Romhacking.net

Romhacking => ROM Hacking Discussion => Topic started by: ShadowOne333 on April 28, 2016, 03:53:11 pm

Title: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 28, 2016, 03:53:11 pm
Good day.

This project is focused on translating the hidden gem of Wrecking Crew '98 for the Super Famicom, released only in Japan through gamings kiosks of the time.

Spoiler:

(http://i68.tinypic.com/6jheu9.png)

(http://i66.tinypic.com/fumgrs.png)

As for the Tutorial text, here are the findings to far:

TBL file for the tutorial text:
https://www.dropbox.com/s/2uexklcu4mpsak5/WreckingCrew98.tbl?dl=0

Pointers and data for each text of the tutorial section block:
http://www.romhacking.net/forum/index.php/topic,21799.msg329975.html#msg329975

And the pointers and data for the Main Story text is here:
https://www.sendspace.com/file/b47nm0

And its TBL file for translating it:
https://www.dropbox.com/s/yg3kfvgddpsedog/StoryMenuText.tbl?dl=0

Right now the only thing remaining is for people who know Japanese to lend a hand on the translation of the text found in menus and in-game. You can find the text dump for both Story and Tutorial text dumped using Cartographer by DarkSamus993:
http://www.mediafire.com/file/1btzxy62fy87cft/WC98_Text+Dump.zip


If you want to contribute to the project, all that's needed now is just the translation from Japanese to English, we already have the pointers and text dump ready to go for new data insertion.

Download the latest translation patch here!
https://www.romhacking.net/translations/3214/

Right now the only remaining thing to do would be changing the names of the characters in the credits to match those of the original Wrecking Crew for the NES for characters that come back from that game, and also find suitable localization names (puns maybe?) of the new characters.


Here's the list of tentative names for the credits:
Quote
NASUBI KAMEN   = EGGPLANT MAN
NOKO NOKO   = KOOPA TROOPA
SPANNER GON   = GOTCHAWRENCH
PEACH      = PEACH
LUIGI      = LUIGI
BLACKEY      = SPIKE
KOOPA      = BOWSER
ONIGIRI      = RICE BALL
CHIISANA ONNA NO KO = LITTLE GIRL
OYAZI      = BOSS POPS
DOGU      = DOGU DOLL
MARIO      = MARIO
FORKUN      = FORKER
BLONYA      = BLOCKY
BURUCCHO   = DOZER
BURNYA      = BURNY
DUMPTY      = DUMPER
JENYA      = JETTY
KANBANK      = BILLBOARDSER
GURUCCHO   = SPINNER
GATA GATA   = WOBBLESTACLE
POLES      = POLES
U DOKUN      = MR. GUY D.

Feel free to post any suggestions regarding names for some chacters, bugs or glitches that you might found on the beta patch, please let us know by posting a comment on this thread!

Translation demo:
(https://media.giphy.com/media/3o7bu3F2ylaNW5q0De/giphy.gif)

Story text translation demo:
https://www.youtube.com/watch?v=yTFSU8aD6Oo
Title: Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
Post by: FAST6191 on April 28, 2016, 04:42:20 pm
I will assume they are values still encoded for by the game -- it is possible to have things in the font that the game never decodes.

Anyway if you have the text have you tried plugging different values in there? Assuming it does not crash then you should be able to narrow it down quickly enough just by trying various values and then loading the game in an emulator.
Title: Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
Post by: ShadowOne333 on April 28, 2016, 04:57:13 pm
I will assume they are values still encoded for by the game -- it is possible to have things in the font that the game never decodes.

Anyway if you have the text have you tried plugging different values in there? Assuming it does not crash then you should be able to narrow it down quickly enough just by trying various values and then loading the game in an emulator.
I didn't get the last part.
What do you mean by plugging different values?
You mean changing the actual sprite through YY-CHR? Or what exactly?
Title: Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
Post by: John Enigma on April 28, 2016, 05:18:48 pm
I didn't even know there was a wrecking crew for the SNES.
Title: Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
Post by: FAST6191 on April 29, 2016, 03:27:36 am
I meant if you are editing the font then you will presumably know (or can easily find) some text data in the game. Change that to other values in an attempt to find the encodings you want.

Or if you prefer up until now none of the posts I have made have the character q. However you could look at the values the text comes out as (I will assume it is not relative and you don't have such an easy method to use) to get a rough idea of the range it would be in (still works for Japanese -- in shiftJIS things still tend to start with 8 or 9). This means you can try values in that range to eventually figure out q.
Such a method is how I usually find all the various bits of punctuation a game has but it is also good for this sort of thing.

You can sit there and figure out the game's font lookup/fetch/decode routines and limits but a bit of brute force checking like this is far quicker and still gets you the values in all but the weirdest cases (stuff like font switch commands).
Title: Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
Post by: ShadowOne333 on April 29, 2016, 01:41:15 pm
Well, I tried modifying the font by deleting the letter "E" in caps in all fonts viewable, but for some reason when I booted the game, the letter E was still showing up. :/
I'm hitting a wall here that I can't wreck. xD

Meanwhile, I'll post everything I've found about the Japanese text just to have everything in just one place:

Main story text:
Quote from: Intro
久しぶりのバカンスから帰ってきたマリオは上機嫌です。
マリオの家まであと少し、足取りも軽く 元気に歩いていきます。
家が見えてきました。 あれ…?マリオを大きな影が覆いました。
見上げると、見たこともない高いビルが 立っているではありませんか!
マリオの留守中に一体何が起こっていたのでしょう!!
親?ビルの前に、看板があります。 なんということでしょう!!!
【秘密の味と建設中−クッパ対魔王− ←現場地図】
まりおのるすちゅうにくっぱのひみつのあじとが 次々と 建設されていたのでした。
この国が、日陰 だらけになってしまいます。
マリオは、部屋の奥から秘伝のハンマーを取り出しました。
これは、かつてマリオがレッキングクルー として戦った。
あのん時のハンマーです。 この国を元の日当たりの良い、"平和な国"にするために…
マリオは 建設中の"秘密のアジト"に乗り込む決心をしたのでした。
「ケケケ…。作戦通りだ、うまく行ったぜ。」

Quote from: First level
「久しぶりだナス、マリオ。かつてお前を 倒すことが、できなったナス。」
「しかし今、クッパ様の力を借りて、ここに復活したナス。」
「はっはっはっ…。」 「今度バリは、邪魔をさせる訳にはいかないナス〜。」

Quote from: End first level
「ま、またしてもマリオに負けたナス。」

Quote from: Second level
「ん?そこで何やってんか!」
「関係者以外立入禁止よ。」
「ここはクッパ様の秘密の味と2号棟の建設現場からね、クッパ様のためにおいらが立てる。」
「じゃまをする奴は容赦しないよ〜。」
「でも、おいら 4分頑張らないと クッパ様に、怒られる。」

Quote from: End second level
「クッパ様、負けた。悪かった。」

Quote from: Third level
「ガーッ!ガウ ガウ!!(僕って、なんで ビルつくってんのかな〜?)」
「ガ、ガウ!ガウガウ!!(お前、どっかで見たことあるぞ〜)」
「ガウ ガウ ガウ! (よくわかんないけど、3分以内で勝つと♥だぞ)」

Quote from: End third level
「ガ…ガウ?…」

Quote from: Fourth level
「よう!オレのことを覚えているかい。オレはこの日を待ってたのよ。」
「忘れたは言わせね〜ぜ!オレは 元祖マリオのライバルだ!!」
「今日こそは かっちやくをつけてやるぜ!!!」
「オレに 2分以内で買って見な。いいこと教えてやるぜ。」

Quote from: End fourth level
「ふっ…。久しぶりに面白かったぜ。佐賀な、これですんだと思うな。」
「お楽しみは これからだ。わははは…。」

Quote from: Final level
「あ?」 「む、マリオ!早かったな。」
「アジトが 完成する前に、やってくるとは流石だな。」
「だが、このアジトは他とは わけが違うぞ。まだ 未完成だが、この程度でも  お前を倒すなんぞは あさめしまえだ!覚悟しろ!!」

Quote from: End final level
「そんなバカな。こんなに簡単にやられるなんて…。」
「クッソ〜!覚えてろよ。この狩りは必ず返すからな〜。」

Quote from: Bad Ending
「これで終わったと思うなよ!はっはっはっ…」

That leaves only the Menus pending, but that should be easy to get.
Title: Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
Post by: ShadowOne333 on June 17, 2016, 12:20:07 pm
I have to bump this because I made some more progress into the Japanese text and even attempted to translate a portion of it.

The menus have been translated mostly, and I even got into the first tutorial section, but I just saw that the rest are a pain and very extensive, so I might need some help with that.

Only the Help section remains and each of its tutorials starting from the third one.

Quote from: Main Menu
ストーリーモード
STORY MODE

対戦モード
"VERSUS" MODE

へルプ
HELP

データ管理
DATA MANAGEMENT

EXIT
-----------------------------
Quote from: Versus Mode Menu
対戦MODE
VERSUS MODE

対戦木目手
AGAINST (?)

キヤラクター選択
CHARACTER SELECTION

1人目 - 2人目
1P - 2P

ゲームLEVEL
GAME LEVEL

PLAY
-----------------------------
Quote from: After a Versus game
0勝0敗
0 Wins 0 Loses

(After winning-losing)
勝敗
OUTCOME (?)
-----------------------------
Quote from: Help Menu
へルプ
HELP

メ二ュー
MENU

操作のしかた
How to operate / Instructions / Controls

   --------------------------
Quote from: Inside Controls option
   たたく ハンドルまわす
   HIT / TURN HANDLE (A and Y Buttons)

   パネルついか
   ADD PANEL (X Button)

   あるく のぼる
   CLIMB / WALK (D-Pad)

   ジャンプ
   JUMP (B Button)

   1メニュー」へもどる
   BACK TO THE MENU (Select Button)

   ポーズ
   PAUSE ON:OFF

   (B) + (Y) または (A) ... ジャンプたたき
   (B) + (Y) OR (A) ... JUMP BASH

   (Up) + (B) ... たかいばしよにのぼる
   (Up) + (B) ... CLIMB TO HIGH PLACES
   --------------------------
ハンドルの俥いかた
??? (Handles maybe?)

Quote from: How to use handles... ? / Handles tutorial
   ここでは,
   Here,

   ハント"ルのつかいかたを
   せつめいします。
   I will explain the use of the handle.

   ハンドルをつかうには,
   ココで, たたくボタンを。
   To use the handle,
   Hit the button here.

   (Mario moves)

   すると...
   このように,
   ボタンをおしたぶんだけ,
   Then...
   This way,
   Only when you press the button,
   
   このぎょうにある
   ブロックやパネルを
   ぁいてほうこうへ
   ずらすことができます。
   You can shift
   the blocks or panels
   in this line
   on any direction.
   
   ずらしたことで,
   がめんのそとにでたものは,
   はんたいがわから
   もどってきます。
   By shifting,
   Those that went off the screen,
   Come back on the opposite way.

   ハンドルを じょうずに
   つかえるようになれば,
   たいへんゆうりです。
   Once you are able
   to use the handle very well,
   it's very helpful.

   たくさんれんしゅうして,
   じょうずにつかいましょう。
   Practice a lot
   to get good at the errand.

   おしまい
   END
   --------------------------

ブ口ツクの壊しかた
???

バクダンの使いかた
HOW TO USE BOMBS

パネルの使いかた
USING THE PANELS

パネルの効果
EFFECT OF THE PANEL

パネルの連鎖
CHAINING PANELS

ゲームのルール
GAME RULES

スぺシャル
???
-----------------------------
Quote from: Data Management Menu
データ管理
DATA MANAGEMENT

ストーリーモ一ドの MAPコースデータと
sTORY MODE (???) and
MAP COURSE DATA

SAVE(さ)れた キャラクターを 消します
Characters have been saved until reset???

SAVEされているデータは ぁりません
???

EXIT
Title: Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
Post by: Jorpho on June 17, 2016, 11:40:33 pm
I didn't even know there was a wrecking crew for the SNES.
Aye, it's a fun little game – exclusive to the Japanese "Nintendo Power" distribution service initially. I assumed that it hadn't been translated at this point simply because it was exceptionally difficult to hack.

Main story text:
That leaves only the Menus pending, but that should be easy to get.
You're missing the text from the special stages and the "Good" ending you get from finishing the special stages, aren't you?  The special stages are accessed by finishing some of the regular stages with exceptionally fast times.  One of them is an onigiri that says nothing, so that's easy, at least.
Title: Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
Post by: ShadowOne333 on June 17, 2016, 11:46:22 pm
You're missing the text from the special stages and the "Good" ending you get from finishing the special stages, aren't you?  The special stages are accessed by finishing some of the regular stages with exceptionally fast times.  One of them is an onigiri that says nothing, so that's easy, at least.
Huh really?
To be honest, i haven't even played the game until the end, but if you could provide me with some screenshots for those particular instances it would be REALLY helpful!
I will write down all the text and hopefully give a somewhat barebones translation to kick it off. :)
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: Jorpho on June 20, 2016, 12:27:16 am
Isn't all everything on Youtube these days?
https://www.youtube.com/watch?v=X7MGIbtZkbU
https://www.youtube.com/watch?v=Qhs6shTL1_k
https://www.youtube.com/watch?v=ckd62wSSIg4
etc
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: ShadowOne333 on June 20, 2016, 03:16:14 pm
Oh thanks!

Here is the text for those special stages and the good ending:

Quote from: Map text
ひみつのタヅトちず

Quote from: Stage A - Onigiri Intro
「.......。」

Quote from: Stage A - Onigiri Ending
「.......。」

Quote from: Stage B - Onnanoko Intro
「わたしね, ずっとここに
ひとりでいるの。」

「みんな わたしが
あそんでっていうと
いなくなちやうの。」

「もう だれも
いなっちゃった...」

「おじさん
あそんでくれる?」

Quote from: Stage B - Onnanoko Ending
「おじさん、ありがとう。
このたてものをこわして
くれて。」

「これで みんなのところに
いけるわ。」

Quote from: Stage C - Oyazi Intro
「よお! みてくれよ、
このビルを...。
つめて一よな。」

「こんなのは おれの
つくりたかったもんじゃ
ね〜んだよ。」

「おれが
つくりたかったのはよ、

もっと あったけ〜たてもの
なんだ。」

「よし! そこのひと!!
このビルで
しょうぶ しね〜か?」

Quote from: Stage C - Oyazi Ending
「いやー、あんたつよいねー。
かなわないや。」

「おれもこれで
すっきりした。」

「これからは、あたたかい
いえを たてていくぜ。」

Quote from: Stage D - Dogu Intro
「ワタシハ トオイムカシ
ハルカ カナタカラ
チキュウ二 ヤッテキタ。」

「クタシハ ナガイ ナガイ
ネムリニ ツイテイタ。」

「ワタシノ ネムリヲ
ジャマスル ヤツハ
ダレダ!!」

Quote from: Stage D - Dogu Ending
「ワタシヲ フルサト二
カエシテ...。」

Quote from: Bowser Rematch Intro
「あっ!」

「マリオ!
もう、やってきたのか!」

「おれさまの アジトを
すべてみつけるとは
さすがだな。」

「だが、おれさまは
ほかのやつらとは
かくがちがうぞ!!」

「こんどこそ おまえを
ひねりつぶしてやる。
かくごしろ!」

Quote from: Bowser Rematch Ending
「そんなばかな! このビルは
むてきだ... あいつがそう
いったのに...」

Quote from: Good Ending
「おのれ〜〜!
よくも だましたな!!」

「おれさまを ダシにつかって
マリオを やっつけるつもり
だったな〜!!」

「は...。ははは...
まあまあ...」

ひええええ〜〜〜〜
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: NES Boy on June 20, 2016, 05:02:04 pm
Also, Koopa Troopa, Gotcha Wrench, and Foreman Spike have alternate dialogue when you defeat them under a certain time (4:00 for Koopa Troopa, 3:00 for Gotcha Wrench, and 2:00 for Foreman Spike).
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: ShadowOne333 on June 20, 2016, 05:49:39 pm
Also, Koopa Troopa, Gotcha Wrench, and Foreman Spike have alternate dialogue when you defeat them under a certain time (4:00 for Koopa Troopa, 3:00 for Gotcha Wrench, and 2:00 for Foreman Spike).

Thanks for the heads up.
I will try and see if I can find any videos with those alternate dialogues.
If you do have the links, much better so that I can transcribe them faster!

Anyway, continuing with the Help menu options:

Quote from: Remaining Help menu options
ブ口ツクの壊しかた
???
Quote from: ??? tutorial
ここでは、
ブロックのこわしかたを
せつめいします。

ブロツクは、
1かいたたくと...

このような
パネルにかわります。

パネルをたたくと...

こわれて、
なくなってしまいます。

さらに、
おなじいろのパネルを
3コくっつけると...

このように、
きえてなくなります。

パネルは、
たて、よこほうこうでしか
くっつけることが
できません。

つまり...
このようなかたちでは
けすことができませんが、

このようなかたちであれば、
パネルをけすことが
できるわけです。

このブロツクこゎし、パネル
こわしは、ゲームのきほん
です。しっかり、
れんしゆうしましょう。

おしまい

バクダンの使いかた
HOW TO USE BOMBS

Quote from: Bombs tutorial
ここでは、
バクダンのつかいかたを
せつめいします。

バクダンとは、
このパネルのことを
いいます。

バクダンパネル、
つうしょうバクダンを
たたくと...

このように、
ばくはつします。

このとき、
ブロツクは
パネルにかわり、

パネルは
こゎれてなくなり、

このくろいバネル、
つうしょうてっぱんも、
こわれてなくなります。

てっぱんは、バクダンを
つかわないかぎり、
こわすことができません。

なお、バクダンどうしが
ばくはつしたばあいは、
こうなります。

それから...
バクダンは、パネルついか
ボタンをおさないと
でてきません。

バクダンは、パネルを
2ぎょうついかするごとに
1コでてきます。

ブロツクやパネルが
つみあがっているときなどは
とてもだしこくいもの
ですが...

ひじょうにやっかいな
てっぱんをけすには、
バクダンをつかうしか
ありません。

また、バクダンは
すごくつかいにくい
マイテムですが、なれれば
たいへんべんりです。

がんばって
れんしゆうしましょう。

おしまい

パネルの使いかた
USING THE PANELS

Quote from: Panels tutorial
ここでは、
パネルのつかいかたを
せつめいします。

パネルには、あか、
あお、みどり、きいろの
4しょくがあります。

おなじいろのパネルは、
3コくっつけると
きえてしまいますが、

このように、4コいじょう
くっつけると...

あいてへの
こうげきになります。

こうげきは、
くっつけたパネルが、
おおければ おおいほど、
ものすごくなります。

なお、
パネルがほしいとさには
パネルついかボタンを
おしてください。

すると...

このように、
ボ夕ンを1かいぉすごとに
1ぎょうぶんのパネルを
ついかすることができます。

ちなみに、
ついかするパネルのいろを
えらぶことはできません!

また、パネルついか
2かいにつき1コ、
バクダンパネルが
ふくまれます。

バネルは、ためすぎると
GAME OVERに
なりますので、ちゅういして
ついかしましょう。

おしまい
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: Jorpho on June 20, 2016, 10:02:08 pm
...Are you transcribing all this stuff directly?

I guess that's nice, but presumably, if someone can figure out how the text is stored in the ROM to the extent that a new English script can be inserted, it should be easy enough to extract the script as-is.
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: ShadowOne333 on June 20, 2016, 10:31:08 pm
...Are you transcribing all this stuff directly?

I guess that's nice, but presumably, if someone can figure out how the text is stored in the ROM to the extent that a new English script can be inserted, it should be easy enough to extract the script as-is.
Yes I'm transcribing all the text from the game FIRST.
I did attempt to find the text before, but I was doing it wrong, I was looking for values for 16x16 tiles instead of the 8x16 font tiles which are used for the tutorials.

Once I'm done transcribing all the text, I'll hunt down the tutorial text to make a quick PoC.
Title: Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
Post by: VicVergil on June 21, 2016, 07:33:43 am
Well, I tried modifying the font by deleting the letter "E" in caps in all fonts viewable, but for some reason when I booted the game, the letter E was still showing up. :/
I'm hitting a wall here that I can't wreck. xD

That's probably because the (2?) uncompressed fonts you modified were not what you're looking for.
Which makes sense, sort of, since they're 8x16 and the in-game font is 16x16.

Relative search with the in-game JP kana order didn't give away anything so I guess even the text is compressed in this game.

EDIT:
Well, the story text isn't directly visible for me, but at least the tutorial text is uncompressed.

(http://i.imgur.com/RR63WcM.png) (http://i.imgur.com/mnNxZBp.png)

This bit of text in particular is at 0x038BDD.
Table file looks something like あ=00, ア=50, 1=A0, A=AA.
Some notable control codes:

F0=<white>
F1=<red>
F6=<space>
F7=<line break>
F9FF=<end of text box with button press wait>

BTW, I find the existing English font to be ugly, so it might need to be changed (shouldn't be too hard though)
Title: Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
Post by: Jorpho on June 21, 2016, 09:20:51 am
Which makes sense, sort of, since they're 8x16 and the in-game font is 16x16.
To be clear, the font pictured above appears to be the same font used in the tutorial (though the tutorial may very well use a different, compressed copy of the same font).
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: VicVergil on June 21, 2016, 09:27:27 am
You're right. See my edit above.

Still, no signs of the big 16x16 font or any text using it (story text, that is).
Title: Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
Post by: ShadowOne333 on June 21, 2016, 10:29:58 am
That's probably because the (2?) uncompressed fonts you modified were not what you're looking for.
Which makes sense, sort of, since they're 8x16 and the in-game font is 16x16.

Relative search with the in-game JP kana order didn't give away anything so I guess even the text is compressed in this game.

EDIT:
Well, the story text isn't directly visible for me, but at least the tutorial text is uncompressed.

(http://i.imgur.com/RR63WcM.png) (http://i.imgur.com/mnNxZBp.png)

This bit of text in particular is at 0x038BDD.
Table file looks something like あ=00, ア=50, 1=A0, A=AA.
Some notable control codes:

F0=<white>
F1=<red>
F6=<space>
F7=<line break>
F9FF=<end of text box with button press wait>

BTW, I find the existing English font to be ugly, so it might need to be changed (shouldn't be too hard though)

Awesome!

And yep, that's what I meant.
The main story font (and the one apparently used for Menus too) is in 16x16 and that doesn't appear anywhere in the ROM's data, so it seems that the 16x16 font is compressed.
However, the 8x16 font which is used in certain sub-menus and the tutorials is clearly visible and editable.

Sadly, uncompression is something beyond my capabilities, so I will go as far as I can with the current possibilities, unless someone manages to get the decompression routine working to get the remaining fonts. :P

It would be worth giving the ROM a try with exhal/inhal to see if we can manage to dump the 16x16 font though, I'll see what I can gather:
https://github.com/devinacker/exhal

It's worth the shot. :P
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: VicVergil on June 21, 2016, 11:19:51 am
You should probably start looking for the pointer table related to tutorial text so that you can get script edition started with Cartographer/Atlas, rather than just regular hex editing.
From what I saw and what little language proficiency I have, the existing text length limitations are going to hurt otherwise.
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: ShadowOne333 on June 21, 2016, 05:50:12 pm
You should probably start looking for the pointer table related to tutorial text so that you can get script edition started with Cartographer/Atlas, rather than just regular hex editing.
From what I saw and what little language proficiency I have, the existing text length limitations are going to hurt otherwise.

Thank you!
I will surely look at Cartographer/Atlas to make the text editing much more friendly. :)
in the meanwhile, I have finished with the text of the "Panel effects":

Quote
パネルの効果
EFFECT OF THE PANEL

   ------------------

   ここでは、
   パネルのこうかを
   せつめいします。
   Here, I will explain the effects of the panels.

   パネルは、
   あいてをやっつけるための
   アイテムです。

   これから、
   4しょくのパネルが
   できることを 1しょくずつ
   せつめいします。

   かなりながいので、
   かくごしてください。
   
   では、はじめます。

   まずはじめは、
   あかパネルです。

   このようこ4コいじょう
   くっつけると...

   あいてがわへ、
   もンスターを1ぴき、
   おくることができます。

   このもンス夕一は、
   あいてにとって
   たいへんジゃマですので、
   でんでんおくりましょう。

   つぎはぉパネルです。

   おなじように
   4コくっつけると...

   このように
   きえてしまいますが、
   このきえたぶんのパネルを
   ふやして、

   あいてがわに
   だすことができます。

   つまり、こちらがわで
   きえたパネルのいちと
   たいしょうの
   あいてが力に、

   パネルとして、
   がめんのしたがわから
   もちあげることが、
   できるのです。

   このばあいは、
   あおパネルが4コ
   きえたので、

   あいてがわに、あわせて
   8まいのパネルが
   もちあがりました。

   これを おうようすれば、
   あおパネルで
   こんなこともできます。

   このように、
   じぶんがけした
   あおパネルのかたちを
   そのまま、

   あいてがわに、
   パネルとして
   だすことができるので、
   たいへん べんりです。

   さて、つぎは、
   みどりパネルです。

   おなじように
   4コくっつけると...

   あいてがわに⭐が
   とんでいきます。

   この⭐は、
   あいてがわのパネルを
   ブロツクにもどして、
   なかみをかえてしまいます。

   ⭐は、みどりバネルが
   きえたばしょの
   すぐわきにでるので、

   みどりパネルは、
   あいてがわの
   けしたいばしょのそばに
   つくりましょう。

   さいごは、
   きいろパネルです。

   4コくっつけると...

   あいてがわに、このような
   くろいてっぱんを
   4まいおとします。

   てっぱんは、
   たたいてこわせないので、
   とてもジャマです。

   ここで、
   さいごにもういちど
   いいますが、

   パネルが3コでは、
   こうげきをだしません。

   ですが、パネルをたくさん
   くっつければ、
   そのこうげきは
   おおきくなります。

   たとえば、あかパネルを
   これだけくっつけると...

   こんなにすごい
   モンスターがでるわけです。

   ほかのいろのパネルも、
   おなじです。

   すごいのをつくって、
   あいてをやっつけましょう。

   さて、これでやっと
   パネルのせつめいを
   おわります。

   おしまい

   ------------------------

One thing's for sure...
Those last damn tutorial are REALLY freaking huge in terms of text.
It took me two hours just to finish with that one. :/

I still have three more to go...
Hopefully, those will be the last ones!

Oh and btw, I have started making a TBL file for the tutorial font.
Once I'm done with it, I'll upload it. :)
Will make things a little bit more easier, and will help out find the text in the ROM using WindHex32
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: VicVergil on June 21, 2016, 06:03:08 pm
Oh, almost forgot. Here's the table I made.
It's missing values in the 50-9F range (which are simply the exact katakana matches for values 00-4F) and E0-EF.
As well as most control codes. I think F0 to F4 (not sure where this ends) are for various colors, mostly used in the "O SHI MA I" text at the end of each tutorial. Didn't take much time to get what the others mean.

EB is actually an interpunct, original English font lacks an apostrophe, but the quality is so bad one can't tell the difference anyways.

Quote
00=あ
01=い
02=う
03=え
04=お
05=か
06=き
07=く
08=け
09=こ
0A=さ
0B=し
0C=す
0D=せ
0E=そ
0F=た
10=ち
11=つ
12=て
13=と
14=な
15=に
16=ぬ
17=ね
18=の
19=は
1A=ひ
1B=ふ
1C=へ
1D=ほ
1E=ま
1F=み
20=む
21=め
22=も
23=や
24=ゆ
25=よ
26=ら
27=り
28=る
29=れ
2A=ろ
2B=わ
2C=を
2D=ん
2E=ぁ
2F=ぃ
30=ぅ
31=ぇ
32=ぉ
33=っ
34=ゃ
35=ゅ
36=ょ
37=が
38=ぎ
39=ぐ
3A=げ
3B=ご
3C=ざ
3D=じ
3E=ず
3F=ぜ
40=ぞ
41=だ
42=ぢ
43=づ
44=で
45=ど
46=ば
47=び
48=ぶ
49=べ
4A=ぼ
4B=ぱ
4C=ぴ
4D=ぷ
4E=ぺ
4F=ぽ
A0=1
A1=2
A2=3
A3=4
A4=5
A5=6
A6=7
A7=8
A8=9
A9=0
AA=A
AB=B
AC=C
AD=D
AE=E
AF=F
B0=G
B1=H
B2=I
B3=J
B4=K
B5=L
B6=M
B7=N
B8=O
B9=P
BA=Q
BB=R
BC=S
BD=T
BE=U
BF=V
C0=W
C1=X
C2=Y
C3=Z
C4=a
C5=b
C6=c
C7=d
C8=e
C9=f
CA=g
CB=h
CC=i
CD=j
CE=k
CF=l
D0=m
D1=n
D2=o
D3=p
D4=q
D5=r
D6=s
D7=t
D8=u
D9=v
DA=w
DB=x
DC=y
DD=z
DE=!
DF=?
E0=&
F7=/
F6=
EB='
FF=#
F9=$
E8=.
F0=<white>
F1=<red>
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: ShadowOne333 on June 23, 2016, 03:46:52 pm
Phewww...
Finally done with the help and tutorials.
Here's the missing text for it:

Spoiler:
Quote
パネルの連鎖
CHANING PANELS

   ------------------------

   ここでは、
   パネルのれんさについて
   せつめいします。

   パネルは、おなじいろを
   4コいじょうくっつけると、
   あいてにたいしての
   こうげきとなりますが、

   これを つなげてゆると、
   それはれんさとなり、
   こうげきのちからが
   つよくなります。

   では、じっさいに
   みてみましょう。

   いいですか?

   これが
   あかパネルでの
   れんさです。

   みてのとおり、
   ふつうは1ぴきしかでない
   もソスターが、
   2ひきになっています。

   なんで 2ひきになったか?
   というと...
   れんさのばぁい、

   そのときの
   れんさのかずたけ、
   こうげきのないようが
   つよくなるからなのです。

   でのくらいつよくなるかは、
   そのときにきえた
   パネルのいろと、

   そのときの
   れんさすうによって、
   ぜんぜんちがいます。

   たとえば...

   みどりパネルでのれんさは、
   このように、
   ✮のちからが
   4だんぶんでます。

   さらにつづけると...

   あかパネルでの
   れんぞくれんさができ、
   でてくるモンスターが
   3びきになります。

   れんさは、
   バクタンをつかっても
   つくることができます。

   つくりかたとしては、
   このように、ばくはつで
   きえるパネルゆ、
   てっぱんのまわりに、

   おなじいろのパネルを
   あつめます。

   このじょうたいで、
   バク夕ソを
   ばくはつさせると...

   そのばくはつで、
   このような
   れんさになります。

   これを おうようすれば、
   こんなこともできます。

   バクタンを
   じょうずにつかえば、
   れんさも、ひかくてき
   かんたんにつくれます。

   れんさをつくるコツ
   としては、
   まず、パネルをたくさん
   のこしておくこと。

   あらかじめ、
   パネルを2コずつ
   くっつけておくことなど、

   とにかく、
   じっせんぁるのみです。

   なお、
   せつめいちゆうでも
   ありましたが、

   れんさちゆうであれば、
   パネルの3コけしでも
   こうげきをだすことが
   できます。

   ではこれで、
   かんたんではありますが、
   れんさのせつめいを
   おわります。

   おしまい


   ------------------------

ゲームのルール
GAME RULES

   ------------------------

   ここでは、
   ゲームのル一ルを
   せつめいします。

   このゲームは、あいてを
   GAME OVERに
   してしまえば、かちです。

   どうすれば
   GAME OVERになるか
   というと、

   あいてがわに、どんどん
   ブロツクをぉくりこみ、

   このように、
   どこか1ケしょでも
   うえのラインよりだせれば、

   その3びょうご、
   あなたのかちがきまります。

   ぎゃくに、
   あなたがこうなってしまった
   ばあい、

   3びょうかんは
   だいじょうぶですから、
   そのあいだに
   なんとか さげてください。

   このときだいじなことは、
   こわしたいばしょへはやく
   ぐというし、たたくボタンを
   れんだすること。そして、

   さいごまで あきらめない
   きもちがあれば、
   たいていは
   なんとかなります。

   さて、ここでひとつ
   すごいことをおしえます。

   つぎのように、
   じぶんがわのがめんないに

   モンス夕一も、ブロックも、
   パネルも、すべてなくした
   じょうたいにできれば...

   そのことで、このような
   NICE!なじょうたい
   となり、

   そのあとにつくった
   さいしょのこうげきが、
   どれでも1かいだけ

   ちょっと
   ぅれしいこうかになります。

   ちなみに、
   このさいしょのこうげきを
   NICE!なこうげき
   といいます。

   なお、
   なにもないじょうたいは
   なんどでもつくれますが、

   NICE!なこうげきを
   ためることはできません。
   つまり...

   NICE!なこうげきを
   つかわないかざり、なんど
   なにもないじょうたいに
   しても、ムダなわけです。

   さいごに ほそくとして、
   モンスターは、
   まうえからならば
   ふむことができますが、

   しっぱいすると、
   こうなってしまいます。

   こうなっているあいだは、
   うごかすことがが
   できませんので、

   (DPad symbol)キーを さゆうに
   すばゆくれんだして、
   かいふくさせましょう。

   ここでのせつめいは、
   これで おわりです。

   ルールをまもって、
   たのしく あそびましょう。

   おしまい

   ------------------------

スぺシャル
???

   ------------------------

   ここでは、オマケとして、
   もはんえんぎを
   おみせします。

   まずは、じょうずになれば
   さいしょのじょうたいだけで
   ここまでできる。
   というものを...

   いかがでしたか?

   つぎは、
   さいきょうのこうげきに
   ついて、おみせします。

   これが、
   さいきょうのこうげきの
   やりかたのいちれいです。

   このさいごのいちまいが
   おなしいろであれば、
   かんせいです。

   では、いきます...

   おおっ!!

   と、ここまでにしましょう。

   このさき、
   なにがおこるかは、
   じぶんで
   たしかめてください。

   ちなみに、さいきょうの
   こうげきは、パネルを
   9コいじょうくっつけると
   だすことができます。

   そのときくっついた
   パネルのかたちは、
   かんけいありません。

   さて、いまのせつめいで、
   もはんえんぎをおわります。

   さんこうになりましたか?

   ここからさきは、
   あなたしだいです。

   しっかりれんしゅうして、
   ともだちと
   たのしんでくださいね。

   ここまで

   ------------------------

Also, here's my take on the TBL file:
http://www.bwass.org/bucket/WreckingCrew98.tbl

I think I am missing some characters.
The character font table has a full set from 00 up to EF, but I went with what GHANMI said for the numbers and alphabet.
I did include some characters from 50-9F, but I'm unsure if that's the actual value for them.

With this, I'm only missing the alternate dialogues mentioned by NES Boy here:
Also, Koopa Troopa, Gotcha Wrench, and Foreman Spike have alternate dialogue when you defeat them under a certain time (4:00 for Koopa Troopa, 3:00 for Gotcha Wrench, and 2:00 for Foreman Spike).

Once those are done, that should be it for the text. :)
Unto decompressing some data banks afterwards with exhal!
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: VicVergil on June 23, 2016, 04:06:48 pm
Add/Fix this in your table file:

Quote
5E=ソ
68=ノ
77=リ
79=レ
7B=ワ
7D=ン

7E=ァ
7F=ィ
80=ゥ
81=ェ
82=ォ
83=ッ
84=ャ
85=ュ
86=ョ
87=ガ
88=ギ
89=グ
8A=ゲ
8B=ゴ
8C=ザ
8D=ジ
8E=ズ
8F=ゼ
90=ゾ
91=ダ
92=ヂ
93=ヅ
94=デ
95=ド
96=バ
97=ビ
98=ブ
99=ベ
9A=ボ
9B=パ
9C=ピ
9D=プ
9E=ペ
9F=ポ
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: ShadowOne333 on June 23, 2016, 04:26:46 pm
Thanks GHANMI!

Here's the updated TBL with the changes you mentioned:
http://www.bwass.org/bucket/WreckingCrew98-1.tbl

Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: VicVergil on June 23, 2016, 04:52:32 pm
Don't be afraid of experimenting with all possible values. That's all there is to it.

F0=<white>
F1=<red>
F2=<cyan>
F3=<pink>
F4=<green>
F5=<orange>
F6=
F7=<new_line>
F8=<text_pos>
F9=<wait_button>
FA=<wait_timer>
FF=<end>

F8XX: displays the text after it in the position defined by parameter XX. From trial and error here are some parameter values:
A0 = right box, 3rd line, first letter
A1 = right box, 3rd line, second letter
B0 = left box, 3rd line, first letter

F9: waits for a key press before continuing to display text. Often used just before FF (end of text) but can be used anywhere.

FA: waits for 2-3 seconds before displaying rest of the text.
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: ShadowOne333 on June 23, 2016, 11:09:04 pm
Okay so I have a good and bad news.
The good one is that...

Finally, the last set of text is done!

Quote from: Koopa Troopa under 4 min (After level)
「クッパさま。ないしょの
アジトが ばれたッス。
わるかったッス。」

Quote from: Koopa Troopa over 4 min (After level)
「クッパさま、まけたッス。
わるかったッス。」

Quote from: Gotcha Wrench under 3 min (After level)
「ガ...ガウ...
(ひみつのみちが...)」

Quote from: Gotcha Wrench over 3 min (After level)
「ガ...ガウ?...」

Quote from: Foreman Spike under 2 min (After level)
「ふっ...。ひさしぶりに
おもしろかったぜ。ひみつの
アジトをおしえてやるよ。」

Quote from: Foreman Spike over 2 min (After level)
「ふっ...。ひさしぶりに
おもしろがったぜ。だがな、
これですんだとおもうな。」

And the bad news is...
I might be out for vacations during this month, so it might be hard for me to work on this project for a while. :/
I will try to do my best to continue during July, even if it is a tiny bit per day.

Also, one more thing...
I think.... Just THINK that there is still missing text for when each one of the enemies win against you.
I might be wrong though, but can somebody confirm this?

I will try it if I had a save file or a save state with all stages unlocked, since I'm not too good at this kind of games. xD
It took me 20 mins to defeat the Eggplant guy, take a hint hahaha.

Oh and also, I will ope up a Data Crystal page for Wrecking Crew '98 with everything I come across. :)
Starting with the TBL file which GHANIM has been so kind to share and correct. :P

------------------------------------------------

EDIT:
I saw that in some speedruns, if you beat a guy fast enough with some chain combos, you can get a pic of Bowser to appear in the side of the enemy with a text that says:

Quote from: Bowser image
安全第一

Which stands for "Safety First" or something similar.
That's another thing to consider.
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: Jorpho on June 24, 2016, 10:30:44 am
Like I said, once someone figures out how some of the story text is stored, it should be easy to extract all of the rest of the story text.

And without knowing how the story text is stored, how can you expect to proceed from here..?
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: ShadowOne333 on June 26, 2016, 01:17:58 pm
Like I said, once someone figures out how some of the story text is stored, it should be easy to extract all of the rest of the story text.

And without knowing how the story text is stored, how can you expect to proceed from here..?

Yes I'm aware of that.
Unfortunately, I haven't been able to get the compressed text, but as far as the uncompressed-tutorial text goes, I found all the text located in the following data bank:

0x038A80-0x039E8F

It begins with [FF 09 09 ] and ends with the very last coloured text of the tutorial which is [F3 09 F6 F2 09 F6 F4 1E F6 F5 44 F9 FF].
After that, I found a lot of <text pos> commands but with no <new line> nor colour codes, I am still yet to see what this is.

I'm on my way to finding the pointers for the text blocks in the meanwhile.
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: mariosmentor on January 31, 2017, 01:48:48 pm
Hello! I tried translating this game myself, but I lacked the technical know-how. Seeing how you're working on the hacking, would you like me to translate the text for you? That way, you won't have to worry about mistranslating something.
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: ShadowOne333 on January 31, 2017, 01:53:35 pm
Hello! I tried translating this game myself, but I lacked the technical know-how. Seeing how you're working on the hacking, would you like me to translate the text for you? That way, you won't have to worry about mistranslating something.
Hi!
I'd be glad if you could do so, I am still lacking the knowledge to be able to translate the main text during the cutscenes due to the font for those being compressed, but the text for the Tutorials and such can already be translated with the data provided in this thread.

Thank you for the help!
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: mariosmentor on January 31, 2017, 04:06:37 pm
EDIT: Fixed my translation errors in the "How to break Blocks" tutorial. One line in particular I quoted directly from mz, so credit where credit's due.

Alright, well, let's start with the menus. You nailed the main menu, so I'll focus on the Help menu:

Quote from: Help Menu
操作のしかた
How to Play

ハンドルの俥いかた
How to turn Handles

ブ口ツクの壊しかた
How to break Blocks

バクダンの使いかた
How to use Bombs

パネルの使いかた
How to use Panels

パネルの効果
Panel Effects

パネルの連鎖
Panel Chains

ゲームのルール
Game Rules

スぺシャル
Special

Now let's focus on the actual tutorials (I'm skipping How to Play though):

Quote from: How to turn Handles
ここでは,
ハント"ルのつかいかたを
せつめいします。
Here,
I will explain how
to use Handles.

ハンドルをつかうには,
ココで, たたくボタンを。
To use a Handle, hit
the button right here.

(Mario uses the Handle)

すると...
このように,
ボタンをおしたぶんだけ,
And then...
Just by pressing
the button like this,

このぎょうにある
ブロックやパネルを
あいてほうこうへ
ずらすことができます。
you can slide
this line of
Blocks and Panels
in this direction.

ずらしたことで,
がめんのそとにでたものは,
はんたいがわから
もどってきます。
While sliding,
whatever leaves the screen
will come back around
the opposite end.

ハンドルを じょうずに
つかえるようになれば,
たいへんゆうりです。
Handles are very
useful once you can
use them skillfully.

たくさんれんしゅうして,
じょうずにつかいましょう。
So be sure to practice,
and hone your skills.

おしまい
The End

Quote from: How to break Blocks
ここでは、
ブロックのこわしかたを
せつめいします。
Here,
I will explain how
to break Blocks.

ブロツクは、
1かいたたくと...
If you hit this
Block one time...

このような
パネルにかわります。
It will turn
into a Panel.

パネルをたたくと...
If you hit the Panel...

こわれて、
なくなってしまいます。
It will break,
and then disappear.

さらに、
おなじいろのパネルを
3コくっつけると...
Furthermore,
if you line up 3 Panels
of the same color...

このように、
きえてなくなります。
They will flash,
and will all disappear.

パネルは、
たて、よこほうこうでしか
くっつけることが
できません。
Panels can
only line up in
a vertical or
horizontal direction.

つまり...
このようなかたちでは
けすことができませんが、
In other words...
A shape like this
won't be erased, but,

このようなかたちであれば、
パネルをけすことが
できるわけです。
in a shape like this,
all the Panels will
certainly be erased.

このブロツクこわし、パネル
こわしは、ゲームのきほん
です。しっかり、
れんしゆうしましょう。
This breaking of Blocks
and Panels make up the
game's foundation. Let's
practice it carefully.

おしまい
The End

Sorry to cut this short, but chores are eating me alive. I'll translate more later.
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: ShadowOne333 on January 31, 2017, 05:15:02 pm
Oh my!
That's really good!
Thank you for your contribution to the hack :D
I'll try to dust off my findings and translate what I can in the upcoming week.
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: Giga571 on February 01, 2017, 08:24:59 am
To be clear, that Bowser image with the "Safety First" sign that shows up when you make a big enough combo is actually an instant win.

Unfortunately I can't help with anything other than rewording things that don't fit or make much sense.
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: danke on February 01, 2017, 09:42:57 pm
Alright, well, let's start with the menus. You nailed the main menu, so I'll focus on the Help menu:

Now let's focus on the actual tutorials (I'm skipping How to Play though):

Sorry to cut this short, but chores are eating me alive. I'll translate more later.

Were you using babelfish to translate? The whole "How to break blocks" section is mistranslated.
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: KingMike on February 01, 2017, 10:52:05 pm
Scary blocks and panels? :o
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: mariosmentor on February 02, 2017, 09:14:55 am
I'm not using no Babelfish or whatever. Here, let me break down this bit:

ブロックのこわしかたを
Burokku no kowa shikata wo

Kowa=Frightening, terrifying. Sure, it can mean to break or destroy, but at the end, the word is used again, and later followed by this sentence:
しっかり、 れんしゆうしましょう。
This sentence essentially means "let's try it out" but in a reassuring tone, much like "don't be scared, you can do it," implying that the intended meaning for kowa is "frightening."

Shikata: Way, method, means.

Now do you believe I'm a bad translator?
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: mz on February 02, 2017, 11:01:05 am
I'm not using no Babelfish or whatever. Here, let me break down this bit:

ブロックのこわしかたを
Burokku no kowa shikata wo

Kowa=Frightening, terrifying. Sure, it can mean to break or destroy, but at the end, the word is used again, and later followed by this sentence:
しっかり、 れんしゆうしましょう。
This sentence essentially means "let's try it out" but in a reassuring tone, much like "don't be scared, you can do it," implying that the intended meaning for kowa is "frightening."

Shikata: Way, method, means.

Now do you believe I'm a bad translator?
I believe so, but I'm a bad translator too, so there's no need to be ashamed about that.

This is how I interpret those lines:
Quote
ここでは、
ブロックのこわしかたを
せつめいします。
Here,
I will explain the frightening
method of Blocks.
こわしかた looks like 壊仕方 to me.

So, "I'll explain how to break the blocks."

Quote
このブロツクこわし、パネル
こわしは、ゲームのきほん
です。しっかり、
れんしゆうしましょう。
These scary Blocks and Panels
make up the game's
foundation. Come on,
let's try it out.
I guess れんしゆう is a badly written 練習, so I'd say those sentences mean "This breaking of blocks and panels make up the game's foundation. Let's practice it carefully."
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: mariosmentor on February 02, 2017, 12:13:03 pm
I believe so, but I'm a bad translator too, so there's no need to be ashamed about that.

Well, at least I don't feel as bad as you could've made me.

This is how I interpret those lines:こわしかた looks like 壊仕方 to me.

So, "I'll explain how to break the blocks."

Face. Palm. I can't believe I didn't think maybe "shi" was a intended to be a kanji character.

I guess れんしゆう is a badly written 練習, so I'd say those sentences mean "This breaking of blocks and panels make up the game's foundation. Let's practice it carefully."

Yeah, I had simply used the transcription on the first page of this thread, and while I did notice a couple typos, I clearly didn't catch this one.

At this point, if I can't notice stuff like this, why am I trying to translate anything? I can't believe I've been wasting ShadowOne's time for nothing.  :banghead:
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: ShadowOne333 on February 02, 2017, 12:23:01 pm
Yeah, I had simply used the transcription on the first page of this thread, and while I did notice a couple typos, I clearly didn't catch this one.

At this point, if I can't notice stuff like this, why am I trying to translate anything? I can't believe I've been wasting ShadowOne's time for nothing.  :banghead:
Don't be so harsh on yourself. You're not wasting my time. :P
Translations are never exact, I know for a fact since I know three languages, and damn are they confusing with words haha.

Besides, that's why we are a community, to help each other out, be it in errors or slight mistakes we might end up doing. :D
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: NES Boy on February 02, 2017, 02:06:41 pm
Well, in light of the typos, I've done a different approach in presenting the game's text: with cropped and stitched in-game screenshots.

Here's the story intro:

Spoiler:
(https://s28.postimg.org/alrmnx7od/wc98_intro.png)
Unlike ShadowOne333, I didn't include the text on the billboard that appears during the scene where Mario comes across the building.

If anyone wants, I could do the same with the rest of the game's text. I could even get the text ShadowOne333 is missing.
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: ShadowOne333 on February 02, 2017, 02:39:26 pm
Well, in light of the typos, I've done a different approach in presenting the game's text: with cropped and stitched in-game screenshots.

Here's the story intro:

Spoiler:
(https://s28.postimg.org/alrmnx7od/wc98_intro.png)
Unlike ShadowOne333, I didn't include the text on the billboard that appears during the scene where Mario comes across the building.

If anyone wants, I could do the same with the rest of the game's text. I could even get the text ShadowOne333 is missing.

That'd be of great help if you could. Thanks!

Still, the main story text is still missing, I haven't located it yet in the ROM, and not having the decompressed graphics isn't helping either haha. I have to first find where and how to decompressed the main story font, and once I am able to do that, transcribe each letter/kanji to its HEX value to be able to find the story text in the ROMs data. That's; of course, hoping that it is stored as text and not as graphics.
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: mariosmentor on February 02, 2017, 05:06:09 pm
Don't be so harsh on yourself. You're not wasting my time. :P
Translations are never exact, I know for a fact since I know three languages, and damn are they confusing with words haha.

Besides, that's why we are a community, to help each other out, be it in errors or slight mistakes we might end up doing. :D
Thanks. I really needed that. I'll continue translating the tutorials either later on today or tomorrow. It's hard to say for sure 'cuz my uncle's dying and Mom wants to say goodbye today. 'Til then, I can only suggest enjoying this cookie.  :cookie:
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: ShadowOne333 on February 02, 2017, 05:13:37 pm
Thanks. I really needed that. I'll continue translating the tutorials either later on today or tomorrow. It's hard to say for sure 'cuz my uncle's dying and Mom wants to say goodbye today. 'Til then, I can only suggest enjoying this cookie.  :cookie:
My condolences to your family.
And don't worry about making the translations fast enough, there's no rush. I still have to figure out the pointers for the tutorials to being the actual translation, and then there's the compressed graphics, so don't be on a hurry.
Cookie accepted!
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: mariosmentor on February 05, 2017, 10:23:03 pm
Well, I have some really bad news. Due to Uncle Art's death, my family constantly arguing, and a lot of issues coming up with my translating, I'm afraid I have to pull out of this project. Sorry. (Proceeds to call myself a $%!&head.  :banghead:)
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: ShadowOne333 on February 06, 2017, 11:24:26 pm
My sincere condolences to both you and your family.
I hope you all get the strength required to overcome such a loss.
And don't worry about the project, focus on your family.
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: ShadowOne333 on February 14, 2017, 05:51:10 pm
Well I tried finding the pointer for the text block which begins at 038A82-0x039E8F, but for some reason I cannot seem to find it.
I tried using the same method I used for finding the pointers from EarthBound which follow the structure:

[A9 ZZ YY 85]

Which usually the last two pair of bytes in the address replace YYZZ, being in this case 8A 82, however there seems to be no set of bytes which match with it.
For example, here's one data bank I got from EarthBound and it's pointer:
Code: [Select]
Title Screen Text (Static) Palette
Pointer location: 0×3F692
Data in clean rom: [A9 7C AE 85 0E A9 E1 00 85 10]
Refers to location: 0xE1AE7C (0×21B07C)

As you can see, the address is in SNES Format (C00000+PC address). Here we have A9 ZZ YY 82 0E A9 XX 00 85 10.
Where XXYYZZ is the address in SNES format (0xE1AE7C).
EarthBound does have 4 kind of pointers like those, changing the 0E for 06, 0E, 0A, 12, so with this we could also perform a search for C38A82, or just take portions of the pointer to look for. Like A9 ZZ YY only, or maybe even A9 XX 00.
In this case A9 82 8A or A9 C3 00.
Wrecking Crew '98 seems to also be a HiRom, following the same kind of SNES format as EarthBound.

However, I still cannot seem to find any kind of match which has a similar structure to that of the pointers I'm used to.
There's also the possibility of a three-byte pointer, but I haven't found any so far.

If anyone is skilled enough with a debugger to pinpoint this pointer, that'd be of great help to start moving around the text and translate the tutorials already. xD
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: rainponcho on February 14, 2017, 07:34:20 pm
Here's a small start. Wrecking Crew '98 (Japan) - no-intro


Examining tutorial mode--
code c3:046b = where it reads script each byte
code c3:0423 = picks up 16-bit ptr here


So example:
(83)80cb ptr-16 ==> (83)8BDD text
ROM = 380cb ==> 38bdd

(83)8041 ptr-16 ==> (83)8A83 text
Title: Re: [HELP] Finding the HEX/Tile ID values of font for Wrecking Crew '98 translation?
Post by: ShadowOne333 on February 15, 2017, 11:52:37 am
Thank you so much, rainponcho!
So it's a three byte pointer using JSL instead of A9/85?
They might be handled through control codes then?

I found this in 0x038041:
[22 83 8A]

And in 0x380CB:
[22 DD 8B]

The text does being at 0x038A83 with [F6 09 09] and ends with [F3 04 F6 F2 0B F6 F4 1E F6 F5 01 F9 FF], continuing into 0x038BDD for the next section of the tutorial.

Here are the text blocks I've found so far for the tutorial section and its JSLs:

Code: [Select]
1) ハンドルの俥いかた : How to turn handles
0x038A83-0x38BDC
[22 83 8A] - At PC address 0x038041

2) ブ口ツクの壊しかた : How to break blocks
0x388DD-0x038CE7
[22 DD 8B] - At PC address 0x0380CB

3) バクダンの使いかた : How to use bombs
0x038CE8-0x038EB3
[22 E8 8C] - At PC address 0x03810B

4) パネルの使いかた : How to use panels
0x038EB4-0x039340
[22 B4 8E] - At PC address 0x0381BF

5) パネルの効果 : Panel Effects
0x039341-0x03970F
[22 41 93] - At PC address 0x03834F

6) パネルの連鎖 : Panel Chains
0x039710-0x039920
[22 10 97] - At PC address 0x0384BA

7) ゲームのルール : Game Rules
0x039921-0x039CB8
[22 21 99] - At PC address 0x038550

8) スぺシャル : Special
0x039CB9-0x039E8F
[22 B9 9C] - At PC address 0x0386BB

That seems to be everything for the text blocks for the tutorials.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on February 15, 2017, 11:05:35 pm
Don't want to spend too much time on this (trying to get Wizardry Empire stuff fully done), but you definitely need more community help to move this further - the rest isn't novice material from what I went through.


16x16 decoded font. 2-bpp.
https://www.sendspace.com/file/92x65f

data rom offsets:
181efe - 182a21
182a21 - 183492
183492 - 183ebd
183ebd - 1844db

table:
d4:5b04 = 24-bit font ptr + 16-bit vram offset

code:
d4:087b = start decoder (raw copy, lz copy, rle copy)


note: If I somehow become the one to make an encoder / re-insert, I'd rather make a lazy "raw" version. Or make a special case that just copies the "useful" uncompressed tiles over. That font is massive, and you won't be using most of those tiles -- leaving lots of nice empty space to take an easy way out.


And if you're wondering about the menu sprites/tiles, that's another layer of pain finding it. They use a bitmask method: 0 = raw byte, 1 = rle byte. Every 8 bytes, $2118 send tiles over. Reset rle for next 8 bytes. I don't have this quite figured out but here's the next routines, if anyone else wants to run with it.

At least it's not hard to remap the ptrs if the new tiles don't fit.


Tutorial main menu
code ptr c0:5ee4; data c7:5198-6478??
code ptr c0:5ef1; data c5:47c2
==> code c0:0c51

code ptr c0:5efe
code ptr c0:5f0b
==> code c0:0d49 (...?)
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on February 16, 2017, 11:44:30 am
Oh wow rainponcho!
You managed to get the whole font out!
That's amazing.

I checked out the .bin files you uploaded, and it seems like they follow the exact same tile ID as the 8x16 font.
Check this as an example:

(http://i68.tinypic.com/6jheu9.png) (http://i68.tinypic.com/15psnwz.png)

Can you see it?
They are arranged in the EXACT same way as the uncompressed font.
Also, I want to point this out too:

(http://i66.tinypic.com/fumgrs.png) (http://i68.tinypic.com/20fvpjd.png)

Both fonts share a 1:1 arrangement until they reach the uppercase letter "Y", after that they differ in the next 43 characters, but those are not as important, an updated TBL for the new characters specific to both menus and story text can be made.

What I was thinking is that, hopefully, since the 16x16 font already has a complete latin alphabet (without the Z), and if the hex data for both Story mode and menus is in a similar text block as the Tutorial text, maybe we can avoid screwing around with the compressed font and focus on solely finding the text blocks for those. That is, if the text for any of those is not compressed too, or handled as graphics themselves.

I'm not entirely sure if this is even feasible, I'm just mumbling random crap since I am not as knowledgeable in compression/decompression of graphics or text as others in here, I'm just giving a hopeful possibility.
What do you think?
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on February 16, 2017, 04:54:02 pm
I'll try fishing around for some story text later today/tomorrow, to see how they're stored. You bring up an alternate interesting idea - use the same built-in 8x16 font for both tutorial and story modes.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on February 16, 2017, 05:08:44 pm
I'll try fishing around for some story text later today/tomorrow, to see how they're stored. You bring up an alternate interesting idea - use the same built-in 8x16 font for both tutorial and story modes.
Well not the same built-in 8x16 font for everything, but I am assuming that both 8x16 and 16x16 fonts use the same kind of tile ID (Hex values) since almost 90% of both fonts are shared and even arranged in the same way.
If the Story/Menu text is stored similarly in the ROM's data, then we might be able to simply change the values from the Katakana/hiragana to the ones for the Latin alphabet of the same 16x16 font. All of this without the need to modify the compressed font. (Although there's still the few images with japanese in there like Bowser's and the control xD)

I'll modify the TBL I made previously to make one for the 16x16 font.
Hopefully that'll be of help when trying to find the text in the ROM's data.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on February 16, 2017, 06:54:26 pm
Sample: d4:5398 ptr1 ==> d4:2b7d text1

code d4:5bd3 = tile maps
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on February 17, 2017, 10:25:48 am
Sample: d4:5398 ptr1 ==> d4:2b7d text1

code d4:5bd3 = tile maps

What ROM address is D42B7D? Is it 0x142B7D? Is that where the text is stored?
I got a bit confused, sorry. :P

Also, I was about to post the modified TBL but found out that the HEX values are not 1:1 with the 8x16, but rather slightly changed. I completely forgot that 16x16 fonts take 2x2 bytes for each character.
For example, I believe I saw 2C 00 60 00 in 0x142B7D.
That begins with その, the very first two japanese characters from the very beginning of the Story mode.
And I believe I already know how the text format works for the story text.

For example:
[2C 00] tells the game to load the 16x16 character located at 2C from the first font.bin you shared the other day.
[2C 03] tells the game to load the 16x16 character located at 2C from the fourth (counting 00 as the first) font.bin you shared.

With that said, look at this:
(http://i66.tinypic.com/2rd97yx.png)

Success!
Looks like my theory was correct, we can play around with the story text without having to edit the compressed font at all! :)
(Well, except for the other two I mentioned earlier :P)
Now I'll try to post the TBL for the story text, and gather all the text blocks from the story mode and try to post all the info in here.

Is the Menu text stored in a similar way, rainponcho?
I tried doing a search with that format for the menu texts but didn't get a proper match with the letters next to each other.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on February 17, 2017, 10:54:09 am
Menu text are stored as compressed 4-bpp sprite tiles.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on February 17, 2017, 11:09:28 am
Menu text are stored as compressed 4-bpp sprite tiles.
Ah I see, that explains why I didn't find it.
Guess that adds it to the Bowser and Control layout images for compressed graphics.

In the meanwhile, here's the TBL specifically for the Story Text:
https://www.dropbox.com/s/yg3kfvgddpsedog/StoryMenuText.tbl?dl=0

One thing I noticed is that the game sometimes repeats 6203 a bunch of times (sometimes 6003 too) and then continues with the next block of text for the same cutscene. That shouldn't be of much worry though.

I will try to document all of the text blocks for the Story now, it might take a while. xD
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on February 17, 2017, 11:38:08 am
At least you're making good progress! Didn't realize how long you had this project "active".

I can probably make a compressor tool for the sprite tiles - have an idea how to do this easily.

Repeating 62 03... sounds like a way to "line feed" via padding? I'm sure you'll figure out how it works. ;)
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on February 17, 2017, 12:00:32 pm
At least you're making good progress! Didn't realize how long you had this project "active".

I can probably make a compressor tool for the sprite tiles - have an idea how to do this easily.

Repeating 62 03... sounds like a way to "line feed" via padding? I'm sure you'll figure out how it works. ;)
Thank you so much, rainponcho!
The de/compressor tool would mark the final step to have the game ready for a 100% translation!
Thanks to your awesome help a full translation of the game is now within our grasp!

Yeah I've been trying to get around translating this game for years now I believe, but thank to your incredible help and GHANMI's that I've been able to put stuff together to be able to translate it to the point we are now.
I am deeply grateful for all your help :)

And yes, I believe all of those 6203/6003 codes might be some sort of padding to jump to the next position and erase the current text. At least that's what I think so far :P
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on February 17, 2017, 02:17:45 pm
sprite dump
https://www.sendspace.com/file/sycjm6
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on February 17, 2017, 03:27:31 pm
sprite dump
https://www.sendspace.com/file/sycjm6
Wow amazing! :D
Thank you so much for that!
I can now start going through the compressed graphics and start editing them, thanks! :)

Out of curiosity, I found this:
http://www.vgmuseum.com/end/snes/c/wreck98.htm

That might be a good base to start with for the translation, even though it's just the Bowser fight.
Also, I'm not sure if I saw it, but which sprite is the one which has this image?

(https://tcrf.net/images/0/08/WC98_BowserSign.png)

I might have missed it, as I was somewhat in a rush today due to too much work haha.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on February 18, 2017, 12:17:50 pm
Sample list of story text locations. Replaying some battles seems to hit different text paths.
https://www.sendspace.com/file/b47nm0


Where is that Bowser sign located in-game?
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on February 18, 2017, 01:27:11 pm
Sample list of story text locations. Replaying some battles seems to hit different text paths.
https://www.sendspace.com/file/b47nm0


Where is that Bowser sign located in-game?
Thank you!
I'll give it an in depth look this monday :)

The Bowser image I believe appears when you defeat an enemy really fast:
https://www.youtube.com/watch?v=cK6DFIw_7Pw

At 0:30, right when he defeats the first enemy of the game, the image falls down and ends the match.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on February 18, 2017, 02:40:22 pm
Combat sprites
https://www.sendspace.com/file/khmmmd
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Jorpho on February 18, 2017, 03:15:28 pm
The Bowser image I believe appears when you defeat an enemy really fast:
https://www.youtube.com/watch?v=cK6DFIw_7Pw

At 0:30, right when he defeats the first enemy of the game, the image falls down and ends the match.
You have to clear nine pink tiles in a +-shape.  Generally, this is quite tricky as it means you have to arrange eight pink tiles with a grey tile in the center, and hope that it turns pink when you break it; the principle is demonstrated near the end of one of the tutorials.

This is of course not what is done in the TAS, but that's a TAS and you can't really expect something like that in normal gameplay.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on February 20, 2017, 12:41:57 pm
Okay guys!
First update regarding the compressed graphics.

I took my time today to try to translate the main menu's compressed graphics, and here's the result:

(http://i65.tinypic.com/90ybg9.png)

As you can see, I had to switch fonts from the 16x16 one to the 8x16 font or else the translated english text won't even fit.
I only had troubles with "Data Management". I had to change it to "Saved Data", again, due to limited space.

What do you guys think so far?
I'll be going through the compressed graphics first. I want to get those out of the way as soon as possible.
I will post updates with each one I translate.

Also, for the Bowser image here:

(https://tcrf.net/images/0/08/WC98_BowserSign.png)

Does someone have any idea as to what font to go for that one? The font for those letters is a 16x24 one.
I was thinking of maybe a 8x16 font with "SAFETY' in the upper row and "FIRST" in the lower one. I can add another line under the available 24 pixels of height to make the available space 16x16 for each letter)

PS: The black space you see after each sentence ("STORY MODE_ _ _ _ " for example) is the free available space in 8x16 tiles.
Story Mode has 4 free spaces, Versus has 4 too, Help has 2 and Exit has 3.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on February 20, 2017, 01:41:28 pm
Personally I like them so far. They're more hand-stylish (not vending machine generated).

Which reminds me.. I have to get that sprite compression tool written.
Title: Re: [WIP/HELP] Wrecking Crew \'98 (Super Famicom) Translation
Post by: ShadowOne333 on February 20, 2017, 01:45:09 pm
Personally I like them so far. They're more hand-stylish (not vending machine generated).

Which reminds me.. I have to get that sprite compression tool written.
There's no rush, take your time :)
I still have like 10 other compressed graphics to translate (I already have them sorted out).
I might do like one per day depending on how much work it is.

But so far everything is looking neat :D
Thank you!

February 20, 2017, 03:42:14 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's a mockup I made for Bowser's image:

(http://i66.tinypic.com/2hzsfmg.png)

I made the custom font myself, looks nice so far. Only the "R" doesn't convince me that much, but it's the best I could do with the working space of 8x12 for each letter.

Does the spacing look okay between letters and the frame?
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on February 21, 2017, 11:35:37 am
Here's sprite inserter tool.
https://www.sendspace.com/file/zn0j5m


edit: Instructions.

) Check files match ones in sprite.txt
) Rename rom file to one in encode.bat
) Run batch file. It will insert graphics back into rom.

) Check log.txt. If a sprite is too big, it will generate an external file which you will need to manually insert back into rom. And modify the ptrs.



I think Bowser sign is highly readable. And I'm not sure who's going to really stare and micro-squint at it. You're able to do a lot with small spaces. :thumb:
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on February 21, 2017, 11:53:11 am
Here's sprite inserter tool.
https://www.sendspace.com/file/zn0j5m


edit: Instructions.

) Check files match ones in sprite.txt
) Rename rom file to one in encode.bat
) Run batch file. It will insert graphics back into rom.

) Check log.txt. If a sprite is too big, it will generate an external file which you will need to manually insert back into rom. And modify the ptrs.



I think Bowser sign is highly readable. And I'm not sure who's going to really stare and micro-squint at it. You're able to do a lot with small spaces. :thumb:

Thank you so much for the instructions!
I was just about to ask you about it when you edited your post :P

One thing I noticed so far is that sprite_52384 seems to be missing a portion at the very beginning, it starts with the lower half of the characters for "(VERSUS in japanese) MODE", while the rest continues intact.
Also, I noticed that this very graphics also contain the data for the unlockable Tournament Mode, which seems to be the other "MODE" text found there as well. This one:
https://www.youtube.com/watch?v=SDqJgd4xrn8

How would I go about fixing those graphics?
Would I need to modify the crew1.txt file to change the value from 52384 to 52379? I believe the upper half of the graphics start at 52379, might be wrong though.

So far that's the only problem I've encountered, I am on my way to finish the Bowser sprite translated and then I will attempt to translate the Versus/Tournament screens. :)

Thank you so much for your help, seriously.

EDIT:

IT'S ALIVE!!! :D

(http://i63.tinypic.com/2mx3okl.png)
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on February 21, 2017, 01:24:10 pm
Finally! Some proper english. And the tool works. This should go fast. :mrgreen:


sprite_52384 looks like this. Kanji looks okay.
http://picpaste.com/untitled-ukHmnPJW.png

Funny how a Mario game went untranslated all this time (~19 years?)
Title: Re: [WIP/HELP] Wrecking Crew \'98 (Super Famicom) Translation
Post by: ShadowOne333 on February 21, 2017, 01:32:28 pm
Finally! Some proper english. And the tool works. This should go fast. :mrgreen:


sprite_52384 looks like this. Kanji looks okay.
http://picpaste.com/untitled-ukHmnPJW.png

Funny how a Mario game went untranslated all this time (~19 years?)
Oh yeah you are right.
If I open it up in YY-CHR it does open up properly.
For some reason Tile Layer Pro eats up the first row with that sprite. Odd.

Anyway, I will try to get the compressed graphics done hopefully before March kicks in, but we never know just how trollish life can be  ;D

Yeah, I find it odd that nobody seems to have been interested in translating this title.
Mario and not in english? It's odd enough.
Maybe it was due to the difficulty regarding the compressed graphics that nobody attempted it before, and sure enough, if it wasn't for your help this wouldn't have gone much farther neither. :P

February 22, 2017, 03:04:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Back with some updates!

I have reworked the Main menu and also translated the Versus Mode screen:

(http://i63.tinypic.com/rqz02d.png)

(http://i66.tinypic.com/2igen0o.png)

I have yet to translate the Tournament Menu since I don't have it unlocked yet, if someone has a save file with everything unlocked for the game, please share it here since it would be of great help to debug certain graphics and text. Without it I am just going blind for some translations :P

Here's the original text from both menus:

Quote from: Main menu
    ストーリーモード
    STORY MODE

    対戦モード
    "VERSUS" MODE

    へルプ
    HELP

    データ管理
    DATA MANAGEMENT

    EXIT

Quote from: Versus Mode Menu
    対戦MODE
    VERSUS MODE

    対戦木目手
    AGAINST (?)

    キヤラクター選択
    CHARACTER SELECTION

    1人目 - 2人目
    1P - 2P

    ゲームLEVEL
    GAME LEVEL

    PLAY

If I screwed up with a translation or something, please let me know too, since I am merely a noob when it comes to japanese :P
Title: Re: [WIP/HELP] Wrecking Crew \'98 (Super Famicom) Translation
Post by: Jorpho on February 22, 2017, 11:13:04 pm
I have yet to translate the Tournament Menu since I don't have it unlocked yet, if someone has a save file with everything unlocked for the game, please share it here since it would be of great help to debug certain graphics and text.
Good $deity, I haven't touched this in fifteen years.  :o
http://www.filedropper.com/wrecki1
Title: Re: [WIP/HELP] Wrecking Crew \'98 (Super Famicom) Translation
Post by: ShadowOne333 on February 23, 2017, 10:34:48 am
Good $deity, I haven't touched this in fifteen years.  :o
http://www.filedropper.com/wrecki1
Ah thank you so much!
This will be of great help for testing out certain graphics in-game without having to get through the game entirely first :P
Here's the Tournament mode screens:

(http://i65.tinypic.com/ou9ycn.png)

(http://i66.tinypic.com/1sfdia.png)

So far everything's going smooth :P
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Googie on February 23, 2017, 11:05:55 am
Looks great, can't wait to play it when it's done...  :thumbsup:
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on February 23, 2017, 12:08:01 pm
Another screen I translated today:

(http://i64.tinypic.com/2vkgwe9.png)

If you notice in the upper-left corner, it says "STG 1".
The kanji here shoves the number in between. Like this:
"第1回"
By only editing the compressed graphics I won't be able to move the second kanji before the number, therefore being limited to only 2 tiles instead of 4 that the two kanjis have. The position of the letters seem to be handled by ASM code.

"SYG1" stands for "Stage 1" or either "Round 1"
The thing here is that I only have two 8x16 tiles to work with, I had to squeeze STG into two tiles to make it work.

I'm between STG, or "RD" for "Round", but I feel as RD is not that well known of an abbreviation.

Same for other numbers like 2, 3 etc.
Any other suggestions?
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on February 23, 2017, 12:18:25 pm
I'll look for the asm code and see if they can be swapped around.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on February 23, 2017, 12:20:51 pm
I'll look for the asm code and see if they can be swapped around.
Hope it's not too much of a hassle.
There are a couple more instances where I remember seeing that, like the Match results right after a Tournament match with the "Match" kanji above, and other stuff I can't recall.

You already did wonders of work for this project, not to mention the most important part of it alone :P
I just don't want to take time out of your current projects for this one. :D
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on February 23, 2017, 12:47:12 pm
Already found the location and have an idea what to do. But need to read the code carefully - little oddball.

It's a fun distraction while the other projects are getting pushed out. No biggie. :)


edit: round # patch
https://www.sendspace.com/file/d60s2l
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on February 23, 2017, 01:28:48 pm
Already found the location and have an idea what to do. But need to read the code carefully - little oddball.

It's a fun distraction while the other projects are getting pushed out. No biggie. :)


edit: round # patch
https://www.sendspace.com/file/d60s2l
Damn that was really fast :P

Although, I think the change eats up the second tile:
(http://i67.tinypic.com/1zgeyrs.jpg)

I left the STG untouched, and simply added four circles to know the other two tiles are there.
Oh also I think this is the other case I was talking about:
(http://i66.tinypic.com/2rp4pvq.png)
it does a similar thing as the previous one, putting the number in between the kanjis.
This one happens at the screen right before a Tournament match begins.

--------------------------------------------------------------------------------------------------------------

EDIT:
I figured it out.
Based on your original code, I modified the following:

At 0x0054E7:
[9F CA] - Your code had 8F C8
And at 0x0054F5
[9F 0A] - Your code had 8F 08

That properly places STG alongside the other two tiles, and then the number at the end. :D
There's still the "第1試合" (First match) to screw around with though :P
I might translate it to "Match 1" or something.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on February 23, 2017, 02:18:58 pm
Yep. That's right. Here's part2 also.
https://www.sendspace.com/file/rupjvs


edit:
Quote
At 0x0054E7:
[9F CA] - Your code had 8F C8
And at 0x0054F5
[9F 0A] - Your code had 8F 08

If you use 9F CA + 9F 0A --- it will mess up after you play 10+ tournaments (incorrect printing).

The ips patch above correctly handles 10+ tournament plays.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on February 24, 2017, 01:40:47 pm
Yep. That's right. Here's part2 also.
https://www.sendspace.com/file/rupjvs


edit:
If you use 9F CA + 9F 0A --- it will mess up after you play 10+ tournaments (incorrect printing).

The ips patch above correctly handles 10+ tournament plays.

Oh sorry, I didn't see that you replied back XP
I will patch the ROM with the new patch you provided next.
Thank you so much!

In the meanwhile, here's some new updates:

(http://i67.tinypic.com/11uuohz.png)   (http://i67.tinypic.com/bhm9fq.png)   (http://i68.tinypic.com/2n6g2a0.png)

I still have like 4 compressed graphics left to be done.
After that, I will continue with either the Tutorial or the Story text, it all depends.

I might need help from someone who knows japanese quite well for those, as I don't know japanese at all. :P
The text for both story and tutorial scripts is within the first two pages of this thread!

-----------------------------------

EDIT:
Okay guys, I hit the point where I might have to rely on someone who really knows some japanese, as the next parts will start being heavy on it and I want to make sure I make a good enough hacking process with a proper translation.
I am already translating the HELP menu, and this is what I need help with:

Quote
ハンドルの俥いかた
??? (Handles maybe?)

ブ口ツクの壊しかた
???

バクダンの使いかた
HOW TO USE BOMBS

パネルの使いかた
USING THE PANELS

パネルの効果
EFFECT OF THE PANEL

パネルの連鎖
CHAINING PANELS

ゲームのルール
GAME RULES

スぺシャル
???

Also, I will need someone who can understand the text in this image:

(http://www.mobygames.com/images/shots/l/734494-wrecking-crew-98-snes-screenshot-map-of-the-stages.png)

I understand something like "Secret map" or something similar, but not the entire phrase.
Could someone help with said translations?
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on February 25, 2017, 12:36:45 am
ひみつのアジトちず
Secret Hideout Map

As in criminal's hideout. If you can find something shorter go ahead, or else you might be forced to shorten the text (no "map") or use a smaller font like the one in Link's Awakening's VWF patch or Fire Emblem 7.

And please change the English font for "Match 1" so that either the text or the number match the height of each other.

I'll get the other later.
スぺシャル means "SPECIAL" obviously, and I'd like to check how the others appear in-game.
If you're keeping the original font, best go with all-caps.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on February 27, 2017, 11:57:02 am
Damn that was quite a long weekend.
I might not be able to work on the project during weekends, so expect most of the updates to come during week days :P

With that said, let's get back on track:

ひみつのアジトちず
Secret Hideout Map

As in criminal's hideout. If you can find something shorter go ahead, or else you might be forced to shorten the text (no "map") or use a smaller font like the one in Link's Awakening's VWF patch or Fire Emblem 7.

And please change the English font for "Match 1" so that either the text or the number match the height of each other.

I'll get the other later.
スぺシャル means "SPECIAL" obviously, and I'd like to check how the others appear in-game.
If you're keeping the original font, best go with all-caps.

Thank you so much for the translation!
I was struggling with that bit. I will go ahead and try to fit it into the World map tiles to see how it looks like, if it doesn't fit I might shorten it to "Secret Hideouts" or something similar, I'll see what I can work out.

As for the "Match" text, take a look at this:

(http://i67.tinypic.com/313nm8o.png)

There's two things I want to touch upon from that image:


Oh btw, GHANMI, here's what I have so far of the HELP menu:

(http://i68.tinypic.com/hwbxpw.png)
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: mariosmentor on February 27, 2017, 01:07:57 pm
 :huh: Really, the lack of Kanji in this game has made this such a pain for me to try to translate. And here I thought I could pop up out of nowhere and help out again. :'( Well, at least I managed to get the first half of the Bombs tutorial.

Quote from: How to use Bombs (1st half)
ここでは、
バクダンのつかいかたを
せつめいします。
Here,
I will explain how
to use Bombs.

バクダンとは、
このパネルのことを
いいます。
This Panel
here is called
a Bomb.

バクダンパネル、
つうしょうバクダンを
たたくと...
If you hit this
Bomb, also known
as a Bomb Panel...

このように、
ばくはつします。
It will
then explode.

このとき、
ブロツクは
パネルにかわり、
This time,
the Blocks were
replaced by Panels,

[Mario blows up another Bomb]

パネルは
こわれてなくなり、
the Panels
broke and disappeared,

[Mario breaks the remaining Panel]

このくろいバネル、
つうしょうてっぱんも、
こわれてなくなります。
and even these black
Panels called Iron Plates
will break and disappear.

[Mario blows up another Bomb, destroying the Iron Plates.]

てっぱんは、バクダンを
つかわないかぎり、
こわすことができません。
Unless you use
Bombs, Iron
Plates can't be broken.

なお、バクダンどうしが
ばくはつしたばあいは、
こうなります。
Furthermore, if Bombs
are exploded in short range
like so, this will happen.

それから...
バクダンは、パネルついか
ボタンをおさないと
でてきません。
After that...
Bombs, as in Panels
with buttons on them,
will no longer appear.

バクダンは、パネルを
2ぎょうついかするごとに
1コでてきます。
When 2 or more lines of
Panels appear, so will
1 more Bomb.

ブロツクやパネルが
つみあがっているときなどは
とてもだしこくいもの
ですが...

ひじょうにやっかいな
てっぱんをけすには、
バクダンをつかうしか
ありません。

また、バクダンは
すごくつかいにくい
マイテムですが、なれれば
たいへんべんりです。

がんばって
れんしゆうしましょう。

おしまい
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on February 28, 2017, 09:19:46 am
You could change the numbers to a lower height, yes. But I think what you need is not just editing the tile graphics, but also their map arrangements (which causes stuff to be repeated/reused).

CONTROLS
USING HANDLES
BREAKING BLOCKS
USING BOMBS
PANEL EFFECTS
PANEL CHAINS
GAME RULES
SPECIAL

If you're going to have translations inserted, better keep in mind the text window has a limit of 13 letters per line, and 4 lines total. I edited some of the text already translated with those limitations in mind... but because the limit is so small, the text is awkward at places.

Quote
Handles.
-------------
HERE, WE'LL
LEARN HOW TO
USE HANDLES.
-------------
TO USE A
HANDLE, HIT
THAT BUTTON.
-------------
THEN... JUST
BY PRESSING
THIS BUTTON,
YOU CAN...
-------------
SLIDE A LINE
OF BLOCKS AND
PANELS THIS
WAY.
-------------
WHAT GOES OFF
SCREEN COMES
BACK FROM THE
OTHER SIDE.
-------------
IF YOU MASTER
USING THEM,
HANDLES ARE
VERY USEFUL.
-------------
SO MAKE SURE
TO PRACTICE!
-------------
THE END
-------------


Blocks.
-------------
HERE, WE'LL
LEARN HOW TO
BREAK BLOCKS.
-------------
IF WE HIT
THIS BLOCK
ONCE...
-------------
IT WILL TURN
INTO A PANEL.
-------------
AND IF WE HIT
THAT PANEL...
-------------
IT BREAKS AND
VANISHES.
-------------
BESIDES, IF
WE LINE UP 3
PANELS OF THE
SAME COLOR...
-------------
THEY WILL ALL
SPARKLE AND
VANISH.
-------------
PANEL GROUPS
MAY BE EITHER
HORIZONTAL OR
VERTICAL.
-------------
MEANING THIS
ARRANGEMENT
WON'T BE
CLEARED...
-------------
BUT THIS ONE
WOULD BE FOR
SURE.
-------------
CLEARING
PANELS AND
BLOCKS IS THE
GAME'S CORE.
-------------
SO PRACTICE
IT WELL!
THE END
-------------

Bombs
-------------
HERE, WE'LL
LEARN HOW TO
USE BOMBS.
-------------
SEE THIS
PANEL? THAT'S
A BOMB.
-------------
IF YOU HIT
THIS BOMB
PANEL...
-------------
IT EXPLODES.
-------------
THIS TIME,
BLOCKS WERE
REPLACED BY
PANELS.
-------------
THE PANELS
GOT BLOWN UP.
-------------
EVEN BLACK
ONES, "IRON
PLATES", ARE
DESTROYED.
-------------
NOTHING BUT
BOMBS CAN
CLEAR IRON
PLATES.
-------------
(todo)
-------------
AFTER THAT NO
MORE BOMB
PANELS WILL
APPEAR.
-------------
(...)
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on February 28, 2017, 11:38:54 am
Eh. Space limits.

For 'MATCH' and 'HELP' tiles, I suggest painting some of those black blocks different patterns/colors to see where they end up on-screen. If it looks like a 'dead' tile you don't need, then GHANMI is right - probably becomes my job to fix the tilemap arrangements. I too prefer this first over shrinking everything down.

For tutorial text window, same thing I guess. Probably be first in line to see if asm expansion is easy-ish.

Right-e-o. My load is heading downward so I might become available on-deck. In March.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on February 28, 2017, 02:00:00 pm
Thank you so much, @mariosmentor and @GHANMI for the translations!
I will save them up for when I get to the tutorial text :D

Also, thank you so much @GHANMI and @rainponcho for all of your help in this project, I cannot express with words how thankful I am :D

Now to continue, here's what I have so far for the HELP MENU:

(http://i68.tinypic.com/qzjb06.png)

I believe you were missing the 5th line in your translation, GHANMI, the "USING PANELS" one.
I assumed that's what it was an added it in. :P

As you can see, almost all of them are done now, it's just two things to point out:

Also, here's a patch of what I have done so far:
https://www.dropbox.com/s/1faip2xzx8sbp9k/TranslationBeta.ips?dl=0
Hopefully having that patch available could help debug some stuff out from your side, guys.

I haven't touched the "MATCH" tile yet, I will try to fix that one by tomorrow.

------------------------------------------------------------------------------------------------------------

EDIT:
Okay I just reworked the "MATCH" tiles, how does this look for you guys?

(http://i63.tinypic.com/dxkaw0.png) (http://i68.tinypic.com/xe0wsi.png)

------------------------------------------------------------------------------------------------------------

EDIT #2:
I am running across a lot of issues with the CONTROLS menu text, it seems like it uses a lot of tile arrangement for repeating certain characters, and also it seems like I might run low on some space due to the font here being the 8x16 and not the 16x16 font.

Would you guys mind telling me exactly what or how are you finding the tile arrangements for certain screens?
I know there's a way to do so with vSNES but I am kind of lost with it, I used it once only and I already forgot. XD
If it's not vSNES, then whatever other method you guys are using, just so that I can move things around on my own without having to bother you at all with each arrangement problem I cross paths with.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on March 03, 2017, 09:37:49 am
This is asm hack to change tutorial window size. Requires some edits on your side. Note that making box too overly large probably eats other sprite tiles so beware.
https://www.sendspace.com/file/acnsgz

Haven't looked at tile arrangement yet.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on March 03, 2017, 04:39:33 pm
This is asm hack to change tutorial window size. Requires some edits on your side. Note that making box too overly large probably eats other sprite tiles so beware.
https://www.sendspace.com/file/acnsgz

Haven't looked at tile arrangement yet.
Oh wow!
The text box now covers most of the horizontal space now, neat!
Hopefully this allows for more fluent english :P
Thank you!

In the meanwhile, I'll play around with vSNES and see what I can learn regarding tilemaps and such.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on March 03, 2017, 07:07:55 pm
But since this text is used in tutorials, wouldn't the box covering the rest of the visuals explaining the concepts in action defeat the point of the tutorial in the first place? The way it's laid out in game, it covers exactly half the screen, and the other half has something happening.

It's a really impressive ASM hack, but... it's not without its side effects.
I see four possible solutions:

- keeping it as it is, to fill the whole screen, but make it 3 lines and move it to the top of the screen
- keep it as it is, but only add two extra letters (to have 15 per line) and adding a fifth line, expanding the box's top part
- making the box transparent
- not modify the box, but rather implement a variable width font

rainponcho, how can you do this sort of ASM hack? Where do you start from?
Do you also have something to get started with SNES hardware PPU registers?
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on March 03, 2017, 09:48:25 pm
Playing the tutorials in Japanese, yeah. It was very intentional what they did. Unfortunately moving the box upward runs into the time sprite, which has topmost priority.

Routine starts at c3023b. Draws top-left corner, middle portion, other corner. c30253 is where it does the middle rows - it can be adjusted here (08 => 0A = 5 lines). Or 06 = 3 lines. But I'm guessing that when it transfers it to vram, it's set to transfer up to 4 lines max.



I use a combination of bsnes-plus (debugger) + snes9x-geiger (trace logging). I try inspecting the vram with either to try and guess where the stuff lives. Set debugger breakpoints and idk. Not good at this and struggle a lot. I find ppu to be a lot harder than just code bugfixes.

After a lot of luck, I get some code offset. Then I go to geiger and start sniffing around with code breakpoints and rom hex editor. Lots of trial and error later, sometimes I get something usable.

There's no process in my head to how this works.



I like patch bug fixing better since it's less involved and there's no "deadline" since I can ninja work stuff in secret. If a real asm hacker got involved with this translation (looking at recent snes translation releases), it'd be so much easier since I don't know much what I'm doing.

Feel so useless right now b/c I don't know what to do. I hope someone else reading this actually contributes some code or a hack. Sorry. :(
Title: Re: [WIP/HELP] Wrecking Crew \'98 (Super Famicom) Translation
Post by: ShadowOne333 on March 03, 2017, 11:59:59 pm
I like patch bug fixing better since it's less involved and there's no "deadline" since I can ninja work stuff in secret. If a real asm hacker got involved with this translation (looking at recent snes translation releases), it'd be so much easier since I don't know much what I'm doing.

Feel so useless right now b/c I don't know what to do. I hope someone else reading this actually contributes some code or a hack. Sorry. :(
Useless?
My friend, don't understimate yourself like that. You've been anything BUT useless.
Quite the contrary, you have done wonders for this project, being able to reverse engineer the compression routine and even code a compressor for it is such an amazing feat, don't let yourself down, you have incredible potential and knowledge to accomplish great things.

As for the PPU/VRAM stuff, do not worry, I got in contact with a good old user who has helped me before and might be quite knowledgeable in that topic :)

March 06, 2017, 11:21:59 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Another weekend has gone by, and I'm back again to the project :)

Now, I did screw around with vSNES saturday morning and with that I have to say something.
I have good news and bad news.

Code: [Select]
ED50 -
FA 04 00 04 00 04 FB 04 00 04 FC 04 FD 04 FE 04
to
FA 04 EA 04 50 04 FB 04 4F 04 FC 04 FD 04 FE 04

ED60 - FF 04 00 04 00 04 FE 04 FF 04
to
FF 04 00 04 00 04 00 04 00 04

EDA0 - 09 05 0A 05 0B 05 08 05 09 05
to
09 05 0A 05 0B 05 00 04 00 04

EC60 - BC 04 BD 04 BE 04 00 04
to
BC 04 BD 04 BE 04 EC 04

ECA0 - C8 04 C9 04 CA 04 00 04
to
C8 04 C9 04 CA 04 AF 04

Here's my suggestion to tackle the problem with the compressed tilemap:

@rainponcho, if you look at the video DarkSamus made, you can see that the HELP compressed tiles are also there, which means that the "sqiggly lines" he talks about should be stored as compressed graphics as well.
My theory is that maybe the tilemap could be decompressed with your program, and then HEX edited through a hex editor with the changes I specify in my notes, THEN compress it back into the ROM, just as if the tilemap was a compressed graphic too.

Hopefully that might work, it certainly is worth the shot.
If it works, then the same would have to be done for sprites 7a1ac, 7647a (this is the one for the HELP screen) and 75198, which are the only ones remaining with tilemap issues.

@rainponcho, could you try to decompress the part with the sqiggly lines as if they were compressed graphics?
Also, how would I go about decompressing a certain offset myself and compressing it back with the tools you provided?
It'd be good to know so that I can include those into the current de/compression settings.
[/list]
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on March 18, 2017, 04:22:01 pm
Nametable tool
https://m.sendspace.com/upload/7lb4oc


Decode gives you data from crew2. Encode crunches that data back into rom.

Game uses some PEA instructions as ptrs.
Code: [Select]
$C0/547A F4 C5 00    PEA $00C5
$C0/547D F4 4E C8    PEA $C84E
$C0/5480 F4 00 3C    PEA $3C00
$C0/5483 22 15 0E C0 JSL $C00E15[$C0:0E15]

Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on March 21, 2017, 04:46:37 pm
Nametable tool
https://m.sendspace.com/upload/7lb4oc


Decode gives you data from crew2. Encode crunches that data back into rom.

Game uses some PEA instructions as ptrs.
Code: [Select]
$C0/547A F4 C5 00    PEA $00C5
$C0/547D F4 4E C8    PEA $C84E
$C0/5480 F4 00 3C    PEA $3C00
$C0/5483 22 15 0E C0 JSL $C00E15[$C0:0E15]

(http://i63.tinypic.com/29xx6pc.png)

it worked.
I just had to do some trickery with the decompressed tiles because if I grabbed tiles from another row, when that row is selected, the letters/tiles I used for another row will be highlighted, and when I go to the row in question, the letters I grabbed from another row won't be highlighted.

All in all, it's working great.
I will continue with the Controls menu now, then the Data Management Screen, and I believe that should be it for compressed graphics.

Here's the one for the Map screen:

(http://i67.tinypic.com/oqkvgw.png)

----------------------------------------------------------------------------------------------------------------------

EDIT:
Just finished up the Controls menu, this is how it looks now:
(http://i65.tinypic.com/2luw4t1.png)

Now only the Data Management screen is left to be done.
After that, I should start jumping into the main text and tutorial text.

This is the  text for the Data Management screen:

In images:
(http://i67.tinypic.com/24y8utd.png) (http://i64.tinypic.com/2chxue8.png) (http://i67.tinypic.com/t05ao2.png)

Quote
ストーリーモ一ドの MAPコースデータと
SAVEされた キャラクターを 消します

(No data)
SAVEされているデータは ぁりません

(With data)
データを初具月化しますか?

(Answer is No)
初具月化されませんでした

(Answer is Yes)
OK! 初具月化しました

I'm not sure what the proper translation should be yet, but I'll start by making some sort of basic letter tiles and then I will change them up through the tilemap.
If anyone wants to tackle the translation for the Saved Data screen, be my guest, I will try to make something with sense out of what I get from Google Translate in the meanwhile.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Reichu on March 24, 2017, 12:43:34 am
初具月化 should be 初期化, so we have...

ストーリーモ一ドの MAPコースデータと
SAVEされた キャラクターを 消します

Delete story mode map(s) and saved character(s)?
-
(No data)
SAVEされているデータは ありません

There is no saved data.
-
(With data)
データを初期化しますか?

Delete the data?
-
(Answer is No)
初期化されませんでした

Nothing was deleted.
-
(Answer is Yes)
OK! 初期化しました

OK! Deletion complete.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on March 24, 2017, 11:52:27 am
Thank you,  @Reichu :)
This will be of great help to accommodate the text in the screen.

I stumbled upon another problem.
From the decoded tilemaps that rainponcho's nametable tool gives me, I cannot find the tilemap related to this very screen (Data Management).
The decompressed graphics for the screen are at sprite_7a1ac, and I believe the tilemap should be around 7BXXX or somewhere around there.
In vSNES, the decompressed graphics begin at $4000, and the exact address where the tilemap begins for that screen is at $E800.
The only nametable bin which has "somewhat" similar data is 7B3C0, however it still doesn't have a exact match to that of the save state's tilemap.

This is the data I am trying to change for the screen (title of the menu):

Code: [Select]
E846 (SAVED DATA Upper portion) -
01 04 02 04 00 04 03 04 04 04 05 04 06 04 07 04 08 04 09 04
to
01 04 02 04 03 04 04 04 05 04 00 04 06 04 07 04 08 04 09 04

@rainponcho, sorry to bother you again, I know I'm a nuisance, but could you help me out with that last tilemap?
I checked each one I got from the nametable tool, but no match sadly.

These are the last compressed graphics left to translate, after this, we won't have to touch tilemaps nor compressed graphics anymore (I hope), all that's left is simply toying around with the Text data, which thankfully is all uncompressed and in simple Hex data for us to modify. After finishing this, I will start translating the tutorial text, and give the first Story text a try as well.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on March 24, 2017, 10:43:44 pm
Quote
@rainponcho, sorry to bother you again, I know I'm a nuisance, but could you help me out with that last tilemap?
I checked each one I got from the nametable tool, but no match sadly.

You're able to make lots of progress once you have the right tools. So that's not enough to be annoying. :)


Add this to crew2.txt:
decode_nametable 7b142 nt_7b142

Add this to crew2_new.txt:
encode_nametable 7b142 7b3bf nt_7b142


Code: [Select]
alternate nametable decoder
$C0/6383 F4 C7 00    PEA $00C7               A:4C01 X:00FF Y:0019 P:eNvMXdIzc
$C0/6386 F4 42 B1    PEA $B142               A:4C01 X:00FF Y:0019 P:eNvMXdIzc
$C0/6389 F4 00 36    PEA $3600               A:4C01 X:00FF Y:0019 P:eNvMXdIzc
$C0/638C 22 15 0E C0 JSL $C00E15[$C0:0E15]   A:4C01 X:00FF Y:0019 P:eNvMXdIzc

Any extra missing ones could be this format. Which I could auto-scan if it comes that far.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on March 29, 2017, 12:03:19 pm
Thank you yet again, rainponcho!
Without your help this project would get nowhere xD

Alright guys, so with the latest info rainponcho posted, I managed to translate the Saved data screen in its entirety!
Here are the results:

(http://i64.tinypic.com/nfs8zr.png)  (http://i68.tinypic.com/a59utw.png)  (http://i67.tinypic.com/6odcn5.jpg)

And that should be it for the compressed graphics!
The only problem I encountered after the last post by rainponcho was that the text which appeared in the "YES*NO" selection was uncompressed in the ROM's data.
Why did Nintendo go for using uncompressed tilemap data for ONLY those three lines of text, it's out of my understanding, but hey, it's done :P

Also, here's a test patch for all of those who want to give the translation a try with what's been done so far:
https://www.dropbox.com/s/1faip2xzx8sbp9k/TranslationBeta.ips?dl=0

Now guys, all that remains is jumping into the main text of the game.
This means all of the tutorial text and the Story text.
Story text is not that extensive, and the tutorial text could be reworked in one way or another.

Thankfully, both of them are stored as raw data inside the ROM, this means, bare Hex values for tiles/letters.

With that said, does anyone know of an easy way to do this?
I know the offsets for each text block and some of the pointers (or jump routines to them), but doing all of the Hex editing by brute force would be somewhat tiring, so if any of you know an easier way to accomplish this, please let me know.
I read earlier in the thread about Cartographer/Atlas but have zero clue about how to use them.

The information for the text data (offsets, pointers, etc) is found in one of the pages of this thread.

Also, just as a reminder, I'm still looking for a well known japanese translator who can help out for the main text of the game.
It's not that much of a text, but it's considerate.

As always, please let me know if you have any suggestions or feedback about the project!

---------------------------------------------------------------------------------------------------------

EDIT:
I had the pointers at hand, so I might as well just post all the info about the Story and Tutorial text here:

Spoiler:
1) ハンドルの俥いかた : Breaking blocks
0x038A83-0x38BDC
[22 83 8A] - At PC address 0x038041

2) ブ口ツクの壊しかた : Using handles
0x38BDD-0x038CE7
[22 DD 8B] - At PC address 0x0380CB

3) バクダンの使いかた : Using panels
0x038CE8-0x038EB3
[22 E8 8C] - At PC address 0x03810B

4) パネルの使いかた : Panel Effects
0x038EB4-0x039340
[22 B4 8E] - At PC address 0x0381BF

5) パネルの効果 : Panel Chains
0x039341-0x03970F
[22 41 93] - At PC address 0x03834F

6) パネルの連鎖 : Using bombs
0x039710-0x039920
[22 10 97] - At PC address 0x0384BA

7) ゲームのルール : Game Rules
0x039921-0x039CB8
[22 21 99] - At PC address 0x038550

8) スぺシャル : Special
0x039CB9-0x039E8F
[22 B9 9C] - At PC address 0x0386BB

Spoiler:
$D4/5BBE 4A          LSR A                   A:0000 X:0000 Y:5B60 P:envmxdIZC
$D4/5BBF 18          CLC                     A:0000 X:0000 Y:5B60 P:envmxdIZc
$D4/5BC0 6D BE 1D    ADC $1DBE  [$00:1DBE]   A:0000 X:0000 Y:5B60 P:envmxdIZc
$D4/5BC3 E0 00 00    CPX #$0000              A:33B1 X:0000 Y:5B60 P:envmxdIzc
$D4/5BC6 F0 07       BEQ $07    [$5BCF]      A:33B1 X:0000 Y:5B60 P:envmxdIZC
..

$D4/5BCF 8D C2 1D    STA $1DC2  [$00:1DC2]   A:33B1 X:0000 Y:5B60 P:envmxdIZC
$D4/5BD2 AA          TAX                     A:33B1 X:0000 Y:5B60 P:envmxdIZC



1-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:33B1] A:33B1 X:33B1 Y:5B60 P:envmxdIzC


2-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3459] A:3459 X:3459 Y:5B60 P:envmxdIzC


2-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:37F5] A:37F5 X:37F5 Y:5B60 P:envmxdIzC


A-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4569] A:4569 X:4569 Y:5B60 P:envmxdIzC


A-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:45BD] A:45BD X:45BD Y:5B60 P:envmxdIzC


3-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:389D] A:389D X:389D Y:5B60 P:envmxdIzC


3-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3AE9] A:3AE9 X:3AE9 Y:5B60 P:envmxdIzC


B-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4665] A:4665 X:4665 Y:5B60 P:envmxdIzC


B-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4905] A:4905 X:4905 Y:5B60 P:envmxdIzC


4-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3B91] A:3B91 X:3B91 Y:5B60 P:envmxdIzC


4-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3E85] A:3E85 X:3E85 Y:5B60 P:envmxdIzC


C-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4A01] A:4A01 X:4A01 Y:5B60 P:envmxdIzC


C-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4D49] A:4D49 X:4D49 Y:5B60 P:envmxdIzC


5-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3F2D] A:3F2D X:3F2D Y:5B60 P:envmxdIzC


5-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4419] A:4419 X:4419 Y:5B60 P:envmxdIzC


end
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:5139] A:5139 X:5139 Y:5B60 P:envmxdIzC


C2-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4E99] A:4E99 X:4E99 Y:5B60 P:envmxdIzC


C2-bad
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:50E5] A:50E5 X:50E5 Y:5B60 P:envmxdIzC


C2-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:5091] A:5091 X:5091 Y:5B60 P:envmxdIzC


bowser2-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:40D1] A:40D1 X:40D1 Y:5B60 P:envmxdIzC


bowser2-fail
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4515] A:4515 X:4515 Y:5B60 P:envmxdIzC


bowser2-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:44C1] A:44C1 X:44C1 Y:5B60 P:envmxdIzC


end2
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:518D] A:518D X:518D Y:5B60 P:envmxdIzC


4A-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3CE1] A:3CE1 X:3CE1 Y:5B60 P:envmxdIzC


4A-fail
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3ED9] A:3ED9 X:3ED9 Y:5B60 P:envmxdIzC


4A-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3DDD] A:3DDD X:3DDD Y:5B60 P:envmxdIzC


CA-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4BA5] A:4BA5 X:4BA5 Y:5B60 P:envmxdIzC


CA-fail
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4E45] A:4E45 X:4E45 Y:5B60 P:envmxdIzC


CA-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4D49] A:4D49 X:4D49 Y:5B60 P:envmxdIzC


3A-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3999] A:3999 X:3999 Y:5B60 P:envmxdIzC


3A-fail
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3B3D] A:3B3D X:3B3D Y:5B60 P:envmxdIzC


3A-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3A95] A:3A95 X:3A95 Y:5B60 P:envmxdIzC


B2-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:47B5] A:47B5 X:47B5 Y:5B60 P:envmxdIzC


B2-fail
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:49AD] A:49AD X:49AD Y:5B60 P:envmxdIzC


B2-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:4905] A:4905 X:4905 Y:5B60 P:envmxdIzC


2A-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3651] A:3651 X:3651 Y:5B60 P:envmxdIzC


2A-fail
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3849] A:3849 X:3849 Y:5B60 P:envmxdIzC


2A-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:37A1] A:37A1 X:37A1 Y:5B60 P:envmxdIzC


1A-start
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3261] A:3261 X:3261 Y:5B60 P:envmxdIzC


1A-fail
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:3405] A:3405 X:3405 Y:5B60 P:envmxdIzC


1A-good
$D4/5BD3 BF 00 00 D4 LDA $D40000,x[$D4:33B1] A:33B1 X:33B1 Y:5B60 P:envmxdIzC

Also, it seems like the ROM has a ton of free space towards the end of the file.
At around $01BF800, we get around 40800 bytes free.
I went ahead and calculated how many bytes there are for both tutorial and story text:

Tutorial:140D bytes
Story: ~2800 bytes

This means that if we change the pointer to start in that free area and do a RTL of some sort to go back once it finished, we can fit whatever the heck we want in terms of text in there.
I just need to figure out a good way to modify the pointers for both the Story and the Tutorial text to start there or somewhere near.

I did this in a couple of minutes just to prove my point:
(http://i64.tinypic.com/r8bb6t.png)

That's with the current limitations of space from the japanese text, however when I manage to move the pointers around, we can pretty much make as many text boxes as we need for the tutorial text with the 40800 bytes we have of free space in the final area of the ROM we have of leftovers is more than enough to fit everything we want :)
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on March 29, 2017, 07:07:29 pm
Story mode is easier to remap. Example.

Code: [Select]
1. Copy intro text 142b7d ==> 1f0000
(say 1000h bytes worth)

2. Remap ptr 145398 = 0000

3. Change bank ptr (df = 1f0000)

asm edits:
145bd6 = df
145be0 = df
145be9 = df
145c0c = df
145c15 = df
145c51 = df
145c69 = df
145c7f = df

4. Test. Okay.


edit:
You can try this tutorial box patch. Resizes box and repositions location.
https://www.sendspace.com/file/446xmc

I think it's big enough to be visible and hold the text you want. After all the tutorial text is inserted, we can resize it to better fit the on-screen visuals.

Or move it higher some more. And figure out how to erase that timer sprite.


edit2:
I'll remap the tutorial text also. Half-way figured out.


edit3:
Remaps all tutorial text to bank $DE. You just need to adjust ptrs (ex. 8bdd ==> 0000)
https://www.sendspace.com/file/0oks93
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on March 30, 2017, 01:16:24 pm
Thanks rainponcho :)

I gave both IPS a try today, and the text box IPS is giving me a weird result.
Like the box is glitchy in the middle below the timer, it's missing tiles or something.

As for the other one, it seems to be working okay.
I repointed the pointer for Using Handles, the first text box does change now into what i wrote in address $01E0000.
However, the problem comes after the first text block.

Apparently, the game uses a combination of [F9 FF] to start with the next text box printing.
According to GHANMI's notes, F9 is used as a "Wait for button press" command, and FF is "end of line".
All of the tutorial text seems to use this for every text box before printing another.

The problem is that after I press A to jump to the next text box, the game simply shows a blank text box with the animations of Mario running consecutively, and then brings me back to the Help menu.
So the only text that is being printed is the first text box right now, the rest are not.

This is the Hex data for the full translation used for "Using handles":

Spoiler:
Code: [Select]
F6 B1 C8 D5 C8 E4 F6 DA C8 E8 CF CF F7 CF C8 C4 D5 D1 F6 CB D2 DA F6 D7 D2 F7 D8 D6 C8 F6 F1 CB C4 D1 C7 CF C8 D6 F0 F6 F9 FF F6 F0 BD D2 F6 D8 D6 C8 F6 C4 F7 CB C4 D1 C7 CF C8 E4 F6 CB CC D7 F7 F1 D7 CB C4 D7 F6 F0 C5 D8 D7 D7 D2 D1 E3 F9 FF F6 F0 BD CB C8 D1 E3 E3 E3 F6 B3 D8 D6 D7 F7 C5 DC F6 D3 D5 C8 D6 D6 CC D1 CA F7 D7 CB CC D6 F6 C5 D8 D7 D7 D2 D1 E4 F7 DC D2 D8 F6 C6 C4 D1 E3 E3 E3 F9 FF F6 F0 BC CF CC C7 C8 F6 C4 F6 CF CC D1 C8 F7 D2 C9 F6 F8 C5 CF D2 C6 CE D6 F0 F6 E0 F7 F8 D3 C4 D1 C8 CF D6 F0 F6 D7 CB CC D6 F7 DA C4 DC E3 F9 FF F6 F0 C0 CB C4 D7 F6 CA D2 C8 D6 F6 D2 D2 C9 F7 D6 C6 D5 C8 C8 D1 F6 C6 D2 D0 C8 D6 F7 C5 C4 C6 CE F6 C9 D5 D2 D0 F6 D7 CB C8 F7 D2 D7 CB C8 D5 F6 D6 CC C7 C8 E3 F9 FF F6 F0 B2 C9 F6 DC D2 D8 F6 D0 C4 D6 D7 C8 D5 F7 D8 D6 CC D1 CA F6 D7 CB C8 D0 E4 F7 F8 CB C4 D1 C7 CF C8 D6 F6 F0 C4 D5 C8 F7 D9 C8 D5 DC F6 D8 D6 C8 C9 D8 CF E3 F9 FF F6 F0 BC D2 F6 D0 C4 CE C8 F6 D6 D8 D5 C8 F7 D7 D2 F6 D3 D5 C4 C6 D7 CC C6 C8 DE F9 FF 36 02 E5 F9 FF

Why would the game completely ignore everything after the first [F9 FF]?
Does it use pointers for each text box or something?

EDIT:
Quote
Does it use pointers for each text box or something?

It does!
I just found the pointer for the second text block, it's at 38046 [22 A2 8A].
If I change this to where the new data is located for the beginning of the second text block, it now prints normally.
Well, seems like I'll have to find where each pointer for each text block is.
It'll be easier since I already know the exact address for each text data block of the Help menu, I just have to find the new addresses after each [F9 FF]

EDIT #2:
Yup, each text block has it's pointer, or rather a JSL routine to it.
Here's the whole pointers for each entry:

Code: [Select]
ハンドルの俥いかた : Breaking blocks
0x038A83-0x38BDC
[22 83 8A] - $038041
[22 A2 8A] - $038046
[22 B8 8A] - $038052
[22 CC 8A] - $038058
[22 DB 8A] - $038064
[22 EE 8A] - $03806E
[22 0F 8B] - $03807F
[22 22 8B] - $038089
[22 4C 8B] - $03808D
[22 6E 8B] - $03809D
[22 96 8B] - $0380AC
[22 CB 8B] - $0380B0


ブ口ツクの壊しかた : Using handles
0x38BDD-0x038CE7
[22 DD 8B] - $0380CB
[22 FC 8B] - $0380D0
[22 20 8C] - $0380D9
[22 3C 8C] - $0380DD
[22 69 8C] - $0380E1
[22 93 8C] - $0380E9
[22 BA 8C] - $0380ED
[22 D6 8C] - $0380F1


バクダンの使いかた : Using panels
0x038CE8-0x038EB3
[22 E8 8C] - $03810B
[22 06 8D] - $038111
[22 3A 8D] - $03814E
[22 60 8D] - $03815D
[22 7A 8D] - $03816A
[22 8E 8D] - $03817B
[22 BE 8D] - $038188
[22 E5 8D] - $03818C
[22 ED 8D] - $038195
[22 1E 8E] - $038199
[22 41 8E] - $03819D
[22 6E 8E] - $0381A1
[22 A2 8E] - $0381A5


パネルの使いかた : Panel Effects
0x038EB4-0x039340
[22 B4 8E] - $0381BF
[22 D0 8E] - $0381C3
[22 EF 8E] - $0381C7
[22 1A 8F] - $0381CB
[22 30 8F] - $0381CF
[22 3C 8F] - $0381DB
[22 51 8F] - $0381F0
[22 6B 8F] - $0381F4
[22 8F 8F] - $0381F9
[22 BF 8F] - $0381FD
[22 CF 8F] - $038207
[22 E5 8F] - $03821C
[22 0C 90] - $038220
[22 1F 90] - $038227
[22 47 90] - $03822B
[22 6F 90] - $03822F
[22 8C 90] - $038233
[22 B0 90] - $038237
[22 D3 90] - $038252
[22 F7 90] - $038256
[22 21 91] - $038277
[22 37 91] - $038281
[22 4D 91] - $038285
[22 62 91] - $038297
[22 93 91] - $03829D
[22 B6 91] - $0382B9
[22 DE 91] - $0382C0
[22 F2 91] - $0382D5
[22 02 92] - $0382E2
[22 27 92] - $0382E6
[22 48 92] - $0382F0
[22 60 92] - $0382F4
[22 7D 92] - $0382F9
[22 A9 92] - $038317
[22 C6 92] - $038323
[22 DF 92] - $038329
[22 F6 92] - $03832D
[22 10 93] - $038331
[22 2F 93] - $038335


パネルの効果 : Panel Chains
0x039341-0x03970F
[22 41 93] - $03834F
[22 98 93] - $038357
[22 C8 93] - $03835B
[22 DC 93] - $038361
[22 E5 93] - $038370
[22 FE 93] - $03837A
[22 2E 94] - $03837E
[22 52 94] - $038382
[22 7F 94] - $038386
[22 A4 94] - $03838A
[22 C3 94] - $038390
[22 CC 94] - $0383A5
[22 FD 94] - $0383AA
[22 0A 95] - $0383B6
[22 3C 95] - $0383C3
[22 5F 95] - $0383DB
[22 91 95] - $0383DF
[22 A6 95] - $0383E3
[22 C7 95] - $0383F2
[22 E5 95] - $03842D
[22 FF 95] - $038455
[22 2C 96] - $038488
[22 58 96] - $03848C
[22 7A 96] - $038490
[22 8D 96] - $038494
[22 A4 96] - $038498
[22 D5 96] - $03849C
[22 FE 96] - $0384A0


パネルの連鎖 : Using bombs
0x039710-0x039920
[22 10 97] - $0384BA
[22 2F 97] - $0384BE
[22 4C 97] - $0384C6
[22 6D 97] - $0384D0
[22 80 97] - $0384D4
[22 9A 97] - $0384E5
[22 AC 97] - $0384F0
[22 D3 97] - $0384F8
[22 FB 97] - $0384FC
[22 20 98] - $03850E
[22 4A 98] - $038519
[22 72 98] - $038526
[22 A1 98] - $03852A
[22 CE 98] - $03852E
[22 FC 98] - $038532
[22 0F 99] - $038536


ゲームのルール : Game Rules
0x039921-0x039CB8
[22 21 99] - $038550
[22 3B 99] - $038554
[22 65 99[ - $038558
[22 83 99] - $03855C
[22 9F 99] - $03856E
[22 C3 99] - $038572
[22 E0 99] - $0385D3
[22 FA 99] - $0385D9
[22 26 9A] - $0385DD
[22 63 9A] - $0385E1
[22 8D 9A] - $038646
[22 8D 9A] - $03864C
[22 BB 9A] - $03864E
[22 EB 9A] - $03865A
[22 0B 9B] - $03865E
[22 2F 9B] - $038662
[22 43 9B] - $038666
[22 6D 9B] - $03866A
[22 8D 9B] - $03866E
[22 B0 9B] - $038672
[22 E7 9B] - $038677
[22 17 9C] - $03867E
[22 2D 9C] - $038689
[22 4E 9C] - $03868F
[22 75 9C] - $038699
[22 8D 9C] - $03869D
[22 A7 9C] - $0386A1



スぺシャル : Special
0x039CB9-0x039E8F
[22 B9 9C] - $0386BB
[22 DA 9C] - $0386BF
[22 0B 9D] - $0386FE
[22 16 9D] - $038712
[22 36 9D] - $038719
[22 57 9D] - $038738
[22 79 9D] - $03873C
[22 86 9D] - $038749
[22 94 9D] - $03875B
[22 A3 9D] - $03875F
[22 C4 9D] - $038763
[22 FA 9D] - $038767
[22 1C 9E] - $03876B
[22 3B 9E] - $03876F
[22 49 9E] - $038773
[22 5E 9E] - $038777
[22 7E 9E] - $03877B
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on March 30, 2017, 04:03:38 pm
That's right! Good job finding all those pointers. I was rolling my eyes thinking about doing it. :)

0:00 timer value should be on top of the tutorial dialog box. I'll post a screenshot or look into removing it maybe. Should be good enough for insertion testing though.

edit: I could be using buggy emulator also though.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on March 30, 2017, 04:23:21 pm
Take a look at this :)

(https://im2.ezgif.com/tmp/ezgif-2-715de29d8c.gif)

This is what I did so far.
Let me know what do you think.
I will continue with Breaking blocks and the first part of Using bombs as well, since those are the ones we have translated so far.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on March 30, 2017, 04:33:59 pm
Turned out a lot better than what I imagined. No large blocks of empty text space. Text flows freely around. Sounds natural. Not overly wordy.

Just like your graphics edits, looks like you got it well handled! Guess I don't have anything else to worry anymore. :plus:
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: cospefogo on March 30, 2017, 04:55:05 pm
Golden!
Eager to play the final version!

Thank you VERY much.
This is really a Super Nintendo hidden gem!

C.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: DarkSamus993 on March 30, 2017, 05:37:22 pm
I went through and located all the story text pointers:
Code: [Select]
===================
= Story text ptrs =
===================
$D4:5398 = [2B7D] intro

$D4:5E6B = [3111] lvl 1 - start
$D4:5F44 = [3261] lvl 1 - rematch
$D4:5FFC = [33B1] lvl 1 - win
$D4:607E = [3405] lvl 1 - lose

$D4:60DC = [3459] lvl 2 - start
$D4:6192 = [3651] lvl 2 - rematch
$D4:6224 = [37A1] lvl 2 - win (< 4:00)
$D4:6294 = [37F5] lvl 2 - win (> 4:00)
$D4:6316 = [3849] lvl 2 - lose

$D4:636E = [389D] lvl 3 - start
$D4:6414 = [3999] lvl 3 - rematch
$D4:64A5 = [3A95] lvl 3 - win (< 3:00)
$D4:6512 = [3AE9] lvl 3 - win (> 3:00)
$D4:658B = [3B3D] lvl 3 - lose

$D4:65EF = [3B91] lvl 4 - start
$D4:66AA = [3CE1] lvl 4 - rematch
$D4:673E = [3DDD] lvl 4 - win (< 2:00)
$D4:67AE = [3E85] lvl 4 - win (> 2:00)
$D4:6824 = [3ED9] lvl 4 - lose

$D4:6888 = [3F2D] lvl 5 - start 1
$D4:6949 = [40D1] lvl 5 - start 2
$D4:6A0A = [4275] lvl 5 - rematch
$D4:6AAA = [4419] lvl 5 - win 1
$D4:6B11 = [44C1] lvl 5 - win 2
$D4:6B99 = [4515] lvl 5 - lose

$D4:6BF1 = [4569] lvl A - start
$D4:6C7C = [45BD] lvl A - win
$D4:6D0A = [4611] lvl A - lose

$D4:6D51 = [4665] lvl B - start
$D4:6DFD = [47B5] lvl B - rematch
$D4:6EB4 = [4905] lvl B - win
$D4:6F3C = [49AD] lvl B - lose

$D4:6F94 = [4A01] lvl C - start
$D4:7034 = [4BA5] lvl C - rematch
$D4:70BF = [4D49] lvl C - win
$D4:7129 = [4E45] lvl C - lose

$D4:719E = [4E99] lvl D - start
$D4:72FC = [4F95] lvl D - rematch
$D4:7451 = [5091] lvl D - win
$D4:75C5 = [50E5] lvl D - lose

$D4:79CD = [5139] ending 1
$D4:7A91 = [518D] ending 2

And if it's useful, here's my 100% save file. (http://www.mediafire.com/file/kkba38baaooegfq/WC98_100-save.zip)

Story text is not that extensive, and the tutorial text could be reworked in one way or another. Thankfully, both of them are stored as raw data inside the ROM, this means, bare Hex values for tiles/letters.

With that said, does anyone know of an easy way to do this?
I know the offsets for each text block and some of the pointers (or jump routines to them), but doing all of the Hex editing by brute force would be somewhat tiring, so if any of you know an easier way to accomplish this, please let me know.
I read earlier in the thread about Cartographer/Atlas but have zero clue about how to use them.
Cartographer/Atlas is definitely the way to go because it can re-calculate the pointers during insertion and makes editing the text so much easier. I know how to use both of these utilities and would be happy to work with you to dump/insert the text. And since all the text pointers should be located now, I'll get started on that. :thumbsup:
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on March 31, 2017, 10:28:03 am
WHAAAAAAAAAT
rainponcho AND DarkSamus993, both helping me out in a hacking project?!
I can't ask for anything more, this project is bound to greatness thanks to you two. xD

I have already backed up your info about the Story text pointers, DarkSamus, thank you for that!
Those are two byte pointers, right?
Summed up with the data rainponcho posted about moving the Story text around to $1F0000, and then changing those two bytes together to match where I will put the correct text should be it if I were to do the text insertion manually, right?

And look at that, you know how to use Cartographer/Atlas. :P
I heard about those two before but I never got the hang of them for translations.
Guess there's always a first time for everything haha.

In the meanwhile, I continued by myself with the "Breaking blocks" section, I am already done inserting the text via Hex editing, all I have to do now is change the pointers for each text block and that should be another section done for  :thumbsup:

I do have a slight part of the "Using bombs" section translated, but not entirely.
This is where a person with enough knowledge in japanese will be required from now on, as I can't do much but do really vague translations using Google Translate and my own grammatical judgment :P
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: DarkSamus993 on March 31, 2017, 10:59:19 am
I have already backed up your info about the Story text pointers, DarkSamus, thank you for that!
Those are two byte pointers, right?
Yes, 2-byte pointers.

Summed up with the data rainponcho posted about moving the Story text around to $1F0000, and then changing those two bytes together to match where I will put the correct text should be it if I were to do the text insertion manually, right?
I haven't tested it myself, but that should work.

I also went through and double-checked your list of tutorial text ptrs. There were a couple of errors and one was missing altogether (Panel Chains: $83:8354 = [9360]).
Code: [Select]
======================
= Tutorial text ptrs =
======================
$7E:0932 = ptr
Databank = $83

Breaking blocks:
$83:8041 = [8A83]
$83:8047 = [8AA2]
$83:8053 = [8AB8]
$83:8059 = [8ACC]
$83:8065 = [8ADB]
$83:806F = [8AEE]
$83:8080 = [8B0F]
$83:808A = [8B22]
$83:808E = [8B4C]
$83:809E = [8B6E]
$83:80AD = [8B96]
$83:80B1 = [8BCB]

Using handles:
$83:80CB = [8BDD]
$83:80D1 = [8BFC]
$83:80DA = [8C20]
$83:80DE = [8C3C]
$83:80E2 = [8C69]
$83:80EA = [8C93]
$83:80EE = [8CBA]
$83:80F2 = [8CD6]

Using panels:
$83:810C = [8CE8]
$83:8112 = [8D06]
$83:814F = [8D3A]
$83:815E = [8D60]
$83:816B = [8D7A]
$83:817C = [8D8E]
$83:8189 = [8DBE]
$83:818D = [8DE5]
$83:8196 = [8DED]
$83:819A = [8E1E]
$83:819E = [8E41]
$83:81A2 = [8E6E]
$83:81A6 = [8EA2]

Panel Effects:
$83:81C0 = [8EB4]
$83:81C4 = [8ED0]
$83:81C8 = [8EEF]
$83:81CC = [8F1A]
$83:81D0 = [8F30]
$83:81DC = [8F3C]
$83:81F1 = [8F51]
$83:81F5 = [8F6B]
$83:81FA = [8F8F]
$83:81FE = [8FBF]
$83:8208 = [8FCF]
$83:821D = [8FE5]
$83:8221 = [900C]
$83:8228 = [901F]
$83:822C = [9047]
$83:8230 = [906F]
$83:8234 = [908C]
$83:8238 = [90B0]
$83:8253 = [90D3]
$83:8257 = [90F7]
$83:8278 = [9121]
$83:8282 = [9137]
$83:8286 = [914D]
$83:8298 = [9162]
$83:829E = [9193]
$83:82BA = [91B6]
$83:82C1 = [91DE]
$83:82D6 = [91F2]
$83:82E3 = [9202]
$83:82E7 = [9227]
$83:82F1 = [9248]
$83:82F5 = [9260]
$83:82FA = [927D]
$83:8318 = [92A9]
$83:8324 = [92C6]
$83:832A = [92DF]
$83:832E = [92F6]
$83:8332 = [9310]
$83:8336 = [932F]

Panel Chains:
$83:8350 = [9341]
$83:8354 = [9360]
$83:8358 = [9398]
$83:835C = [93C8]
$83:8362 = [93DC]
$83:8371 = [93E5]
$83:837B = [93FE]
$83:837F = [942E]
$83:8383 = [9452]
$83:8387 = [947F]
$83:838B = [94A4]
$83:8391 = [94C3]
$83:83A6 = [94CC]
$83:83AB = [94FD]
$83:83B7 = [950A]
$83:83C4 = [953C]
$83:83DC = [955F]
$83:83E0 = [9591]
$83:83E4 = [95A6]
$83:83F3 = [95C7]
$83:842E = [95E5]
$83:8456 = [95FF]
$83:8489 = [962C]
$83:848D = [9658]
$83:8491 = [967A]
$83:8495 = [968D]
$83:8499 = [96A4]
$83:849D = [96D5]
$83:84A1 = [96FE]

Using bombs:
$83:84BB = [9710]
$83:84BF = [972F]
$83:84C7 = [974C]
$83:84D1 = [976D]
$83:84D5 = [9780]
$83:84E6 = [979A]
$83:84F1 = [97AC]
$83:84F9 = [97D3]
$83:84FD = [97FB]
$83:850F = [9820]
$83:851A = [984A]
$83:8527 = [9872]
$83:852B = [98A1]
$83:852F = [98CE]
$83:8533 = [98FC]
$83:8537 = [990F]

Game Rules:
$83:8551 = [9921]
$83:8555 = [993B]
$83:8559 = [9965]
$83:855D = [9983]
$83:856F = [999F]
$83:8573 = [99C3]
$83:85D4 = [99E0]
$83:85DA = [99FA]
$83:85DE = [9A26]
$83:85E2 = [9A63]
$83:8647 = [9A8D]
$83:864B = [9AA5]
$83:864F = [9ABB]
$83:865B = [9AEB]
$83:865F = [9B0B]
$83:8663 = [9B2F]
$83:8667 = [9B43]
$83:866B = [9B6D]
$83:866F = [9B8D]
$83:8673 = [9BB0]
$83:8678 = [9BE7]
$83:867F = [9C17]
$83:868A = [9C2D]
$83:8690 = [9C4E]
$83:869A = [9C75]
$83:869E = [9C8D]
$83:86A2 = [9CA7]

Special:
$83:86BC = [9CB9]
$83:86C0 = [9CDA]
$83:86FF = [9D0B]
$83:8713 = [9D16]
$83:871A = [9D36]
$83:8739 = [9D57]
$83:873D = [9D79]
$83:874A = [9D86]
$83:875C = [9D94]
$83:8760 = [9DA3]
$83:8764 = [9DC4]
$83:8768 = [9DFA]
$83:876C = [9E1C]
$83:8770 = [9E3B]
$83:8774 = [9E49]
$83:8778 = [9E5E]
$83:877C = [9E7E]
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on March 31, 2017, 11:58:03 am
Thanks DarkSamus :)
I already added the missing pointer to my documentation.
There were a couple of errors and one was missing altogether (Panel Chains: $83:8354 = [9360]).
What were the other errors you found?
So that I can make the according changes as well.

Also, here's another update:
(https://media.giphy.com/media/3o7bu3F2ylaNW5q0De/giphy.gif)
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: DarkSamus993 on March 31, 2017, 12:07:43 pm
I already added the missing pointer to my documentation.What were the other errors you found?
Some of the addresses were off by a byte (I changed everything to point right at the ptrs) and one or more had incorrect pointers listed. I didn't keep track of the errors, I just fixed them when I made my notes.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on March 31, 2017, 12:23:49 pm
Some of the addresses were off by a byte (I changed everything to point right at the ptrs) and one or more had incorrect pointers listed. I didn't keep track of the errors, I just fixed them when I made my notes.
Found them :)
I had this one with a repeated pointer:
[22 A5 9A] - $03864A
Had 22 8D 9A, which is the same as the previous one, and one of the pointers had the offset wrong with 4C instead of 4A, but that was it. :P
Thanks for posting the corrected pointers!

EDIT:
Well I tried to use Cartographer today, and this is what I got:

Tutorial text dump:
https://pastebin.com/LCAHp0Aq

Story text dump:
https://pastebin.com/yTG7FsRg

I modified the Story.tbl I have a little bit to avoid all of those [62 03] showing up everywhere. :P
However, all of that was raw offset dumps. I don't know how to work with the pointers in Cartographer yet, as I want to specify each one of them individually.

Here are both TBL files I am using:

Story TBL:
https://www.dropbox.com/s/6bqecu30obd8yjw/Story.tbl?dl=0

Tutorial TBL:
https://www.dropbox.com/s/1qqcrmtp3219y0w/Tutorial.tbl?dl=0
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: DarkSamus993 on April 01, 2017, 01:18:52 pm
Initial text dump: http://www.mediafire.com/file/ev88wal90t8te7p/WC98_ScriptTest.zip

I'll need to do some manual formatting to make things easier to work with, including tweaking how the control codes are displayed as they make the tutorial text an awful mess. But first, I need to write the insertion script to make sure everything is getting dumped properly.

NOTE: Unlike the tutorial text, the story text only seems to have 1 control code ($0362 = skip rest of line in bytes), as well as having a fixed string & line length. It can only display up to 42 characters - 3 lines of text with a line break after every 14 characters.

----------------------------------------

While I was dumping the story text, I found some text @$1451E1-1452DC that I could not locate any pointers for:
Quote from: Unknown Text
「おれさまを ダシにつかって
 マリオを やっつけるつもり
 だったな~!!」

 「は···.ははは···
  まあまあ···」

  ひええええ~~~~

Using the game's text engine:
(http://i.imgur.com/FCeeYP7.png)

A translation might help locate where it is supposed to be displayed (or perhaps it's simply unused).
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Jorpho on April 01, 2017, 04:13:28 pm
Also, here's another update:
I think "Also" would make much more sense in there rather than "Besides".
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on April 02, 2017, 02:56:59 pm
@DarkSamus993
Something to the effect of "I (ore-sama) guess Mario caught up to my dash after all..~!" "Haah... Haaah... Oh my..." "Hiyeeee~~" (supposed to be something like "Woohoo"?) Very loose, inaccurate translation, use it only to get the context of the idea and not for the actual script translation.

Really nice progress overall!
At this rate, a full translation is possible if you're willing to put up with the text limitations.

As for the tutorial text, if rainponcho's efforts to remove the sprite timer (0:00) are successful, then expanding the text vertically for a fifth line could be what's needed for a better translation, short of a variable width font. I still think the font is a poor fit, especially for punctuation and lower-case letters, and should be replaced, or at least fixed so that the x-height of letters like "a" "o" isn't the same as letters "l" "f" "b". It's a mess.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on April 02, 2017, 05:09:21 pm
There's one more compressed graphic - the intro story with the bowser billboard. Working on that bit still. Should start checking out the timer also.

If someone wants to take over though, all the better! (or add a vwf)

(idea: move timer to y=255 only if tutorial mode is running, or box is printing. Although oam priority bit maybe could help also)
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: RadioTails on April 02, 2017, 07:04:56 pm
Quote
(http://i63.tinypic.com/29xx6pc.png)

I personally don't like that font (from what I checked in the thread, it's the one in the game).  Maybe something more bold?
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on April 02, 2017, 09:29:44 pm
New tool. Handles story bitmaps and 16x16 font tiles.
https://www.sendspace.com/file/rmab7o

crew3 has bitmap data for billboard sign.


edit:
Code: [Select]
$C2/0361 20 15 35    JSR $3515  [$C2:3515]   A:06FF X:0020 Y:0000 P:envMXdIzc
$C2/03B0 20 15 35    JSR $3515  [$C2:3515]   A:2892 X:0006 Y:0000 P:eNvMXdIzC

Replace both with EA EA EA to remove tutorial timer.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 03, 2017, 11:32:49 am
What happened hereeeeeee
I disappear for just one weekend and come back to an overwhelming amount of data :P

Okay let's go one by one:

@DarkSamus993:
I believe that bit of text you mention might be the one used during one of the endings of the game.
Check this out around 2:30:
https://www.youtube.com/watch?v=KJC0lgvItEQ

You can see the text there when Bowser appears, that's the bit you are interested in.

Also, thanks for posting the full script dump!
I see something related to Pointers in each txt, does that mean that those files are ready for use with Atlas to insert the new text into the game?


@Jorpho, yeah I think "Also" would sound better, I will change it for the final patch.


@GHANMI thanks for the explanation!
I will take your suggestions into account to hopefully change the font a little bit so that it looks more rounded in height altogether.


@rainponcho oh you are right, I completely forgot about the Story images which still had japanese on them.
Thanks for pointing it out and also for posting the de/compressor for them as well!
I will work on them as soon as possible :)
As for the tutorial box thing, I would dare to say that maybe keeping the width of it should be okay, but changing the height could be the best option so that we can fit 5 o 6 lines per box, that should give us more than enough space to work things out without covering the whole screen horizontally since the game does that to not cover the part of the game screen which will show exactly what the tutorial is covering in game mechanics.

Here's the text from the Billboard (I think):
Quote
ひみつのアジト
けんせつちゅう
一クッパだいまおうー
げんばちず

And here's an image for reference:
(http://i63.tinypic.com/2yko01w.png)
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: DarkSamus993 on April 03, 2017, 01:00:37 pm
@DarkSamus993:
I believe that bit of text you mention might be the one used during one of the endings of the game.
Check this out around 2:30: https://www.youtube.com/watch?v=KJC0lgvItEQ
You can see the text there when Bowser appears, that's the bit you are interested in.
Ah, so that's where it's played - not sure how I missed that. XD

Also, thanks for posting the full script dump!
I see something related to Pointers in each txt, does that mean that those files are ready for use with Atlas to insert the new text into the game?
Yep, I just need to do a test insertion to make sure everything got dumped properly (the bytes should be identical). Once everything is working properly I'll post the final text dump along with the table files & dump/insert batch files.

As for the tutorial box thing, I would dare to say that maybe keeping the width of it should be okay, but changing the height could be the best option so that we can fit 5 or 6 lines per box.
If that doesn't work out, I'd be willing to try and add a VWF. I've never done one before, but there are some nice examples in the documents section as well as some threads with good information. The tutorial text already stores the text dynamically to VRAM, so that gives me something to work with. The story text is just statically loaded however, so that would need more work. I've already taken some initial notes, but I'll wait to see if it's even necessary.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on April 03, 2017, 01:17:55 pm
Quote
ひみつ の アヅト
けんせつちゅう
一 クッパ だい まおうー
げんば ちず

Quote
SECRET HIDEOUT
UNDER CONSTRUCTION

Dark Lord Koopa
Location Map

"Dark Lord Koopa" is as you might have guessed, Bowser.
SMRPG where they kept lots of the original terminology for Mario lore, referred to him as "King Bowser".
As for the last line, I don't get whether it means "Map of the construction site owned by Bowser" or "Bowser is here, in this specific spot/point".
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 03, 2017, 01:29:06 pm
Ah, so that's where it's played - not sure how I missed that. XD
Yep, I just need to do a test insertion to make sure everything got dumped properly (the bytes should be identical). Once everything is working properly I'll post the final text dump along with the table files & dump/insert batch files.
If that doesn't work out, I'd be willing to try and add a VWF. I've never done one before, but there are some nice examples in the documents section as well as some threads with good information. The tutorial text already stores the text dynamically to VRAM, so that gives me something to work with. The story text is just statically loaded however, so that would need more work. I've already taken some initial notes, but I'll wait to see if it's even necessary.

Doing a VWF hack would be way too much for it.
I'd say that adding a fifth or sixth line to the text boxes for the tutorial should be more than enough.
Although, that doesn't take the Story text into consideration.

Let's see what happens with it, I'm sure the tutorial text will fit nicely once the table is expanded vertically, as the text does print outside of the box if I continue after the fourth line.

"Dark Lord Koopa" is as you might have guessed, Bowser.
SMRPG where they kept lots of the original terminology for Mario lore, referred to him as "King Bowser".
As for the last line, I don't get whether it means "Map of the construction site owned by Bowser" or "Bowser is here, in this specific spot/point".
That was incredibly fast, I just did a second edit to the text when I saw your response.
Thanks for the translation!
I will try to make this one within this week.

Oh and I think they are referring to the overall Construction map, not where Bowser is located exactly, since the image shows the whole map of Wrecking Crew 98, not Bowser's stage specifically.
The last line would be something like "Site Map" to make it more precise as to what the map is about.
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on April 03, 2017, 03:01:36 pm
xkas-plus code to expand 5+ lines


Code: [Select]
arch snes.cpu; hirom


//$C3/0223 A0 0A 00    LDY #$000A              A:0100 X:0100 Y:0025 P:envmxdIzc


org $c30223

//ldy #$000a
//ldy #$000c
ldy #$000e




//$C3/0253 A0 08 00    LDY #$0008              A:0150 X:0150 Y:0000 P:envmxdIzc

org $c30253

//ldy #$0008
//ldy #$000a
ldy #$000c




//$C3/05CC 69 27 7D    ADC #$7D27              A:0090 X:0012 Y:0003 P:envmXdIzc


org $c305cc

// cursor
//adc #$7d27
//adc #$7d67
adc #$7da7




//$C3/0294 F4 80 02    PEA $0280               A:5FE0 X:0350 Y:0000 P:envmxdIzc


org $c30294

//pea $280
//pea $300
pea $380
Title: Re: [WIP/HELP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 03, 2017, 03:29:35 pm
Oh nice!
I'm gonna give this a try in a while :)
Thanks, rainponcho!

@DarkSamus993 I found this a long time ago when I first started transcribing the whole text at the very beginning of this project:
Bad Ending translated: http://www.vgmuseum.com/end/snes/c/wreck98.htm
Good ending translated: http://www.vgmuseum.com/end/snes/c/wreck98.htm

Those could server as nice tests for the Story mode text.


Edit:
Just tested out the asm hack by rainponcho, here are the results:
(http://i63.tinypic.com/5514jr.png)
We now have 6 lines to work with :)
(I know, i skipped 2, I can't count it seems)

And here's the IPS patch for easy distribution:
https://www.dropbox.com/s/poe6ie16d1ekh45/7lines.ips?dl=0

EDIT #2
Here's the billboard image translated:
(http://i63.tinypic.com/iwk6jt.png)

I had to do some sort of custom 8x8 font to fit the whole text into there.
I'm not sure how it'd look better, if maybe centering the "SECRET HIDEOUT UNDER CONSTRUCTION" phrase or just putting it all to the left. I'm open for suggestions regarding word positioning on the billboard.

And here's what I have of "Using bombs" at the moment:
(https://media.giphy.com/media/l0Iygee1odxANQi4g/giphy.gif)

That's as far as the current translations go for the game at the moment :P
I don't have the rest of the Bombs section, nor the rest of the tutorials nor Story text.

Here's a patch for what I have so far as well:
https://www.dropbox.com/s/x1c337uxtc34abf/TranslationBeta.ips?dl=0
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: mrrichard999 on April 08, 2017, 01:54:45 pm
I saw you wanted to change the font in one of the earlier posts, this one isnt too bad here - http://www.romhacking.net/fonts/94/ (http://www.romhacking.net/fonts/94/)

Here is another one - http://www.romhacking.net/fonts/139/ (http://www.romhacking.net/fonts/139/)

Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 09, 2017, 01:35:20 pm
Those are some i teresting fonts.
I was about to do some changes to the 8x16 font the game uses for the tutorial, but had to put in on hiatus due to eye surgery yesterday, so it'll take some days for me to go back to take a try on the font to take the suggestions made by GHANMI into action and see how well it goes.
I'll also check those two fonts out to see how they end up in game.
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: mrrichard999 on April 09, 2017, 04:49:58 pm
Those are some i teresting fonts.
I was about to do some changes to the 8x16 font the game uses for the tutorial, but had to put in on hiatus due to eye surgery yesterday, so it'll take some days for me to go back to take a try on the font to take the suggestions made by GHANMI into action and see how well it goes.
I'll also check those two fonts out to see how they end up in game.

Hope your eye gets better after that. Here is a picture showing the 7th saga font in use - (http://www.romhacking.net/translations/snes/images/2233screenshot1.png)
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 14, 2017, 12:42:21 am
Thanks mrrichard999!
It seems like I might have to rest a bit more for a proper recovery, my left eye is almost good and clear, but my right eye has a red spot (normal thing) and I still see blurry with it, so I might have to wait it out a bit more.

In the meanwhile, here's the actual 8x16 font that is being used in the game for the tutorial.
If someone wants to rework it while I'm recoverying, feel free to do so, but rest assured I'll go back to the project once I'm healed :)
Oh and I'm still actively looking for a japanese translator wherever I can, so don't think I'm just sitting it out and just waiting xD

Here's the font:
(http://i66.tinypic.com/fumgrs.png)
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: DarkSamus993 on April 14, 2017, 12:51:35 am
Sorry this took so long, I was trying out some more advanced batch script stuff. :crazy:

[Download Text Dump] (http://www.mediafire.com/file/1btzxy62fy87cft/WC98_Text+Dump.zip): Comes in two varieties - raw & formatted (removed control codes and extra line breaks for easier reading).
[Download Text Tools] (http://www.mediafire.com/file/aglk6cq6wt4rtqa/WC98_Text+Tools.zip): Batch scripts for dumping & inserting text. Please let me know if there's a bug or you can't figure out what to do.

Text insertion test:
(http://i.imgur.com/ORhkulx.gif)

I had to clean up the text tables as there were a couple of duplicate entries (punctuation and big+small katakana/hiragana). The asm patches by rainponcho were helpful, though I had to add in some missing code changes.

Also, here's a proper graphical dump of the fonts:
(http://i.imgur.com/KKlnQb4.png)
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 17, 2017, 06:09:00 pm
I feel a little better from my eyes to be back to the project again :)
I still have a somewhat blurry sight on my right eye and have to use sunglasses often but so far, so good.

@DarkSamus993 you really put a lot of work into that!
I managed to get a full, clean dump of the Story and Tutorial text without issues by putting the SFC image in the /games folder.

The only problem I had was when I tried to dump the ROM I've been working on with bare Hex editing.
For some reason, the three tutorial section I translated manually (Bombs, panels and handles) get a dumped file of 1+MB of text, and it all seems like some sort of garbled thing japanese text. Might be due to the pointers being modified manually or something.

Also, two more questions:
Thank you so much for your help DarkSamus, and to the others involved in this.
Next to you guys I feel like nothing more than a simple sprite modder when it comes to hacking. XD
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: DarkSamus993 on April 17, 2017, 06:41:38 pm
The only problem I had was when I tried to dump the ROM I've been working on with bare Hex editing.
For some reason, the three tutorial section I translated manually (Bombs, panels and handles) get a dumped file of 1+MB of text, and it all seems like some sort of garbled thing japanese text. Might be due to the pointers being modified manually or something.
The data bank needs to be changed for those command files (cmd\tutorial). It's currently dumping from the default location (data bank $C3).
Code: [Select]
#BASE POINTER: $30000

Also, two more questions:
1. To start translating one section in particular, do I simply copy the TXT file from /dump/ to /translate/ and then modify it inside /translate/ to the english text?
2. I saw something related to ASM and the text block modification in the ReadMe, does this mean that when I choose the Inject.bat file I will be asked if I want to use 4 or 6 lines for the tutorial text?
1) Copy all the text files to /translate/ and then modify what you want there.
2) insert_text.bat will ask if you want to use 4,5, or 6 lines for the tutorial text.

I tried to make the process as simple as possible for the end user, but let me know if you can't figure something out. If I have time I might make a quick video to showcase everything.

EDIT:
Here's the video - https://www.youtube.com/watch?v=TSaN_aCSY1U
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 17, 2017, 08:07:20 pm
The data bank needs to be changed for those command files (cmd\tutorial). It's currently dumping from the default location (data bank $C3).
Code: [Select]
#BASE POINTER: $30000
1) Copy all the text files to /translate/ and then modify what you want there.
2) insert_text.bat will ask if you want to use 4,5, or 6 lines for the tutorial text.

I tried to make the process as simple as possible for the end user, but let me know if you can't figure something out. If I have time I might make a quick video to showcase everything.

EDIT:
Here's the video - https://www.youtube.com/watch?v=TSaN_aCSY1U
I managed to get the dump working properly by changing the $30000 in Handles and Panels to $1E0000 :)
Also, I decided to overwrite the pointers for Bombs back to the $30000 sector because that one's still not finished.

So far everything seems to be working!
I'll go ahead and try to translate the portion of bombs I had previouly with your new tools.

EDIT: Just saw that you posted the video.
I'll take a look at it, thank you!

EDIT #2:
Hey I have one final question, how does the text insertion tool handle pointers?
For example, if I go over the limit of a certain text block, does it automatically repoint the data to another location?
So far I haven't had any issues with the tool, but just wanted to know beforehand :P
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: DarkSamus993 on April 18, 2017, 09:39:45 am
Hey I have one final question, how does the text insertion tool handle pointers?
For example, if I go over the limit of a certain text block, does it automatically repoint the data to another location?
So far I haven't had any issues with the tool, but just wanted to know beforehand :P

The text pointers are all recalculated. The tutorial text can be any length as long as it ends with the control code {input} which tells the game to wait for a button press before loading the next text pointer.

The story text is quite limited in it's current state:
    - can only display 3 lines of text with 14 characters per line (42 characters max per screen).
    - control code _ will not print the rest of the line, skipping the remaining # of character bytes.
       ex: Simple test.__ = send ReadPos ahead 4 bytes and start printing next line.
    - the font is 16x16, which eats up a lot of screen space.

I'll be poking around the story text routines to see if I can remove these restrictions and if need be, adding a vwf.
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 18, 2017, 09:55:31 pm
I haven't touched the Story text since my mockup test with the HELLO! at the very first text.
I am still unsure if we can work with that as it is or not without a proper translation. Until we get one we can see what can be done to hopefully avoid the extra work, but if you want to give it a try, I'm all up for it :)

In the meanwhile, I decided to poke a little more with the insertion tool today, and managed to reinsert the Using Bombs text we had so far without issues!

I only stumbled upon a little issue with the second text block in Using panels.
For some reason, the text has FF as the {pause} command in the Hex code, but when the Insertion tool re-inserts this command, it completely ignores everything past the first {pause} and goes straight to the next text block.
For easy referece, it's the second text in "Using blocks", which uses all four font colors in the text.

The text in question is this one inside 03_panels.txt:
Code: [Select]
#W16($38112)
 {red}パネル{white}には、{pause}{pink}あか{white}、{line}
{pause}{blue}あお{white}、{pause}{green}みどり{white}、{pause}{yellow}きいろ{pause}{white}の{line}
{red}4しょく{white}があります。{input}
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: DarkSamus993 on April 20, 2017, 01:51:33 pm
I stumbled upon a little issue with the second text block in Using panels.
For some reason, the text has FF as the {pause} command in the Hex code, but when the Insertion tool re-inserts this command, it completely ignores everything past the first {pause} and goes straight to the next text block.

I figured out what the problem is. There were some missing text pointers that were not being updated during insertion.
Code: [Select]
Using Panels:
$83:811B = [8D10]
$83:8129 = [8D17]
$83:8137 = [8D1D]
$83:8143 = [8D24]
$83:814B = [8D29]

Game Rules:
$83:8696 = [9C52]

This issue has been fixed and I will release the updated tools shortly. But first, I want to double check a couple of things and redo the documentation.
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: TheMajinZenki on April 20, 2017, 05:39:00 pm
Hey, I took a look a the file and seemed short enough, so I took care of the story translation. It's still a bit rough around the edges and needs polishing like puns or a bit more personality for the characters, but it should be accurate.
https://www.dropbox.com/s/fqmedmfgn4jkedj/Wrecking%20Crew%20%2798.zip?dl=0
Feel free to edit it as you see fit.
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 21, 2017, 06:07:20 pm
Hey, I took a look a the file and seemed short enough, so I took care of the story translation. It's still a bit rough around the edges and needs polishing like puns or a bit more personality for the characters, but it should be accurate.
https://www.dropbox.com/s/fqmedmfgn4jkedj/Wrecking%20Crew%20%2798.zip?dl=0
Feel free to edit it as you see fit.

Oh wow this is amazing!
I wasn't expecting someone to jump aboard and translate the story text just like that :P
Thank you so much!

This will help out a lot to finally finish the game's translation :)
This leaves only a portion of the tutorial text left to be done.
I believe right now both Using handles & Breaking blocks are complete, it's Using bombs and onwards which are missing.

I will take the weekend, and then jump back into it this Monday, I hope I can have at least the Introduction made by then to show off here. :)

As for the credits of the project, this is what I have so far:


If I am missing someone or a certain contribution by a certain person, please let me know in detail, I'll gladly add whatever stuff I'm missing at the moment, and if I forgot someone, please forgive my foggy memory, I usually have a lot of shit circling in there each second, so spare me a bit :P

Oh and don't worry @DarkSamus993, take your time!
I didn't even notice there were more pointers :p
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: MachoAlex on April 22, 2017, 12:30:43 am
Just wanted to chime in and say that I'm really looking forward to this!  :thumbsup:
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: Jorpho on April 22, 2017, 12:39:48 am
Eh, I doubt I've done enough to warrant a thanks, but I'll leave it up to you.

Are you going to translate the cast names from the ending credits?  "Blackey" and "Supanagon" ought to be changed to "Foreman Spike" and "Gotchawrench" to be consistent with the US original.  And it may be appropriate to change the enemy names to something slightly less Japanesey, but maybe that would be taking too many liberties.

There's a full list here:
https://www.mariowiki.com/Wrecking_Crew_%2798
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: TheMajinZenki on April 22, 2017, 12:20:34 pm
I run the game to take a look at the tutorial, so I also translated the tutorial text you dumped.
https://www.dropbox.com/s/3cmgvd9jkf8qwdv/WreckingCrewTutorial.zip?dl=0
I only added the color tags, since you'd probably have to move words around anyway. Feel free to edit as you see fit.

Good luck with your project!
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on April 22, 2017, 07:51:23 pm
It's actually ironic and cute. Feels like random members of the forum just gradually chipped in different pieces of the puzzle over time, for variety of reasons.

Maybe a rhdn community project that actually worked out okay. :)


Quote
Eh, I doubt I've done enough to warrant a thanks, but I'll leave it up to you.

Spot translation? Script suggestions, tweaks?
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on April 23, 2017, 10:18:24 am
All that remains is just editing the translated text (thanks to TheMajinZenki) to fit 6 lines of 13 letters each (for tutorial text) and 3 lines of 14 letters each (for story text).

Though to be frank, I dunno if the latter is possible without compromising a bit.
For example:

oooooooooooooo
そのひは、すずしいかぜのふく
ごくじょうのてんきでした.

oooooooooooooo
That day, the
weather was
great...
oooooooooooooo
On a fair day,
with just a
gentle breeze,
oooooooooooooo

Compared to:
"That day the weather was great, with just a refreshing breeze blowing."

It's not looking very good on the long term within the current limitations.
Even the approximated faked English screenshots on VGMaps added a fourth line.
More ASM tinkering could be needed to rework the story text engine AND make it 8x16 or something similar.

EDIT:
At least, here's the first section of the story test for insertion tests edited to fit within the current limitations.
If it isn't too bad, we can just work within them.

Quote
--------------
On a fair day,
with just a
gentle breeze,
--------------
Mario returned
from vacation,
fairly elated.
--------------
As he skipped
around, he was
almost home.
--------------
His humble
abode was just
in sight.
--------------
Huh...?
A huge shadow
covered him.
--------------
Looking up, he
saw an odd new
huge building!
--------------
What happened
during his
holiday?!!
--------------
Oh? There's a
sign there.

--------------
Mamma mia!!!
In his absence
Bowser was
raising one
secret base
after another.
--------------
Barely any sun
rays could get
through there.
--------------
Mario went in
to fetch his
magic hammer.
--------------
Back when he
fought with
the Wrecking
Crew, he used
it. He kept it
in his room.
--------------
For sunlight
to reach this
land again...
--------------
Mario is ready
to charge the
secret bases.
--------------
Heheheh...
Perfect, just
as planned!
--------------
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 24, 2017, 11:41:27 am
Thank you both; @TheMajinZenki for the awesome Story and Tutorial translations, and @GHANMI, for the Story edit to fit the current character limitations.
I will start working on it today. :)

@Jorpho, you did help out to point out missing text when I was transcribing the game's text:

Quote from: Jorpho
You're missing the text from the special stages and the "Good" ending you get from finishing the special stages, aren't you?  The special stages are accessed by finishing some of the regular stages with exceptionally fast times.  One of them is an onigiri that says nothing, so that's easy, at least.

Isn't all everything on Youtube these days?
https://www.youtube.com/watch?v=X7MGIbtZkbU
https://www.youtube.com/watch?v=Qhs6shTL1_k
https://www.youtube.com/watch?v=ckd62wSSIg4
etc

So with that said, here's the updated Credits:


@rainponcho, indeed :D
This is without a doubt the biggest project I worked on so far, with lots of people contributing in one way or another.
I'm just happy to see how good of a community this is, and that if one sets its mind on something, people are willing to lend a hand to help make the project a reality.
I cannot express how thankful I am to you guys for all the support and technical help you have given towards this project, seriously.

EDIT:
Mhmmmm... I seem to be having problems trying to run the .bat files for dump and text insertion with Wine 2.0 on Linux.
I'll try to convert both .BAT files to .SH in the meanwhile for better compatibility (unless the problem is related to something else in the code). I get the following output when trying to run the .BAT with Wine:

Spoiler:
Code: [Select]
Z:\root\Downloads\ROMs\Wrecking Crew '98\TextTools\Tools>insert_text.bat
==============================================
SNES - Wrecking Crew '98 (Japan) Text Inserter
==============================================
(
fixme:ntdll:server_ioctl_file Unsupported ioctl 24000 (device=2 access=1 func=0 method=0)
fixme:ntdll:server_ioctl_file Unsupported ioctl 24000 (device=2 access=1 func=0 method=0)
Syntax error
Can't recognize 'X' as an internal or external command, or batch script.
Can't recognize 'Y' as an internal or external command, or batch script.
Can't recognize 'end /* Harmless hybrid line that begins a JScript comment' as an internal or external command, or batch script.
Target to GOTO not found
Syntax error
Can't recognize 'X' as an internal or external command, or batch script.
Can't recognize 'Y' as an internal or external command, or batch script.
Can't recognize 'end /* Harmless hybrid line that begins a JScript comment' as an internal or external command, or batch script.
Target to GOTO not found
Syntax error
Can't recognize 'X' as an internal or external command, or batch script.
Can't recognize 'Y' as an internal or external command, or batch script.
Can't recognize 'end /* Harmless hybrid line that begins a JScript comment' as an internal or external command, or batch script.
Target to GOTO not found
Syntax error
Can't recognize 'X' as an internal or external command, or batch script.
Can't recognize 'Y' as an internal or external command, or batch script.
Can't recognize 'end /* Harmless hybrid line that begins a JScript comment' as an internal or external command, or batch script.
Target to GOTO not found
/
Can't recognize 'end)' as an internal or external command, or batch script.
Can't recognize '' as an internal or external command, or batch script.
Inserting the tutorial text . . .
----------------------------------------------
#SMA("HIROM")
(#VAR(tutorial, TABLE)
(#ADDTBL("output\insert\WC98_Tutorial.tbl", tutorial)
(#ACTIVETBL(tutorial)
(#JMP($1C0000, $1FFFFF)
(
Can't recognize '' as an internal or external command, or batch script.
File already exists.

fixme:findstr:wmain stub: L"FINDSTR" L"/c:Unable to open target file" L"output\\insert.temp"
fixme:findstr:wmain stub: L"FINDSTR" L"/c:Unable to open script" L"output\\insert.temp"
fixme:findstr:wmain stub: L"FINDSTR" L"/c:Error: The table file" L"output\\insert.temp"
fixme:findstr:wmain stub: L"FINDSTR" L"/c:Error: Character" L"output\\insert.temp"
fixme:findstr:wmain stub: L"FINDSTR" L"/c:Script Overflowed" L"output\\insert.temp"
fixme:findstr:wmain stub: L"FINDSTR" L"/c:Bytes Inserted" L"output\\insert.temp"
----------------------------------------------
Insertion failed, please check the log for details.
Echo is OFF
Echo is OFF
fixme:findstr:wmain stub: L"findstr" L"/c:File Position" L"output\\insert.log"
#SMA("HIROM")
(#VAR(tutorial, TABLE)
(#ADDTBL("output\insert\WC98_Tutorial.tbl", tutorial)
(#ACTIVETBL(tutorial)
(#JMP($1C0000, $1FFFFF)

And so on, I get the same output several times.
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: Chronosplit on April 24, 2017, 10:24:13 pm
Quote
Mhmmmm... I seem to be having problems trying to run the .bat files for dump and text insertion with Wine 2.0 on Linux.
That's actually a little outdated now, my Wineskin winery has 2.6.

I don't think there's anything that would pertain to this situation that would help though.
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on April 24, 2017, 10:30:42 pm
Story text apparently has 2 types of codes in the text dump, one for a regular line break and one for the end of the text block for the whole scene.

I tried to edit the whole story text within those limitations.

If you remember the part in intro1 with 6 lines about the Wrecking Crew backstory, which was too big even in Japanese, they added a new section of 3 lines without the cutscene progressing to the next part.

I did expand some 3-line screens to two 3-line screens to accommodate a longer translation, but this was limited to the screens in the very end of a given text block, considering there's probably some timing with the visuals involved with the others. I have no idea if this will work though.
Just fill the following text with underscores in the end until you reach 14 letters, then put the proper control code (LINE) or (END).

As it turns out, the "unknown" text block is just the second part of the ending. I was way off.

The tutorial text shouldn't be a problem since you now have 6 lines to work with and you could probably put the translation as it is.

Spoiler:
02-lvl-1

--------------
Oh,if it isn't
Mario.I could
never beat you
--------------
back then.But
not anymore!
Now I'm back
--------------
and powered up
by Bowser!
Ahahaha...
--------------
This time...ya
won't get in
my way!
--------------


--------------
Back again?
My,my,you're
obstinate.
--------------
But beware!I'm
nothing like I
was back then!
--------------
Ahahaha...


--------------
This time,
I'll be da
winner!
--------------

--------------
A-again,beaten
by Mario...

--------------

--------------
Told ya it
would be my
win,Mario!
--------------

03-lvl-2

--------------
Hm?Eh?Hey,WHAT
are you doing
here?!
--------------
Sign said "No
unauthorized
entry"!
--------------
'Tis Bowser's
Secret Base 2,
coming soon.
--------------
He's my liege.
I'm working
hard for him.
--------------
If you hinder
me,I won't go
easy on you.
--------------
See,if I'm not
done in four
minutes,
My liege
Bowser will
be mad!
--------------

--------------
Mh?Huh?! You
AGAIN?!
The sign still
--------------
says "No
unauthorized
entry"!
--------------
Gimme a break
already,won't
you.
--------------
I know you are
Koopa Stomper
Number One in
the world,
but COME ON...

--------------

--------------
My liege,I
failed you...
Forgive me.
--------------
Oh,my liege!He
found my Super
Secret Base...
--------------

--------------
My liege!
I did it!
I bested him!
--------------

04-lvl-3

--------------
Ganng!Gong-ng!
(Um...Why am I
doing this?)
--------------
Ga-Gan!Tatata!
(Hey,you look
familiar..)
--------------
Tatata!(Don't
get it...
Hey you,better
defeat me in
under three
minutes~♥)
--------------

--------------
Gang!Tata!(I'm
repeating it
all,it seems.)
--------------
Ga-Gan!Tatata!
(Hey,you look
familiar..)
--------------
Tatata!(Don't
get it...
I just have
got to beat
intruders!)

--------------

--------------
Clang...Toc?..


--------------

--------------
Clang...Gong..
(The... Secret
Base...)
--------------

--------------
Clangety-
Clang!
Gong♥
--------------

05-lvl-4

--------------
Yo!I waited so
long for today
..Remember me?
--------------
Don't you dare
say you don't!
It's-a me,your
--------------
original rival
who's back for
revengeance!!!
--------------
If you beat me
in 2 mins,I've
a good tip.
--------------

--------------
Yo,Mario!When
I meet you,I
always get
--------------
fired up..This
old wound is
itching.
--------------
This time,I'm
gonna be the
winneeeeer!!
--------------

--------------
Phew..Has been
a while since
I had so much
--------------
fun.But fun's
not over yet!
Wahahaha!
--------------

--------------
Phew..A while
since I had as
much fun. I'll
tell you where
is the Super
Secret Base...
--------------


--------------
Hah! Told you!


--------------

06-lvl-5

--------------
   ...Huh?   


--------------
M-Mario!?
You're early!

--------------
Didn't expect
you before my
base was done.
--------------
But,though not
perfect,it's
nothing like
the rest.It's
enough to best
you!Watch out!
--------------

--------------
     Huh?     


--------------
Mario!
You're already
here!And you
--------------
found all of
my secret
bases,did you?
--------------
But THIS base
in particular
is nothing
--------------
like those!
Now prepare
for defeat!
--------------

--------------
     Huh?


--------------
Ma-Ma-Mario,
AGAIN?!

--------------
I've rebuilt
my base in yer
absence.
--------------
But I did some
changes.It's
nothing like
before!My win
is foregone!
Gaa-Hahahaha!!
--------------

--------------
Unconcievable!
You beat me
THAT easily?!
--------------
Cosarnit!I'll
make sure you
pay for this!
--------------

--------------
Impossible!
This building
is invincible!
That's what HE
told me...

--------------

--------------
I won!You'll
never beat me
in 10 years!
--------------

07-lvl-a

(no need for translation)

08-lvl-b

--------------
I've been here
for so long,
all alone.
--------------
There's no one
here to play
with.
--------------
I'm feeling so
lonely...

--------------
Mister,
would you play
with me?
--------------

--------------
Hello mister.
I'm back.

--------------
I wanted to
play with you
some more.
--------------
This building
is standing
yet,you see...
--------------
Mister, would
you play with
me again?
--------------

--------------
Mister,thank
you.You felled
this building.
--------------
Time to go...
to where the
others are.
--------------
Mister,
please come
back anytime!
--------------

09-lvl-c

--------------
Hey man!Take a
look at this..
It's so..cold.
--------------
This ain't the
building I
wanted done.
--------------
I wanted to
build one that
is..that is..
--------------
that is"warm",
if you get
what I mean?
--------------
Hey man!Why
don't we have
a litte match?
--------------

--------------
Hey man!Look.
They made me
build another
--------------
one!And still
nothing like I
wanted!Again!
--------------
I'll have you
know,I didn't
start business
to build this
kind of unre-
fined stuff!
--------------
Hey man!!Why
don't we have
another match?
--------------

--------------
Hey man!You're
tough!I'm no
match for you!
--------------
But now I feel
a lot better.
I'm building
--------------
warm little
houses from
now on.
--------------

--------------
The world is
truly a harsh
place.
--------------

--------------
I CAME TO THIS
WORLD FROM A
FARAWAY LAND.
--------------
I HAVE SLEPT
FOR EONS.

--------------
WHO DARES
DISTURB MY
SLUMBER!!
--------------

--------------
NOT ONLY YOU
WAKE ME,YOU
ENDANGER ME.
--------------
I RESTORED MY
FORM TO GET
VENGEANCE.
--------------
YOU WILL RUE
THE DAY YOU
RETURNED HERE.
--------------

--------------
I WANT TO GO
BACK TO MY
HOME...
--------------

--------------
LET ME SLEEP
ONCE MORE...

--------------

11-ending

--------------
It's not over
yet,hear me?
Ha Ha Ha...
--------------

--------------
Grr!! You!!
You TRICKED
me!!
--------------

--------------
You just used
ME to get at
Mario!ME!!
--------------
Ha..Ha Hum..
N-Now,let's
talk it over..
--------------
Eeeeeeek!!!


--------------
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: Jorpho on April 25, 2017, 01:22:18 am
Thank you for the kind words.

Are you going to translate the cast names from the ending credits?  "Blackey" and "Supanagon" ought to be changed to "Foreman Spike" and "Gotchawrench" to be consistent with the US original.  And it may be appropriate to change the enemy names to something slightly less Japanesey, but maybe that would be taking too many liberties.
If I'm not being clear, I'm talking about the end credits that starts around 5:32 minutes into this TAS.
https://youtu.be/cK6DFIw_7Pw?t=332
(Love that ending music.  I think they were going for a 16-bit rendition of the Mario Kart 64 credits.)

I would volunteer to see if the relevant text is sitting around uncompressed in the ROM, but alas, now is not a good time.

Some of the names are clearly Japanese wordplay and I'm not sure what the most appropriate change would be, if any.  "Dumpty" is perfectly fine, but "Forkun" – Mr. Fork?  The Forkster?  Forky?  "Buruccho" and "Guruccho" clearly require more Japanese vocabulary than I've got.

I wonder if it might be reasonable to change "CLOSE" at the end of the round to something else, too?  It makes about as much sense as "SHINE GET!".
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 25, 2017, 11:42:55 am
@Chronosplit, yours is 2.5?
That's odd, I have a Gentoo distro up to date and it says the latest Wine available is 2.3, with only 2.0 being the stable one, while the rest (2.1, 2.2 and 2.3) being in beta/unstable.
I'll see if I can get the batch file running, if not then I'll screw around with making the shell script manually.

@GHANMI, damn you really went full speed ahead with it :P
I already saved all the translation for the Story text, really appreciated!
Once I get this thing running on my Linux machine, I will probably go for the Story text first since I haven't really tested it out in-game.
Tutorial text should go smoothly thanks to rainponcho's 6 line hack and DarkSamus' implementation of it in the insertion tool.

@Jorpho, interesting thing about the names there, no one else pointed that out before.
At first glance, I can almost be sure that the font used for that part of the game (8x8 font) is not uncompressed.
However, I want to be sure first if we can actually modify the text without modifying the font.
Do you happen to have a save state for Snes9x / Snes9x Debugger at hand just before that sequence starts?
I fucking suck at the game and get owned by the first guy, so that would certainly help.
I want to see first if the text is being parsed as compressed graphics (similar to the Menu texts) or if it's actually Hex data which we can modify by changing a simple value to something else. If it's the second, it should be fairly easy to do so.
If you can, you could try to translate and/or play around with the words to come up with names for that section.
I know the Eggplant guy and other two characters already have official names in english, but I'm not sure about the rest.
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: TheMajinZenki on April 25, 2017, 12:59:03 pm
This cheat lets you win even when losing: 7E047202
The instruction reads that you should only activate it when the "CLOSE" message appears when the round ends. I tested it on snes9x and it works. It might be helpful to get to the end of the game.
Edit: hmm, I tested it more and it seems that it only lets you win, but it won't unlock the next stage, so it's not very useful.
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on April 25, 2017, 06:39:09 pm
fast win:
c21f27 = 80 0d
c21f3c = c9 00
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 25, 2017, 08:56:12 pm
The help is appreciated Majin!
Indeed it doesn't unlock the stage, but the code rainponcho posted seems to work fine.
Also, his code apparently forces the "Safety First" image, which I haven't even seen if it worked properly due to my shitty skills on the game, but now thanks to that code I was able to see it! Haha.

Here's the code in a more Snes9x friendly way for those interested:

Code: [Select]
Wrecking Crew '98 (Super Famicom)

Instant Win (Press A)
C21F2780
C21F280D
C21F3CC9
C21F3D00

Just put that into the Snes9x Cheat code setting and you are ready to go :)

Oh and one more thing:

http://www.youtube.com/watch?v=yTFSU8aD6Oo

I took some spare time after work to nab my parent's PC and translate the introduction sequence for the Story. :)
I took some liberties with the text beyong what GHANMI posted, but this is still by no means the final text of course, I am open for debates and constructive criticism for some sentences. I am already seeing a pair of sentences I will be changing to make them more normal when read.

PS: How to I embed YT videos in here?
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: reyvgm on April 25, 2017, 09:57:04 pm


Some of the names are clearly Japanese wordplay and I'm not sure what the most appropriate change would be, if any.  "Dumpty" is perfectly fine, but "Forkun" – Mr. Fork?  The Forkster?  Forky?  "Buruccho" and "Guruccho" clearly require more Japanese vocabulary than I've got.


Those are proper enemy names, so they should be really left alone in my opinion.

Here are some automatically win cheats I made years ago:
7E0472:0?
7E04B6:0?

?= 1= Enemy Wins 2= Player Wins

Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: Chronosplit on April 25, 2017, 10:53:44 pm
@Chronosplit, yours is 2.5?
That's odd, I have a Gentoo distro up to date and it says the latest Wine available is 2.3, with only 2.0 being the stable one, while the rest (2.1, 2.2 and 2.3) being in beta/unstable.
I'll see if I can get the batch file running, if not then I'll screw around with making the shell script manually.
Strange.  According to the HQ, latest is 2.0.1 in maintenance, 2.6 in development.
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 27, 2017, 11:19:50 am
Strange.  According to the HQ, latest is 2.0.1 in maintenance, 2.6 in development.
Maybe the number versions are handled differently between distros, who knows?  ::)

----------------------------------------------------------------------------------------------------------------

Okay, I wanted to wait until I could change the "2C03=、" symbol into a proper apostrophe ( ' ), but for some reason I cannot get the compression for font16-3 to work properly.
I did it for font16-2 to include a letter "Z", but font16-3 gives an odd result when compressed back into the ROM.
If I change ANYTHING on that file, the purple-ish designs around the screen in the Story mode cutscenes do not show up at all.
I just wanted to change the "、" with a " ' " with YY-CHR, but damn I cannot do so. xD

With that said, here's the patch with ALL of the Story text translated!
https://www.dropbox.com/s/x1c337uxtc34abf/TranslationBeta.ips?dl=0

Please give that patch a try alongside the code for Instant Wins if you like to test out all of the Story text in detail rather quickly:

Code: [Select]
Wrecking Crew '98 (Super Famicom)

Instant Win (Press A)
C21F2780
C21F280D
C21F3CC9
C21F3D00

I tried my best to make everything fit without losing too much concept of the overall sentence.
@GHANMI, I noticed you mentioned something about the possibility of expanding the last paragraph by putting more lines before the {end} command, but that doesn't work due to the timing of the cutscene, so I had to rework some lines from your edit, as well as move around some others.

Also, take into consideration that right now what is supposed to be an apostrophe ( ' ) is instead some sort of weird comma, but that's due to the insertion problem I mentioned earlier, it's a known problem and I will try to fix it in the upcoming days.
Fixed thanks to rainponcho!

Please let me know what do you guys think of the patch so far, after this only the Tutorial text is left to be inserted, but that should be a breeze thanks to the 6 line code by rainponcho and the insertion of it into the Text tools by DarkSamus.
I haven't finished that because I still have yet to include the new pointers found by DarkSamus into the insertion tool, but that should be somewhat easy I hope.

@rainponcho, one last thing, do you happen to know why when I try to reinsert even the original font16-3 back into the game the purple lines disappear in the Story cutscenes? I tried for like 2 hours without any success and can't seem to find the reason why it does that.
That's the only thing keeping me from putting a proper apostrophe in place of the weird mirrored comma used in the japanese text.
That's all that's left to be done for the Story text so that I can jump right into the Tutorial.
Title: Re: [WIP / Japanese Translator needed] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on April 27, 2017, 12:39:04 pm
Underdump. Fixed file.
https://www.sendspace.com/file/o0r32n

encode 183ebd 1848ca font16-4.bin


edit: Great news! Can't wait to actually try this patch also. :)

edit2: Okay. Okay! That was exciting to play! Read the uncut script afterward - amazing here too. The cut down version got all the important bits I thought; trimmed out the fat.

I suppose that the future "final" polished version will be even better, once everything is somehow put back and touched up. But I enjoyed it alot as-is!
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: DarkSamus993 on April 28, 2017, 12:25:01 am
I apologize for the delay, as I've had family visiting for an extended period of time. I will try and get the text tools update finalized for tomorrow. :thumbsup:
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 28, 2017, 10:35:56 am
Underdump. Fixed file.
https://www.sendspace.com/file/o0r32n

encode 183ebd 1848ca font16-4.bin


edit: Great news! Can't wait to actually try this patch also. :)

edit2: Okay. Okay! That was exciting to play! Read the uncut script afterward - amazing here too. The cut down version got all the important bits I thought; trimmed out the fat.

I suppose that the future "final" polished version will be even better, once everything is somehow put back and touched up. But I enjoyed it alot as-is!
Thank you! :D
If you noticed, I updated the patch to reflect the newest apostrophe, so the story text should now be properly written  :thumbsup:
And thanks for the feedback! I'm glad to know that you liked how it turned out :)

And also, rainponcho, I have one final request.
While I was translating the tutorial text yesterday, I stumbled upon this little thing:

(http://i67.tinypic.com/rlm903.png)

Usually, I run out of space when using three dots at the very end of a sentence.
In this case it is not problematic, since I can simply move "panels..." down one line, but I have several lines with all 6 rows already filled and the last dot takes the 14th character. xD
My final request is if you could expand the horizontal size of the box to fit 14 characters per row instead of 13.
That'd be the only thing I need for the tutorial box. :)
Maybe expanding it 4 pixels left and 4 pixels right should do it so that it fits just nicely and doesn't overlap with the other character's screen.

I apologize for the delay, as I've had family visiting for an extended period of time. I will try and get the text tools update finalized for tomorrow. :thumbsup:
Don't worry!
In the meanwhile I've been translating the tutorial text and rewriting some bits we already had :)
Actually, I just finished translating everything and gave it a quick go, it looks really neat!
The only problem obviously is that some sequences in the tutorials are out of place/order due to the lack of the delay/pause.
I will wait for the updated tools to release a fully translated beta!  ;D :beer:
Thank you!
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on April 28, 2017, 11:27:03 am
Partial solution - 14 chars box
303ac = 9d fc 5e
3024a = 9d fe 5e
30280 = 9d fe 5e
30265 = 9d fe 5e

Have to figure out how to move box when it's on left side of screen.


Also partly located the scripting code data for the intro. Studying if timing can be muddied up.


edit:
Move box left
38004 = 00
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 28, 2017, 11:36:07 am
Partial solution - 14 chars box
303ac = 9d fc 5e
3024a = 9d fe 5e
30280 = 9d fe 5e
30265 = 9d fe 5e

Have to figure out how to move box when it's on left side of screen.


Also partly located the scripting code data for the intro. Studying if timing can be muddied up.


edit:
Move box left
38004 = 00
LOL I was just about to tell you that it looked good without moving it, but you beat me to it with your edit :D
This is wonderful! It works amazingly and right off the back with the current tutorial translation I have. :D
This is how it looks in-game for those interested:

(http://i63.tinypic.com/dzbdzl.png)

Thank you, rainponcho!
We are almost at the end.  ;D
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: tc on April 28, 2017, 01:18:52 pm
The edge of the box is outside the safe area for CRTs.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 28, 2017, 01:22:53 pm
The edge of the box is outside the safe area for CRTs.
Oh it does? I didn't even take that into consideration.
I always forget the fact that CRT screens do eat up some horizontal space.
So maybe keeping 38004 = 01 but changing the position in of the right box to be moved slightly left?
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on April 28, 2017, 01:23:33 pm
The patch is looking really nice so far!

I tested just the main story really quickly. Only nitpicks I have would be:

* The graphics are for some reason completely messed up.
* In the intro, Mario is mentioned to have fought as part of the Wrecking Crew "for peace". Since your rewrite freed up an extra line, you could add that detail. There's the skipping around/walking with a spring on his feet that you could get in there as well. And something about an "earned rest" / "well deserved vacation" but I doubt it would fit.
* The robot's dialogue is awkward. This could be solved by using pre-made tiles in the 16x16 font that have all of his dialogue properly formatted.
* Girl (onna no ko) dialogue when defeated does mention her going back "to where the others are". MajinZenki missed that part in his translation.
* Onigri's dialogue could have the Japanese period removed.
* Bowser dialogue when defeated foreshadows he worked with the rival "this building is invincible, that's what he told me", but it's lost in this translation.
* Dogu's speech is buggy. After the "I slept for eons" it softlocks the cutscene engine until you press START to skip the cutscene. Also, his dialogue is in katakana. Considering you made all of the story text in all caps, you could replace the spaces with dashes to make it stand out from the rest.

Another fix for both the 14 character limit (and avoid having to extend the box) and general text limitations is to use one of the Japanese characters to hold custom made characters in tile editors for these:
* 'M
* !!
* ...
* 4 Minutes
* 3 Minutes
* 2 Minutes ]

That should really help.

Other than that, this isn't bad at all, and it does keep most of the original.

If the 16x16 font used for the story text doesn't look that good, I suggest this one as a replacement:

Quote
(http://i.imgur.com/Ejyqxc5.png)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: TheMajinZenki on April 28, 2017, 02:56:31 pm
* In the intro, Mario is mentioned to have fought as part of the Wrecking Crew "for peace". Since your rewrite freed up an extra line, you could add that detail.

If you're talking about this line:

マリオは、へやのおくから
ひでんのハンマーを
とりだしました。

I just want to note that "へや" (heya) means "room"; "peace" would be the similar-sounding へいわ (heiwa).

* Girl (onna no ko) dialogue when defeated does mention her going back "to where the others are". MajinZenki missed that part in his translation.

I admit that I didn't mention that detail, mostly because in English it felt a bit awkward to say "Now I can go to where the others are." I settled for "It's time to go" since the game shows the girl ascending to Heaven and I thought it was good enough. Anything from "Now I can join my family" to "Wait for me everyone, I'm coming" could work in alternative. I guess I should have added a translation note mentioning that.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on April 28, 2017, 02:57:27 pm
Quote
I always forget the fact that CRT screens do eat up some horizontal space.

Mgwah. Don't know how many hacks, translations this would affect. o_O


30800 = 0f
30802 = 0f
30804 = 01

That will leave 8px left, right side.


edit:
Make sure your original rom has a $200 header, before applying the translation patch. Or you'll get garbled graphics.

Thought I found the scripting data but nope. Scratching head trying to locate the timing area.


edit2:
I think this is the script code handler
Code: [Select]
$D4/2263 A4 3C       LDY $3C    [$00:0F3C]   A:1945 X:1942 Y:0000 P:envmxdIZc
$D4/2265 B7 0E       LDA [$0E],y[$D4:5333]   A:1945 X:1942 Y:5333 P:envmxdIzc
$D4/2267 85 38       STA $38    [$00:0F38]   A:6E1E X:1942 Y:5333 P:envmxdIzc
$D4/2269 C8          INY                     A:6E1E X:1942 Y:5333 P:envmxdIzc
$D4/226A 84 3C       STY $3C    [$00:0F3C]   A:6E1E X:1942 Y:5334 P:envmxdIzc
$D4/226C 64 3A       STZ $3A    [$00:0F3A]   A:6E1E X:1942 Y:5334 P:envmxdIzc
$D4/226E 4C C5 21    JMP $21C5  [$D4:21C5]   A:6E1E X:1942 Y:5334 P:envmxdIzc

Still unsure how to make use of it
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: reyvgm on April 28, 2017, 05:25:28 pm
If you're talking about this line:

マリオは、へやのおくから
ひでんのハンマーを
とりだしました。

I just want to note that "へや" (heya) means "room"; "peace" would be the similar-sounding へいわ (heiwa).

I admit that I didn't mention that detail, mostly because in English it felt a bit awkward to say "Now I can go to where the others are." I settled for "It's time to go" since the game shows the girl ascending to Heaven and I thought it was good enough. Anything from "Now I can join my family" to "Wait for me everyone, I'm coming" could work in alternative. I guess I should have added a translation note mentioning that.

How about "It's time to go with the others"?
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on April 28, 2017, 07:13:28 pm
Oouf. That scripting block is a fat one.

Code: [Select]
$D4/2265 B7 0E       LDA [$0E],y[$D4:53B0]   A:1945 X:1942 Y:53B0 P:envmxdIzc


example:
d4:5333 = intro start
..
d4:53b0 = 44 - 80 00  (pause 80h frames)
d4:53b3 = 1e - 5b 5b  (jsr 5b5b = print 3 lines of text ~ On a fair day with a gentle wind)
d4:53b6 = 4c - 02 - 01 00 - 04 - 08 01 - 88 00 - 55 7d - d4 (???)
d4:53c2 = 44 - 80 00
..
scroll somewhere here
..
d4:53e0 = 1e - 5b 5b  (Mario returned from vacation really joyful)
..
..
D4:569B = 44 80 00
D4:569E = 1e 5b 5b  (What happened during his holiday!!?)
D4:56A1 = 44 80 00
D4:56A4 = 1e 5b 5b  (oh? there is a sign there)
D4:56A7 = 44 80 00
..
..
??

Looks like the text can be extended. But a specialized dumper would be needed. >_>

Or a raw hex dump could be made. Stick in "1e 5b 5b 44 80 00" where needed to extend the script. And remap ptr elsewhere.

Don't feel comfy enough to do this for awhile (there has to be an easier way dumping the start/end values... there's lots of cutscenes). But spitballing this finding out there. Knowing there's other capable++ hackers around here. ;)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on April 28, 2017, 07:22:26 pm
If you're talking about this line:

マリオは、へやのおくから
ひでんのハンマーを
とりだしました。

I just want to note that "へや" (heya) means "room"; "peace" would be the similar-sounding へいわ (heiwa).

That's not it.
It's the very next piece of text:

このくにを もとのひあたりの
よい,"へいわなくに"に
するために···

(In your translation that was: "In order to bring back sunlight to this once-peaceful country...")

As you might see in this patch, the "peaceful country" part was completely omitted from the rewrite out of necessity, since expanding dialogue to go on for multiple screens isn't possible.
To manage keeping most of the original message within these length limitations, we (I and ShadowOne333) had to shuffle stuff around. This is me just suggesting that since his editing pass freed up one extra line in the earlier cutscene, we could cram the "peace" thing there (and the idea of Mario acting as law enforcement is a funny aspect of the character that would be a shame to be lost).

I certainly didn't mean I do not trust in your translation. It was really good, accurate, concise and to the point. I started looking at the Japanese text for reference whenever the translated text didn't fit and the situation called for a more condensed interpretation of the text like with the robotic sound effects, since there was no way it could fit. The translated script was still the primary reference.

@ShadowOne333
Please send me the links for the main story font decompression/recompression tool, as well as Atlas scripts you used for the main story. I'm interested in keeping your rewrite but redoing parts of it with a graphical DTE compression. Specifically the robot text, since he was the one the most badly affected by the text limitations. I'll also implement the more elegant solution for the "4 MINS" part.

EDIT:
Or let's just wait for the story text to be extended. Even a fourth line could do wonders.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 28, 2017, 09:09:25 pm
Damn too much info to catch up with.  :laugh:

To start things with, here we have a true beta patch with everything translated!
https://www.dropbox.com/s/x1c337uxtc34abf/TranslationBeta.ips?dl=0

I "think" that the base ROM is unheadered, so that into consideration when patching it into the ROM.

There are some details to take into consideration:

In the Tutorial text, we have three bugged tutorials;
* Breaking blocks: The part where it lines up three pink blocks, they don't disappear, I can't remember if that's normal or not. I don't know why, but this whole section sometimes feels out of order.
* Using panels:  Where it says the four different color of panels, it skips that part due to the pointers posted by DarkSamus not being updated properly at the moment.
* Game rules: Same as above, though I can't remember exactly where the skipping occurs, but I know for a fact there is a part where it does.

Please let me know if you find anything else!

-----------------------------------------------------------------------------------------

Now to answer some questions:

@GHANMI:
I couldn't see any messed graphics, only when I patched the wrong font16-3, which rainponcho fixed thankfully.
For the on going discussion regarding japanese text, I won't get in the way, I know next to jackshit about japanese so I cannot have a say in this matter. XD
For the robot, what exactly do you mean by saying it's akward? I would shorten the "robot sounds" to only one word instead of two or so to make more space, but let's see how the scripting in which rainponcho is diving in works out.
For Bowser, I did include that line which you mention, however I didn't notice that in such text we only have three lines, but in the text tools I do have 5 to include those, you can check what I've done so far here:
https://www.dropbox.com/s/a3vi4hhr6t4nqfb/WC98%20Text%20Tools.rar?dl=0

The decompression files are REALLY freaking messy, like... Completely out of order, I created backups up the ass for everything and lost track of other things. I will try to clean things up first before sharing that.

Oh and btw, Dogu's text is not a softlock, he actually takes REALLY long to go to the next sentence as seen here:
https://www.youtube.com/watch?v=HSgP-O06FEg
So thankfully that's normal haha.

@rainponcho
I did the following changes to the ROM:
Code: [Select]
30800 = 0f
30802 = 0f
30804 = 01
303ac = 9d fc 5e
3024a = 9d fe 5e
30280 = 9d fe 5e
30265 = 9d fe 5e
38004 = 00
However it seems like I still have the box right at the outline of the screen instead of an 8px offset.
I might have done something wrong, most likely.
Also, I was about to ask what you were referring to when you said scripting, but by the looks of it it seems like you debugged a bit of how the script sequence works for the Story text to hopefully add more lines, is that right?

And while I'm at it:
@rainponcho and @DarkSamus993, would you guys mind if I were to set up your tools into one nice package and upload it to Romhacking as Utility for translating Wrecking Crew 98?
It might help if someone else attempts to translate the game to another language as well.
I will take care of getting everything in a more neat way than what I currently have and with some instructions to do so, but I have to ask for your permission first :P
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Jorpho on April 28, 2017, 09:57:01 pm
I had a minute, so I thought I'd try doing a relative search for some of those cast names and the credits.  Alas, nothing obvious is appearing.  I don't suppose any of the extraction tools might have dredged them up, i.e. as graphics?

On the off-chance it will help, here's the names as they appear:
Spoiler:
NASUBI KAMEN
NOKO NOKO
SPANNER GON
PEACH
LUIGI
BLACKEY
KOOPA
ONIGIRI
ONNANOKO
OYAZI
DOGU
MARIO
FORKUN
BLONYA
BURUCCHO
BURNYA
DUMPTY
JENYA
KANBANK
GURUCCHO
GATA GATA
POLES
U DOKUN
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on April 28, 2017, 10:31:55 pm
I'll try looking for the credits.


Quote
I couldn't see any messed graphics

I remember having garbled graphics when I used a 200000h file. When I set it to 200200h bytes, then the menus and world map came out okay. Didn't check with new patch yet.


Quote
Dogu's text

Maybe cutscene codes can be adjusted - could be some long delay pause.


Quote
I did the following changes to the ROM:

Typo mistake. Very typical me.
38000 = 0f
38002 = 0f
38004 = 01
303ac = 9d fc 5e
3024a = 9d fe 5e
30280 = 9d fe 5e
30265 = 9d fe 5e


Quote
Also, I was about to ask what you were referring to when you said scripting, but by the looks of it it seems like you debugged a bit of how the script sequence works for the Story text to hopefully add more lines, is that right?

Engine codes. Like 44h = pause. 1e = jsr. 4c = ??. 83 = scroll amount. 8a = frames to scroll. 80 = wait??. And lots of other weird stuff. Too long; don't care. It should (theory) be possible to add as many {3 line blocks} as you need. But we'd have to asm move the data around.

This may take time though so putting it on pause by the side for now.


Quote
but I have to ask for your permission first

I don't mind at all. Been slowly adding stuff to my own hack readmes - permission not needed to reuse or modify my work. Don't care about the legal and ownership part (for my work). That applies retroactively too.

Tool I have to fix to dump font-3 correctly - used a cheat to get data. Didn't debug why it fails.


edit1:
crew98 tool
https://www.sendspace.com/file/31zfz6


edit2:
Credit characters are bitmap sprites. Staff names are bg3 tiles.


Sample dump:
Code: [Select]
decode 1a2f66 credits_font.bin


decode 1b9d30 credits_name1a.bin
decode 1a49bd credits_name1b.bin
decode 1a3a96 credits_name1c.bin
decode 1a920f credits_name1d.bin
decode 1a2273 credits_name1e.bin
decode 1a2b1d credits_name1f.bin

decode 1b9fcd credits_name2a.bin

decode 1ba2af credits_name3a.bin

decode 1bb58c credits_name4a.bin

decode 1bb92f credits_name5a.bin

decode 1ba523 credits_name6a.bin

decode 1ba7e3 credits_name7a.bin

decode 1bac26 credits_name8a.bin

decode 1bad68 credits_name9a.bin

decode 1baff8 credits_name10a.bin

decode 1bb434 credits_name11a.bin

decode 1bbbbb credits_name12a.bin


decode 1bbe60 credits_name13a.bin
decode 1a49bd credits_name13b.bin
decode 1a3a96 credits_name13c.bin
decode 1a920f credits_name13d.bin
decode 1a2273 credits_name13e.bin
decode 1a2d87 credits_name13f.bin

decode 1a4faf credits_name14a.bin

decode 1a54c1 credits_name15a.bin

decode 1a5b0d credits_name16a.bin

decode 1a615a credits_name17a.bin

decode 1a68ca credits_name18a.bin

decode 1a6ecc credits_name19a.bin

decode 1a74d7 credits_name20a.bin

decode 1a7a4d credits_name21a.bin

decode 1a7f83 credits_name22a.bin

decode 1a85c4 credits_name23a.bin
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on April 29, 2017, 02:11:48 am


On the off-chance it will help, here's the names as they appear:
Quote
NASUBI KAMEN
NOKO NOKO
SPANNER GON
PEACH
LUIGI
BLACKEY
KOOPA
ONIGIRI
ONNANOKO
OYAZI
DOGU
MARIO
FORKUN
BLONYA
BURUCCHO
BURNYA
DUMPTY
JENYA
KANBANK
GURUCCHO
GATA GATA
POLES
U DOKUN

Oh those. Many of these are either Japanese names or puns, and would need to be translated. Right off my head there's the following:

ONNANOKO: which is just onna no ko 女の子, or "girl".
OYAZI: from oyaji 親父 ("dad"/"grampa"/"middle-aged man"/"boss"), but as for why the "ji" became a "zi"... maybe because of a drunkard's lispy prononcuation, since this character is an alcoholic?
KANBANK: includes kanban 看板 ("poster"/"billboard", like in "poster girl" for bars), but why the bank part? This part of the pun eludes me. It's just a giant Bowser billboard causing instant wins as far as I know.
BURUCCHO: Same. I get just the first part of the pun, buru which is short for bulldozer in Japanese. But what about the rest? "Block"?
GURUCCHO: Same. I get just the first part of the pun, guru guru which is supposed to be the sound for stuff turning in a circle, just like this ...thing... does in this game.
FORKUN: Forklift-kun?
BURNYA: Self-explanatory, it burns ya. Could be an affectionate cutesy nickname with that nya suffix for something that... burns stuff? Has absolutely no idea what BLONYA or JENYA are supposed to be.
DUMPTY: Related only in name to Humpty Dumpty. Here it's supposed to be a machine that dumps stuff away.
GATA GATA: Literally the sound effect for "rattle, rattle".
POLES: ... Engrish aside, they look in-game like sentient joysticks.
U DOKUN: Has no idea what this name is supposed to mean. Appears in-game as a billboard with a construction worker.
NASUBI KAMEN: is a Japanese word. "Masked Eggplant", fittingly.
ONIGIRI: that one is clear enough ("hamburger"). There's a literal rice ball in the game.

There's the stuff that already has official English names like KOOPA (good old Bowser) and NOKO NOKO (Koopa Troopa).

Could anyone fluent in Japanese save the day for those puns?
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Jorpho on April 29, 2017, 02:36:42 am
edit2:
Credit characters are bitmap sprites. Staff names are bg3 tiles.
You make it seem so easy.  To be clear, there's no easy way to view those in any standard tile editor, is there?  But they're nonetheless in a standard format?
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: DarkSamus993 on April 29, 2017, 04:21:45 am
Wow, this thread sure was busy! :o

First order of business, I finally updated the text tools to v1.10: https://github.com/DarkHunterX/WC98-Text-Tools
As usual, let me know if you encounter any bugs.
Quote from: Changelog
Version 1.10 April 29, 2017
 - Added missing tutorial text pointers.
 - Updated the panels/rules tutorial text dumping command files.
 - Updated the control codes in the tutorial table file.
 - Updated filenames.txt with new file names.
 - Updated bankswap.asm to create freespace by removing both the old tutorial/story text.
 - Added new ASM file boxexpandh.asm (changes xPos & max character length per line).
 - Added user input for modifying the char length of tutorial text lines during insertion & tweaked
   the error checking of the dump script.
 - Scripts no longer reqire ROM to be named a certain way, it only needs to have a sfc/smc extension.
 - Added more decriptive information to this readme, including a video link of the scripts in action.

@rainponcho and @DarkSamus993, would you guys mind if I were to set up your tools into one nice package and upload it to Romhacking as Utility for translating Wrecking Crew 98?
It might help if someone else attempts to translate the game to another language as well.
I will take care of getting everything in a more neat way than what I currently have and with some instructions to do so, but I have to ask for your permission first :P
Sounds good to me.

----------------------------------------

And now some notes for the credits:
As rainponcho already pointed out, the character names are bitmap sprites but the staff names are bg3 tiles.
Code: [Select]
=======================
= Compressed GFX Ptrs =
=======================
1A01F2 = [DA2F66] Staff credits font
1A0200 = [DB9D30] Nasubi Kamen
1A0247 = [DB9FCD] Noko Noko
1A028B = [DBA2AF] Spanner Gon
1A02CF = [DBB58C] Peach
1A0313 = [DBB92F] Luigi
1A0357 = [DBA523] Blackey
1A039B = [DBA7E3] Koopa
1A03DF = [DBAC26] Onigiri
1A0423 = [DBAD68] Onnanoko
1A0467 = [DBAFF8] Oyazi
1A04AB = [DBB434] Dogu
1A04EF = [DBBBBB] Mario
1A054B = [DBBE60] Enemies


===================
= Sprite OAM Ptrs =
===================
Format: 2-bytes
-------------------
1A0B36 = [1027] Nasubi Kamen
1A0B63 = [109E] Noko Noko
1A0B90 = [1106] Spanner Gon
1A0BBD = [1178] Blackey
1A0BEA = [11DB] Koopa
1A0C17 = [1249] Onigiri
1A0C4A = [1291] Onnanoko
1A0C77 = [130E] Oyazi
1A0CA4 = [1391] Dogu
1A0CCB = [13D0] Peach
1A0CF8 = [1429] Luigi
1A0D25 = [1482] Mario
1A0D52 = [179E] Forkun
1A0D85 = [1ABD] Blonya
1A0DB2 = [17BD] Buruccho
1A0DEB = [1D5C] Burnya
1A0E45 = [17E6] Dumpty
1A0E78 = [1ADC] Jenya
1A0F2C = [1805] Kanbank
1A0F50 = [21D3] Guruccho
1A0F89 = [21FC] Gata Gata
1A0FBC = [2225] Poles
1A1001 = [223F] U Dokun


==============
= Sprite OAM =
==============
Format:
# of tiles
Tile 01:
     byte-1 = xPos
     byte-2 = yPos
     byte-3 = tile index
     byte-4 = v/h flip, palette, tile size
     byte-5 = ???
Tile 02
Tile 03
etc...
--------------
1A1027 = Nasubi Kamen
[0B]
[28 FC 4A 22 00] = N
[20 FC 49 22 00] = E
[18 FC 48 22 00] = M
[10 FC 47 22 00] = A
[08 FC 46 22 00] = K
[FC FC 45 22 00] = I
[F4 FC 44 22 00] = B
[EC FC 43 22 00] = U
[E4 FC 42 22 00] = S
[DC FC 41 22 00] = A
[D4 FC 40 22 00] = N

1A109E = Noko Noko
1A1106 = Spanner Gon
1A1178 = Blackey
1A11DB = Koopa
1A1249 = Onigiri
1A1291 = Onnanoko
1A130E = Oyazi
1A1391 = Dogu
1A13D0 = Peach
1A1429 = Luigi
1A1482 = Mario
1A179E = Forkun
1A17BD = Buruccho
1A17E6 = Dumpty
1A1805 = Kanbank
1A1ABD = Blonya
1A1ADC = Jenya
1A1D5C = Burnya
1A21D3 = Guruccho
1A21FC = Gata Gata
1A2225 = Poles
1A223F = U Dokun

Staff credits font:
(http://i.imgur.com/J5ESess.png)
Main characters:
(http://i.imgur.com/RaEVy6Q.png)
Enemies:
(http://i.imgur.com/SevF3GB.png)

So to edit the names, the sprites need to be decompressed and updated with the new names and then the sprite OAM would need to be edited as well. This is simple enough, until you need more characters for a name. The game only uses 2-byte pointers, meaning if you want to expand anything, you have to 1) keep everything in the same bank and 2) update all the sprite OAM ptrs after what was expanded. Not hard by any means (unless there's no room), but certainly quite tedious.

It might be interesting to see if the sprite OAM loading routine could be hijacked to make it check if it's accessing these specific ptrs and then swap the bank (the full ptr is stored in WRAM so edit it there) to load the sprite OAM from anywhere. Then you wouldn't have to worry about repointing everything else.
Code: [Select]
$D4/1787 B7 E8       LDA [$E8],y[$DA:0B36]   A:000F X:1475 Y:000D D:0F00 DB:00 S:1FFC P:envmxdIzc
$D4/1789 9D 28 00    STA $0028,x[$00:149D]   A:1027 X:1475 Y:000D D:0F00 DB:00 S:1FFC P:envmxdIzc
...
$D4/1D0B BD 20 00    LDA $0020,x[$00:1495]   A:0140 X:1475 Y:0000 D:0F00 DB:00 S:1FFC P:envmxdIzc
$D4/1D0E 85 EA       STA $EA    [$00:0FEA]   A:00DA X:1475 Y:0000 D:0F00 DB:00 S:1FFC P:envmxdIzc
$D4/1D10 BD 28 00    LDA $0028,x[$00:149D]   A:00DA X:1475 Y:0000 D:0F00 DB:00 S:1FFC P:envmxdIzc
$D4/1D13 85 E8       STA $E8    [$00:0FE8]   A:1027 X:1475 Y:0000 D:0F00 DB:00 S:1FFC P:envmxdIzc
$D4/1D15 A7 E8       LDA [$E8]  [$DA:1027]   A:1027 X:1475 Y:0000 D:0F00 DB:00 S:1FFC P:envmxdIzc
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: TheMajinZenki on April 29, 2017, 06:35:04 am

I had a minute, so I thought I'd try doing a relative search for some of those cast names and the credits.  Alas, nothing obvious is appearing.  I don't suppose any of the extraction tools might have dredged them up, i.e. as graphics?

On the off-chance it will help, here's the names as they appear:
Spoiler:
NASUBI KAMEN
NOKO NOKO
SPANNER GON
PEACH
LUIGI
BLACKEY
KOOPA
ONIGIRI
ONNANOKO
OYAZI
DOGU
MARIO
FORKUN
BLONYA
BURUCCHO
BURNYA
DUMPTY
JENYA
KANBANK
GURUCCHO
GATA GATA
POLES
U DOKUN

Oh those. Many of these are either Japanese names or puns, and would need to be translated. Right off my head there's the following:

ONNANOKO: which is just onna no ko 女の子, or "girl".
OYAZI: from oyaji 親父 ("dad"/"grampa"/"middle-aged man"/"boss"), but as for why the "ji" became a "zi"... maybe because of a drunkard's lispy prononcuation, since this character is an alcoholic?
KANBANK: includes kanban 看板 ("poster"/"billboard", like in "poster girl" for bars), but why the bank part? This part of the pun eludes me. It's just a giant Bowser billboard causing instant wins as far as I know.
BURUCCHO: Same. I get just the first part of the pun, buru which is short for bulldozer in Japanese. But what about the rest? "Block"?
GURUCCHO: Same. I get just the first part of the pun, guru guru which is supposed to be the sound for stuff turning in a circle, just like this ...thing... does in this game.
FORKUN: Forklift-kun?
BURNYA: Self-explanatory, it burns ya. Could be an affectionate cutesy nickname with that nya suffix for something that... burns stuff? Has absolutely no idea what BLONYA or JENYA are supposed to be.
DUMPTY: Related only in name to Humpty Dumpty. Here it's supposed to be a machine that dumps stuff away.
GATA GATA: Literally the sound effect for "rattle, rattle".
POLES: ... Engrish aside, they look in-game like sentient joysticks.
U DOKUN: Has no idea what this name is supposed to mean. Appears in-game as a billboard with a construction worker.
NASUBI KAMEN: is a Japanese word. "Masked Eggplant", fittingly.
ONIGIRI: that one is clear enough ("hamburger"). There's a literal rice ball in the game.

There's the stuff that already has official English names like KOOPA (good old Bowser) and NOKO NOKO (Koopa Troopa).

Could anyone fluent in Japanese save the day for those puns?

I can't help with all of those, but here's what I could find:

NASUBI KAMEN: Eggplant Man
NOKO NOKO: Koopa Troopa
SPANNER GON: Gotchawrench
PEACH
LUIGI
BLACKEY: Foreman Spike
KOOPA: Bowser
ONIGIRI: either keep it the same or go for Rice ball
ONNANOKO: as GHANMI said, it's just "girl"
OYAZI: It's something like "old man", "pops", "gramps", "boss", whatever seems right knowing that he's a grumpy owner of a small construction company (probably does all the work himself). Regarding the "z" rather than "j", it's just a different romanization style, with "zi" and "ji" being interchangeable (for an anime example, ジオン (jion) is meant to be "Zeon")
DOGU: a Dogu is a clay figure from ancient Japan. Either keep the name as is or go for "Clay doll/figure".
MARIO
FORKUN: as GHANMI said, the name is fork(lift)+kun. 
BLONYA: The Blo part probably refers to this guy moving around a cement BLOck. The -nya at the end just makes the name unique and whimsical, no real meaning.
BURUCCHO: as GHANMI said, the "buru" part is from bulldozer (burudoozaa in Japanese). The -ccho part at the end it's just to make the name unique and whimsical, it doesn't have a real meaning.
BURNYA: The Bur(n) part comes from this guy using a welding tool (which is pretty hot, so it burns). Like the other two guys, the -nya part is just to make the name sound cute and whimsical.
DUMPTY: it's a DUMP truck.
JENYA: The "Je" part comes from this guy wearing a JEtpack. Like the other two guys, the -nya part is just to make the name sound cute and whimsical.
KANBANK: this comes from 看板, which as GHANMI said means sign or billboard. The japanese text on the sign reads "safety first". Not sure about the "k" at the end, but I'd take a guess and say it's just to make the name unique and a k flows nicely after an n. I'd go for something silly like "Billboardser", but I'm not a great punster.
GURUCCHO: the name references the onomatopoeia "guruguru", which means spinning; it makes sense since it's supposed to be a screwdriver. Like for Buruccho, the "-ccho" at the end is just to make the name unique and whimsical (though I don't think it has a "cute" undertone like the -nya guys).
GATA GATA: it's a blocking signpost. "Gatagata" is the onomatopoeia for wobbling, which should refer to the fact the sign wobbles a bit when it stops (probably). I'd ignore the original name and just call it something that references that it's a signpost.
POLES: it's three poles, not much to say.
U DOKUN: 誘導くん (yuudou-kun). The word means Guidance, so it would be something like "Mr. Guide". It's supposed to be a panel redirecting traffic. Here's an example of a real life one https://www.youtube.com/watch?v=g5VbwtN6rTA .

https://www.mariowiki.com/Wrecking_Crew_%2798 you can find pics of the enemies in here, so you can see them.

Now, my suggestion for the names is just to ignore (or at most take some inspiration from) the original names and just write something that feels right by looking at the enemies. Maybe try to match the names of similar enemies, like I don't know: Forker, Dozer and Dumper, or Blocky, Burny and Jetty; but as I said I'm not really good with making names, so I'll leave it to you.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on April 29, 2017, 07:12:54 am
This is why I like you: ripping everything out clean and tidy. No fuss or mess. Precise. Ace score. :)


Thought mode. So credit sprites are mostly? solid block.

Code: [Select]
1a1027 = nasubi kamen  [00 flag]
1a105f = ??  [02 flag]
1a1074 = ??  [02 flag]
1a1089 = ??  [02 flag]

1a109e = noko noko  [00 flag]
1a10c7 = ?? [02 flag]
1a10dd = ?? [02 flag]
1a10f1 = ?? [02 flag]

1a1106 = spanner gon  [00 flag]

..
1a1abd
1a1adc
..
1a1d5c
..
1a2225 = poles
1a223f = u dokun

Best I can think atm is @ d41d10 ==> jml credits_oam
- flag 05 check (00)
- bank check (da)
- range check (10xx - 22xx)

Then use offset jmp table.
- 10xx code: 27 ==> 00, 9e ==> 01
- 11xx code: 06 ==> 02, 78 ==> 03, db ==> 04
- 12xx code: 49, 91
- 13xx code: 0e, 91, d0
- 14xx code: 29, 82
- 15xx code: none
- 16xx code: none
- {..}

Then lookup custom ptr-24 table for remap.

-or-

Think another weak spot is found.

Code: [Select]
24-bit ptrs
$D4/26CC B7 0E       LDA [$0E],y[$DA:0223]   A:FFF0 X:004C Y:0223 P:envmxdIzc
==> DA0B29 .. DA0B36 = [1027] Nasubi Kamen
$D4/26CC B7 0E       LDA [$0E],y[$DA:022F]   A:0048 X:004C Y:022F P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:026A]   A:FFF0 X:004C Y:026A P:envmxdIzc
==> DA0B56 .. DA0B63 = [109E] Noko Noko
$D4/26CC B7 0E       LDA [$0E],y[$DA:0276]   A:0050 X:004C Y:0276 P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:02AE]   A:FFF0 X:004C Y:02AE P:envmxdIzc
==> DA0B83 .. DA0B90 = [1106] Spanner Gon
$D4/26CC B7 0E       LDA [$0E],y[$DA:02BA]   A:0038 X:004C Y:02BA P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:02F2]   A:FFF0 X:004C Y:02F2 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:02FE]   A:0038 X:004C Y:02FE P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:0336]   A:FFF0 X:004C Y:0336 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:0342]   A:0050 X:004C Y:0342 P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:037A]   A:FFF0 X:004C Y:037A P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:0386]   A:0048 X:004C Y:0386 P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:03BE]   A:FFF0 X:004C Y:03BE P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:03CA]   A:0020 X:004C Y:03CA P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:0402]   A:FFF0 X:004C Y:0402 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:040E]   A:0044 X:004C Y:040E P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:0446]   A:FFF0 X:004C Y:0446 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:0452]   A:0050 X:004C Y:0452 P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:048A]   A:FFF0 X:004C Y:048A P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:0496]   A:0040 X:004C Y:0496 P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:04CE]   A:FFF0 X:004C Y:04CE P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:04DA]   A:0039 X:004C Y:04DA P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:0512]   A:FFF0 X:004C Y:0512 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:051E]   A:0050 X:004C Y:051E P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:053B]   A:0000 X:004C Y:053B P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:0547]   A:0000 X:004C Y:0547 P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:0586]   A:FFF0 X:004C Y:0586 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:0592]   A:004D X:004C Y:0592 P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:05C3]   A:FFF0 X:004C Y:05C3 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:05CF]   A:0055 X:004C Y:05CF P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:0600]   A:FFF0 X:004C Y:0600 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:060C]   A:003D X:004C Y:060C P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:063D]   A:FFF0 X:004C Y:063D P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:0649]   A:003D X:004C Y:0649 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:0655]   A:003D X:004C Y:0655 P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:0686]   A:FFF0 X:004C Y:0686 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:0692]   A:0052 X:004C Y:0692 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:069E]   A:0000 X:004C Y:069E P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:06AA]   A:0000 X:004C Y:06AA P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:06DB]   A:FFF0 X:004C Y:06DB P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:06E7]   A:003D X:004C Y:06E7 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:06F3]   A:003D X:004C Y:06F3 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:06FF]   A:003D X:004C Y:06FF P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:0737]   A:FFF0 X:004C Y:0737 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:0743]   A:0000 X:004C Y:0743 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:074F]   A:0000 X:004C Y:074F P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:075B]   A:0000 X:004C Y:075B P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:0793]   A:FFF0 X:004C Y:0793 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:079F]   A:0048 X:004C Y:079F P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:07D0]   A:FFF0 X:004C Y:07D0 P:envmxdIzc
$D4/26CC B7 0E       LDA [$0E],y[$DA:07DC]   A:0050 X:004C Y:07DC P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:080D]   A:FFF0 X:004C Y:080D P:envmxdIzc
==> DA0FAF .. 1A0FBC = [2225] Poles
$D4/26CC B7 0E       LDA [$0E],y[$DA:0819]   A:0047 X:004C Y:0819 P:envmxdIzc


$D4/26CC B7 0E       LDA [$0E],y[$DA:084A]   A:FFF0 X:004C Y:084A P:envmxdIzc
==> DA0FF4 .. DA1001 = [223F] U Dokun
$D4/26CC B7 0E       LDA [$0E],y[$DA:0856]   A:0036 X:004C Y:0856 P:envmxdIzc
==> DA1006

So we just copy (scripting language) bytes DA0B29 - DA1005 to free bank, same offsets. Copy bytes DA1027 ~~ DA2300 same idea. Remap bank ptrs. Then remap oam offset ptrs as needed.


edit:
Got a deep idea on expanding cutscene scripting data. Working.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on April 29, 2017, 12:45:52 pm
Thanks a lot for the detailed reply, MaginZenki.

I didn't realize Foreman Spike (Blacky), Gotchawrench (Spanner Gon, short for Wrench Dragon), and Eggplant Man (Nasubi Kamen, meaning Masked Eggplant) already had official English names in the 1985 game.

So:

Quote
NASUBI KAMEN   = EGGPLANT MAN
NOKO NOKO   = KOOPA TROOPA
SPANNER GON   = GOTCHAWRENCH
PEACH      = PEACH
LUIGI      = LUIGI
BLACKEY      = SPIKE
KOOPA      = BOWSER
ONIGIRI      = RICE BALL
ONNANOKO   = LITTLE GIRL
OYAZI      = BOSS POPS
DOGU      = DOGU DOLL
MARIO      = MARIO
FORKUN      = FORKER
BLONYA      = BLOCKY
BURUCCHO   = DOZER
BURNYA      = BURNY
DUMPTY      = DUMPER
JENYA      = JETTY
KANBANK      = BILLBOARDSER
GURUCCHO   = SPINNER
GATA GATA   = WOBBLESTACLE
POLES      = POLES
U DOKUN      = MR. GUY D.

Tried to keep it under 12 characters since that's the longest the original names can get.
But anyone feel free to improvise better names.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 29, 2017, 02:16:27 pm
https://www.dropbox.com/s/x1c337uxtc34abf/TranslationBeta.ips?dl=0 ;)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on April 29, 2017, 04:50:20 pm
Good news is I found most of the cutscene scripting data and successfully added 3-line blocks whenever I feel like it (tested by adding 10 of them to the 1st intro block).

Bad news is story text ptr remaps collide with expanded cutscene scripts. Will likely have to merge DarkSamus993 Atlas scripts with the ones I'm dumping.

In progress.


edit:
Patch to allow expansion of story text.
--link edit--
http://s000.tinyupload.com/index.php?file_id=05173895103453641716


Code: [Select]
14f660 = print 2 text blocks
14f670 = print 3 text blocks
14f680 = print 4 text blocks


intro
1453b3 = fair day, gentle breeze
1453e0 = mario returned from vacation
1454b6 = walked around, almost home
1454f6 = home just in sight
1455de = huge shadow covered him
145698 = odd new huge building
14569e = happened during holiday
1456a4 = sign there
14572a = mamma mia
145730 = raising secret bases
1457c4 = sunlight barely got through
14587d = picked hammer from chest
14588a = same hammer used
145897 = part of wrecking crew
1458ea = to bring back sunlight
14593a = ready to take on bases
145989 = just as planned



stage 1
145e9a = intro
145eac
145ec1
145ef4

145f73 = rematch
145f85
145f9a
145fcd

146013 = win

14608f = lose



stage 2
1460fc = intro
146102
146114
146126
146138
146145

1461C1 = rematch
1461D3
1461E5
1461F2

146244 = normal win

1462B4 = fast win

146327 = lose





stage 3
14638E = intro
1463AF
1463C1

146434 = rematch
146455
146467

1464C5 = win

146532 = fast win

14659C = lose




stage 4
146603 = intro
146624
146636
146648

1466D9 = rematch
1466EB
1466FD

14675E = win
146770

1467CE = fast win

146835 = lose




stage 5
1468AB = intro
1468BD
1468C3
1468D5
1468DB

14696C = final rematch
14697E
146984
146996
14699C

146A2D = rematch
146A3F
146A45
146A57
146A5D

146ABE = win
146AD0

146B25 = final win

146BAA = lose




stage a
146C11 = intro

146C9C = win

146D1B = lose




stage b
146D79 = intro
146D9A
146DAC
146DBE

146E25 = rematch
146E46
146E58
146E6A

146ED4 = win
146EE6

146F4D = lose




stage c
146FA8 = intro
146FBA
146FCC
146FDE
146FF0

147048 = rematch
14705A
14706C
14707E
147090

1470D3 = win
1470D9
1470DF

14713A = lose




stage d
1471BE = intro
1471D7
14728C

14731C = rematch
147335
1473EA

1474AA = win

1475D6 = lose





1479CF = ending 1

147A9A = ending 2
147AA0
147AD9
147B15

Example is we want to print for intro block1:

{1}
"On a fair day,
with just a
gentle wind"

==>

{1}
"It"
"was"
"a"

{2}
"fair"
"day"
"with"

{3}
"a"
"gentle"
"breeze"


Change 1453b3 ==> 1e 70 f6 -- now prints 3 text blocks instead of 1 before cutscene continues.

Reference list for other text strings. Couldn't figure how to merge with Atlas data so requires manual hex editing for now.

If you need 5 or more text blocks, that can be added in. Format is very simple @ 14f660.


edit2:
Sorry. Fixed patch. Notes updated.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: DarkSamus993 on April 30, 2017, 12:58:08 am
Good news - I managed to hijack the sprite OAM loading routine like I had theorized, meaning shuffling and repointing data will not be necessary. It uses an index ptr table (16-bit) which is then used for lookup in a sprite OAM ptr table (24-bit). The 24-bit ptr is then written to WRAM and the sprite OAM is accessed using that value.

I'll post a patch once I fix a couple of bugs in my code.

Couldn't figure how to merge with Atlas data so requires manual hex editing for now.
I'll take a look once I finish up with the character names, see if something can be done about that.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Chronosplit on April 30, 2017, 08:48:27 am
Quote
KANBANK: this comes from 看板, which as GHANMI said means sign or billboard. The japanese text on the sign reads "safety first". Not sure about the "k" at the end, but I'd take a guess and say it's just to make the name unique and a k flows nicely after an n. I'd go for something silly like "Billboardser", but I'm not a great punster.
Propagander?
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on April 30, 2017, 09:16:25 am
Quote
Good news - I managed to hijack the sprite OAM loading routine like I had theorized, meaning shuffling and repointing data will not be necessary. It uses an index ptr table (16-bit) which is then used for lookup in a sprite OAM ptr table (24-bit). The 24-bit ptr is then written to WRAM and the sprite OAM is accessed using that value.

Had to think about it for awhile. I think I get it - clever! No spot in that bank is likely using 0000-00FF for sprite oam. Wow, that's a simple but straightforward solution. :mrgreen:


edit: Have new idea. Maybe can add custom <line>, <wait> commands to scripting engine. Checking.


edit2: Done. Works. Yes!!
https://www.sendspace.com/file/mnwepg


xkas asm file modifies scripting engine + text engine
- 7fff = stop, end, break
- 7ffe = pause, wait
- 7ffd = newline
-
- Auto-newline is disabled
- Auto-stop is disabled

Included a sample test file. Looks like this format.

Code: [Select]
THAT DAY, THE{line}
WEATHER WAS{line}
GREAT...{wait}

ON A FAIR DAY,{line}
WITH JUST A{line}
GENTLE BREEZE,{stop}

MARIO RETURNED{line}
FROM VACATION,{wait}
REALLY JOYFUL.{stop}

AS HE WALKED{line}
AROUND, HE WAS{wait}
ALMOST HOME.{stop}


edit3:
Whoa. That list of credit puns went way past my recognition until I read the answers. Took them all literally.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: DarkSamus993 on April 30, 2017, 05:32:04 pm
Almost done - just need to compile my notes and then I'll post the ASM file and a sample patch.
I'll try and add this to my dump/insert script setup next time I update it.

For now though, here's a test video of it in action: https://www.youtube.com/watch?v=Eme3l0QSK_I
Code: [Select]
- Character names are now being loaded from bank $DB.
- Only enemy names were edited (since they already contained almost the whole alphabet in the font gfx).
- Some enemy names have a glitched letter due to missing letters in the compressed gfx (I, Q, V, W, X, Z).

VRAM dump (for reference):
(http://i.imgur.com/jrGNbA4.png)

edit: Have new idea. Maybe can add custom <line>, <wait> commands to scripting engine. Checking.
edit2: Done. Works. Yes!!
Nice! I'll have to try and incorporate that into my dump/insert scripts.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on April 30, 2017, 06:18:32 pm
Something interesting in the VRAM dump:
CHISANOK...
The original plan was probably CHIISANA ONNA NO KO (Little Girl) instead of just ONNANOKO (Girl, literally "female child") but they decided against it because of space constraints. You can see that they even avoided using spaces.

But @DarkSamus993, if the whole alphabet is already loaded in the VRAM (as part of the staff credits font) why not use those tiles instead of the ones compressed within the gfx blocks for the enemy sprites?
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on April 30, 2017, 06:40:45 pm
You can't see the "Safety First" message in the Bowser sign credits. So those tiles could be replaced with the missing alphabet letters.. .. ?


Quote
But @DarkSamus993, if the whole alphabet is already loaded in the VRAM (as part of the staff credits font) why not use those tiles instead of the ones compressed within the gfx blocks for the enemy sprites?

oam uses 0000h tile offset (4-bpp).

staff font uses 4000h tile offset (2-bpp separate alphabet).


edit: I don't know why they separately made letters for each enemy and a sprite alphabet, except to gain a few letters. :)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: NES Boy on April 30, 2017, 08:47:14 pm
So this is the ideal setup for the characters whose names were already localized:

(https://s11.postimg.org/7dwnnbaer/wc98-cast.png)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Jorpho on April 30, 2017, 09:01:41 pm
I think EGGPLANT, TROOPA, and SPIKE would be preferable if those are the constraints.  But if it's all just graphics, why not just switch to an 8x4 font?

(http://image.ibb.co/iZQfy5/wc98_cast_2.png)

...Or maybe that's a terrible idea.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on April 30, 2017, 09:07:02 pm
Wow DarkSamus and rainponcho, you guys really make such a badass team.
You guys are tackling stuff in the ROM to go above and beyond!
Both with the Story text script for more line insertions and for the Credits graphics and translation.

I'm just a lackey to your awesomeness xD
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on April 30, 2017, 11:22:01 pm
Oh, that's a shame.
Changing the compressed graphic blocks is still possible, so it's not a problem either way.

I think EGGPLANT, TROOPA, and SPIKE would be preferable if those are the constraints.  But if it's all just graphics, why not just switch to an 8x4 font?

(http://image.ibb.co/iZQfy5/wc98_cast_2.png)

...Or maybe that's a terrible idea.

1- That's a terrible idea (also ELT are in a different font than the rest)
2- The letters are reused. So for EGGPLANT MAN you only really need in the GFX block the letters EGPLANTM plus a blank tile for spaces, and the OAM table will specify which of those to use in which places onscreen.

Excuse the out of topic tangential question, but do you have that full 4x8 font? It's nice looking.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Jorpho on May 01, 2017, 12:04:53 am
Oh! I quite misunderstood.

Quote
Excuse the out of topic tangential question, but do you have that full 4x8 font? It's nice looking.
I'm flattered.  It seems to me that with 8x4 one does not have too many options, so I figured I'd just throw something together in Paint rather than hunt down someone else's reference implementation.  ELT are thicker in a vague attempt to reflect the original, and I brazenly cheated with the M.

Feel free to use however you see fit.
(http://image.ibb.co/iFSFWQ/wc98_alpha.png)

Alternatively:
(http://image.ibb.co/cA8KQk/wc98_alpha2.png)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on May 02, 2017, 12:03:31 pm
Oh btw GHANMI and Jorpho, before I forget (yet again)...
Do not think I've been ignoring your suggestion about changing the font or something.

It's just that I first want the initial translation to be 100% done before we can attempt to hack the fonts.
I know it's not a difficult feat at all, since I have already modified both 16x16 and 8x16 fonts myself to add some characters, but once we have the final translation done and up in RH, hacking the font should be rather easy :)
The 8x16 font is uncompressed, so we can edit that one right off the back with a simple Tile Editor by importing the ROM, and the 16x16 can be easily modified thanks to rainponcho's compression tools. I can make an easy tutorial about it if you want me to.

But yeah, once we have this ready, then we can jump into custom fonts.
Just hope you guys didn't think I was ignoring you, I simply forgot to reply back to that part. xD
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on May 02, 2017, 05:15:51 pm
No problem.

The 8x16 one might be a bit... irregular (x-height is bothering me a bit for that), but it's not really important.
Even releasing the game as it is is alright.
Nintendo bothered putting effort doing complete and unique English fonts for this (same for Kirby no Kirakira Puzzle, and Power Lode) and no one would see these fonts outside of this translation.

Maybe keep the different replacement fonts for addendums or alternate patches.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on May 02, 2017, 05:22:27 pm
Maybe keep the different replacement fonts for addendums or alternate patches.
Yep that's exactly what I was thinking.
Making the new fonts some sort of addendum patch or maybe even add them as optional patches.
We shall see :P
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on May 11, 2017, 01:39:42 pm
I gave the game a try during this week with the latest patch I posted in Page 9, and it seems to be working fine for me.
Outside of the Credits and the addition of new text to the Story portion with rainponcho's hack, it all seems to be going smoothly.

Don't forget to let me know if any of you guys encounter any bugs or glitches so far to try to fix them as soon as I can.

Also, @rainponcho, I haven't tried your patch to expand the Story text blocks yet, but I wanted to ask, how would I go about adding new blocks with your patch into the current text script I have?

For example, this bit:
Code: [Select]
//BLOCK #004 NAME: Level 5 - Win 2

//POINTER #0 @ $146B11 - STRING #0 @ $1444C1

#W16($146B11)
 IMPOSSIBLE!__{line}
THIS BUILDING_{line}
IS INVINCIBLE!{line}
THAT、S WHAT HE{line}
TOLD ME!______{end}

It ends at "IS INVICIBLE!" in-game, but the script has two more additional lines into it.
I add the TBL file you posted, and then what change would I need to do to the script as I have it to incorporate the two remaining lines with the base ROM patched with your hack?
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on May 11, 2017, 02:02:00 pm
Supposedly this would work:
Code: [Select]
#W16($146B11)
 IMPOSSIBLE!{line}
THIS BUILDING{line}
IS INVINCIBLE!{wait}

THAT、S WHAT HE{line}
TOLD ME!{stop}
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on May 17, 2017, 11:30:36 pm
I tried with the desktop.7z file posted in the previous page but no luck :(
I end up with a garbled mess of letters in the Story text.

I tried to use a base ROM patched with the ASM file directly with xkas, and I also tried compiling with the modifications done to intro.txt, it makes the insert.bat file fail each time with an error about not finding the WC98_Story.tbl file with the #ADDTBL command.
I tried putting the TBL file in the same directory but nothing.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on May 18, 2017, 09:44:59 am
Huh. Gave some more testing. No asm changes.
https://www.sendspace.com/file/1bl8jm


00- clean rom
01- use translationbeta.ips (april 29 2017 wip)
02- use text_wait.ips
03- run crew98-atlas file (these are quick, dirty test files)
04- play bowser rematch stage
05- watch building crumble (new text works okay here)

Should mention that the test files have not been tested with official tools - maybe that's why it fails.


edit:
Try copying the edited WC98_Story.tbl file to
WC98-Text-Tools/cmd/WC98_Story.tbl

Then running your new text through the official editor package.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on May 18, 2017, 07:39:31 pm
Huh. Gave some more testing. No asm changes.
https://www.sendspace.com/file/1bl8jm


00- clean rom
01- use translationbeta.ips (april 29 2017 wip)
02- use text_wait.ips
03- run crew98-atlas file (these are quick, dirty test files)
04- play bowser rematch stage
05- watch building crumble (new text works okay here)

Should mention that the test files have not been tested with official tools - maybe that's why it fails.


edit:
Try copying the edited WC98_Story.tbl file to
WC98-Text-Tools/cmd/WC98_Story.tbl

Then running your new text through the official editor package.
Awesome!
Got it to work for both the Intro and Level 5 as well :)
Now I just have to rework the rest of the levels to match the {wait} and {stop} commands properly, since now the rest of the Story text simply keeps printing characters without linebreaks nor stopping.

Just one last question:
In both Intro and Lvl 5 text files, you have #JMP commands with a specific address.
I tried to match those with either the pointer address or the text starting address, but nope.
So I was wondering where did you get those specific JMP addresses?
And how would I go about getting those addresses for the #JMP command for the rest of the text files for the Story text?
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on May 18, 2017, 07:56:07 pm
You don't actually want to hard-code #JMPs in DarkSamus993's translation tools text output files. Just replace the script with {line} {wait} {stop}/{end} will be good.

(I did that just for quick hack testing, looked up values from the translation wip beta. These offsets will change every time after the text is re-inserted using the tools package)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on May 19, 2017, 08:11:22 pm
Phew...
Sorry for the absence from my side during this past weeks.
I struggled A LOT to get this working properly.

Sadly, I couldn't get things working with the tools provided by DarkHunter/DarkSamus.
Thankfully, your last comment, @rainponcho, gave me an idea as to how to work around the problem.

What I ended up doing is edit all Story text files to force a specific offset where each block would go, I specified 1kb ahead for each Story text block so that I can be certain they won't overwrite each other (insertion shows that at most there are certain blocks which get to 800 bytes, so 1000 bytes per block is a nice range).

So I specified #JMP commands to each Story text file, and then went to the pointer's offset for each one of them in the ROM's Hex data, changed them to the ones I specified, and now they work!

So with that said...
Here's another revision of the translation!
https://www.dropbox.com/s/an3xjgp10sed98w/TranslationGamma.ips?dl=0

This patch should have all Menus, Tutorial and Story text translated now!
I also took the liberty to go back to some Story text and rewrite it to take full advantage of the new hack provided by @rainponcho, so that means no more text limitations to Story text! :)

Please, test this new patch and let me know if any of you guys encounter something odd or out of place!
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on May 19, 2017, 10:34:13 pm
Quote
So I specified #JMP commands to each Story text file, and then went to the pointer's offset for each one of them in the ROM's Hex data, changed them to the ones I specified, and now they work!

Sorry about the hassle - that must've been a decent amount of work. I couldn't get the tools to work on Windows and went the alternate #JMP route. Although your workaround is a great testing idea; I didn't know how to make the whole script work out. :)

Which I tested and like the new additions! Now it reads more like nothing had to be greatly edited or cut down.


Error:
Secret Base C - match 1
It's so...
cold
<< visual overflow glitch - missing {line} >>
ain't
<< missing {stop} - forever pause >>
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on May 20, 2017, 03:13:28 am
Oyazi's introductory dialogue is bugged in this version.
There's an extra line overlapping halfways and a soft lock (until you skip the scene altogether), probably a missed line break.

No more garbled graphics either!
This is as good as done, besides fixing some of the bugs for story text, redrawing punctuation marks for the 8x16 font to clearer ones, and maybe the names in the credits.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on May 20, 2017, 12:07:28 pm
Thanks for the feedback!
The patch has been reuploaded:
https://www.dropbox.com/s/an3xjgp10sed98w/TranslationGamma.ips?dl=0

Check it out and let me know if you find any more odd stuff :P
The problem with that linebreak wasn't the lack of a {line} command, but rather that I left the ____ spaces in there, that was causing the overflow.

Oh, also, @rainponcho, one other thing I forgot to mention when I got the hack work.

Right now, I don't have any {end} commands in any of the Story files.
For some reason, Atlas would fail trying to compile the files with the {end} command (saying something about not reconizing the "e" in {end}), but seeing how both {stop} and {end} use the same Hex values (FF 07 I believe), I decided to switch them all for {stop} instead.
Not sure why Atlas complains particularly about the {end} command, but oh well, got it working nevertheless :P
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: rainponcho on May 20, 2017, 12:22:03 pm
Yeah, that sounds weird about Atlas issue. But {stop} = {end} so no biggie there. Only did it for visual sake, for knowing when the cutscene ended.

"____" ==> I made that same mistake also during testing.


Tested the game over screens and no worries there. Game is playable here!
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: cospefogo on May 20, 2017, 12:26:38 pm
Guys!

I am dying to play this fantastic game "enhanced" by you!
Fantastic energy put here.

Thanks so much!
Cospefogo.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on May 21, 2017, 12:19:25 am
Yeah, that sounds weird about Atlas issue. But {stop} = {end} so no biggie there. Only did it for visual sake, for knowing when the cutscene ended.

"____" ==> I made that same mistake also during testing.


Tested the game over screens and no worries there. Game is playable here!
Yep, nothing to worry about the stop/end issue with Atlas so far :P
And great to know it's working fine for you!

Guys!

I am dying to play this fantastic game "enhanced" by you!
Fantastic energy put here.

Thanks so much!
Cospefogo.
Thank you!
You can download the IPS I posted a couple comments ago, that one has all of the text translated.
There should be no japanese remnants in the ROM with that patch as far as I'm concerned.
Give it a try and let me know if you find anything weird in your playthrough. :)

Only thing left now would be the Credit names, but those already use latin letters, only with some japanese pronunciation.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on May 21, 2017, 12:54:33 am
There should be a tbl file with Atlas, a regular simple text file.
It has the way how the END control code is defined.
Apparently, your tbl file doesn't have {end}

It's kind of a moot point, considering there's no visible consequences for {end} being interchanged with {stop}, unless I'm wrong?
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on May 21, 2017, 01:01:50 am
Odd thing GHANMI is that the only TBL being used alongside Atlas for this specific hack actually does include:
FF07={end}

And yes, there are no downsides visible from interchanging {end} with {stop} in the script since both use the same Hex code

Code: [Select]
FF07={stop}
FF07={end}

That's the last two lines in the TBL.
Probably the error appears due to both commands using the same Hex values, but hey, it works as I have it, so no harm xD
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on May 21, 2017, 07:45:24 pm
And yes, there are no downsides visible from interchanging {end} with {stop} in the script since both use the same Hex code
Then they're not "2 commands using the same hex code", they're one and the same command. The nouns used in the tbl file (end/stop) are arbitrary and up to your preference when choosing a name for this command in the TBL file. @rainponcho said as much.
 
The line with {end} is not needed and causes this weird error with Atlas, so just always write {stop}.

We're so close to the finish line :)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on May 21, 2017, 08:02:46 pm
Potato story  :laugh:
But yeah, they're in essence the same thing as you mention.

And indeed!
We are really close! :D
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Chronosplit on May 21, 2017, 08:17:35 pm
Gave it a spin, I have two things:

Nitpick, but shouldn't Vacations be singular?
(http://i.imgur.com/6iSYOl1.png)

Also, I got a black screen after hitting start on this part.  For the sake of ruling problems out, is the patch for headered or non-headered?
(http://i.imgur.com/H6TrwTX.png)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on May 21, 2017, 08:23:53 pm
Gave it a spin, I have two things:

Nitpick, but shouldn't Vacations be singular?

Also, I got a black screen after hitting start on this part.  For the sake of ruling problems out, is the patch for headered or non-headered?

Thanks for the feedback!
Now to your questions:

1) I am really unsure about this.
I know in spanish (my native language) it is always plural, no one says it in singular, so I might be confusing it in some form, I need to investigate that.
Edit: I believe it is singular in English, I will do some research and change it accordingly if that's the case.

2) The patch (TranslationGamma) is for an unheadered ROM.
I believe the base ROM is "Mario Wrecking Crew 98.smc" from a lovely ROM site.
Try removing the header from the original base ROM, then patch it again and see if that does it.

I will be releasing patches for both headered and unheadered ROMs once we get to the end. :)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Chronosplit on May 21, 2017, 08:52:33 pm
Ah, I see!

Yep, my base is unheadered.  It is however in sfc format so I'll track down another and see if the problem persists.

EDIT: Issue's been fixed!  Looks like I found the correct base. :D
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on May 21, 2017, 09:27:22 pm
Ah, I see!

Yep, my base is unheadered.  It is however in sfc format so I'll track down another and see if the problem persists.

EDIT: Issue's been fixed!  Looks like I found the correct base. :D
Phew...
You got me in suspense there for a second :P
So only thing for now is to change "vacations" to "vacation".
I'll wait to see if something else comes up to make a patch with all the changes.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: KingMike on May 21, 2017, 11:55:46 pm
Thanks for the feedback!
Now to your questions:

1) I am really unsure about this.
I know in spanish (my native language) it is always plural, no one says it in singular, so I might be confusing it in some form, I need to investigate that.
Edit: I believe it is singular in English, I will do some research and change it accordingly if that's the case.

2) The patch (TranslationGamma) is for an unheadered ROM.
I believe the base ROM is "Mario Wrecking Crew 98.smc" from a lovely ROM site.
Try removing the header from the original base ROM, then patch it again and see if that does it.

I will be releasing patches for both headered and unheadered ROMs once we get to the end. :)

Yes, in English if you are talking about a specific vacation, it is singular.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on May 21, 2017, 11:58:10 pm
Yes, in English if you are talking about a specific vacation, it is singular.
Yep, noted and fixed already :)
The patch has been updated so that it says "vacation" now.
Thanks!
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: RadioTails on May 22, 2017, 07:50:43 am
Thanks for the feedback!
Now to your questions:

1) I am really unsure about this.
I know in spanish (my native language) it is always plural, no one says it in singular, so I might be confusing it in some form, I need to investigate that.
Edit: I believe it is singular in English, I will do some research and change it accordingly if that's the case.

Maybe it's just the British in me, but I would have said "As he was returning from his holiday."  If I'm going abroad, I always say "I'm going on holiday", or "I have returned from my holiday".  Don't really use the term "vacation", but that could be a American term.

In English, you usually add 's' if there is more than one thing going on.  If Mario went on vacation to more than one country, then you could say say "he returned from his vacations".  Since we don't where Mario has had his vacation, it would make more sense to say "he returned from his vacation".
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on May 22, 2017, 10:27:49 am
Maybe it's just the British in me, but I would have said "As he was returning from his holiday."  If I'm going abroad, I always say "I'm going on holiday", or "I have returned from my holiday".  Don't really use the term "vacation", but that could be a American term.

In English, you usually add 's' if there is more than one thing going on.  If Mario went on vacation to more than one country, then you could say say "he returned from his vacations".  Since we don't where Mario has had his vacation, it would make more sense to say "he returned from his vacation".
Interesting point you bring up there.

To me, vacation seems like the proper term in this context.
Why?
Well because holiday usually refers to only one day in particular in which work or school is suspended, or in other words, a free day, while vacation refers to a period of time in which you work/school is suspended.
And since Mario went out of his home (or traveled) to another place, "vacation" seems more fitting due to being a larger period of time without work for him.

Perhaps "holidays" (plural) would fit as well, since that's the term usually given to the Winter period of vacation in which there are several holy-days. :P

EDIT:
For reference:
http://www.dictionary.com/browse/holiday
http://www.dictionary.com/browse/vacation
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Jorpho on May 22, 2017, 11:21:18 am
I think "vacation" would be correct here.
(http://i68.tinypic.com/2l8kf47.png)

I ought to take a look at this now.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: KingMike on May 22, 2017, 12:47:25 pm
Maybe it's just the British in me, but I would have said "As he was returning from his holiday."  If I'm going abroad, I always say "I'm going on holiday", or "I have returned from my holiday".  Don't really use the term "vacation", but that could be a American term.

Yes, "holiday" is very much British English.
In America, we only say holiday to speak of "a festive day of the year" such as Christmas, etc.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on May 22, 2017, 04:57:15 pm
FWIW, the Japanese text says that he came back from a "well-deserved vacation", something removed in this translation initially for space constraints that are no longer here.

So the idea here is that he likely was taking some time off away from home after one successful princess rescuing job. The Japanese Super Mario World manual has art of him relaxing on a beach in fact so that's probably one thing he'd do.

I don't think "holiday" is the word to use here.

Another thing - the exclamation mark in the 16x16 font is a pain to tell from the upper-case "I" letter. It could use a redesign. Same for the comma and the period in both 8x16 and 16x16 fonts.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on May 26, 2017, 11:37:33 pm
The "well-deserved vacation" has been added to the Story text.
https://www.dropbox.com/s/an3xjgp10sed98w/TranslationGamma.ips?dl=0

I will see what I can do about the exclamation point and the comma and period symbols.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Jorpho on May 27, 2017, 04:33:12 pm
For those out there looking at this, remember to make sure to use an unheadered ROM.
(https://s17.postimg.org/7flhz6k27/wreckingcrew98_00000.png)

Anyway, if you're changing the other instance of "holiday", you might want to change "what happened during his holiday?!!" to "what happened during his vacation?!!".

Also, "the other" should definitely be "another".
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on May 27, 2017, 09:06:59 pm
I found something else.

Spoiler:
Koopa Troopa's dialogue when first meeting him has a word just before a line-break control code that's repeated on the second line.

I understand why most people would miss that, it's a common optical illusion technique (like with that monochrome picture of the dalmatian dog) and it's a really fascinating example of how our brains work, going for the general picture instead of the finer details. I almost wish we wouldn't fix it and see how many people would catch it.  :laugh:

(I bear the responsibility for that, by the way. Trying to fit everything under 14 characters was fun with lots of stuff moved around to find the optimal word placement, yet in the end I ended up wasting space in this case. It's really funny that two rewrites later, it wasn't caught yet  ;D)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on May 28, 2017, 02:39:14 pm
I found something else.

Spoiler:
Koopa Troopa's dialogue when first meeting him has a word just before a line-break control code that's repeated on the second line.

I understand why most people would miss that, it's a common optical illusion technique (like with that monochrome picture of the dalmatian dog) and it's a really fascinating example of how our brains work, going for the general picture instead of the finer details. I almost wish we wouldn't fix it and see how many people would catch it.  :laugh:

(I bear the responsibility for that, by the way. Trying to fit everything under 14 characters was fun with lots of stuff moved around to find the optimal word placement, yet in the end I ended up wasting space in this case. It's really funny that two rewrites later, it wasn't caught yet  ;D)

Yeah I didn't exactly check for grammar or typos very throughoutly, did I? :P
I just went by the "doesn't crash and linebreaks fine, it works" logic :D

Still, weird that no one else caught it up before.
Anyway, here's an updated patch:
https://www.dropbox.com/s/an3xjgp10sed98w/TranslationGamma.ips?dl=0

Should take care of the latest points brought up by you, GHANMI, and by Jorpho.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: niuus on June 04, 2017, 08:00:16 pm
Yeah I didn't exactly check for grammar or typos very throughoutly, did I? :P
I just went by the "doesn't crash and linebreaks fine, it works" logic :D

Still, weird that no one else caught it up before.
Anyway, here's an updated patch:
https://www.dropbox.com/s/an3xjgp10sed98w/TranslationGamma.ips?dl=0

Should take care of the latest points brought up by you, GHANMI, and by Jorpho.
I started to play this yesterday. Superb work.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on June 07, 2017, 11:56:07 am
I started to play this yesterday. Superb work.
Thank you!
It surely has been a great ride so far to get this far, more so with the awesome help of some of the users here, like rainponcho, DarkSamus and GHANMI. :)
I can't repeat this enough, but without them this project would have gotten nowhere.

Also, I've been thinking about making the Translation page for the current patch we have.
Right now it seems like Menus, Story and Tutorial texts are complete, while the only thing remaining right now would be the Credits names, but I want to give DarkSamus some space so he can figure out what's left there.

So what do you guys think?

Should I or should I wait?

Also, is this the latest table for the names?

Quote from: GHANMI
NASUBI KAMEN   = EGGPLANT MAN
NOKO NOKO   = KOOPA TROOPA
SPANNER GON   = GOTCHAWRENCH
PEACH      = PEACH
LUIGI      = LUIGI
BLACKEY      = SPIKE
KOOPA      = BOWSER
ONIGIRI      = RICE BALL
CHIISANA ONNA NO KO = LITTLE GIRL
OYAZI      = BOSS POPS
DOGU      = DOGU DOLL
MARIO      = MARIO
FORKUN      = FORKER
BLONYA      = BLOCKY
BURUCCHO   = DOZER
BURNYA      = BURNY
DUMPTY      = DUMPER
JENYA      = JETTY
KANBANK      = BILLBOARDSER
GURUCCHO   = SPINNER
GATA GATA   = WOBBLESTACLE
POLES      = POLES
U DOKUN      = MR. GUY D.

Just to have them as reference in one sole place :P
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Chronosplit on June 07, 2017, 01:24:53 pm
I kinda mentioned Propagander for Billboardser, would that be better or worse?

Right now the game is completely playable, as long as bugs don't pop up I think it's good for a translation entry with a note that the credits are incomplete.  Credits can be put in an update.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: VicVergil on June 07, 2017, 10:58:08 pm
Billboardser was Billboard (from "kanban" in the original kanbank) + Bowser (from the visual, a billboard with Bowser and "Safety First").
It's a stupid portmanteau the same way as the original name that still conveys the full intent.
So I guess MajinZenki's suggestion for this works.

Propagander on the other hand... "Safety First" isn't exactly what I would call propaganda, and Bowser isn't that concerned about his PR for starters. It's a made up translation just to sound "cool", which depending on the localization philosophy we're going with here might fit, or might not.

And please, my contribution was minimal at best. Anyone else could have made that kanji-free Japanese character table, and the font was already there in the original Japanese ROM. The others are the ones who did the heavy lifting needed to get this anywhere past the tutorial mode translation. Still, I'm happy it was of help.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Chronosplit on June 08, 2017, 10:05:49 am
Ah, point taken.  Billboadser is far better when you put it that way.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on June 19, 2017, 11:16:14 am
Just dropping by to say that I have updated the OP to reflect all of the changes that have been accomplished so far, as well as providing the latest patch for download on it for easy access, and mentioning what's left to be done for the project.

Let me know if I should add anything else to the OP. :)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: mariosmentor on August 22, 2017, 08:42:12 pm
You think maybe it's high time to actually complete this patch?
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on August 22, 2017, 09:20:43 pm
You think maybe it's high time to actually complete this patch?
Rest assured we are almost at the finishing line.
Thinks are being worked on and spoken of in the background, so it's just a matter of having a little bit more patience and it will be done. :)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: mariosmentor on August 23, 2017, 02:46:34 am
Rest assured we are almost at the finishing line.
Thinks are being worked on and spoken of in the background, so it's just a matter of having a little bit more patience and it will be done. :)
That's good. I was getting worried the project might have died or something.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on August 23, 2017, 11:18:37 am
That's good. I was getting worried the project might have died or something.
Nah it won't :P
It's in a little bit of hiatus at the moment because there's not much to discuss in here, but it will pull through eventually. :)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on October 03, 2017, 10:05:55 am
Okay guys, I went ahead and created the translation page for the game:
https://www.romhacking.net/translations/3214/

Got accepted today. :)
Just one more thing...

As you can see, the credits are still in the "To-Do" list.
That's the last thing remaining.
However, I would like to ask all of you to please wait for that update patiently.

Do not message the people involved asking for when it will come out and/or requesting the update asap.
Just be patient, it will come out eventually :)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Wayn0rX on October 04, 2017, 11:41:06 pm
"Invalid .RAR"

What am I doing wrong?
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on October 05, 2017, 12:28:30 pm
"Invalid .RAR"

What am I doing wrong?
It's working here for me, I don't know why there are some people that can't open it.
What software are you using to opening it?
Rar, Zip, 7z?
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Candra Software on October 05, 2017, 12:52:42 pm
The RAR extracts just fine with WinRAR.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Blomman on October 13, 2017, 08:10:55 am
I beat Spike again and pressed start during his losing speech and the game froze. A little graphics glitch too.

(http://i68.tinypic.com/w0m4i.png)
(http://i68.tinypic.com/21cicz5.jpg)

I have it happening consistently by pressing start when the first or second thing he says has finished printing and before the next thing starts printing.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on October 13, 2017, 11:41:19 am
@Blomman I was able to reproduce it.
Once the "It has been a while..." text finished loading, and you press Start, the game crashes out for no reason with a black screen.
However, it seems that this particular crash doesn't happen in any of the other 2 paragraphs of text in this match.
Also, this seems to happen with both the text after you beat him to unlock the Secret base and the second time you beat him too.

But... I can't seem to find the reason why it does that.
I checked the text for that particular part in a Hex editor, but it seems normal.
I'm not sure what the problem might be here.
It could be a bad pointer perhaps, but I'm not sure.

I will try to find the issue, in the meanwhile let's just avoid pressing start in that very sentence. xD
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: SCO on October 16, 2017, 08:34:25 am
The 'rar' is actually a zip. Or at least that was what i had to rename it to open it on linux. WinRar just opens the zip, so someone brainwaved naming it rar.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on October 16, 2017, 11:41:03 am
The 'rar' is actually a zip. Or at least that was what i had to rename it to open it on linux. WinRar just opens the zip, so someone brainwaved naming it rar.
Oops...
Yeah I think I screwed up somewhere.
I did the compressed pack in Linux, and for some reason I was having issues trying to make it RAR.
I think the pack is a renamed ZIP after all.

Changing it from .RAR to .ZIP should do it.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: nesrocks on January 08, 2018, 08:36:21 am
I have noticed a typo. On the help section, at one point the text says "though" when it was supposed to be "tough". Other than that this is very well made, I still hadn't tried it! Congrats.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on January 08, 2018, 10:40:14 am
I have noticed a typo. On the help section, at one point the text says "though" when it was supposed to be "tough". Other than that this is very well made, I still hadn't tried it! Congrats.
Ah damnit hahah.
I tend to do that quite often.

Do you have a screenshot by any means?
It would help me to narrow down where the typo is.
Or with just the mere phrase, that should do it.
Also, in what Help section was it?

Thanks for the feedback, btw :P
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: nesrocks on January 08, 2018, 12:09:24 pm
Wow it took me a while to find it again. I went through all options twice! Here it is:

PANNEL EFFECTS

Iron Plates
can't be
broken with
the hammer,
so they're
quite though.

Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on January 08, 2018, 01:53:43 pm
Wow it took me a while to find it again. I went through all options twice! Here it is:

PANNEL EFFECTS

Iron Plates
can't be
broken with
the hammer,
so they're
quite though.
Thanks!
That was of great help to narrow down the typo.
Can you try this patch out?
https://www.dropbox.com/s/kc1x485g9kmqvic/WC98-English.zip?dl=0

Let me know if the typo has been fixed :)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: nesrocks on January 08, 2018, 05:19:40 pm
The text is fixed! But the menus are all buggy now.

(https://i.imgur.com/RGt9lds.png)
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on January 08, 2018, 05:31:36 pm
The text is fixed! But the menus are all buggy now.

Weird, I don't know why the headered ROM was buggy, but the headerless one was not.
Try again please with these patches:
https://www.dropbox.com/s/kc1x485g9kmqvic/WC98-English.zip?dl=0
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: nesrocks on January 08, 2018, 05:38:43 pm
Now it's all good, except it seems you've mixed up which is header and which is headerless? I used the headerless patch on the rom and it works, but the header patch on the rom makes everything more buggy than before.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on January 08, 2018, 05:43:04 pm
Now it's all good, except it seems you've mixed up which is header and which is headerless? I used the headerless patch on the rom and it works, but the header patch on the rom makes everything more buggy than before.
It does? :/
I am using both ROMs with the MD5 sums verified in my folder, and I patched each one accordingly (Header to Mario Wrecking and Headerless to Wrecking Crew ROMs) and they load up fine, both of them.

Are you patching in both a header and headerless ROMs?
Or just one in particular?
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Mattiac on June 04, 2019, 06:26:46 am
Good catch, NESrocks-san, but it's a bit ironic that you
wrote "PANNEL" instead of "PANEL", so I had to check the
game if it was another typo (no typo)! English isn't my
native language.


ShadowOne333-san, shouldn't "KOOPA" on the map be changed
to "BOWSER"? Doug wants to know...

Wow it took me a while to find it again. I went through all options twice! Here it is:

PANNEL EFFECTS

Iron Plates
can't be
broken with
the hammer,
so they're
quite though.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: ShadowOne333 on June 06, 2019, 02:55:44 pm
You mean the "Koopa" sign in the main map?
I completely forgot about that one, I just saw English letters and assumed it was okay lol

I forgot to localize that one it seems.
Super Mario World did change the "Koopa" in the Japanese release in Bowser's castle to read "Bowser" instead, so perhaps doing the same here would be adequate.

However, it's been years since I last touched this translation, so I am not even sure if anything from the map was touched upon in that regard.
I'll try to see what can be done, but I can't guarantee anything.
Title: Re: [WIP] Wrecking Crew '98 (Super Famicom) Translation
Post by: Mattiac on June 08, 2019, 10:28:03 am
Yes, the main map. :thumbsup:

Thank you, talented ShadowOne333-san! :cookie: