site thanks to previous reactions of members here. Not to say that it won't happen, but I wouldn't wait with baited breath. If you see a DD release you're excited about, feel free to make posts like this, or post the patches to the site yourself, as is the MO here.

27
Help Wanted Ads / Re: [Technical][NES] Outlanders
« on: September 06, 2018, 09:52:54 pm »
Best I can tell I didn't dump the intro since it uses fixed length text with diacritics on the preceding line, and I guess we either overlooked it once Eien's translation was done, or I misplaced it somewhere.

At any rate, I have a PHP script I use to dump text like that now, so I've dumped and translated the intro.

I'm posting it here publicly to give Eien ni Hen a chance to provide feedback on the translation, or re-translate if preferred. If there is no feedback in a reasonable time, I'd say this should be fine.

ちきゅうはぎんがていこくのこうげきをうけた。
The Earth has been attacked by a galactic empire.
てつやとていこくのおうじょカームはおたがいのほしのへいわのためにけっこんをけつい。
Tetsuya and the empire's princess Kahm decide to marry for the sake of their planets' peace.
カームのちちこうていのゆるしをえるためにていこくにのりこんだ。
Afterward, Kahm marches on the empire to get her father, the emperor's permission.
しかしてつやはとらわれカームはつれさられてしまった。
However, Tetsuya is imprisoned and Kahm has been taken away.
きみはてつやとなってカームをすくいこうていのゆるしをえるためにいまたちあがった。
You, as Tetsuya, have just taken to your feet to aid Kahm in acquiring the emperor's blessing.

28
Help Wanted Ads / Re: [Technical][NES] Outlanders
« on: September 05, 2018, 11:44:47 am »
 :woot!: Woohoo! What a wonderful surprise. Thanks so much for tackling this. Based on how the text is stored, it can't have been the easiest thing to do. Looking forward to seeing this released. :)

EDIT: I just realized, do you need someone to translate that intro?

29
ROM Hacking Discussion / Re: Double Byte Text inserting / 16bit S-JIS
« on: September 03, 2018, 10:56:56 am »
I didn't know anything about redirecting pointers either, until I wrote an inserter.  :laugh:

How do you get your translated texts back into the ROMs?

I ask other people nicely to do it for me. :)

30
ROM Hacking Discussion / Re: Double Byte Text inserting / 16bit S-JIS
« on: August 30, 2018, 10:01:32 pm »
If you can't find any existing solutions to the particular game you're working on, there's always the path of making your own text dumper/inserter. I'd make sure nothing else will serve your purpose first, but it's always an option, and the approach I had to take.

I'm not about to try to write an inserter since I know nothing about redirecting pointers, but I've just started writing my own dumpers in PHP to get scripts I can translate from games that have trickier text routines/formats. If you're already familiar with a syntax and coding environment you might do just as well to take a stab at writing something for your particular game and use case.

31
Where can I find that manual and/or any of his other works?

The manual is available from the patch listing. https://www.romhacking.net/translations/3243/

32
Congrats on the release. :beer: I'll definitely fire this up and check it out.

33
Congrats on a speedy release! I think this is also one more game off the early Famicom games list.

34
ROM Hacking Discussion / Re: Screenshots
« on: August 20, 2018, 07:22:15 am »
Looks cool. I take it this is for Mesen?

35
Gaming Discussion / Re: Nintendo FDS Question
« on: August 07, 2018, 04:00:10 am »
FDS is kind of KingMike's territory. Speaking of which he handed me a script for Exciting Billiards a little while back, but it pretty much immediately got back burner-ed by other stuff I decided to work on.

AFAIK, filler translated at least one FDS game, which ironically I was interested in doing as well. I might pick that up in the future.

That project (Miho Nakayama's Tokimeki High School) is basically stalled/dead, so I'd love your help on it if/when you're interested.

36
Personal Projects / Re: My NES Translation Projects
« on: August 04, 2018, 11:17:35 pm »
I am very much looking forward to playing your team's patch when it is released.

I'm looking forward to this too. I only ran across the game in the past year or two as I was looking for interesting Famicom games that still don't have fan translations. This stuck out due to its impressive visuals for the platform. Plus it's normally fun to translate text adventures. I'll definitely get the word out, and give this a whirl when it comes out.

37
Thanks for these replies. I'm starting to get a clearer picture of why this kind of thing happens. The major ones pointed out here being memory space, and different parts worked on by different folks. Supper inadvertently added a piece of the puzzle when stating this in the recent readme for MKR, "So, short game? That means the programmers were probably lazy. That's bad, bad news if you're a hacker."

This was the main thing that had me confused. Every decent game that seems fun and had some effort put in is pretty easy to dump a script for, while every short, throwaway, licensed oddity is nail-bitingly difficult to make progress on. If you come around to the idea that the "better" games also had more time, money, and talent put into them the picture starts to become clearer. These multiple text encodings and such tend to show up on projects that were thrown together lazily, with tight budgets, and not a lot of organization. No wonder they're a pain. ::)

38
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: July 30, 2018, 04:51:03 pm »
Here's a preview of the upcoming English language translation patch for the Magic Knight Rayearth RPG on the Game Gear. https://youtu.be/ylfVqnPoHMk

39
So I've been dumping more scripts recently and I started to wonder why some games have multiple text encodings. I assume for some reason it's easier, maybe some of the values used in the text encoding in one area are used for game logic in another or something, but I'm curious to know what others think. It seems kind of redundant to me.

40
3. I can't seem to figure out how to attach the .CUE file in the forum interface!

Just copy/paste the contents of the file. A cue file is just a text file with a list of tracks.

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