Romhacking.net

Romhacking => Personal Projects => Topic started by: KingMike on May 17, 2008, 11:15:40 am

Title: KingMike's Translation projects.
Post by: KingMike on May 17, 2008, 11:15:40 am
I decided I should make a thread about my translation projects.

Site: http://kingmike.emuxhaven.net

Script dumps:
Momotaro Densetsu madness:
Momotaro Densetsu (NES) - about 70KB kana.
Shin Momotaro Densetsu (SNES) - decompressor dumped around 319KB. A quick dump of the output in Windhex was around 741KB, but I suspect some isn't actually text.

Mappy Kids - A Famicom platformer spinoff of Mappy. Happy the mouse runs through each level trying to grab as much money as he can to build a house. Play mini-games between stages for more money (or just to avoid losing it :P). Or play two-player mode and have a split-screen race to collect the money and finish the level.
I've been looking through the script using a dictionary and my limited knowledge of Japanese grammer to piece together a script. If a fluent speaker wants to look it over, it's about 7KB of SJIS, though I believe there is a fair amount of repeat (similar/identical text strings possibly used seperately for 1P/2P-player 1/2P-player 2.

Now to promote my latest project consideration:
Mito Koumon - A Famicom action game in ancient Japan times. Run through the levels, searching for clues. Talk to the happy people while slugging everyone else. ;D
Or at least I think that's what you do. But I can't even finish the first level because I'm probably missing something by not understanding the text.
At least it seems it could be fun. I think you've got a few transformation powerups, too.
Script is dumped, at 53KB all-hiragana Shift-JIS, split among 8 blocks.
This might require some technical work involved, as the game uses most of the mapper's available ROM. Not sure which is a better option yet: compression or doing a mapper hack.
I think they even had to borrow some CHR-ROM for code. Must be the voice samples. Yep, this game's got a voice-only intro (in lovely FC internal-audio quality ;D) I have no way of dubbing, and they're like "Irashai!" whenever you enter a shop. :D

Some screens:
(http://kingmike.emuxhaven.net/Misc/mito1.png)(http://kingmike.emuxhaven.net/Misc/mito2.png)
(http://kingmike.emuxhaven.net/Misc/mito3.png)(http://kingmike.emuxhaven.net/Misc/mito4.png)
(http://kingmike.emuxhaven.net/Misc/mito5.png)(http://kingmike.emuxhaven.net/Misc/mito6.png)
(http://kingmike.emuxhaven.net/Misc/mito7.png)(http://kingmike.emuxhaven.net/Misc/mito8.png)
The ghost lady in the last screenshot is a real asshole. All I can try is to outrun her (futile without a sandal powerup). If she grabs me, she drains my health and restrains me so I'm an open target.
Title: Re: KingMike's Translation projects.
Post by: FallenAngel2387 on May 17, 2008, 12:33:44 pm
kinda looks like the first goemon game.
Title: Re: KingMike's Translation projects.
Post by: KingMike on May 23, 2008, 03:42:35 pm
Newset update.
My PS2 is getting kinda sticky, possibly from testing DD3 and holding down B to speed up dialouge.
That and it's kinda annoying, I might see if I can implement a single button press to toggle slow+noisy/fast+quiet printing (I've found the routine, it seems as long as B is held, the game skips a sound effect/delay routine).

(http://kingmike.emuxhaven.net/Misc/dd3speed.png)
It has been done.
Title: Re: KingMike's Translation projects.
Post by: Guadozoku on May 28, 2008, 06:04:05 pm
Check your PMs. I got the Maka Maka script done.
Title: Re: KingMike's Translation projects.
Post by: KingMike on May 30, 2008, 01:09:12 am
(http://kingmike.emuxhaven.net/Misc/gfxhack.png)
Spent all day working rewriting my LZ recompression program to handle this sucker with no such luck.
Then I restarted from a fresh copy and it turns out the data was recompressed fine the first of many attempts. Just needed to make a small adjustment to LZ codes withing a certain range because of this game's weird coding.
But yeah, we should be good on graphics compression issues.
Title: Re: KingMike's Translation projects.
Post by: Guadozoku on May 30, 2008, 04:25:14 pm
On a different note, I see a game called Mito Koumon up there. Is that based on actual history? Another game I'm translating has a character named ゴーモン taking over the town of Mito.  I changed his name to "Torcher" because a NPC says something to the effect of "Torcher has taken over the castle of this town of Mito and thrown the people in the dungeon. As his name implies, he loves to torture people. Real sicko, that guy."
Title: Re: KingMike's Translation projects.
Post by: KingMike on June 05, 2008, 09:39:33 pm
I made an update to my DTE doc.
I didn't cut out the old, clunky info (as it might be some help), but I darkened it out
and wrote how to use FCEUXD SP to speed the process up.
I also changed RAM to address space, ROM or RAM, depending on which was actually being accessed.
http://kingmike.emuxhaven.net/romhelp/dtehelp.zip
Title: Re: KingMike's Translation projects.
Post by: KungFuFurby on June 30, 2008, 11:50:10 am
Zig Zag Cat was also LZ compressed... I remember that from a deleted post way back when.
Title: Re: KingMike's Translation projects.
Post by: KingMike on July 09, 2008, 08:05:18 pm
Today's progress... dump Takeshi no Chousenjou's script.
Anybody interested in translating this infamous bad NES game?
16KB (ShiftJIS) of all-hiragana text.

Just watched a video of some guy beating it. I didn't see the 20,000-hit final boss, though. There more than one ending?

I also thought about trying to hack that pirate NES port of Final Fantasy Legend 3, now possibly for the challenge. Only emulator that seems to support it is a mod of VirtuaNES. Unfortunately, VirtuaNES doesn't seem to have any real useful debug capabilities (it has a tile, nametable, and palette viewer. But it doesn't seem to give any useful information, like tile number, address, etc.) and when I open the memory viewer, I see it in an illegible font.
(fceu-mm at least has a debugger, but unfortunately it can't seem to go past the title or save screens)
The same would apply if anybody's trying to hack that FF7 pirate.
Title: Re: KingMike's Translation projects.
Post by: StreetTrash on July 10, 2008, 12:52:59 am
Today's progress... dump Takeshi no Chousenjou's script.
Anybody interested in translating this infamous bad NES game?
16KB (ShiftJIS) of all-hiragana text.

Just watched a video of some guy beating it. I didn't see the 20,000-hit final boss, though. There more than one ending?

Theres only one ending, but if you leave the ending screen on for awhile it gives you a special message. I'm guessing he just used the opening screen trick to skip straight to the ending and recorded it without actually beating the boss.
Title: Re: KingMike's Translation projects.
Post by: KingMike on July 28, 2008, 02:44:25 pm
I made a crappy title-screen translation that I'll upload later today.

I call it Ghost Manor, it's Youkai Yashiki for FDS.
A mazy platformer, originally made by Casio for the MSX.
But someone at Irem decided to make an FDS version with better graphics and some assholish level design. :D
I'll later see if I'm insane enough to beat it myself, but I watched a walkthrough video on nicovideo to see the only Japanese text is the title.
Title: Re: KingMike's Translation projects.
Post by: KungFuFurby on July 28, 2008, 05:21:50 pm
Reported a serious bug with one of your current patches: Dream Maze for the SNES.  :( See my PM for more details...

I have one warning to those playing Dream Maze with a patch: Do not leave the name empty, as once you save that game, you won't be able to get back to that save menu...
Title: Re: KingMike's Translation projects.
Post by: KingMike on July 29, 2008, 09:51:07 am
I uploaded that patch to my site (http://kingmike.emuxhaven.net) yesterday.
Still waiting to see if RHDN approves/denies it.
Title: Re: KingMike's Translation projects.
Post by: odino on July 31, 2008, 06:24:18 am
Just watched a video of some guy beating it. I didn't see the 20,000-hit final boss, though. There more than one ending?

To be honest, I have seen screenshots and walkthroughs and they never mention anything that cruel either. I think it is a rumour going around by one or two people, and few or none play it to actually disprove it. Case and point:
http://www.gamefaqs.com/console/nes/review/R99627.html
Why write a review if that guy obviously only managed to jump around randomly in the first part of town, and the rest are myths he "heard". The other review states "40,000 hits"...

Would really like to see this getting translated and/or FAQed for that matter.
Title: Re: KingMike's Translation projects.
Post by: KingMike on December 25, 2008, 01:30:39 pm
My Christmas gift is a fully playable translation patch for Popeye for SNES.
Title: Re: KingMike's Translation projects.
Post by: Next Gen Cowboy on December 25, 2008, 01:51:29 pm
Awesomeness + 10

And wooty woot even, with the Christmas and the presents!
Title: Re: KingMike's Translation projects.
Post by: FallenAngel2387 on December 25, 2008, 05:37:52 pm
technos eh? i'll definitely be checkin that one out. technos to me = square-enix to rpg geeks.

edit: pretty cool so far, has a super mario feel to it. definitely works better patched with the ups file.
Title: Re: KingMike's Translation projects.
Post by: KingMike on June 23, 2009, 12:06:10 am
So, just before the server crash I had scanned a Kaiju Monogatari manual.
My next victim: the Famicom version of Momotarou Densetsu.
It is a newspaper-style fold-out manual, so I had to flatten it, scan in parts and paste them together.
Title: Re: KingMike's Translation projects.
Post by: KingMike on September 04, 2009, 09:03:44 am
Working on Momotarou Densetsu's menus.
I hate you, NES 16x16 attribute table limitations!
So, in order to fit the item menu the battle screen without glitching the menu, I had to change the menu system to use single-spaced windows. Fairly painless, and with creative position of windows, can be overcome in most cases.
For shops, I made it auto-position the shopping window based on the number of items available. So now the bottom border of the shop window should rest on or above the border of the dialogue window. Fair compromise, since I can't figure out how to add extra blank lines.
Now I just need to figure out some way of detecting the battle scene.
The issue with the item window is that the same one is used inside and outside of battle.
Because of the enemy, the only place I can fit the item window is at the bottom of the screen, where the message box is (which seems to be fine, since the message window and menu redraw when the item box is closed).
But outside of battle, I need to place the item window near the top, so I can overlap the stats window at the top if the window size is odd, to avoid palette bugs.
Title: Re: KingMike's Translation projects.
Post by: SteveMartin on September 17, 2009, 12:09:23 am
Has any progress come of Ginga no Sannin?  :)

Also you may recall you gave me a script for Shin Momotarou Densetsu for SFC months ago. Obviously, I never got anywhere with it :(  Have had a hard time making...well, time for it. Even now I'm wrapped up with another project that's taking priority. Hope I didn't get you upset or anything by that. Translators just seem to naturally vanish  :-[
Title: Re: KingMike's Translation projects.
Post by: KingMike on September 17, 2009, 12:22:46 pm
Not much yet, but I'll be looking at that again once I finish the FC Momo and 3x3 Eyes 1 SFC.
Title: Re: KingMike's Translation projects.
Post by: Spinner 8 on September 17, 2009, 11:43:01 pm
Not much yet, but I'll be looking at that again once I finish the FC Momo and 3x3 Eyes 1 SFC.

and Stargazers! :D
Title: Re: KingMike's Translation projects.
Post by: KingMike on September 24, 2009, 01:12:30 am
I have finished doing an initial insertion of snark's translation.
Nice that somebody decided to make the credit sequence one long-ass string in the middle of a text block. Long enough to crash my ROM expansion utilization code (more than what can be read in the period between two NMI cycles... a few hundred characters?). But I coded a work-around for that (create a duplicate block with dummy strings at the beginning). Luckily the enemy names start at the end of that block, so I cound see it crash near the beginning of the game, and thus fix it.

Anybody know if there's a program to find and replace text within an entire directory, or will I need to modify my insertion tool for the task?
Title: Re: KingMike's Translation projects.
Post by: reyvgm on September 24, 2009, 09:03:42 am
If by a directory you mean like a windows folder, then yes.

Use this:
http://www.albert.nu/default.asp?sub=programs/default.asp?sub=renamer/main.htm


You can batch rename, replace, delete, insert whatever you want on multiple files with the same name. If you have a lot of single files with individual names, then you'd had to do it by hand.
Title: Re: KingMike's Translation projects.
Post by: Nightcrawler on September 24, 2009, 09:13:39 am
I've used 'BK ReplacEM' for this purpose in the past. It's a decent free utility designed just for multi file search and replace. I think it even does regular expressions if I recall correctly.

http://www.freewarefiles.com/BK-ReplacEm-V_program_262.html

These days, I end up using multi-file search and replace features in Notepad++ for such work since I use that as my general code and text editor anyway.
Title: Re: KingMike's Translation projects.
Post by: Maynard_G_Krebs on September 24, 2009, 04:33:41 pm
The ghost lady in the last screenshot is a real asshole. All I can try is to outrun her (futile without a sandal powerup). If she grabs me, she drains my health and restrains me so I'm an open target.

Sounds like a few ex-girlfriends of mine.
Title: Re: KingMike's Translation projects.
Post by: reyvgm on September 26, 2009, 12:55:09 am
Today's progress... dump Takeshi no Chousenjou's script.
Anybody interested in translating this infamous bad NES game?
16KB (ShiftJIS) of all-hiragana text.

Just watched a video of some guy beating it. I didn't see the 20,000-hit final boss, though. There more than one ending?

Theres only one ending, but if you leave the ending screen on for awhile it gives you a special message. I'm guessing he just used the opening screen trick to skip straight to the ending and recorded it without actually beating the boss.

There is no such thing as hitting the last boss 20,000 times to beat him. The game doesn't even have a last boss. You don't need to hold any button for 4 hours either. A lot of stuff is just myths or exaggeration by people that haven't played the game.
The only time you hit a button 20,000 times is on the title screen to access the game's ending.
Title: Re: KingMike's Translation projects.
Post by: KingMike on September 26, 2009, 01:45:43 am
The "sing karaoke" part seems real. And I'm not sure how you would pass it in an emulator.
Title: Re: KingMike's Translation projects.
Post by: Cryomancer on September 26, 2009, 02:43:59 am
There's an episode of Game Center CX where he plays through to the end.  Might even be the first episode, can't recall offhand.  The karaoke is definitely real.
Title: Re: KingMike's Translation projects.
Post by: AngryRobotsInc on September 26, 2009, 07:53:10 am
The "sing karaoke" part seems real. And I'm not sure how you would pass it in an emulator.

You can press Up+A (or Down+A. I forget which exactly), on a second player controller, to turn on the 'mic', and then just press A afterwards, when the mic is called for. At least, that's what everything I've read has said.
Title: Re: KingMike's Translation projects.
Post by: reyvgm on September 27, 2009, 12:14:09 am
Strategywiki.org has a great walkthrough for the game and dispells all the myths about it.

http://strategywiki.org/wiki/Takeshi_no_Chousenjou/Table_of_Contents
Title: Re: KingMike's Translation projects.
Post by: KingMike on September 27, 2009, 10:36:01 pm
Actually, one thing I wonder about...
So, it seems the only difference between the 1986 and 1990 versions, aside from the year, is that while both use mapper 2, 1986 probably suffers from bus conflicts (writes to $C00x) and 1990 does not (writes to $8040).
And that the 1990 version has some seemingly useless addition to one routine:
Code: [Select]
lda $4420
and #$eo
bne #$00
rts
Now, as far anyone seems to know, $4420 is located in the middle of unmapped territory (and from what I understand, bne #$00 is a completely useless instruction).
I don't know if this applies in Japan, but maybe some drugged programmer felt the code needed a drug reference? :D
(I love how if Love Soldier Nicol's (FDS) protection fails, it branches to address $BADD which jumps to the BIOS' reset routine)

Anyone want to make something of the hex?
AD 20 44 29 E0 D0 00
Edo in 2044?
Title: Re: KingMike's Translation projects.
Post by: KingMike on October 30, 2010, 02:39:09 am
I'm thinking about starting a translation for a platformer, if it is just cutscene text like I suspect.
This seems like a small enough kanji ID request.
(http://i55.photobucket.com/albums/g155/sahagin/kanjirequest.png)
Got the compression mostly worked out, just need to write the tools to handle it.
Title: Re: KingMike's Translation projects.
Post by: Deets on October 30, 2010, 03:09:00 am
美神女様横島極楽
事務所届物日厄珍
堂頃世話当感謝抽
選結果一等店主品
         宝像
物集望時価百億円


Title: Re: KingMike's Translation projects.
Post by: BRPXQZME on October 30, 2010, 03:15:06 am
They put 物 in there twice o_<
Title: Re: KingMike's Translation projects.
Post by: KingMike on December 17, 2010, 02:46:22 pm
Looking at The Milky Way Trio again.
I eventually tracked down a bug in my inserter that was mis-calculating the pointers, causing some wrong strings to print in the intro.
Though I expanded the ROM to solve ROM space limitations, and single-spaced the window to solve screen space limitations, it looks like I'll still need to add DTE because the game seems to copy the text to a RAM buffer with a 112-byte limitation. After that 112-char limit is reached, it just forgets about the rest of the string. :P
Seems there's another bug where if you watch the intro cutscene (by waiting at the title screen), it puts a garbage tile on the side of the name/password screens. Eh, minor bug that can probably be fixed later.
Title: Re: KingMike's Translation projects.
Post by: KingMike on January 13, 2011, 01:32:16 am
Today I attacked Hammerin' Harry (SNES) script.
I think it's all dumped, and is about 8KB (Shift-JIS) if anyone's interested.
Looks like I might need to make separate inserters for each type of text block: level intro, conversation text, and the ending.
Title: Re: KingMike's Translation projects.
Post by: KingMike on June 08, 2011, 01:34:18 am
Doing some work on Momotarou Densetsu again. Looking to see if I can find some value to determine if the game is in a battle scene or not.

I did figure out how the game decides random encounters, made a pretty crappy description on Data Crystal (http://datacrystal.romhacking.net/wiki/Momotarou_Densetsu:Notes). Not sure what's preferred in that case. Some ASM code, or offsets of the ASM, or just a rough description I have now.
Title: Re: KingMike's Translation projects.
Post by: KingMike on July 07, 2011, 12:40:54 pm
Finally finished editing/testing Eien's translation for Nadia.
Now what remains is for me to track down the remaining compressed data.
That includes an opening screen, the start menu, sound menu, title screen, and final screen.

But know I'm a bit creeped out by the game's climax. :P
Title: Re: KingMike's Translation projects.
Post by: Nightcrawler on July 08, 2011, 07:58:49 am
If you really made progress, the least you could do is throw us a few screenshots. :P It would liven this thread up too! :)
Title: Re: KingMike's Translation projects.
Post by: KingMike on July 09, 2011, 03:50:11 pm
A few non-spoiler screens near the end, I guess?

Also, I can now cross the start menu off the list, I think. I found the text is hard-coded, will have to insert later.
Title: Re: KingMike's Translation projects.
Post by: KingMike on July 17, 2011, 04:41:05 pm
I think I now have the translations of Nadia 100% inserted.
The only issue remaining is two menu lines I haven't.
If it's like the other menu lines, they're hard-coded (and in PC-relative offsets), and I can't think of where/if they're used, making finding and changing the pointers difficult. But easy to trace if I know of a place. :)
So... it's just about ready for release, I think.
Title: Re: KingMike's Translation projects.
Post by: KingMike on July 24, 2011, 11:31:41 pm
Doesn't sound like anyone's tried yet, but I think I might have figured out the graphics compression/encryption of SFC Ganbare Goemon 3 (haven't played much yet, but I hear it's the one least playable without translation, so I thought I'd begin investigating the code).
Just be looking at the trace data, haven't yet built an extraction program. But I think I understand the disassembled code.
Haven't looked for text yet, that'll probably be the telling point if I continue. :)
Title: Re: KingMike's Translation projects.
Post by: reyvgm on July 26, 2011, 04:31:05 pm
I played it and I made some maps for gamefaqs. I hope they help to whoever beta tests the game.
Title: Re: KingMike's Translation projects.
Post by: KingMike on July 29, 2011, 02:30:02 pm
Okay, I found the text. Looks dumpable, though it might take me awhile to figure out all the codes.
Looks like the text is going to be entirely hiragana except for the four PC names.
Title: Re: KingMike's Translation projects.
Post by: KingMike on July 25, 2012, 08:31:37 pm
(http://kingmike.emuxhaven.net/Zeque/zequebio1.png)(http://kingmike.emuxhaven.net/Zeque/zequebio2.png)
(http://kingmike.emuxhaven.net/Zeque/zequebio3.png)
Took way too long to insert. I found a few bugs in my data compressor.
I actually mispelled the second character's name. It's Hamusu. Luckily that's the easiest part to fix. :)
Coding a sprite font character definition is the hard part.
Title: Re: KingMike's Translation projects.
Post by: Azkadellia on July 25, 2012, 09:05:10 pm
Looking good there KingMike. :thumbsup:

Which game is this?
Title: Re: KingMike's Translation projects.
Post by: KingMike on July 25, 2012, 11:20:14 pm
Battle Zeque Den, a beat-em-up.
Title: Re: KingMike's Translation projects.
Post by: KingMike on October 23, 2012, 07:11:39 pm
Let's play Momotarou Densetsu? (http://www.youtube.com/watch?v=MxfszNc4NB4)
I have boring commentary, I know. But more so, I'm doing a video of my last betatest. Fix up translation problems, etc. (I'll probably post in the annotations when I get to a few spots where I have questions.)
I've already recorded like six or seven "episodes" and commentary tracks. Just have to edit them together, while still filming more.
I'm thinking it'd be a better idea to just show the enemies once, then just cut the random battles for repeat appearances.
(and yes, I'm cutting out the parts where I decide to go grinding.)
Title: Re: KingMike's Translation projects.
Post by: KingMike on January 06, 2013, 03:33:58 pm
Might do some more work on Deep Dungeon 3.
Right now, the thing I'm wondering is about balancing. Should I do any?
(I've been looking at it before I give this game another try at completing it, so I can better decide how to use my stat points.)
Some of the ASM I see looks like clear errors (I'm pretty sure ROR high LSR low is a flawed 16-bit right shift). And part of where the game decides (I think) the enemy's critical hit chance, it can change the enemy's Level (looks like an error where an STA should be an LDA)
Some others, I see as just being stupid ideas, like why, at least taking a look at the code for determining if the player dodges, the game has a 93% chance of deciding based solely on RNG (that's about 53% always hit, 40% always miss, and in the remaining 7% it will decided based on stats and other RNG). I wonder if I should just remove the pure-RNG part of the calculation?

So, right now it's looking like AG is more significant for deciding turn order (player/enemy ordered by stat/4+random(0...31) than ability to dodge attacks (again, the game only makes it to checking that stat in about 7% of cases). Making it look like a stat that's not incredibly important. :P
Title: Re: KingMike's Translation projects.
Post by: KingMike on January 28, 2013, 05:04:56 pm
Graphics tools for Jelly Boy 2 for the Super Famicom.
The game uses a simple LZ compression.
Code: [Select]
First 2 bytes are the decompressed size.
Initialize LZ buffer write index to 0xFEE. I have also initialized the entire LZ buffer to 0, but I don't recall if it was needed.
Check the compression byte right to left.
If bit = 0: LZ compression. First byte is low 8 bits of the offset, second byte D4-D7 are the high 4 bits of the offset, D0-D3 are the length (add 3, of course). The offset is an absolute offset into the buffer.
If bit = 1: uncompressed byte.

Also note that the game's decompresser incorrectly detects bank boundaries. If data crosses a ROM address ??7FFF, the game will
continue to decompress 32KB later (the actual example where it was found: the pointer will jump from $F7FFF (CF:7FFF) to $100000 (D0:0000), rather than going from $F7FFF to $F8000 like it should.
I believe this is the version of the compression tools that accounts for that bug, and like all my tools/patches, expects the ROM to NOT have a header.
http://www.mediafire.com/?0wzqsb27m4v292l
Title: Re: KingMike's Translation projects.
Post by: DSwizzy145 on January 28, 2013, 06:24:12 pm
did anyone had thoughts of translating one of the Super Famicom/SNES Visual Novels especially the horror ones by anychance they seem pretty intresting to my point of view ;)
Title: Re: KingMike's Translation projects.
Post by: Lestat on January 30, 2013, 01:10:05 pm
Hello KingMike, the compressor seems have a problem, i'll explain :

First i extract the font of your version (xF85A0), and i recompress it.

But when i compare your rom (at xF85A0) and the remcompressed one, i found many changes!

on xF8726 : 0A (rom) instead 0D on recompressed
on xF8864 :0A41 instead 0D0A on recompressed
ect...

so i believe that not the good one :]

Thank you in any case!
Title: Re: KingMike's Translation projects.
Post by: KingMike on February 13, 2013, 03:41:11 pm
Does the compressed data still work?
I'd say as long as it works and is less than the size of the original Japanese data, it should be fine even if the data is a little different.

Now, I'm working on Deep Dungeon 3 player names. I think I might have asked long ago, but I'm not certain.

I think about heavily localizing these names. Though it's not terribly important, there's just predefined PCs you find in the dungeons and can hire onto your team if you didn't create a full party of player characters at the start of the game.
Keeping consistency with the manual illustrations, I'd consider priests a "male" class and the others female. (also, 5 letter max)

Priests
ホセ アレフ ランゼル クージュ ビルマン
Jose, Alex, Ronzel (probably Ron or Randy?), Kuju, Bill

Magicians
ハレス ティアラ
Haley (I suspect the text was actually Haleth), Tiara

Hunters
クリス スホーン シン
Kris (only one illustrated in the manual, female, so I'd guess choose the more-common-for-female spelling), I'm thinking maybe Steph or Shaun/Shana for the second, Shin (Jean?)
Title: Re: KingMike's Translation projects.
Post by: ChronoMoogle on February 13, 2013, 07:34:58 pm
アレフ
Alex

Alef is a normal, uncommon name in Germany. There was even a german priest named like this who was burned in a KZ during the Third Reich. He got appointed as a holy martyr by the pope.
Title: Re: KingMike's Translation projects.
Post by: MontyMole on February 14, 2013, 10:44:54 am
I initially had that down as Alf, but on second glance this is probably Aleph.
Title: Re: KingMike's Translation projects.
Post by: KingMike on June 07, 2013, 10:34:47 am
A very short translation that I did myself in a day.
This may seem below my typical standards. The game already used almost all its ROM space. I know I would normally expand the ROM to put better text in, but for a translation that's just the tutorial to a puzzle game, I decided not to. And I think the Engrish gives it more of that era puzzle game feel. :D
(I think it comes across as close. Also, it used a few fonts with limited characters. And if not, the readme is clearer, and I just fit exactly the amount of text I could.)
(seriously, I did think it would be a bit more trouble than it might be worth. The game uses sprite text, and it's packed in with a ton of other sprite strings, so I didn't want to have to completely mess up the game.)
I didn't see any other Japanese fonts or graphics in the game, so unless this pulls a Mystery of Convoy, I think it's done. :)
(http://i55.photobucket.com/albums/g155/sahagin/palamedes2-0_zps965246a4.png)(http://i55.photobucket.com/albums/g155/sahagin/palamedes2-1_zpsf21d72a5.png)
(http://i55.photobucket.com/albums/g155/sahagin/palamedes2-2_zpsd11134a9.png)(http://i55.photobucket.com/albums/g155/sahagin/palamedes2-3_zpsd6eb44ee.png)
(http://i55.photobucket.com/albums/g155/sahagin/palamedes2-6_zps5214ebf4.png)(http://i55.photobucket.com/albums/g155/sahagin/Palamedes2-StarTwinklesJ-7_zpsf623e354.png)
Patch (http://www.bwass.org/bucket/pala2e10.zip)

If the RHDN sumbission queue is up again, of course I'll submit it. :)
Title: Re: KingMike's Translation projects.
Post by: Pikachumanson on June 07, 2013, 02:19:04 pm
Awesome! I got two translations myself lined up for when the queue opens up again.
Title: Re: KingMike's Translation projects.
Post by: KingMike on June 07, 2013, 02:38:44 pm
I didn't notice, but is ROYAL ROYAL possibly an original typo?
I don't know much about poker, but should it be Royal Flush? (though Wikipedia says a Royal Flush is a hand with the highest values, so I would think a RF would be 3-6, not 2-5 as in the example)
Unfortunately, I don't have a manual so I don't know what it says there.
Title: Re: KingMike's Translation projects.
Post by: Next Gen Cowboy on June 07, 2013, 08:27:01 pm
Royal flush wold be highest numbers all of the same suite. Straight flush would be five (4 in this case) numbers in a row eg. 2,3,4,5, all of the same suite. The royal royal there looks like a simple 4 card straight. I spent a couple minutes looking it over trying to figure it out.

double is two pair, but what's the difference between a 4 straight and royal royal here? Descending versus ascending maybe?

"Toss at close number" needs to be a meme.
Title: Re: KingMike's Translation projects.
Post by: Torbjorn on June 07, 2013, 09:13:27 pm
I see you were working on Ganbare Goemon 3 for SNES a few years back. Did anything ever become of that? I'm real interested in translating Goemon games!
Title: Re: KingMike's Translation projects.
Post by: caninis on June 07, 2013, 11:54:01 pm
SNES goemon games have definitely been one of the bigger oversights in the translation community

A popular franchise in the western world, many want to play, however finding even a rudimentary english patch for those games is impossible

More people would appreciate a release of that, over a patch for some obscure Japanese game that was even niche in Japan
Title: Re: KingMike's Translation projects.
Post by: KingMike on June 08, 2013, 01:48:29 pm
It was only like a day's effort.
And it does seem to be niche. Looks like even some Japanese sites, known for keeping track of release dates consistently, can't decide the date on this one :D (May 7th or the 17th?)
Title: Re: KingMike's Translation projects.
Post by: skyrunner14 on June 08, 2013, 04:47:16 pm
As long as someone's asking about games you're working on, how is Maka Maka coming along? Last thing I heard, the hacking was still giving you a lot of trouble, right?
Title: Re: KingMike's Translation projects.
Post by: caninis on June 08, 2013, 08:33:22 pm
It was only like a day's effort.
And it does seem to be niche. Looks like even some Japanese sites, known for keeping track of release dates consistently, can't decide the date on this one :D (May 7th or the 17th?)

oh KingMike, I was just speaking in general (priorities of translations); not about this particular effort

Palamedes looks to be quite simple & fun
Title: Re: KingMike's Translation projects.
Post by: Torbjorn on June 08, 2013, 09:46:15 pm
Well if you found out as much about Goemon in a days effort you could hopefully have it all figured out with a proper script dump soon enough if you decide to look into it more. Let me know if you do ;)

BTW You(KingMike) mentioned in my intro post you have some games ready for translation. What are they? I'm really looking to translate stuff right now. I would, however, prefer 16-bit era and beyond because most 8 bit games just aren't big enough to feel like an accomplishment on my translation resume(I make exceptions for the Goemon Gaiden games on Famicom if those were available though!).
Title: Re: KingMike's Translation projects.
Post by: SolarBoyMatt on July 04, 2013, 09:26:25 pm
As long as someone's asking about games you're working on, how is Maka Maka coming along? Last thing I heard, the hacking was still giving you a lot of trouble, right?

I'm also genuinely interested in the state of this translation too. I'm really looking forward to it if it's still going to happen, and I've been waiting on it before I replay the game.
Title: Re: KingMike's Translation projects.
Post by: trap15 on December 17, 2013, 08:15:30 am
I'm also genuinely interested in the state of this translation too. I'm really looking forward to it if it's still going to happen, and I've been waiting on it before I replay the game.
Maybe a bit absurd of a bump, but I'm seriously curious about this as well. If you're no longer interested in working on it, KingMike, I have been considering doing this myself. It'd be helpful to get your tools (and/or the translated script) if this is the case.
Title: Re: KingMike's Translation projects.
Post by: KingMike on December 18, 2013, 12:42:36 am
Yes, that is one I need to work on.

Got to get over my video editing dread and finish recording Light of Indra.

As I recall, Maka-maka, Milky Way Trio (aka Ginga no Sannin/Earth Fighter Raizer Famicom version) and 3x3 Eyes are the longest outstanding translations.
... and Galaxy Odyssey (though I don't know if anyone even remembers that one).
Title: Re: KingMike's Translation projects.
Post by: trap15 on December 18, 2013, 01:51:08 pm
Well, as I said, if you want help or are no longer interested in finishing it, I think I'm up to the task. I just want that dang game translated already :D
Title: Re: KingMike's Translation projects.
Post by: KingMike on December 18, 2013, 04:39:27 pm
Still interested and, putting the cart way before the horse, might be interested in its spiritual successor (as in, weird-looking RPG by the same developer), Day of the Idea.
Title: Re: KingMike's Translation projects.
Post by: trap15 on December 18, 2013, 04:49:19 pm
I was interested in that one as well, but I think we're on the same mental track as far as this goes.
Title: Re: KingMike's Translation projects.
Post by: Pennywise on December 18, 2013, 05:15:01 pm
I recall Galaxy Odyssey is an FDS RPG and that you had some space issues. Honestly, I find hacking the FDS to be pain in the ass, so I don't blame you for not working on it.
Title: Re: KingMike's Translation projects.
Post by: trap15 on December 18, 2013, 05:17:48 pm
Having hacked on some FDS stuff before, I'd have to agree that it's a very painful target for any project.
Title: Re: KingMike's Translation projects.
Post by: KingMike on December 19, 2013, 09:19:30 pm
I recall Galaxy Odyssey is an FDS RPG and that you had some space issues. Honestly, I find hacking the FDS to be pain in the ass, so I don't blame you for not working on it.

I think I had to settle for DTE. It seemed like I found enough space at various "holes" in the data files. Was able to at least finish the first world (planets A-E) with no issues.
It does get kind of repetitive after awhile, because you have to play these shooting segments to grind oxygen so you can survive on the actual planets (when you run out of oxygen, you will begin to lose health periodically. At least you're able to remove call your ship to bail out as you're about to die.)

Would be nice but I really doubt anyone is going to want to translate the 100-page background story in the manual. (I think one of the hints references one page of that, so at some point I guess I'd to request that much. Then again, it might have just been referring to the game's fictional written language, of which there is a kana chart in the manual, as well as a dictionary. I've probably at some point translated that.)
Title: Re: KingMike's Translation projects.
Post by: KingMike on May 24, 2014, 11:44:56 pm
Awhile ago, I found an old floppy disk with some source code to my word-wrap hack for Kaiju Monogatari. I fixed it up a bit into a doc, but as I have no working homepage on the Internet, I have posted it here.

I don't know if it's the final bugtested code or not. For NES, I pretty much write the ASM in a file for planning but insert the raw hex into the ROM. I test and debug in raw hex but may not update my doc. (for SNES, I have used xkas, so I have to fix the ASM source on those.)
I recall at one point I had a version that supported line wrap and the original scrolling method, but I lost in when I replaced my HDD.
I ended up with an uglier version that didn't scroll and would overwrite the old text and then fill out the rest of the window with spaces.

I found a backup ROM on the disk, but apparently that has corrupted in the decade or so since it was written.
Code: [Select]
WordWrapIndex = $E9 Position in the buffer where the text that needs wrapping is
BufferRead = $EA (16-bit) Text window buffer read position for moves
BufferWrite = $EC (16-bit) Text window buffer write position for moves
MoveLength = $EE

TextBufferIndex = $0163 Position to next insert text in buffer

TextBuffer = $04A0 (64 bytes. In the original game it was 16-char x 4 lines
in the translation it is (24 char + 8 overflow) x 3 lines
I think the first line of a string might have been limited by 1 less character
as a "stop" marker at the beginning for when the game scrolls the text window up.)

This routine expects that text in the RAM buffer will be formatted as such:

 AAAAAAAAAAAAAAAA
 AAAAAAAA........
 BBBBBBBBBBBBBBBB
 BBBBBBBB........
 CCCCCCCCCCCCCCCC
 CCCCCCCC........

 Where A, B and C are lines A, B and C on the screen. (24 char by 3 lines)

 If it isn't, then it will detect the start of the word and shift that and everything else down.

Character map:
$FB Toggles Auto-line break
$FC The original game's space code
$FD Do word wrap
$FE New space code
$FF End of text code

lda MoveLength
bne ScrollRoutine
ldx #$00 ;text buffer index 0
CheckFormats:
lda TextBuffer,x
cmp #$FF ;end string flag
beq EndFormatAdjust
cmp #$FD ;line break flag
beq DoWordWrap
cmp #$FB ;auto-break flag toggle
beq UseScrollingText
inx
cpx #$60
bne CheckFormats
stx TextBufferIndex
EndFormatAdjust:
rts

UseScrollingText:
lda #$FE ;replace Scroll Toggle flag with hard-space
sta TextBuffer,x
inx
lda MoveLength
beq SetScrollFlagOn
lda #$00
sta MoveLength
beq CheckFormats ;a=0, so this will branch always to CheckFormats, next iteration of loop
SetScrollFlagOn:
lda #$01
sta MoveLength
bne CheckFormats ;a=1, so this will branch always to the the next iteration of the loop

DoWordWrap:
lda #$FE
sta TextBuffer,x ;replace line break with hard space
lda TextBuffer+0x19 ;check if character 25 of line 1 is hard-space already
cmp #$FE
beq CheckLine1B ;if it is, skip wrapping line 1
ldx #$19
jsr WordWrap
beq WrapLine2
CheckLine1B:
lda TextBuffer+0x1A
cmp #$FE
beq WrapLine2
ldx #$1A
jsr WordWrap
WrapLine2:
lda TextBuffer+0x39
cmp #$FE
beq CheckLine2B
ldx #$39
jsr WordWrap
beq EndWordWrap
CheckLine2B:
lda TextBuffer+0x3A
cmp #$FE
beq EndWordWrap
ldx #$3A
jsr WordWrap
EndWordWrap:
rts

WordWrap:
lda TextBuffer,x
cmp #$FE ;check if we have a hard space
beq CheckForEOL
dex
bne WordWrap ;keep going back until we find the last hard-space
beq EndFormatAdjust ;if we get to the start of the window, stop

CheckForEOL:
txa
pha ;backup index of space
lda #$00
sta MoveLength ;initialize Move Length
FindEOL:
inx
txa
and #$1F
beq MoveText ;if the text spilled over a line, then we need to break it
lda TextBuffer,x
cmp #$FE ;current text byte a space? Check if it's the EOL.
beq IsItEOL
inc MoveLength
bne FindEOL ;since text buffer isn't 256 chars long, we can use this as branch always

IsItEOL:
inx
lda TextBuffer,x
cmp #$FE
beq MoveText ;assuming 2 spaces in a row is probably an EOL. Move all text forward MoveLength bytes
inc MoveLength ;it wasn't, so let's assume a space and continue checking
dex
bne FindEOL

MoveText:
pla ;retrieve index of space character
sta WordWrapIndex
and #$60 ;A = start of line index is on
clc
adc #$C0 ;convert to address in buffer
tay ;Y = index of beginning of line with space
ldx #$00
lda #$FF
sta BufferWrite ;Write to $04FF (last byte of buffer)
sec
sbc MoveLength
sta BufferRead ;Read from $04FF - MoveLength
lda #04
sta BufferWrite+1
sta BufferRead+1 ;setting the high bytes of the pointers
MoveTextLoop:
lda (BufferRead,x)
sta (BufferWrite,x)
dec BufferRead
dec BufferWrite ;transfer string backwards
cpy BufferRead
bcs MoveTextLoop ;repeat until we've copied through the current line

inc BufferRead
lda BufferRead
sta BufferWrite ;we're going to insert text and the current point
lda WordWrapIndex
clc
adc #$A0 ;low byte of address of TextBuffer
sta BufferRead ;set read position to where the text is that needs to be word-wrapped
WriteWrapText:
lda (BufferRead,x)
sta (BufferWrite,x)
lda #$FE
sta (BufferRead,x) ;now let's delete the string
inc BufferRead
inc BufferWrite
dec MoveLength
lda MoveLength
bne WriteWrapText
rts
Title: Re: KingMike's Translation projects.
Post by: Pennywise on May 25, 2014, 01:13:41 am
Just out curiosity, but whatever happened to The Light of Indra? I recall you were playtesting it and recording videos of it several months ago and nothing since.
Title: Re: KingMike's Translation projects.
Post by: KingMike on September 22, 2014, 03:05:19 pm
First got bit by the Pokemon bug after TPP.
Lately I've been tackling another game I've actually been after since I started translations. It's going to sound really silly and I know it's pretty much obsolete but I've wanted to see the SNES RPG Makers. I think I can handle it but this game is quite insane to hack.
I'm probably going to release an RPGM1 patch when I have everything but the sample game dialogue done (as that is going to be an effort on its own to insert, I think).
I got a font inserter mostly done (it works but I think I have repointing issues somewhere), though I used the KanjiHack tile viewer (Naga) to verify my data decoding was correct. Beyond that, I can say no involvement with that patch. :)

But once I get more progress on that, I think I'm going to pick up Monster Maker III as a part of an experimental idea I have going.
Title: Re: KingMike's Translation projects.
Post by: skyrunner14 on September 22, 2014, 11:02:45 pm
I'm just glad to hear/read that Maka Maka is still going to happen at some point. I've been following any tidbits I could find about that particular project since late middle school... man, I'm old. I recall you typing somewhere at some point that you were looking into/considering making two different versions of the patch (one that just translates the game, leaving the bugs intact, and one that's both in English and functional as intended). I'd personally love to see that come to fruition, as I'm a pretty big fan of the game and would love to play it as the designers originally intended it, but I'd be happy with just the translation at this point. At the very least, I'd love to see the credits fixed so we can finally see the people who worked on the game...
Title: Re: KingMike's Translation projects.
Post by: KingMike on December 11, 2014, 04:12:01 pm
Since I last posted, had Akuma-kun hacking done.
I guess I will need to use my crappy drawing skills to try to get the title hacked.
Also, same for Castle Ayakashi for the Game Boy.

Most recent thing I started doing was to take up tashi's abandoned Casper SFC translation.
I made a font and script dumper/inserter. (I know he used Atlas, but I guess I kind of like to reinvent the wheel :D ). Good practice, though.
Kind of deciding for this translation if I should try to hack the 8x16 to use a dual-line 8x8, especially as it seems the game is designed to only show one line at a time.
Though I did reduce the indent from 6 tiles to 2 (to avoid the overscan area, which isn't really necessary these days but I feel it still looks a bit more "authentic").
I also changed the text encoding to single-byte and added DTE on top of it be overkill-sure that ROM space for the text won't be an issue. :D
Haven't checked on the graphic cutscenes (which was the reason tashi stopped), but I'm sure it shouldn't be too much of a problem. Strange the text was duplicated in the main text but was unused.
Title: Re: KingMike's Translation projects.
Post by: stahl on December 17, 2014, 05:38:49 pm
Hi Mike,

Are you still working on Momotarou Densetsu Gaiden?  I believe you mentioned upon release of the first game that you were working on this.
Title: Re: KingMike's Translation projects.
Post by: KingMike on December 18, 2014, 12:02:31 pm
That's right. I need to get back to playing that. Was playing through the FC version before getting stuck in a place.
Will probably do that version (even I don't think ROM expansion is an option for that one, as it's already 512K which is the limit for MMC3).
Title: Re: KingMike's Translation projects.
Post by: Pennywise on December 18, 2014, 10:01:52 pm
Having worked on and looked at a few games that have a 512K ROM that couldn't be expanded, I can say that they all had some free space so a translation wouldn't be butchered. Also since I was curious, I looked at Momo Gaiden and see that there is some free space at the end of the fixed bank and quite a bit of unused space in the ROM. I wouldn't consider the lack of expansion a hindrance to a potential translation.
Title: Re: KingMike's Translation projects.
Post by: KingMike on December 19, 2014, 04:07:22 pm
Now I think I recall. Probably got frustrated and put aside the game a bit then got busy with other stuff and didn't come back. Will later.
One pretty bad bug, I assume, is the game getting pretty much deadlocked on the status paralysis. (I see this sorta hadn't been addressed since the first game. I mean, freeze status was basically the same thing. But then I got a guy healing me every turn so even dying isn't happening.)
I would have to wonder if the game could be hacked to nerf that or at least put it prevent it from stunlocking the game.
Title: Re: KingMike's Translation projects.
Post by: Mr. Jolt on December 21, 2014, 07:08:02 am
Just asking, how are you translating all these ROMs if there's not even an utility for text editor and such?
Title: Re: KingMike's Translation projects.
Post by: KingMike on January 03, 2015, 12:40:46 am
Been working on editing the last Indra video (seems I never did while I had Windows XP).
Trying to edit using Windows Movie Maker 8. And realizing as usual, MS screwed up.
Seems as soon as I click the Split video button, half my commentary track immediately disappears. I think I might've once stumbled upon the right combination of clicks to make it not break.
Unless there's some good free editor, I don't know.
I guess I'll try doing two editing passes (one to merge the edited commentary into the game video, and another to actually cut stuff)
Title: Re: KingMike's Translation projects.
Post by: SunGodPortal on January 04, 2015, 12:55:24 am
Hey KingMike. While looking at the games on the list of translation requests it said you were working on Battle Zeque Den and GS Mikami. They're both pretty cool games. What's the status on these? I couldn't seem to find any info regarding these projects other than outdated posts from this forum.
Title: Re: KingMike's Translation projects.
Post by: KingMike on March 11, 2015, 02:03:11 pm
Probably not the best place but I don't know if it's quite own-thread worthy.

So I set up a stream and had begun a pretty crappy attempt to play Chrono Trigger in Japanese.
Not sure why it just randomly locked up. SNES9x (1.53) bug probably, as I rewatched the footage and noticed the music didn't restart.
I guess the game doesn't tolerate playing like an idiot! :D
https://www.youtube.com/watch?v=8n8t_TNyVgc

Yesterday, stream interrupted by Comcast guy.
Today, random freezing.
(though I reloaded the game in the same emu and it played fine, so I'll probably continue later)
Title: Re: KingMike's Translation projects.
Post by: KingMike on July 02, 2015, 02:22:30 am
Took a look again at City Adventure Touch for the Famicom, seeing my old notes.
Hopefully it shouldn't be too difficult to work.

I'm sure it's based on something, but it was an early Famicom action-adventure-beat-em-up by Compile.
I remember feeling a bit of a burnout trying to map as much as I could without being able to find progress.

Look at the script, it's about 10K (though it looks like fairly simple text, at least what I can read) if there's anyone interested?
Title: Re: KingMike's Translation projects.
Post by: KingMike on August 15, 2015, 03:33:56 pm
Lately pushing through with doing a heavily machine-assisted translation of Jungle Wars (don't intend to use that as a release translation, mostly a placeholder than anything).

Also, doing more time playing Space Hunter for Famicom to get the context of texts for translation. (once I have everything then it should be pretty quick to finish. Though I recall there being a bit of story in the manual I would probably make an effort at translation after that)
I remember what the problem was before: this game might have one of the worst default weapons ever. Time bombs that activate whenever the hell they feel like it.  >:( Often whenever it's inconvenient for you. :P
So, each weapon uses some amount of "Power" but can only be used  if you have a certain amount of Power (like the Heart Beam costs 3 Power for shot but only works if you have at least 120 remaining. And it overflows after 255, so I guess you have to then waste some when you get close.)
I'm thinking a bit of save-state abuse might be warranted (especially since the game lets you get a password at any time). Took me several tries to beat the second boss, and then after a boss it sets off a time-bomb for the planet and you have to escape quick, without even getting a life refill. So it's possible to beat the boss then die seconds later flying into an enemy. At which point it's back to the title screen for you (re-enter the password to play again. Remember AVGN's Frankenstein rant?  ;D )
Title: Re: KingMike's Translation projects.
Post by: Zynk on August 15, 2015, 11:28:49 pm
KingMike, have you hacked it yet? Did you know that when you change the texts (or even dot a single pixel), the palettes of the game gets jumbled. I though its an easy project, but with that hacking bug I just dropped it. It would be a nice alt Roll-chan game too  :D
Title: Re: KingMike's Translation projects.
Post by: Pennywise on August 15, 2015, 11:32:48 pm
That's not a bug Zynk. It's an error resulting from an incorrect header value. IIRC, most emulators have a checksum for the game and soft patch the header error, but when you alter a single byte, the checksum changes and the game uses the incorrect header value. Thus resulting in bugginess. Once upon a time, I myself toyed with translating the game.
Title: Re: KingMike's Translation projects.
Post by: cccmar on March 04, 2016, 11:54:39 am
Took a look again at City Adventure Touch for the Famicom, seeing my old notes.
Hopefully it shouldn't be too difficult to work.

I'm sure it's based on something, but it was an early Famicom action-adventure-beat-em-up by Compile.
I remember feeling a bit of a burnout trying to map as much as I could without being able to find progress.

Look at the script, it's about 10K (though it looks like fairly simple text, at least what I can read) if there's anyone interested?

It is actually based on a manga called - get this - Touch. :D This game doesn't seem to bear any resemblance to it whatsoever, at least from what I can recall. It always bugged me... why bother obtaining rights to some property if you are not going to use them in any meaningful way? Reminds me kinda of Monty on the Run or that weird Star Wars game. Your projects always seem quite unorthodox. :) Have you made any headway? Good luck with that. :)
Title: Re: KingMike's Translation projects.
Post by: KingMike on September 14, 2016, 11:18:26 pm
I can remember one of my earliest posts on The Whirlpool forum "What's the best way to dump a non-sequential script?" after struggling to dump RPG Maker: Super Dante's sample game.

Answer: come back in like 15 years after learning how to ROM hack better. ;D

I have now figured out the map and scenario data format, and have a dumper able to rip those from the SRAM (though it would be no problem to rip from the ROM).
With those, over 75% of the SRAM is mapped out. Hope the remaining 25% will be easier.

Probably the most significant thing is that it should be possible to dump and translate (once I get the inserter done, which may be awhile) the Satellaview games, etc.
Title: Re: KingMike's Translation projects.
Post by: Asaki on September 23, 2016, 10:18:41 am
Were you the one who was going to translate Dragon Ball? (Dragon Power)

The old translation doesn't work on real hardware (no surprise), so I tried hacking the original graphics back into the US ROM...but any tiny alteration to the file completely glitches the game =)

I don't know why I like the game, though, it's so bad.
Title: Re: KingMike's Translation projects.
Post by: Pennywise on September 23, 2016, 05:12:06 pm
I was working on translating Dragon Ball and it was mostly translated. One of the biggest hurdles was screen space for text, so I decided to add more text pointers to the game to add more screens of text and I was successful, but there were lingering issues with event programming I hadn't figured. Anyhow, the project got way too complex for my likes and I stopped working on it.  Not really fond of the game, so I probably won't work on it unless I have nothing else to do.
Title: Re: KingMike's Translation projects.
Post by: KingMike on January 12, 2017, 01:54:45 am
I had basically finished up working on the Turbo File menus of RPG Maker.
I had a couple cosmetic issues, that may have to stay.
It looks like no$sns is the only emulator to support the TF.
no$sns seems to lack a trace logger (I'm not clicking a billion instructions one at a time through the bytecode interpreter) or even a data access breakpoint system (only code execution breakpoints).
Title: Re: KingMike's Translation projects.
Post by: NoOneee on January 12, 2017, 01:55:14 pm
I had basically finished up working on the Turbo File menus of RPG Maker.
I had a couple cosmetic issues, that may have to stay.
It looks like no$sns is the only emulator to support the TF.
no$sns seems to lack a trace logger (I'm not clicking a billion instructions one at a time through the bytecode interpreter) or even a data access breakpoint system (only code execution breakpoints).
There is a trace logger in no$sns. Go to options, debugger setup. Set "TTY Debug Message Limit" to something like "Overwrite log after 100MB".
Then open the TTY Debug Window ("Window", "Debug Message Window") and "Enable", "Main CPU Tracelog". You can copy the output to a notepad.
Title: Re: KingMike's Translation projects.
Post by: KingMike on April 22, 2017, 12:36:39 pm
Taking another look at one of my earliest translations, Shiseiki Odysselya.
Finally confirmed my decompression code is correct (creates data matching a savestate rip).
Now for the recompression, looks mostly correct except I think the LZ range is only odd amounts 3-33. (the ASM does an AND #$001E before doing the usual +3 to the run length, causing the first to be an even number 0-30)

But there's still going to be more to do since the text is probably using some kind of script language.

Don't worry once I manage to get this translated, a proto of the canceled US version is sure to turn up.  ;D
Although according to Nintendo Power, the translation was probably terrible anyways.
Title: Re: KingMike's Translation projects.
Post by: Nightcrawler on April 22, 2017, 02:36:03 pm
Thank goodness! I've been waiting since I was promised this for March 1994! :crazy: As is typical for me, I can't help but like Shinseiki Odysselya II much better though. I've got a folder sitting around with early prodding on that one. If you hit anything you can't figure out, let me know. These false promises of old need to be set right! 

(http://www.romhacking.net/scratchpad/LostMission.png)
Title: Re: KingMike's Translation projects.
Post by: Grungi on May 30, 2017, 05:12:54 am
Lately pushing through with doing a heavily machine-assisted translation of Jungle Wars (don't intend to use that as a release translation, mostly a placeholder than anything).

Hey! I'm new around here but this is one of the only mentions of an ongoing hack of that game I managed to find! Did you continue working on it? I had started an in-place translation as a project to improve my Japanese , but I think trying to fit a translation in the original space is pretty futile, so I've been diving into trying to figure out how the game points to text and try and remap it.

As far as I could see, there is no easily discernable table of pointers, is that your experience as well ? Any idea on how one should try and figure out how the game look for the text strings? I've been staring at assembly code in BGB for a while but I can't seem to find a way to find out.

Thanks in advance !
Title: Re: KingMike's Translation projects.
Post by: KingMike on May 31, 2017, 09:52:13 am
I'm still going through it, though perhaps trying to do too many games at once.

The pointers are mostly hard-coded in the ASM. No easy way to find them.
Title: Re: KingMike's Translation projects.
Post by: aqualung on June 03, 2017, 07:50:41 am
It would be a dream to be able to play Jungle Wars in English someday. It was the first JRPG I managed to play from start to finish in Japanese back in my pre-teenage days (of course, without understanding a single word).

I've tried to play it again with the limited knowledge of Japanese that I have today, but it's still not enough to fully enjoy it.

Te snes sequel looks neat, too.
Title: Re: KingMike's Translation projects.
Post by: Satoshi_Matrix on June 07, 2017, 09:45:15 am
Thank goodness! I've been waiting since I was promised this for March 1994! :crazy: As is typical for me, I can't help but like Shinseiki Odysselya II much better though. I've got a folder sitting around with early prodding on that one. If you hit anything you can't figure out, let me know. These false promises of old need to be set right! 

(http://www.romhacking.net/scratchpad/LostMission.png)

As a child of the 80s, I very much grew up with mags like Nintendo Power. Looking back, I still don't really understand why they would list to the consumer the number of megs (as in, megabits just to make it extra confusing) a game was. Who cares? Even at the time, if a game was crappy it didn't matter how many megs it was or wasn't, andeven well into the SNES/MegaDrive years many of my favorite games were on NES and GameBoy, which obviously had games with small numbers of megs.
Title: Re: KingMike's Translation projects.
Post by: aqualung on June 07, 2017, 02:50:35 pm
As a child of the 80s, I very much grew up with mags like Nintendo Power. Looking back, I still don't really understand why they would list to the consumer the number of megs (as in, megabits just to make it extra confusing) a game was. Who cares? Even at the time, if a game was crappy it didn't matter how many megs it was or wasn't, andeven well into the SNES/MegaDrive years many of my favorite games were on NES and GameBoy, which obviously had games with small numbers of megs.

I suppose it was just for marketing purposes. Some people probably would think that, the more megs in the cartridge, the better the game would be. Back in the day, a friend of mine bought the Lynx instead of the gameboy just because "lynx has a 16 bit cpu, man!" and after a while he ended up selling it (almost for peanuts) to buy a gameboy (sorry if some lynx lovers feel insulted, it's not my intention. It was a device with a lot of potential, but also some serious flaws).
Title: Re: KingMike's Translation projects.
Post by: KingMike on June 08, 2017, 02:11:32 am
Definitely marketing.

Look at Master System cover art. "What is Mega Power, and how can you have twice as much of it?"
(yes, other consoles did it too but SMS was the only one I can recall to do it regularly)

And Atari Jaguar's entire marketing was pretty much solely on its claim to be a 64-bit console (which seems to be largely debated whether that was an accurate claim)
Title: Re: KingMike's Translation projects.
Post by: Midna on June 09, 2017, 01:27:40 am
And Atari Jaguar's entire marketing was pretty much solely on its claim to be a 64-bit console (which seems to be largely debated whether that was an accurate claim)

As I recall, it was a 32-bit console with two processors, and the advertising department figured that 32 + 32 = 64 and marketed it accordingly.
Title: Re: KingMike's Translation projects.
Post by: KingMike on July 24, 2017, 06:12:46 pm
Well, my first blind playthrough of a Japanese RPG, with no translation or FAQs or anything, is done.
Crimson for the MSX. I have basically all the text translated with machine assistance.
I don't know if anybody wants to look over my translation.
The script dump is about 19KB, which seems to be all in-game text, minus the enemy names.
The rest is just the start text and the ending.
(this is the sort of game with very shallow text, with most places only having a few NPCs with a couple lines of text)
A pretty decent game for being a fairly early DQ-type game, though nothing really amazing. As I posted on D-D already, the one downpoint is RNG being a determining factor in battles, especially against enemies you're not overleveled against.

I will begin looking at hacking the text.

I have written an FAQ.
Title: Re: KingMike's Translation projects.
Post by: KingMike on July 31, 2017, 07:06:55 pm
Since I haven't worked on them in awhile, I think I'll just throw my beta progress on Indra, Akuma-kun and Castle Ayakashi onto the site.

If I recall the first two were finished minus some stuff like bad name translations, the latter lacking a title screen (someone had released another patch called Doman's Revenge) but otherwise complete.

I was about to release the Akuma-kun patch until I discovered a last-minute problem.
It seems that, at the beginning of the game, trying to add Pixie to the party causes the game to freeze.
It does not freeze when I selected it after I used a password to go to my final save position.
Possibly an IRQ firing before the first IRQ finishes and it somehow overwrites the PRG bank mirror with an invalid value causing it to jump to garbage, but it's strange that it seems to only happen with Pixie and only in that one situation.
I have also included an earlier beta from when it doesn't happen (though it looks like text wasn't translated which could be the reason).

http://www.mediafire.com/file/5fku2fccianwilm/akumabetatranslation.zip
Including a half-finished readme exposing I was using my Ayakashi readme as a template. :D

Password of my final save position
Spoiler:
(http://i.imgur.com/mi1TqoJ.png)

Also, who did the title hack again on this? I think I remember but I want to be sure so I can credit them.
I can't find it on my thread or the title screens thread, which is where I thought it would be, nor do I seem to have it in my email if it was sent that way.
Title: Re: KingMike's Translation projects.
Post by: cccmar on August 04, 2017, 09:31:00 am
Hello, I checked Akuma-kun and managed to beat it (thanks to your pass I didn't have to grind at the end - it's a fairly short game anyway). It seems that this bug you mentioned only keeps happening until
Spoiler:
you acquire items in the cave near China - it was Akuma's Corkscrew for me specifically.
Your diagnosis seems to be correct, as it never happens anywhere else/again after that bit is over.

I also made quite a few screenshots and sent them your way, along with a Wordpad file filled with suggestions, in case you wanted to improve the script somewhat. :) I haven't checked all the item/spell descriptions in-depth, I will likely return to those during the weekend. I may have missed something, naturally, but hopefully this will help you somehow with the project. I didn't know what the limitations were, but I tried to use as few words as possible, just in case. :D Sometimes I couldn't get the context fully (I know some Japanese, but it was the first time I played this game, so I couldn't compare it in any way), and I wasn't 100% sure about some suggestions. Either way, I hope the project goes well.

EDIT: Found some more stuff as well, in addition to what I had sent already, I just need to organize the next batch of files somewhat. I checked all the item/spell descriptions I stumbled upon, too. I intend to rewatch some parts of the show, in order to check how many of the names appeared therein. Either way, it's curious that this seems to be literally the only game based on that license. :)
Title: Re: KingMike's Translation projects.
Post by: motke on August 05, 2017, 11:24:52 pm
Thanks for these patches! The manual expansion of Indra no Hikari ROM doesn't seem to work if one just follows the instructions in the readme verbatim. That's because the uploaded IPS patch doesn't alter byte 4 of iNES header (size of PRG ROM) correctly. Maybe just a stupid nitpick on my side, I dunno.
Title: Re: KingMike's Translation projects.
Post by: Heaven Piercing Man on August 06, 2017, 02:44:12 pm
Definitely marketing.

Look at Master System cover art. "What is Mega Power, and how can you have twice as much of it?"
(yes, other consoles did it too but SMS was the only one I can recall to do it regularly)

And Atari Jaguar's entire marketing was pretty much solely on its claim to be a 64-bit console (which seems to be largely debated whether that was an accurate claim)

Blast Processing? Heh, the "bit wars"? I remember explaining my parents why I wanted a SNES even though I had a NES.

"Because it's, it's 16 bits!"
Title: Re: KingMike's Translation projects.
Post by: releasethedogs on August 08, 2017, 02:31:39 am
As a child of the 80s, I very much grew up with mags like Nintendo Power. Looking back, I still don't really understand why they would list to the consumer the number of megs (as in, megabits just to make it extra confusing) a game was. Who cares? Even at the time, if a game was crappy it didn't matter how many megs it was or wasn't, andeven well into the SNES/MegaDrive years many of my favorite games were on NES and GameBoy, which obviously had games with small numbers of megs.
This is weird. I remember reading that in Nintendo Power as a kid.
Title: Re: KingMike's Translation projects.
Post by: KingMike on August 10, 2017, 12:28:03 am
Another game I've been working on is Crimson for MSX2.
I have fully dumped the script and I've got at least a machine translation all written up for a starting patch.
I'm looking into the technical parts.
I think I got all the pointers detected (it's a game with pointers largely buried within code but I wrote a program to seek out the most of the pointers from code and manually detected the others. Only about three lines I couldn't find pointers but I think they may not be used anyways so perhaps they don't have pointers.
Been reading up on MSX stuff and I think I've got the text routine basically fully documented. The various text routines seem to all use the same core, maybe only the final ending screen is different, I haven't looked at it yet.

Though once I managed to get the VRAM dumped, I found that despite using ASCII text codes it doesn't contain the full font.
(I was able to convert a VRAM dump to Genesis tile format so I can at least view it in WindHex to check the data.) As part of the text routine was a long part that converts text codes into font VRAM addresses.
So I guess I will have to figure out how the font is stored in the ROM and change it after all.

It might even be feasible to do a VWF on this, but I think I'll worry about polishing like that later.

One thing I do think about has to do with the "laser" printing animation the game does. It looks kind of cool but at the same time I'm thinking about removing it. Battles are pretty slow paced in this game due to being terribly RNG-dependent. And I'm sure the animation is slowing it down further. But I know that sort of thing should be an optional "turbo" hack afterwards if I can be done as easily as I suspect it can be now.
Title: Re: KingMike's Translation projects.
Post by: Mattiac on August 12, 2017, 04:38:18 pm
KingMike-san, have you considered translating Lady Stalker for SNES? :angel:
Title: Re: KingMike's Translation projects.
Post by: KingMike on August 25, 2017, 02:47:22 pm
A couple other GB RPG games I started looking into as well, hoping they fall into "relatively small" games.
Monster Maker 1 (maybe in the side of working through 3) and "Legend".

I only looked into MM1 after finding I had downloaded some NoA sales book from some site years ago and found the game had an announced but unreleased localization called Monster Master.
Though it describes itself as a "card" game. And after a bit of playing, I'd say, yes, 3 was definitely the odd one out in that it was a more typical JRPG and certainly more plot development.

On the other end of progress, getting to the last bit of text-insertion stuff I need to work on to get the GUIs finished in RPG Maker. Then I get on finalizing the menus before leaving myself the very last piece of translation needed: the sample game story block. I had completed dumping it last year but writing an inserter for it will be the final major part.
Title: Re: KingMike's Translation projects.
Post by: cccmar on August 25, 2017, 03:00:39 pm
A couple other GB RPG games I started looking into as well, hoping they fall into "relatively small" games.
Monster Maker 1 (maybe in the side of working through 3) and "Legend".

I only looked into MM1 after finding I had downloaded some NoA sales book from some site years ago and found the game had an announced but unreleased localization called Monster Master.
Though it describes itself as a "card" game. And after a bit of playing, I'd say, yes, 3 was definitely the odd one out in that it was a more typical JRPG and certainly more plot development.

There was also a spin-off Famicom Monster Maker game, wasn't there? I recall trying that one out a couple of years back. It seemed fairly big though, and it probably is in comparison to the GB entries. The card theme was pretty interesting from what I can remember, it felt pretty much nothing like other FC JRPGs. If the GB games are similar, they're probably quite fun to play.
Title: Re: KingMike's Translation projects.
Post by: KingMike on September 03, 2017, 01:37:39 am
So far the first GB Monster Maker game has been a rather frustrating game. I'm not sure it's the good or the bad kind of challenging. (it is the sort of game where your characters miss a lot and enemies can one-shot your party when they feel like it)

The magic system is rather backwards. You effectively have to plan while you're in town how you want to spend your MP for the next dungeon. That is, you need to spend MP to buy spell cards from a spell shop (which seem to have a bigger limit, I'm not sure if there's a finite limit but I imagine so. I know for items you're limited to six item cards per character). Spellcasters can only regain the spent MP by using the cards and then having the party rest at an inn.
However, the inn is another bit of an inconvenience.
See, you have your main player character that you select at the start of the game. Then you can hire up to two companions. (there are four party member slots, but I wonder if slot 4 is specifically reserved for events, such as one dungeon where you get a story PC for the dungeon) But when you rest at an inn, your hired members split and you need to pay again to get them to rejoin (when they rejoin, they recover the MP of consumed spell cards. Or more likely it recovers MP then deducts the value of remaining cards in hand, as inventory is retained). Though money isn't terribly hard to farm in this game so it's more of a nuisance.
At the least the GB game has been the type to let you keep progress after failing, warping back to town and losing half your money.

It's looking the NES game as well allows only your main character (or 2 characters in the NES?) to level-up. And even then, level-ups only happen at events (like defeating bosses).

Again, MM3 goes the normal JRPG route, ditching the card theme and allowing all characters to gain EXP and level-up the standard way. Though it is seeming like characters do reappear between games (even the board game spinoff that I'd also like to do sometime. I had gotten as far as a half-working VWF.)
Title: Re: KingMike's Translation projects.
Post by: KingMike on October 31, 2017, 05:19:56 pm
I spent way too long looking into fixing a minor issue while translating the scenario creation menus in RPG Maker.
Turns out there are two event printing functions.

One that is used in the "preview" on the menu where you set sprites, etc.
There it will print the first three events in a one-line format.
My biggest hurdle has been editing Message events to have an extra line (to display the "Message:" tag on its own line
to give all dialogue lines the full width to print).

The last issue I was having was being able to move the cursor off the screen after deleting an event... and it turns out to be an original game bug!
I have the capability to simply prevent the player from moving the cursor in this detected glitch state, forcing them to move it back into a non-glitch position to work around the glitch. But I wonder if it can be fixed.

So, to demo in the game.
In the Sample Game, the test is Map 0 (the Yggdrasil Tree), top-most event.
Choose to edit the event and scroll down to display event 13 (a message). It will only partially display (which I found out is using the "preview" version of the message print function when it detects the full message can't print, rather than the "full" print function).
Scroll back up to event 6, so that only the first line of 13 fits on screen.
Scroll back down to 12, and then delete it (first option of the R Menu). The cursor will be on event 12 (formerly #13, which still can't fully fit on screen).
So now the cursor is on event 7 of the on-screen events. But in RAM it has recorded that only 6 events could fit on screen fully. My guess is that is why it doesn't scroll the events list when moving the cursor like it normally would.

https://i.imgur.com/eVcuOID.png
First menu image, the cursor was just off flashing but the last one it is actually off-screen.
Title: Re: KingMike's Translation projects.
Post by: KingMike on December 20, 2017, 03:03:44 pm
Well, last week I reached a milestone in RPG Maker: all editor and game GUI text translated.
So I had finally reached the last major obstacle: the sample game scenario inserter needs to be written.

I recall a last few bits after that like some touchup on the Turbo File menus and the title screen, but those are pretty low priority.
With the scenario inserter, I'm going to try to make it thorough on error-checking so it can maybe (with the dumper) even be re-used to translate the Satellaview quests (when a combined with a tool on Satellablog which can rip the Satellaview game data and insert to a standard game ROM). The ones I know of are Jewel of Live and Cock-a-doodle.
Title: Re: KingMike's Translation projects.
Post by: KingMike on September 01, 2018, 01:30:14 am
Been so long since I updated.

RPG Maker 1 since basically finished. Sample game fully playable, Turbo File menus quickly tested and working. (don't know about the more esoteric error messages that probably won't show up in emulation, like corrupted file or dead batteries).
Title screen not translated but that's it. Compression itself is pretty standard, it's just odd that they stored tiles flipped or rotated and I'd kind of like to look at how, for completion sake.

I have hopefully just finished the last of the ASM hacking I needed to do on Crimson.
Got all of what I think needed done to it: graphics ripping/insertion to replace the font, DTE, VWF. I even fixed up the laser-line printing effect I'm still not sure about keeping (it prints the correct pixel length now, based on the DTE and VWF). All in and seem to be working fine (as though the game has several text routines, they seem to all funnel into the one core print routine I modded.) Now it is the actually translation. I have a machine-aided translation I can put in (though I have been studying Japanese mainly this year so hopefully in time my skill can improve but it could be a nice "first time" piece). I just need to write a script inserter but at this point I've written enough of those it shouldn't be a big deal.
Title screen needs insertion but when I get to the point, the sequel has an English title screen already that I can probably look at importing or recreating into this game.
(though if I wanted to look at the sequel later, that might be another learning step. As I'm doing the cartridge version of this game and the sequels are disk-only games. But hopefully it's kind of like the jump from NES to FDS.)
Title: Re: KingMike's Translation projects.
Post by: selodaoc on September 04, 2018, 05:25:46 pm
Hey Mike

Just wondering, did you ever get into translating Battle Zeque Den or Zig Zag cat.
Saw you mention it somewhat in another forum some years ago :P
Title: Re: KingMike's Translation projects.
Post by: releasethedogs on September 05, 2018, 12:25:37 am
I'd be ecstatic for any monster maker video game to be translated.
I have the card game and I have translated that with google translate, well translate it enough to get the main idea.
Title: Re: KingMike's Translation projects.
Post by: KingMike on September 05, 2018, 01:46:17 am
Yes, Monster Maker 1 GB is another I'll work on too as a "short" game. But I think I've already spoken on that one. Seems like another game where battle is heavily dictated by RNG, but maybe I'm just kinda dumb at the game. (still it's system of basically needing to plan your MP usage AHEAD of time is kind of backwards)

I think that is most of the MM games but 3 seems to be the one exception which plays more like a standard RPG (though just from glancing at the manual, I expect new game mechanics to show up in later chapters), possibly because I hear it was based on an anime spinoff.