Romhacking.net

Romhacking => ROM Hacking Discussion => Topic started by: LaLaPico on February 25, 2016, 04:01:19 pm

Title: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: LaLaPico on February 25, 2016, 04:01:19 pm
Ok, so this game is both different and quite gorgeous... I wanted to try diving into locating the script/text inside the game, to see about translating it.

Any pointers from those with knowledge/experience on what to try? Yes, I'm a total nub, and I know that is sad/disappointing..


https://www.youtube.com/watch?v=tr-tFmad9gs (https://www.youtube.com/watch?v=tr-tFmad9gs)

Here's a link to someone who was trying to do a dictionary translation of a bit of it... (with screen shots)

http://www.rpgfan.com/boards/index.php?topic=14757.0 (http://www.rpgfan.com/boards/index.php?topic=14757.0)

Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: BlackDog61 on February 26, 2016, 01:00:34 pm
http://www.romhacking.net/start/
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: LaLaPico on February 26, 2016, 02:43:54 pm
I did take a look through that, and I didn't see any Saturn specific instructions, which I was hoping someone might know more on that subject....
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: BlackDog61 on February 27, 2016, 01:19:32 am
If you haven't done any hacks before, know that most techniques are common no matter the console. Thus the link.
As for the Sega Saturn, sorry, I don't have any specific knowledge; I think there were other posts about it in this forum with interesting links, though.
EDIT:
Auryn's compiled a few niceties: http://www.romhacking.net/forum/index.php/topic,13390.msg194951.html
This one seems to touch upon rebuilding a disk image: http://www.romhacking.net/forum/index.php/topic,16806.msg247555.html
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Cargodin on March 11, 2016, 01:36:35 am
I like the game a fair bit too, so I'm happy to see people take an interest in working on it.
I'm not really an expert on dumping/reinsertion, but I found at least this part of the text relatively easily. It's in 0KRNL.BIN. I simply ripped the disc and it's not in any subfolders so you don't have to worry so much about those to at least wet your hands a little. Only the .BIN files seem to have anything, but that may be because I'm doing something wrong myself, so eh. I hope this helps you in some way.

I also don't know what's going on with the missing Kanji there, but maybe someone more familiar with this stuff can help you.
(http://i64.tinypic.com/2cco02g.png)
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Wesker on March 15, 2016, 07:52:13 pm
There's a project to translate the game into Spanish since many years ago which seems to be near completion, although its progress has always very slow paced.

http://www.nanakaze.com/

Upon this it would probably be easier to translate the game into English, if this Spanish translation is ever finished in the first place of course.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: LaLaPico on March 16, 2016, 04:19:06 pm
I like the game a fair bit too, so I'm happy to see people take an interest in working on it.
I'm not really an expert on dumping/reinsertion, but I found at least this part of the text relatively easily. It's in 0KRNL.BIN. I simply ripped the disc and it's not in any subfolders so you don't have to worry so much about those to at least wet your hands a little. Only the .BIN files seem to have anything, but that may be because I'm doing something wrong myself, so eh. I hope this helps you in some way.

I also don't know what's going on with the missing Kanji there, but maybe someone more familiar with this stuff can help you.
(http://i64.tinypic.com/2cco02g.png)

Are you using just a SHIFT-JIS table to view the text in WindHex?
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Cargodin on March 18, 2016, 04:22:32 am
Are you using just a SHIFT-JIS table to view the text in WindHex?

That I was. I have actually asked a friend about it and he is taking the time to look into it. I know I saw other kanji in there, but with all of the spaces in the BIN's text (not counting the ones in the diary/summary segments of course), it's most likely just a problem for the illustrative narration text.  It's probably being labeled in some unique way.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: LaLaPico on March 18, 2016, 12:40:39 pm
That's pretty cool! I'm might try poking around... Did you do anything special with the font to get those to display?

I guess the question is, is there an English alphabet font at all in the game? Or would the font files have to be edited/replaced with english letters?
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: zonk47 on March 19, 2016, 03:59:44 am
It's a CD game with a file system, so all the text will be in a handful of files. Should make things easy. Look for file references in the ASM when the CD light comes on.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: LaLaPico on March 20, 2016, 08:54:15 pm
That I was. I have actually asked a friend about it and he is taking the time to look into it. I know I saw other kanji in there, but with all of the spaces in the BIN's text (not counting the ones in the diary/summary segments of course), it's most likely just a problem for the illustrative narration text.  It's probably being labeled in some unique way.

Do I need to get a certain font file for WindHex to see the Japanese characters? If I load up that file in WindHex, using the Shift-Jis table, I get garbled output...

March 20, 2016, 08:57:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Ah, never mind! I figured it out :P You have to enable the option "View Text as Unicode"



Umm... Well.. There is an English Font in there....

(http://s28.postimg.org/ey0awsnrh/image1.png)


EDIT: SOME TESTING... 000A Hex Code seems to be a line break or Next Line...

(http://s8.postimg.org/60fhomlol/image3.png)


ALSO... It seems you can put as much text as you want, even beyond the original amount, and the game will simply put in a "more text" icon (see it on the lower right?). But, how this would mess with pointers or the game itself...

(http://s14.postimg.org/vrzt64pn5/image4.png)

ACTUALLY, the game goes into a loop doing this. Not right away, but shortly after this text appears --- you hatch out of your egg, find the horn, and when you take out your horn, instead of a gust of wing knocking you off the island, you just stand there like an idiot. Hmmmm....


EDIT AGAIN: Huh, actually, maybe the looping there is a Yabause problem... Cause an untouched bin loops/freezes there too....


EDIT AGAIN: So, all the text uses four bytes? They are all within the 8 2 _ _ range... Kanji, symbols, upper and lower case... So, English uppercase start at 82 60, and lowercase starts at 82 81.... You always need 82 to begin, and then the next byte(s) determine the character. Obviously, needing four bytes makes it more difficult to properly fit in all translated text. Any one have any ideas of the process of switching the game to only use two bytes to store/load text?

Just some more FYI, 000A followed by FFFF seems to indicate the end of a text string.. So, whatever the game is using to point to where the text is found, you tell the game to stop/wait for the player input with those bytes. But, what is the game doing to find the text? This is important, especially if you theoretically have unlimited amount of characters for any text string (as I tested, if you put more than the original amount, the game simply inserts a "more text" indicator)

(and, that is, if you could put unlimited characters into an area and not mess up the next text string. So, knowing what the game is doing to keep the text separated, or how it's keeping the strings separated might be important. Is it simply going by pre-designated areas, or some type of byte code....?)


EDIT: Well, the first thing I wanted to try and tackle was change the menus/inventory... But, I can't seem to locate where that is stored...

(http://s30.postimg.org/3tqbmqroh/screenshotmontori.jpg)

The last three of the Kana are bytes 82F0 82B7 82E9, followed by 8148 for the question mark. But, nada --- no where to be found inside the bin.



Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: LaLaPico on March 28, 2016, 10:23:36 am
Argh... I've still had no luck finding the location of the menu/option texts... Could they be compressed or encrypted?
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: paul_met on March 29, 2016, 05:54:50 am
Perhaps these labels are graphics, not text. You have to look in the debugger (VDP1/VDP2).
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: LaLaPico on March 29, 2016, 09:51:36 am
OH! Yes, good thinking! :D
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: paul_met on April 02, 2016, 04:05:05 pm
I checked the labels on the pause menu. This is also the text, since there is a separate font for these labels. But the text is clearly in non-standard encoding. Because I even could not find it in the usual form in memory.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: LaLaPico on April 02, 2016, 10:34:40 pm
Huh... The game uses some kind of image for the background of the inventory menu, right? Is it possible to edit that image to put labels next to the text/selections?

Also, I tried using Yabause to check the debugger, put all the date doesn't really look like it means anything (to me), so I know this is another noob question, but what are the things to look for in the debugger?
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Frozen_Fish on October 03, 2016, 12:21:52 am
Not sure if anyone still cares about this, but I was messing around with the game's image formats and came across a font graphic which allowed me to find the text you were looking for.

(https://i.imgur.com/pr5lAIk.png)

You can find the strings in 0KRNL.BIN, they use a simple two byte encoding, here's a handy chart:

(https://i.imgur.com/uINXv0O.png)

So 'A' for example would be 0x0011.

For the top menu:
"なにをする?" can be found at 0x79E1A
"色々な道具を選ぶ" can be found at 0x79CC4
"手に持つ物を選ぶ"can be found at 0x79CD4

I would have made a proper tbl file but I know zero Japanese and that's a lot of kanji to decipher through handwriting recognition.

The font graphic is found in ITEM_N.CG. It's a 16x16 tiled 1bpp image with dimensions 256x336 as far as I can tell. I used TiledGGD to view it.

Some other bits and pieces that might be helpful:

TEXTLIST.BIN is laid out as follows:

offset      length      description
------------------------------------------------
0x00         0x04         1-based index
0x04         0x04         Pointer to starting offset of text in TEXTDATA.BIN

Text in TEXTDATA.BIN is FF FF terminated

The intro video can be shortened using something like ffmpeg so you don't need to watch 2.5 min every time you want to test something. It's in MOVE2/00000000.AVI

I also messed around with swapping out the title graphic, it can be found in TITLE.SCG and it's palette can be found in TITLE.COL

(https://i.imgur.com/3lfGJUB.png)

TITLE.SCG:
8bpp indexed colour, linear
320x224px

TITLE.COL:
- 2 bytes per colour
- BGR colour order
- Little-Endian

Here's the files for my shoddy replacement if you want to try it out yourself:
https://mega.nz/#!NFokxABL!av_gAksHG2TBzk2mQH8QSvJiZj5pURxh9wPuXuAbuJE
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: reyvgm on October 03, 2016, 09:47:44 pm
Wow, game looks gorgeous. It graphically reminds me of another gorgeous game for the PSX: London Seirei Tantei-dan.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Cargodin on October 04, 2016, 06:12:55 am


(https://s17.postimg.org/mdk1jby0f/ITEM_N_CG_GRID.png)


0 1 2 3 4 5 6 7 8 9 A B C D E F
--------------------------------------
00. 0 1 2 3 4 5 6 7 8 9 黒 木 家 実 青 石
01. A B C D E F G H I J K L M N O
02. P Q R S T U V W X Y Z 空 飛 根 銀 羽
03. ? a b c d e f g h i j k l m n o
04. p q r s t u v w x y z 神 左 手 右 帽
05. ぁ あ ぃ い ぅ う ぇ え ぉ お か が き ぎ く
06. ぐ け げ こ ご さ ざ し じ す ず せ ぜ そ ぞ た
07. だ ち ぢ っ つ づ て で と ど な に ぬ ね の は
08. ば ぱ ひ び ぴ ふ ぶ ぷ へ べ ぺ ほ ぼ ぽ ま み
09. む め も ゃ や ゅ ゆ ょ よ ら り る れ ろ ゎ わ
0A. ゐ ゑ を ん 子 水 玉 猫 毛 布 帆 真 赤 車 輪 虫
0B.     ァ ア ィ イ ゥ ウ ェ エ ォ オ カ ガ キ ギ ク
0C. グ ケ ゲ コ ゴ サ ザ シ ジ ス ズ セ ゼ ソ ゾ タ
0D. ダ チ ヂ ッ ツ ヅ テ デ ト ド ナ ニ ヌ ネ ノ ハ
0E. バ パ ヒ ビ ピ フ ブ プ へ ベ ペ ホ ボ ポ マ ミ
0F. ム メ モ ャ ヤ ュ ユ ョ ヨ ラ リ ル レ ロ ヮ ワ
10. ヰ ヱ ヲ ン ヴ ヵ ヶ 一 笑 人 形 風 葉 粉 胸 満
11. 月 三 日 骨 草 小 目 四 角 片 岩 白 升 天 竜 牙
12. 本 入 道 供 魚 使 物 選 択 ☓ 種 像 板 御 札
13. 前 足 珠 歯 洞 腕 尾 時 色 々 (R)(L)取 機 釣
14. 竿 出 笛 黄 番 呼 頭 幼 音 (X.L)(Y)   (Z.R) 捕

This is a pre-coffee post, so it might need a proofread from someone else in the thread but I hope this helps. <3
It's funny you posted this at this time because I asked a friend about this very thing a couple days ago. I've been itching for a text dump to toy with translating. Since you've looked into the images, did you see if the storybook pages were all images too? I always assumed so, but I want to know from someone who has actually looked inside.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: julayla on October 04, 2016, 09:58:31 am
This is a very interesting idea. I wouldn't mind playing this once it's translated. So far, it kind of still needs work here and there, but I'm sure it'll get done
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Frozen_Fish on October 05, 2016, 02:08:30 am
0 1 2 3 4 5 6 7 8 9 A B C D E F
--------------------------------------
00. 0 1 2 3 4 5 6 7 8 9 黒 木 家 実 青 石
01. A B C D E F G H I J K L M N O
02. P Q R S T U V W X Y Z 空 飛 根 銀 羽
03. ? a b c d e f g h i j k l m n o
04. p q r s t u v w x y z 神 左 手 右 帽
05. ぁ あ ぃ い ぅ う ぇ え ぉ お か が き ぎ く
06. ぐ け げ こ ご さ ざ し じ す ず せ ぜ そ ぞ た
07. だ ち ぢ っ つ づ て で と ど な に ぬ ね の は
08. ば ぱ ひ び ぴ ふ ぶ ぷ へ べ ぺ ほ ぼ ぽ ま み
09. む め も ゃ や ゅ ゆ ょ よ ら り る れ ろ ゎ わ
0A. ゐ ゑ を ん 子 水 玉 猫 毛 布 帆 真 赤 車 輪 虫
0B.     ァ ア ィ イ ゥ ウ ェ エ ォ オ カ ガ キ ギ ク
0C. グ ケ ゲ コ ゴ サ ザ シ ジ ス ズ セ ゼ ソ ゾ タ
0D. ダ チ ヂ ッ ツ ヅ テ デ ト ド ナ ニ ヌ ネ ノ ハ
0E. バ パ ヒ ビ ピ フ ブ プ へ ベ ペ ホ ボ ポ マ ミ
0F. ム メ モ ャ ヤ ュ ユ ョ ヨ ラ リ ル レ ロ ヮ ワ
10. ヰ ヱ ヲ ン ヴ ヵ ヶ 一 笑 人 形 風 葉 粉 胸 満
11. 月 三 日 骨 草 小 目 四 角 片 岩 白 升 天 竜 牙
12. 本 入 道 供 魚 使 物 選 択 ☓ 種 像 板 御 札
13. 前 足 珠 歯 洞 腕 尾 時 色 々 (R)(L)取 機 釣
14. 竿 出 笛 黄 番 呼 頭 幼 音 (X.L)(Y)   (Z.R) 捕

This is a pre-coffee post, so it might need a proofread from someone else in the thread but I hope this helps. <3
It's funny you posted this at this time because I asked a friend about this very thing a couple days ago. I've been itching for a text dump to toy with translating. Since you've looked into the images, did you see if the storybook pages were all images too? I always assumed so, but I want to know from someone who has actually looked inside.

Very nice, I think 0x002E might be 鈴 instead of 銀 but otherwise it looks perfect to my untrained eye :thumbsup:

In regards to the storybook pages, you can find all the little graphics and what looks like the font in the BOOK_JYU folder, so they should exist as plaintext somewhere. I haven't quite worked out the way these are stored so they're a bit garbled:

(https://i.imgur.com/kzJPPXd.png)

(https://i.imgur.com/7USGVf4.png)

They can be found in BOOK_JYU/B2C01001 (palette in B2P01001) and BOOK_JYU/B0C02000 (palette in B0P02000) respectively.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Cargodin on October 05, 2016, 05:51:34 am
Very nice, I think 0x002E might be 鈴 instead of 銀 but otherwise it looks perfect to my untrained eye :thumbsup:

In regards to the storybook pages, you can find all the little graphics and what looks like the font in the BOOK_JYU folder, so they should exist as plaintext somewhere. I haven't quite worked out the way these are stored so they're a bit garbled:


They can be found in BOOK_JYU/B2C01001 (palette in B2P01001) and BOOK_JYU/B0C02000 (palette in B0P02000) respectively.

OH, sounds cool! I'll dig around for anything to see if I can find it if it is in plaintext. The only things I've ever written down for having text in them were TEXTDATA.BIN and 0KRNL.BIN, but I'd be happy to check while I'm awake tonight. I can only guess though that if it is in plaintext and I can't find it anywhere that, like the kanji in the 0KRNL screenshot that I posted before, it's referenced in the hexdata but not explicitly shown, but pffft what do I know. ; D

And indeed it does look like it. My bad! I should have caught that given they look nothing alike on hindsight. Thanks for catching it.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Frozen_Fish on October 05, 2016, 08:22:05 am
OH, sounds cool! I'll dig around for anything to see if I can find it if it is in plaintext. The only things I've ever written down for having text in them were TEXTDATA.BIN and 0KRNL.BIN, but I'd be happy to check while I'm awake tonight. I can only guess though that if it is in plaintext and I can't find it anywhere that, like the kanji in the 0KRNL screenshot that I posted before, it's referenced in the hexdata but not explicitly shown, but pffft what do I know. ; D

And indeed it does look like it. My bad! I should have caught that given they look nothing alike on hindsight. Thanks for catching it.

Found it ;D (note the 7's)

(https://i.imgur.com/2zJVCvK.png)

In BOOK_JYU there's a bunch of files named B?S????? (where ? are numbers) the storybook text can be found within them, the text above is found in B2S01001. Like with 0KRNL.BIN it's a 2-byte encoding based on this image:

(https://i.imgur.com/BQoaGSB.png)

There's no English characters in this one though so it will need editing I guess.

Also, some info about the font graphic format:

BOOK_JYU/B0C02000 (image data):
4bpp indexed colour
Little-Endian
16x16 tiled

BOOK_JYU/B0P02000 (palette):
BGR colour order
2 bytes per colour
Little-Endian
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Cargodin on October 08, 2016, 08:42:38 am
Found it ;D (note the 7's)

In BOOK_JYU there's a bunch of files named B?S????? (where ? are numbers) the storybook text can be found within them, the text above is found in B2S01001. Like with 0KRNL.BIN it's a 2-byte encoding based on this image:


My dunce cap is probably showing, but I'm having a doozy of a time spotting any text in the B?S series via Windhex, including B2S01001 (I didn't see any 7s either). Are you using something else? Sorry if that's a dumb question.
On another note, if each of these files is supposed to represent a page each, that's something else. Perhaps it was easier to format each block of text and pseudo-wrap them around images without making other pages go to hell.  :P
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Frozen_Fish on October 08, 2016, 01:00:04 pm
My dunce cap is probably showing, but I'm having a doozy of a time spotting any text in the B?S series via Windhex, including B2S01001 (I didn't see any 7s either). Are you using something else? Sorry if that's a dumb question.
On another note, if each of these files is supposed to represent a page each, that's something else. Perhaps it was easier to format each block of text and pseudo-wrap them around images without making other pages go to hell.  :P

Sorry if I was unclear, the text in those files is encoded like the menu/inventory strings in 0KRNL.BIN, 2 bytes per character, starting from 0x0000, but this time based on the font graphic in my last post. So another table that transcribes that image will need to be created if you want to actually see anything in WindHex. The 7's were added by me and just demonstrating that I'd found the right text and could replace it.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Cargodin on October 08, 2016, 03:04:42 pm
Sorry if I was unclear, the text in those files is encoded like the menu/inventory strings in 0KRNL.BIN, 2 bytes per character, starting from 0x0000, but this time based on the font graphic in my last post. So another table that transcribes that image will need to be created if you want to actually see anything in WindHex. The 7's were added by me and just demonstrating that I'd found the right text and could replace it.

Wow okay hahaha, I was simply accepting the 777 stuff there as grammatically it worked(in a way) and I havent replayed the game. Totally ignore that then. Good to know how that works for sure. I dont have much know-how on that at all.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: julayla on October 09, 2016, 10:10:10 pm
It's such a shame that I don't have a Japanese PC or can write Japanese (I usually have to use a translator like Google or Babel back then when I use to try to translate things) or I'd help. And it looks like a pretty nice game. I wonder why the company didn't want this one released in the first place (besides the 16 bit graphics)?

EDIT: Wait, I think I found a way to type in Japanese symbols, but it will take time to learn how to use the language using the IME program.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Cargodin on October 10, 2016, 06:44:46 am
(https://s17.postimg.org/rtoltiz7z/B0C02000_grid.png)

    1 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
-------------------------------------------------------
000  ー ぁ あ ぃ い ぅ う ぇ え ぉ お か が き ぎ く
001  ぐ け げ こ ご さ ざ し じ す ず せ ぜ そ ぞ た
002  だ ち ぢ っ つ づ て で と ど な に ぬ ね の は
003  ば ぱ ひ び ぴ ふ ぶ ぷ へ べ ぺ ほ ぼ ぽ ま み
004  む め も ゃ や ゅ ゆ ょ よ ら り る れ ろ ゎ わ
005 -------を ん------------------------------------
006      ァ ア ィ イ ゥ ウ ェ エ ォ オ カ ガ キ ギ ク
007 グ ケ ゲ コ ゴ サ ザ シ ジ ス ズ セ ゼ ソ ゾ タ
008 ダ チ ヂ ッ ツ ヅ テ デ ト ド ナ ニ ヌ ネ ノ ハ
009 バ パ ヒ ビ ピ フ ブ プ へ ベ ペ ホ ボ ポ マ ミ

00A / ム メ モ ャ ヤ ュ ユ ョ ヨ ラ リ ル レ ロ ヮ 
00B ワ[10][11]ヲ ン ヴ ヵ ヶ 0 1 2 3 4 5 6 7
00C 8 9 「 」 、 。 , . ・ : ? ! … <END>
00D 風 竜 人 大 好 言 前 身 年 経 七 島 降 立 嫌 扉
00E 顔 木 家 上 認 主 現 在 完 成 直 後 両 手 使 草
00F 切 奇 心 旺 盛 子 供 名 場 所 岩 小 吹 割 生 終

010 見 知 自 分 葉 回 歩 何 地 面 光 黒 飛 抜 続 青
011 空 落 丘 形 最 初 考 実 答 出 向 投 緑 色 煙 宙
012 消 芽 入 獣 紀 気 話 恵 本 彼 度 読 難 聞 秒 間   
013 頭 今 昔 全 問 時 忘 物 語 新 第 章 未 音 根 着
014 一 休 外 水 流 階 段 準 備 先 建 行 来 部 屋 集
015 探 浮 喜 返 角 笛 少 離 森 中 眠 誰 起 体 声 届
016 息 吸 々 笑 婆 商 虫 取 機 差 跳 思 会 持 待 渡
017 匹 目 礼 呼 鳴 序 当 組 怒 様 勝 負 強 敵 押 再
018 捕 晴 力 良 売 広 飽 男 開 散 通 道 頼 引 対 法
019 必 死 響 泣 帰 枯 高 始 突 然 下 逃 追 無 事 楽

01A 急 欲 込 挨 拶 覚 世 界 伝 去 残 四 教 丸 底 沈
01B 友 達 迷 違 調 緒 同 発 二 亀 裂 呑 洞 窟 石 奥
01C 進 変 運 選 三 番 資 格 車 弾 乗 受 得 吠 告 羽
01D 泉 解 路 真 西 東 右 左 謎 夢 振 合 試 五 湖 暗
01E 配 巨 願 悩 絶 注 意 静 壊 悲 橋 動 戻 方 法 処
01F 叫 怖 腎 巡 元 助 嬉 球 雨 記 録 書 怪 我 役 長

020 老 順 苦 八 瞬 姿 末 赤 止 日 噛 歌 守 白 求 採
021 創 感 謝 満 足 努 結 果 痛 毒 傷 治 暖 効 匂 輪
022 育 兄 弟 連 土 裏 寝 粉 局 耳 数 約 束 伸 枝 困
023 退 早 速 相 皆 周 隠 望 住 山 ロ 喋 胸 転 近 拾
024 鍾 乳 握 閉 髪 寄 指 到 混 乱 恐 秘 密 倒 品 震
025 原 因 子 歯 背 尾 波 辺 工 房 盗 砂 浜 海 労 像
026 穴 植 黄 協 幹 忙 性 央 付 珍 美 紅 並 称 簡 単
027 釣 次 趣 味 収 悪 被 害 者 深 墓 黙 多 特 徴 的
028 魚 鼻 歳 与 談 北 氷 南 漠 療 際 暇 愛 標 踊 表
029 素 質 芝 居 由 岸 貝 細 砕 築 装 飾 泳 逆 固 有

02A 温 厚 貴 重 示 贈 優 雅 激 術 授 図 和 影 保 護
02B 定 傾 幻 種 族 正 式 存 & 双 想 坊 減 女 交 軽
02C 月 化 誕 失 都 説 異 常 扱 柔 範 囲 布 具 個 研
02D 究 象 慣 習 極 作 片 材 料 加 造 机 棚 命 欠 頃
02E 曲 打 甲 羅 模 鑑 賞 頑 丈 支 用 途 域 野 巻 反
02F 代 別 不 明 犬 技 縮 喉 破 睡 沿 各 情 宿 慢 帽

030 親 遠 普 活 天 弱 折 内 獲 端 要 群 伸 鉱 般 夜
031 透 液 乾 燥 衝 撃 唯 掘 憶 柄 句 源 尻 他 惑 似
032 偶 擬 態 誤 潰 汁 比 較 香 茶 非 幼 貰 食 理 編
033 走 狂 栄 養 襲 隅 独 刺 状 増 宝 災 駆 星 操 花
034 鉄 等 産 隣 陸 驚 恨 程 綿 毛 率 低 賭 皮 肉 児
035 更 半 暴 可 能 湿 筈 執 筆 期 視 六 勇 慌 確 線
036 報 舌 観 察 過 安 輝 復 派 任 偽 適 敢 換 揺 雰
037 景 凶 御 神 託 鍵 瞳 慎 霧 塔 吐 眼 虚 鐘 舞 触
038 什 洛 漂 崩 識 序 章 第 [第1章][第2章][第3章][第4章]
039 [第5章] [第6章][第7章][第8章][第9章][第10章][第11章][第終 章]
03A [番外編] [執筆中] 詳 帆 玉 劇 台 猫 文 板 削 馬
03B 冷 腹 勢 照 張 利 便 以 座 故 陰 揃 繰 避 摘 横
03C 脚 淑 縄 札 殻 議 樹 祝 福 昨 号 字 咲 訪 烈 臭
03D 限 崖 警 戒 敏 応 壱 弐 参 伍 断

It's a doozy of a thread post, but here. : D
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: julayla on October 10, 2016, 03:25:10 pm
You know, I think I may have figured out a better title for the English translation of this game. I'm not sure if this would work out for you, but it's just a suggestion I thought I might give you to help shorten the logo. How about either "The Creature of Sky Island" or "A Sky Island Story"? Just a thought
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Frozen_Fish on October 11, 2016, 05:15:12 am
You know, I think I may have figured out a better title for the English translation of this game. I'm not sure if this would work out for you, but it's just a suggestion I thought I might give you to help shorten the logo. How about either "The Creature of Sky Island" or "A Sky Island Story"? Just a thought

The direct translation is definitely very clunky, I'm partial to "Island of the Seven Winds" myself :)
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: LaLaPico on October 20, 2016, 05:03:18 pm
The direct translation is definitely very clunky, I'm partial to "Island of the Seven Winds" myself :)

Oh man, I decided to check this thread and was pleasantly surprised! Wow, awesome work Frozen_Fish and Cargodin!

I am really only a passing amateur on the advanced methods of editing text, inserting/editing font graphics and the such. From my understanding, directly changing the text in the files isn't practical, because obviously, you will run out of space and bleed into the next hex location (boinking everything up). That is, if the game is using a TOC to make sure everything is the correct byte length

So, the remedy for this? Pointers? Compression? Or...?

October 20, 2016, 05:20:13 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
    1 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
-------------------------------------------------------
000  ー ぁ あ ぃ い ぅ う ぇ え ぉ お か が き ぎ く
001  ぐ け げ こ ご さ ざ し じ す ず せ ぜ そ ぞ た
002  だ ち ぢ っ つ づ て で と ど な に ぬ ね の は
003  ば ぱ ひ び ぴ ふ ぶ ぷ へ べ ぺ ほ ぼ ぽ ま み
004  む め も ゃ や ゅ ゆ ょ よ ら り る れ ろ ゎ わ
005 -------を ん------------------------------------
006      ァ ア ィ イ ゥ ウ ェ エ ォ オ カ ガ キ ギ ク
007 グ ケ ゲ コ ゴ サ ザ シ ジ ス ズ セ ゼ ソ ゾ タ
008 ダ チ ヂ ッ ツ ヅ テ デ ト ド ナ ニ ヌ ネ ノ ハ
009 バ パ ヒ ビ ピ フ ブ プ へ ベ ペ ホ ボ ポ マ ミ

00A / ム メ モ ャ ヤ ュ ユ ョ ヨ ラ リ ル レ ロ ヮ 
00B ワ[10][11]ヲ ン ヴ ヵ ヶ 0 1 2 3 4 5 6 7
00C 8 9 「 」 、 。 , . ・ : ? ! … <END>
00D 風 竜 人 大 好 言 前 身 年 経 七 島 降 立 嫌 扉
00E 顔 木 家 上 認 主 現 在 完 成 直 後 両 手 使 草
00F 切 奇 心 旺 盛 子 供 名 場 所 岩 小 吹 割 生 終

010 見 知 自 分 葉 回 歩 何 地 面 光 黒 飛 抜 続 青
011 空 落 丘 形 最 初 考 実 答 出 向 投 緑 色 煙 宙
012 消 芽 入 獣 紀 気 話 恵 本 彼 度 読 難 聞 秒 間   
013 頭 今 昔 全 問 時 忘 物 語 新 第 章 未 音 根 着
014 一 休 外 水 流 階 段 準 備 先 建 行 来 部 屋 集
015 探 浮 喜 返 角 笛 少 離 森 中 眠 誰 起 体 声 届
016 息 吸 々 笑 婆 商 虫 取 機 差 跳 思 会 持 待 渡
017 匹 目 礼 呼 鳴 序 当 組 怒 様 勝 負 強 敵 押 再
018 捕 晴 力 良 売 広 飽 男 開 散 通 道 頼 引 対 法
019 必 死 響 泣 帰 枯 高 始 突 然 下 逃 追 無 事 楽

01A 急 欲 込 挨 拶 覚 世 界 伝 去 残 四 教 丸 底 沈
01B 友 達 迷 違 調 緒 同 発 二 亀 裂 呑 洞 窟 石 奥
01C 進 変 運 選 三 番 資 格 車 弾 乗 受 得 吠 告 羽
01D 泉 解 路 真 西 東 右 左 謎 夢 振 合 試 五 湖 暗
01E 配 巨 願 悩 絶 注 意 静 壊 悲 橋 動 戻 方 法 処
01F 叫 怖 腎 巡 元 助 嬉 球 雨 記 録 書 怪 我 役 長

020 老 順 苦 八 瞬 姿 末 赤 止 日 噛 歌 守 白 求 採
021 創 感 謝 満 足 努 結 果 痛 毒 傷 治 暖 効 匂 輪
022 育 兄 弟 連 土 裏 寝 粉 局 耳 数 約 束 伸 枝 困
023 退 早 速 相 皆 周 隠 望 住 山 ロ 喋 胸 転 近 拾
024 鍾 乳 握 閉 髪 寄 指 到 混 乱 恐 秘 密 倒 品 震
025 原 因 子 歯 背 尾 波 辺 工 房 盗 砂 浜 海 労 像
026 穴 植 黄 協 幹 忙 性 央 付 珍 美 紅 並 称 簡 単
027 釣 次 趣 味 収 悪 被 害 者 深 墓 黙 多 特 徴 的
028 魚 鼻 歳 与 談 北 氷 南 漠 療 際 暇 愛 標 踊 表
029 素 質 芝 居 由 岸 貝 細 砕 築 装 飾 泳 逆 固 有

02A 温 厚 貴 重 示 贈 優 雅 激 術 授 図 和 影 保 護
02B 定 傾 幻 種 族 正 式 存 & 双 想 坊 減 女 交 軽
02C 月 化 誕 失 都 説 異 常 扱 柔 範 囲 布 具 個 研
02D 究 象 慣 習 極 作 片 材 料 加 造 机 棚 命 欠 頃
02E 曲 打 甲 羅 模 鑑 賞 頑 丈 支 用 途 域 野 巻 反
02F 代 別 不 明 犬 技 縮 喉 破 睡 沿 各 情 宿 慢 帽

030 親 遠 普 活 天 弱 折 内 獲 端 要 群 伸 鉱 般 夜
031 透 液 乾 燥 衝 撃 唯 掘 憶 柄 句 源 尻 他 惑 似
032 偶 擬 態 誤 潰 汁 比 較 香 茶 非 幼 貰 食 理 編
033 走 狂 栄 養 襲 隅 独 刺 状 増 宝 災 駆 星 操 花
034 鉄 等 産 隣 陸 驚 恨 程 綿 毛 率 低 賭 皮 肉 児
035 更 半 暴 可 能 湿 筈 執 筆 期 視 六 勇 慌 確 線
036 報 舌 観 察 過 安 輝 復 派 任 偽 適 敢 換 揺 雰
037 景 凶 御 神 託 鍵 瞳 慎 霧 塔 吐 眼 虚 鐘 舞 触
038 什 洛 漂 崩 識 序 章 第 [第1章][第2章][第3章][第4章]
039 [第5章] [第6章][第7章][第8章][第9章][第10章][第11章][第終 章]
03A [番外編] [執筆中] 詳 帆 玉 劇 台 猫 文 板 削 馬
03B 冷 腹 勢 照 張 利 便 以 座 故 陰 揃 繰 避 摘 横
03C 脚 淑 縄 札 殻 議 樹 祝 福 昨 号 字 咲 訪 烈 臭
03D 限 崖 警 戒 敏 応 壱 弐 参 伍 断

It's a doozy of a thread post, but here. : D

Since there is no English characters in the storybook fonts, would step one be to edit some of the existing kanji/kana fonts and make them into english?

If so, I could get started ---- if someone point out what program can be used to properly edit/save the font files.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Frozen_Fish on October 27, 2016, 06:24:22 am
Since there is no English characters in the storybook fonts, would step one be to edit some of the existing kanji/kana fonts and make them into english?

If so, I could get started ---- if someone point out what program can be used to properly edit/save the font files.

Hey LaLaPico. I actually had something to that end in the works. I was hoping to have it working a bit more generically before posting it here but I've been busy lately :P

(https://i.imgur.com/yUGO9vF.png)

It's a basic Python script that will extract out and allow you to re-insert the storybook font graphic (BOOK_JYU/B0C02000 and B0P02000), it might work with other graphics but due to the hardcoded dimensions probably not at the moment.

It's written for Python 2.7 but may work with Python 3. In addition to Python, you also need Pillow installed which you can get it by running the following at the command line:
pip install pillow

Code: [Select]
import argparse
import struct
from PIL import Image

IMAGE_DIMENSIONS = (256, 1200)
TILE_WIDTH = 16
BYTES_PER_TILE = (TILE_WIDTH * TILE_WIDTH) / 2  # 4 bits per pixel
TILES_PER_ROW = IMAGE_DIMENSIONS[0] / TILE_WIDTH


def main():
    parser = argparse.ArgumentParser(description='NKnSM Storybook font converter')
    subparsers = parser.add_subparsers(help="mode of operation")

    parser_import = subparsers.add_parser('import', help='converts an image file to game compatible format')
    parser_import.add_argument('image', metavar='image-file')
    parser_import.add_argument('palette', metavar='palette-file')
    parser_import.add_argument('output', metavar='output-file')
    parser_import.set_defaults(func=insert)

    parser_export = subparsers.add_parser('export', help='converts game format to image file')
    parser_export.add_argument('bitmap', metavar='bitmap-file')
    parser_export.add_argument('palette', metavar='palette-file')
    parser_export.add_argument('output', metavar='output-file')
    parser_export.set_defaults(func=extract)

    args = parser.parse_args()
    args.func(args)


def extract(args):
    im = Image.new('RGB', IMAGE_DIMENSIONS)

    with open(args.bitmap, 'rb') as f:
        bitmap = f.read()
    with open(args.palette, 'rb') as f:
        palette = f.read()

    tile = []

    index = 0
    tile_x = 0
    tile_y = 0

    for bitmap_byte in bitmap:
        temp = struct.unpack('B', bitmap_byte)[0]
        pixel1 = temp & 0xF
        pixel2 = (temp >> 4) & 0xF

        pixel1col = struct.unpack('>H', palette[(pixel1 * 2):(pixel1 * 2) + 2])[0]
        pixel2col = struct.unpack('>H', palette[(pixel2 * 2):(pixel2 * 2) + 2])[0]

        pixel1rgb = short_to_rgb(pixel1col)
        pixel2rgb = short_to_rgb(pixel2col)

        tile.append(pixel2rgb)
        tile.append(pixel1rgb)

        index += 1

        if index % BYTES_PER_TILE == 0:
            put_tile(im, tile, tile_x * 16, tile_y * 16)
            tile = []

            tile_x += 1

            if tile_x == TILES_PER_ROW:
                tile_x = 0
                tile_y += 1

    im.save(args.output)


def insert(args):
    im = Image.open(args.image)

    if im.mode != 'RGB':
        im = im.convert('RGB')
       
    pal_im = Image.new('P', im.size)  # empty Image just to hold our palette

    with open(args.palette, 'rb') as f:
        palette = f.read()

    pal_expanded = []
    for i in xrange(0, len(palette), 2):
        pixel_short = struct.unpack('>H', palette[i:i + 2])[0]
        pixel_rgb = short_to_rgb(pixel_short)
        pal_expanded.append(pixel_rgb[0])
        pal_expanded.append(pixel_rgb[1])
        pal_expanded.append(pixel_rgb[2])

    pal_im.putpalette(pal_expanded)
    im = im.quantize(palette=pal_im)

    out_bin = ''

    for y in xrange(0, im.height, 16):
        for x in xrange(0, im.width, 16):
            tile = get_tile(im, x, y)

            for i in xrange(0, len(tile), 2):
                part1 = tile[i + 1]
                part2 = tile[i]

                final = (part1 & 0xF) | ((part2 & 0xF) << 4)

                out_bin += struct.pack('B', final)

    with open(args.output, 'wb') as f:
        f.write(out_bin)


def short_to_rgb(short):
    r = short & 0x1F
    r = (r * 256 / 32)

    g = (short >> 5) & 0x1F
    g = (g * 256 / 32)

    b = (short >> 10) & 0x1F
    b = (b * 256 / 32)

    return r, g, b


def rgb_to_short(rgb):
    r = (rgb[0] * 32 / 256)
    g = (rgb[1] * 32 / 256)
    b = (rgb[2] * 32 / 256)

    return (r & 0x1F) | ((g & 0x1F) << 5) | ((b & 0x1F) << 10)


def put_tile(im, tile, x, y):
    init_x = x

    for rgb in tile:
        im.putpixel((x, y), rgb)

        x += 1

        if (x - init_x) % TILE_WIDTH == 0:
            x = init_x
            y += 1


def get_tile(im, x, y):
    init_x = x
    init_y = y

    tile = []

    for y in xrange(0, TILE_WIDTH):
        for x in xrange(0, TILE_WIDTH):
            tile.append(im.getpixel((init_x + x, init_y + y)))

    return tile


main()

Usage:

Extraction:
python script.py export bitmap-file palette-file output-image.png

Insertion:
python script.py import input-image.png palette-file output-game-data.bin

So to get the font:

Extraction:
python script.py export B0C02000 B0P02000 output.png

Insertion:
python script.py import output.png B0P02000 B0C02000-new

Here's the edited font graphic I used:
(https://i.imgur.com/vDhJXMK.png)

And in game compatible format:
https://mega.nz/#!MAwkBKYS!inF9a1hrVxQQhPXvqf2h86N7mVq8ccc2cUlvcnOTqXs

Hope that helps :thumbsup:
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: LaLaPico on October 27, 2016, 05:26:13 pm
That is legit badassery.

Creating a new table file associated with the new font graphic, the story book shouldn't be an issue any longer? Or are the storybook data unable to view through hex?
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Frozen_Fish on October 28, 2016, 03:08:09 am
That is legit badassery.

Creating a new table file associated with the new font graphic, the story book shouldn't be an issue any longer? Or are the storybook data unable to view through hex?

You can view and edit them in something like WindHex using Cargodin's table. Each page is a B?S????? (where ? are numbers) file in /BOOK_JYU. Lines terminate with 0xFFF1 and the file (page) terminates with 0xFFFF. Also you're going to have to deal with the 16 characters per line, 12 lines per page limit.

No idea if adding pages is at all possible.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Cargodin on October 28, 2016, 03:29:53 am
Wow, lot's of cool stuff happening there, Frozen_Fish! I dig it.  The font you chose is really nice, although it does make me wonder if it would be better to go with something smaller(I say this before any VWF formation has been applied) just in case more pages can't be added cleanly into the game. Esper is looking into dumping the text for me, but the poetic format of the game might be hard to put into English if there isn't room for it on the page. That said, I say we go with what the work you have so far and test it out first once the time comes for it.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Frozen_Fish on October 28, 2016, 04:02:42 am
Wow, lot's of cool stuff happening there, Frozen_Fish! I dig it.  The font you chose is really nice, although it does make me wonder if it would be better to go with something smaller(I say this before any VWF formation has been applied) just in case more pages can't be added cleanly into the game. Esper is looking into dumping the text for me, but the poetic format of the game might be hard to put into English if there isn't room for it on the page. That said, I say we go with what the work you have so far and test it out first once the time comes for it.

I totally agree about a smaller font, this one was really just intended as a proof of concept. It's ripped straight from a tileset I found on the Dwarf Fortress wiki (thanks AbuDhabi) ;)
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: LaLaPico on November 08, 2016, 10:26:05 am
Quick question: I know there is already English fonts in the normal games texts --- but it would still be a better idea to edit the font graphics to make for two-byte characters? (or am I wrong --- are the current english characters already two-byte?)
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Frozen_Fish on November 09, 2016, 08:28:00 am
Quick question: I know there is already English fonts in the normal games texts --- but it would still be a better idea to edit the font graphics to make for two-byte characters? (or am I wrong --- are the current english characters already two-byte?)

Not quite sure what you're asking but I'll try and answer anyway :)

All the text encodings I've encountered so far have been 2 bytes per character. See for example:

(https://i.imgur.com/uINXv0O.png)

All the characters in the image are accessed the same way, through a 2 byte index which tells the game which 16x16 tile to grab. So, yes, all the english characters are already 2 bytes.
I've laid them out in a grid here but it would be just as valid to have one long row of characters.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: VicVergil on November 09, 2016, 04:16:38 pm
Clarification for LaLaPico:
1-byte is written with two characters XX,
2-byte is two bytes XX XX.
Just X is a nibble.

And I'm really grateful for all of you for sharing information here. Especially Cargodin for the kanji identification. Even if this particular effort doesn't bear fruit, it will help people in the future.
I'd like to add that some of the sequences were stored in the disc pre-rendered, text and all over events that seem at first glance in-engine, as videos. I have no idea how to modify Cinepack Saturn videos, however in this particular case with MPC and the latest codecs you can mount the ISO in Windows and see the videos (without sound, but that might be intended). These videos will need editing.

As for the text...

The text needs to be stored internally as 1-byte per letter.

If I knew Saturn assembly, I'd try something like adding a custom control code in the routine the game uses to process the game's text. It would be two bytes, with the second byte being the number of single bytes to read ahead (an even number, to avoid throwing off the game too badly). Then after that there's the text, in 1-byte per letter format.

This "master" control code will interpret each byte, and for each one it will call the programming for one dual-byte Shift-JIS character.

I'd suggest the 0x20 to 0xFF characters call characters from the 0x0120 to 0x01FF range, of course with the kanji characters replaced in the font graphic with a character from the ASCII 1252 set (the more, the merrier, not just the 0x20 to 0x7F range).

As for characters 0x00 to 0x1F, they could serve as replacement 1-byte control codes for frequently used control codes in the original like line breaks, timers, button prompts, end text, and even custom control code like separate bold and italicized characters stored in the font in other ranges, say 0x0220 instead of 0x0120 for italicized text (so, if we have 0x11 mean "italicize", it will call characters after if from that range instead, until another control code tells it to start calling regular characters instead), but the one that would be needed would be a control code calling for more spaces because it's needed in the story page text formatting.
I wouldn't bother with coming up with replacements for anything not text related, like event logic. I'd just have the "master" control code end just before it.

Having a dictionary implementation (as long as there's space in the RAM for it: why not overwrite the extra unused kanji graphics?) could help with the pointers in case they're too rigid.

And then after this "master" control code is done reading that number of characters, it will have the text reading routine skip further to the 2-byte character / control code just after it. This would help avoiding any potential problems with the existing control codes (I think someone was trying to get Swordcraft Story 3 to read text as 1-byte per character but he tried making all existing control codes for events, internal logic, and all... a massive endeavor, and understandably he abandoned. One of the Policenauts PSX romhackers suggested in a tutorial storing the text in the disc in 1-byte and then have the game "decompress" it to 2-bytes for the copy in the RAM it will be reading and processing, but then pointers and potential overflow in a limited RAM would be a looming issue).

After this, there's the more complicated hacking involving the graphical engine (VDP1 or VDP2, I don't know... :P ).
People would say a variable-width font is needed, but I think fixed width readjusted to 8 pixel width is perfectly acceptable as well. Monospaced would help with the storybook page formatting, as stated before in the thread.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Frozen_Fish on November 11, 2016, 10:29:45 am
I'd like to add that some of the sequences were stored in the disc pre-rendered, text and all over events that seem at first glance in-engine, as videos. I have no idea how to modify Cinepack Saturn videos, however in this particular case with MPC and the latest codecs you can mount the ISO in Windows and see the videos (without sound, but that might be intended). These videos will need editing.

Oh, thanks for reminding me, this was something else I'd been looking into, so I'll post what I know.

Annoyingly they aren't Cinepak but Duck True Motion S, meaning they're a bit of a pain to re-encode. libavcodec has a decoder but the only encoder I'm aware of is the leaked Saturn developer disc and requires XP or earlier to run.

Some links with more info:
http://vberthelot.free.fr/SX/satdev/Tools.html (See "TrueMotion Libraries" for the dev disc)
https://segaxtreme.net/threads/truemotion-library-needs-keystring.16720/ (See Torico's posts)
https://segaxtreme.net/threads/how-to-encode-truemotion-movies-for-saturn.15692/

I got as far as following Torico's instructions in a XP VM but kept running into errors when trying to open any video files in VidEdit (probably need to install a VWF codec).
Yep, installing ffdshow tryouts allows the files to open in VideEdit but now I run into "General Protection Fault" or crashes when attempting to preview/export as True Motion. An XP or Virtual Machine issue maybe?
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: davelee1982 on May 25, 2018, 03:31:55 pm
Here's the entire game's text dumped...
https://drive.google.com/file/d/1FM-z062xDB0srAYDp85pZ8i9qsTXyIVs/view?usp=sharing (https://drive.google.com/file/d/1FM-z062xDB0srAYDp85pZ8i9qsTXyIVs/view?usp=sharing)

Tried using Google to translate the entire document, but it was a little spotty as expected...
I think this will need the eyes of someone who knows Japanese and also understands the game's context.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: LaLaPico on July 05, 2018, 09:17:04 am
Frozen_Fish,

Did you still have the font graphic?
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Frozen_Fish on August 02, 2018, 06:34:49 pm
Frozen_Fish,

Did you still have the font graphic?

Yep, went back and fixed up my posts. Ah file hosts, so dependable :P

Edit:
The wayback machine has your dead images archived too btw if you care:
https://web.archive.org/web/20170807203152/https://www.romhacking.net/forum/index.php?topic=21373.0
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: 7imebomb7immy on September 29, 2018, 05:32:02 pm
Lalapico, frozenfish, et al.
I recently became interested in this game and figured this is likely the only place it would get successfully translated. While I have no experience with Japanese, I have a friend who is familiar, and a friend-of-a-friend native speaker. On the other hand I do have a functional Win98 PC with which I can attempt cut scene re-encodes. Needless to say, I'd like to help out where I can. I will work on getting the tools going and testing a re-encode. Until then I'll keep an eye on the board.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: tashi on October 02, 2018, 09:24:32 pm
I know Japanese. If it gets to that point, let me know.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: 7imebomb7immy on October 09, 2018, 10:14:06 pm
Been running through the hoops on video encoding, so I figured I'd post some screen grabs from a few of the videos on the disc, see if we can't keep things moving. There is a fair amount of text in the videos, but much seems to be credits not so much story line.

Can someone take a stab at translating video text shown below? I've done what I could with some OCR tools, but things are obviously missing (as indicated by question marks).

The "book cover", clearly the title, whatever translation is chosen. "The Tale of Seven Winds Island".
(http://www.84grain.com/~hide/00-book_cover.png)

??風に?ガれて
?われた物語

or the second line may be
夫われた物語
(http://www.84grain.com/~hide/01-book_repair.png)

??て
ぁ?たガつくる
新??物語

(http://www.84grain.com/~hide/02-book_repaired.png)


The next video sequence is definitely credits, which means a lot of text. Any consensus if we should bother with translating credits? What have other translation projects done?
(http://www.84grain.com/~hide/03-cupboard.png)
(http://www.84grain.com/~hide/04-cupboard.png)


The next few video sequences contain story text. I have not screenshot-ed them yet, as I wasn't sure if I should continue with the credit sequence.

Look forward to results and opinions.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: dm0x on October 12, 2018, 01:59:36 pm
Im in love with this thread. Good job you too! I hope one day im able to play and understand this gorgeous game!
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: jobless_floppy on October 22, 2018, 04:19:13 am
I took a crack at it. Bear in mind that my Japanese is not stellar, and this should definitely be checked by someone who is more accustom to the language.

Code: [Select]
黒い風に吹かれて
失われた物語…
The tale was lost because of the blowing black winds.

Code: [Select]
そして
あなたがつくる
新しい物語
And so you shall create a new tale.

Good luck with the project, definitely seems like a unique little game.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: DeeGee on October 28, 2018, 03:32:55 pm
I'm glad to see there's still some life to a fan translation of this amazing game. I've been obsessed with "Seven-Wind Isle Story" for well over a decade.  I've played it through at least twice, once with the help of a Skyped-in friend watching who had 10 years of Japanese language experience. I've even got the prequel book "Ganapa's Hand" that goes into the backstory of the setting. I'd love to offer my resources on the project. 
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: 7imebomb7immy on November 07, 2018, 07:57:14 pm
Thank Joblessfloppy and deegee, we can use all the help we can get.

I have successfully manipulated the original AVI, doubling the resolution and adding subtitles, but need to attempt re-encoding it to the proper format at the proper resolution.

In the meantime, here are some frames that need translation from the next video sequence. It gets text heavy pretty quickly.
The images have been run through OCR and I've done what I can with cargodin's table & jobless_floppy's translation. Again question marks indicate missing characters.

キミは?人
(http://www.84grain.com/~hide/11-00000005.png)

ボクは?人
(http://www.84grain.com/~hide/12-00000005.png)

トモダチになってくれる
(http://www.84grain.com/~hide/13-00000005.png)

ボクも一緒につれてって
(http://www.84grain.com/~hide/14-00000005.png)

ホントにいいの
(http://www.84grain.com/~hide/15-00000005.png)

あソがとう
(http://www.84grain.com/~hide/16-00000005.png)

キミの名前
ステキな名前
(http://www.84grain.com/~hide/17-00000005.png)

Continued...
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: 7imebomb7immy on November 07, 2018, 07:59:42 pm
Continuation...

ボクには名前が
まだないんだ
(http://www.84grain.com/~hide/18-00000005.png)

ねえ・・・
ボクに名前をつけてくれる
(http://www.84grain.com/~hide/19-00000005.png)

キミが
今も昔も変わらず
好きなモノの名前を or 好きなモ/の名前を or 好さなモ/の名前を or 好さなモノの名前を
(http://www.84grain.com/~hide/20-00000005.png)

もうすぐ前身年が経わる
(http://www.84grain.com/~hide/21-00000005.png)

でも生まれ変ゎっても
白分の名前と
今も昔も変ゎらずに好さなモノの
名前は 忘れないんだって
(http://www.84grain.com/~hide/22-00000005.png)

だから ボクの名前を
生まれ変ゎったキミい教えたら
さっとボクのコト
気にいってくれると思う
(http://www.84grain.com/~hide/23-00000005.png)

そしたら また
トモダチになれるよね
(http://www.84grain.com/~hide/24-00000005.png)

That's it for now.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: 7imebomb7immy on November 20, 2018, 07:24:23 pm
Here are some more screens that were easy to figure out. I feel like the next big section is the ending, so I will hide with spoiler tags when I post.

くる
(http://www.84grain.com/~hide/48-00000031.png)

小さくてキレイ
(http://www.84grain.com/~hide/49-00000031.png)
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Cargodin on November 20, 2018, 07:59:31 pm
Here's the entire game's text dumped...
https://drive.google.com/file/d/1FM-z062xDB0srAYDp85pZ8i9qsTXyIVs/view?usp=sharing (https://drive.google.com/file/d/1FM-z062xDB0srAYDp85pZ8i9qsTXyIVs/view?usp=sharing)

Tried using Google to translate the entire document, but it was a little spotty as expected...
I think this will need the eyes of someone who knows Japanese and also understands the game's context.

Hey there! This does look like a dump of much of the game's text(graphics aside), although there was an issue esperknight was looking into where some kanji simply doesn't show up in that file, so it's likely scripted from some other font/file/who knows what. If anyone else is able to pursue it and fix it, I certainly don't mind taking a look at this particular game.


Also, for 7imebomb7immy
監督
雨宮慶太

撮影
木所寛

Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: 7imebomb7immy on December 02, 2018, 05:48:05 pm
Next video sequence with text. May spoil.
Spoiler:
まだ前のボクと
同じカラダ・・・
(http://www.84grain.com/~hide/25-00000006.png)

Spoiler:
?人で?んだコトも
おぼえてる
(http://www.84grain.com/~hide/26-00000006.png)

Spoiler:
こんにちは,
すてさな風の日だね
(http://www.84grain.com/~hide/27-00000006.png)

Spoiler:
ああ, そのサナギは
かゎいそうだが
もうダメだ・・・
(http://www.84grain.com/~hide/28-00000006.png)

Spoiler:
かたむいたままだと
死んでしまうからな
(http://www.84grain.com/~hide/29-00000006.png)

Spoiler:
氷の再がふってくるよ
早くにげた方がいい
(http://www.84grain.com/~hide/30-00000006.png)

Spoiler:
う・・・ ゎすれた・・・
名前・・・ ボクの名前
(http://www.84grain.com/~hide/31-00000006.png)

Spoiler:
キミがっけてくれた
ステキな名前
(http://www.84grain.com/~hide/32-00000006.png)

Spoiler:
今も昔も変わらず
好きなモノの名前
(http://www.84grain.com/~hide/33-00000006.png)

December 04, 2018, 07:59:09 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Continued...
Spoiler:
ゎすれた
(http://www.84grain.com/~hide/34-00000006.png)

Spoiler:
ォレ, ニ一フ
いろんな名前を集めてる
(http://www.84grain.com/~hide/35-00000006.png)

Spoiler:
ォマエの名前は?
(http://www.84grain.com/~hide/36-00000006.png)

Spoiler:
えっ, 名前がない
(http://www.84grain.com/~hide/37-00000006.png)

Spoiler:
それは大変
(http://www.84grain.com/~hide/38-00000006.png)

Spoiler:
みんなが, おまえの名前を
わすれたら
"ワスレサラレタモノ"に
なっちまうよ
(http://www.84grain.com/~hide/39-00000006.png)

Spoiler:
前身年が経わる
キミはわすれる
(http://www.84grain.com/~hide/40-00000006.png)

Spoiler:
でも, 今も昔も変ゎらず
キミが好さなモノの名前
(http://www.84grain.com/~hide/41-00000006.png)

Spoiler:
それが, ボクのナマエ
(http://www.84grain.com/~hide/42-00000006.png)

Spoiler:
ワスレタ
(http://www.84grain.com/~hide/43-00000006.png)


Spoiler:
ボク?ダレ
(http://www.84grain.com/~hide/44-00000006.png)

Spoiler:
ダレモ ボクヲ シラナイ
(http://www.84grain.com/~hide/45-00000006.png)

Spoiler:
ダカラ
ワスレサラレタモノ
(http://www.84grain.com/~hide/46-00000006.png)

Spoiler:
ワ・ス・レ・ク
(http://www.84grain.com/~hide/47-00000006.png)

Back to video subtitling and re-encoding...
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Taruby on January 07, 2019, 06:13:49 pm
Hello,

I'm a Japanese→English Translator. I've been doing fan translation work for about a decade and a half, and have experience working with commercial companies and a couple Japanese game developers over the last several years.

I found this thread when I was going through a nostalgia kick looking up the character art by Amemiya Keita; he's been posting inked illustrations on his Twitter recently with characters from this title.



Unless there are concerns with character space per line, I can quickly translate the entirety of this game in my free time; I'm currently finished with a couple clients and my current client occupies 2~3 days out of the week of my time.

If you still don't have an experienced or dedicated translator with an understanding that this is a game geared towards children told in a storybook style, then please let me know. I'll begin work and share the results on pastebin or in a preferred file format with the accompanying Japanese text.

Regards.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Kallisto on January 10, 2019, 11:51:37 am
Oh wow it's not often this happens! Welcome to RHDN!
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: MANDANGA on January 11, 2019, 03:31:45 pm
Hi,

I was working on a Spanish translation from long time ago in my spare time. I have some interesting things done:

- Script dumped in an online translator for easy translation work
- Translated to Spanish 99% of the Story text.
- Main font modified to a more interesting one with Spanish special characters (and English ones too xD)
- Text routine modified to allow 1Byte character to avoid memory limit using 2bytes (the Spanish text grows over the space allowed in memory for text if you use 2bytes)
- Autocalculation of new Text pointers and text file and 0.bin generation
- Truemotion modification codecs (under win95 XD)
- Images exporter and importer

Maybe, I left some other interesting things...

Actually I just started to translate to Spanish the two books in-game.

If you like, I can give access to Taruby to the online translation tool to make and English translation. It can be good for me too, since I had doubts about some text.

I have an translation blog here:

http://nanakaze.com


Some old test images:

(http://2.bp.blogspot.com/-9DLGj9T5UuI/VkJGlJvr9WI/AAAAAAAABAA/H55wZr7byOQ/s320/nanatllc1.jpg)
(http://4.bp.blogspot.com/-Z67nVdkwMeY/VkJGvL0_u8I/AAAAAAAABAI/YkgdoXJCK48/s320/test1hoxf4.jpg)

Some old test:

https://www.youtube.com/watch?v=8y2kBVgIpjE

https://www.youtube.com/watch?v=D-pikudtSmk

P.S.: Sorry for bad English xD
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: julayla on January 12, 2019, 11:55:54 pm
Wow, the Spanish translation's pretty good.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Taruby on January 13, 2019, 05:15:41 am
If you like, I can give access to Taruby to the online translation tool to make and English translation. It can be good for me too, since I had doubts about some text.
Hello Mandanga,

I'm currently finished with my freelance work for this week until I'm sent more this upcoming Thursday (Tokyo Time). So barring some extra work falling on my desk in the interim, I'm available at the moment.

I'm unsure if someone else has already taken what's available and is translating it into English privately, so I'm hesitant to step on their toes. Looking over the thread, I noticed one translator with hacking experience was helping with bits in the last couple years, but is also engaged in multiple other projects.

In any case, congratulations on sticking with this game for so long. While the Saturn has an impressive library of titles, the story for this one has made the most profound impact on me when I originally played it ages ago.

Speaking of which, if you haven't been following the twitter of the main artist for this game, he made this sculpture of Makio a couple years ago:
https://twitter.com/keita_amemiya/status/856039066017464321
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: MANDANGA on February 02, 2019, 01:26:15 pm
Hello Mandanga,

I'm currently finished with my freelance work for this week until I'm sent more this upcoming Thursday (Tokyo Time). So barring some extra work falling on my desk in the interim, I'm available at the moment.

Hello Taruby,

Don't be worried about time. If you finally works on the English version, just do it on your spare time, whatever it is ^_^

Where in Tokyo do you live? I used to live in Minowa the times I was there... but I'm not traveling to Japan since 10 years ago T_T


Quote from: Taruby
I'm unsure if someone else has already taken what's available and is translating it into English privately, so I'm hesitant to step on their toes. Looking over the thread, I noticed one translator with hacking experience was helping with bits in the last couple years, but is also engaged in multiple other projects.

In any case, congratulations on sticking with this game for so long. While the Saturn has an impressive library of titles, the story for this one has made the most profound impact on me when I originally played it ages ago.

I don't think so... If anyone is translating "Nanatsu Kaze no shima monogatari" (nanakaze from now) to English, it's time to rise hands and say it. So, if nobody reply about it, you are wellcome to work on it, don't you think?

About nanakaze... I was surprised the 1st time I seen the game preview on the old "Sega Saturn Magazine", so I was hyped so much on that time until the game was released on November 1998.


Quote from: Taruby
Speaking of which, if you haven't been following the twitter of the main artist for this game, he made this sculpture of Makio a couple years ago:
https://twitter.com/keita_amemiya/status/856039066017464321

That sculpture of Makio is amazing! I remember seen news about a temporal museum about NanaKaze on the "Saturn Magazine" whit Gaapu sculptures and others.

Talking about the translation, I'm working right now on the "Book system" extractor/insert, detecting some special opcodes. If you remember, the book system shows different text based on the player gameplay, so it's not just extract and translate text.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: mendou on February 09, 2019, 08:43:07 am
I do not own a Saturn but I'm keeping an eye on this project.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: julayla on February 11, 2019, 02:02:20 pm
I do not own a Saturn but I'm keeping an eye on this project.

Me too. I mean even if I never own the Saturn, it'd be something to keep tabs on. I mean the game looks like a good kind of adventure game if the translation's done right.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: mendou on February 12, 2019, 07:22:49 pm
Me too. I mean even if I never own the Saturn, it'd be something to keep tabs on. I mean the game looks like a good kind of adventure game if the translation's done right.
It's from Almanic/Givro, the same developers of E.V.O. and Wonder Project J, so yeah.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Svit on July 23, 2020, 02:14:43 am
Is translation work in progress?
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: MANDANGA on September 08, 2020, 06:25:51 am
Is translation work in progress?

Hi

I'm making the Spanish one from long time, and now it adds an english one too. I hope to have a story translation beta soon.

Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: GhaleonUnlimited on March 04, 2021, 05:38:56 pm
Found out about this game today !

I checked w Cargodin & esperknight to see if there knew where the project was , but does anyone have any update ?

Sounds like the Spanish version will have a beta (last update on the site though is 2019).

Did anyone check out the Spanish patch author's text tool that could he used for an EN translation ?

WPJ2 is one of my fav games , so I hope this happens and I can help where I can .
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: Cargodin on April 16, 2021, 09:39:39 pm
Esper and I had looked into the game before, and it was initially on our list.

Last year, I received a rude af DM from an editor/hacker on the scene who said he and a different translator were working on it. The editor asked for tips and when I offered further help, he told me to fuck off so it sorta left a bad taste in my mouth surrounding the game.

(I've only heard good things about the translator, so for their privacy, I'm not naming them, but I've also heard they'd had to go quiet from the scene. I was given one of their remaining projects to translate, which I did and it's getting hacked in. As for Nanatsukaze though, if the project is still in wip by that translator or not since last May-June, I don't really know.)

If it's available, I'd be happy to translate a proper rip of the game since it's so short in length. I have drafts already from my own lps.

From when Esperknight and I looked at it, it still likes to dump the story dialogue with the kanji bank left out.

If someone is interested, feel free to DM me at any time with a copy of the game script.
Title: Re: Sega Saturn: Nanatsu Kaze no Shima Monogatari
Post by: aqualung on April 18, 2021, 10:05:12 am
Esper and I had looked into the game before, and it was initially on our list.

Last year, I received a rude af DM from an editor/hacker on the scene who said he and a different translator were working on it. The editor asked for tips and when I offered further help, he told me to fuck off so it sorta left a bad taste in my mouth surrounding the game.

(I've only heard good things about the translator, so for their privacy, I'm not naming them, but I've also heard they'd had to go quiet from the scene. I was given one of their remaining projects to translate, which I did and it's getting hacked in. As for Nanatsukaze though, if the project is still in wip by that translator or not since last May-June, I don't really know.)

If it's available, I'd be happy to translate a proper rip of the game since it's so short in length. I have drafts already from my own lps.

From when Esperknight and I looked at it, it still likes to dump the story dialogue with the kanji bank left out.

If someone is interested, feel free to DM me at any time with a copy of the game script.

Sorry for the offtopic:

I give you credit for your capacity of self-restraint, Cargodin. If someone had talked to me as you say that person has, I'd paste it here for everyone to see, making it crystal clear who he/she was, without giving a damn if it gets me into trouble. Few things grinds my gears more than being treated like shit after, on top of that, having helped that person.

Again, sorry for the offtopic and my apologies to anyone who entered expecting an update.