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Messages - RodMerida

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121
Thanks a lot! I played this game two months ago and ran into one of those bugs the translation had, and had to do that workaround of loading the Japanese game, etc. I'll make sure to use this patch next time I play DQII.

Now, if someone would take on DQVI and would fix the few bugs and untranslated lines still remaining...It's a pity we still don't have the original version 100% translated and stable, I think the game deserves it.

Just to clarify: before anyone tells me "don't be a whiny cunt and do it yourself" let me say in advance "I'd gladly do it if I had the knowledge". Also, I can't help being a whiny cunt, I was born that way  :laugh: :laugh:").

Hahahahahaha.
I like your style, man.

Don't worry, the normal is not knowing how to do it. I needed 5 months to figure it out almost by chance Lol (and much ASM learning and debugging).

What are those bugs of DQVI?
Could you make me a list, by a chance?

122
*LOLOLOLOL*.

You can hold A button and it stops, and you read it peacefully as much time as you want Lol.

123
Glad I'm not the only one who had quite a reaction when the splash screen booted. Almost though my pc was hijacked... I think Would look way better if that « thing » didnt spin on the screen with such saturated colors.

LOLOLOLOLOLOL.

How may this poor splash screen bite you?

124
no offense but i thought there was a style guide + certain level of English grammatical requirement for news posts for the site

i couldn't finish reading this news post

How hater you become! Lol.

Where are the grammar mistakes that you say?

126
Thank you for the technical information, it will be very useful, even though I don't think I may program something that compresses to this format, or uncompresses, without errors.

Do you have a clue about if the MS-DOS version of the game uses the same kind of compression format?

127
Even though I don't need it for this translation anymore because everything is working, I'm very courious now to be able know the exact compression format.

Also it could be useful for Lost Vikings 2 and these kind of games.

128
Oh, what a mess.
^_^U

But now I understand!
That's why I couldn't find any address in the ROM lol

October 11, 2020, 09:40:04 am - (Auto Merged - Double Posts are not allowed before 7 days.)
IT WORKS!!!!!!!!!!!!!!!!!!!
GREAT!!!!!!!!!!!
Yuhuuuuuuuuuu! LOL xD

After 5 days trying out! At last!

Thank you very much.


129
Thank you very much.

October 11, 2020, 07:57:23 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Sorry, it doesn't work.
I'm trying to locate it in the ROM address D3500.
They are two font blocks, both of 400h characters. One is located at the ROM address 23727, whose pointer is 273700, and another located at the ROM address 23977, whose pointer is 773900. I change both pointers to 00350B and 90390B, and paste there both compressed chunks with your tool, but when I load the ROM everything looks screwed. If I only change the second pointer and keep the first one like it was before, the Interplay and Blizzard logo appears well, but the title screen appears screwed. When I press new game, the game looks well with the original font unchanged. 

130
Thank you very much. Yes, I have it. I send it to you by private right now.

131
Looks like a sliding window compression but I could be wrong.

Code: [Select]
$84:B727-$84:B976 //font compressed data
============================================

$80/A197 A9 00 40    LDA #$4000              A:0084 X:B727 Y:B727 D:0000 DB:00 S:01F5 P:eNvmxdIzcHC:0236 VC:008 00 FL:04
$80/A19A 85 36       STA $36    [$00:0036]   A:4000 X:B727 Y:B727 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0254 VC:008 00 FL:04
$80/A19C A9 7E 00    LDA #$007E              A:4000 X:B727 Y:B727 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0282 VC:008 00 FL:04
$80/A19F 85 38       STA $38    [$00:0038]   A:007E X:B727 Y:B727 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0300 VC:008 00 FL:04
$80/A1A1 B7 2E       LDA [$2E],y[$84:B727]   A:007E X:B727 Y:B727 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0352 VC:008 00 FL:04 //start of compressed data
$80/A1A3 C8          INY                     A:0400 X:B727 Y:B727 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0400 VC:008 00 FL:04 //0x400 decompression size
.......
.......
.......
$80/A23D B7 2E       LDA [$2E],y[$84:B975]   A:0102 X:03FC Y:B975 D:0000 DB:00 S:01F5 P:envMxdIzcHC:0298 VC:012 00 FL:04
$80/A23F 85 4C       STA $4C    [$00:004C]   A:0179 X:03FC Y:B975 D:0000 DB:00 S:01F5 P:envMxdIzcHC:0340 VC:012 00 FL:04
$80/A241 C8          INY                     A:0179 X:03FC Y:B975 D:0000 DB:00 S:01F5 P:envMxdIzcHC:0360 VC:012 00 FL:04
$80/A242 F0 43       BEQ $43    [$A287]      A:0179 X:03FC Y:B976 D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0372 VC:012 00 FL:04
$80/A244 B7 2E       LDA [$2E],y[$84:B976]   A:0179 X:03FC Y:B976 D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0408 VC:012 00 FL:04 //end of compressed data
$80/A246 85 4D       STA $4D    [$00:004D]   A:0110 X:03FC Y:B976 D:0000 DB:00 S:01F5 P:envMxdIzcHC:0450 VC:012 00 FL:04
$80/A248 C8          INY                     A:0110 X:03FC Y:B976 D:0000 DB:00 S:01F5 P:envMxdIzcHC:0470 VC:012 00 FL:04
$80/A249 F0 43       BEQ $43    [$A28E]      A:0110 X:03FC Y:B977 D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0482 VC:012 00 FL:04
$80/A24B 84 20       STY $20    [$00:0020]   A:0110 X:03FC Y:B977 D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0494 VC:012 00 FL:04
$80/A24D C2 20       REP #$20                A:0110 X:03FC Y:B977 D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0522 VC:012 00 FL:04
$80/A24F A5 4C       LDA $4C    [$00:004C]   A:0110 X:03FC Y:B977 D:0000 DB:00 S:01F5 P:eNvmxdIzcHC:0540 VC:012 00 FL:04
$80/A251 29 FF 0F    AND #$0FFF              A:1079 X:03FC Y:B977 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0568 VC:012 00 FL:04
$80/A254 A8          TAY                     A:0079 X:03FC Y:B977 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0586 VC:012 00 FL:04
$80/A255 A5 4C       LDA $4C    [$00:004C]   A:0079 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0598 VC:012 00 FL:04
$80/A257 29 00 F0    AND #$F000              A:1079 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0626 VC:012 00 FL:04
$80/A25A 0A          ASL A                   A:1000 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0644 VC:012 00 FL:04
$80/A25B 2A          ROL A                   A:2000 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0656 VC:012 00 FL:04
$80/A25C 2A          ROL A                   A:4000 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0668 VC:012 00 FL:04
$80/A25D 2A          ROL A                   A:8000 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:eNvmxdIzcHC:0680 VC:012 00 FL:04
$80/A25E 2A          ROL A                   A:0000 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIZCHC:0692 VC:012 00 FL:04
$80/A25F 69 03 00    ADC #$0003              A:0001 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0704 VC:012 00 FL:04
$80/A262 85 4C       STA $4C    [$00:004C]   A:0004 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0722 VC:012 00 FL:04
$80/A264 98          TYA                     A:0004 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0750 VC:012 00 FL:04
$80/A265 65 4C       ADC $4C    [$00:004C]   A:0079 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0762 VC:012 00 FL:04
$80/A267 29 FF 0F    AND #$0FFF              A:007D X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0790 VC:012 00 FL:04
$80/A26A 85 4C       STA $4C    [$00:004C]   A:007D X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0808 VC:012 00 FL:04
$80/A26C E2 20       SEP #$20                A:007D X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0836 VC:012 00 FL:04
$80/A26E B7 36       LDA [$36],y[$7E:4079]   A:007D X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envMxdIzcHC:0878 VC:012 00 FL:04
$80/A270 9F 00 40 7E STA $7E4000,x[$7E:43FC] A:00FF X:03FC Y:0079 D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0922 VC:012 00 FL:04
$80/A274 C8          INY                     A:00FF X:03FC Y:0079 D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0954 VC:012 00 FL:04
$80/A275 C0 00 10    CPY #$1000              A:00FF X:03FC Y:007A D:0000 DB:00 S:01F5 P:envMxdIzcHC:0966 VC:012 00 FL:04
$80/A278 F0 1B       BEQ $1B    [$A295]      A:00FF X:03FC Y:007A D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0984 VC:012 00 FL:04
$80/A27A E8          INX                     A:00FF X:03FC Y:007A D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0996 VC:012 00 FL:04
$80/A27B E4 4A       CPX $4A    [$00:004A]   A:00FF X:03FD Y:007A D:0000 DB:00 S:01F5 P:envMxdIzcHC:1008 VC:012 00 FL:04
$80/A27D F0 1B       BEQ $1B    [$A29A]      A:00FF X:03FD Y:007A D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1036 VC:012 00 FL:04
$80/A27F C4 4C       CPY $4C    [$00:004C]   A:00FF X:03FD Y:007A D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1048 VC:012 00 FL:04
$80/A281 D0 EB       BNE $EB    [$A26E]      A:00FF X:03FD Y:007A D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1076 VC:012 00 FL:04
$80/A26E B7 36       LDA [$36],y[$7E:407A]   A:00FF X:03FD Y:007A D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1118 VC:012 00 FL:04
$80/A270 9F 00 40 7E STA $7E4000,x[$7E:43FD] A:00FF X:03FD Y:007A D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1162 VC:012 00 FL:04
$80/A274 C8          INY                     A:00FF X:03FD Y:007A D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1194 VC:012 00 FL:04
$80/A275 C0 00 10    CPY #$1000              A:00FF X:03FD Y:007B D:0000 DB:00 S:01F5 P:envMxdIzcHC:1206 VC:012 00 FL:04
$80/A278 F0 1B       BEQ $1B    [$A295]      A:00FF X:03FD Y:007B D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1224 VC:012 00 FL:04
$80/A27A E8          INX                     A:00FF X:03FD Y:007B D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1236 VC:012 00 FL:04
$80/A27B E4 4A       CPX $4A    [$00:004A]   A:00FF X:03FE Y:007B D:0000 DB:00 S:01F5 P:envMxdIzcHC:1248 VC:012 00 FL:04
$80/A27D F0 1B       BEQ $1B    [$A29A]      A:00FF X:03FE Y:007B D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1276 VC:012 00 FL:04
$80/A27F C4 4C       CPY $4C    [$00:004C]   A:00FF X:03FE Y:007B D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1288 VC:012 00 FL:04
$80/A281 D0 EB       BNE $EB    [$A26E]      A:00FF X:03FE Y:007B D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1316 VC:012 00 FL:04
$80/A26E B7 36       LDA [$36],y[$7E:407B]   A:00FF X:03FE Y:007B D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1358 VC:012 00 FL:04
$80/A270 9F 00 40 7E STA $7E4000,x[$7E:43FE] A:00FF X:03FE Y:007B D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0034 VC:013 00 FL:04
$80/A274 C8          INY                     A:00FF X:03FE Y:007B D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0066 VC:013 00 FL:04
$80/A275 C0 00 10    CPY #$1000              A:00FF X:03FE Y:007C D:0000 DB:00 S:01F5 P:envMxdIzcHC:0078 VC:013 00 FL:04
$80/A278 F0 1B       BEQ $1B    [$A295]      A:00FF X:03FE Y:007C D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0096 VC:013 00 FL:04
$80/A27A E8          INX                     A:00FF X:03FE Y:007C D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0108 VC:013 00 FL:04
$80/A27B E4 4A       CPX $4A    [$00:004A]   A:00FF X:03FF Y:007C D:0000 DB:00 S:01F5 P:envMxdIzcHC:0120 VC:013 00 FL:04
$80/A27D F0 1B       BEQ $1B    [$A29A]      A:00FF X:03FF Y:007C D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0148 VC:013 00 FL:04
$80/A27F C4 4C       CPY $4C    [$00:004C]   A:00FF X:03FF Y:007C D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0160 VC:013 00 FL:04
$80/A281 D0 EB       BNE $EB    [$A26E]      A:00FF X:03FF Y:007C D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0188 VC:013 00 FL:04
$80/A26E B7 36       LDA [$36],y[$7E:407C]   A:00FF X:03FF Y:007C D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0230 VC:013 00 FL:04
$80/A270 9F 00 40 7E STA $7E4000,x[$7E:43FF] A:00FF X:03FF Y:007C D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0274 VC:013 00 FL:04 //end of decompressed gfx
$80/A274 C8          INY                     A:00FF X:03FF Y:007C D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0306 VC:013 00 FL:04
$80/A275 C0 00 10    CPY #$1000              A:00FF X:03FF Y:007D D:0000 DB:00 S:01F5 P:envMxdIzcHC:0318 VC:013 00 FL:04
$80/A278 F0 1B       BEQ $1B    [$A295]      A:00FF X:03FF Y:007D D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0336 VC:013 00 FL:04
$80/A27A E8          INX                     A:00FF X:03FF Y:007D D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0348 VC:013 00 FL:04
$80/A27B E4 4A       CPX $4A    [$00:004A]   A:00FF X:0400 Y:007D D:0000 DB:00 S:01F5 P:envMxdIzcHC:0360 VC:013 00 FL:04
$80/A27D F0 1B       BEQ $1B    [$A29A]      A:00FF X:0400 Y:007D D:0000 DB:00 S:01F5 P:envMxdIZCHC:0388 VC:013 00 FL:04
$80/A29A 20 A4 A2    JSR $A2A4  [$80:A2A4]   A:00FF X:0400 Y:007D D:0000 DB:00 S:01F5 P:envMxdIZCHC:0406 VC:013 00 FL:04 

Do you know any utility that is capable of uncompressing and recompressing whatever graphic bank by using this algorithm? Does such thing exist?

132
Hello.
I'm interested to be able to access the font of Blacthorne / Blackhawk for SNES, in order to fulfill a translation (I need to add accented letters and that kind). But it doesn't matter how much I search the font graphics inside the ROM with a tile editor, they don't seem to appear; so it's very probable they are compressed.

Does anybody know the kind of compression format this game uses, and the exact address of such font?
Thank you.

133
I suppose that there is a context,
some early spanish translations
was made by teams that some times
did all like a funny translation (Chilensis)
Magno made a good spanish translation, (also ported to psx)
There's some more out there.

Seeing the images I only
see as problem the limit
for weapons names, etc

Correct. The problem was not being Latin American, the problem was being shoddy. I've never discriminated any dialect of Spanish, it's part of the richness of my language: but you don't make a translation of a Japanese or English game in a dialect, you do it in standard Spanish. When I play a whole game of this quality in a translation to my language I expect it to be professional, and to use a standard form of the language and an elegant form of it, whatever it's made by Latin Americans or Spaniards, and however slangs appear at some moment are based in Latin American slangs, or Spaniard ones. Dialectal slangs must appear when necessary, in slangish situations or for dialectal characters, not all the time. Woolsey's translation to English, it's obvious it uses American slang, but it's professional, and most of the translation is standard English, and an elegant form of English: slangs are only used when necessary, not randomly; added to this there are no problems of typos, orthograph or grammar mistakes, bad pointers, commas or dots missing, reiterative parts, etc.

And that first translation had many deficits in this way, besides it didn't use any kind of accenting or opening exclamation & question marks at all, something that is not acceptable in a serious translation of any commercial game, specially if it's long and has long texts.

April 12, 2020, 08:15:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Well, as it's based on European Spanish (and I CAN'T EVEN with European Spanish translated games), I'll pass over this one, but nonetheless congrats to the team involved on this great work.  Surely Iberic Spanish-speaking people will love it :thumbsup:

And Latin Americans too. They're liking it already.

Because the translation is not in "European Spanish" or "Latin American Spanish", it is in General Spanish. There is no such "European", or "Iberic" or "Spanish American" Spanish in written Spanish, if the translation is professional. There is only Spanish. The language is only one. The only differences are in speech in accent. As well as the differences in written Brittish or American English are minimmal, if not non-existent (except for slang and deliberated Woolseyisms to be funny and national, of course, that I tended to avoid). I don't say "qué guay" if I can say "qué chulo". I don't say "¡hostia, tronco!", if I can say "¡Rayos!"; I don't say "¡Ay, mamacita!" if I can say "¡Cielo santo!"; nor I say "¡Oye, chamito, esa vaina está bien arrechísima, no bromees!" if I can say "¡Hey, amigo, es sobrecogedora esa historia, en serio!"; nor I will say "¡Dabuti, tronco!" or "¡No hay tu tía!" if I can say "¡Es impresionante!" and "¡No cuentes con ello!". Where is the "Iberic" or "Latin American" Spanish in anything of this?

And use of Vosotros is not something of European Spanish only, it belongs to general Spanish. They teach it in the school and in whatever grammar book, and appears in literature. And more, in a written translation of Final Fantasy that is from no place, from no time, it's timeless. So it may have no specific dialect: it has to be neutral.

134
Correct!
Here you can see more images:
http://crackowia.gq/imagenes/ff6/

135
There is no problem with breaking compatibility with ff3usME, I considere this project finished, except for passing it from 4MB back yo 3MB, and anyway I have been this far using Kousei's Ff3edit (specially ff3ed-2) all the time, and Hexposure (or Hexpose, an hex editor) for Battle/Menu dialogs editing and event synchronization with PAL of the opera and ending, and others. Also I'm using a patch for reverting the minimap to the original every time. If I needed to add new modifications to the town dialogs I would do it either with hex editor or from the 4MB version and repeating whatever further process.

So Atlas allows me to change dialogs banks addresses?

Anyway my only intention is finding the exact possition of a FF3us ROM expanded from 3MB to 4MB by saving changes with Kousei's FF3edit, where it decides a certain dialog must be read in a memory bank other than 0D (or CD) and 0E (or ED), like for example, the 30h bank (or F0) where FF3edit saves those dialogs that don't fit in the original size of the ROM.

I have found this code:
https://datacrystal.romhacking.net/wiki/Final_Fantasy_VI:ROM_map/Assembly_C07#C0.2F7FBF_load_dialogue
It's the machine / assembly code of the routine of FF3us that loads a certain dialog. Here is the routine that initializes the initial memory bank where dialogs start: https://datacrystal.romhacking.net/wiki/Final_Fantasy_VI:ROM_map/Assembly_C07#C0.2F7F64_initialize_dialogs_for_current_map
The routine in the first link also recognizes if the dialog that is being loaded is not inside the initial memory bank and if such a bank number needs to be increased to 1 more, from 0D to 0E.

But I have not found the assembly code of such a routine when modified by FF3edit. Anyway it's this one that appears in this snapshop below. My only problem right now is that I'm not familiar with 65c816 machine / assembly code and that I need time to find all the mnemonic equivalence to each hexadecimal machine code in a list and to decipher the whole algorithm until I find the exact character that I must modify, but at least I already have a clear idea of where I must look.
 

April 05, 2020, 08:08:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Solved!

It's these three characters!
The third one, is the one. I just have to change F0 (= 30h bank in the ROM) by C3 (= 03 bank), and I will be able to place the extra dialogs in the unused space in 3F000-3FFFFh, ^_^. Mission completed!

At the end I've found it out myself, so I share it here so it can serve to others in a future.

136
Hello. I have an expanded ROM of Final Fantasy III us with translated dialogs. When the town dialogs pass the limit of D0200-EF200 offsets, they go on since 300200 and beyond, inside an extra megabyte that is added at the end of the ROM. I want to de-expand my ROM, passing it from 4MB back to 3MB. I have found many areas of unused bytes throughout the whole ROM, one of those big enough to contain the remaining dialogs that pass EF200h offset, and are located beyond 300200h. How could I move this part of extra dialogs to one of these areas and say to the game that it must go on searching these dialogs in a different segment of the ROM?

If someone knows it, and can help and tell me, I will be very thankfull.

137
Hello. I'm interested to know if it's possible to disable a DTEed character in Final Fantasy 2us for SNES, so an empty tile can be redrawn and used as a single new character. In my case I need it to translate the game to Spanish and add accented letters and "ñ", and that stuff.

If someone familiar with FF2us ROM knows how to do it and can help me, I will be very thankful.

138
Hehe. Of course, for making a FF6 randomizer you need to be familiar with the assembly code of the game.

139
Does somebody know how to disable some of the DTE combo characters, of the kind of "e ", " t", "th", so whatever you draw in the free font space can actually be used in the normal dialogs? That's critical for making a translation to whatever language requires special characters, for example.

140
Thank you very much, my friend. How have you discovered it? You are familiar with the assembly code of the game?

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