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Topics - Auryn

Pages: [1] 2
1
Programming / Pattern / Decryption
« on: September 08, 2016, 01:30:06 pm »
Hi Guys,
I have spend a lot of money buying some measurement hardware and i find myself with a software for window that came with that thing that sucks!
Especially the export function is very shitty because they not output everything it has measured and need a lot of clicks to do so.
Now i am trying to read their own archive file to that i can export everything how i want and i am not dependant on that stupid software.
The archive seems simple enough with a lot of space between data so i don't believe there is any compression and there is some Unicode Text in plain view but i can not make out how they have stored the values.
It seems that all numbers are stored in blocks of 8 Bytes and I tracked down some measurements in cm to my list below.
Note that the program input is in cm (centimeters) and my decimal values are in cm as well so maybe 0.0001cm is actually just a 1mm.

0           00 00 00 00 00 00 00 00
0.0001   8D ED B5 A0 F7 C6 B0 3E
0.0002   8D ED B5 A0 F7 C6 C0 3E
0.0003   53 E4 10 71 73 2A C9 3E
0.0004   8D ED B5 A0 F7 C6 D0 3E
0.001   F1 68 E3 88 B5 F8 E4 3E
0.01           2D 43 1C EB E2 36 1A 3F
0.1           FC A9 F1 D2 4D 62 50 3F
1           7B 14 AE 47 E1 7A 84 3F
2           7B 14 AE 47 E1 7A 94 3F
3           B8 1E 85 EB 51 B8 9E 3F
4           7B 14 AE 47 E1 7A A4 3F
5           9A 99 99 99 99 99 A9 3F
10           9A 99 99 99 99 99 B9 3F
100           00 00 00 00 00 00 F0 3F

Here a screenshot of the Hex editor with the area with the value (left side) and the right side is when i save with "nothing" measured (there is some fields that are saved on the archive because they are some constants from the option menu).
Like i said, a lot of space.




Maybe an usefull info: when i export with the program itself, the max number is 10+comma (0.123456789) but it look like it's still a 8 Bytes block. Those 3E/3F are something very prominent on that archive.

Does somebody see a pattern or have any ideas how to decrypt this??
If you think you have an idea but you need more values to test it, just request them, i can input them and send you the 8 Byte block back.
Thanks

2
Script Help and Language Discussion / Just a graphic late at night :p
« on: June 20, 2016, 07:39:20 pm »
Hi Guys,
i need a small translation because late at night and tired.


How would you translate "あった!"??
Got it?? Found it?? There??
There is a game on android with this name.

Thanks

3
Hi everybody,
at many occasions CT2 gave me an error and this time i decided to finally understand what it says :p
Can somebody please translate this??

4

Thanks to GyakutenGodot and Mrichston for this coverart and SuperAj3 for the right one back on 2011 :)

Gyakuten Kenji 2
Ace Attorney Investigations: Miles Edgeworth: Prosecutor's Path

Translation Patch Case 1/2 and 3.


1) What is this?
2) What it does??
3) How to patch it??
4) How to play it??
5) Know issues
6) Feedback
7) Future
8) I want to help with the translation
9) History
10) Licenses
11) Members and thanks


1) What is this?
This is the first public release for the patch of the game "Gyakuten Kenji 2" or "Ace Attorney Investigations: Miles Edgeworth: Prosecutor's Path" (yes, we dropped the 2 because earlier entries in the series never had a number in the title in English).
The Zip contains this readme file, the patch and the complete Artcover (front and back) that GyakutenGodot and Mrichston made.

2) What it does??
The patch translates all the common screens of the game (title screen, case selection screen, save screen, profile/evidence screen), all the text, all the graphics (yes, including backgrounds, sprites and even evidence) and all the voices (recycled the old voices when possible or dubbed by voice actors for the new characters) in English ONLY for case 1 / 2 and 3.
In other words, we eradicated all Japanese from the game and you would think you have a US release of the game in your hands.
The only japanese left in the game is the song at the beginning of case 3.
As bonus, it will remove the anti piracy protection so that you will not see only Borginian when you start the game.

DO NOT UPLOAD AND SHARE THE ALREADY PATCHED ROM!!

3) How to patch it??
First of all you need the ROM of the game (don't ask us where to get it, Google is your friend).
Remember to keep a copy of the clean ROM for future patches (we have yet to decide if we will make a progressive patch or you will always need to use a clean ROM.
For this patch we offer you 2 patch formats:
BEAT: http://www.romhacking.net/utilities/893/
Xdelta: http://www.romhacking.net/utilities/598/

For BEAT, choose the BEAT download link, decompress the patch, run BEAT, press "Apply patch", choose your .nds file and your .bps file, then "Patch" when you finish, play it on emu or transfer to your micro SD card.

For Xdelta, choose the Xdelta download link, decompress the patch, run Xdelta UI, select your ROM, select the patch, then "Patch" when you finish, play it on emu or transfer to your micro SD card.

For mac users:
MultiPatch is your friend to patch the ROM.

4) How to play it??
With emulator:
Desmume (win/mac) : the game runs fine without any known issues apart those descrived in 5)

No$gba (win): NO$GBA > Options> Emulation Setup, and then a window will open with all the emulation settings(as you might already know), then you just change the Reset/Startup Entrypoint from Start Cartridge directly to GBA BIOS(Nintendo logo) and then it works!

No$gba (win) alternative : after you applied the patch to the ROM, you need to encrypt it with the tool eNDryptS Advanced v1.2:
[http://www.no-intro.org/gbadat/tools/eNDryptS_Advanced_v1.2_NDS-iND.zip]http://www.no-intro.org/gbadat/tools/eNDry...1.2_NDS-iND.zip[/URL]

No$gba (mac): HERE

No$Zoomer (win): Start NO$Zoomer... After opening it, you simply have to go on NO$GBA > Options> Emulation Setup, and then a window will open with all the emulation settings(as you might already know), then you just change the Reset/Startup Entrypoint from Start Cartridge directly to GBA BIOS(Nintendo logo) and then it works!
Thanks Plaster Wright for this and the first No$gba option.

other emulators: unknown, feedback is welcome.

with flashcards:
Little is known about what flashcards are supporting the game and witch ones don't.
If your flashcard run the original ROM, there are good chances that it will run the patched as well (some exceptions are known to this)
You can try the patched ROM first and if it still doesn't work, try eNDryptS Advanced v1.2 after having applied the patch.

DSTWO play the game fine with the latest EOS
Acecard2i with Akio 1.19
R4 2013
Are confirmed flashcards running the game propely without having to use eNDryptS Advanced v1.2 and no issues apart the ones descrived in 5).

M3DSReal flashcard with quadboot: AP Active (no solution yet)

Feedback is welcome on this, too.


5) Know issues
a) One issue affecting your gameplay are the voice command (when you screem "Hold it" or "Objection" to your NDS), they seem broken.

B) A second issue is that when you load a savegame, it's possible that you will get an empty text box.
Don't be scared, the next text will show up as usual.
If you are on a cross examination, you can go forward and back and you will get the missing text.

C) Some older flashcards still activate the AP.

At the moment there are no other known issues.

Please report any problems you encounter when playing the game.



6) Feedback
Your feedback, corrections, suggestions etc... are naturally welcome.
When posting corrections / typos / text overflows, please be clear on where it happens and if possible with a screenshot.
If you have problems like freezes, glitches or messed up screens, please specify what configuration you are playing with:
emu/flashcard, version, OS and naturally where it happens.
You can give feedback on the thread where you downloaded this patch (on RHDN or GBATEMP) or per EMAIL: patch.feedback@gmail.com


7)Future
Well, naturally we will translate all cases.
We will try to optimise the patch size (yes, at the moment they are a little bit big with 24MB Xdelta and 27MB with Beat).
Depending on your feedbacks we will try to make the patch more compatible with other flashcards (if possible).
There are some little tweaks on the plan (example a separate savegame file for the translation, a different icon and else).
We will try to make the whole patch more "easy" to be translated in other languages.


8) I want to help with the translation
This project is far from being finished so help is naturally welcome.
Graphics and sounds are already finished so we don't need any help there.
You can help if you are a good hacker for NDS because we still have some issues with the RAM management.
You can help if you have English as your first language and want to help correct / insert the text back into the game
(instructions and tools are given to you).
You can help if you are more or less fluent in Japanese and know the Ace Attorney series well.
You can apply by posting at Apply for a role in the Project.



9) History
09.03.2014 Case 1/2 and 3
17.09.2013 Case 1/2 beta patch
Summer 2013 Backtrack to original plans without ASM
Winter/ Spring 2012/2013 Try to fix memory problems
October 2012 Planned release but abbandoned because of ASM problems in case 2
Summer 2012 Finally much text translated
Winter/Spring 2011/2012 not really much
Fall 2011 I took the head of the project.
Summer 2011 My first draft of images in the game.
18 April 2011 First concrete discoveries
10 April 2011 Project Start (at least in the heads)


10) Licenses
Ace Attorney and all the names, material, graphics and sounds are trademarks of Capcom.
If you want to mirror the patch to your site, feel free to do so but please always attach this readme.txt with it.
Please don't release an already patched rom in anyway form and don't tell other people this is your work.



11) Members and thanks
Well the list here is long...very long, I hope I have not forgotten anybody (no special order):

If you worked with us but you not see your name in this list, don't be scared to PM me and I will add you.

Hacking/format discovery: Hackotedelaplaque, jjjewel, Henke37 and myself.

Tools: Hackotedelaplaque (Sprite and Text Studio), Henke37 (GKTool) and Whivel (AceFontII).

Translation: BigKlingy, Choky, N-Forza, Tanaka Houji, Runebearer, Jin, Dowolf, Bad Player, Mirii-chan
and kimchi314.

Localization / Text Insertion: Fatalfeline, Mrichston, Redjiggly, Junebug493, 6Toushiro9, Mracy, Gerkuman, Paladia, Jacunni, missyquints, Rollingball, FinalClipX, Aleister, Jorpho, Ginko, Etherealblade, Sorenwind, ChaosArgate, black imperator, Gameleon, j00m, mujie, Wolverfrog, SuperAj3, KneehighPark, RPGamer, bluebomber1815, Wellington2k, BlueOrb, Darksonic22, yuudachi, GyakutenGodot, Waffleman, Jamdy, Accord, mmcgeehin and AustinM11.


Voice editing/ Voice Insertion / Voice Actors: HanOnimous, Sempermania, Katya-Edgeworth, Sonicshadows, Byronic Hero, Negihyga90, Inverseman, Tivanenk, Zergrinch, PVHD, Crazed Ninjia, SLeon, Spario the endernerd (Wario), Fusionmaster, iViking, , MSAnemanja2/super saiyan, AJS, Bii, Wellington2K,Wuigi Draginite, ProZD and vi3trice.

Graphics Editing / Graphics Insertion: Mrichston, Secretmonster, Jinnai, Hamster, Percei, 6Toushiro9 and myself.

Cake Movie: Wellington2K and Mrichston

Testing / Debugging: Mrichston, Hackotedelaplaque, Choky, DarkSonic22, Rollingball, Henke37, Plastic Wright, Xalusc, Shiro9, Accord, FinalClipX, Hanonimous and myself.
   
A thanks to DeMatador, Tateyuki Shigaraki and Henke37 because those are the people that tried to start this project back in April 2011 even if they didn't know much about ROM hacking and a special thanks to the first 2 for letting me take over (involuntarily) the head of this project. Being at the head of such a big project and big group is equaly an honor as an hard work.
Some other people that didn't work directly on the project but still was around for decisions or supports:
Permafry_42, Lusankya and all that helped in anyway (example all those people that helped choose the names of the characters in the game).

Thanks to all the people that supported us in this project since the beginning (or later on :) ) and thanks to all the fan that gave us the energy to continue this work.
Naturally thanks to Capcom for making the game.


Have fun
HERE]
Auryn



BEAT Download link:
[url=http://filetrip.net/nds-downloads/rom-hacks/download-ace-attorney-investigation-2-patch-beat-case-1-2-and-3a-f32722.html]HERE


Xdelta Download link:
HERE



Please leave this thread clean!!
Only thanks or feedback are allowed in this thread.



PS: I am sorry if I didn't use the submission feature, it's just way to complicated especially if I got already all created in the link and example the readme already packed inside the patch file.


5
Well, I never opened a topic in RHDN about this game but some attentive people know that I am at the head of an international translation group that is working on Ace Attorney Investigation 2.
There are 2 main groups in this project:
- the english group that is working only on AAI2 and is composed from people over the world (from Australia across europe till the usa)
- the french group that is working on AAI1 and AAI2 and is composed mainly of french people.
Both groups are collaborating exchanging everything with each othes but both groups are translating directly from Japanese.
We have all the graphics done, the hacking look stable and has been tested thru the whole case 1, we have even english voice sample already and the literal translation is still going on:
-Case 1: 100%
-Case 2: 99%
-Case 3: 60%
-Profiles: 20%
-Maps: 99%
-Choice Buttons: 99%

Sadly we lost the localization team 3 times already so I am here to see if there are people in here that want to help out with the localization of the text. For this job no romhacking experience is needed, only fluent english is required and if possible a good knowledge of the Ace Attorney series.

Another position I just opened up now is script inserter. For this job again, no romhacking experience is required and actually not even english because the most of this work is just copy /paste.

So I hope there are people ready to help so that we can finish this beautiful project soon.
If you are interested, just come forward and let a message in this thread.

Here some sample pics



Some graphics compared to AAI1



And when I said that we have all graphics done, I mean ALL! We eradicated all japanese from any background, texture or as you can see below here, even from the sprites

6
Hi everybody,
I just picked up an old project in my list and things are proceeding very well.
Sadly even working with Atlas translator, Systran translator and google, it seems that I can't get everything translated by myself.
It would be nice if somebody could take a look at the list below especially for the items with 2 choices or NO IDEA.
Those are all the names of the cursed items that are not found in any FAQ and are only temporary names till you identify them so I believe translation can be a bit loose and not need to be perfect.
I am open for all corrections and suggestions:

//アナのあいたカード(end)
Card with holes

//おれまがったカード(end)
Bent card

//カビのはえたカード(end)
Moldy card

//切れているカード(end)
Cut-off card (or Sharp card)

//しわくちゃのカード(end)
Crumpled card

//すりきれたカード(end)
Worn-out card

//そりかえったカード(end)
Mirrored card (Warping card)

//ちぎれたカード(end)
Torn card

//ドロのついたカード(end)
Mud(dy) card (or Dirty card)

//にじんだカード(end)
Dust(y) card

//ぬれたカード(end)
Wet card

//ふるそうなカード(end)
Old Card (or Shaky/Trembling card)

//やぶれたカード(end)
Lost card (or Tear card or Off center card)

//あたらしい首輪(end)
New collar

//イカス首輪(end)
Advantage collar

//いけてる首輪(end)
Must have collar (or Go card)

//おおきい首輪(end)
Big collar

//おしゃれな首輪(end)
Fashionable collar

//かっこいい首輪(end)
Cool collar (or Good looking collar)

//かっこわるい首輪(end)
Clumsy collar

//かわいい首輪(end)
Lovely collar

//きたない首輪(end)
Dirty collar

//コケむした首輪(end)
Mossy collar

//ごつごつした首輪(end)
Rugged collar

//こった首輪(end)
Elaborated collar (or Stiff collar)

//さびてる首輪(end)
Rusty collar

//シブイ首輪(end)
Shibui collar (or Bitter collar) What is this??

//ジミな首輪(end)
Plain collar

//シンピルな首輪(end)
Simple collar (or Thin Collar)

//セクシーな首輪(end)
Sexy collar

//ダサイ首輪(end)
Uncool collar

//ちいさい首輪(end)
Small collar

//つやつやした首輪(end)
Glossy collar

//つるつるした首輪(end)
Slippery collar

//とげのついた首輪(end)
Spike collar (or something with accomplishment)

//ドロだらけの首輪(end)
Muddy collar

//ナイスな首輪(end)
Nice collar

//ハデな首輪(end)
Fancy collar

//ブカブカな首輪(end)
(Too) Big collar

//ふるい首輪(end)
Old collar

//へンな首輪(end)
Negative collar (or Decrease collar)

//よごれた首輪(end)
Dirty collar

//おかしな首輪(end)
Strange collar

//ゆがんだ首輪(end)
Crooked collar

//サイケな首輪(end)
Psychedelic collar

//あまからそうな実(end)
Sweet fruit

//あまそうな実(end)
(Seems) Sweet fruit

//うすあじそうな実(end)
Shiny fruit

//おいしそうな実(end)
Savory fruit

//かたい実(end)
Hard fruit (or Stiff fruit)

//かたそうな実(end)
Coated fruit

//カビくさい実(end)
Moldy and stinky fruit

//からそうな実(end)
Hollow fruit ???

//くさい実(end)
Stinky fruit

//まずそうな実(end)
(Seems) Unpalatable fruit

//みずっぽそうな実(end)
(Seems) Watery fruit(or fruit)

//こうばしそうな実(end)
(Seems) Tasty fruit

//こなっぽい実(end)
NO IDEA

//ザラザラした実(end)
Bluntly fruit (or Perfect fruit)

//しおからそうな実(end)
(Seems) Salty fruit

//しっとりとした実(end)
Moisty fruit

//しぶそうな実(end)
(Seems) Bitter fruit

//しょっぱそうな実(end)
(Seems) Salty fruit

//すっぱそうな実(end)
(Seems) Sour fruit

//だんりょくのある実(end)
Resilient Fruit

//つまってそうな実(end)
Packed fruit

//ドロくさい実(end)
Muddy and stinking fruit

//なまぐさい実(end)
Fishy fruit

//においのきつい実(end)
Strong smelling fruit

//にがそうな実(end)
Bitter fruit

//ブヨブヨした実(end)
Flabby fruit

//ピヨピヨした実(end)
Chickabiddy fruit

//フレッシュな実(end)
Fresh fruit

//アワだった薬(end)
NO IDEA

//ギトギトの薬(end)
Oily medicine (or Medicinal Oil)

//キラキラした薬(end)
Sparkling medicine

//ギラギラした薬(end)
Glistening medicine

//グニャグニャの薬(end)
Limp medicine

//ゲロゲロな薬(end)
Disgusting medicine

//サラサラした薬(end)
Whispering medicine

//ザラザラした薬(end)
Rough medicine

//ズルズルの薬(end)
Slurping Medicine

//ゼリー<$01>タの薬(end)
Jelly medicine (<$01>タ=MISSING KANJI)

//ツーンとくる薬(end)
NO IDEA

//ツブツブ<$02>あり薬(end)
Plebby medicine (<$02>あ= MISSING KANJI)

//デロデロな薬(end)
NO IDEA

//ドキドキな薬(end)
Throb medicine (or Pounding medicine)

//トロトロの薬(end)
Pulp medicine ???

//ドロドロの薬(end)
Muddy medicine

//ヌメヌメの薬(end)
Slimy medicine

//ヌルヌルした薬(end)
Slippery medicine (just to make it different from the above)

//ネタネタした薬(end)
Big medicine (ネタ>stuff/contenent so 2xstuff=big)

//ネチャネチャの薬(end)
NO IDEA maybe something like valueable medicine

//ネバネバした薬(end)
Sticky medicine

//ビサビサの薬(end)
NO IDEA

//べトべトした薬(end)
Downy medicine

//パカパカした薬(end)
Bye bye medicine (パカ in russian is bye :p)

//ピクピクした薬(end)
Twitched medicine

//ピルピルした薬(end)
Pills

//べタべタした薬(end)
Data medicine


If you like Chocobo and have japanese knowledge (i believe basic should be ok because the game doesn't have complicated language), there are about 250-300kB of Cartographer dumped text that are awaiting translation.
If you are interested, send me a PM.
All the menu, items are already done and next I will do the descriptions of all items by myself.



Sorry for the long post and the screenshots taken from TV but my advanced savegame is on the real hardware (for testing as well) and not on emu and at the moment I don't have a way to import the savegame.
Thanks for the help already.

7
Hi everybody,
I need 2 kanjis that i have in graphic for in text form to complete my table file. Can somebody write those down here??


1)between 雄 and 油
2)between 獲 and 楽

It would be nice if somebody good wih kanji could cross check my table file (especially the kanji) with the image above.

Thanks alot

8
Hi everybody,
2 things:
First: I am searching a japanese to english translator with intermediate-high level of japanese/english but no knowledge of romhacking needed.
The intermediate level is required because the script is of a simulation/urban developpement game and it uses financial/stock market terms.
If you think you could translate Sim City from japanese to english, then you are probably good for this.
Anyway the level is increasing across the file so even if you are not sure, you can give it a try and do the job till you can.
No hacking skills because the main file can be opened in MSWord (unicode encoding) and it's 280kB dirty (some control codes and pointers in it that can be ignored by the translator).
It will look like this:
 
  Ȁ   Ȁ   Ȁ   Ȁ   Ȁ   Ȁ   Ȁ   Ȁ   Ȁ   Ȁ   Ȁ   Ȁ   Ȁ   Ȁ   Ȁ   Ȁ   Ȁ  Ȁ   Ȁ!  Ȁ"  Ȁ#  Ȁ$  Ȁ%  Ȁ&  Ȁ'  Ȁ(  Ȁ)  Ȁ*  Ȁ+  Ȁ,  Ȁ-  Ȁ.  Ȁ/  Ȁ0  Ȁ1  Ȁ2  Ȁ3  Ȁ4  Ȁ5  Ȁ6  Ȁ7  Ȁ8  Ȁ9  Ȁ:  Ȁ;  Ȁ<  Ȁ=  Ȁ>  Ȁ?  Ȁ@  ȀA  ȀB  ȀC  ȀD  ȀE  ȀF  ȀG  ȀH  ȀI  ȀJ  ȀK  ȀL  ȀM  ȀN  ȀO  ȀP  ȀQ  ȀR  ȀS  ȀT  ȀU  ȀP  ȀQ  ȀR  ȀV  ȀW  ȀX  ȀY  ȀZ  Ȁ[  ԃaf܀     おはようございます、社長。    ﹟   国のエネルギー政策の転換により全国の炭 鉱街は産業構造の見直しを迫られました。  ᅰ   その中で、鉱業から観光へ転換するという ユニークな自治体が現れます。   ￙   自治体の売り込みに応じた当社は、観光開 発に乗り出します。  ￟   しかし、いざ観光開発を始めてみると、予 想外の出費に手を焼きます。  ᅴ   住民の観光需要の少なさも相まって、経営 は暗礁に乗り上げました。
If you are interested on a part or the whole job, send me a message/PM.
Thanks

Second thing is that i have started to translate the intro and intro of the tutorial of the game but I am not sure if it's correct especially because I don't understand if I have been elected president and the secretary calls me president all the time (for respect) or if there is a president above me. It would be nice if somebody would take a look (level: basic) and correct me.
Anyway the file is here (9kB)

Thanks

April 10, 2012, 04:55:42 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
WOW! 5 people downloaded the file but nobody answer???  :'( :banghead:

9
ROM Hacking Discussion / Various Zelda in russian for you.
« on: March 03, 2012, 09:31:58 pm »
When I helped out somebody at gbatemp, I found a gold mine for all russian speaking people:
A site with all the latest Zelda completely or WIP translated in russian.
Check it out!

10
Programming / Graphic extractors for PC/PS2/PS3/XBOX360 for you.
« on: February 04, 2012, 06:38:16 am »
By surfing around I stepped into THIS SITE with a lot of graphics extractors (from what I saw, they are all with source code as well).
Most of them are for hentai games on pc or their ports but there are some interesting ones for PS2/PS3 and Xbox360 as well.

I hope they are useful for some new project.

Enjoy.

11
Script Help and Language Discussion / Little japanese translation please.
« on: December 03, 2011, 07:29:24 am »
I found this by accident:


What those cheats do and where/when to input them??

And while I am already here, how you translate this:
1) エクスカリパー
2) 王者の剣
3) 究極幻想
4) かすみ草
5) 破壊のつるぎ
6) 心ない天使

Thanks

12
ROM Hacking Discussion / Saturn specs and file formats
« on: October 14, 2011, 01:59:58 pm »
Inspired by the other topic and the research I made on that game, I have decided to make a post where to post some references about the Saturn.
Maybe this collection can be useful to somebody and maybe inspire somebody to try to make some Saturn translations.

General hardware specs:
http://videogamereview.tripod.com/saturn/specs.html

Some more:
http://dextremes.com/sega/sat-spec.html

Some specs on the SADX sound format:
http://sadxforum.freeforums.org/sanik-s-notes-issue-2-saturn-format-t191.html

Specs of the FILM video format:
http://wiki.multimedia.cx/index.php?title=Sega_FILM#Sega_Saturn_CPK_File_Format

Specs of the PCS graphic files:
http://www.youtube.com/watch?v=VmQ64ZVRdn0

Generic BMP specs (i don't know if it's really used on the Saturn):
http://atlc.sourceforge.net/bmp.html

Finally at least for the moment, the Saturn images are Mode1/2352 and not Mode2/2352 like the PSx.

If somebody has more specs or interesting sites about Saturn hardware, software, hacking, translations, etc...
feel free to add them below.

13
ROM Hacking Discussion / Nanashi no game (Nameless Game) patch 1.0 is out
« on: October 14, 2011, 01:38:11 pm »


I just copy / paste the post of Nagato from GBAtemp:

At last we are ready to release the full patch.
Thank you to summvs, Ryusui, and G-Han for the hard work they put into this project. Thank you to our testers Sora de Eclaune and GhostCar for taking the time to play the beta patches and report bugs so we could provide everyone else with an even better release. And of course thank you to everyone who has been following and supporting the project.

Please use the following template if you would like to report a bug.

Quote
System: (Emulator or DS)
(If DS) Flashcart name and firmware version:
(If emulator) Emulator name and version:
Patch version number:

Days remaining:
Character's gender: (Male or Female)
Detailed description of bug:

Provide some context clues in the description such as text that was recently displayed. Include pictures if possible.

This is a list of things NOT considered bugs:
- Anything relating to UK English
- A player's name causing line breaks sooner than usual

PLEASE BE SURE TO READ THE README!
Patch v1.0

Enjoy!

14
ROM Hacking Discussion / Gyakuten Saiban Jiten
« on: September 08, 2011, 03:58:51 am »
An old project that never advanced because I was missing a tool; now I have it and I am here to ask if somebody is interested on a translation.
I don't know if i really can complete this project alone because of the ASM hacking required to convert the glossary system but I thing the museum is what matters most.







15



the value x034C @ x0C is the first pointer in little endian.
the value x034E @x14 is the second pointer in little endian.
So this should give a dump of 2 bytes for the first pointer but Cartographer give me many more bytes than that and this for all pointers in the table.
The descriptions in the dump show the right values of pointers / text adresses.
This is a copy of the command file to be checked:

#GAME NAME:      AAI2 (NDS/Jp)

#BLOCK NAME:      Text Block 460 (POINTER)
#TYPE:         NORMAL
#METHOD:      POINTER
#POINTER ENDIAN:   LITTLE
#POINTER TABLE START:   $000C
#POINTER TABLE STOP:   $0344
#POINTER SIZE:      $02
#POINTER SPACE:      $06
#ATLAS PTRS:      Yes
#TABLE:         AAI2jpn.tbl
#COMMENTS:      Yes
#END BLOCK



16
Programming / Lost in asm NDS
« on: June 18, 2011, 09:09:52 am »
Hi everybody,
i am not such a good debugger and things look a bit different from what I have learned back on the PSX times.
I am trying to move the text window up 8 pixel (see the right part of the emulation screen) to make it bigger.
Sadly I am a bit lost on how to continue.
I know how to make the tile map bigger and know that the tile map data is cut just outside the screen so i need to move the tile map up in memory to add the missing tile line at the bottom.
I know that know it's written @ x06003400 and I need to change it to be written @ x060033C0 but how to find the value to change in the ROM??
Here you have a screen when it's writing the tile map in memory (if i not mistake).


Thanks for the help and feel free to ask me if you need other parts of the debug screen.

June 23, 2011, 03:51:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
:banghead:OMG

Hit 100 views and nobody than can help me... :'(

17
Hi people,
i am trying to use cartographer but i got a problem with "return" (new line).

If in the game I have A055=<NL> how do i tell cartographer that it should go to a new line when extracting the text too??

Thanks

18
ROM Hacking Discussion / NDS Graphic File Formats
« on: April 18, 2011, 01:36:29 am »
Hi people, i was reading about the different Graphic File Formats on NDS from this doc:
http://www.romhacking.net/docs/%5B469%5Dnds_formats.htm
What is the differences between them?? What they are usually used for?? What are the best programs to extract / insert them??

I don't know if am clear enougth, example and the 3 format i am most interested in:
Nintendo Character Graphic Resource: normally used for fonts or tiles and can be big as XX*YY
Nintendo Screen Resource: normally used for backgrounds big as XX*YY
Nintendo CEII Resource: normally used for ??? big as XX*YY

Thanks for the help.

19
Programming / Can somebody make me a little tool for window or dos??
« on: March 09, 2011, 04:46:52 am »
Hi everybody,
saddly i am lacking programming skills so I am here to ask if somebody would make me a little tool for windows or command line (dos).

The tool should be a file splitter that splits a big file into pieces by reading the offsets from an txt file and naturally the opposite too.

Maybe an example will make it more clear:
let's say we have a txt with this 3 offsets inside:
00 00 00 00
00 00 A0 00
00 B0 00 00

A big file called big.bin

the program should take big.bin and split it into 1.bin (data from 00 00 00 00 to 00 00 A0 00), 2.bin (data from 00 00 A0 00 till 00 B0 00 00) and 3.bin (data from 00 B0 00 00 till EoF).

Naturally the opposite too:
take 1.bin, 2.bin and 3.bin and place it inside a file named big.bin at the offsets in the txt. If one of the pieces bin is too big as the place disponible between the 2 offset, it should not insert it and give me an error message of wich file is too big.
If one or more of the pieces bin is smaller as the place between the 2 offsets, pad the space with 00

For limits, i am not sure because i didn't split the files manually to check the max but i would say that big.bin should be max 100MB and have 300 files on it.

I hope it's clear and that somebody can make me this little tool.

Thanks

20
Hi folks,
i was wondering if u can read it and if it's worth translating.
The first 3-4 are probably more or less not readable but if u guys find this worth translating, i will post the original tims.
If u can read it, I would be happy if u can post the translation, thanks.

1)


2)


3)


4)


5)


6)


7)
¨

8)


9)


10)


By the way I am searching a Japanese to English translator for easy paste job (i will be more busy with the graphics first) and translate screens like this.



Thanks

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