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Messages - Aroenai

Pages: [1]
1
Brazil is actually M-PAL, the official release in Brazil is identical to the 60hz USA NTSC rom.

The existing PAL 50hz translation is pretty broken according to reports. I had reached out to a translator to assist with getting a new translation started, but they kinda dropped off the radar.

2
I don't think so, because that would mean part of the content is someone else's work? (if it is transferring content from one version to another, it would actually be most of the content of the patch I think which would be the game copyright owner's)

Well crud, where's the line on this? My Legend of Zelda Majora's Mask patch (http://www.romhacking.net/hacks/2962/) combines content from multiple versions of the game, does this mean I wouldn't be able to post my similar patches for Ocarina of Time because it'll primarily include content from earlier versions of the roms?

3
A bit of messed up, so I decided to correct some issues:

Goronen-Trommel


Deku-Flöte
Laute Rohre entsprießen
deinem Deku-Blatt-Körper.
Spiele sie mit dem \A-Knopf\ und den vier \C-Knöpfen\.
Drücke den \B-Knopf\, um aufzuhören.

Why wouldn't it be "Goronen-Trommeln" (Goron Drums)? Isn't Trommel a single drum?

Hmm, maybe it would help if I provide another source for official translations of the items being discussed: https://zelda.gamepedia.com/Ocarina_Transformations#Nomenclature my problem is some of them have stylized names such as "Guitar of Waves" vs "Zora Guitar"

So, it's not really a "flute"... would "Deku-Pfeifen" be more accurate? (borrowing wording from the wiki page)

4
Should probably note that all instances of "Deku" are changed to "Mojo" in the French versions, because "deku" sorta sounds like "de cul" or "from the ass".

Yep, I'm familiar with that Mojo text :thumbsup:

What's your opinion on the French Milk Bar translation? I'm trying to decide which one to use for my Gamecube rom patches.

Original N64: "Le Lactel, Milk-Bar" (similar to French brand name?)
Gamecube: "Le Crémeuh, Milk-Bar" (similar to the French name for Miltank in Pokemon)
Wii Virtual Console: "Le Laktoz, Milk-Bar"
3DS: "Le Lactoze, bar laitier"



There's also a translation correction for the "Circus Leader's Mask" -> "Troupe Leader's Mask" in English for 3DS.

Would these be correct for the other languages?:
Masque du Directeur de Cirque -> Masque du Chef de la Troupe (French)
Careta del Jefe del Circo -> Máscara del Jefe de la Compañía (Spanish) or would it be Careta del Jefe de la Compañía?
Maske des Zirkusdirektors -> ??? (German)

5
Dang, that was fast! Btw, those \A Button\, \B Button\, and \C Button\'s are placeholders for the N64 button icons not literal text.

Deku Halm?
Loud pipes that sprout forth
from your Deku Scrub body. -> I have to know what this item do.
Spiele sie mit dem \A Knopf\ und den vier \C Knopf\ Knöpfen.
Drücke den \B Knopf\ um zu aufzuhören.

I don't totally agree with the MM 3DS source text for this description... anyway, it's an instrument similar to a bagpipe. Example: https://i.ytimg.com/vi/88_GGHVgta8/maxresdefault.jpg

Aroenai, I'll be more than glad to help you every time in spanish. I'll be interested if possible, in return, you could help me with hacking some projects too, As I'm only a writer :) let me know :) as for your request:

I can certainly try, but I'm only very familiar with the text for the N64 Zelda games.

6
Hey Guys,

I'm hoping some translators might be able to help with a few items for my next Majora's Mask patch update. Looking for assistance from Japanese, German, French, and Spanish translators.

I have these 3 dialogs in English, but need translations for Japanese, German, French, and Spanish. The original text was from MM 3DS, if that helps (these are for the N64 version though).

Quote
Goron Drums
The traditional instrument of
the Goron tribe.
Play them with \A Button\ and the four \C Button\
Buttons. Press \B Button\ to stop.

Quote
Zora Guitar
A soulful guitar from a Zora band.
It's overflowing with good vibes.
Play it with \A Button\ and the four \C Button\
Buttons. Press \B Button\ to stop.

Quote
Deku Pipes
Loud pipes that sprout forth
from your Deku Scrub body.
Play them with \A Button\ and the four \C Button\
Buttons. Press \B Button\ to stop.

7
Well, I'm closer for the text bug. I can get this to solve the issue in Nemu64 seemingly without the flickering, but it will crash on hardware and other emulators.
Code: [Select]
.org 0x801544D8    ; 00BEAA18 ROM
LHU    A2, 0x1FEE (S1)
OR    A0, S2, R0
JAL    hack

.org 0x80154548    ; 00BEAA88 ROM
LHU    A2, 0x1FEE (S1)
OR    A0, S2, R0
JAL    hack

.org 0x80177E58    ; 00C0E398 ROM
hack:
ADDIU    A1, SP, 0x0084
ADDIU    A2, A2, 0xFFFF
JAL    0x8015966C
ANDI    A2, A2, 0xFFFF
JR RA
NOP


Maybe it will help to have a section of the MM USA 1.0 code?
Spoiler:
Code: [Select]
.org 0x8015449C ; MM USA 1.0, text box processing?
BEQL V0, R0, first ; 0x8015449C
OR A0, S2, R0
LHU T3, 0x1FEE (S1)
LUI AT, 0x0001
ADDU AT, AT, S0
ADDU T4, T3, V0
SH T4, 0x1FEE (AT)
OR A0, S2, R0
first:
ADDIU A1, SP, 0x0084 ; 0x801544BC
JAL continue
OR A2, R0, R0
LBU T5, 0x1F22 (S1)
ADDIU AT, R0, 0x0006
BNE T5, AT, branchone ; 0x801544D0
OR A0, S2, R0
ADDIU A1, SP, 0x0084
JAL continue
LHU A2, 0x1FEE (S1)
BEQ R0, R0, branchtwo
OR A0, S2, R0
LH T6, 0x2090 (S1)
BEQ T6, R0, second ; 0x801544F0
OR A0, S2, R0
JAL 0x8015E7EC
ADDIU A1, SP, 0x0084
BEQ R0, R0, branchtwo
OR A0, S2, R0
second:
LHU V0, 0x2026 (S1) ; 0x80154508
BEQL V0, R0, third ; 0x8015450C
OR A0, S2, R0
LHU T7, 0x1FEE (S1)
LUI AT, 0x0001
ADDU AT, AT, S0
ADDU T8, T7, V0
SH T8, 0x1FEE (AT)
OR A0, S2, R0
third:
ADDIU A1, SP, 0x0084 ; 0x8015452C
JAL continue
OR A2, R0, R0
LBU T9, 0x1F22 (S1)
ADDIU AT, R0, 0x0006
BNE T9, AT, branchone
OR A0, S2, R0
ADDIU A1, SP, 0x0084
JAL continue ; 0x8015454C, fkualol replaces this, but causes flickering bug
; J hack
; .org 0x80177E58
; hack:
; ADDIU A2, A2, 0xFFFF
; JAL continue
; ANDI A2, A2, 0xFFFF
; J 0x80154554
LHU A2, 0x1FEE (S1)
BEQ R0, R0, branchtwo ; 0x80154554, fkualol returns here
OR A0, S2, R0
OR A0, S2, R0 ; 0x8015455C

ADDIU A1, SP, 0x0084
JAL continue
OR A2, R0, R0
BEQ R0, R0, branchtwo
OR A0, S2, R0
OR A0, S2, R0
JAL 0x80153E7C
ADDIU A1, SP, 0x0084
LBU T2, 0x1F0A (S1)
LUI T4, 0x801D
LH T5, 0x2006 (S1)
SLL T3, T2, 0x1
ADDU T4, T4, T3
LH T4, 0x03A8 (T4)
OR A0, S2, R0
ADDIU A1, SP, 0x0084
ADDU A3, T4, T5
SLL A3, A3, 0x10
SRA A3, A3, 0x10
JAL 0x80147818
ADDIU A2, R0, 0x009E
BEQ R0, R0, branchtwo
OR A0, S2, R0
JAL 0x8019C300
ADDIU A0, R0, 0x0001
JAL 0x8019CF78
NOP

.org 0x80156728 ; ???
branchone:
OR A0, S2, R0 ; 0x80156728
branchtwo:
JAL 0x80153750 ; 0x8015672C

.org 0x8015966C ; ???
continue:
ADDIU SP, SP, 0xFEB8
SW S7, 0x0034 (SP)
SW S5, 0x002C (SP)
SW S2, 0x0020 (SP)
ANDI S2, A2, 0xFFFF
LUI S5, 0x0001
OR S7, A0, R0
SW RA, 0x003C (SP)
SW S8, 0x0038 (SP)
SW S6, 0x0030 (SP)
SW S4, 0x0028 (SP)
SW S3, 0x0024 (SP)
SW S1, 0x001C (SP)
SW S0, 0x0018 (SP)
SW A1, 0x014C (SP)
SW A2, 0x0150 (SP)
LW T6, 0x014C (SP)
ADDU V0, S7, S5
LUI AT, 0x0001
LW T7, 0x0000 (T6)
ADDU AT, AT, S7
ADDIU S1, S7, 0x4908
SW T7, 0x0134 (SP)
LH T9, 0x6900 (V0)
LH T8, 0x6822 (V0)
OR S6, S1, R0
ADDU S0, S1, S5
ADDU T1, T8, T9 ; 0X801596D8

Same code in MM PAL 1.1 that does not have the issue:
Spoiler:
Code: [Select]
.org 0x801549E4 ; MM PAL 1.1, text box processing?
BEQL V0, R0, first
OR A0, S2, R0
LHU T8, 0x1FF2 (S1)
LUI AT, 0x0001
ADDU AT, AT, S0
ADDU T9, T8, V0
SH T9, 0x1FF2 (AT)
OR A0, S2, R0
first:
ADDIU A1, SP, 0x0084 ; 0x80154A04
JAL continue
OR A2, R0, R0
LBU T2, 0x1F26 (S1)
ADDIU AT, R0, 0x0006
BNEL T2, AT, branchone
OR A0, S2, R0 ; 0x80154A1C
LHU A2, 0x1FF2 (S1)
OR A0, S2, R0
ADDIU A1, SP, 0x0084
ADDIU A2, A2, 0xFFFF
JAL continue
ANDI A2, A2, 0xFFFF
BEQ R0, R0, branchone
OR A0, S2, R0
LH T3, 0x2094 (S1)
BEQ T3, R0, 0x80154A5C
OR A0, S2, R0
JAL 0x8015F95C
ADDIU A1, SP, 0x0084 ; 0x80154A50
BEQ R0, R0, branchone
OR A0, S2, R0
LHU V0, 0x202A (S1)
BEQL V0, R0, 0x80154A80
OR A0, S2, R0
LHU T4, 0x1FF2 (S1)
LUI AT, 0x0001
ADDU AT, AT, S0
ADDU T5, T4, V0
SH T5, 0x1FF2 (AT)
OR A0, S2, R0
ADDIU A1, SP, 0x0084
JAL continue
OR A2, R0, R0
LBU T6, 0x1F26 (S1)
ADDIU AT, SP, 0x0006
BNEL T6, AT, branchone
OR A0, S2, R0
LHU A2, 0x1FF2 (S1)
OR A0, S2, R0 ; 0x80154AA0
ADDIU A1, SP, 0x0084
ADDIU A2, A2, 0xFFFF
JAL continue
ANDI A2, A2, 0xFFFF
BEQ R0, R0, branchone
OR A0, S2, R0
OR A0, S2, R0 ; 0x80154ABC

ADDIU A1, SP, 0x0084
JAL continue
OR A2, R0, R0
BEQ R0, RO, branchone
OR A0, S2, R0
OR A0, S2, RO
JAL 0x801543C0
ADDIU A1, SP, 0x0084
LBU T7, 0x1F0E (S1)
LUI T9, 0x801D
LH T2, 0x200A (S1)
SLL T8, T7, 0x1
ADDU T9, T9, T8
LH T9, 0x88F8 (T9)
OR A0, S2, R0
ADDIU A1, SP, 0x0084
ADDU A3, T9, T2
SLL A3, A3, 0x10
SRA A3, A3, 0x10
JAL 0x80147D28
ADDIU A2, R0, 0x009E
BEQ R0, R0, branchone
OR A0, S2, R0
JAL 0x8019D1B0
ADDIU A0, R0, 0x0001
JAL 0x8019DE28
NOP

.org 0x80156C60 ; ???
branchone:
JAL 0x80153C94 ; 0x80156C60

.org 0x8015A62C
continue:
ADDIU SP, SP, 0xFEB8
SW S6, 0x0030 (SP)
SW S3, 0x0024 (SP)
ANDI S3, A2, 0xFFFF
OR S6, A0, R0
SW RA, 0x003C (SP)
SW S8, 0x0038 (SP)
SW S7, 0x0034 (SP)
SW S5, 0x002C (SP)
SW S4, 0x0028 (SP)
SW S2, 0x0020 (SP)
SW S1, 0x001C (SP)
SW S0, 0x0018 (SP)
SW A1, 0x014C (SP)
SW A2, 0x0150 (SP)
LW T6, 0x014C (SP)
ADDIU S1, S6, 0x4908
OR S8, S1, R0
LW T7, 0x0000 (T6)
OR S2, S3, R0 ; 0x8015A678

8
Hey everyone, I've got two issues I was hoping someone could shed some light on. The first is related to a bug that exists in the un-patched Majora's Mask GC roms which I'd like to get solved before I post my next update. When switching from the Bomber's Notebook screen (480i mode) back to the main pause menu screen (240p) the background texture will become corrupt, This issue occurs on real N64 hardware (I'm using an UltraHDMI modded console to test) and is repeatable using the GLideN64 emulator plugin. I believe this is the last console breaking change they made to the Gamecube roms to work around issues they had with the emulator on the Gamecube, outside of issues with anti-aliasing not being processed correctly for certain framebuffer textures (mainly the pause menu background).




The second is related to a bug that exists in the original Majora's Mask U 1.0 release that was corrected in the PAL releases and all the GC releases which prevents some of the control characters in the script from being processed correctly. This prevents many sounds from playing which were previously attributed to being "region differences" for the Deku Princess, Darmani, the Happy Mask Salesman, and the Mailbox.

I have this asm sample to correct the behavior on Majora's Mask U 1.0 but it introduces another problem where the first character for every text box will flash until it has completed drawing the remaining text. The easiest location to test whether or not the bug is fixed is to check a mailbox in Clocktown and check to see if the "Ka-ching" sound plays.

Code: [Select]
.org 0x8015454C          ; 00BEAA8C ROM
j 0x80177E58


.org 0x80177E58          ; 00C0E398 ROM
addiu a2, a2, 0xFFFF
jal 0x8015966C
andi a2, a2, 0xFFFF
j 0x80154554
nop

9
Huh, well I pulled the original messages I got regarding the translation. Maybe this will shed some light?

Quote from: Junninx
Hey, I noticed in the fserve patch, there is some translations poorly translated and incoherent, if you like to me help to correct them for a ultimate patch, just tell me, I want to revise the patch but I'm not sure if I can handle it alone yet.
Quote from: Junninx
I saw these problems in game, probably because there was too much people involved into it, and they uses similar but different words, such like plural ones, or even a less explanatory word.

Unfortunately, this was back in August and I've been trying to get in touch with this person again to find out exactly what they thought needed changing. Haven't heard back yet though. :huh:

10
Hey Guys,

I'm currently working on a Brazilian Portuguese translation for The Legend of Zelda Ocarina of Time: Master Quest, unfortunately I don't speak the language and am relying on translation assistance. I'm working off of the work done by Fserve on his latest 1.7 patch, but I've been told the use of some pronouns and certain phrases throughout the script are kind of odd (likely the result of the NTSC v1.0 text length restrictions). My current patch is for the USA Master Quest rom, but I'll be working on moving the patch to the Europe rom now that we have a patch to extend the number of characters in the game font (credit to my hacking partner, Ozidual) so we can eventually have a multilingual patch.

Current patch (matches text export below):
Original rom: Legend of Zelda, The - Ocarina of Time - Master Quest (USA) (GameCube Edition).z64
CRC32: C744C4DB    SHA-1: 8B5D13AAC69BFBF989861CFDC50B1D840945FC1D
    http://www.mediafire.com/download/9lxw0wls6g4dv7m/OoT-MQ-U-n64_T-BR.zip

I've created a modified version of Sage_of_Mirror's Ocarina of Time Text Editor that exports text compatible (for the most part, it'll still require some manual adjustments) with Ozidual's expanded font patch to help with the translation process. I just need someone to review the text and make corrections. Text is included as exported files in the .zip below.

http://www.mediafire.com/file/tee3xqqqy8ybkd9/OcarinaTextEditor_Ozidual-font.zip

11
Personal Projects / Re: Legend of Zelda: OoT/MQ & MM - Gamecube to N64
« on: January 26, 2017, 07:22:06 pm »
Most rom patches for N64 games are already made for Big Endian .z64 format. No-Intro uses hashes generated from the Byteswapped .v64 format and renames them to .n64 (which can lead to confusion since .n64 has traditionally been Little Endian format). I need to make my patch changes in Big Endian format, and the native format on the Gamecube discs is also Big Endian (why change it, if you already have the right format from your disc?).

I just use the shorter "(USA) (GC)" file name since I use an Everdrive 64 and the longer file name can get cut off on the menu. If you're getting "(U)[!]" retroarch must be renaming it, in which case I'd have no control over that.

12
Personal Projects / Re: Legend of Zelda: OoT/MQ & MM - Gamecube to N64
« on: January 25, 2017, 01:29:05 pm »
This post is out of date, and the hack was updated for MM on 1/15/17 which should be current. OoT will be uploaded, i just haven't gotten around to it (need to make screenshot, make sure Ozidual is properly credited as the co-author, etc.)

13
Personal Projects / Legend of Zelda: OoT/MQ & MM - Gamecube to N64
« on: September 11, 2016, 08:50:47 pm »
In 2002 and 2003, The Legend of Zelda Ocarina of Time and Majora's Mask were re-released on Gamecube using a Nintendo 64 emulator on the disc. Unfortunately there were some issues as a result of the rushed emulator, but the roms themselves included a few welcome changes to Majora's Mask and Ocarina of Time Master Quest included remixed dungeons for a new challenge. For Majora's Mask this includes sounds that were missing from other releases as a result of glitches and restored Zora Link boomerang physics, and various corrections to the text. The changes to Ocarina of Time are mostly bug fix related and the dungeon changes for Master Quest.

The goal of my patches are to revert the emulation/console related changes (changes that were required for the Gamecube console, such as button assignments and colors), various censorship, overlooked region corrections, and bug fixes. Only 3 of my 13 patches have been released on Romhacking.net so far:

The Legend of Zelda: Majora's Mask - Gamecube to N64 (USA, Europe, Japan)

But you can find the rest of them in the original progress thread from the Everdrive 64 forums, here:
Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)


Currently I'm working on completing the Japanese patch for the Majora's Mask GC rom but I'm not familiar enough with Japanese to be able to distinguish what text change is a correction or emulation related text change. Specifically, the other languages make subtle changes to the text to change references to "pressing" the C buttons to "tilting"/"using" the C stick on the Gamecube controller. Since the original Japanese release didn't include several new text references to saving at the Owl Statues or hints that were added in the international releases, it's not as simple as it was to port the original text for English, German, French, and Spanish.

Are there any Japanese translators available who can help me go through the text and correct as needed? So far I've only changed the references from "L" to "Z" (changing string length is not a problem, the offset table is just compressed in the rom)

http://www.mediafire.com/download/kxic0xhslkbf956/MMgcJ-n64.zip

14
I'm working on porting the Spanish translation patch by eduardo_a2j from the Legend of Zelda Ocarina of Time v1.0 NTSC rom to the PAL Legend of Zelda Ocarina of Time Master Quest (Gamecube) rom. I'm pretty sure I have all the text and textures ported over but it looks like he had replaced some of the punctuation characters with wider special characters and now they're all squished together in my rom patch. Where are the character widths defined for the variable width font in the rom so I can update the values for these replaced characters?

Link to the original patch for v1.0: http://dorando.emuverse.com/projects/eduardo_a2j/zelda-ocarina-of-time.html

My patch (wrong width for some characters): http://www.mediafire.com/download/nmf43u33qmmn2a7/oot_mq_pal_spa_eduardo_a2j.zip

I don't actually speak Spanish, so if anyone notices any issues please let me know. Rom also includes patches for the NGC -> N64 colors, reverting censorship changes, and misc bug fixes to run on a real n64 console.

15
I'm sure the emulator on the Gamecube read the language from the bios and modified the save in ram for the correct language selection... but that doesn't help me using that rom on an actual N64 console which is what I'm targeting my mod for..

16
I've been working on modding the Gamecube roms from the Legend of Zelda Collector's Edition promo disc on Gamecube so they match the original color scheme for playing on an Everdrive64 (USA N64 rom is missing several sounds, GC PAL runs at 60hz instead of 50hz, and GC has corrected Zora boomerang physics for the pot smashing game). The problem I'm running into now is it seems they've disabled the language selection menu under Options from the file select screen on the PAL GC rom. The necessary textures appear to still be present, and all three MM GC rom's seem to be sharing the same code base based on the PAL region text I've found so I'm assuming it might just be disabled with a flag/jump.

I'm not having much luck finding finding where this code is located so I was wondering if someone might be able to help point me in the right direction so I can get it to a point where you don't have to use a modified save file or gameshark code to change languages on a real n64 console.

17
ROM Hacking Discussion / Re: IPS Patch Pokemon Emerald Hoenn Edition
« on: April 04, 2016, 06:15:13 pm »
They're not being anal or superior, they're following the board rules: http://www.romhacking.net/forum/index.php/topic,658.0.html

Perhaps it would be more helpful if you describe WHY Floating IPS isn't working? Any error messages, broken rom, etc.?

The page you linked to shows the MD5 checksum of the rom it needs to be applied to, you can use something like hashtab to verify that the rom you have is correct. As Chronosplit mentioned, it's possible you just have a bad dump.

18
Here's a wip patch for OoT MQ USA. Right now it's just the HUD and the end credits fix.

http://www.mediafire.com/download/rl9dldrkzv481r4/OoTMQgc-n64.zip

19
Meh, this has been on my list of things to do. The main problem is finding the location of all the changed textures, there are actually a ton of textures in the game that use the new Gerudo logo (crystal switches, floor switches, a wall in the forest temple, mirror shield, blocks, Ganondorf's cape, several in the spirit temple, to name a few). It seems they also ran a script against the game's source code and automated changing any references from blue to green, and green to red. As a result you can find some pretty strange changes, for example the fairies in Kokiri Forest are the wrong colors. The gamecube release also played a video for the ending credits instead of the in-game rendering the n64 version had, so this needs to be re-enabled in the rom as well.

OoT might be more of a headache for editing text, just because it requires extra bytes for coloring the controller icon characters (MM had ASM that assigned a default color, which was more of a pain to find but gave you more room to work with) and they changed several references from "press" to "tilt". If it's anything like MM, text has to be aligned to the nearest 4th byte (ie. 0x0, 0x4, 0x8, 0xC), which means you may have to change hundreds of offsets to add a few bytes to a string. No tools exist that I know of to do this automatically.


I've already done the GC MM USA rom (also has the PAL script/sound changes) with corrected n64 colors if you're interested. http://www.mediafire.com/download/s4k2kte3r2k07uv/MMgc-n64.zip

For the GC MM PAL rom I've only really done the n64 colors and haven't done much with the text http://www.mediafire.com/download/il54bl873k8emsg/MM+gc+pal+n64d.zip

Use Floating IPS to apply the patch to the untouched Big Endian (.z64) roms.

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