News: 11 March 2016 - Forum Rules

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 - Bob Liu

Pages: 1 2 [3] 4 5 6 7 8 ... 13
Great to see you're making a lot of progress. I'm very pleased. However, you haven't started on disc 2 or anything yet. I can't remember if there was or not, but wasn't there some errors or problems when you tried doing stuff with disc 2 before? Correct me if I'm wrong.

ROM Hacking Discussion / Re: PS2 Visual Novel Translation
« on: March 23, 2015, 12:52:40 pm »
Sorry for taking so long to get back! I was trying a game I already own on the PC, planetarian. I have the official English release so I was going to make a ps2 translation for personal use and as a test to see how to translate and modify text. But mainly because I wanted to try it on ps2 X)
Well, I wouldn't really bother if its already been translated. There's just too much work involved. Anyhow, if you do, check up some people that have done other PS2 games and see if they can help. Good luck.

Personal Projects / Re: Linda Cube Again English Translation
« on: March 19, 2015, 09:19:43 pm »
Project is alive :)  I got a script update a few days ago that I need to test and make sure the tools are working (well, from a bit of testing, I can say the script is showing up in game fine so far :) )

So yep, still active :)
Nice! I was saddened when it was stopped before. Its good to see its started back up.

ROM Hacking Discussion / Re: PS2 Visual Novel Translation
« on: March 15, 2015, 08:51:40 am »
Nice to see someone's interested in PS2 VN's. I'd love to translate the Saikano game myself but I don't know how to hack it, either. I tried but failed miserably, although I really didn't know what I was doing. Anyway, I then tried my luck at contacting people and groups who have translated PS2 games in the past, but neither did I have any luck there, since, none of them responded. That should be your first option if you fail at hacking it yourself. Maybe you'll have better luck than me.

Also, what game is it you're wanting to translate? I'm very curious.

Gaming Discussion / Re: anyone know about RPG maker 2003 editing?
« on: March 12, 2015, 09:38:17 pm »
I remember trying to get into RPG maker years ago, but didn't since there isn't any tutorials for creating a basic world. Other than that, you're probably better asking on its forum.

Personal Projects / Re: Gundam SEED Advance - Translation (GBA)
« on: January 31, 2015, 04:28:12 pm »
Ooooo! Interesting! I'll be watching this! Loved Gundam Seed, it was awesome. Good luck!

This sounds like it calls for a custom inserter, since it's just using straight-up Shift-JIS (the name of the encoding itself is Shift-JIS, or SJIS, not called "shifting to JIS"). But I believe that somewhere here in the tools is a standard Shift-JIS encoding table file, so you might want to use that? If not here, I know online that there are tables with all the characters and their hex encodings, so you can make one that way.

As for the Cartographer issue, I'm not sure I understand. Dumping data is a read-only procedure (since all you're doing is getting the data out of the original file), and shouldn't ever be modifying anything. In that case, you would have to provide Cartographer with pointers to find the text to dump, but by no means should it be modifying them. Unless there's something I'm missing.
Well, I need to change the pointers because the game refuses to load new screens of text when I enter the hex 0D (0A is line break) for it to do so, as it currently runs off screen and also the text box, or at least I hope changing the pointers will fix that. Anyhow, I found the Shift-JIS table, but as a review says, there are a few incorrect Kanji, and I'm unsure which Kanji those specifically are

A relative search program like Monkey Moore will help you find both the location of text in the game file as well as the text encoding so you can make a table. Atlas can calculate the majority of pointers with a bit of ingenuity, regardless of system.
Well, I don't exactly need a table (for the Dreamcast game at least, and I already have one for the GBA game) since the text displays fully when shifted to JIS, but I guess I'll need one for using Atlas and Cartographer. I'll try out this Monkey Moore and see if it will create a table of sorts from it. Also, isn't Atlas the importer? How would that calculate the pointers if you have to change them first in the script dump using Cartographer? Or at least I think that's how it's done.

You don't compute the addresses, you dig them out of the code.
Then how do I do that? I think I remember seeing a program before about doing that but I can't remember it's name. Anyhow, does this way of changing text pointers work with more than just retro systems, such as the Dreamcast and the like?

You do realize that command line programs are incredibly easy to use when all you have to do is make a batch file to run them? In fact, Cartographer comes with a batch file IIRC.
Yeah, but I'd just like some help on setting up this extract and insert stuff. Anyhow, I dumped FF1 as a test since it was already in the batch and it worked. Yay! Although I'm unsure about some of the setup when switching to another game. Notably the script start and pointer table start, how would I compute something like this $28010 for another game? Also, care to explain pointer table start, what does that mean?

Code: [Select]
#GAME NAME: Nekketsu! Beach Volley dayo Kunio-kun (GB)

#BLOCK NAME: Dialogue Block (RAW)
#TABLE: Beach_Volleyball.tbl
#COMMENTS: Yes //start first line with //
#END BLOCK //remainder of comment placement
//is handled by control codes

#BASE POINTER: $20010 //add $20010 to each pointer to get
#TABLE: Beach_Volleyball.tbl //the string address

ROM Hacking Discussion / Text Pointers: Script Extracting and Inserting
« on: January 27, 2015, 04:35:08 pm »
It's been a long time since I've done anything related to this sort and my memory is really fuzzy. That said, I already know Cartographer and Atlas are the main ones used, but are there any which aren't command prompt and easy to use? Although I'll learn if I have to, but I'd like some help on that first. And I know I could search, but I prefer to hear from people directly on which to use. Anyway, what I want to do is extract the script from Neon Genesis Evangelion: Ayanami Raising Project on the Dreamcast and change the text pointers so I can add new text screens, since it runs off screen most of the time. Is that possible with Cartographer and Atlas or would other programs be needed for a Dreamcast game?

Anyway, I found where the games text is stored and which file with help from a friend, and it appears 100% fine when shifted to JIS.

Here's also a few JP lines from the script at the start of the game, I'd really appreciate help with this. I've already translated the game on the DS, and recently, the Dreamcast community asked me to traverse that into the Dreamcast version so only extraction, insertion, and changing text pointers is necessary.



Gaming Discussion / Re: Store selling romhacked carts
« on: January 27, 2015, 04:13:06 pm »
It's honestly despicable, people making money (at outrageous prices may I add) off anothers translation and hard effort. Is there even anything that can be done about this?

Its actually my first time even noticing some people do it, I'd be really stuck without your help, thanks a bunch. Anyhow, the game its for isn't so popular anymore, and this specific release was more or less a last attempt cash grab by the developer for those little left and interested. There's also actually only one or two places the game was discussed, the animesuki forum and even less so 4chan, in very little detail and depth may I add. Anyhow, thanks for helping me out, I really appreciate it.

Thanks man, that's exactly what I was looking for. Any yeah, it is for a game I'm translating, or should I say translated. There's only a few small things to tidy up and then it'll be finished, this being one of them. Also, how did you realize it was Alice game?

I'm very unsure on what this say's and neither does the internet at large. Although, the least I know is that it's something related to jujitsu, I think. Could someone help me out here?


Script Help and Language Discussion / Re: Japanese Military Code of sorts
« on: October 27, 2014, 08:41:21 am »
Really thankful, wouldn't know what to do without your help.

Script Help and Language Discussion / Re: Japanese Military Code of sorts
« on: October 26, 2014, 09:39:38 pm »
Thanks, I kinda understand now. The memo was a document sent to the J-SDF probably by the governemt or head command telling them to leave a quarantine area so would what you wrote work for it?

Script Help and Language Discussion / Japanese Military Code of sorts
« on: October 24, 2014, 01:59:16 pm »
Even my translator didn't know what this is, do any of you guys have a clue what it say's because I'm stumped. It's at the top of a military document in a game I'm translating, followed by the date and then it's contents. I'm unsure if any of you would know but help would be appreciated, thanks.

Personal Projects / Re: xPearse's translation projects
« on: October 16, 2014, 08:02:35 pm »
Yea, lots of people have tried before and didn't get anywhere but I kinda though they couldn't find the hex's of the text, as YBZ did and I then built a table. I managed to edit the menu text and though there wouldn't be a problem doing the same with the ingame text, but sadly it was compressed. Although if anyone ever manages to write a program I'll give them my table if they want to work on it, as for me, I've already moved on. Anyhow the chances of that are practically non-existent.

Personal Projects / Re: xPearse's translation projects
« on: October 15, 2014, 04:54:42 pm »
At long last, a full release. It is done, I only have to spot check it but that'll take weeks for multiple playthroughs and I doubt people care so I'm gonna release it. You can get the download here, thanks for hanging on this long guys.

I saw this a few days ago and just didn't log in before to comment, but wow! Really glad to see someone working on El Dorado Gate. I absolutely love the series and I'm glad that it will see the light of English day before the end of my lifetime. Can't wait to see what you do-- good luck!
Ran into a little snag on El Dorado Gate, I don't know how to uncompress bin files and nobody replied on the thread I had on theisozone. Sadly, that translation is on hold. It was all fine and well, translating the main menu but I then tried to search for the text in the game and it didn't work, I then found out that's compressed so I hit a wall.

Pages: 1 2 [3] 4 5 6 7 8 ... 13