News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Author Topic: Megaman X4 translate to Vietnamese  (Read 988 times)

huykid

  • Newbie
  • *
  • Posts: 3
    • View Profile
Megaman X4 translate to Vietnamese
« on: December 25, 2017, 09:27:49 pm »
Hello everyone, i have some question about this translation
I know text file in PL00_U.ARC, PL01_U.ARC, PL02_U.ARC and i try WindHex to relative seach but it say "no string found " :o :o :o
Someone help me please :angel:
Sorry for my bad english
« Last Edit: December 25, 2017, 09:34:29 pm by huykid »

DarkSamus993

  • Full Member
  • ***
  • Posts: 196
    • View Profile
Re: Megaman X4 translate to Vietnamese
« Reply #1 on: December 26, 2017, 04:19:59 pm »
There seem to be 3 fonts loaded to VRAM:
1) $00-$3F
2) $40-$8F
3) $90-$BF


Here's a partial table file:
Code: [Select]
40=0
41=1
42=2
43=3
44=4
45=5
46=6
47=7
48=8
49=9
4A=A
4B=B
4C=C
4D=D
4E=E
4F=F
50=G
51=H
52=I
53=J
54=K
55=L
56=M
57=N
58=O
59=P
5A=Q
5B=R
5C=S
5D=T
5E=U
5F=V
60=W
61=X
62=Y
63=Z
64=a
65=b
66=c
67=d
68=e
69=f
6A=g
6B=h
6C=i
6D=j
6E=k
6F=l
70=m
71=n
72=o
73=p
74=q
75=r
76=s
77=t
78=u
79=v
7A=w
7B=x
7C=y
7D=z

85=,
86=.
87=!
88=?
89="
8A="
8B='

8D=...

FF=

In PL00_U.ARC, there is a ptr table (2-byte entries) at $BD000 and the text starts at $BD06E. Each character is followed by a control code.

So for instance...

Would be printed to the screen as...
Code: [Select]
HUNTER H.Q.
Mavericks have been
found at point 5567!

huykid

  • Newbie
  • *
  • Posts: 3
    • View Profile
Re: Megaman X4 translate to Vietnamese
« Reply #2 on: December 28, 2017, 10:03:10 am »
Thank you so much  :thumbsup: :thumbsup: :thumbsup:

And the font when i open like this
what wrong with this???
 
« Last Edit: December 28, 2017, 10:22:22 am by huykid »

DarkSamus993

  • Full Member
  • ***
  • Posts: 196
    • View Profile
Re: Megaman X4 translate to Vietnamese
« Reply #3 on: December 28, 2017, 03:59:24 pm »
And the font when i open like this
Spoiler:
what wrong with this???
You need to use the correct settings + load the correct palette.

Tile Molester viewing settings:
GFX: codec=4bpp linear (reverse); mode=2; columns=32
PAL: codec=15bpp BGR; mode=2; columns=2

Tile Molester palette import settings:
This file: start offset; palette size; format=15bpp BGR; byte order=intel

Code: [Select]
SLUS_005.61:
$0E1E60 - $0E1F3F = PAL: load screen

LOAD_U.ARC:
$008800 $00A7FF = GFX: font #1 (key config)
$00A800 $00CFFF = GFX: font #2 (dialogue)
$00D000 $0107FF = GFX: font #3 (save screen)

MOJIPAT.ARC:
$001A84 - $001E83 = PAL: save screen

PL00_U.ARC: (X: Force)
$074800 - $07C7FF = GFX: pause screen
$07D000 - $07D3FF = PAL: pause screen

PL01_U.ARC: (Zero)
$079000 - $081000 = GFX: pause screen
$081800 - $081BFF = PAL: pause screen

PL02_U.ARC: (X: Ultimate)
$073800 - $07B7FF = GFX: pause screen
$07C000 - $07C3FF = PAL: pause screen

NOTE: since the palettes for LOAD_U.ARC are in other files, it's easiest to just copy the palettes (with a hex editor) and insert them at the start of the file. Then they can be loaded using start offset of 0.



huykid

  • Newbie
  • *
  • Posts: 3
    • View Profile
Re: Megaman X4 translate to Vietnamese
« Reply #4 on: January 05, 2018, 09:21:30 am »

I can't understand this, I'm just beginer
Do you have the tutorial of tile molester
p/s: the text is so limit

weissvulf

  • Sr. Member
  • ****
  • Posts: 324
  • Good news! An anomaly solved the enigma.
    • View Profile
Re: Megaman X4 translate to Vietnamese
« Reply #5 on: January 05, 2018, 07:18:18 pm »
I used a tool to search for letter spacing value and found one at 0x20AAB978 in the BIN. You should see the value 0x0C there. If you change it to 0x09 or 0x08, you should be able to fit more text in each dialog box.


For editing the font-image, have you tried a regular TIM ripper like TIMviewer HERE?

If TIMviewer doesn't find the font, it's probably a headerless TIM. You might try the tool RawToTIM HERE as an alternative to TileMolestor. Judging by the pictures DarkSamus posted, the font appears to be a single 4BPP 256x256 image.