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Messages - Light of Hikari

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Please, can you drop the SMB2 & SMB3 enemy sprite sheet?
I want to edit some enemies like Panser or Angry Sun for example, if anyone isn't doing it right now.
Great idea of yours and good work for everyone involved!

I prefer darker like the original SMB.

Also, do you'll use the unused content from the SMAS? Like the 16-bit renditions of the SMB tiles, the tomato from SMB2 or the early file select screen.
https://tcrf.net/Super_Mario_All-Stars





https://tcrf.net/Prerelease:Super_Mario_All-Stars#File_Select_2


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Newcomer's Board / Re: Help With Japanese-English Translation (SNES)
« on: February 15, 2020, 02:10:41 pm »
Questions:
To abx: I want to do the tiny script for the 12-bit encoding filtering. What program I use?
To anyone that knows about: I can't open abcde normally. I opened it with Perl and only opens an command window in seconds and after disappears. What I can do?

3
Newcomer's Board / Re: Help With Japanese-English Translation (SNES)
« on: February 14, 2020, 10:46:46 am »
Hi everyone, I see all of your comments. And I have some things to say:
1. I discover that the table I'm using was "wrong", "wrong" because MonkeyMoore don't give me a fixed correct table order (like, in one time "あ" (sorry for using the same example) is =00, in other table, あ was =75, etc. So I was searching for how can I made an Japanese hex table, and I find the tutorial "Tables for Dummies", by satsu. And this tutorial is being very useful to me.
2. Not being annoying, the game is Love Quest, not Love Story
3. The reason that I'm translating this game is because I find this game very cool, and after an post about the translation from 2016,and nobody else talked about, so I think that the project died, this is because I`m doing myself the translation.
4. I`m using now the Relativeful Search, and it is working, thanks Psylax! (I have problems only for downloading some .dll and .ocx files)

February 14, 2020, 12:29:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh, I forgot somethings to say:

-Thank you again, Psyklax (to the other people that helped me, like Gideon and Vehek, thanks too), for being able to make a table for me, but don't hurry/worry, I'm making my table with your tips.
-About the sprites of the hiragana/katakana/kanji in the sprite editor, it's very tricky. Let me explain, I think if you open the game in a editor, you will see the text part almost this (I'm using Tile Molester):
https://www.imagemhost.com.br/images/2020/02/14/A1.png
All messy and confusing, isn't it?
What you have to resolve this:
1. Take the game and play it on a emulator.
2. Save-state the game
3. Open the editor (Tile Molester) and open the game
4. If this is not configured, in the top-left options bar, click: View>Codec>2bpp planar
5. In the options bar, go to: Palette>Import From>Another File and find the save state file. The colors will be better.
6. Press Shift+Left Arrow until the characters display correctly
7. If still the sprites are not right press the division symbol in the bar below the options bar
If you followed the steps right, the final appearance will be like this:
https://www.imagemhost.com.br/images/2020/02/14/A2.png
-What is the best script extractor? After I do the table, I will extract the text from the game in a notepad file, etc. 

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Newcomer's Board / Love Quest (SNES) Japanese-English Translation Problem
« on: February 11, 2020, 06:07:17 pm »
I went translating a snes Japanese ROM from scratch, and I`m a newbie.
So, according to various tutorials, I`ll have to create a table, to later export into a text file, and later changing the pointers, etc.
My problem is: I can't make a complete table file.
I used MonkeyMoore and JWpce to create the table/show the complete table, but only recognizes hiragana/katakana separated, and this game uses hiragana, katakana and multiple kanji at same time, and has to be organized (WindHex shows the characters, but it's in random points) 

Questions:
-There's a more simple form already to have all 3 writing types in a hex table without putting it manually?
-The table has to be a correct one? (i. e.: If あ(a) is =7D and so on, means that if あ is other hex code, the text will not display correctly.) 
-What is the bitmap format and other measurements of snes on sprite editors?
Thanks for answering.
https://www.imagemhost.com.br/images/2020/02/11/PROBLEM-1.png
https://www.imagemhost.com.br/images/2020/02/11/PROBLEM-2.png
https://www.imagemhost.com.br/images/2020/02/11/PROBLEM-3.png

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Newcomer's Board / Re: Introduction Topic
« on: February 05, 2020, 03:03:54 pm »
Hmm... Hi, I'm Light of Hikari, my interests are: drawing, playing old games that other people my age say is old and boring, eat sweets and finding friends in internet because I'm so lonely...just kidding!
I'm here too because to learn things about hacking and translation (of course).
I hope to be a nice person in this forum and help when possible.

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