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Topics - Aroenai

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1
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.

2
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

3
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

4
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

5
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.

6
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.

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