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Messages - DackR

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121
Personal Projects / Re: Bomberman 5 Menu Translation
« on: July 07, 2012, 01:11:10 pm »
Thanks Auryn! That's definitely the compressed font! I did already know about the sprites as I mentioned in an earlier post, but it's all good. One step closer!

122
Personal Projects / Re: Bomberman 5 Menu Translation
« on: July 07, 2012, 05:37:02 am »
Okay... I've done a little more poking around... Apparently there was another section of the font that I hadn't found before that gets loaded into VRAM in different parts of the menus. These other sections do not make the english font available at all. I'm still able to change them, just not for the purposes of translating... So being able to edit the font is now essential. Damn.  ;)

Well I think I found the battle option font in the rom.
I've tried totally overwriting that section that you found and it doesn't effect anything in the menus. I'm not sure what that font is for yet...

Well, the code won't be of much help to you - I'm just saying "you can write a (de)compressor in just about anything." It would have to use the exact same RLE scheme - and for the record, no two RLE implementations I've seen have been exactly alike. If this were a GBA or DS game, it'd be a different story: those systems have LZ decompression algorithms written into the BIOS, so if a game for either one uses compression at all, it'll probably be the scheme that the system has built-in decompression for.
I wrote a font editor for Little Master back in 2006. I no longer have the source code for that portion of my editor, so my thought was that I could take a look at yours and get reacquainted. No big deal, it's not necessary. Little Master's font was not in a very complicated format (I seem to recall it being in 2bpp 8x16 where one "color" represented the 8x8 top of the tile and another "color" represented the bottom, a third "color" for where each 8x8 had intersecting pixels and the final "color" was the background.) I expect that Bomberman is using some type of LZ compression(judging from your description). I am not all that familiar with these compression techniques.

The important thing to keep in mind is that compression is just a code, and it can be cracked - it can be even easier than a newspaper cryptogram as long as you understand what you're looking at, because it gives you a partial solution right off the bat (as you've noticed already, there's easily-visible "plaintext" among the encoded data). A good way to start is, naturally, to compare the compressed and uncompressed data - especially the visible plaintext.
Thanks for the tip. I appreciate it.

123
Personal Projects / Re: Bomberman 5 Menu Translation
« on: July 07, 2012, 03:27:03 am »
:) Thanks for responding guys.

Well I think I found the battle option font in the rom.

I believe a bit below there is the main font for the game but I didn't get to be viewed correctly or almost correctly. Anyway I am not sure if it's a real compression or just a special format of storage.
Looking at some objects in 4bpp mode, they look fine but it's like they have a big shadow with the same shape just below.
Last time i saw something like that, was a font that used what Crystaltile 2 call "GBA3 Xbpp".
You can find how it works HERE
I hope i am correct and my information is usefull.
I will take a look at this right now. I've never even heard of the tile editor you are using.  8) Been a while since I did this sort of thing. Since you are using a GBA codec, I think it is possible that it is some form of RLE, LZ77, or Huffman compression as these are pretty common on GBA titles. I shall probably need to study this a bit more. If you have any other finds to share, I appreciate it very much!

Yeppers. It looks compressed. Fortunately, it doesn't look like a difficult compression scheme - it's probably some flavor of RLE.

For the record, I wrote a graphics decompressor for Jiro Akagawa's The Sleep of Witches in Python, so if you're familiar with any kind of programming at all, implementing a codec should be trivial.
OMG. I bet you are right! I would appreciate it very much if you could send me the source code for this. I've not used python much, but I'm used to c++, php, and C#, so if it's similar, I think I can handle it. Thanks so much for your input on this.

124
Personal Projects / Little Master Niji Iro No Maseki
« on: July 07, 2012, 02:06:16 am »
I know that nobody has asked about this in a while, but I wanted to make an update. Unless you've checked the Dynamic Designs forums, you may not know that this translation was handed over to Gideon Zhi from AGTP a while ago. I know he's been making quite a bit of progress and that Bongo` may have assisted him at some point.

Anyway, in an attempt to get everyone excited for the upcoming release, I thought I would release an old patch that is farther in progress than the 0.5 beta. I recently updated it to translate some of the debug menus that were unknown to most people until now. The download contains both patches.

Here's a link to the romhacking.net translation page:
http://www.romhacking.net/translations/1744/

Take a look... While it's not finished, and it shows off how crappy a job I was doing, if you've been waiting for this as long as I have, it's nice to have *something*. ;D

125
Personal Projects / Re: Bomberman 5 Menu Translation
« on: July 07, 2012, 01:34:26 am »
Why not overwrite the graphics of the japanese font with an english alphabet??
:) As KM said, it's a mess. I can not just overwrite the font because I've yet to figure out where it is stored. ...compressed font=wherever it is, it looks like garbage in the ROM.
I only knew that certain letters were missing and how they were arranged by looking at the uncompressed font in a savestate file. Compressing it and reinserting it would be a huge pain because I don't know how it compresses the gfx.

To make an F just delete the last line of an E.
lol... here is the result of that... (only possible because of the way text is stored, but I can use top/bottom halves of different letters) Not a final solution. -_-'


I would look to see if the game uses any uncompressed tiles in its code...perhaps you could insert your own uncompressed font?

Space might be a problem (it's always a problem...)
This could actually be a valid suggestion. If I could find a place to store an uncompressed font, is there anyone who would want to do the ASM work to bypass the compression for the font?? :) Pretty please? I know the sprites for all the different bombers are uncompressed. In fact, they may be the only gfx in the entire ROM that isn't compressed.

I tried hacking that once, it was a real mess. I forget the details now, though.
All I remember is that if it was easy, I'd probably have put out a patch by now. :)
Any chance you would consider a joint hacking venture? I've always wanted to pick your brain about this kinda stuff.

126
Personal Projects / Bomberman 5 Menu Translation
« on: July 05, 2012, 06:29:14 am »
Okay. so I've been messing around with Bomberman 5, and I've finally figured out how text is displayed in the menus. I was able to partially hack the battle menu to display in english, but i'll probably need to do some asm work to fix the broken bits.

Here is a quick preview.

The font is compressed and surprise, surprise- the existing english characters are an incomplete set. (hence: conpig= no "f" yet lol) The small/large font pairing happens because of some funky bank switching.

Ugly, I know-- but better than nothing for now. I'm so damn tired. bah.

127
Personal Projects / Re: Final Fantasy VII NES Project
« on: July 04, 2012, 11:20:53 pm »
Thought I'd chime in here. You've taken a game so terrible that all the expletives in the world are not enough to describe my frustration upon playing the original version-- to something I could see myself playing and actually enjoying. Now, that means something. At least to me. Keep it up. I look forward to playing this when you've finished.  :beer: Cheers.

128
Personal Projects / Re: Marvelous ~ mou hitotsu no takarajima
« on: July 04, 2012, 08:21:16 pm »
Just thought I would post this here in case it helps anyone. I hacked the action selection menu graphics a couple years ago, so I went back and made an ips patch for it today after reading this article (seeing that the screenshots included an unfinished action selection menu). Yes, I know it's probably a little late for this, lol... Included is a patch for the original game and another that works for all of the BS Marvelous Course titles (tested on Weeks 1-4 of Camp Arnold and Weeks 1-4 of the Time Athletic Course).

Here's a link to the files:
http://min.us/mvY9bUOHi

Your work looks great tashi!! I would be interested in helping you test your translation. :)

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