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Author Topic: Super Bomberman 5 - English Translation  (Read 28644 times)

Sorinkun

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Re: Super Bomberman 5 - English Translation
« Reply #40 on: June 04, 2019, 11:53:18 am »
YES!!!! i always wanted to see what the menus in battle mode when i play with my bro
you do the work of gods
"Better waste a minite of your life than wasting your life in a minute."

Reld

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Re: Super Bomberman 5 - English Translation
« Reply #41 on: June 04, 2019, 08:12:21 pm »
I think out of all the suggestions I've seen so far I like your "Bomberman Union" and "Bomberman Council" ideas the best.

Would it be possible to do something a little beefier like this with that blue header text?




I'm not sure what kind of restrictions you're working with in terms of tiles.

I realize it's a little weird to come in here with unsolicited graphics, but I don't mean to say you need to use these specifically. They're just intended to be examples.

The hack is looking great, by the way, and I like the font choice for the rest of the text.

Bink

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Re: Super Bomberman 5 - English Translation
« Reply #42 on: June 06, 2019, 03:18:26 am »
Bomber Union for sure!!!

alien nose job

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Re: Super Bomberman 5 - English Translation
« Reply #43 on: June 06, 2019, 02:23:55 pm »
It's shaping up really nicely so far !
I like the "Bomberman Union", and the thumbs up stamp would be cool (but I sure would be fine with whatever you decide).
cheers

acediez

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Re: Super Bomberman 5 - English Translation
« Reply #44 on: June 06, 2019, 07:38:54 pm »



Those look very good. If there's a vote, I'd like to see these titles implemented!

Psyklax

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Re: Super Bomberman 5 - English Translation
« Reply #45 on: June 07, 2019, 03:59:35 pm »
Okay, this thread is starting to get out of hand in my absence, so I'd better come in and deal with all the questions and whatnot.

Don't forget to include the shadows to the letters like in the original Japanese.

I tried, with this font it doesn't look all that good.

So stage 6 will be called "A song of ice" and stage 10 will be called "And fire"? :P

No.

The CONTINUE WHICH FILE? text doesn't flow very well in English. Most games would use something like: SELECT A FILE

Two things: I don't really see a problem with 'Continue which file', but also, I thought about 'select a file', but the previous menu is "start, continue, delete", so given the original game had distinct titles for them, I thought it made sense to keep that. Plus you might have clicked 'delete' by mistake and 'select a file' wouldn't give you the sense that you're actually going to delete the file: you might think you're continuing your hard-fought game.

Would it be possible to do something a little beefier like this with that blue header text?

Possibly. I'm rather lazy with fonts and just like to go with whatever I have to hand. I recycled the main font that I found on the Uzebox wiki (assuming it's public domain), despite it not looking so 'beefy'. Frankly, I've spent HOURS of the last week inserting the new titles in - finding the original graphics in the ROM, pasting in the necessary letters, tweaking the insertion so they go in the right place, amending the tile positions in VRAM, compressing that BY HAND to replace the tilemap in the ROM, and hoping that I didn't miss a byte somewhere so the whole thing crashes... so forgive me if I don't feel like throwing all that work away to replace it with a bigger font. :)

If there's a vote, I'd like to see these titles implemented!

There is no vote: my hacks are not democratic.

Sorry if anyone has a problem with what I'm doing here, but I really just want to get this thing done. I thought it would be a quick and easy translation because there's almost no text, and I was right that the translation part is so small I could do it in an hour... but having to do a dozen or so menu screens, all of them different, with compression that I have to recompress by hand... it's not difficult work per se, it's just time-intensive and laborious. And I'm getting a little tired of it, honestly. :-\

Rest assured, it will be finished - after all this, I'd be a fool not to. All I have to do is finish those damn titles, get to work on the sprites for the levels, and somehow make a certificate that everyone will be satisfied with. Oh, and then port EVERYTHING to the Gold Cartridge. Cool. :)

I'd give you guys another screenshot, but there's not all that much to show at this point. Oh go on, just for you:



Now be off with you, I have titles to replace. 8)

Reld

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Re: Super Bomberman 5 - English Translation
« Reply #46 on: June 07, 2019, 04:09:31 pm »
No worries man. I definitely understand the feeling of not wanting to do all that crap all over again.

niuus

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Re: Super Bomberman 5 - English Translation
« Reply #47 on: June 09, 2019, 06:12:49 pm »
Rest assured, it will be finished - after all this, I'd be a fool not to. All I have to do is finish those damn titles, get to work on the sprites for the levels, and somehow make a certificate that everyone will be satisfied with. Oh, and then port EVERYTHING to the Gold Cartridge.
Thanks for your hard work. I'm eager to finally understand the game's text and play it!

Shade Aurion

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Re: Super Bomberman 5 - English Translation
« Reply #48 on: June 10, 2019, 10:31:42 pm »
There is no vote: my hacks are not democratic

This was hilarious! XD I don't know why people think they can be like that. Make suggestions sure but c'mon XD
Can't wait to see the finished product man. Take all the time you need!

acediez

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Re: Super Bomberman 5 - English Translation
« Reply #49 on: June 11, 2019, 12:20:55 am »
Be like what?

No, I didn't "have a problem with what you're doing here", and I'm sorry it sounded like a demand, or whatever it sounded like. I was expressing support for a well done (and rather generous) graphics edit, no disregard for the version currently implemented intended.

Anyway, thanks again for this hack, and pushing through it even though it ended up being more work than what it first seemed. Will be looking forward to try it.

Shade Aurion

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Re: Super Bomberman 5 - English Translation
« Reply #50 on: June 12, 2019, 03:11:00 pm »
Probs bad wording my dude. It happens to the best of us. I just laughed because I love a good clap back. I'm sure if its anything he can work in that sounds good he'll take it onboard. Good ideas are good ideas. Ease of implementation is another matter. We can always hope though  :beer:

b00sted4fun

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Re: Super Bomberman 5 - English Translation
« Reply #51 on: June 16, 2019, 12:22:08 pm »
I am beyond excited for this. i check every 6 months or so to see if this is a thing yet. Thank you so much for the work on this and let me know if anywhere to donate for your time.

DelilahTw

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Re: Super Bomberman 5 - English Translation
« Reply #52 on: June 20, 2019, 02:27:02 am »
I can't wait for this to happen, is the only one that is missing at the moment and also is one of the best in the series...

DANGER X

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Re: Super Bomberman 5 - English Translation
« Reply #53 on: June 22, 2019, 07:00:34 pm »
Nice, I hope this project will finish soon, until my deadpool hack is out.

svenge

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Re: Super Bomberman 5 - English Translation
« Reply #54 on: June 28, 2019, 01:37:31 am »
I can't wait for this to happen, is the only one that is missing at the moment and also is one of the best in the series...

I'm really looking forward to playing it as well. 

Special

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Re: Super Bomberman 5 - English Translation
« Reply #55 on: June 28, 2019, 10:21:09 am »
Soon this thread is going to get locked like the Ganbare Goemon 2 thread because of all the useless bumps...

Psyklax

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Re: Super Bomberman 5 - English Translation
« Reply #56 on: June 29, 2019, 02:11:30 am »
Soon this thread is going to get locked like the Ganbare Goemon 2 thread because of all the useless bumps...

That's a point. I hope this doesn't happen.

Can I kindly ask people to stop posting to this thread if all they have to say is "I'm looking forward to this"? Doing this isn't going to make me go any faster. It's done when it's done. If you have no feedback or suggestions, please wait in silence. :)

I should remind you all that someone made a comprehensive FAQ over at GameFAQs which allows you to play the game in English already, so if you're so desperate, read that. What I'm doing might be more convenient, but it's not essential.

Psyklax

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Re: Super Bomberman 5 - English Translation
« Reply #57 on: July 24, 2019, 06:48:51 am »
Okay, update time fellas.

Sorry for the lack of info for almost a month, but I've been busy with other things, but I DID manage to get all the menu titles fixed. I'm sure you guys won't like how they look, but I don't care at this point. :) That leaves just a couple of things left, one of which is the level names. But here's where I've run into a problem.

See, SB5 is a HiROM + FastROM game, so it uses $8000 ROM banks, and the sprites are all in one bank. The bank is almost full, and it includes the level names. Problem is, the names I want to use are longer than the existing ones, meaning I have no space to put them in the bank. I can't move some of them to another bank because it uses a single-bank table (16-bit addresses instead of 24). So as it stands, I'm not sure what I can do, but I'll persevere and try to figure something out. Maybe I can use the adjacent bank, we'll see.

Other than that, there's the Bowling Bomber screen (I think) and the game over certificate that everyone had an opinion on. :D Rest assured I'll get something done, but don't hold your breath.

KingMike

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Re: Super Bomberman 5 - English Translation
« Reply #58 on: July 24, 2019, 12:25:13 pm »
HiROM is 64KB banks, LoROM is 32KB.
If the game is Hi and you have 32KB banks you may be dealing with an interlaced ROM. I had that happen once.

Exapanding pointers from 16 to 24 bits on SNES isn't typically difficult. Especially if it is already using Long addressing and loading a fixed bank value. If it is using Short addressing, you'll need three consecutive bytes in the Direct Page of RAM to store the pointer to create the Long pointer.
"My watch says 30 chickens" Google, 2018

Psyklax

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Re: Super Bomberman 5 - English Translation
« Reply #59 on: July 24, 2019, 01:15:06 pm »
HiROM is 64KB banks, LoROM is 32KB.

Hold on, maybe there are two types of banks. The one I'm in is in the address space between $838000 and $83FFFF, which is 32KB. As far as I know, the part between $830000 and $837FFF is reserved for system stuff:
https://en.m.wikibooks.org/wiki/Super_NES_Programming/SNES_memory_map

Looking at that chart, I'm correct that there are two types of ROM bank, and alas the sprites are in the smaller type.

Having said that, I could take your idea about changing to long addressing: I could easily replace the table and move all the sprites I need to some other bank(s). It would probably be pretty painless. The other idea I had was to cram digraphs in the small area I have for sprite graphics, thus needing less space for the instructions for said sprites, but I think your idea is better. :)

See, this is why it's good to note down your thoughts in a thread, because you can get ideas that hadn't crossed your mind. :D