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Messages - Choppasmith

#1
Congrats to both of you  :thumbsup:
Quote from: Hamikon on January 12, 2022, 07:28:57 AM

Oh, and even thought Malaysian and Indonesian are really similar, I think my translation that uses the old Van Ophuijsen Indonesian will make it unplayable for Malaysian people. Because even many Indonesian people will have a hard time trying to decipher Van Ophuijsen Indonesian... ( ^_^;)

It's okay a lot of native English speakers don't understand the flowery Shakespearean English in DQ1-2 either.  :laugh:
#2
I know I'm a looong way to porting the mobile script to this version (I've also switched gears back to translating Fortune Street for now) but I wanted to say thanks for doing this.
#3
Oh wow! You're much further along than I thought!

I've actually been busy myself with the PS2 version since a translation had finally been coming along. Yes I lurked in that GBA Temp thread  ;)

I don't know how much help I could be. 30th is essentially a remaster of the PSP version with some PS2 and new stuff mixed in. Sadly I haven't had a chance to play 30th myself but I heard a lot of the script is identical to Portable and I also have the maps and area names (PS2 and PSP which are IN 30th) translated with their official localized names so if you haven't already got them.

Also if you have a way to edit images I can use my existing templates to make translated squares and signs like Holiday, Stockbroker, Shop is Closed, etc.
#4
I hope this thread doesn't become full of nitpicks.

Well done, Rod! Congrats and thanks for the hard work.
#5
Quote from: Chicken Knife on July 12, 2021, 09:17:49 AM

As for DQ4, for the first time in the series, I feel like the western title screen is a major downgrade compared to the original. It's the beginning of a new trilogy, and I would *not* want to release a title screen for DQ4 in the western style.

Oh goodness yes, the DW4 title screen is awful. I don't think you'll find anyone who disagrees with you there. They must've been on some really tight constants or something.

While I think seeking out some expert help might be the only way (you could always try the help wanted forum). It COULD be just as easy, in theory, as comparing the NA and JP versions, finding where the logo graphics are relative to the castle and cloud graphics and maybe where the DQIV logo is in the JP version simply has all the tiles replaced with the DWIV logo. THEN do a trace log and find the ASM routine for the DQIV logo and replace the ASM for DWIV. That's still out if both our leagues, I fear hence why I said in theory. But then this game being so big, the graphics could be organized completely differently and could be programmed just as differently from the Japanese version as the DW1-3.

Basically what I'm saying is, it's probably the least changed title screen of the NES DQs so you have that going for you.

Edit: I was just comparing intros and they were WAYYYYY more different than I was remembering. I must've been thinking of DQV's intro with it slowly dropping in from the top. The JP intro just showed you a big sparkling IV on a black background and then cutting to the red sky with the full Dragon Quest IV logo while the US into has that ugly slab with the letters in Dragon Warrior revealing themselves before cutting to showing the TM and IV

For reference

US: https://youtu.be/yHNPFevdIUc
JP: https://youtu.be/aN9Upev4Sw8

Whoops, yeah that's much trickier than I thought. My best guess would be, assuming they're not shared with other map graphics. Remove the "slab" and have the tiles of the JP DQ logo reveal themselves than have it hard cut to showing the IV. That's my best idea.
#6
Quote from: lilpuddy31 on June 20, 2021, 07:39:08 PM
This is getting really stupid. You see it for less than a second, just press the B button when it shows up and continue about your day. People are acting like it is there during gameplay... This community is getting a rare celebration with this game finally being completed, but yeah let's ruin it all with complaining about a simple splash screen. Get over yourselves.
I haven't had the chance to play this patch. It's really that quick? Geeze, I posted earlier saying I could understand thinking it stayed on the screen for a good while and the colors really bothered people but sheesh.
#7
Quote from: RodMerida on June 20, 2021, 06:52:29 PM
That's what I have noticed; some people seem to prefere to play with game breaking than with a cracktro, Lol.

I even offer intermediate solutions and get no answer, just "I don't want your patch, thank you".

A splash there has to be (a non-removable one, by the way): otherwise someone may arrive, write nonsense over the English text and say he has translated it from Japanese, when he is just reinterpreting the RPGOne's script and just changing it to whatever goes out of his imagination and feels like, then say he has translated it from Japanese from scratch.
I can't allow this.
For a matter of respect to the original translator's work.
I'm here to protect his legacy!

Whoever wants to write his inventions will have a beautiful spinning screen telling the truth.

I've said my last word.

I just want to reiterate what I said earlier in this thread and thank you for your hard work in fixing these bugs that have lingered for YEARS. I think you have every right to add your own personal splash screen.

I, myself, plan to port the
official Mobile/Switch script 1:1 to the SNES versions once I'm done with the NES games. I intend to use whatever best version of the English patch available as a base since the groundwork for English text is already there. If you're not okay with this, let me know as I don't want to step on anyone's toes. I just want fans a way to play the games "officially" without the awful mobile touch interface or bad upscaling of the Switch version.
#8
Quote from: laserlambert on June 18, 2021, 10:37:03 AM
I've tried as many different versions of the rom as I can find, and tried it on multiple emulators and the result is the same.

See the window that says the monster name is cut. and then that corner of a window peeking out in the second one. It's not a big glitch, but it is there.
I'd be interested in what went into you not getting it, but I guess this might technically be off topic, and also, isn't important.

I haven't touched DQ1+2 hacking yet (I know I'll get there  :-\) but I remember Krisan's patch had a fix for the enemy bar so it could display Prestidigitator (making it a little wider by a couple tiles). If it's ANYTHING like the NES games there's a value somewhere affecting window size and placement maybe moving it left a couple of tiles might fix that.

On the other hand, I don't know why laserlambert is getting it and not anyone else. It might be a hero  name length issue since it's only supposed to be 4 letters but it was hacked to allow 8 letters.
#9
Quote from: TRIFORCE89 on June 14, 2021, 07:48:00 PM
I don't know if this helps anyone or anything at all, but I found this bugfixed and text revised version a while back. I recently played through it (both titles), enjoyed it, and didn't encounter any game-breaking glitches. Archive has a readme list of changes.

Oh neat, this guy posted here around the time I started work on DW1 Re-Quest. I wanted to give it a try but the link he offered was a broken link and he just shrugged and seemed he wasn't too sure if he'd continue.
#10
I'm a little torn honestly. On one hand, I only saw the screenshot and I can see how people call it jarring. On the other hand fans have been asking for these big fixes for YEARS and I'm quite thankful Rod finally fixed them and if he feels like he wants to leave his mark with his own splash screen, I don't have a problem with that.
#11
Oh I meant to email you Jim jam, but I figured I'd let you know here. The two exclusive spells, Radiant and Open have official modern names, Glow and Click respectively.

That's it, otherwise great work!

Edit: I missed a couple others Surround should be Dazzle and Defense should be Kasap.
#12
ROM Hacking Discussion / Re: Super Mario Bros. 35
April 03, 2021, 06:03:16 AM
I think it's doable in a sense. Basically an Endless Mario of sorts like the modes in MM9+10. I posted this in the hacking ideas thread a while back but basically.

-Have the level order be random
-Have the game skip the end of level fanfare
-Change the system for scoring Points to adding seconds to the timer.
-Add the random item box. You'd have to program the POW effect if you included it.

I think something like that is POSSIBLE but you'd need a Herculean amount of ASM work to do it.
#13
Personal Projects / Re: Dragon Quest IV (PSX)
March 11, 2021, 12:56:18 PM
Quote from: spookdy on March 08, 2021, 12:14:54 PM
For now I'll be working on inserting the Android dialog because its all right there and it's way easier but yes, even the way it is now allows for a more faithful translation with hardly any extra work on my end (or Markus's).

On Markus's blog you can download an archive of all the extracted PSX dialog, so it should be fairly easy to get started translating.

I'm not sure if this was the intent but Markus had set up each line like so:

"",ダミー{7f0b}{0000},0x0084

The second value is the Japanese text and the third is an offset that the translator doesn't need to worry about. The first quotation marks could encompass the translated text so someone could easily go into each file and start translating away. A translated line would look like this:

"Dummy{7f0b}{0000}",ダミー{7f0b}{0000},0x0084

(the values in {} are control characters, for example {0000} is the end of a dialog and {7f1f} is the hero name. I have no idea what {7f0b} is but its everywhere)

If anyone wants to do this work, like I said before, I am more than willing to set you up. You shouldn't need any technical knowledge.

This is great! My first thought was actually a mobile rip is likely to be structured the same making that an easy thing to convert. For the record, I love the modern localizations but going back to IV, I can see why people have a problem with it. Plus Alpha really went overboard in some places while I think Schloc, the people who have done the recent DQs including Heroes, Builders, XI, and I-III, found a happy middle ground. The phonetic spelling of a lot of the Irish/Scottish NPCs really ARE frustrating to read. I think having a 1:1 (or as close as possible) port with an optional  "easy reading" patch that tones down some of those phonetics would be ideal.

Btw Spookdy, first of all, welcome  :). I see you made a Square Enix spell names patch for DQ1. You know I made a complete mobile port that converted everything to the modern SE terms right? ^^;;;
http://www.romhacking.net/hacks/4237/ Not saying I have a monopoly on that or anything, having a patch just for spell names works just as fine too. But aside from that I wanted to point out you had two of the spells wrong. It's Sizz and Sizzle not Frizz and Frizzle.
#14
Quote from: m3tr01d on February 15, 2021, 05:31:58 PM
Hi everyone,

first, I just want to say I'm still really noob to this kind of stuff. I want to extract the content of a specific section in Tales of Destiny DC Ps2 file called SLPS_258.42. I already have the .tbl file for mapping the different HEX bytes to Japanese.

I want to translate Title from the game. The text starts at offset 1BBC00. Right under it is the name of the title (see https://drive.google.com/file/d/1PcAkjQHI7WdgE5kLZfVgHLEMJEDS_z9s/view?usp=sharing)

I know that if I take 1BBC00 + FF000 then reverse the bytes, I'll be able to find it in the Pointer table (see https://drive.google.com/file/d/13mNx61rn19bWzPzk2TZY96NNsbSFMCTt/view?usp=sharing )

If I go at the top of the Pointer table, I'll be able to know the start of all this block of text (see https://drive.google.com/file/d/1J8Vbqm-Uej9G3CH_kT13uNTPaSgtMgi_/view?usp=sharing

I then try to make the file for Cartographer. I based my file on the FF1 example.

#GAME NAME: Tales of destiny - DC (PS2)

#BLOCK NAME: Title_Block
#TYPE: NORMAL
#METHOD: POINTER_RELATIVE
#POINTER ENDIAN: LITTLE
#POINTER TABLE START: $0x1946A0
#POINTER TABLE STOP: $0x194B5F
#POINTER SIZE: $04
#POINTER SPACE: $00
#ATLAS PTRS: Yes
#BASE POINTER: $FF000 //add $FF000 to each pointer to get
#TABLE: TOD_UTF.tbl //the string address
#COMMENTS: Yes
#END BLOCK


In my .tbl file, I have specified at the end 00 to split the lines.
/00=[END]\n\n

I don't really know what I need to do to make it work. For some reason It doesn't seem to be able to generate my file.
This is what I get when I run it (see https://drive.google.com/file/d/1Z4gigACF9yl6F4WJAhDmRif6E4y2PPa4/view?usp=sharing ).

There's probably something I am missing there. I really appreciate all the help you can give me.

Thank you!

Are you SURE the pointers are 4 bytes? I recently tried ripping text from a PSP game, I thought it was 4 bytes for Pointer data but it turned out the 00 was in fact 1 byte for "space" and the pointers were 3 bytes and then it worked fine.
#15
Quote from: Masaru on February 08, 2021, 11:53:56 AM
I don't know if it's important for the topic, but i've also made mockups for both DQ1.2 and 3



I think Chicken Knife looked into it one time and said the tiles are stored differently between versions so you can't just copy and paste the tiles over. I could be wrong though.
#16
Quote from: Thirteen 1355 on February 08, 2021, 10:16:38 AM
Wait, you're actually planning to tackle BOTH the SNES JP only games AND the GBC ones? In that case, I'm sold.

Like I said, it's a long ways off, but yeah, that's the plan.
#17
Quote from: Thirteen 1355 on February 08, 2021, 05:06:54 AM
Actually, it's only the names/terms I'm kinda bothered with. Mainly when playing DQ11, some names just don't match up. The rest of the localization is much better than I expected, and certainly better than the fan translations done for SNES.

Sadly, the NES versions of these games are juust a tad too old for me.

This is exactly why I'm doing my Re-Quest project. Going from something modern like DQ11 and then going back to the older games can be very jarring and confusing. I'm a long way off, but I plan on going NES>SNES>GBC with the Erdrick trilogy and I'm on NES III right now. With respect to the Delocalized team of course. Options are great!  :thumbsup:
#18
Wanted to show my support as a DQ fan.  :thumbsup:

But I also wanted to ask you nejimakipiyo, if you get a chance after you were done with this might you take a look at the Terry dialog for Fortune Street Special? I have it separated as an open spreadsheet here:

https://docs.google.com/spreadsheets/d/1jkCGph6cC2_ZQ5m1zAQF0KpWhkayodTwxBVnrkWGMQw/edit?usp=sharing

I only ask because it's centered on DQM and thought it might be good to have someone already really familiar (I'm not, sadly) with the game to translate this.
#19
Sorry for the necropost, but I have now parsed the translation in an easy to digest spreadsheet. Contribute as little or as much as you like  :) Link in the OP.
#20
Okay I lied, having a problem with said game above. I can rip text RAW just fine but after discovering where the pointers were Cartographer just hangs. Text starts at 003C62B0, Pointer is at 00412320 with the value of 50 62 3C 00 so my cartographer.txt looks like this

#BLOCK NAME: ISP Dump
#TYPE: NORMAL
#METHOD: POINTER_RELATIVE
#POINTER ENDIAN: LITTLE
#POINTER TABLE START: $412320
#POINTER TABLE STOP: $41243F
#POINTER SIZE: $04
#POINTER SPACE: $00
#SCRIPT STOP: $41231F
#ATLAS PTRS: Yes
#BASE POINTER: $60
#SORT OUTPUT BY STRING ADDRESS: Yes
#STRINGS END AT NEXT POINTER: Yes
#TABLE: sjis.tbl
#COMMENTS: No
#END BLOCK


So with this it should be adding $60 to the 50 and looking at the text 3C62B0 but it's not. I tried limiting the dump to just the first couple of pointers and found it's just dumping the bytes at 3C6250 instead of 3C62B0. Am I just missing something obvious?

Edit: Took me a while but I got it. The pointers were 24 bit. Made the pointer size 3,the space 1 and removed Strings End at Next Pointer and it worked perfectly.