Romhacking.net

Romhacking => ROM Hacking Discussion => Topic started by: mrrichard999 on July 07, 2013, 03:23:06 pm

Title: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on July 07, 2013, 03:23:06 pm
 :banghead: Stuck at the moment as we are stumped on how to expand  (fit actual full names) these basic Item, Fish, and Animal names in the game. If anybody feels confident in taking this on, would you lend your help to us? There is not a lot to do and it would be great to have this game at 100% completion. All the dialogue is done & everything is translated. This is pretty much the roadblock that keeps us from moving any further. Send me or Pikachumanson a MSG or reply here if you are interested.  :banghead:

The link for the project is here
http://www.romhacking.net/translations/2009/ (http://www.romhacking.net/translations/2009/)
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Trax on July 08, 2013, 10:12:39 am
I see you want this translation to be top quality, and I admire that. I think it's a good idea to discuss right here what needs to be done and what documentation you already have. Two heads are better than one, and it leaves the discussion for future reference, for everyone to see...

My first question is about those fish names, and the other unfinished sections. What makes these names harder than the rest of the translation? Is it because of a lack of space on screen, or maybe a lack of space on the ROM? I suggest you share the basic data you already found, especially pointers, so that we can go see what could be done about it...
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Dizzy9 on July 09, 2013, 02:43:55 pm
Yes, It would be really gorgeous if you shared all your notes :thumbsup:
Anyway, I played with it a little, and from what I can see, It's easy job. How many fishes are in the game?
I think I can help with this. I can see some opcodes( FF ends text while D0 draws a "Caught!" message) But I'd like to have a complete list of these, so I wont waste a lot of time.

You want something like this, right?
(http://img19.imageshack.us/img19/5483/oibk.png)
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Trax on July 09, 2013, 03:35:06 pm
I tried to unzip the file, but all I got was a bunch of 0KB files, and "Unsupported Method" errors. Could you please use ordinary .zip instead of 7z? It's a very small archive, so the compression ratio doesn't matter...
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on July 09, 2013, 06:38:10 pm
Was hoping for Pikachumanson to address the code issues and technical stuff but I think he is away on vacation at the moment.

Here is a link for the patch with a .ZIP file

I use 7ZIP for all my compression now but i converted it for you to take a look at.

http://www.bwass.org/bucket/Kawa no Nushi Tsuri - English V090 + extra.zip (http://www.bwass.org/bucket/Kawa no Nushi Tsuri - English V090 + extra.zip)

All the fish names are included in the file that are listed in the order they appear in the ROM. Included is also a TBL file so you can view it easy in WindHex.

The animal names are shortened but they are all available in the FAQ listed in the site below.

http://www.gamefaqs.com/nes/579664-kawa-no-nushi-tsuri/faqs (http://www.gamefaqs.com/nes/579664-kawa-no-nushi-tsuri/faqs)

If you need anything else let me know  :crazy:

Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: KingMike on July 09, 2013, 06:38:39 pm
Did you download 7-zip (http://www.7-zip.org/download.html)?
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Pikachumanson on July 10, 2013, 01:47:55 am
I'll be uploading the files with notes tommorrow. Basically, we want it so that the fish and animal names fit without out overwriting any text. Some fish names i can expand a lot but when i get to something like salmon or newt it will just write the fish name and not write caught or got away. I will use the 7zip you have suggested but, i have never had a problem with winrar which is what i usually use.

July 10, 2013, 01:49:48 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I was using ff instead d0 so i will try that and if that works out.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Dizzy9 on July 10, 2013, 09:01:28 am
Oh well, I looked into code, and it seems that "newline" opecode is missing. The "fish caught" screen can only be 2 lines, making fish names 9 symbols at best.
Normal text also have no newline opcodes, but it waits until text hits end and then moves text to lower line.
9 letters for a fish name is quite a problem..."YELLOWTAIL TUNA" is 15 letters long... Here's a list of text opcodes I found:
Quote
Text opcodes:
1A-Draws a "*" above next letter.
2A-Code accepts it as opecode, but it does nothing in game...?
C0-Draw a RAM variable
C1-Draw a RAM variable
C2-Draw a RAM variable
C3-Draw a RAM variable
C5-Draw a RAM variable
A0-Draw a RAM variable
B0-Draw a RAM variable
B1-Draws "Mole" text.(probably animal name is based on RAM variable as well)
B2-Draw a RAM variable
B3-Draw a RAM variable
F0-Draw a RAM variable
F1-Draw Password first line
F2-Draw Password second line
F3-Draw Password third line
D0-Draws " caught!" message
FF-Stops the text
There's also some bytes after every fish, but it seems to never be used, what's it?
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Pikachumanson on July 10, 2013, 11:00:09 am
Nice! Say have any of you ever run into a problem where you try to change an item name and a specific letter has to stay the same or it will somehow glitch up the game when it's used? Me and MrRichard999 have also been trying to find out how this problem can be fixed as neither have ever encountered somthing like that before.

For example, in our game, the first letter of an item must remain the same and for food the second letter has to remain unchanged as well. All other letters are able to be changed. We were thinking that there is some type of function or pointer that controls what letter can't be changed.

I got a Mfgh in cavespeak and I want to change it to Glas but other than change the M to a G in the font I haven't really come up with a solution. This is also because i have been concetrating so much on the animal and fish names but, i just thought I'd throw that out there and see what you guys thought.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Trax on July 10, 2013, 11:05:58 am
For .7z files, I use 7zX, which is at version 1.7.1 for the Mac. It's the first time I get that kind of errors with a 7z archive...

I can help with coding if it's deemed necessary, but I need offsets and data. I don't think it would be efficient to start from scratch. Can you state clearly the crux of the problem and what you have done up to now? From what I understand, you want to display fish names, and some of them are longer than in the original version. But when you try to add characters, it makes other words to vanish...

One thing would be to try to make the dialog box wider. Although it doesn't mean it will solve your other problems, which seem more related to how the engine interprets the different tile codes. As Dizzy already pointed out, some codes trigger special mechanisms. These triggers may very well be hard-coded into different routines, called individually as needed...
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on July 10, 2013, 11:07:14 am
Yeah, we had an issue with the TOOL names where if we changes the first character of a word it screwed up the item to where it can't be used and the FOOD, if we changed the 2nd letter in the word, it would skip all the way to the last food item listed in the ROM instead of the proper item it is named. Guess each item is specific to that character for some odd reason.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Trax on July 10, 2013, 02:04:13 pm
The only explanation I can come up with is that, as we already know, there are two values that are hard-coded to generate the two dakutens, 0x1A and 0x2A. The original game has "どうぐ" (tool), which starts with an accented character, and "たべる" (eat), which has the second character accented...

The word "TOOL" takes 4 bytes, and the original takes 5. The word "FOOD" takes 4 bytes, the original takes 4. This is nebulous...
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on July 10, 2013, 02:36:12 pm
TOOL & FOOD come up fine in the menus but there are only 4 Characters max for each item so say for instance in the tools, when I use MAGN to describe magnet, the first letter if altered makes the item usage get weird. And for FOOD, if i use BRED for Bread, if i alter the original word's 2nd letter, it jumps to the last type of food used in the game which is RICE. Never seen anything like it where altering a word throws off how the item is used. The worse case scenario we will just change whatever that value is to make it that letter than.

The main Concern is the Animals and the Fish for the meantime, this item stuff if it can't be changed by code, we can simply just use whatever unchangeable value that character is and change the tile of that letter to match it.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Trax on July 10, 2013, 05:16:17 pm
I looked at the data tables starting from 0x14F33 (+0x10). There are 4 tables of C bytes, and the last one has B bytes. Each of these values represent an offset to the tables that follow, which are the text tables for the fish. I've tried the game and most of the names are chopped off. Maybe the solution lies there. If any ASM is involved, I'd suggest this kind of layout when you catch a fish:

Line 1: You caught...
Line 2: <name of the fish> (this lets you have the entire width of the box for the fish's name)
Line 3: Fish's length

Other than that, there seem to be some places that are poorly translated, or using a weird syntax. Some other phrases could be revised. For example, in the battles with Moles, Hares, etc., you have this dialog:

IT'S A Mole! (or Bat, or Hare, etc.)
What will you do?
You go to hit!
DMG dealt = 1

The first line is in capitals, except the name. The phrase "You go to hit!" sounds weird. The last line sounds a little formal, like a computer language. I suggest: "You dealt x DMG" or simply "x DMG"...
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on July 10, 2013, 06:03:53 pm
Yeah, everything was just fit in as best as possible without getting to involved in the code. If you can make it look better grammatically instead of how it is now with everything shortened, it is welcomed.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Trax on July 14, 2013, 12:20:04 am
If you want help, we need more specific info. At the very least, we ought to know all the offsets where there is text. And better yet, a list of the "ideal" translations, regardless of technical limitations. With ASM, we can deal with limits to make the translation fit into whatever space we can generate...
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on July 14, 2013, 12:17:21 pm
Dizzy9 right now seems to got a handle on whats going so far, if you guys want to collaborate with him, you guys can share info and will be more than happy to give credit where its due. 
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Dizzy9 on July 15, 2013, 01:42:19 pm
Sorry I can't do that. It turned out to more more time demanding than I expected.
Resizing fish\animal names is easy...but extending windows to make those names fit is just...time consuming.
The problem is:
The game does load whole map onto screen only when you are in village, and when you quit village. Also, the map loading function is hard-coded so...you most likely need to write a new map loading function from scratch.
You may say "Yeah, right...it loads map after a...(for example) catching a fish!".
Sadly, that's not the case. Look at this screenshot again:
(http://img19.imageshack.us/img19/5483/oibk.png)
The black tiles outside windows here are not empty tiles, they are, in fact, overworld tiles with colors all set to black.
When you exit this screen, map is not loaded, only the parts that were overwritten by windows...
Whew....term "window" is also not correct. For example the water background with fish uses same algoritm as windows do!

It don't seem like a too HARD job to get this done, but will take a lot of time for sure. Maybe someone can find another way.

Anyway, here's (very little) notes I have made:
Quote
jsr $C0CA-Load map. It's called when you exit village. Have hardcoded pointers.
jsr $C9B4-Load one vertical column of the map into PPU. Uses following RAM locations:
     $69-Hi PPU
     $6A-Low PPU
     $20-$3E:0x1E bytes of tile buffer which will be written to PPU.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on July 15, 2013, 03:07:35 pm
Would it be possible to use the a max allotted word length possible and use that instead of expanding the window? For instance some of the names of the fish in the game have a 3 letter max but in reality the name may be 12 letters long. If say the max letter usage possible is 8 letters, it would be better to squeeze in the name into the 8 letters rather than restrict it to the 3 letters it had originally.   
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Dizzy9 on July 15, 2013, 03:44:50 pm
You want to make squeeze the name into less number of tiles, right?
That might work just fine ;)
I have a question-any idea why there's a duplicated fish GFX at the end of CHR ROM? Is it used?
Will need addidtional CHR space to pull this squeezing trick.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on July 15, 2013, 03:47:07 pm
I honestly got no clue about that :p Im sure it will come out fine. Worst case, work with what you can Im sure it will turn out ok.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Trax on July 16, 2013, 12:27:37 am
There's no max of tiles for each fish. Fish names end with D0, and if we need more space overall, we'd need to find out the offset of the names data (along with the offsets table) and move it somewhere else. Making the window wider would probably be a hassle, and don't you think 17 characters for a fish name is quite reasonable?
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on July 16, 2013, 12:43:07 am
The section where the animal names start off at 1F4FE TO 1F56F and the fish start from 14F7E TO 150B6.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Trax on July 16, 2013, 11:36:44 pm
Okay, at last I got one. I hate the MMC3 mapper with its half banks quirkiness. I found out where the pointer to the fish names is located. This means we can relocate the data to unused space and have our way. It's not completely settled, since there's still the lack of actual screen real estate to tackle...

Do you have any other data or pointer to share? How about the dialogs? Or item names? Or any other content, like tools, food, shops, etc....

I have another question. I looked at the fish names text file. While I'm no fish specialist, I find some translation rather bizarre. Sometimes, there are two translations, and the two don't seem to have any link. For example, one is translated as "sculpin", but apparently, the "correct" name is "yellowtail tuna"? Anyway, assuming we can technically make the entire window space available for fish names, I think all of them would fit. But if we can't for some reason, then we will have to make some sacrifices. I think the longest name is "LONG-ARMED SHRIMP", which falls at the limit of 17 characters...
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on July 18, 2013, 02:32:14 pm
Ok, here is everything for the most part

the ending is 11AD8-11BF1 & 11E36-11EB0
Password Screen is 137B7-137E7
Mini Dialogue is - 14C7F-14F40
Intro is - 17160-1727C
Main Dialogue is - 1920A-19C44
More Mini Dialogue - 1A7B2-1A9C8
SHOP Listings - 1AF0D-1B49B
TOOLS & FOOD - 1B502-1B565
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: MontyMole on July 19, 2013, 10:25:17 am
Quote
For example, one is translated as "sculpin", but apparently, the "correct" name is "yellowtail tuna"? Anyway, assuming we can technically make the entire window space available for fish names, I think all of them would fit. But if we can't for some reason, then we will have to make some sacrifices. I think the longest name is "LONG-ARMED SHRIMP", which falls at the limit of 17 characters...

As a big natural history geek that description is way out by a long chalk.  A Sculpin is pretty small (http://en.wikipedia.org/wiki/Sculpin) compared to Yellowfin Tuna (https://en.wikipedia.org/wiki/Yellowfin_tuna#Dolphin_Friendly_labeling) and look nothing like them. 

I'm guessing there is a description and picture to go with it in game that you won't see when looking through the text in ROM.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Pikachumanson on July 19, 2013, 02:54:25 pm
Both fish are in the game and yes they do look different. The game has not been fully translated because of the fish name issue. I can not figure it out. And why extending the names would mess up the map or cause some glitches I do not know why or how to get around those issues. Maybe somewhere along the line, someone smarter than me will figure out the problem.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Trax on July 19, 2013, 04:31:58 pm
I'm in process of doing it. But to do ASM efficiently, it's better to have maximum knowledge of the game, obviously. Fish names should not be a problem: you have 29B (667) unused bytes at the end of the bank. If you want to extend the Intro text data, you're pretty much screwed. Bank 6 has ample unused bytes...

Ending         11AD8 - 11BF1 & 11E36 - 11EB0   Bank 4a
Password Screen      137B7 - 137E7         Bank 4b
Mini Dialogue      14C7F - 14F40         Bank 5a
Intro         17160 - 1727C         Bank 5b
Main Dialogue      1920A - 19C44         Bank 6a
More Mini Dialogue   1A7B2 - 1A9C8         Bank 6b
SHOP Listings      1AF0D - 1B49B         Bank 6b
TOOLS & FOOD      1B502 - 1B565         Bank 6b

----

Free Space

Bank 4a      11F82 - 11FFF   7E bytes (126)
Bank 4b      13FAB - 13FFF   55 bytes (85)
Bank 5a      15D65 - 15FFF   29B bytes (667)
Bank 5b      17FDE - 17FFF   22 bytes (34)
Bank 6a      19D80 - 19FFF   280 bytes (640)
Bank 6b      1B985 - 1BBDF   25B bytes (603)

Food names need work, obviously, but the space on screen is also very limited. Making the Status window wider would be interesting. Having the word "Bread" written as "Bred" or "Brd" is not cool. There is some Boxes Tile Mappings at 0x1EEB6...

Here is the reason why your current fish names are truncated in the English version. Just before the data for the fish names, at 0x14F6E, there is a table of offsets to the data. The offsets are from different base addresses depending on the current map. The table looks like this:

Offsets to Text Data for Fish Names (3B bytes)

14F33: 00 04 08 0D 13 18 1C 21 2B 30 36 3F   Fish Names Map 1 (C bytes)
14F3F: 00 04 07 0C 11 16 1A 1F 25 2A 2F 35   Fish Names Map 2 (C bytes)
14F5A: 00 06 0D 12 17 1D 23 26 2B 30 38 3E   Fish Names Map 3 (C bytes)
14F57: 00 03 07 12 18 1D 25 29 2C 30 35 3A   Fish Names Map 4 (C bytes)
14F63: 00 06 0B 11 16 1B 1F 23 27 2C 30      Fish Names Map 5 (B bytes)

So if you catch Fish Type 2 in Map 1 (kajika), you get: 14F6E + 08 = 14F76. The text data for Fish Type 2 is at 14F76...
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on July 30, 2013, 12:56:57 pm
Were good for the intro and the ending. Dialogue is actually good too for the space we had to work with for the most part.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: wyndcrosser on July 30, 2013, 04:57:30 pm
mrrichard how are we looking with this?
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on July 31, 2013, 12:12:43 pm
Not sure yet, its been quiet for the past few days. Trax & Dizzy9 been working to find a solution to expanding the names.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Trax on August 01, 2013, 03:15:51 am
The problem of the Fish names is solved. Animal names offsets are at 0x1F4D8 (16 bytes), and animal names data is at 0x1F4EE (75 bytes). It's bank 7b. Bank 7b has 18E bytes of unused space starting at 0x1FE42. You can relocate the Animal names there...

There are some Menu Boxes Tile Mappings at 0x1EEB6. It's for the 3 types of Command Boxes (general, fishing, fighting). There's also the Yes/No Box. These boxes can certainly be resized, if we can find the pointers that point to the data. We need to spare some of the 18E bytes in Bank 7b for that...

As for tools and food, the problem is not free space. Banks 6a and 6b both have plenty of free space. The problem is screen space. We could widen the tools box 2 tiles (and move it 2 tiles to the left) and keep it aesthetically pleasing. To widen a box, we need a pointer to its data. To move it, we need to find out where its starting PPU address is loaded...

The hardest part is still not solved: find a way to type an extra line when a fish is caught/escape/freed. That's the only way we can have longer fish names. Having only the fish's name typed in the first line would be easy to perform, but would it look okay as a translation? I think it would look awkward. And the problem is even harder because the sentence's syntax changes according to the outcome. If you catch the fish, you would get "You caught [fish name] Blahblah". But if the fish escaped, then the sentence would start with the fish name, like "[fish name] escaped!"...

The code that draws the lines of text is very hard to trace. Every now and then, I stumble into an infinite loop that doesn't make the game freeze. Some of them may be used to wait a specific number of frames. There may be some Interrupt wizardry going on...
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on August 01, 2013, 11:59:21 am
You know I might just draw Icons for the FOOD like I did with the tools to avoid that area.  As far as the FISH CAUGHT section, maybe changing the "You caught [fishname] to [fishname] caught! to save space for letters to be inserted.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Zynk on August 01, 2013, 08:35:47 pm
How about "Reeled in [fish name]!" or just "Reeled [fish name]!"
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on August 01, 2013, 11:49:25 pm
Unfortunately because they cant expand that box and lack of room for expansion, the fish name would have to be first mentioned to be able to allocate the large name size. More than likely it would have to be SILVER PIKE caught or BLACK BASS escaped.... :(
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Trax on August 02, 2013, 02:52:10 pm
Putting all possible verbs after the fish name would be a good compromise. And since it's already how the Japanese version operates, maybe it will not need heavy ASM. We need to find how to trigger a change of line after the fish name without breaking the flow of the text engine...

Yet, expanding the message box is not out of the question, either...
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on August 02, 2013, 03:16:09 pm
I'll leave that decision up to you guys.

August 03, 2013, 12:07:33 am - (Auto Merged - Double Posts are not allowed before 7 days.)
You know I hope this isn't stalling that Contra project you got going on Trax. Been waiting to play the finished product :D
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: wyndcrosser on September 24, 2013, 11:27:24 pm
Did the final project ever see a release?
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Pikachumanson on September 25, 2013, 12:08:06 pm
Nope, we got as far as we could. Sadly, the place where we were able to implement dte conflicted with the world map data. I myself, personally am not going pick this game back up. So whoever has the skills to finish it, can do so.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Pennywise on September 25, 2013, 02:08:48 pm
I had offered to finish the game, but the way the game was coded does not excite me. Doesn't mean I've given up, just working on other projects at the moment.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Pikachumanson on September 26, 2013, 01:19:24 am
No rush, brother!
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Trax on October 24, 2013, 09:27:36 pm
Okay, got all fish names and animal names coded correctly and offsets adjusted accordingly. I used the last translation patch downloaded from this thread (v0.90).

http://www.bwass.org/romhack/other/kawanonushienglish.zip

There's still one problem. When you catch a fish, you have the string " caught!" (with the space), but when a fish escapes, it says " is gone!" (with the space). The first is 8 characters, the second is 9 characters. So for fishes with 10 letters, you still get a glitch occuring at the right border of the text box. So either we find another word, or remove the exclamation point. You should make a last check on all the names to see if there's no mistake, and make sure all the dialogue displays correctly throughout the game. I know there's at least one guy along the river, in Keiryuu, whose text is glitched. If you need to cheat, here's a few variables I found so far:

http://www.bwass.org/romhack/other/kawanonushirammap.txt
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on October 26, 2013, 11:47:39 am
What if I shortened the names to 9 characters would that help? Also for that part where the guy has the garbled text can you send me a screenshot of that?
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: Trax on October 26, 2013, 01:47:38 pm
Yes, fish names with 9 letters will not cause glitches. Animal names can have up to 10 characters without problem. Here's the glitched dialogue:

http://www.bwass.org/romhack/other/dialogueglitch.png

I think there are others, but can't remember exactly. Either that or dialogues that look like Engrish, possibly because of lack of space. The generic "congratulations" message spoken by all characters at the very end of the game (after catching the River Master) is also glitchy. Some item names also have glitchy tiles. The food items are okay when you buy them, but when you want to eat them, the characters are complete nonsense...
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on October 26, 2013, 02:13:34 pm
Ok, here is the redone list for the names.

http://www.bwass.org/bucket/fishandanimals2.txt
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: assassin on October 26, 2013, 06:59:39 pm
"fled!" could work.
Title: Re: Need ASM help - Kawa no Nushi Tsuri - Legend Of The River King for NES!
Post by: mrrichard999 on October 26, 2013, 08:42:09 pm
I don't want to use that for fish escaping. If it were a battle scene it would work but it doesn't seem to fit in the scheme of fishing.. Going to stick with the way it is for now.