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Messages - danke

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1
Personal Projects / Re: Grimm Translations Project Megathread
« on: August 16, 2019, 09:01:07 pm »
Looking at one of the screenshots for Madou Monogatari 1-2-3 (PC-98), I noticed a spelling concern.

Stop should be extended by extending the consonant, not the vowel. For example, here's a huge difference between ohh (an elongated oh, as in "Ohh... I see...") and ooh (as in "Ooh, I like it!"). Also, just in case, I might as well point out the difference between ahh (an extended ah, as in "Ahh... I see...") and aah (as in "Aah! A Spider!"), as well as uhg (as in uh + g) and ugh (as in the GH makes a voiceless velar fricative sound, also used in the word blegh, also sometimes spelt Scottish/German-style as "blech").

"Stoppp!" would certainly be better.

Noted, but I and my editors disagree.

Now for updates:
  • The script for Shiren GB1 has been completely translated and passed through the first round of editing. The VWF is in progress, and the game has been expanded to allow for all the text without any loss to space.
  • The translation for Shin Megami Tensei Devil Children - Aka no Sho (Red Book) has begun. Hacking work is under way as well.
  • My project list is growing: My goal is to work on all the Gameboy Poké-Clones. This includes the Sanrio TimeNet game, as well as Ganbare Goemon.

2
Personal Projects / Re: Grimm Translations Project Megathread
« on: August 10, 2019, 05:52:46 pm »
A game on GBC that is playable without translation (I own it and finished it), but which would benefit from it to be more recognized and to understand the story xD, Samurai Kid : http://www.youtube.com/watch?v=SkVQxPsVd_M

Looks like a fun little platformer game. I might add it to my list.

And keep in mind, translation requests aren't allowed on the forums. There's a page on the Wiki for them. However, I'm always open to new game translation ideas, but not everyone is.

3
Personal Projects / Re: Grimm Translations Project Megathread
« on: August 04, 2019, 08:14:03 pm »
I plan to tackle A-R-S after 1-2-3.

And yes, the story will be completely translated on both Shiren 1 and 2.

4
Code: [Select]
cp a,  03
jp z,  3A6B
jp     2D82
cp a,  64
jp z,  2D7D
jp     2D82

Try that?

5
Personal Projects / Re: Grimm Translations Project Megathread
« on: July 26, 2019, 05:32:40 pm »
That Shiren GB2 project has me excited! Can I ask: what makes your translation of Pokemon Trading Card 2 different from the 2012 patch?
The 2002 translation is made up via editing online translations. Per their readme: "Now, I'll admit that I really don't know Japanese, but I've done a
'best-effort' with the best online translators and context clue ad-libbing
that I could." My version has a real translation.

6
Personal Projects / Grimm Translations Project Megathread
« on: July 25, 2019, 10:30:36 pm »
Hi all,

I finally got around to making a website. I'm slowly trying to add all my projects to it, but in the meantime, here's a preview of what's on deck.

Pokémon Card GB2:
Text is nearly completed, and hacking is finished.


Shiren GB1:
Hacking is finished, items and monsters are translated. If you'd like to take a stab at the story text, please let me know.


Shiren GB2:
Hacking is finished, items and monsters are translated. If you'd like to take a stab at the story text, please let me know.


Madou Monogatari 1-2-3 (PC-98):
Translation is completed, hacking is nearing completion.


There are many more in the works, and I'll get around to updating them here and on my site.

7
I am currently trying to give a 1-Up when 50 Coins are collected, but the Coin counter doesn't increase anymore. Here's the original code that increases the Coin amount:
Code: [Select]
 
ld a, (C1F2)    #Loads the current Coins into a
inc a           #Increases Coins by 1

This is the code I came up with:

Code: [Select]
        ld a, (C1F2)    #Loads the Current coins into a
        jp 3A32         #Jumps to some free space


$3A32   cp a, 50        #Compare the Amount of Coins with 50
        jp nz, 3A3D     #Skips to  $3A3D
        inc a           #Increase the Coins by 1
        ld a, (C17F)    #Loads the Current Lives into a
        inc a           #Increases the Current Lives by 1
        ret             #Returns
$3A3D   inc a           #Increases the amount of Coins
        ret             #Returns

Looks like your original code is missing some. We'd need to see more to see what your routine is missing.

Also, you're comparing it against 80 decimal/50 hex, not sure if the coins are stored in hex or decimal.

8
One last quick question! What's a good hex editor for adding lots of bookmarks and comments to a ROM? Right now I'm using Translhextion, but it only gives you eight bookmarks which is not nearly enough, haha...
I believe WindHex will allow for many bookmarks. IIRC, it stores bookmarks into the table file.

10
What will you be contributing to the project?

11
I wonder if the data at the beginning of Bank 2C might have something to do with indicating what banks to pull text from for the pre-battle dialogue of other characters - it starts with "2C 2C 2C 38 38 38 38 2D 2D 2D 2D 2E 2E 2E", and knowing now that only banks 2C, 2D, and 2E have text in them, it looks an awful lot like it may be doing some redirecting here. The hex values that follow look a lot like more pointers to me too.

It's entirely possible that there is some text in Bank 38. I never thought to check. But if that's the case, then it may be even easier to move text around!

12
I found the pointer list.

3:4032 = 2443, which, when combined with the Bank 2C, points to 2C:4324 (B0324)... the location of the FE01 that starts Garnet's script.

3:4032 is C032 in the ROM. To get ROM addresses, you need to multiply the bank by 4000. Then you take the address, minus 4000, and add it to the bank address.
So (03 * 04000 = C000), then you take (4032 - 4000 = 0032), then you add the results, (C032).

But the only thing missing in the pointer table is the Bank pointer. But it looks like text is only in Banks 2C, 2D, and 2E. (2F is completely empty, so that should give you plenty of space.) Looking at the pointer list, you can see the pointers climb up, but then reset at C050, so that's likely the next Bank (2D). Or they are all Bank 2C, and the next bank's pointers are elsewhere.

13
I would suggest using the BGB emulator. This has a full-featured debugger, which has a hex editor that will divide into banks.

Otherwise, each 4000 bytes is a bank, and you can do the math to find them in a regular hex editor.

14
I took at a peek at Garnet's first line in story mode.
The line appears in the ROM at 2C:4326.

The pointer is hard-coded, and not in an easily editable way...
In BANK 3:
4790 is the BANK byte for the text. (Bank 2C)
47B8 is the HIGH byte base for the first letter. (40).

I can't figure out where it gets the LOW byte of the address, though. It seems to cycle through the bank and look for FE01, and switches to text mode. And checking the ROM, each new "cutscene" of text starts with FE01. Magic!

The ROM will write the text address in RAM at C31D for the BANK, C31E for the LOW byte, C31F for the HIGH byte. You can set breakpoints on these to help track where the pointers are being loaded from.

15
Newcomer's Board / Re: Best picture transition programs out there?
« on: April 29, 2019, 05:08:41 pm »
https://www.kanjitomo.net/ will be helpful for this.

16
Personal Projects / Re: Toejam and Earl Disassembly
« on: March 12, 2019, 09:42:16 pm »
Congrats! Keep it up!

17
Should be able to expand item names/fix the text overlap and reposition text into empty areas via pointer modification.

18
Newcomer's Board / Re: Can\'t log into the wiki
« on: November 17, 2018, 12:37:51 am »
Thanks! I've sent danke a PM. I did a search before posting but the only thing that came up was a single post (this one) that had no replies.

November 16, 2018, 10:31:29 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
No reply from danke so far. Is there anyone else I can ask? How does anyone register on the wiki these days? Or... does anyone anymore?
Check your email.

19
Newcomer's Board / Re: Datacrystal doesn't accept my RH.net login
« on: October 19, 2018, 01:58:12 pm »
Oops, I sent a PM about a DataCrystal login over a week ago and got an email about it on October 2nd and I failed to login in time I guess, I think it was a temporary password, and now it doesn’t work. Sorry, my bad, I need to respond faster next time I get an email. Just noticed the email a few minutes ago and tried out the login and password and they don’t work but I guess it is understandable since I got sent the temporary password for a DataCrystal account 13 days ago and those probably expire within 24 or 48 hours or something.

Sorry, danke! Looks like I didn’t check my email in time.

I sent you a password reset. Check your email this time.

20
Newcomer's Board / Re: Datacrystal doesn't accept my RH.net login
« on: October 04, 2018, 08:57:59 pm »
PM sent.
You should have received an email yesterday.

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