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Messages - Hiei-

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61
I finished to copy-paste the french texts in the new dump but your inbox is full, so I used the email of your blog (admin@xxxxx).

Maybe it'll be put in the spam as there is a link in it (the link of the texts).

March 07, 2013, 03:18:15 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Did you received my email?

62
ROM Hacking Discussion / Re: Adding a SNES Intro (with a few clicks)
« on: February 27, 2013, 06:02:34 am »
Here's a modified version for a hi-rom (made for "Secret of Mana") :

http://www.hiei-tf.fr/Intro.asm

Don't know why but it do not want to write that :

Code: [Select]
;start of rom position, should be 00:FF00 if it's HiRom (use LunarAdress to tell which it is)
org $008004    ;don't want to write anything here o_O
JMP !CodeOffset
NOP

So I manually added "5C 00 80 E6" at 0x8004 in the rom once I inserted the intro in the rom.

63
They aren't 3 bytes long, they are 1.5 bytes long.

3 bytes would be "XX-YY-ZZ" (24-bits).

In this game, it's "X-Y-Z" (12-bits).

Most japanese games use 2 bytes for a character (16-bits), contrary to occidental games which often used 1 byte (8-bits), at least, for the old systems.

There are, at least, two ways to get enough free room to do a translation :

- If the pointers are 16-bits long, to reprogram them in 24-bits, expand the rom then move the texts in the expanded area.

- To reprogram the text routines to force the game to only use 1 byte for a character (like the developpers did for most of the occidental versions of the game for the old systems), which would give you 50% more room to fit your translated text.

The first solution would be better, because the gain you'll have with the second is not that good (it's better when the characters are 2 bytes long, as you literally double the free room for your text).

There is a last one, reserved to no-skilled people. If you have a lot of kanjis and a 16x16 font, you can use a fixed-width font and do what we could call a "graphic" DTE, replacing the kanjis but you would need enough kanjis to be able to fit all the possibilites (25 possibilites per character, 50 per character with the caps and probably more if you mix lower case and caps). If you decide to only use caps, like it was done on some old games (Gargoyle's Quest for example), it might be doable (you would require between 500 and  700 kanjis, though).





64
ROM Hacking Discussion / Re: Secret of Mana - Unused dialog
« on: February 21, 2013, 05:59:10 pm »
Japanese version :

<Event id='0x2de'>
<OpenWindow/>
<Text>やどやのかわりに、タスマニカ[NewLine]
めいぶつ、パチパチドリンクじゃ!ひとくちのむだけで回復する!</Text>
<WaitTime id='0x00'/>
<CloseWindow/>
<CallEvent id='0x41b'/>
<Code id='0x2f' value='0x84'/>
<JumpEvent id='0x050'/>
</Event>

English version :

<Event id='0x2de'>
<OpenWindow/>
<Text>Drink this medicine![NewLine]
It'll fix ya right up!</Text>
<WaitTime id='0x00'/>
<CloseWindow/>
<CallEvent id='0x41b'/>
<Code id='0x2f' value='0x84'/>
<JumpEvent id='0x050'/>
</Event>

French version :

<Event id='0x2de'>
<OpenWindow/>
<Text>Bois ce remède.[NewLine]
Il te guérira !</Text>
<WaitTime id='0x00'/>
<CloseWindow/>
<CallEvent id='0x41b'/>
<Code id='0x2f' value='0x84'/>
<JumpEvent id='0x050'/>
</Event>

Seems to be an object that never been added in the game, which would reproduce the effect of an inn (HP/MP max). I never saw that in the game, but who knows, maybe I wrong.

And the first one I talked about before :

Japanese version :

<Event id='0x2fc'>
<CallEvent id='0x73d'/>
<OpenWindow/>
<Text>[NewLine]
(かきかけのにっきがおちている)</Text>
<WaitTime id='0x00'/>
<ClearText/>
<Text>「[・・]ダメだ、ついに見つかって[NewLine]
 しまった[・・]。皇帝はニセモノだ! 魔者が 皇帝になりすまし[・・][・・]</Text>
<WaitTime id='0x00'/>
<Text>[NewLine]
[NewLine]
(にっきは ここでとだえていた)『どういうことだろう[・・]</Text>
<WaitTime id='0x00'/>
<CloseWindow/>
<JumpEvent id='0x711'/>
</Event>

English version :

<Event id='0x2fc'>
<CallEvent id='0x73d'/>
<OpenWindow/>
<Text>[NewLine]
(Unfinished diary entry)</Text>
<WaitTime id='0x00'/>
<ClearText/>
<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>

French version :

<Event id='0x2fc'>
<CallEvent id='0x73d'/>
<OpenWindow/>
<Text>[NewLine]
(Rapport inachevé)</Text>
<WaitTime id='0x00'/>
<ClearText/>
<Text>... Je suis démasqué ...[NewLine]
Un monstre utilise le corps[NewLine]
de l'Empereur pour</Text>
<WaitTime id='0x00'/>
<Text>[NewLine]
[NewLine]
(Le texte s'arrête là)</Text>
<WaitTime id='0x00'/>
<Text>[NewLine]
</Text>
<Player id='0x1'/><Text> : Cela veut dire[NewLine]
quoi ?</Text>
<WaitTime id='0x00'/>
<CloseWindow/>
<JumpEvent id='0x711'/>
</Event>

65
ROM Hacking Discussion / Re: Sailor Moon Another Story vwf bugfix
« on: February 16, 2013, 09:53:21 am »
Well, the script would be easy to be fixed, no? (except it would require to do some romhack).

Once it's dumped, just use "search/replace" for each term left in japanese, reinsert the script and here you go.

66
Yay for the release  :thumbsup:

67
ROM Hacking Discussion / Re: Secret of Mana - Unused dialog
« on: February 09, 2013, 02:16:17 am »
They are in the main bloc text script, event "2fc" for the one I was talking before. I don't have the original adress because I moved the whole text block elswhere but it's pretty easy to find, in the (U) version, there is the sentence "(Unfinished diary entry)" at the start of it.

The other one seems to refer to an object which don't exist in the game (one that would reproduce the effect of the inn) and so is pretty useless but I forgot where I saw it, I'll try to search later.

And those two dialogs have been removed from the iPhone script, which confirmed to me they were unused in the original game.

68
ROM Hacking Discussion / Re: Secret of Mana - Unused dialog
« on: February 08, 2013, 11:50:35 am »
Here's the result :



69
ROM Hacking Discussion / Re: Secret of Mana - Unused dialog
« on: February 08, 2013, 03:31:43 am »
Wow, that a weird way to move objects. I thought you have to just use the mouse, click on the object, then move it.

Yeah, as long as I can't add an object or a new trigger event, I can't make what I want to (or I would have to remove a NPC or such and I don't want that).

I managed to add a trigger but I can't move it, in the right menu, it's written x : 1 ; y : 1 and I can't edit them (you can move object, but not the triggers).

You can add new objects, but it display a rabbit in the top-left corner of the screen, then if you want to edit it by using the right-click, the datas don't appear and so you can't move it/edit it.

But I'm talking with the creator in the comments so maybe I'll manage to find the problem but I'm not sure if I can really use an editor not enough stable for my romhack.

Meanwhile, a friend of mine is actually trying to analyse the first event of the game, to see how it works.

February 08, 2013, 10:02:41 am - (Auto Merged - Double Posts are not allowed before 7 days.)
My friend managed to add an object (a npc) manually (asm hack), now we just need to find how to make the sprite invisible or put back the book sprite).

February 08, 2013, 10:21:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Wow, I modified some bytes of the data we added and I got some luck, I found the byte which enable a sprite to be invisible.

So, it's okay, problem solved. Now, if you go in front of the diary and press "B", the text is displayed  :thumbsup:

Of course, thanks to somedit because even if we didn't used it to do that modification, it was a great help to try to understand how the objects worked.

70
ROM Hacking Discussion / Re: Secret of Mana - Unused dialog
« on: February 07, 2013, 10:15:19 pm »
It might be a good idea, I just found the right map for this room in somedit (Map 37).

The author said he'll look this thread anyway, so I'll explain something here.

I managed to add a "switch" similar to the ones you step on and which trigger an event.

But when I add that switch, save, export the rom then play it on an emulator, the switch I have added don't appear.

Edit : It seems you can trigger an event based on the X/Y asis from what I saw in somedit but there such a lots of possibilities with this program, I'm kinda lost.

Like when I want to add a "map trigger", I click on "Add" but nothing, I'm just back at the main menu list.

From what I saw, I would need to trigger the event "0x2FC" at X : 35 ; Y : 84 in that room.

Edit 2 : I managed to trigger that event by modifying a door. "Trigger type" : "Door" changed to "Event Executor" and "Trigger value" changed to the value of the event "2FC". In-game, it's working fine. Now I have to find how to add an object and trigger an event on it.

Edit 3  : Okay, I think I found the problem. It seems that somedit let you modify the event and triggers that are in the game, but don't let you add new one yet, when I click on "Add", nothing change.

I didn't found either how to move an object somewhere else, maybe I'm just really bad  :o

71
In the retranslated Iphone version, the names of the sword in the intro are "Excalibur, Kusanagi and Masamune" if it can help.

72
ROM Hacking Discussion / Re: Secret of Mana - Unused dialog
« on: February 07, 2013, 11:23:02 am »
Yeah, even if you can for an object, unfortunately as I said, it's not an object in that case.

I'll wait and see if he see my comment and so this thread, or if someone here have a good idea about it.

73
ROM Hacking Discussion / Re: Secret of Mana - Unused dialog
« on: February 07, 2013, 10:05:22 am »
Of course, I know that.

But I just checked the program and I don't see any options to trigger the event in this room (the one displayed on my screenshots) in the game. Somedit don't seem to let you hack the diary gfx as it's a part of the background, it's not a real object (and so, you can't say to somedit, "trigger that event when the player is pressing "B" in front of that object", as it's not an object).

I didn't find any options in somedit either to trigger an event when a button is pressed on a specified x/y asis (it's required that the event only occur when you're in front of the diary, if it would occur anywhere in the room, it would be useless), nor to add a NPC in top of the background and make it invisible (or if it can be done, I didn't found how to do it).

But if you know how to do that in somedit, I would happy try do to it if you can give some explanations about it.

(For example, right now, it would have been impossible to do the modifications we done to reinsert the boss with somedit)

Meanwhile, I just posted a comment on the blog, linking to this thread.

74
If the localised version differs in any other way (other events maybe, censoring?) from the original one, you could also use Somedit to make changes.

No, that was just those two things and somedit was useless for those, as it don't support boss modifications for example. And anyway, it's a lot more than just changing the GFX, all the adresses and datas related to the boss pattern had to be reinserted.

In the occidental versions, the game load the same datas and adresses for the two boss (they are identical, except the colors). So we had to move the datas of the japanese boss somewhere else, and add a bankswitch function.

Ah, I just noticed it got updated recently. Unfortunately, the last version was quite old and wasn't able to do what was required.

(My rom wouldn't work with it anyway, as I expanded it and moved some things, but yeah, it's still possible to modify the original rom then copy-paste what you changed).

75
ROM Hacking Discussion / Re: Secret of Mana - Unused dialog
« on: February 07, 2013, 09:33:02 am »
I don't see how somedit will help me to make the diary trigger this text? (There is a "CallEvent" in it but I'll remove it, as we don't care about it and it's probably non-working as the text never been used and has been removed from the Iphone version datas. I just want to display this text, nothing more).

By the way, if someone would really want to track this event, he would need to look the event before (which jump to the event we are talking about) :

Code: [Select]
<Event id='0x2fb'>
<Code id='0x1a' value='0x76'/>
<TestSkip value='0x6f22'/>
<JumpEvent id='0x2fc'/>
</Event>

I sent an e-mail a while ago to somedit's guy but didn't got any answer, but I can still try to post a comment there.

76
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!

77
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).

78
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.

79
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).

80
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.

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