News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - tashi

Pages: 1 2 [3] 4
Newcomer's Board / Re: Marvelous font hack / rom free space
« on: March 17, 2012, 12:17:30 am »
Thanks for your support~

Just to give a status update: Today I got 807 of 3075 strings translated and inserted successfully. That's 26%.

I'll post again/edit this when I get to 50%.

And future roadmap: finish tling, play through to fix script / formatting, get playtesters,  ... done!

Newcomer's Board / Re: Marvelous font hack / rom free space
« on: March 15, 2012, 09:35:17 pm »
Thanks everyone. To my great embarrassment, someone in the IRC chan informed me that the resolution wigs out to 512px wide, so if you are keeping the resolution fixed in your emulator, or I guess on a TV, the 16x16 font is scaled down to 8x16 anyway. Oof. Still, a VWF or something would be nice... but that is WAY over my head and outside my abilities. So I'm not even worried. I'm not even going to consider it until I finish the script.

With the great help from you guys, I am super prepared and able to plow forward in Marvelous! The only thing holding me back at this point is me, so that is great motivation~ Thanks everyone.

*edit: grammar.

Newcomer's Board / Marvelous font hack / rom free space
« on: March 15, 2012, 12:41:35 am »
Howdy. I want to translate Marvelous ~ mou hitotsu no takarajima. I played the game a couple months ago, and boy was it fun! I took a crack at hacking it, then, too, and got as far as script dumping / inserting, but got busy with work, etc. Now without a pesky job to slow me down, I wanted to see if I couldn't get a little further.

Marvelous uses a 16x16 2bpp font. It includes ASCII characters so I can easily work on script insertion and mess with a font as a separate issue. The problem is that I can only fit 22 characters per line. Any more and the game crashes angrily. It would be amazing someone could help me somehow hack the font to be 8x16. I can insert my own font if the engine can be converted.

The other issue is that I'm afraid there isn't enough room for a full English script. The script area has around $2000 bytes of blank space after it, so for now I am just carving into that space, but that won't last long. Since there aren't any pointers (on startup, the script area is scanned and a pointer table is built in VRAM), I'm not sure if it would be possible to split text across banks...

Here's an SJIS encoded Marvelous text dump with Atlas commands and the corresponding table file. Typesetting is a slight challenge (formatting with the control codes, and keeping within the character limit). I'm attempting to script something to automate it. In the meantime, I can explain it if anyone cares.

The first game dialogue starts on line 3936 and sort of jumps around.

A teaser image:

ROM Hacking Discussion / Re: Casper (SNES) 94% translation hack!
« on: March 14, 2012, 07:51:47 pm »
I translated all the text I could dump, which is pretty much just the regular dialogue that displays along the bottom of the screen. Strangely, paraphrasing(?) of the cutscene text was in the script, but never used in-game. Mysterious leftovers from the development process, I suppose. I think altogether there might be 4 cutscenes? or a few more depending on if the multiple endings have multiple cutscenes. But they're probably just a couple lines. I also didn't translate the intro since it uses a different font from the regular dialogue. But I could in about 2 mins if someone could hack it.

ROM Hacking Discussion / Re: Casper (SNES) 94% translation hack!
« on: March 14, 2012, 03:50:06 pm »
Oops, direct linking to abandoned projects isn't allowed.

From the abandoned project page here on RHDN just scroll down to "Casper"

I received extensive guidance from Klarth and many others in the IRC channel for getting as far as I could, but hacking deeper than this is just way over my head. This was my first ROM hacking attempt.

ROM Hacking Discussion / Casper (SNES) 94% translation hack!
« on: March 13, 2012, 07:27:28 pm »
This is a mostly complete English translation of the SNES Casper originally released in Japan in 1997 based on the movie "Casper" released two years prior. The Casper game by Natsume released in America in 1996 has no connection to this game in any way.

In this game, the player controls Kat in an isometric world. Casper follows her around the haunted mansion helping her search for her father. Exploration and puzzle-solving abound. All the while, the evil Carrigan and her henchman, Dibs, have grown impatient and are hot on your trail. Can Kat and Casper overcome the odds and save Kat's daddy?!

I am abandoning this project because the intro contains compressed text and a few cutscenes use a sprite-based font which I cannot hack. As is, all in-game dialogue is translated and inserted, so I consider the game very playable, even if incomplete.

In the Casper file available on RHDN's abandoned project page you will find IPS and xdelta patches, the Japanese table, my English table, the Atlas script I inserted, and some other notes.

*edit: fixed link.

ROM Hacking Discussion / La Wares engine?
« on: March 10, 2012, 08:51:51 am »
Good day.

I am tinkering with the SNES game La Wares and heard that it perhaps shared an engine with another game. That game might be Burning Heroes or might be something else. Does anyone know?


Script Help and Language Discussion / Re: Hiragana letters
« on: March 07, 2012, 07:40:27 pm »
シンは りょうがわを

I think you missed one. ダイナモマソ -> ダイナモマ

Script Help and Language Discussion / Re: FF3 Famicom table file?
« on: March 03, 2012, 08:25:26 am »
I would just like to comment about 脅かす (odokasu). The dictionary says it can mean "to threaten" or "to startle."

I could be totally off-base, so someone please correct me if I'm wrong, but usually for the "threaten" meaning I notice people using "脅すodosu"  and for startle, 脅かす odokasu. That is just in my limited personal experience. And to further qualify my comment, I haven't played FF3 recently enough to remember context for which might fit in this case.

According to the internets:,
They can both be used for "somehow frighten someone" (ie, threaten)
only odokasu can be used for "suddenly startle, surprise"
odosu means to threaten
odokasu means to surprise

Newcomer's Board / Re: New to Hacking -- Script and Graphic Editing?
« on: February 25, 2012, 08:05:00 pm »
This worked quite well. On the Japanese version, it showed the font perfectly. When I tried it on the English version just to see if it'd work, it seemed to start drawing the alphabet characters 1 pixel too low, as the top pixel of the font characters were cut off. Not a big deal, but anyway...

Use ctrl+left and ctrl+right to change your offset by increments of 1. This will help you line up the tiles just right. Also, alt+left/right/up/down adjust your tile size, which is necessary sometimes since not all font tiles are 8x8.

What I did was just create 2 savefiles and compare the bytes. I did this initially to find the location of the character names in the files. To start with, I named the character アイウエオ. This revealed that those bytes started at 80 and ended at 84. Then I tested characters in the K category, and saw that it started just after オ, from the bytes 85 to 59.  Then I created a generic table starting from what I knew, A-O and KA-KO, and did S, T, N, H, M, and so on relative to this data. It required a bit of time to get the rest of the characters, since they weren't as intuitively placed.

The easier way to make the table is to use relative searching. For that, Monkey Moore is the way to go.

Find the font tiles with Crystal Tile 2 to confirm the hiragana sequence, type it out into monkey's "define character set" and search for a string in game. It will fill out your whole table for you! And give you the offset for that string in the ROM!

Script Help and Language Discussion / Re: FF3 Famicom table file?
« on: February 24, 2012, 11:25:43 pm »
Older systems didn't have the capacity for storing the entire SJIS code page. I've only seen one SNES game with anything even resembling SJIS, let alone an NES game. Every game had its own custom character set with the letters it would use.

I made a rough table. It is missing some control codes and such, but I think all the letters are there (and a bunch of symbols..)

You can use trial & error to try to pin down the missing codes or wait for me to do it tomorrow.
The game's opening text is in the ROM at $30D70

Are you trying to dump the script? Can you find each section of text in the ROM?

Newcomer's Board / Re: New to Hacking -- Script and Graphic Editing?
« on: February 24, 2012, 10:09:22 pm »
I recommend using Crystal Tile 2. It is the super best, easiest to use application.
You can find it in the utility section here on RHDN:

If you use it and mosey over to offset $10B19 and use 1bpp mode, you will see the whole, uncompressed Japanese alphabet ()

From your screenshot, it looks like you managed to create a complete table. That was probably hard without knowing the order of the letters? But kudos to you for doing it.

To make an English font, it is as easy as just pasting in a 1bpp bitmap of your font. I literally just type out the alphabet in photoshop, copy it, and paste it directly into Crystal Tile 2, starting wherever the Japanese alphabet started (though it could be anywhere, that is just a convenient place). Be sure to save the ROM afterward.

If the katakana alphabet started with アイウエオ, then in your table, script, and WindHex you can see those letters correspond to values 30, 31, 32, 33, 34 (hypothetically). If you pasted your alphabet starting with "abcde" on top of those letters, now, those values correspond to your English letters. If you think about "7F" not referring to ま, but referring to the tile which stores some graphical data that happens to look like ま, it should be easier to understand. If you put a heart image in that same box and then you run the game, all ま letters would be turned into hearts.

Everyone else on this board is smarter than I am, and I'm sleepy, so I'll leave my explanation as it is. If no one has told you how to deal with pointers by the morning, I'll share what I know on that end.

Newcomer's Board / Re: The How's of Script Dumping
« on: February 24, 2012, 09:25:10 pm »
In my personal, limited experience, I don't tell Cartographer anything about pointers. I just dump out the straight script by giving it blocks such as below.

Code: [Select]
#BLOCK NAME: Main Dialogue
#TABLE: caspertable.tbl

Then, when I insert with Atlas, I tell it where the pointer table is, the first pointer value, and for which <end> or [end] or whatever to write a new pointer.

Code: [Select]
#CREATEPTR(Ptr, "HIROM", $0, 16)
#PTRTBL(PtrTbl, $7CF8B, 2, Ptr)
#AUTOWRITE(PtrTbl, "<end>")
#AUTOWRITE(PtrTbl, "<end1>")

Script Help and Language Discussion / Re: "and/or" in Japanese
« on: February 14, 2012, 05:51:57 pm »
The dot, ・, is analogous with / in English. It is even on the same key on a Japanese keyboard.

I personally like "to ka"  I mean, it is like と for "and" and か for "or" put together, just like and/or! [/kidding]. but really, while a decent approximation in meaning, I feel the situations in which one would use "and/or" differ from the situations in which one would use とか. (formality)

I translated it to the best of my abilities. Hopefully it's enough to get you started.

I finished tling all the text you pasted. If there is more/anything else, let me know :O

edit: playing more, i see that this game is really friggin hard? I can't beat the tiger brothers... and I can't do any special moves :( maybe johnny is a weak character? i picked him because he was visually distinct so i could easily tell which character was mine.

I played a little of this game, but not enough to really understand who the characters are, particularly how many there are / who is grouped together / to what/to how many \N[3] and other control codes refer! Usually I had an idea of what was going on, but many times "I" could be "we" or things like that. Also, the line starting with "81" and with "121" are mysterious to me. Lastly, I think after the newline character, there is a random amount of spaces to compensate for the speaker's name being on the first line. I sometimes removed it, sometimes replaced with half-width spaces, sometimes left as full-width, so uh. Be careful?

With that disclaimer, here's your tls:    Tigerdemo2    Tigerdemo3    Misuzu    enddemo1    enddemo2    end1

the order might be different from yours. but here they are!

That youtube clip makes the game look pretty cool. I can help with translating Japanese -> English. Are there approx 300 lines? or more/less? If that's it then I can easily commit.

Personal Projects / Re: Work Thread: Die Bahnwelt
« on: January 31, 2012, 05:56:31 pm »
Yoyo. I'm tling this bad boy, so I thought I'd chip in with some news!

All the map files have been translated (roughly). Since I did it all out of context, and most of it was out of order, it's not very coherent and it has no flow. So my next step is to play through the game and fix up the script.

But for reference, I wanted to record the playthrough so I could easily check scenes and so forth. So far I have tried Fraps and Camstudio ... fraps didn't have any options for output format, and it didn't even record anything. Camstudio messed up the FPS and was like 3GB for 20s of video. So if anyone has suggestions? :>

Newcomer's Board / Re: American Minish Cap on European 3DS - possible?
« on: December 31, 2011, 08:50:42 pm »
Since the 3DS is region locked, I suspect it is impossible (or at least extremely nontrivial) to play a NA version of a game on a european 3DS. That is true for actual 3DS cartridges, and probably for virtual console downloads, too.

Pages: 1 2 [3] 4