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Messages - filler

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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.

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.

Any chance releasing an alternate patch with a less ornamental font?

Stylish fonts like that actually take me out of the experience. I would much rather play the games with the regular normal NES/Famicom font typically used in that era. The patch would be optional, of course, for the ones that like regular fonts more.

Thanks and hope you are able to do it.

Assuming the font isn't compressed, changing the font via a tile editor is trivial. This is something basically anyone could do once the patch is released. You could pay it with any font you prefer.

Congrats to your sibling on the impending birth of their child, and to you on completion of your translation patch. :beer:

Script Help and Language Discussion / Re: Kanji ID FTW
« on: July 17, 2018, 01:58:46 am »
woops, guess I wasn't paying enough attention

No worries. The same thing happens to me.

Your timing could not have been more appropriate. I was just working on a script with a bunch of kanji and was lamenting the fact that my Japanese OCR software is lost in a box somewhere, and probably won't work on Win 10. I'll try this online version and let you know how it went.

This worked out perfectly. I'll definitely use this in the future. Thanks! It seems about as accurate as the software I used to use. I wouldn't be surprised if it's the same software on the back end. You do need to enlarge the images by about 100%. I'm checking the kanji and correcting the 25% or so that are incorrect, but it's a big time saver. There are just a ton of kanji for this particular game.

Well, software application. It's apparently a study aid for passing your driver's license test in Japan circa the early 90s for your Game Gear. I have no idea how this exists, but here we are.

Script Help and Language Discussion / Re: Kanji ID FTW
« on: July 16, 2018, 07:43:37 am »
Few years ago the online Japanese OCR helped me lot to complete Wizardry6 japanese Tile set.
Its works best if you convert bmp to black text with white background, other colours could be confused the algorithm (it works but less character recognised)   

Your timing could not have been more appropriate. I was just working on a script with a bunch of kanji and was lamenting the fact that my Japanese OCR software is lost in a box somewhere, and probably won't work on Win 10. I'll try this online version and let you know how it went.

I was a little puzzled. "Doesn't filler already know kanji? ;D "
But that makes sense.

Heh, I wish I knew all those kanji. I can probably type out about half of them by sight. The rest I'd have to look up by radical.

Personal Projects / Re: Translations of early Famicom games
« on: July 13, 2018, 05:11:49 pm »
Sorry, I got distracted by football - I mean, soccer. ;) I'll get back to it eventually...

Heh, sounds good. Hope you're enjoying the summer.

Personal Projects / Re: Translations of early Famicom games
« on: July 12, 2018, 06:59:45 am »
Any updates on Zoids or Seal of the Dark Lord?

Newcomer's Board / Re: Releasing a patch
« on: July 10, 2018, 10:37:13 am »
Thanks, filler!

Is there a significant difference between these files?

Yeah, kinda. If I remember correctly, BPS performs some kind of checksum on the ROM so you can't patch the wrong one. It may include some meta data too. IPS is "dumber" and just applies to whatever you specify. It's been around since the beginning though, and has wide support in emulators. I'd encourage you to do a quick search on the patching formats I mentioned for more details.

Newcomer's Board / Re: Releasing a patch
« on: July 09, 2018, 07:45:43 pm »
What are the typical mechanics/hindrances/nuances to releasing a completed patch? I ask for two reasons:

1. I am looking to release a translation of Dragon Warrior relatively soon and want to know the ins and outs of release.

It's not too complicated. When I release something I make a readme.txt file. I include some information like the release date and patch version, credits of who worked on the patch, instructions, a short description of the game, licensing information, and any notes that I, or another member of the team, want to add.

I then make a couple patch files. I've been making an IPS and a BPS using Floating IPS recently. I used to include NINJA (RUP I think?) but it seems like D's format isn't used much. Dynamic Designs releases an IPS, BPS, UPS, and XDelta patch for all current releases. Really you can release in whatever format you want. IPS is pretty standard, but you may have to use a format like XDelta if your patch is large (I think).

Pop those in a .zip or .7z archive (you could use whatever archive format you like of course), and submit via the submission form. Refer to the submission form for specific instructions, but basically you want to make your file web accessible and submit a link to it. You'll need to pick or add an author, and you'll have to include some information like a short description and some information on the image file.

You can use the new patcher to get MD5, CRC32, and SHA-1 hashes for the ROM file if you need. Then wait about 24-48hrs for the submission to be automatically approved, or reviewed by a staffer and approved. After that you may want to submit credits for the patch, and/or write and submit a news article.

Alternately you could just post your patch on your website someplace and call it a day. Up to you.

2. I understand that the translation of Metal Slader Glory is complete and tested as of March of this year, but the patch has yet to be released. I'm curious as to what could be holding it back.

EDIT: I submitted without responding to this. You'll have to ask Pennywise to know for sure. In general, stuff that holds up projects I've worked on tend to be bug fixes for issues found at the last minute. Sometimes people are waiting to get information from team members for the readme. Sometimes there is some thing that's important to someone like a splash screen, or a font change that stalls release. It can be any number of things. Maybe the person with all the files just loses interest.

My curiosity is getting the better of me:

There seem to be spikes in '09 in the two charts in your original post. What happened in 2009 that may have caused an increase in Japanese speakers/ROM translators?

My only guess is the 2008 financial crisis led to a portion of folks having some free time due to unemployment which can lead to additional project work, as well as some folks making an effort to change careers hence an uptick in test takers. Any other ideas?

Why would anyone pick that second screenshot to use to showcase something...

Maybe there isn't much text in the game.

Script Help and Language Discussion / Re: Kanji ID FTW
« on: July 08, 2018, 06:16:20 pm »
seeing as no one typed the rest here they are

Thank you! You've helped two projects by helping with one. I appreciate it.

EDIT: FYI, a side benefit of this process is that it gets at least two sets of eyes on the kanji. :)

These were very accurate, but I did find two misidentified. Please let me know if you notice any more.




Gaming Discussion / Re: Psyklaxia: my new YouTube channel!
« on: July 08, 2018, 01:15:20 pm »
Well, it's nice to have 24 subs at this point, though I've been getting fewer and fewer views on each video... guess I need to work harder promoting my channel if I want to get anywhere.

Anywho, nesrocks may be interested in my newest video, as it concerns his excellent hack of Super Pitfall. Like, comment and subscribe etc, it's all appreciated. :)

I may be forced to take a short break soon, but I'm working on future videos. Suggestions for good hacks to review would be great! :D

I mentioned your channel in my latest video for what is worth. I've been enjoying it so far.

Script Help and Language Discussion / Re: Kanji ID FTW
« on: July 07, 2018, 10:52:39 pm »
do you have a list of some you've already recognized to complete/correct it?

I'd only done the first few before I realized it would make more sense to crowd-source this while I translation check Magic Knight Rayearth instead. Here's the few I did.


Script Help and Language Discussion / Kanji ID FTW
« on: July 07, 2018, 10:08:13 pm »
Anyone feel like doing some sexy kanji ID? For Arle?

Three minds are better than one! Thanks to the both of you!

I wonder if the lines are consecutive?

I am strong, however
I'll lose to one who
has luck on their side.
I'm especially vulnerable...

// 0x71556
to your **** hits.
Well then,
here I come!


@Supper BTW I'm half-way finished the final translation check on that file. I'd be done in a day or two but the heat is limiting my PC time. I should (finally!) have the file back to you this weekend.

Only part of that was on the merits of testing. The other was questioning how viable the JLPT was as a means of assessing the amount of potential translators. Japan is odd when it comes to its languages tests (if nothing else see TEFL and Japan vs the rest of Asia) and during that time various other courses were consolidated and JLPT rose up to be the main one people care for.

That's a great point. The number of folks learning Japanese may have been the same in 1984, but since the test was new they weren't yet taking it. That increase could be just an increase in test takers, not in Japanese learners. In that case, I wonder what the number of Japanese majors were in the 70s and 80s compared to now.

We know the ROM hacking scene didn't actually start until 1993, so the increase in fan translations is not simply an effect of more people using RHDN. Especially since patches are listed by the released date, and not the submission date.


Equally many of the later consoles variously do things which make it nicer; I am in no way at all surprised when a Japanese DS game hitherto unhacked uses shiftJIS or EUCJP encoding, and while it may not be strict encoding (so very few do the u16/non stuff) it is still enough. Not to mention the general amount of space you have available; I can burn 10 megs on the average DS game without caring at all, maybe not for a memory loaded file but in general I can, even do it without much concern on the GBA. How many 8-16 bit era games even were 10 megs, let alone able to spare that without some kind of silly mapper/bank/custom chip storage handler/...?

Speaking of newer systems, the other odd thing is that the only system that follows the trend of JLPT examinees, and overall English translation patches, is patches for the Famicom/NES. Patches for all other systems show flat growth. That might support the idea of "ease" of hacking, since that platform is well documented and popular.

My first thoughts are that the JLPT is a piece of paper and it is not like ROM hacking is taught in schools. However the latter is probably only good for speaking about the hackers themselves. That said most translators I have spoken to either don't have such a thing or only have it just in case they are talking a particularly uninspired human resources/recruiter type, and if Japanese is going to be a skill you sell that is not a small number.
I would also have to ponder the nature of the JLPT. There were a few competitors for a while and some alternative paths. If those have since imploded, merged and the JLPT got its protection racket type thing going on...

Similarly this side of an AI ROM hacking is not ever likely to be easy as a whole, however it is a whole load less arcane, quite a bit more stable and people with more modest skills are more easily able to make a dent at least.

I could go a bit more cynical at this point (Japan sliding down world rankings, if indeed that number does show more competition in dwindling sector the portfolios come into play, if said people have not only grown up with games but always known games as mainstream (a point I will place in the PS1 era) but I will leave it at the bracketed section. Similarly while Japanophiles/weeabs have been around for centuries I find the nature of things today almost unrecognisable compared to 10-13 years ago, and back then I was told it was similarly changed from what is now 15-20 years ago. I don't know if I can say bubble popping as much as bubble completely morphing into something else entirely.
Also just because the flames keep me warm at night then I will bring up the number remaining discussion.

I'm not interested in debating the virtue of standardized testing, but if I follow you, you're saying that ROM hacking itself has become more accessible?

I'm considering taking the JLPT N2 when it's offered this December. In checking stats related to the test, I ran across this chart.

When looking at this, my first thought was "If Japanese language learning has increased this much, why aren't more people translating scripts for fan translation projects?"

Then I thought of my previous post about fan translation metrics, and I realized that perhaps they are.

I started fan translating around 2002. At that time there were around 250,000 JLPT examinees. By 2017, that number was almost 900,000. That's 3.6x as many Japanese language learners in 2017 as there were in 2002. So my next question is, were there 3.6x as many fan translations completed in 2017 as there were in 2002?

In 2002 there were 28 fully-playable English language fan translations completed. 28 x 3.6 = 101. There were 89 fully-playable English language fan translations completed in 2017, so the number is slightly off, but it's not so far from what you'd expect.

So my question is, has the increase in Japanese language learners had a causal effect on the number of completed fan translations, or do you think the two are unrelated?

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