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Messages - Jaz

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1
Help Wanted Ads / Re: Looking for a Nekketsu translator
« on: July 21, 2021, 12:45:48 pm »
If Pennywise and FANS start collaborating we might be in for a treat

2
Amazing work!!

If you decide to add more to this hack, here's a few items that would make it even more impressive:

- Title screen hack
- Removing the margin in the storyline screen
- Selectable 2 Players Mode B
- Original shop items
- Removing the decimal for prices

I hope someone can figure out the palette issue with odd tiles that couldn't be changed.

3
Help Wanted Ads / Re: Looking for a Nekketsu translator
« on: July 04, 2021, 10:39:15 am »
I tried to translate Downtown Nekketsu Monogatari and found myself in way over my head.  The limited space for characters and the weird formatting made it a seemlingly impossible task.  I did manage to translate the homebrew GBA demo http://www.romhacking.net/translations/6037/ which was a lot simpler to work with.

A bit off-topic but I would love to see your involvement in this hack https://www.romhacking.net/hacks/5998/.

For those that have the capabilities of doing such translations, the Double Dragon Kunio-Kun Retro Brawler Bundle is a great place to start since they are localized versions of all these Nekketsu games fully translated keeping the original context unlike River City Ransom for example.

I really hope your projects get traction!

4
Well done sir!

I've always wondered if it would be possible to make Mode B with friendly fire disabled as a selectable option.

There's a Game Genie code - LEXNGIZA - that lets you select it, but there's no text shown, the cursor goes in a blank spot.  Makes the game that much closer to the Japanese verion.

I had started looking doing at relocalizing the Japanese version and had recreated the font from the new translation from the Kunio / Double Dragon collection, if I can find my patch I could send it your way.

Danger X did some pretty impressive stuff with the Japanese title screen, maybe he have insights on hacking the title screen from the American version.

I'd love to see more River City Ransom / Downtown Neketsu Mogogatari hacks.

I recently poked around the game also, made this https://www.youtube.com/watch?v=o3_bXn1bk_U which replaces all the palettes of the gang memebers to while as if they were from Nekketsu High and swapped Kunio and Yamada.. and since I used the old hack of 'supernatural abilities' that is floating around as a base,, it's really like playing as Yamada.

5
ROM Hacking Discussion / Re: Translating Japanese GBA demo game
« on: April 07, 2021, 07:46:24 pm »
I finished the translation! I also did some graphical improvements.
http://www.romhacking.net/translations/6037/





6
I finished the translation! I also did some graphical improvements.
http://www.romhacking.net/translations/6037/






7
I just give it a quick try and didn't get any problems. Did you get this far?

If not, you should consider to check the basic tutorials again. :)

I have not gone this far yet! Most of my time spent so far was making the table which looking at it now, I was likely doing wrong as well.

Thank you for showing me what you've shown me now, I will work on this and see what I can come up with.

For the GBA I then almost always do relative search (hard for Japanese, though the ordering from above can give you some things to look at http://www.romhacking.net/utilities/513/ ), pointer inference*, statistical methods (though that I save more for when I have found the text and I am making the table), compression tracing**, actual tracing, corruption (if you have scanned through with a tile editor, noted what is graphics then somewhere in the rest is text, tweak parts of the ROM and if the text breaks you have your in) and a few variations on each of those.

Thank you for these resources! I have a lot to learn and this helps.

With you guy's guidance I am now on my way to get this completed!

8
ROM Hacking Discussion / Re: Translating Japanese GBA demo game
« on: March 22, 2021, 09:56:59 pm »
I started a new thread here because I initially posted this in the wrong section:
http://www.romhacking.net/forum/index.php?topic=32493.0

I used no$gba to view the tiles and their hex values, so I made my tables based on that. I don't really know how to find the Japanese otherwise. When there's text on the screen it shows up in vram and the tables I made makes it readable.

Looking at the rom in a hex editor the only thing I can find is what's in plain ASCII and that's the 8 or so English words in the game. My tables are useless there.

I was poking around and tried using Advance-Text but I have no idea how, and wanted to try XSE but it just won't run on my machine (Linux + Wine).

I will absolutely check out the resources you pointed to and try my hand at tracing. There's no text stored as graphics other than the tiles for the Japanese and Latin alphabet used in game.

Here's my table for the in game dialogue:
Spoiler:
0000=
4100=►
4200=0
4300=1
4400=2
4500=3
4600=4
4700=5
4800=6
4900=7
4A00=8
4B00=9
4C00=A
4D00=B
4E00=C
4F00=D
5000=E
5100=F
5200=G
5300=H
5400=I
5500=J
5600=K
5700=L
5800=M
5900=N
5A00=O
5B00=P
5C00=Q
5D00=R
5E00=S
5F00=T
6000=U
6100=V
6200=W
6300=X
6400=Y
6500=Z
6600=『
6700=』
6800=を
6900=っ
6A00=ゃ
6B00=ゅ
6C00=ょ
6D00=あ
6E00=い
6F00=う
7000=え
7100=お
7200=か
7300=き
7400=く
7500=け
7600=こ
7700=さ
7800=し
7900=す
7A00=せ
7B00=そ
7C00=た
7D00=ち
7E00=つ
7F00=て
8000=と
8100=な
8200=に
8300=ぬ
8400=ね
8500=の
8600=は
8700=ひ
8800=ふ
8900=へ
8A00=ほ
8B00=ま
8C00=み
8D00=む
8E00=め
8F00=も
9000=や
9100=ゆ
9200=よ
9300=ら
9400=り
9500=る
9600=れ
9700=ろ
9800=わ
9900=ぎ
9A00=ん
9B00=ィ
9C00=「
9D00=ェ
9E00=オ
9F00=ッ
A000=ャ
A100=ュ
A200=ョ
A300=゙
A400=゚
A500=ー
A600=
A700=!
A800=?
A900=%
AA00=/
AB00=:
AC00=」
AD00=ア
AE00=イ
AF00=ウ
B000=エ
B100=オ
B200=カ
B300=キ
B400=ク
B500=ケ
B600=コ
B700=サ
B800=ツ
B900=ス
BA00=セ
BB00=ソ
BC00=タ
BD00=チ
BE00=ツ
BF00=テ
C000=ト
C100=ナ
C200=ニ
C300=ヌ
C400=ネ
C500=ノ
C600=ハ
C700=ヒ
C800=フ
C900=へ
CA00=ホ
CB00=マ
CC00=ミ
CD00=ム
CE00=メ
CF00=モ
D000=ヤ
D100=ユ
D200=ヨ
D300=ラ
D400=リ
D500=ル
D600=レ
D700=ロ
D800=ワ
D900=ヲ
DA00=ン
DB00=←
DC00=→
DD00=↕
DE00=あ
DF00=い
E000=う
E100=え
E200=お
E300="
E400=、
E500=。
E600=・
E700=♥
E800=(
E900=)
EA00=ア
EB00=ウ
EC00=Ⅱ
ED00==

9
How did you generate this text table? Is a full alphabet visible in VRAM, or just the components of the on-screen text? Is the table consistent between different lines of dialogue?

I used no$gba to view the tiles and their hex values, so I made my tables based on that. I don't really know how to find the Japanese otherwise. When there's text on the screen it shows up in vram and the tables I made makes it readable.

Looking at the rom in a hex editor the only thing I can find is what's in plain ASCII and that's the 8 or so English words in the game. My tables are useless there.

I was poking around and tried using Advance-Text but I have no idea how, and wanted to try XSE but it just won't run on my machine (Linux + Wine).

10
Was some of the text more easily found, and you're just having trouble finding the remainder?

I found some English text in the rom which is plain ASCII. Using the the hex values of the character graphics I made some tables which allowed me to see the Japanese text in the video ram when displayed on the screen. But I just can't seem to figure out how to find it in the rom.

You talked about compressed text, maybe that's my next lead.

I've only ever done this with the NES before which seemed a lot easier but I'll learn.

11
I found a somewhat obscure GBA Japanese demo game and I'm working on translating it.

It took a while but I made a table for the in-game dialogue and when the dialogue is on the screen I can see the text in the video ram, but I can't find where it is located in the rom. Is the text stored differently in the rom? Translating will be relatively easy once I can get to the text, there's maybe 30 lines of dialogue so I think it's doable.

I don't even know the name of the demo, sorry if it seems vague. If anyone has encountered this before please give me guidance. This is a huge learning curve for me but I'm willing to put in the work!

(I moved the post, was originally posted in the wrong section)

12
ROM Hacking Discussion / Translating Japanese GBA demo game
« on: March 21, 2021, 06:31:44 pm »
*edit - I realized that I posted this in the wrong section, my apologies. This can totally be deleted

I found a somewhat obscure GBA Japanese demo game and I'm working on translating it.

It took a while but I made a table for the in-game dialogue and when the dialogue is on the screen I can see the text in the video ram, but I can't find where it is located in the rom. Is the text stored differently in the rom? Translating will be relatively easy once I can get to the text, there's maybe 30 lines of dialogue so I think it's doable.

I don't even know the name of the demo, sorry if it seems vague. If anyone has encountered this before please give me guidance. This is a huge learning curve for me but I'm willing to put in the work!

13
Isn't this the same obstacle we're experiencing with dumping the translated roms from Double Dragon & Kunio-Kun Retro Brawler Bundle? There has be to be a way to have the translated roms dumped.

14


Awesome work!

I wish there was a way to port this title screen to River City Ransom.  I've tried restoring the Downtown Nekketsu Monogatari title screen to River City Ransom but the 2 versions of the games are just different enough to make it a seemingly impossible task.

15
ROM Hacking Discussion / Re: River City Ransom palette question
« on: January 02, 2020, 12:49:41 pm »
I've never got the BARF! editor to work myself, but I am totally curious to know what you are working on!

There isn't much out there for RCR hacks except for minor graphical hacks.  I would LOVE to see some level and music hacks.

16
River City Ransom / Downtown Nekketsu Monotogari

I'd like to see a hack that is more than just a simple graphical hack. Anything really!

This game deserves so much more attention, has a lot to offer too. It has kick ass music, large open world map (sorta), fast paced beat em up action, tons of moves and techniques, RPG elements to level up your character and many other games from its series to rip graphics and music from!  The series is still going strong to this day with the original 8bit graphics and feel being used (check out River City Tokyo Rumble and River City Rival Showdown on the 3DS). There's never been a better time to hack this game!!

I can't seem to find any data online for editing maps.

Imagine..

- Double Dragon levels in River City Ransom!
- River City Ransom 2: Slick's Revenge
- River City Ransom with the maps of the 68x version (more screens, rival schools accessible)

I'm sure if the maps could be rearranged a bit, the bosses names and graphics changed a bit, dialogue revamp.. this could easily become a popular series of hack!

Years ago there were some tools being worked on, all seemed to have disappeared, BARF was the name of one.  If such tools existed right now I personally would start my own hack.

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