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Topics - 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!

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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.

Thanks!


(Link to our blog if you're interested - https://tingletranslation.blogspot.com/)

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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?

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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-
http://www.romhacking.net/documents/282/

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?

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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 -
https://gbatemp.net/threads/ds-i-mode-hacking-progress-thread.413015/page-108#post-6674545

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
http://problemkaputt.de/gbatek.htm

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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ROM Hacking Discussion / Custom palette files (nds)
« on: November 02, 2016, 08:42:25 pm »
So I'm trying to translate Tingle's Balloon Fight DS, a short game with very little text. All of the text in the game appears to be graphical. I found a lot of graphic files in the arm9.bin (all of them maybe.). There are three different LZ77-compressed files embedded in the arm9.bin, and each of their headers contain either "NCG", "NCL", or "NSC".
I've extracted them, and NCG is the graphic. I think it's fair to assume NCL is the palette, and NSC is the map.
Anyways, some of the textures in the game are fairly complex, which makes it near impossible to unscramble and edit without the correct palette.
I tried to edit one of the NCG files without the palette (not easy :) ), and this happened -

(JPN original left, my attempted translation right)
I'm not sure if that has anything to do with the palette, but even if it doesn't I still need to be able to extract the palette to have a realistic chance at translating this game. How would I go about extracting the palette into a .pal file or similar format? Here's a sample of each file if anyone could take a look at it.
https://drive.google.com/file/d/0Bzi52yTfVXCQa0lwc2pKakxadkU/view?usp=sharing
Thank you in advance!

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Newcomer's Board / NDS graphics with custom headers
« on: August 23, 2016, 09:45:11 pm »
I am part of a translation team translating Tingle's Balloon Trip of Love. The games graphics are stored in what I'm 99% sure are simply .ncgr and .ncer files with a custom header. These files contain "GCV" and "ECV" in their headers, so I guess they would be considered .vcg and .vce files (little endian, right?).
All the graphics in the game are LZ77 compressed and stored in huge archive files, but for each archive file there is a .inf file that tells where each file starts, allowing for easy extraction, and also repointing if necessary. The way I have been doing it so far is messing with the heights and widths in the vcg files in CrystalTile2 until I get it unscrambled, extracting the palette as a .pal from the corresponding .vcl file (basically nclr with a custom header I think), exporting them to a BMP or PNG, and then sending them off to our graphic editors. However, I recently have come across a few graphics that I can't unscramble by just manually changing height and width values in ct2. If I can manage to edit the headers of the .vcg and .vce to change them to .ncgr and .ncer, I would be able to extract those graphics without a problem.

Could someone help me with this? I found some documents online detailing the NCGR and NCER formats, but I'm still lost. Here's a small sample of the files from the game -
https://drive.google.com/open?id=0Bzi52yTfVXCQR2ZDSE1rUmZRcWc

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This thread is for the English translation project of Ripened Tingle's Balloon Trip of Love (a.k.a. Tingle RPG 2), a Nintendo DS game released in Japan in 2009.
This game is a spin-off of the Legend of Zelda series and is somewhat obscure because it was only released in Japan. Its prequel Tingle's Rosy Rupeeland was released in Europe in five languages, including English. However, this game was skipped over for a localization, and has remained a mystery to many people  :)
Tingle RPG 2 is a point and click adventure game, while paying tribute to several genres such as classic dungeon crawlers, JRPGs, and even dating sims. If you've never tried this whacky but fun game, I'd highly recommend it!

The team-
Hacking
joesteve1914
Translators
waldrumpus
DaVince
Graphics Editors
chir-miru
masterofzoroark
Rimbamboo
Zell0s

Credits-
DarthNemesis for TingleTrans program
Auryn, Kelebek, FAST6191, and anyone else on here or GBAtemp that have given me advice.
Normmatt for helping fix an issue with the font
FShadow for the new title logo
IcySon55 and FTI for the custom archive program

Check our blog for updates!
http://tingletranslation.blogspot.com/

Screenshots



Relevant Links
https://gbatemp.net/threads/ripened-tingles-balloon-trip-of-love-translation-project.363053/

Grab the patch here!
http://www.romhacking.net/translations/3376/

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Newcomer's Board / Fire Emblem Thracia 776 text editing
« on: September 14, 2014, 03:23:49 pm »
Over at Serenes Forest there is an ongoing project to make an updated translation for the 4th and 5th Fire Emblem games, Genealogy of the Holy War, and Thracia 776. If you want more info, go here-http://bookofholsety.tumblr.com/projectnaga

Anyways, one of the main problems with the old patch for Thracia 776 was the status labels weren't translated. Obviously the goal is to have them translated in the new patch, but it turns out they're compressed. This patch-http://www.romhacking.net/translations/624/ translates them, but I've tried everything I can think of to figure how they did it and I've got nothing. So does anyone here have any idea how to edit them?

If you don't know what I mean by status labels, they're these-

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Newcomer's Board / Compressed text in SNES game
« on: May 21, 2014, 08:51:09 pm »
Alright, so I'm making a menu patch for Fire Emblem Thracia 776 for the SNES. The font for the menu is 16 bit encoded.  I have a table and can edit most text easily, except for some that just doesn't come up when I search for it. I know that it's not an image because when I edit the font for the text I can edit, the font for this text also changes.
Notice the "K", that's only there because I replaced the kanji with it in the font.


My guess is that it just uses a different encoding but I can't seem to figure out the values. As far as I know relative searching doesn't work on 16 bit values, but I could be wrong. Does anyone have any idea how I can do this?

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Newcomer's Board / Repointing text in Fire Emblem 5
« on: March 15, 2014, 08:04:23 pm »
How would you calculate the pointers and repoint text in Fire Emblem- Thracia 776? It's for the SNES and it's LoROM.

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Newcomer's Board / How to keep files the same size
« on: March 09, 2014, 01:29:22 pm »
I'm trying to replace graphics in a DS game. The graphics are located in custom archives so there are no tools to extract them, so I've been extracting them manually. Anyways, they're compressed with LZ77 compression so after I decompress them, I can view the graphics in crystal tile 2. After I modify it the decompressed file is the same size, but after I compress the modified file it's bigger (sometimes smaller) than the original compressed file. This is a problem because it has to be the same size to fit in the archive. Why is it doing this?

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Script Help and Language Discussion / Translator needed
« on: February 28, 2014, 05:38:50 pm »
Hello, We are looking for help in translating the script of Color Changing Tingle’s Love Balloon Trip from Japanese to English. It is a spinoff of The Legend of Zelda series and a sequel to Freshly-Picked Tingle’s Rosy Rupeeland.
I am told that the game uses a preschool level of vocabulary and grammar, so it’s not too complicated.
Also as the script is rather lengthy you can just translate some of it if you want. Either post here or PM me if you're interested.

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Script Help and Language Discussion / Could someone please translate this
« on: February 18, 2014, 05:42:05 pm »
Could someone tell me what these mean? They are the names of different levels in Tingle's Love Balloon Trip-
Spoiler:
りょうほう
ふたりとも
にひきとも
どちらも
どっちも
2ひきとも
いずれも
りょうほうとも
そのごのせかい
New Game
みしらぬ ろうふうふ
おじいさんの アレ
うごけ! なぞのマシン!

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Newcomer's Board / GCV, LCV, and CSV files
« on: February 08, 2014, 08:29:21 pm »
Does anyone know what these files are or how to open them? I've looked all over the internet for them, but the only one I could find is CSV, which it said was a spreadsheet format, so I'm guessing that's a different file. Also I know they have something to do with graphics if that helps.

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Newcomer's Board / Tingle's Love Balloon Trip pointers
« on: July 16, 2013, 08:22:57 pm »
Hello,
I am translating the DS game Tingle's Love Balloon Trip. One problem I have is that there is not enough space for the new text. So I need to hack the pointers. I've hacked NES pointers before using the Mad Hacker's guide, but I just can't figure out NDS ones.

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Newcomer's Board / Help making table for snes
« on: May 17, 2013, 12:57:11 pm »
I am trying to find table values for the menu font of this translation of Fire emblem thracia 776 (here: http://www.serenesforest.net/download/FE5_Patch_0006.zip)

I have the table for the other fonts except for this one (it's located around 39C800 in gameboy format, if anyone wants to take a look)
How would I find it? Also, relative search doesn't seem to work on this font.

May 24, 2013, 11:43:29 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Could someone please help me?

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Newcomer's Board / Tingle's Love Balloon Trip
« on: February 03, 2013, 12:35:40 pm »
<p> </p>

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Newcomer's Board / Finding Text pointers
« on: January 26, 2013, 08:06:46 pm »
I am translating this game-
http://zeldawiki.org/Color_Changing_Tingle%27s_Love_Balloon_Trip

To find pointers, you take a hex string and convert it to little endian.
So you have the string

EC 01 FB 00 FB 01 (ボール)

Now you convert it to little endian-

01 FB 00 FB 01 EC

But nothing comes up?
What am I missing?


Sorry I'm new to this  :-\


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Newcomer's Board / Multiple levels of compression
« on: January 04, 2013, 04:33:31 pm »
I am translating this game-

http://en.wikipedia.org/wiki/Irodzuki_Tincle_no_Koi_no_Balloon_Trip

The graphics are compressed in .olz files with LZ77 compression. I am told that they have multiple levels of compression (ie. There are compressed files within the compressed files). How would I go about decompressing these to view/edit them?

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