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Romhacking => Personal Projects => Topic started by: magno on January 12, 2017, 05:36:38 am

Title: [SNES] StarOcean translation into Spanish
Post by: magno on January 12, 2017, 05:36:38 am
Hi everybody,

As I announced some months ago in this board, I have been messing up with Star Ocean for SNES in order to make a complete spanish translation. I've done all the work from scratch from the original Japanese version, without re-using any code from Dejap. However, items and dialogue script have been translated partially from japanese, and the rest of text was extracted from the amazing Dejap version.

What's done so far:

 * Inserted a customized text decompressor (LZH)
 * Inserted all spanish dialogues

(http://magno.romhackhispano.org/archivos/StarOcean_000.png)

 * Automatic line-wrapping based on pixel width
 * Main character names up to 8 letters
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Menu_00.png)

 * Re-written most of the menu routines: I changed layouts in each screen to put more letters for item and abilities names

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Menu_01.png)
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Menu_05.png)

 * Changed some 16x16 text routines in the menus in order to print messages using tabulated patterns

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Menu_08.png)

 * Fixed a bug with the cursor in the naming screen in both english and japanese versions
 * Fixed a bug with the element linked to an item, which wasn't erased from screen after pointing to other item

Before:
(https://github.com/romhackhispano/magno.romhackhispano.org/blob/gh-pages/Capturas/SO/SO_eng001.png?raw=true)->(https://github.com/romhackhispano/magno.romhackhispano.org/blob/gh-pages/Capturas/SO/SO_eng002.png?raw=true)

After:
(https://github.com/romhackhispano/magno.romhackhispano.org/blob/gh-pages/Capturas/SO/StarOcean_esp010.png?raw=true)->(https://github.com/romhackhispano/magno.romhackhispano.org/blob/gh-pages/Capturas/SO/StarOcean_esp011.png?raw=true)

 * Changed battle window layout in order to fit more text: 8 letters for names, 10 letters for techs, 9 letters for enemies
 * Colored battle window text



What's left to do:

 * Allocate more RAM for sprite editing: I want to change those AWFUL numbers that appear each strike you receive from enemies or you blow to them. I personally think it's hard to read a number which first figure is bigger than the others. However, to do such an easy change I have to allocate more RAM to $7E:6100 buffer, which only allows 6 sub-sprites per sprite.

 * Format all dialogue text
 * Change some graphics


Hope you like it XD
Title: Re: [SNES] StarOcean translation into Spanish
Post by: mikeprado30 on January 12, 2017, 07:28:36 pm
That's very nice!!!  We'll be keeping an eye over this one  :)
Title: Re: [SNES] StarOcean translation into Spanish
Post by: patuli on January 12, 2017, 10:55:19 pm
Looks good!
btw, Did you fix the nasty hang up bug, when trying to learn talents?
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on January 13, 2017, 01:46:28 am
btw, Did you fix the nasty hang up bug, when trying to learn talents?

No, not yet. It didn't happen during the development stage, hope it will do when I start testing the game. I have to beat the game at least twice to discover most of the situations that make hang the game or show special texts. If you have any savestate that could show me the bug, I'd be glad to fix it.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: patuli on January 13, 2017, 04:01:53 pm
I don't have a save state, because I'm playing the game in sd2snes, However that bug is well documented on real Japanese cards and real hardware.
I will upload my .srm file if that helps.
Spoiler:
https://mega.nz/#!UwRyUaII!ysjWEOkFiJ1NOPSXpGEcvioLhpRMGGtUl6XDvDlpsdI
the bug occur as following; when trying to learn a new talent:
Go to special -music-  perform- violin 2 ( a char that already know Pitch and Rhythmic Sense)
Now before the music stops, go to:
Item - Item creation- cooking Ratix or Milly (those two are the ones, I don't have the "Sense of Taste" talent
Now, try to do it as fast as you can before the music stops.
If the music stop and you don't learn "Sense of Taste" try again!
if you succeed a music will pop up,  to inform you that you learn the talent.
However if you push the button, (I was jamming the button, because learning a new talent is long and tedious process)
the game will freeze.
supposedly the bug will occur less if you try to learn talents in the overworld map and more greatly inside a town,cave or dungeon
but I see no difference in the occurring.
I really hope you can track this one down.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: justin3009 on January 14, 2017, 12:54:16 pm
I'm rather curious.. Could you display a screenshot of the new battle layout?  I was pretty certain there was no way to have 8 letter names on each character unless they were basically interconnected into a giant mess, that, or they were moved up and down 8x8 pixels per PC.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: mziab on January 14, 2017, 01:05:35 pm
* Inserted a customized text decompressor (LZH)

In other words, your compression beats out the old DeJap one? I've actually managed to crack it, but ran into some snags with recompression. At any rate, the whole thing seemed a bit over-engineered, to say the least. And your project seems to prove it really was overkill. Anyway, how well does your LZH compressor perform compared to the original DeJap one? I'm pretty curious.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on January 15, 2017, 01:25:14 pm
I'm rather curious.. Could you display a screenshot of the new battle layout?  I was pretty certain there was no way to have 8 letter names on each character unless they were basically interconnected into a giant mess, that, or they were moved up and down 8x8 pixels per PC.

Yes, of course! Here they are:

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Battle_0.png)
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Battle_1.png)


In other words, your compression beats out the old DeJap one? I've actually managed to crack it, but ran into some snags with recompression. At any rate, the whole thing seemed a bit over-engineered, to say the least. And your project seems to prove it really was overkill. Anyway, how well does your LZH compressor perform compared to the original DeJap one? I'm pretty curious.

Well, I think my compressor beats out that of Dejap's; both decompressors are more or less similar (words stored in dictionary in lower case which can be converted to caps or added a blank after it, LZH compression and DTE-coded dictionary storage). When I started to program my C compressor, I managed to compress Dejap's script better that the one inside the ROM: the improvement was about 1Kbyte, mainly thanks to a better coding of commands (I used a special byte to signal a command is appearing in the script, whilst Dejap used the same coding as Japanese $808X) and better selection of Huffman codes: dual-byte symbols are re-ordered after the most probable bytes in the script.
I changed lot of things since then that improve compression, but I didn't check how many bytes were my latest compressor better than Dejap's. One of these improvements were that my text pointers haven't to be stored in increasing order, but they can be in any order. Dejap's used that to calculate where each Huffman chunk ends because they can start bit-aligned. I decided to use byte-aligned pointers that can be stored in any way at ROM (BTW, I compress those pointer with Huffman and Dejap's not) so I can use 2 pointers to point to the same compressed chunk. A lot of dialogues are repeated exactly inside the same text block, so you get a high improvement if those dialogues can be stored once in ROM and then pointed twice (or even three, four, five... times) from the pointer table.
Besides, I moved some data blocks to allocate more room for text dictionary in ROM.

In short, spanish script is 20 kbytes longer than english one in the original format, 3kbytes smaller than english one after deleting duplicated dialogues, and it has 16 special characters (so less bytes for DTE-style dictionary) and even that, the script takes up less than the english one.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: patuli on January 15, 2017, 09:22:20 pm
Well I easily reproduce the talent bug, by doing all the things, you are not supposed to do, when learning talents
(Learn talents inside town, button smash after the music pop up)
Here's the save state right before the talent freeze bug.
Spoiler:
https://mega.nz/#!AoJyGD4Z!5dLYueJ8J56Jfkutq8qp59raOAsVM36U_nHZcT9TKb4

Now about the save state, if you push "A" while the violin 2 music is still playing, you will receive the message, that you unlock the talent "sense of taste"
receive the skill points for learning the talent and the game will freeze, now here's the thing, if you wait for the music to stop and push "A" nothing will happen and you can continue the game normally.
This only proves one thing, that violin music must be playing, in order to learn new talents; and that the violin music is the cause of the freeze.
I will try to use violin 1 and see if the game freezes.
ok here's a save state with violin 1, the same problem as the above.
Spoiler:
https://mega.nz/#!x45jlKQb!S4Z62bVoTsADjpJGFWZTk1DN53vP_sCvLmR8BPkg0eQ

BTW I'm wondering if is possible to add AI for Ratix, I remember 4 or maybe 5 years ago, saw a Japanese nico douga video, where Ratix was swap outside of battle;
and the party consist of four girls.

Anyway hope you find the save state useful, and thank you for taking the time in translating this game to Spanish.

Title: Re: [SNES] StarOcean translation into Spanish
Post by: mziab on January 18, 2017, 07:32:37 am
Well, I think my compressor beats out that of Dejap's; both decompressors are more or less similar (words stored in dictionary in lower case which can be converted to caps or added a blank after it, LZH compression and DTE-coded dictionary storage). When I started to program my C compressor, I managed to compress Dejap's script better that the one inside the ROM: the improvement was about 1Kbyte, mainly thanks to a better coding of commands (I used a special byte to signal a command is appearing in the script, whilst Dejap used the same coding as Japanese $808X) and better selection of Huffman codes: dual-byte symbols are re-ordered after the most probable bytes in the script.
I changed lot of things since then that improve compression, but I didn't check how many bytes were my latest compressor better than Dejap's. One of these improvements were that my text pointers haven't to be stored in increasing order, but they can be in any order. Dejap's used that to calculate where each Huffman chunk ends because they can start bit-aligned. I decided to use byte-aligned pointers that can be stored in any way at ROM (BTW, I compress those pointer with Huffman and Dejap's not) so I can use 2 pointers to point to the same compressed chunk. A lot of dialogues are repeated exactly inside the same text block, so you get a high improvement if those dialogues can be stored once in ROM and then pointed twice (or even three, four, five... times) from the pointer table.
Besides, I moved some data blocks to allocate more room for text dictionary in ROM.

In short, spanish script is 20 kbytes longer than english one in the original format, 3kbytes smaller than english one after deleting duplicated dialogues, and it has 16 special characters (so less bytes for DTE-style dictionary) and even that, the script takes up less than the english one.

Thanks for the detailed response. It's been a while since I last looked into it, so I don't remember the exact details, but I think the part that tripped me up wasn't Huffman, nor dictionary compression, but the scheme used to compress the substring list due to the way the two-byte entries could be chained. I don't fully understand that part enough to make an efficient recompressor. The rest was relatively straightforward, all things considered. In theory, this part of the compression could be removed without affecting the size of the blocks, but you'd have to find a chunk of free space big enough to contain the uncompressed substring list.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on January 19, 2017, 02:32:54 am
Anyway hope you find the save state useful, and thank you for taking the time in translating this game to Spanish.

Yes, of course they are useful. I couldn't reproduce the bug in the SRM file you attached though, but I'll keep trying. The Snes9x savestates can't be used in Geiger's Snes9x debugger because it is version 1.51 and yours seems to be 1.53. Anyway, I'll use them in the regular emulator to know what I must do exactly to reproduce the bug and then, I'll try on the debugger.


Thanks for the detailed response. It's been a while since I last looked into it, so I don't remember the exact details, but I think the part that tripped me up wasn't Huffman, nor dictionary compression, but the scheme used to compress the substring list due to the way the two-byte entries could be chained. I don't fully understand that part enough to make an efficient recompressor. The rest was relatively straightforward, all things considered. In theory, this part of the compression could be removed without affecting the size of the blocks, but you'd have to find a chunk of free space big enough to contain the uncompressed substring list.

Well, the substring list (that's what I call "the dictionary") is compressed using a totally different table than the game. You need to do this to reduce the substring list size the most. To compress this "dictionary", each two letters are asigned a byte code, what we all know as "DTE", so the dictionary is compressed roughly half the original size. The problem is that maybe not all the words in the dictionary has an even number of letters, so those "lonely" letters must have an entry in the DTE too. For example, if the letter "e" appears on its own, the corresponding DTE entry could be "0x34 0xFF", considering 0xFF as "no text". However, Dejap codes this "lonely" "e" letter in two ways:  "0x34 0xFF" if "e" appears last in a word and then it ends dictionary decoding at once (saving an extra code for "end of string"), and "0x34 0x05" if it appears in the middle of a word, and then a new DTE-coded byte must be read from the dictionary.
You can do this if your DTE table is not fully filled after coding the dictionary, but I decided to do in a different way: "e" is always coded as "0x34 0xFF" and thus, I don't waste a DTE entry for "0x34 0x05".
In my tests, Dejap implementation works better with english words since lots of pair of letters are repeated usually in the words. For spanish text, which usually has a greater variety of paired letters, my solution works slightly better than Dejap's.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: patuli on January 19, 2017, 09:47:55 pm
Here's the save state in Snes9X1.51.ep10r2  Geiger's debugger
It says the following at the crash "sound CPU execution stops at ff20ff stop a:f  x:90 y:00 s:fb p:Nvpbhizc 164 01380174 (this one change)

Save state with violin 2
Spoiler:
https://mega.nz/#!98ZlnKAD!G8hsZxg0vZpfDXz5IebvrO6ViEhqsaAxfWfDHpEhVTc
If you push "A" and learn the talent while the music is playing, you get the above error message, if you let the music continue, you don't learn nothing and the game continues normally.

I will try violin 1 and upload the save state
save state with violin 1
If you push "A" and learn the talent the game will freeze, if you let the music continue nothing happend
Spoiler:
https://mega.nz/#!h8ZCwLAL!lnkA7u26JsnEiFf7jeVY7eleTQbzQM0W6s-o_ZOIXY4

take care!
Title: Re: [SNES] StarOcean translation into Spanish
Post by: Angry Helder on February 04, 2017, 10:00:34 am
Here's the save state in Snes9X1.51.ep10r2  Geiger's debugger
It says the following at the crash "sound CPU execution stops at ff20ff stop a:f  x:90 y:00 s:fb p:Nvpbhizc 164 01380174 (this one change)

Save state with violin 2
Spoiler:
https://mega.nz/#!98ZlnKAD!G8hsZxg0vZpfDXz5IebvrO6ViEhqsaAxfWfDHpEhVTc
If you push "A" and learn the talent while the music is playing, you get the above error message, if you let the music continue, you don't learn nothing and the game continues normally.

I will try violin 1 and upload the save state
save state with violin 1
If you push "A" and learn the talent the game will freeze, if you let the music continue nothing happend
Spoiler:
https://mega.nz/#!h8ZCwLAL!lnkA7u26JsnEiFf7jeVY7eleTQbzQM0W6s-o_ZOIXY4

take care!

Already made the code and it can easily be patched into the rom that fixes the bug.

Talent Bug Fix (Raw):
CA3FEE:00

Talent Bug Fix (Game Genie):
DD73-E7C8
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on February 11, 2017, 06:37:47 pm
Already made the code and it can easily be patched into the rom that fixes the bug.

Talent Bug Fix (Raw):
CA3FEE:00

Talent Bug Fix (Game Genie):
DD73-E7C8

I'm studying why that simple change fixes the issuse; you just changed a branch but I can't figure out yet what the value means.

In the meanwhile, I changed the layout of the shops, with a new feature that changes the option text depending of you are selling or buying items.

(http://magno.romhackhispano.org/Capturas/SO/SO_eng_Shop.png) -->> (http://magno.romhackhispano.org/Capturas/SO/SO_esp_Shop.png)
Title: Re: [SNES] StarOcean translation into Spanish
Post by: mrrichard999 on February 11, 2017, 07:35:00 pm
What ever happened with Romancing SaGa 3 in English?
Title: Re: [SNES] StarOcean translation into Spanish
Post by: patuli on February 11, 2017, 09:47:08 pm
With Helder code the talents will be learned, without violin music playing, with about 80% succeed rate.
If you use violin music, the game still hangs inside towns and a bit less in the battle field (like real Japanese carts)

Now about the talent "Sixth Sense" in the guides it says to just change "Scout" in the special menu and wait a while to try again.
I was changing 1 to 3  screen's, try to change the encounter rate, change screen, fight some enemies and try again, the talent never unlock!
I did that around 200 times no succeed.

Tried a different approach with Sixth Sense; sleep at a inn, go to battle field and change the scout encounter rate.
tried around 300 times no succeed.

I started the game again enough times (around 20), to cover all the talents learnable by Ratix and Milly, to try Helder code.
tried different starting talents with both chars, to see if the code work, with all the talents and different combinations.
The code works!

Now about "Sixth sense" after all that, I think is unlearnable in gameplay, unless the char starts with it!
no matter what i tried never learned. and yes I have the right skills.
thanks for everything Helder and Magno, for taking the time to look in the freezing issue,
even if no one can fix that, the above code make it less stressful to learn talents! (now you can button smash, without worries of freezing)
Title: Re: [SNES] StarOcean translation into Spanish
Post by: KingMike on February 13, 2017, 03:10:57 pm
What ever happened with Romancing SaGa 3 in English?
I thought magno was looking for someone who could do a direct Japanese-to-English translation.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on February 14, 2017, 02:08:50 am
I thought magno was looking for someone who could do a direct Japanese-to-English translation.

Yes, but I'm not an english native, so the translation is being made by some good japanese translator from scratch. It's going on slowly, but the results are great.

You can see the progress here (http://www.romhacking.net/forum/index.php/topic,23611.0.html).

February 14, 2017, 06:25:41 am - (Auto Merged - Double Posts are not allowed before 7 days.)
This is one of the changes I wanted the most: it is somewhat confusing to know which skills grants a new hability to the character. When all skills for a hability are al level 1 at least, then you can check the information pushing 'X' button in the "Skills" menu. I removed this limitation, so now you can check which skills are needed to master a hablity even if they are at level 0:

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Skill_01.png) -->> (http://magno.romhackhispano.org/Capturas/SO/SO_esp_Skill_00.png)

Also changed a bit the shop screen:

1) Main screen
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Shop_Main.png)

2) Buying:
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Shop_Buy.png)

3) Paying:
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Shop_Pay.png)

3) Or selling:
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Shop_Sell.png)

Title: Re: [SNES] StarOcean translation into Spanish
Post by: Pennywise on February 14, 2017, 02:48:59 pm
Is it remotely possible to get a VWF for the 8x8 menu text? Just curious.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on February 14, 2017, 04:28:49 pm
Is it remotely possible to get a VWF for the 8x8 menu text? Just curious.

I suppose it could be possible, but it would need a total re-work of the bank $CA. In fact, everything can be done with hard work and a lot of free time.
It could have some side-effects, though, like an extra delay, a more complex VRAM management, lack of free RAM.


February 20, 2017, 11:48:47 am - (Auto Merged - Double Posts are not allowed before 7 days.)
New update:

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Yes_No.png)
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on February 24, 2017, 02:39:23 pm
I finished part of the intro, with colored text when the woman and the man talk.

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Intro_01.png)
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Intro_02.png)
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Intro_03.png)
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Intro_04.png)
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Intro_05.png)
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Intro_06.png)
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Intro_07.png)
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Intro_08.png)
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Intro_09.png)
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Intro_10.png)
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Intro_11.png)
(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Intro_15.png)

Thanks to Hiei- for his help on the translation of the japanese text.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: 4ph on February 25, 2017, 04:58:45 am
Great job Magno!  :thumbsup:
Title: Re: [SNES] StarOcean translation into Spanish
Post by: FlashPV on February 25, 2017, 05:49:50 am
Great job Magno!  :thumbsup:
As always!
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on March 02, 2017, 04:41:33 pm
Thank you, guys! :D

I finished translating the whole intro:

https://www.youtube.com/watch?v=3o1yQYevLn8
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on April 05, 2017, 04:47:31 am
More news!

I fixed a bug that occurs both in dejap's and japanese versions:

(http://magno.romhackhispano.org/Capturas/SO/Bug_Eng.gif)

The empty slot in the inventary still prints a description message in the upper window if you move the cursor forward, but not if you move it backwards.

I fixed it so the upper window is erased in both cases:

(http://magno.romhackhispano.org/Capturas/SO/Bug_Fixed.gif)

April 10, 2017, 06:25:52 am - (Auto Merged - Double Posts are not allowed before 7 days.)
More changes! Now, the window showing the list of availabe magic is more better-looking, and lists each item in 2 rows and 2 columns (instead 3); it is more legible, although it implied a lot of changes in the code. Besides, the description window that appears when selecting a magic or item is now resizeable, i.e., its size changes depending of the number of text lines in the description:

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Magic.gif)
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on April 23, 2017, 05:33:36 am
New fixed bug! This one occurs both in japanese and Dejap's versions: when you are in the tech sub-menu and the combo page is changed, the hand cursor points to a new tech but the description is not updated:

(http://magno.romhackhispano.org/Capturas/SO/SO_eng_combo_bug.gif)

I made the proper changes to force the description to be updated:

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_combo_fixed.gif)
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magictrufflez on April 24, 2017, 11:19:39 am
Replaying this right now, and I kind of wish some of this non-translation stuff could make it into the English version...

I'm a very big fan of the quality of life changes here!
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on April 24, 2017, 12:49:45 pm
Replaying this right now, and I kind of wish some of this non-translation stuff could make it into the English version...

I'm a very big fan of the quality of life changes here!

Um... it'd be possible the other way round: inserting the english script into my tool rather than inserting my ASM changes into Dejap's version. All these changes I showed above aren't just "patches", there are some routines fully re-written instead. For example, almost all bank $CA, the one with the code for the menus, is rewritten, re-ordered and optimized to change the menu's layout and some cursor behaviour.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magictrufflez on April 24, 2017, 04:11:15 pm
That's kind of what I figured---I hope an enterprising someone with more hacking skills than me (a very low bar) feels the same way after you're finished!

But it no one does....maybe I can figure out how to make my (extremely) low-level Spanish work to play your hack!
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on May 10, 2017, 05:07:06 am
That's kind of what I figured---I hope an enterprising someone with more hacking skills than me (a very low bar) feels the same way after you're finished!

But it no one does....maybe I can figure out how to make my (extremely) low-level Spanish work to play your hack!

I'd do myself the insertion of Dejap's script into the spanish version if I wouldn't fell as if I would be desecrating Dejap's work. Besides, it's not likely people will be interested on those aesthetic changes.

Anyway, more bug fixes, now related to skill messages: after learning or leveling-up some skill, you press 'A' button but the description message won't dissapear:

(http://magno.romhackhispano.org/Capturas/SO/SO_eng_skill_bug.gif)

This won't happen in the spanish vesion:

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_skill_fixed.gif)
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on May 19, 2017, 03:24:27 pm
I've found a weird scene change in a cut-scene near the ending... Maybe is it a bug?? Or another scene was intended to be played instead that of Ronixis going down the mechanical stairs?

You can see the video below, in the spoiler:

Spoiler:
https://youtu.be/fwnojBeSx4E
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on September 01, 2017, 02:13:51 pm
I keep working on Star Ocean although is fully translated and playable. I dumped all and any LZ and S-DD1 data chunks, all sprite tileset and every palette from bank $CD to $FF. I also made a full rommap for all those banks: executable code is in banks $C0 to $CC, data, graphics, palettes and so on is in banks $CD to $FF and some LZ data, few S-DD1 data chunks and all music, voices and effects are from $40 to $5F in the ROM file (usually mapped to SNES $E0 to $FF), but I'm not interested on this part.

Now I'll try to extract all these data and insert them again reallocating in an optimum way to get the most free room possible.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: justin3009 on September 01, 2017, 05:36:25 pm
Any extra room inside the normal ROM itself would be amazing. You CAN expand it to 8MB and use Bank Swapping but it's preferable to have as much room as possible in the original game size.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on September 08, 2017, 01:39:55 am
Yes, I don't like expanding ROMs  ::)
I've got 5 Kbytes of free ROM by recompressing all the LZ data blocks (with an enhanced LZ algorith or the same Huffman tree used in dialogues) and I could get even more if I delete all unreferenced sprite tileset. I found about 100 sprite layout data which are not pointed by any sprite meta-data, so that could be safely removed.
My guess is that the full uncompressed ROM could take up about 80 megs and the S-DD1 compressed ROM about 42~44 megs (instead of 48).
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on October 11, 2017, 06:14:48 am
I've been dumping lot of source code lately to fix some bugs and add new features to the game. So far, I fixed the bug related to treasure chest being opened from the top of a bridge:

(http://magno.romhackhispano.org/Capturas/SO/SO_eng_chest_0.gif)

Obviously, that's not what expected, so I fixed collision routine to take into account sprite priority; the game engine used those two bits to keep track of which floor level is the sprite at. So I got this:

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_chest_0.gif)


Here, it happened the same in the original version:

(http://magno.romhackhispano.org/Capturas/SO/SO_eng_chest_1.gif)

But at the moment, I only could fix it partially; I 'll have to mess a bit with sprite piority list routine to make the chest be drawn last in the queue so Ratix always be on top of it:

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_chest_1.gif)
Title: Re: [SNES] StarOcean translation into Spanish
Post by: justin3009 on October 11, 2017, 06:19:50 am
Awesome job fixing that! One of the things that bugged me the most in the original. Glad to see this go away.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: RedScorpion on October 12, 2017, 06:54:51 am
Great work!

To fix this bugs from the original game is a lot of work!

Thanks magno

red
Title: Re: [SNES] StarOcean translation into Spanish
Post by: jawler on October 12, 2017, 04:02:57 pm
Awesome job Magno :beer:
Is it possible download your modded rom?
Thanks
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on October 16, 2017, 05:50:16 am
Awesome job Magno :beer:
Is it possible download your modded rom?
Thanks

No, but if you are interested on some source code to patch the Dejap's version, just ask.

The bug is fully fixed now:

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_chest_1.gif)   :crazy:

October 21, 2017, 06:21:54 am - (Auto Merged - Double Posts are not allowed before 7 days.)
New bug fixed: in Van I Il, the water was black instead of blue. They forgot to include BG3 into MainScreen:

Before:
(http://www.subirimagenes.com/imagedata.php?url=http://s2.subirimagenes.com/imagen/9810234star-ocean-j-teng1.png)
After:
(http://magno.romhackhispano.org/Capturas/SO/StarOcean_esp_Van_Water_0.png)


Before:
(http://www.subirimagenes.com/imagedata.php?url=http://s2.subirimagenes.com/imagen/9810232star-ocean-j-teng1.png)

After:
(http://magno.romhackhispano.org/Capturas/SO/StarOcean_esp_Van_Water_1.png)
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on October 27, 2017, 06:45:32 am
Yet another fixed bug! In the original version, these stairs don't behave as stairs, but as normal floor:

(http://magno.romhackhispano.org/Capturas/SO/SO_eng_stairs_bug.gif)

It was tough, but finally figures out what to change to fix it:

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_stairs_fixed.gif)

The programmers forgot to mask the tiletype for event tiles (MSBit = '1'), so the commands for that tile executed properly (that occurs when MSBit = '1') but the tile action was not executed (which was defined but the lower 6 bits).

I already fixed some wrong solid tiles in Dulce after the disaster: due to some tile types incorrectly defined, you could cross over the mountains and there was some spot in the snowed plain where you got stuck having nothing around.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: justin3009 on October 27, 2017, 08:02:22 pm
You are doing an absolutely amazing job with this. I love seeing your progress!
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on November 02, 2017, 09:20:12 am
You are doing an absolutely amazing job with this. I love seeing your progress!

Thank you very much! You are an inspiration to me because of your work with Tales of Phantasia!!


Another fixed bug: when some character is at a fixed position on a town near the water, it should reflect on it. The reflection is controlled by tiletype $19, which creates a vertically flipped version of the sprite with the lowest priority to show it under BG3 (water). However, if character is at a fixed position, its movement handler is '3', which doesn't take into account if the sprite is over a tile of type $19:

(http://magno.romhackhispano.org/Capturas/SO/SO_eng_reflection_bug.png)

I changed the handler so it calculates the character position on the map, check whether he's over a tile of type $19, and if so, creates the reflected sprite:

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_reflection_fixed.png)
Title: Re: [SNES] StarOcean translation into Spanish
Post by: irvgotti452 on November 02, 2017, 07:37:37 pm
This thread is amazing (&RS3 too  ;D). Are these bug fixes going to be exclusive to the spanish translation?
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on November 03, 2017, 02:30:27 am
This thread is amazing (&RS3 too  ;D). Are these bug fixes going to be exclusive to the spanish translation?

All these changes can't be inserted directly in Dejap's version, since I based my work on japanese version; besides, I moved big chunks of ASM code, optimized some routines, changed others, so it's not possible to create a patch for Dejap's version.
However, I dumped english script and could be inserted in a new english version made with my tools. If anybody is willing to do it, I could help in it.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: azidahaka on November 11, 2017, 06:08:23 am
All these changes can't be inserted directly in Dejap's version, since I based my work on japanese version; besides, I moved big chunks of ASM code, optimized some routines, changed others, so it's not possible to create a patch for Dejap's version.
However, I dumped english script and could be inserted in a new english version made with my tools. If anybody is willing to do it, I could help in it.

If you haven't been contacted yet by anyone interested in translating your work to italian i would love at the due time to take a look at it... That if the tools are user friendly enough :D

Have you found some blatant problems while working on your effort compared to the already existing english translation?
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on November 11, 2017, 09:36:21 am
If you haven't been contacted yet by anyone interested in translating your work to italian i would love at the due time to take a look at it... That if the tools are user friendly enough :D

Have you found some blatant problems while working on your effort compared to the already existing english translation?

No, nobody has contacted me to translate it to italian, but they did to make it to other languages.


Looking for new bugs in the japanese version, I found this graphic, which I don't know what it means (beware of spoilers!):

Spoiler:
(http://magno.romhackhispano.org/Capturas/SO/SO_eng_Iria_weird.gif)

What is that thing that falls upon Iria?

I've fixed a big bug related to the numbers that appear in each attack, or after finishing a battle to show Fol and Experience. The routine that handles these numbers is the same, and all of them are treated as signed numbers, but exp and fol are 16bit unsigned. So, in the japanese version you get this;

(http://magno.romhackhispano.org/Capturas/SO/SO_jap_Fol_bug.gif)

And now is fixed in the spanish version:

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Fol_fixed.gif)
Title: Re: [SNES] StarOcean translation into Spanish
Post by: azidahaka on November 11, 2017, 02:01:17 pm
No, nobody has contacted me to translate it to italian, but they did to make it to other languages.


Looking for new bugs in the japanese version, I found this graphic, which I don't know what it means (beware of spoilers!):

Spoiler:
(http://magno.romhackhispano.org/Capturas/SO/SO_eng_Iria_weird.gif)

What is that thing that falls upon Iria?

I've fixed a big bug related to the numbers that appear in each attack, or after finishing a battle to show Fol and Experience. The routine that handles these numbers is the same, and all of them are treated as signed numbers, but exp and fol are 16bit unsigned. So, in the japanese version you get this;

(http://magno.romhackhispano.org/Capturas/SO/SO_jap_Fol_bug.gif)

And now is fixed in the spanish version:

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Fol_fixed.gif)
That sprite seems to be a noise like Gan! Ka! or uch it popups too fast in the gif for my little knowledge to check properly while looking on my cellphone lol
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on November 12, 2017, 05:39:54 am
Yes, you're right, it barely can be read in the gif. I didn't even think of it as a text, I thought it was a rare graphic:

(http://s2.subirimagenes.com/imagen/previo/thump_9823471sojapiria.png)

(http://s2.subirimagenes.com/imagen/previo/thump_9823473sojapiria.png)
Title: Re: [SNES] StarOcean translation into Spanish
Post by: azidahaka on November 12, 2017, 02:09:37 pm
Gan!

You can chance it to any sound you feel better like

Blam
Slam
Do not remember this scene happening after so long lol
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on November 13, 2017, 09:06:13 am
Gan!

You can chance it to any sound you feel better like

Blam
Slam
Do not remember this scene happening after so long lol

It's difficult to translate than kind of japanese onomatopeias; the context is the following:

Spoiler:
Iria and Ratix arrives to Astral and somebody kills Ryas in the night. Next morning, both you can go to the castle and go down to the underground where Fear is on jail. If you hit the guard, stole the keys and open the jail's door where Fear is keeped, the scene in the GIF occurs.

So I suppose "gan" can be translated as here:

http://www.muri.se/misc/soundfx.html (http://www.muri.se/misc/soundfx.html)

But... how do you represent that idea with an onomatopeia in english, spanish or italian, for example?
Title: Re: [SNES] StarOcean translation into Spanish
Post by: azidahaka on November 13, 2017, 11:50:11 am
It's difficult to translate than kind of japanese onomatopeias; the context is the following:

Spoiler:
Iria and Ratix arrives to Astral and somebody kills Ryas in the night. Next morning, both you can go to the castle and go down to the underground where Fear is on jail. If you hit the guard, stole the keys and open the jail's door where Fear is keeped, the scene in the GIF occurs.

So I suppose "gan" can be translated as here:

http://www.muri.se/misc/soundfx.html (http://www.muri.se/misc/soundfx.html)

But... how do you represent that idea with an onomatopeia in english, spanish or italian, for example?

I think an hominous DON... would work well? like a scary warning bell
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on November 15, 2017, 12:31:17 pm
I fixed the graphic with a widely used expression in spanish comics:

(http://magno.romhackhispano.org/Capturas/SO/SO_esp_Iria_Chof.gif)

Maybe it doesn't make sense in other languages, but I think it matches pretty well with the context in spanish.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: azidahaka on November 15, 2017, 04:49:11 pm
Looks amazing  :thumbsup:
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on December 09, 2017, 02:54:33 pm
Well, I finally dumped any and all data in the japanese ROM, including SPC samples, that were the last kind of data blocks to dump. I made a full map of all these data blocks that I just uploaded to RHDN, it will be ready for download in a couple of days.

Besides, I made a fully playable version of the spanish translation without using S-DD1 chip, ie, without compressing any graphic data, pretty much as Nevitski did in his 96 meg version. In fact, all uncompressed data results in a 65.5 Megabit ROM, which I just assembled to play in higan... but it doesn't work!!
I know higan uses "manifest.bml" to map the ROM file into SNES address map, and I created one myself which should works, but it doesn't. My ROM file is mapped this way:

Code: [Select]
FILE address                SNES address
------------                ----------------
$00:0000 to $3F:FFFF        $C0:0000 to $FF:FFFF
$40:0000 to $7D:FFFF        $40:0000 to $7D:FFFF
$7E:0000 to $7F:FFFF        none
$80:0000 to $80:7FFF        $00:8000 to $00:FFFF
$80:8000 to $80:FFFF        $01:8000 to $01:FFFF
$81:0000 to $81:7FFF        $02:8000 to $02:FFFF
$81:8000 to $81:FFFF        $03:8000 to $03:FFFF
$82:0000 to $82:7FFF        $04:8000 to $04:FFFF
$82:8000 to $82:FFFF        $05:8000 to $05:FFFF
$83:0000 to $83:7FFF        $06:8000 to $06:FFFF

And my manifest looks like this:

Code: [Select]
board region=ntsc
  rom name=program.rom size=0xc00000
   map address=00-3f:8000-ffff base=0x800000
   map address=40-7d:0000-ffff base=0x400000
   map address=80-bf:8000-ffff base=0xa00000
   map address=c0-ff:0000-ffff base=0x000000
  ram name=save.ram size=0x2000
    map address=20-3f:6000-7fff mask=0xe000

Any clue why is this bml not working?

Thanks!
Title: Re: [SNES] StarOcean translation into Spanish
Post by: RodriTaku on December 09, 2017, 05:42:50 pm
You should probably go to the source itself, magno. Try asking byuu in his board (https://board.byuu.org)
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on December 10, 2017, 05:41:57 am
You should probably go to the source itself, magno. Try asking byuu in his board (https://board.byuu.org)

Yes, I asked there too and I'm getting really usefult information. Just asked here too in case there were somebody else who knew about it.

BTW, you can get Star Ocean ROM layout from here (http://www.romhacking.net/documents/769/).
Title: Re: [SNES] StarOcean translation into Spanish
Post by: RedScorpion on December 11, 2017, 03:08:34 am
Hi magno,

you could use the bsnes+ version to test the "no sdd1" version!

For this emulation you only need the xml file.

Thanks

red
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on December 13, 2017, 06:43:58 am
For this emulation you only need the xml file.

Yes, that was what I was trying to do, but xml syntax was obscure for me and there were some tricks that I didn't know; thanks to people on byuu's forum, now the "no S-DD1" version works in bsnes + :D
Title: Re: [SNES] StarOcean translation into Spanish
Post by: Fei Wong on December 18, 2017, 06:06:39 am
So that means that someday we will have the patch in spanish released? I'm hoping that's the case  :P
Title: Re: [SNES] StarOcean translation into Spanish
Post by: magno on August 04, 2018, 11:51:09 am
I finally released the patch for the spanish translation. It works on PC emulators without problems, but not tested on real hardware.
It doesn't work on SNES Mini with stock emulator (Canoe); I offer some help to some guy who did a patch for Dejap's translation, but after helping him, he denied to help me with the spanish version  >:(

I made a tool for translating it into spanish; if somebody wants help for translating into any other language, please contact me.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: Freestate on August 04, 2018, 06:59:13 pm
So that means that someday we will have the patch in spanish released? I'm hoping that's the case  :P

It's here!!! version 1.0 available. Magno is our holy shepherd.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: Isao Kronos on August 04, 2018, 08:41:24 pm
Congrats, magno! Even if I don't speak Spanish at anything past a Spanish 101 level you do great work.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: mikeprado30 on August 05, 2018, 06:12:21 pm
For us, the Spanish speaking people that's great news indeed!

¡Muchísimas gracias, magno!  :thumbsup:
Title: Re: [SNES] StarOcean translation into Spanish
Post by: DarioEMeloD on August 06, 2018, 07:21:54 pm
Aún recuerdo la traducción de Chrono Trigger que hiciste hace años, gracias a ella pude lograr que mi hermana lo jugase jeje. Qué bueno ver que todavía sigues vivo, y más vivo que nunca! :)
Title: Re: [SNES] StarOcean translation into Spanish
Post by: crimental on August 07, 2018, 12:27:55 am
excelente traducción.
Title: Re: [SNES] StarOcean translation into Spanish
Post by: Heaven Piercing Man on August 07, 2018, 06:46:47 pm
Stupid college wifi cut me off while sending, and I lost everything. But in short...
Congrats, back when me and my niece were a teen and a kid respectively she'd sit next to me while I played JRPGs and I'd narrate out loud in Spanish and do all the voices for her amusement. We had so much fun, but now she's 20 and loves to play all these SNES/GBA games herself, but barely knows any English. Now I have a new game to send her!

And now with these tools, this might be a good moment to revise the old English translation. I mean that one is an early 00's work, back when all the translations were punched up quirky rewrites. The script could be polished to modern standards and reinserted into a whole new hack.