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Messages - derboo

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41
About the project page link... somehow the "www.romhacking.net/" got doubled, some browsers seem to fix that by default, but with others you just have to delete the doubled part. Is there a way to edit the news post?

42
Personal Projects / Re: Magna Carta
« on: November 10, 2011, 04:36:56 am »
Did anyone ever try this game and figured out the combat? I know you can chain attacks by pressing the attack button again with the right timing, but my party is still completely helpless even in the first dungeon.

I once started translating stuff for the game, but soon gave up because the game appeared virtually unplayable to me. I'm not capable enough to translate by script, I need to see how it plays out in the game. Also lost motivation quickly as it appeared that no one could actually play the game even if translated.

43
Personal Projects / Re: Romance of Forgotten Kingdom (DOS) Translation
« on: November 09, 2011, 01:56:39 pm »
OK, I submitted an entry, thanks.

44
Personal Projects / Re: Romance of Forgotten Kingdom (DOS) Translation
« on: November 08, 2011, 07:26:19 pm »
After the translation has been sitting on my hard disc in an almost-done state for nearly half a year, I finally found the time to put it all together. It's currently waiting to get approved for the database, in the meantime you can get more info here:

http://blog.hardcoregaming101.net/2011/11/romance-of-forgotten-kingdom-english.html


EDIT: The entry is up:

http://www.romhacking.net/translations/1660/#translation

Is there a chance to get a news post on the front page for this? AFAIK this is the first ever fully playable fan translated Korean RPG.

45
I wonder how complicated it is to do DOS hacking. I know nothing about it.

It really depends on the game. This one made some things comparatively easy, as it had an English font already built in, and the Korean text was fairly accessibly stored in an old standard format.

Graphics hacking has been the hardest part, the tile viewers used for ROM hacks of console games are mostly useless here. I had to write two converters for graphics myself, and there are still a few things I have no hope finding without assembler hacking, which I'm incapable of. These two bits will most likely remain untranslated in the release:

   
Left: "Miss" notification above the character in white; Right: Analyze spell enemy status information

46
With help from Tauwasser, I was able to convert the ending credits now:



The script is now fully translated and "only" needs reinserting the final third. This is the most annoying task in the whole process, but I should be able to upload a patch before the end of June.

47
Programming / Re: Help with custom image format
« on: May 30, 2011, 09:32:04 am »
There's no doubt about that. By now I have noticed that the mystery bytes in some way correspond to the number of brown pixels following, but why they're there when every brown block gets its own byte is beyond me.

0B01 is followed by 1 pixel
0B02 by 2
0B03 by 3

0C01 by 4
0C02 by 8
0C03 by 12
0C04 by 16
0C06 by 24

If there's 19 non-black pixels, there'l first be a block with 0B03, then a block of 0C04, probably stacking more in that manner if necessary.

0D apparently ends a line (the following pixels I posted above of course belong to the next one, then).

Hey, looks like I figured the format out! (At least how it is composed, the inclusion of the data to count the non-black pixels still seems just like a waste to me)

May 30, 2011, 09:49:03 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Hey, Tauwasser. I didn't notice I had a PM before, but it seems for some reason I can't reply directly, so I'm writing in here. :)

Clearing the color(?) buffer with 0A does make sense, as I totally forgot taking into account that what's black in my ripped images is actually displayed as transparence in the program (it's in DOS).

The programming seems indeed a bit shoddy. The weirdest part is, the game uses different custom formats in all kinds of places. This example is for the ending credits, the one for the opening credits was going through the image in stripes from top to bottom, skipping three columns after each one, then starting another sweep from the second column, etc.

I think I should be able now to use the collected information for a bmp-to-strangeformat converter. Thanks. :)

48
Programming / Help with custom image format
« on: May 26, 2011, 07:55:37 pm »
I'm trying to figure out this overcomplicated image format, but I don't know what to do, anymore.

sample-1.dat, sample-2.dat are the raw binary versions of the original format
sample-1.png, sample-2.png are the same images how they appear on the screen

Big versions:

sample-1


sample-2

Every image starts with basic information. For example, here's from sample-2.dat:
8400 0000   image width (132)
2100 0000   image height (33)
0C06 0000   data block length (inverted), starting with the next following byte

Then it goes through each line from left to right like this:

0A01      one black pixel
000C 0100   ???
E1E1 E1E1   4 brown pixels
0A01      one black pixel
000B 0200   ???
E1E1      2 brown pixels
0A01      one black pixel
000B 0300   ???
E1E1 E1      3 brown pixels
0A02      two black pixels
000B 0100   ???
E1         1 brown pixel
0A06      six black pixels
000C 0100   ???
E1E1 E1E1   4 brown pixels
0A01      one black pixel
000B 0100   ???
E1         1 brown pixel
0A02      two black pixels
000C 0100   ???
E1E1 E1E1   4 brown pixels
0A01      one black pixel
000B 0100   ???
E1         1 brown pixel
0A02      two black pixels
000B 0300   ???
E1E1 E1      3 brown pixels
0A02      two black pixels
000B 0100   ???
E1         1 brown pixels
0A59      89 black pixels
000D 0C04 00   ???

Then it starts with the next line. 0F are pixels in the bright color.
I have no idea what the bits in between (with the ???) are for, but changing them apparently makes the line be shifted somewhere around the whole screen, changing many of them messes up the whole screen.

49
Personal Projects / Re: Romance of Forgotten Kingdom (DOS) Translation
« on: March 25, 2011, 04:05:01 pm »
Not a progress update this time (although there has been some progress), but I've got an interview with the director of this game, and we also talk a bit about Romance of Forgotten Kingdom:

http://www.hardcoregaming101.net/korea/specials/interview-mirinae.htm

50
生死 means Life and Death. The three together make no sense.


Something you could do would be 生死道 "The Way of Life and Death". But your artist should definitely know the characters well, or else chances are he'll get the details wrong. And, yeah, probably better don't go into the public bath in Japan with something like that.

51
Personal Projects / Re: Romance of Forgotten Kingdom (DOS) Translation
« on: March 05, 2011, 11:48:26 am »
I found a scanned advertisement for the game someone had uploaded on the web, which shows the title in English in an "official" font, so I decided to go with that:



The script is at about 50% now (the game is rather short for an RPG), but I'm making good progress lately, so it probably won't take another year. ;)

52
Translating (http://www.romhacking.net/forum/index.php/topic,10637.0.html).

Following the original as far as possible, but some names are made up words that just don't translate literally.

53
What are good names for items that heal stunned allies? How about items that make enemies unable to use magic skills?

Generally trying to avoid silly ones.

54
Personal Projects / Re: Romance of Forgotten Kingdom (DOS) Translation
« on: February 10, 2011, 07:43:51 am »
Ah, yes, that looks very useful. Thanks!

55
Personal Projects / Re: Romance of Forgotten Kingdom (DOS) Translation
« on: February 10, 2011, 12:05:46 am »
Hmm, looks like it can only handle 1 file per patch?

56
Personal Projects / Re: Romance of Forgotten Kingdom (DOS) Translation
« on: February 09, 2011, 07:52:49 pm »
Btw, I was thinking about what patching system to use for the patch later. Is there a system that can create one single patch file from multiple changed game files?

57
Personal Projects / Re: Romance of Forgotten Kingdom (DOS) Translation
« on: February 08, 2011, 06:43:14 pm »
Not much progress with the script, lately, but I finally figured out the image format for the opening credits. Here are comparison shots:

   

58
Personal Projects / Re: Romance of Forgotten Kingdom (DOS) Translation
« on: November 06, 2010, 01:42:55 am »
Thanks a lot. I'll be sure to mention your contribution in the readme when I release the patch.

59
Personal Projects / Re: Romance of Forgotten Kingdom (DOS) Translation
« on: November 05, 2010, 08:04:31 am »
Wow, that looks cool.

But still the company name isn't fully correct. The problem with the first draft was that the M and n were switched around, the second m has to be an n yet.

60
Personal Projects / Re: Romance of Forgotten Kingdom (DOS) Translation
« on: November 03, 2010, 11:45:28 pm »
Looks nice, and after converting back to PCX, it was no problem to reinsert into the game. Unless anyone comes up with a more artistic variant (eg. mimicking the font of the title), I'd like to use that. There's one small issue with the company name, though. It should be "Mirinae" instead of "Nirimae".

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