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(1 to 10) of 38 Results

Nangoku Shounen Papuwa-Kun

25 March 2017 8:14AM

Technical Help - GB

I have a full translation of Nangoku Shounen Papuwa-kun: Ganmadan no Yabou ready to submit, apart from two things that I haven’t been able to edit due to compressed graphics - the splash screen at the start with company names, and the title screen.

Is anyone able to disable/bypass the game’s compression in such a way that I would be able to edit these two last screens?

Please see http://www.romhacking.net/forum/index.php/topic,22127 for example screenshots showing the compressed graphics.

Thanks to anyone that tries to help.

Doshin the Giant (64DD)

21 March 2017 10:40PM

Translation Help - N64

Help Wanted

I am looking for a translator for Doshin the Giant on the 64DD.

Hacking Completed

I spent the last 4 months hacking the game to allow for VWF and/or expanded text for every piece of text in the game. It already allows for 1-byte ASCII English text. I can also identify extra places within the code/tables to allow for expanded text. I have extracted all of the text and made everything available online along with my hack for a while now. So no matter what, everything is available.

Translation

  • 16 Monument Titles (2-18 Japanese characters each)
  • 16 Monument Descriptions (1-3 paragraphs each)
  • 72 Stats/Title/Menu Text
  • 236 Night Comments (7-29 Japanese characters each)
  • 184 Morning Comments (Max 16 Japanese characters each)
  • 206 Game Text (1-2 lines each)
  • 18 System Errors
  • 28 End Credits (Mostly Names)

I have matched up as much of the GameCube text as I could, and that can reduce these numbers. For example, 127 of the 206 pieces of Game Text are already matched up with English text from the GameCube. I have not been able to match up the Night Comment text in the GameCube vs the 64DD text, but that might add more text that is already translated. I am also OK with a completely new translation.

Other

Yes, I realize that there is a GameCube release in English, but it is a different game. Only about 1/3 of the text, if that, was used in the GameCube game. It removes the Morning text and changes some of the gameplay. It is a fun game in its own right, but my hope is to make the original Doshin the Giant available to an expanded audience.

Further

If you are interested in translating the Japanese text to another language let me know. By default there are accents available, but some extra hacking will be required to get those accents to appear over letters. I have some ideas on modifying the VWF to allow this.

Star Cruiser 2

11 March 2017 8:50PM

Beta Testing - PC98

Me, celcion and TheMajinZenki need help with the beta testing of Star Cruiser 2, which is a PC-98 only sequel to Star Cruiser, a multigenre (mostly FPS-RPG hybrid) game on PC-88/x68000/SMD. If anyone is interested in helping in the closed testing, please contact celcion (technical issues/patch distribution) and cccmar (script-related issues/game-related questions). Thanks in advance.

Metroid Zero Mission

02 March 2017 6:35AM

Technical Help - GBA

I am looking for help to make a complete Metroid Zero Mission hack. This hack needs to have Crocomire in it, already have the 3 patches that I want on it. I need help completing it, as well as beta testers for it.

It’s called Metroid Darkest Hours. Crocomire is going to be a required boss.


  • Crocomire Hack
  • No Map hack
  • Speedbooster Smooth Landing hack

Please PM me if you would like to help or be a beta tester.

Requirements

Xdelta gui patcher Double Helix 2.0 The current progress patch (Will recieve if you help me) (Possibly) A graphical designer, and Music editor


The Music editor is only if you know how to import and export gba music without an issue.


And Finally PM me for anymore information

Thank You

MetroidPrime_Stratton

Wizardry Empire III

28 February 2017 6:28AM

Technical Help - PSP

Looking for help on setting a VWF on Wizardry Empires III in order to continue on with this translation project. If you can help implement this feature on the game, please contact MrRichard999.

Wrecking Crew '98 (SNES) Translation

20 January 2017 11:38PM

Translation Help - SNES

I’m seeking help regarding a translation of Wrecking Crew ‘98 for the SNES.

Right now the only thing remaining is for people knowledgeable in Japanese to lend a hand translating the script and menus.

I already have the compressed graphics, text and pointers all set to start translating the game with the proper font.

I have some progress made regarding most of the text found for the game in the first two pages of the following thread:

[HELP] Finding the HEX/Tile ID values of font for Wrecking Crew ‘98 translation?

Any help is welcomed and thanks in advance to all of those who are willing to help on this project!

The GBA Fire Pro Wrestling Games

06 January 2017 11:43PM

Technical Help - GBA

I’m looking for someone that’s really good on hacking GBA ROMs to help me on my restoration hacks for all three GBA Fire Pro Wrestling games.

For Fire Pro Wrestling:

I need a patch that would change the ring name of “Azteca-Dragon Team” to “JORYUKAN” in all uppercase letters and it would also change the ring name of “HIGHCLASS” to “HIGH-CLASS” as well:

http://www.bwass.org/bucket/Fire%20Pro%20Wrestling%20b1.png http://www.bwass.org/bucket/HC.png

I also need a patch that would restore the blue background from the Japanese title screen back to the American title screen.

American Title Screen: http://www.bwass.org/bucket/FPWTitleScreen.png Japanese Title Screen: http://www.bwass.org/bucket/FPWATitlescreen.png

I also need help on figuring out which offset and hex value in this game that I need to change so I can make it where when you go to the select wrestler screen it will start on the View Japan roster instead of the WFW roster to make it more like the Japanese version as well.

For Fire Pro Wrestling 2:

I need a patch that would change the ring name of “Azteca-Dragon Team” to “JORYUKAN” in all uppercase letters:

http://www.bwass.org/bucket/Fire%20Pro%20Wrestling%202%20b3.png

I also need a patch that would fix up Batman’s head that would make him look more accurate to his real life counterpart, here’s is a example of what I want him to look like:

http://www.bwass.org/bucket/BM.png

For Final Fire Pro Wrestling:

I need a patch that would change the MMA octagon ring in this game to the one from Fire Pro Wrestling:

http://www.bwass.org/bucket/KKIiIk6.png

Another patch that I need for this game along with FPW2 is one that would fix the arm and leg joints to be in the right positions. Here is a example:

In FPW1, the arm and leg joints are in the right positions:

http://www.bwass.org/bucket/fpw1bg.png

In FFPW & FPW2, the arm and leg joints are in the wrong positions:

http://www.bwass.org/bucket/ffpwbg.png

If someone can help me on these, that would be great.

Too Much Tingle Pack

02 November 2016 6:14AM

Technical Help - NDS

I’m currently attempting to translate Too Much Tingle Pack, a Zelda spinoff DSiWare game. As far as I know, this is the first attempt at such a project. I’ve got an nds of the game, and it runs in no$gba. However, any modification to the Nitro File System of the rom results in the game refusing to boot. Apache Thunder was kind enough to explain why this is to me on GBAtemp -

“Newer NTR games and DSi games using newer TWL sdks make use of Digest Sector Tables to protect their NitroFS sections from modification (and possibly their arm binaries as well). You will have the patch the game to defeat that measure or go through the process of rehashing them. I suppose it’s possible to fix the hashes, but since the hash of the tables was stored in the header which was protected by RSA sig, no one had ever made tools for this. It’s possible now, but you’d have to write a program to handle that. Else you can’t modify the game without patching the checks out. This check isn’t handled by TWL_FIRM. Each individual game does this.”

There’s also some more info in this thread on GBAtemp- https://gbatemp.net/threads/patching-out-digest-sector-tables-in-dsiware.444666/

Is there anyone that would be able to help me with this? I’d really like to have this DSiWare translated by the time my other project is done (Tingle RPG 2), since they were both released together originally (in Japan obviously :)). Thanks in advance!

[WIP][RECRUITING] Slime Mori Mori Dragon Quest 3 (Rocket Slime 3DS)

26 October 2016 11:00PM

Translation Help - 3DS

Slime Mori Mori Dragon Quest 3 (Rocket Slime 3DS)

Since Dragon Quest is around 30 years old, it only makes sense that the titular slime would’ve had his time in the spotlight. It does, and it was glorious.

INTRO

Imagine waking up on an unknown island, not knowing how you got there, or why you’re there. Right outside your immediate view you can see monsters roaming, watching your every move. Now, realize you’re a slime, the island is your house, and the monsters are platypus love-children. Oh, and you have a warship.

As the game starts, you’ll be greeted by the titular team of the game before this, Rocket Slime. If all you oldies out there can’t remember it in your old age, your best (only?) friend, Hooly, tried to straight-up destroy you in a 1v1 battle. Your friend Swoosty reprises his role as the coward, and, instead of helping you fight, he helps you craft increasingly powerful (OP?) weaponry to fire out of your cannon. (If you ask me, I think the sword would be more useful if you used it as a sword, not a cannonball…)

WHAT IS DONE? What we have progress on is as follows:

    • Translate Menu Text
    • Translate Items/Monsters
    • Extract, edit, and replace in-game images
    • Translate all dialogue

PROOF WE AREN’T JOKING

OUR CODE?

This particular .3ds game is unique in that near-all off the text in-game is stored in the code.bin. Because it is stored in the code.bin, extraction and reinjection have been a prime issue. While, yes, we can do rudimentary edits through our XML, our team does not have the skill set to properly do this.

Our dilemma is that we are restricted by our character limits. While this seems like a stupid-obvious thing to answer with “Just take out words/translate shorter!”, this won’t really work. While, yes, it would work in most situations, a lot of the core meaning is lost along with some phrases being too long for us to translate shorter than the character count gives us. For example, the Japanese character that means “huh?” in English is one character long. If we were to translate it how we can now, our translation would be: “?” That’s just a generally all-around awful translation, and to fix these we need another party member.

WHAT DO WE NEED?

What we need is someone who can assemble/compile the code.bin to be readily available for editing. What I have attached below is the code.bin. If anyone wants to take a crack at it, be my guest.

Our team is a friendly, active environment that has a real passion for this game. If anyone is interested, please let me know!

code.bin

Super Mario Land

24 October 2016 10:47PM

Technical Help - GB

Looking for any info, that is already included in frank15’s notes. Disassembly (my computer wont disassemble the rom not sure why) any rom or ram locations anything. Any music info might be nice too. Information on how the the tiles are formed.

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