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Author Topic: Screenshots  (Read 929833 times)

mopoz

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Re: Screenshots
« Reply #380 on: January 15, 2013, 12:03:29 pm »
I don't remember now, but did Terranigma pull it's text straight from the ROM? Or is buffered or decompressed in RAM? If it's not pulled straight from the ROM, it should be trivial to add an auto-formatting routine in there and save yourself the trouble of dumping and manually dealing with the text. Even if it is direct from the ROM, I'd probably add a buffering routine to push it to RAM and still add the auto-format routine before I'd deal with the entire script manually.

That gets you as far as the menus and misc. text. A good auto-centering routine would take care of those items names and menus that uses that window shown in the screenshots.

Let us know if you run into any problems. I'd like to see the game given a proper facelift.

Yep, text is taken from the ROM.

With auto-centering, no problems. It is not difficult to implement.

With sprites have two options:
1) It can be used with the original game font (or another), but also with pseudo-VWF (just change the X coordinate of the sprite)
2) The original font, but 16x8

I like to the first variant.I'm going to expand to 48 MB of ROM.
Move all of the text separately in the new location. This will give more opportunities for translation. And find someone who will undertake the re-translation.


If you could dump the Japanese script, I would love to give that a translation. :D

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DSwizzy145

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Re: Screenshots
« Reply #381 on: January 15, 2013, 12:53:22 pm »
If you could dump the Japanese script, I would love to give that a translation.


~DS
you are? :D that'll be great! but one thing again what are the changes from the Japanese to european versions? just curious even tho i've haven't gotten far yet and wondered if some stuff was kept. btw didn't the europeans had their games censored too i believe?

DarknessSavior

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Re: Screenshots
« Reply #382 on: January 15, 2013, 01:49:01 pm »
I have a problem with the Japanese language. I do not know him, and I'm going to be very difficult.  :D
I was saying if you could get a copy of the script to me somehow, I would translate it for you. :P

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ChronoMoogle

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Re: Screenshots
« Reply #383 on: January 15, 2013, 01:55:42 pm »
@mopoz and DarknessSavior:
This would be too awesome to be true! Finally!
Anyway, please make sure to hack the japanese Version, the European had some unnessesary bugs if I recall right (for example one crystal couldn't be optained and the Quatros are not moving their tents to america).

Pennywise

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Re: Screenshots
« Reply #384 on: January 15, 2013, 02:00:05 pm »
mopoz doesn't translate, he only does the occasional VWF hack.

ChronoMoogle

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Re: Screenshots
« Reply #385 on: January 15, 2013, 02:19:21 pm »
But DarknessSavior would like to contribute a new translation to him, right? ;)

Gideon Zhi

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Re: Screenshots
« Reply #386 on: February 03, 2013, 08:09:14 pm »


*whistles innocently*

Garoth Moulinoski

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Re: Screenshots
« Reply #387 on: February 03, 2013, 08:42:56 pm »
Auto-wrapping!

... And some version of Super Robot Wars for Super Nintendo... Cool stuff.
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Zoinkity

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Re: Screenshots
« Reply #388 on: February 03, 2013, 09:48:31 pm »
Little something I've been working on within Tiled.


Thumbs up for anyone who guesses it, and double-thumbs up to anyone willing to translate the text ;*)

DSwizzy145

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Re: Screenshots
« Reply #389 on: February 04, 2013, 06:22:31 pm »
looks like the old school nes zelda games unsure which ones?

Garoth Moulinoski

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Re: Screenshots
« Reply #390 on: February 04, 2013, 08:59:01 pm »
Doesn't look like any Zelda game I know of.
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DSwizzy145

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Re: Screenshots
« Reply #391 on: February 04, 2013, 09:20:29 pm »
true but for some reasons the sprites just reminds me of it imo

Gideon Zhi

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Re: Screenshots
« Reply #392 on: February 04, 2013, 09:22:54 pm »
Looks like Bangai-O.

KingMike

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Re: Screenshots
« Reply #393 on: February 04, 2013, 11:48:31 pm »
I'm going to guess... something N64? ;D
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Zoinkity

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Re: Screenshots
« Reply #394 on: February 05, 2013, 06:39:09 pm »
Yep: Bangaioh on the N64.  It had a couple additional dev levels, and the orange 'object' sprites came from one of those ;*)
Besides entirely different gameplay, it also has a different script than the Dreamcast title.  It's mostly minor differences at first but wildly deviates around stage 16.

Maps are built from 8x8 tiles and these tilesets, somewhat surprisingly, only use about 30-40% of the available slots.  You could rebuild the stages with radically more detail if you actually cared to.

Happily the format used by Tiled also has a python library, so it is very easy to deconstruct a constructed stage and assemble it into the N64 game's format.  Dreamcast uses somewhat different formats and a lot of byteswapping, though the compression is identical for once.

Kajitani-Eizan

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Re: Screenshots
« Reply #395 on: February 14, 2013, 03:21:57 pm »


*whistles innocently*

nice! :P

i would highly recommend auto-wrapping on any game/system on which it's remotely feasible for any translation project. it's especially nice for text that has control codes in it that are expanded at runtime into arbitrary item/character/whatever names, because you can't even write a manual autoformatter to deal with that at build time :P

Gideon Zhi

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Re: Screenshots
« Reply #396 on: February 14, 2013, 03:44:21 pm »
nice! :P

i would highly recommend auto-wrapping on any game/system on which it's remotely feasible for any translation project. it's especially nice for text that has control codes in it that are expanded at runtime into arbitrary item/character/whatever names, because you can't even write a manual autoformatter to deal with that at build time :P

That potentially makes it harder, but yeah. It's also super useful for any game with a script the size of an SRW script. God these things have a lot of text.

Gemini

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Re: Screenshots
« Reply #397 on: February 14, 2013, 06:57:37 pm »
Especially useful like when you've got to break kernel strings:

Using a string buffer with the whole message unrolled sure helps.
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sa♥tsu

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Re: Screenshots
« Reply #398 on: February 14, 2013, 07:23:50 pm »
i would highly recommend auto-wrapping on any game/system on which it's remotely feasible for any translation project. it's especially nice for text that has control codes in it that are expanded at runtime into arbitrary item/character/whatever names, because you can't even write a manual autoformatter to deal with that at build time :P

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LostTemplar

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Re: Screenshots
« Reply #399 on: February 15, 2013, 04:00:33 am »
(Speaking for the SNES) It's not even very difficult to implement if you only want to wrap at word boundaries (i.e. spaces). At each space, check if the next word would fit into the line, and if not, do a line break instead of a space. Otherwise proceed as usual. That's not very much code. However, it gets more tricky if the game uses different pointers for different things. Then it's indeed very useful to have the whole message unrolled in a string buffer.