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Messages - joesteve1914

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Hi everyone, I'm one of the members of the team that worked on the translation patch for Ripened Tingle's Balloon Trip of Love for the NDS
that released about a year ago (See my signature for a link to our project webpage). After taking a break from the project, we're finally trying to get an update for the patch out. All of the errors that have been reported are fixed, but there's two more things that we wanted to implement in the next patch, namely

As far as the credits go, I've managed to extract and edit the font, but I can't figure out how to change the character that is being displayed. I've poked around a bit, but unfortunately haven't been able to figure anything else out. I'm not too familiar with any advanced techniques or arm assembly so I don't even know where to start with the keyboard issue.

Something to note: every "screen" in the game (i.e. every area in the game and every menu) has a (executable?) file associated with it. These files are a custom format, have the extension .OLZ and are LZ77 compressed, and when decompressed they have the magic id of "ELF" in the header (or it might be FLE, not sure b/c of little endian). There's one for the keyboard screen and one for the credits.

I'm guessing that something in those files would have to be modified to accomplish what we want (but that's just a guess, not based on any technical findings.)

These are the last issues preventing the next version of the patch from being released, so if you can help in *any* way, we would really appreciate it! If you can help or need more info/any files to look at please reply in this thread, message me on RHDN, or email me at joesteve1914[at]gmail[dot]com

Thanks for your time!

We've learned that the current patch has a crash at the end of page 12, chapter 2. An update will be released tomorrow that fixes this, among other things. See the blog for more info -

This patch will also be based on the correctly dumped rom.

So this requires patching a bad underdumped rom from an old scene release and not a properly headered one correct?

At the moment, yes. We're working on an update that fixes some typos and translates the credits - that patch will be for a proper dump.

I did. That's why i wrote "both retroarch desmume core and standalone"

edit: ok, this is a desmume 'race condition' when you start the game from the console (also happens with the RA core).

desmume patchedrom.nds crashes with that message, start 'desmume' and open the rom from there and it starts.


It *only* happens with the patched rom for some reason though. The normal game starts from the console like that (both dumps).
My bad, I missed "standalone"  :)

I wasn't able to get xdelta3 working for Linux, but I used DeltaPatcher with wine and it worked. It boots up fine in desmume.

We hope everyone enjoys the patch :)

This is not working on desmume retroarch.

I patched ROM with crc32 5CF26E2F

as requested on the page (but i will notice that crc is from the older 'scene' dump, that is a underdumped header: )

resulting on a ROM of crc32 of 647e487b

both retroarch desmume core and standalone say something like this:
terminate called after throwing an instance of 'std::out_of_range'
  what():  basic_string::substr: __pos (which is 18446744073709551615) > this->size() (which is 5)

The rom is also 76.2 mb to the original 134.2, though i've seen other patches that do the same and work.

Am i doing something wrong here? Maybe the crc on the page is just wrong? Or maybe it was just tested in hardware...

I'm using xdelta3 on linux.
Hmm, could you try it with regular, non retroarch desmume on linux and PM me what happens? Just to eliminate the possibility that the emulator is causing this.

May I suggest not to use "beta" for versioning? It usually means something else. If it's completely translated it's complete, doesn't really matter if there are typos, you can always increase later revision number and ask for people contribution in the meantime.
Hmm, if "beta" isn't usually used for complete translations in romhacking then I guess we'll stick with regular version numbers. Thanks for the suggestion!

We have some exciting news!

The first patch is slated for a release in December 2017! (or next month, wow it's already november?)

The patch will be labeled as a beta since we're not confident in our ability to find every typo/bug ourselves, but it will be completely translated in English and be playable from beginning to end.

Is another release still planned?

That's a bummer =(

Could d-pad controls be hacked back in? I played Phantom Hourglass with an AR code that did it, but it really was very hacky. It just put the fairy at the very edge of the screen, so movement wasn't quite as precise as it could be.

Awesome to see this getting translated, though. I still need to beat the first game. Working through Spirit Tracks at the moment, CHOO CHOO.

Due to the nature of the game, this wouldn't work. It's controls are completely different than Rosy Rupeeland.

BTW someone redid the PH dpad hack and made one for ST and they're really good -

Good idea, I put an estimate in the OP :thumbsup:

Small update -

I'm excited and proud to announce that the first draft of the translated script is nearly complete! This is thanks to the hard work and amazing dedication of our translator, waldrumpus, in these last few months. This means that we're going to begin the editing process very soon, and an initial patch release should follow after that! Our plan to have a patch out by the end of 2017 is still valid, but I'm afraid that's all I can offer in terms of a planned release date :D

Anyways, we could also use some additional help with graphics. I'll just direct you here if you're interested -

Hey everyone,
I'm part of the team translating the DS game, Ripened Tingle's Balloon Trip of Love. We've been working on this project for a few years and are nearing completion on the script translation. However, the graphics part is a little behind. We're looking to bring on another graphics editor that will be able to edit graphics with Japanese text on them into English. If you don't know Japanese, you will be provided with a translation for the graphic (which will be in .png or .bmp format).

We do all of our work and communications through Slack; you will be invited to that channel if you join us.

In terms of how much work needs to be done, we have about 20-30 gui elements that need to be edited into english. We also have 44 "chapter titles" that need to be edited, as well as around 40 "badges", each of which has two graphics - one big, and one small. Here's an example of one of the chapter titles -

Even if you can only translate one group of graphics (such as the chapter titles, etc), it would be a great help.

In addition, we could also use help with extracting/inserting graphics. This would require basic knowledge of romhacking/hexadecimal editing and familiarity with the tool Crystaltile2.

If you are interested in doing one or both of these things, please send me a PM here or an email at joesteve1914(at)gmail(dot)com.


(Link to our blog if you're interested -

Newcomer's Board / Re: Advice for learning asm
« on: March 20, 2017, 09:44:52 pm »
Wow, thanks for the detailed posts! I'll be sure to look over that stuff carefully and heed your advice  ;)

Once again, thanks! I really appreciate it.

Newcomer's Board / Advice for learning asm
« on: March 19, 2017, 05:53:09 pm »
So I'm getting ready to finish up my first translation project. I'm the only hacker on the team, so I have experience with stuff like text editing, pointers, graphics editing, standard compression; that kind of stuff.
But I also needed quite a bit of help getting started. The text pointers especially were difficult since they weren't exactly pointers in the literal sense. Eventually someone figured it out and made a text editor for me. I figured out the graphical part of the game by myself though, and now I'm confident that if I moved on to a similar game that I could do all the hacking myself :)

I'd like to take it up a notch and learn asm. I'd like to translate two specific SNES rpgs in particular, but they're both going to require compressed graphic editing and implementation of a VWF.

So for anyone who knows asm and uses it for romhacking in particular, do you have any advice on how I would go about this? Is it beneficial to learn a higher level programming language first (I know none), or will I be okay starting off without knowing any? What resources would you recommend? Is there a console that it is advisable to start learning on? I'm mostly interested in SNES, but is there an easier/beginner friendlier kind of asm to learn first?

Newcomer's Board / Re: Inserting a title screen if the rom doesn't have one
« on: February 18, 2017, 10:02:06 pm »
Those BS games can be very tricky.  What emulator are you using?
bsnes plus. (It's the only emulator with a debugger that can run the rom.)

Newcomer's Board / Inserting a title screen if the rom doesn't have one
« on: February 18, 2017, 05:33:16 pm »
I've been working on a translation patch for BS Fire Emblem - Archanean War Chronicles (SNES). It have chapter 1 essentially done, so now I want to move on to my next goal - implementing a title screen, and then perhaps restoring the original CG slideshow from the original game.

It appears that this tutorial shows how to do it, but I can't seem to get it to work-

I'm making sure that I fill out the asm file correctly, but the game boots without any noticeable changes. I suspect this is because the game doesn't even have a title screen to begin with. Is it even possible to do this in that case?

Thanks. :) bookofholsety has said that he will try to have an updated version of the script ready by the end of February. And I have all the bug fixes I've worked on since the last release.

I think so. I haven't received a new list or anything yet though, so I'm not sure of the scope of changes that may come.

Yeah, I think bookofholsety is basically looking at the 2 SNES Jugdral games as "Project Naga", so even if someone else does a translation, he'll still likely want to do one of his own.

Awesome! I look forward to the final patch (it'll be my first time playing FE4! :thumbsup: ).

For anyone wondering about the new names, bookofholsety has discussed that here -

ROM Hacking Discussion / Re: Custom palette files (nds)
« on: November 12, 2016, 01:58:54 pm »
I've been messing around with the nsc files in Tinke and Crystal Tile 2, but they don't seem to be able to read them. Are there any other tools out there worth trying with?

I googled these file types and discovered that Super Mario 64 DS also appears to use these file types (or at least they have the same names).
Unfortunately the editor will only open a SM64DS rom, and will reject anything else...

I'm currently attempting to translate a DSiWare game (Too Much Tingle Pack, to be exact). As far as I know, this is the first attempt at such a project. I've managed to obtain an .nds of the game, and it runs in no$gba. However, any modification to the Nitro File System of the rom results in the game refusing to boot. Apache Thunder was kind enough to explain why this is to me here -

I've tried to figure out how to patch out these "Digest Sector Tables", but the only other place I've been able to find that even mentions it is here, and it doesn't seem to have any info on how to patch the checks

Is there anyone that would be able to help me with this? I'd really like to have this DSiWare translated by the time my other project is done (in my sig), since they were both released together originally (in Japan obviously :)). Thanks in advance!

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