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Messages - Hiei-

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61
ROM Hacking Discussion / Secret of Mana - Unused dialog
« on: February 07, 2013, 06:35:50 am »
So, while retranslating the game in french, we found two unused dialogs in the rom and I think I know where one of them should have been displayed at the first place.

The dialog talks about the fake emperor and remains unfinished, like if the guy who was writing the diary had been killed.

In those screenshots :



We can see a diary that you can only access if you find the secret passage in the bottom of the screen, but of course, it's a part of the background.

A friend of mine successfully reinserted the original icon of the Earthquake magic and also the censured boss but don't have a clue at all about the ways that could be used to reinsert this dialog. An event which would occur when the player press the "B" button at this place? (so by using x/y values?). By inserting a NPC and make it invisible? Or is it just impossible to add this dialog in the game?

Of course, the text is in the rom (copy-paste from the american version) at 0x9CAA3 :

Code: [Select]
<Event id='0x2fc'>
<CallEvent id='0x73d'/>
<OpenWindow/>
<Text>[NewLine]
(Unfinished diary entry)</Text>
<WaitTime id='0x00'/>
<CleatText/>
<Text> ...My cover's been blown... Some monster's using[NewLine]
 the Emperor's body to</Text>
<WaitTime id='0x00'/>
<Text>[NewLine]
[NewLine]
(Text suddenly stops)</Text>
<WaitTime id='0x00'/>
<Text>[NewLine]
</Text>
<Player id='0x1'/><Text>:What does this mean?</Text>
<WaitTime id='0x00'/>
<CloseWindow/>
<JumpEvent id='0x711'/>
</Event>

Here's a savestate done with Snes 9x Geiger 1.43 in front of the diary with the U version of the rom if someone want to take a look at it : http://www.hiei-tf.fr/som-u-savestate.rar

Thanks!

62
That's why I did that for my own (french) version :



And as he'll work with the tools I have, I assume he'll do the same (put the translated japanese title as a subtitle, and color the title differently to show easily the rom was modified and that it's not the original translation. Plus, it looks better than the yellow they used).

63
Script cut because of the size, something like 1/3 is cut in french and should be more or less the same in english. And, of course, some translation problems. In the translated version I saw, it's said that the hero don't get magic because the sword will one day be stronger than any magics. In the japanese version, it's said that the hero can't get magic because it could conflict with the sword power and kill the hero.

There is also a boss which has been censored and which has been put in back again (in the japanese version, the first version has hammers and the second version has a chainsaw. In occidental versions, both have hammers. Not to mention the chainsaw version is hell harder, it's very hard to hit him with weapons).

The icon of the Earthquake magic has been modified too.

And there are two unused sentences, I plan to reinsert one of them if I can, I plan to post soon here to ask some help about it.

And of course, a VWF.

64
They switched to the "no-intro set" but that don't change a lot of things, as the last version of most roms in the goodsnes (at least, the one I have) are already without headers.

And it's not a big deal, if the patch you want to use require an header, just add one to the rom, there are a lot of tools which handle that.

But I think most new patchs are now often produced from roms without header (the header is a thing that come from the old copiers and are pretty useless except if you have a copier).

65
Personal Projects / Re: Mother 2 GBA English Translation
« on: January 31, 2013, 08:06:12 pm »
I'm not sure exactly what you mean by using GIMP.

I'm not an elite EarthBound hacker so I'm not sure exactly why editing the title screen makes the game crash; I'll ask around on Starmen.net and see if I can get some info, and I'll get back to you on that.

EDIT: Well, it's like this. There's a compression algorithm, and editing the title screen messes with that algorithm and moves the title screen data somewhere else, linking the the new data to it. However, skipping to the title screen bypasses that link, giving you gibberish data that crashes the game.

I don't quite understand it either, but that's pretty much what it boils down to.

Maybe it need to be stocked and loaded in anoher part of the rom ? Or it just need to be decompressed, modified and recompressed with the same compression, like most projects.

66
Personal Projects / Re: Tales of Phantasia (SNES Enhancement)
« on: January 30, 2013, 11:45:49 pm »
From what I remember, the chicken bug might be from the english translation of dejap, as the first french version (based on the english translation) also had that bug.

67
Personal Projects / Re: Mother 2 GBA English Translation
« on: January 29, 2013, 04:57:17 am »
I understand that perfectly now, Thanks! so if thats the case how would people know if the Earthbound your using is the Japanese direct dialogue or not? how would that work? labeling the title screen as "Earthbound" Japanese ver. or something like that or put it as Mother 2 originally pretending it to be the actual Japanese rom one or so? lol btw i've never knew it uses two completely different engines for both game versions :o

Or finding a good idea to put both names (Earthbound and Mother without sounding akward).

In my retranslation of "Secret of Mana", in french, I changed the color of the "Secret of Mana" text in the title screen and added a subtitle which is the translation of the japanese title ("Seiken Densetsu") to let people know they don't use the original translation version (in case they downloaded a prepatched and renamed version), like that :



(And I also modified the internal header, adding "RETRANS", in french, in the name).

Everyone who already played the game would notice the title screen (the ugly yellow is an easy thing to remember) has been modified and would wonder why.

So I think it might be possible to find and do a similar thing for this project.

68
Personal Projects / Re: Crystal Beans : From Dungeon Explorer (SNES)
« on: January 28, 2013, 11:34:44 pm »
I gave the CRC32 in the tools readme so it should be pretty easy to patch.

Quote
You need to have the japanese version of the rom (often named "Crystal Beans From Dungeon Explorer (J).smc", CRC32 : 79663A93, size : 1 572 864 bytes).

It's just the "Crystal Beans From Dungeon Explorer (J).smc" rom from the goodsnes (which don't have a header). I just tried to patch it again and it work fine (you can try the 1.1 version but if you don't have the good japanese rom, it will be the same I guess).

Erm, the 1.1 version has been released in October 2012, but in the translation tools package, check this message : http://www.romhacking.net/forum/index.php/topic,13519.msg222791.html#msg222791

But yeah, it wasn't updated on the website as I directly included it in the translation tools package I submitted.

Well, I just submitted a standalone version of the 1.1 patch on the webiste. Here's a link you can use waiting for the approval of the sumbmission : http://www.hiei-tf.fr/cbfde-en-1-1.zip (the 1.1 version expand the rom to 16 Mb).

January 30, 2013, 11:44:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Quote
Unfortunately, your RHDN submission 'Crystal Beans: From Dungeon Explorer' was rejected. Files were unable to be retrieved to be added to the database.

-Azkadellia
ROMhacking.net Staff

Seems weird because it's the same link I posted here (I even checked it before the submission) and it's working fine, but well, at least, the 1.1 link is here is some people are interested in it.

January 30, 2013, 11:47:02 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Quote
Unfortunately, your RHDN submission 'Crystal Beans: From Dungeon Explorer' was rejected. Files were unable to be retrieved to be added to the database.

-Azkadellia
ROMhacking.net Staff

Seems weird because it's the same link I posted here (I even checked it before the submission) and it's working fine, but well, at least, the 1.1 link is here is some people are interested in it.

69
ROM Hacking Discussion / Re: Arabian Nights - Technical Details
« on: December 27, 2012, 05:02:24 pm »
There was a french translation planned of this game, the translation of the script is over since a few months (maybe a year, I forgot exactly how long), I even talked about it with PennyWise a while ago when he was searching someone to hack the game, but it seems the hacker dropped the project a while ago.

70
Personal Projects / Re: Dragon Ball Z - Legend Of The Super Saiyan
« on: December 14, 2012, 02:54:06 am »
There is an old english patch for Gokuden 2 but I wouldn't say to people to use it... :/

There was another one in progress but it was years ago, so dunno if it's still active.

And I don't think kakkoi translations will do the 2 once the first one will be released, as it's already a miracle to see the release of the first one coming near :D

71
Personal Projects / Re: Dragon Ball Z - Legend Of The Super Saiyan
« on: November 30, 2012, 10:41:20 pm »
From what I remember, you can go to 10 letters per name, which would be required for Tenshinhan.

If you mean that : http://dragonball.wikia.com/wiki/Cargo

Yeah, it's from a french word and it require a "t" at the end (though the "t" is not pronounced in the word").

72
ROM Hacking Discussion / Re: Checksum routine
« on: November 28, 2012, 01:16:37 am »
I don't find that too much for a complete package but everyone has is own in opinion for that and that's a bit off-topic.

I don't plan to stop them, if the intro is kept, I'm okay with the cartmods.

73
ROM Hacking Discussion / Re: Checksum routine
« on: November 27, 2012, 04:30:43 am »
I don't want to prevent any cartmods, as long as the rom is not modified, I'm fine with them (and it's pretty sure that it'll be enough to stop most frenchs to modify it). In my message, I say that the authors of this translation does not support cartmods and more or less say that the guy got scammed if he paid the cartridge more than 50 bucks, which imply that if paid it less than 50 bucks for the whole thing, I don't really find that a bad thing. That's just some informations, nothing more.

I have a friend who is actually working on such a routine so thanks for the infos :)

74
ROM Hacking Discussion / Re: Checksum routine
« on: November 26, 2012, 09:18:44 am »
I don't think so, it's pretty easy to do a cartmod with the tutorials found on the web (you just have to follow them without the need to understand them), but most of them don't know how to do a romhack (that's what I saw on french boards, at least).

Some of them can think of using an hex editor and compare the rom with and without the intro, but as soon as a debugger is required, 99% of them will give up (french community, of course, and as it's a french translation).

I know how to do some basic romhack and I wouldn't even be capable to break such routines.

75
ROM Hacking Discussion / Re: Checksum routine
« on: November 26, 2012, 09:08:40 am »
Thanks for the info.

I'll try to see if one of my friends have enough skills to do that.

76
ROM Hacking Discussion / Checksum routine
« on: November 26, 2012, 06:26:07 am »
Hello.

I added an intro to a snes rom (hi-rom one) but I want to prevent the ability to remove it (right now, it's pretty easy). It's an intro that basically say that I don't support cartmods and that people should be aware there are reproductions, etc... but it don't prevent to run the game on the real harware (the aim is just to inform people, not to prevent them to play the game).

Is it possible to add a little thing which would calculate a checksum (other than the snes one which seems useless and easily fixable with Ipsum for example, so useless anyway) and prevent the game to run if the checksum mismatch (so if one byte of the rom is modified).

The problem is that I don't know ASM at all, so except if it's a little thing easy to learn, that'll be a problem.

I know some friends with some ASM skills so maybe just lead me to the toward direction might be enough.

77
Personal Projects / Re: Dragon Ball Z - Legend Of The Super Saiyan
« on: November 26, 2012, 03:11:39 am »
[off-topic]

I just checked the Gokuden 1 actual state and the translation of the script (547k) is precisely at 88%.

[/off-topic]

78
Personal Projects / Re: Dragon Ball Z - Legend Of The Super Saiyan
« on: November 26, 2012, 01:40:25 am »
Gokuuden 1 is still active by Kakkoi translations and near finished (like 90% translated and re-edited).

It might not be released before months but it'll be released soon or later (I done a topic here  few months ago showing the new hack, the new VWF, the expanded dialogs, etc...)

79
Programming / Re: Dragon Ball Z - Legend Of The Super Saiyan?
« on: November 20, 2012, 08:41:03 pm »
Hope those informations will help you then :)

If you need some help with the text expansion/extraction/insertion later, feel free to pm me :)

80
Programming / Re: Dragon Ball Z - Legend Of The Super Saiyan?
« on: November 20, 2012, 08:23:30 pm »
The compression is not very fast (17 seconds on my Core2Duo 2.7 Ghz) but works fine : http://www.hiei-tf.fr/DBZ_RPG_1.rar

- "decompress_font.bat" to decompress/extract the font to a file ("decompressed_font_japanese.bin").
- "compress_font.bat" to compress/insert the font back to the rom.

You can see the source code in the .lua files.

The code was made by Bahabulle (http://www.romhacking.net/forum/index.php?action=profile;u=14762) on a request from me for a future japanese-french translation planned with a friend.

The pointers of the different banks for the texts are a bit mess up in the japanese rom and it took me some times to move them without any bugs. If you're also interested, I have an .IPS patch I made which expand the rom and move the japanese texts to the expanded part, with all the pointers already fixed (I had to add some sentences twice to be sure the extraction of the script isn't a mess). I also have a working tool/scripts to dump/reinsert those texts (moved in the expanded part).

The only thing that I haven't dumped correctly is the battle texts, as each first byte is the length of the string, and it's dumped as a japanese character in my dump :

Code: [Select]
<PT0001>
[Carre Bleu]ゴクウ<PT0002>
[Carre Bleu]ゴハン<PT0003>
あピッコロ<PT0004>
あクリリン<PT0005>
うテンシンハン<PT0006>
あヤムチャ<PT0007>
あチャオズ<PT0008>
あベジータ<PT0009>
[Carre Bleu]ネイル<PT0010>
あツムリー<PT0011>
あマイーマ<PT0012>
[Carre Bleu]デンデ<PT0013>
[Carre Bleu]カルゴ<PT0014>

But that's not a problem for me, as I can manually edit those bytes after, in an hex editor, to fit the new length of the strings.

About the length of the menu windows, it's at 0x160F2 for the one of the bottom-left corner of the map, with the actions "Fly/etc...". (four bytes for each window : Width, Height, X axis, Y axis), etc...

Then you have to modify the coordinates of the texts of the window, in this example, it's at 0x15AB6 (16-bits pointers at 0x15A16).

1 byte (+1) : number of characters per word.
1 byte (+1) : number of words
2 bytes : location of the first word on the screen
n bytes : menu texts

And finally, the cursor position at 0x16233.

(All those infos are, again, from Bahabulle).

And no, the text is not compressed at all. That's probably the only thing uncompressed in the rom. For example, the main script start at 0x302DC and end at 0x35108 (or something like that for the end of the text, not sure it's the final value as I now only use my expanded version, which use differents address for the texts). There are 366 (16-bits) pointers for the main text, located at 0x30000.

And the 24-bits pointer of the 16-bits pointer table of the main text (if you want to move the pointers table and the texts in another bank to have more free room for the text) is at 0x38F1C.

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