Romhacking.net

Romhacking => Newcomer's Board => Topic started by: SunGodPortal on July 12, 2015, 01:59:47 am

Title: Prospective translation project (Akazukin Cha Cha)
Post by: SunGodPortal on July 12, 2015, 01:59:47 am
Since this is not yet an active project I wasn't sure where to put it. BUT, while I am not new to hacking, I am new to translation hacking, so I figured the Newcomer's Board might be the best place for this.

I currently have a few projects going but once I'm done with that stuff (or at least most of it) I'd like to attempt some translation work. There are three Super Famicom games I'd like to see translated into english (well, there are many actually, but these not as demanding as an RPG for example) but right now I haven't decided on which one. So I thought I might come here and mention the three I have in mind to A) inquire as to whether someone else is actively working on these games and B) to see which one the community might be most interested in.

Here are three games I'm currently looking at:

Power Soukoban
(http://dl.dropbox.com/s/qj5zbarkt72dkqp/powersoukoban.png)


Lode Runner Twin
(http://dl.dropbox.com/s/5enjd6r8trf0bfy/loderunnertwin.png)

Melfand Stories
(http://dl.dropbox.com/s/ldmaurfe24mx58p/melfandstories.png)

Power Soukoban is a puzzle game about a little demon who has to plug up a bunch of holes. Lode Runner Twin is usually listed as a puzzle game but I'd consider it to be more of an arcade-style game (if that means anything to anyone else). Melfand Stories is a side-scrolling beat 'em up with a fantasy theme. All three games are super cute and super fun.

Of course I am capable of making my own decisions, but I'm curious as to which game the commmunity would most like to see translated into english.
Title: Re: Prospective translation project later in the year, opinions please
Post by: Isao Kronos on July 12, 2015, 05:10:17 am
just do whichever one you want to see in english the most


failing that, whichever one isn't the biggest wank to hack
Title: Re: Prospective translation project later in the year, opinions please
Post by: Zynk on July 12, 2015, 06:04:46 am
Would you consider translating this (http://www.romhacking.net/games/250/)? *looks intently at OP's profile pic*
Title: Re: Prospective translation project later in the year, opinions please
Post by: SunGodPortal on July 12, 2015, 01:55:53 pm
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Would you consider translating this? *looks intently at OP's profile pic*

;D I'd like to, but RPGs tend to have a lot of text. Something like that probably wouldn't be good for a first translation project.

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just do whichever one you want to see in english the most


failing that, whichever one isn't the biggest wank to hack

I'd most like to see one of those RPG-ish board games in english but these seem like they would be much simpler (from a content standpoint). I haven't really made my mind up so i figured I would mention a few games I was considering and see what the people around here thought. I'd hate to go through so much work only to find that no one cares about the game I've selected.
Title: Re: Prospective translation project later in the year, opinions please
Post by: dACE on July 12, 2015, 03:13:18 pm
My vote is for Melfand Stories!

The gameplay remind me of Golden Axe - how can you go wrong with a side-scrolling beat-em up?

/dACE
Title: Re: Prospective translation project later in the year, opinions please
Post by: Bahamut ZERO on July 12, 2015, 04:31:40 pm
Gotta agree with dACE - Melfind Stories would be great to see in English. I think I remember trying to play that game before, actually.. doesn't it start out with your character having to beat the crap out of a giant squid on a boat or something? Maybe my mind's mixing this game with some obscure area from the game Shining Souls 2, but in anycase, looks like a good choice!
Title: Re: Prospective translation project later in the year, opinions please
Post by: SunGodPortal on July 12, 2015, 04:46:39 pm
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My vote is for Melfand Stories!

The gameplay remind me of Golden Axe - how can you go wrong with a side-scrolling beat-em up?

/dACE

True. True. I'm actually surprised that this one hasn't been translated already (especially considering some of the stinkers that have). Of course, I didn't know about it until I downloaded pretty much every Japanese SNES ROM and then went through and just started testing out games at random. :D

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Gotta agree with dACE - Melfind Stories would be great to see in English. I think I remember trying to play that game before, actually.. doesn't it start out with your character having to beat the crap out of a giant squid on a boat or something? Maybe my mind's mixing this game with some obscure area from the game Shining Souls 2, but in anycase, looks like a good choice!

Yeah, the squid is the boss of the first level. One of the things I like about this game is that you get to choose different level sets depending on which difficulty level you'd prefer. And of course there's some bonus levels that are kinda like mini-games. Fun stuff.
Title: Re: Prospective translation project later in the year, opinions please
Post by: Grimoire LD on July 12, 2015, 09:38:31 pm
True. True. I'm actually surprised that this one hasn't been translated already (especially considering some of the stinkers that have). Of course, I didn't know about it until I downloaded pretty much every Japanese SNES ROM and then went through and just started testing out games at random. :D

Yeah, the squid is the boss of the first level. One of the things I like about this game is that you get to choose different level sets depending on which difficulty level you'd prefer. And of course there's some bonus levels that are kinda like mini-games. Fun stuff.

Melfand Stories looks the most fun out of those three and I've never seen a chibi beat-em-up before so it sounds rather neat.
Title: Re: Prospective translation project later in the year, opinions please
Post by: SunGodPortal on July 12, 2015, 11:29:14 pm
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Melfand Stories looks the most fun out of those three and I've never seen a chibi beat-em-up before so it sounds rather neat.

I've just been informed that someone else is already pretty deep into this one. Sounded like they were almost finished but I'm not sure if I was supposed to say that or not. :-\ I'm not disappointed though. I can't wait to play this in english.

After further thought I think I'm going to pass on Lode Runner Twin. I don't know if I'll choose Power Soukoban just yet though. There are also a few of those RPG board games that I'm now going to look in to. I'll post about that once I can weed some of them out. It pains me that none of these have been translated yet. I know Shounin yo, Taishi o Dake!! looks fun:

(http://img.gamefaqs.net/screens/9/3/2/gfs_9056_2_1.jpg)(http://img.gamefaqs.net/screens/3/e/2/gfs_9056_2_2.jpg)

I'll be glad when AG gets done with SNES Sugoro Quest. The NES SQ is fun but I don't recall it having a multiplayer function.

Also, since ZO mentioned it (that Akazukin ChaCha RPG), does anyone know what happened to the translation attempt from this ancient post?

http://www.romhacking.net/forum/index.php?topic=311.0 (http://www.romhacking.net/forum/index.php?topic=311.0)

Or even if someone else took up the task of translating this one...? I said I didn't want to start with an RPG but I can't help but to wonder about this one. It looks fun and given the source material I'm sure it's pretty goofy (and we need more "silly" RPGs).
Title: Re: Prospective translation project later in the year, opinions please
Post by: Gideon Zhi on July 12, 2015, 11:51:09 pm
Also, since ZO mentioned it (that Akazukin ChaCha RPG), does anyone know what happened to the translation attempt from this ancient post?

http://www.romhacking.net/forum/index.php?topic=311.0 (http://www.romhacking.net/forum/index.php?topic=311.0)

Or even if someone else took up the task of translating this one...? I said I didn't want to start with an RPG but I can't help but to wonder about this one. It looks fun and given the source material I'm sure it's pretty goofy (and we need more "silly" RPGs).

This is not one I've looked into but from past efforts I understand it's not very complicated. Are you looking to translate text, do the technical work, or a bit of both? If it's the former, I might consider lending a hand if it seems like a simple enough project.
Title: Re: Prospective translation project later in the year, opinions please
Post by: SunGodPortal on July 13, 2015, 12:27:00 am
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This is not one I've looked into but from past efforts I understand it's not very complicated. Are you looking to translate text, do the technical work, or a bit of both? If it's the former, I might consider lending a hand if it seems like a simple enough project.

I figured I'd do a little bit of both. Maybe all if I can handle it (though I'm sure I'll need plenty of help along the way). I must admit that my knowledge of Japanese is pretty basic and so are my hacking skills. I don't intend to let that stop me though. I doubt any of the games on this site were translated by anyone who knew what they were doing 100% right off the bat. But from both sides I think I have a good enough base to build on and finally feel safe venturing into this territory.

I also feel I should mention that until I wrap up some unfinished business (namely Bruce Campbell vs Ganon 2.0) all I can really do for this project is study. Right now I'm estimating that I can start laying some ground work by the end of this month or the beginning of next month depending on how carried away I get. I guess one of the good things about ACC is that part of the studying would be watching anime and reading manga again. :)

I won't turn down your help but I just wanted to be up front about my very "entry level" skill set.

EDIT: After looking through the ROM for the font(s) it looks like the main font is compressed. That will def be a major hang up. I wouldn't even know where to begin with that. I have zero experience with that sort of thing. The menu font (or at least I think that's what it is) seems to be fine though.
Title: .
Post by: Chpexo on July 13, 2015, 02:01:53 am
.
Title: Re: Prospective translation project later in the year, opinions please
Post by: Avster on July 13, 2015, 02:16:34 pm
If you want the help, count me in for creating your Latin fonts and localized graphics, and in any case let me know if you run into blockers when making the table files.
Title: Re: Prospective translation project later in the year, opinions please
Post by: SunGodPortal on July 13, 2015, 02:28:35 pm
Ah. So the second set of fonts was not compressed. I just forgot about the other graphics mode so everything looked garbled. LOL How silly of me. :banghead: Thanks for the screenshot.

Anyway, I'm still debating this. I'd love to work on Akazukin Cha Cha but I'm still not sure if an RPG is the best choice for a first project of this sort. The main thing holding me back on this one is that it would take so much longer than a non-RPG type due to the massive amount of text. I'm not saying I won't but I def want to think this over. But once I pick a game, that's it and I'm not going to work on more than one translation at a time. I see too many others doing this and I can't help but think of how much more of a nightmare that must be. But then again in some cases there are a few people working together and having to wait on each other. So...

On a related note, last night I played through the game for an hour or so and translated what I could along the way. It was pretty funny. I hadn't tried to play this game since before I started learning Japanese so it was cool to not be totally lost from the start.

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If you want the help, count me in for creating your Latin fonts and localized graphics, and in any case let me know if you run into blockers when making the table files.

Oh I'm sure I'll need help with the table file. LOL I think the only time I made one before it was when I was messing around with an NES game years ago. That was much simpler than what I'm looking at here.

July 13, 2015, 05:45:40 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
(http://dl.dropbox.com/s/jxaiybz1aktznmt/crooked.png)

Anybody know what's up with the font here? It looks like it's crooked and if I scoll down a little bit it displays differerntly but is also crooked. I'm using YY-CHR and have tried to get these to display better in two diff version of this program. Had no luck with Tile Molester because I had no idea which codec fit the bill and tried a good number of them. If not resolved, this could become a big problem when trying to identify characters.
Title: Re: Prospective translation project later in the year, opinions please
Post by: Gideon Zhi on July 13, 2015, 05:54:21 pm
Looks like it uses a nonstandard height, probably 14 or 15 pixels. I don't think yy-chr can handle that. crystaltile2 probably can, but holy christ that thing's a pain in the ass to use.
Title: Re: Prospective translation project later in the year, opinions please
Post by: SunGodPortal on July 13, 2015, 08:04:18 pm
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Looks like it uses a nonstandard height, probably 14 or 15 pixels. I don't think yy-chr can handle that. crystaltile2 probably can, but holy christ that thing's a pain in the ass to use.

Ah. That makes sense. I remember thinking that it looked like some were overlapping but I guess that's just because they didn't adhere to the typical 8x8, 8x16 or 16x16 boundaries that I was expecting. I've tried Crystal Tile 2 but have yet to get these tiles to look even as good as they did above. You're right, that thing is a pain in the ass. LOL

Suggestions anyone?


**see update below**

Also: Thanks to everyone who has offered their assistance here. It looks like I'm done flip flopping. Akazukin Cha Cha it is. Until I get done with some Zelda 3 hacking and get a few tracks done for chillyfeez there's only so much I'm going to do for this, but I am going to do at least some more casual tasks in the meantime. My main concern right now is finding a way to properly display the bulk of the fonts, which appear to be in a slightly unorthodox format.

I'm curious and need an expert's opinion here... Would it be feasible to approach this project in a way that does not completely cannibalize the game's existing text or fonts? What I mean is, most of the time when I see an unfinished translation you have some translated text and then a shit-ton of gibberish. If it isn't too ridiculous, while this project is going on I'd like to add new text and fonts to the game and still have whatever original text has not yet been altered to not be totally butchered so I don't have a few sentences and then a bunch of "GnfjD JDInfhk9 jfdnd!?!" everywhere. Basically, is that more trouble than it's worth or just a matter of good organization?

When I skimmed through the game in a hex editor it looked like there was plenty of empty space, but just for the sake of organization I kinda think I'd rather just expand the ROM and then tack the new stuff on to the end where applicable. Any reason that might be a bad idea?

UPDATE: I finally figured out Crystal Tile's interface and was then able to determine that the main set of fonts is actually 16x14. They just had to be rebels I guess. :)
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: Synnae on July 13, 2015, 11:09:46 pm
OMG. I love cute games! I'm really looking forward to this! ;D

I was wondering why the Akazukin Cha Cha RPG isn't translated yet. I thought nobody would ever be interested in translating it. But I'm glad you showed up and is willing to do the task. ^^ Best of luck!
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: SunGodPortal on July 14, 2015, 12:41:23 am
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OMG. I love cute games! I'm really looking forward to this! ;D

I was wondering why the Akazukin Cha Cha RPG isn't translated yet. I thought nobody would ever be interested in translating it. But I'm glad you showed up and is willing to do the task. ^^ Best of luck!

Thanks for the kind words. I too love cute games. I was considering a number of games and you may have noticed from the screenshots at the top that ALL of them are in fact cute. :)

I can't tell you how many times I looked through the translations here and hoped to see ACC, but never did. This is going to be my first translation project so it will probably be slow and uneasy, but also exciting and rewarding. I'm ready for a good challenge.

Question: Would anyone here know a good way to map a chart of all of the kanji in this game? Normally if I wanted to do something like this I might just open the ROM up in YY-CHR, go to the appropriate spot and then make a screen shot, but in this case that won't be possible (or at least easy). Because of the odd font size (16x14) it won't display properly in YY-CHR and while I can get it to display properly in Crystal Tile I can't seem to find a way to get it to display more than a few tiles at a time.
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: Synnae on July 14, 2015, 01:10:03 am
Thanks for the kind words. I too love cute games. I was considering a number of games and you may have noticed from the screenshots at the top that ALL of them are in fact cute. :)

Yuppers, I noticed those as well :) they're also really cute and I don't think I was aware of them before. I also enjoy puzzle/arcade style games so it'd be really great to see those translated as well. ^^ This world needs more cutesy. XD

I can't tell you how many times I looked through the translations here and hoped to see ACC, but never did. This is going to be my first translation project so it will probably be slow and uneasy, but also exciting and rewarding. I'm ready for a good challenge.

It will definitely be rewarding. And since it will be your first project, I'm sure it will hold a special place in your heart after you finish it. Again, I'll be cheering for you! It's all I can do since I have no experience at all in translating/romhacking... ^^;
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: mz on July 14, 2015, 01:22:50 am
I can get it to display properly in Crystal Tile I can't seem to find a way to get it to display more than a few tiles at a time.
Hold shift and then press down or right.
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: SunGodPortal on July 14, 2015, 01:56:32 am
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Hold shift and then press down or right.

Oh man. Thanks. That SO much better.
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: Grimoire LD on July 14, 2015, 02:42:10 am
Change of pace, hmm? No matter, this was an interesting era before the entire "cute=profitable" became full swing with the myriad amount of Touhou-esque games. So playing through this could be an interesting experience. I'm looking forward to the progress made on this!
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: Zynk on July 14, 2015, 02:47:31 am
@OP I'm surprised you did not do one of the 3 games you mentioned and chose my personal pick.  :o

I believe ACC only has kanas and less or no(?) kanjis since it may be targeted for younger players. Are the texts compressed; have you made a .tbl file yet?
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: SunGodPortal on July 14, 2015, 03:29:58 am
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Change of pace, hmm? No matter, this was an interesting era before the entire "cute=profitable" became full swing with the myriad amount of Touhou-esque games. So playing through this could be an interesting experience. I'm looking forward to the progress made on this!

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@OP I'm surprised you did not do one of the 3 games you mentioned and chose my personal pick.  :o

Yeah I think I was being a bit timid at first, but after you mentioned Cha Cha I remembered how badly I wanted to see it translated. After I started looking into it, it was pretty obvious what my choice was going to be. 8)

As Chpexo mentioned earlier and from what you can see below, this game had an interesting and charming variety of fonts. There's the normal font, some roman characters, a bold font, silly little things like the heart, note and paw. Then you have those weird sickly looking chars on the end there. I'm guessing those are for when someone is hurt or embarrassed. Hehehe

(http://dl.dropbox.com/s/89jzicn6cq43m7u/chachafontypes.png)

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I believe ACC only has kanas and less or no(?) kanjis since it may be targeted for younger players.

Unfortunately no. Have a look:

(http://dl.dropbox.com/s/2oxept0n842or39/kanjimap.png)

I believe that's all of them though. Maybe 370. Most of the text is kana but then there's sprinkles of kanji everywhere. Not sure what I'm going to do about that nightmare. LOL I was expecting there to also be a lot of graphics that would need translation (like signs and stuff) but surprisingly there only appear to be a handful of such items and they've pretty much just got hiragana (rock n roll).

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Are the texts compressed; have you made a .tbl file yet?

By text, do you mean like the script itself? If so, I haven't gotten that far yet. The old thread from 2006 that I linked to earlier mention some kind of text compression but I now know that the graphics themselves are not. Just a little unorthodox: 16x14...?!? The smaller font for the menus was 8x8 though.

No, I haven't gotten to the table yet. I'm still wondering what the best method would be to accomodate for the yet to be identified kanji.
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: KingMike on July 14, 2015, 12:22:51 pm
No, I haven't gotten to the table yet. I'm still wondering what the best method would be to accomodate for the yet to be identified kanji.
Make an ID request in the Script forum. People usually answer those.

As to why cannibalizing fonts (aside from the obvious statement that if the font does not contain the characters you need):
Japanese text (especially if it uses kanji) is often 2 bytes per character. That is a waste of space for most European languages which can fit in 1 byte, so it is ideal to ASM hack the routine to 1 byte. Though you could probably modify such a routine to detect if certain characters are in the translation range and use 1 or 2 bytes appropriately, that is usually avoided due to extra work that, in the end once everything is translated, would be unused. I only really bothered putting that in for a game when it was needed to avoid crashing.
(of course for 2-byte formatting, you would need to give control codes 1-byte codes as well)
Also, Japanese fonts tend to be 12 or 16 pixels wide, which is also wider than needed for western languages, causing a shortage of screen space for translated text. It is recommended at least hack them down to 8 wide.
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: Gideon Zhi on July 14, 2015, 12:51:37 pm
Also, Japanese fonts tend to be 12 or 16 pixels wide, which is also wider than needed for western languages, causing a shortage of screen space for translated text. It is recommended at least hack them down to 8 wide.

This is the biggest reason. For games that have plenty of space and either an 8x8 font or a proportional font that at maximum size matches the original font's dimensions it's feasible, but you're otherwise talking about having two separate text routines in place, and even then if you want the Japanese and the English to appear dynamically with each other you'll need a dedicated command to say "Print English!" or "Print Japanese!" at the start of each string. You can assume Japanese by default and simplify a bit, but it's still a pain in the ass.
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: SunGodPortal on July 14, 2015, 03:36:19 pm
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Make an ID request in the Script forum. People usually answer those.

Ok. I'll do that once I have a little bit of progress to show off. I don't want anyone to do any work** until they can be at least somewhat confident that I'm not a flake and that their efforts will not be in vain.

**Well, very much work. :)

Quote
Japanese text (especially if it uses kanji) is often 2 bytes per character. That is a waste of space for most European languages which can fit in 1 byte, so it is ideal to ASM hack the routine to 1 byte. Though you could probably modify such a routine to detect if certain characters are in the translation range and use 1 or 2 bytes appropriately, that is usually avoided due to extra work that, in the end once everything is translated, would be unused. I only really bothered putting that in for a game when it was needed to avoid crashing. (of course for 2-byte formatting, you would need to give control codes 1-byte codes as well)

At first I was concerned about this aspect because I assumed it would limit me to 255 characters. The only reason that would matter is because I will likely be using 3-4 distinct fonts. As was mentioned earlier, this game has a number of different fonts that are used for extra expression and I don't want that aspect to get lost in the translation. But even with (for example) 4 complete fonts in both upper and lower case (which may actually be more than I would need) I'd still have room for at least 40 additional characters (assuming I understand how this works).

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This is the biggest reason. For games that have plenty of space and either an 8x8 font or a proportional font that at maximum size matches the original font's dimensions it's feasible, but you're otherwise talking about having two separate text routines in place, and even then if you want the Japanese and the English to appear dynamically with each other you'll need a dedicated command to say "Print English!" or "Print Japanese!" at the start of each string. You can assume Japanese by default and simplify a bit, but it's still a pain in the ass.

Noted.
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: SunGodPortal on July 21, 2015, 05:41:11 pm
**Update**

I got my table set up for the main dialogue and I'm now in the process of deciphering the game's dialogue comands. Since Akazukin ChaCha has so many different fonts for kana/numbers/ABCs/additional characters like paws and hearts and a good number of kanji I was worried that this would be a nightmare. Luckily, it's not too complicated. *sigh of relief*

I did this just so I'd have some progress to show:
(http://dl.dropbox.com/s/w7a7rlle52jrpog/rhdnrules.png)

At first, I attempted to make a table for the menu font but had absolutely no success on that front. I initially wondered if it was simply because I didn't know what I was doing, but I'm now convinced that the menu text is handled in a completely different fashion than the dialogue text. Bummer. At the moment, I don't yet have the skills to figure that one out so I guess it can wait for later.

I still have a number of things that will need to be done before a project page would be appropriate, but when the time comes I'll make one. Judging from the comments so far it appears that at least a few of you would like to see this game playable in english. :)

**Question**
Is there a way that I can get the dialogue code that isn't text to display as hex instead of being incorrectly displayed as kana? It also does this with kanji (which I haven't made a table for yet). Would that be as simple as just making additions to my table file or would that need to be in a separate table since all entries in the existing table are only 1-byte a-piece? Does that even matter? I only assume it does because of some of the options listed in the program I'm using (CT2).

Just to be clear, here's the type of stuff I'm working with:
the regular dialogue characters are simply 00-FC.
additional characters: FD00-FEF1
C0 = space

And here's the dialogue commands I've noticed so far:
FF = seems to preceed all commands other than those for loading kanji
01 = line break
00 = end message
13 = turn off bold font
14 = turn on bold font
16 = return to title screen (after completion of an episode)
18 = 2 choices
19 = 3 choices
20 = big speech bubble
21 = small speech bubble
22 = very small speech bubble
23 = small exclamation
24 = very small exclamation
25 = big exclamation
26 = very big speech bubble
27 = big thought bubble
0C0B = play "aquired something good" jingle

That's what I've got so far. Feels like a good start. :)

Also, I gotta find a better hex editor with table support. Crystal Tile 2 REALLY sucks at this. There are times I will search for stuff that I KNOW is in the ROM and it will turn up nothing. Plus it doesn't seem to display more than one character per table entry ie: "paw" becomes "p". The interface is kinda weird too. LOL I've only been using it because HxD (which I LOVE) doesn't appear to load tables. I tried Winhex but couldn't figure out HOW to load my table. Also, no other graphics editor seems to handle the weird font graphics properly like CT2. I'll give it that much. heh
Title: .
Post by: Chpexo on July 21, 2015, 10:30:54 pm
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Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: SunGodPortal on July 21, 2015, 11:22:30 pm
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You create your own tables in windhex32 if you're having trouble importing.

Hmm. I'm trying it but for some reason it acts like it can't read my table file. I can't see any reason for it to do that since CT2 didn't have a problem with it (other than entries with more than one character and the weird stuff like hearts). If I have to remake my table file from scratch I'm not going to be too happy about that. >:(
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: Zynk on July 21, 2015, 11:42:54 pm
Did you create your table file on WindHex or a pre-made table from Crystal Tile?

WindHex's search feature sometimes doesn't work properly, try looking for common words or find 2 hex values ; you know the ctrl+f for text, ctrl+h for hex, ctrl+k for kana, (ctrl+g for offsets)
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: SunGodPortal on July 22, 2015, 12:08:24 am
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Did you create your table file on WindHex or a pre-made table from Crystal Tile?

WindHex's search feature sometimes doesn't work properly, try looking for common words or find 2 hex values ; you know the ctrl+f for text, ctrl+h for hex, ctrl+k for kana, (ctrl+g for offsets)

I made my table in notepad, then changed the file extension to tbl after I was done. It worked in CT2. I've been experimenting with script entries for the past day to learn what all of the dialogue commands are. I know where the script is too (maybe even all of it). I opened WindHex, loaded my ROM, loaded my table and went to where the dialogue is located in the ROM but it just isn't showing anything in the column to the right.

EDIT: I like how easy it is to change the window style and size in this game. Just change one byte. It's also nice that when I had a rather large text bubble pop up that was too big to fit on the screen properly (from where the character was standing) the game automatically moved the camera angle over just a bit to make sure the end of it didn't get chopped off. How nice. :)

(http://dl.dropbox.com/s/fu94gg6y9704rps/textbubble00.png)(http://dl.dropbox.com/s/cyctwdk80d6w7fc/textbubble02.png)(http://dl.dropbox.com/s/qazplz7knnospvp/textbubble01.png)
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: Zynk on July 22, 2015, 01:04:35 am
I opened WindHex, loaded my ROM, loaded my table and went to where the dialogue is located in the ROM but it just isn't showing anything in the column to the right.
Try pressing ctrl+D (it toggles the display on the right column), if you loaded a kana table you should be able to see kanas.
Also press Tab to switch left column to right column input.

EDIT: I like how easy it is to change the window style and size in this game. Just change one byte. It's also nice that when I had a rather large text bubble pop up that was too big to fit on the screen properly (from where the character was standing) the game automatically moved the camera angle over just a bit to make sure the end of it didn't get chopped off. How nice. :)
Neat find! But does it just changes the balloon size and not the length of character input?
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: SunGodPortal on July 22, 2015, 01:28:24 am
Quote
Try pressing ctrl+D (it toggles the display on the right column), if you loaded a kana table you should be able to see kanas.
Also press Tab to switch left column to right column input.

Hmm. I wish I could get this to work. It looks like it could be a very useful program. If I can't figure out how to get my existing table to work with it I'll try out the built in table maker.

Quote
Neat find! But does it just changes the balloon size and not the length of character input?

Balloon size and character input. The characters are pretty big though. With the size of the font, I think 32 is probably the max amount of characters that can fit in the largest bubble. Something will def have to be done about that. It seems that learning how to implement some sort of VWF routine is inevitable.

*other dialogue related remarks*
The use of multiple fonts for expressive purposes is something I'd like to retain in the translation. With the existing set up, I guess I could techincally have up to 765 characters to choose from. I'm pretty jazzed about that.

From what I can tell there appears to be about 150KB of dialogue in it's hex form.
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: KingMike on July 22, 2015, 02:10:28 am
As to your trouble loading a table in WindHex, if it's a Japanese table are, are you saving in Shift-JIS?
Despite WindHex' option "Display as Unicode" it actually only supports SJIS.
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: Zynk on July 22, 2015, 02:19:27 am
I made my table in notepad, then changed the file extension to tbl after I was done. It worked in CT2.
Maybe you should create a NEW table file on WindHex.
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: SunGodPortal on July 22, 2015, 02:29:45 am
Quote
As to your trouble loading a table in WindHex, if it's a Japanese table are, are you saving in Shift-JIS?
Despite WindHex' option "Display as Unicode" it actually only supports SJIS.

Awesome. That turned out to be the problem. I just opened my table up in a program that could save in that format, did so and it worked.

Quote
Maybe you should create a NEW table file on WindHex.

I did get the old table file to work but it appears that it still needs a few tweeks. Some of the odd characters I included were not supported so I'll have to redo about 10-20 or so entries. That's still way better than having to remake the whole thing. At least with this program, if I have to just spell out what it is (like "paw") it will actually display the whole thing instead of just "p" like CT was doing.

Rock n roll.
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: Seihen on July 22, 2015, 04:18:12 am
Just to be clear, here's the type of stuff I'm working with:
the regular dialogue characters are simply 00-FC.
FD = load a character from kanji table 1
FE = load a character from kanji table 2
C0 = space

I'm not 100% sure I understand what you're saying here. Are you sure that it's not just counting straight up and, rather than going between one kanji table and another, that it's not all one big table?

Ex. (Using the alphabet to make it easier to read)

FD00 = a
FD01 = b
~
FDFF = Q
FE00 = R
FE01 = S
~
FEFF = Z

One game I was translating did that. The kanji table was large, so it started from 0800 and went to 09FF or something like that. But it was natural progression and not two tables.
Title: Re: Prospective translation project (Akazukin Cha Cha)
Post by: SunGodPortal on July 22, 2015, 03:39:58 pm
Quote
I'm not 100% sure I understand what you're saying here. Are you sure that it's not just counting straight up and, rather than going between one kanji table and another, that it's not all one big table?

Ex. (Using the alphabet to make it easier to read)

FD00 = a
FD01 = b
~
FDFF = Q
FE00 = R
FE01 = S
~
FEFF = Z

One game I was translating did that. The kanji table was large, so it started from 0800 and went to 09FF or something like that. But it was natural progression and not two tables.

Hmm. I guess it can be seen as just one big table (or is, actually). I was looking at it as two tables because it could be divided into two 16x16 squares. Plus, the first 8 rows are not even kanji, but instead hiragana that has been stylized to look all scribbly to indicate various things that such a thing could imply (embarrassment, a talking frog, etc.), so I guess "kanji table" isn't 100% accurate. LOL Now that you point it out I suppose a more accurate description would be "additional characters: FD00-FEF1". I updated the list in case I get hit by a train or a plane crashes on my head, disabling me from finishing this game.

EDIT: I used WindHex a little more last night after extending my table to include all of the kanji and some of the dialogue codes and it was awesome.