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Messages - StorMyu

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Newcomer's Board / Re: Questions about Shift-Jis font (GBA)
« on: October 15, 2011, 05:53:26 am »
1. How can I find out if a game can use a single byte to represent characters? If it can, how should I replace the original bytes for the text (as in replacing 8381 with something)?
most of the time, it's just ASCII, if not then it's probably not even used and you can't.

2. If it can't, is it possible to insert a font that could use single byte characters instead? If so, how?
It's not "inserting a font", it's changing the actual one to accept single byte encoding and mostly having to code a variable-width hack into that.

Just an example:
If you can read that you'll notice that the character is stored in R2
and then the game is making a check for a Shift-Jis character, if YES, it returns 1 in R3 and the games accept to draw.
with that example, you have to change that sort of things to accept Single-byte character.
Code: [Select]
ROM:0004AE74 loc_4AE74                               ; CODE XREF: sub_49354+588j
ROM:0004AE74                                         ; sub_49354+590j ...
ROM:0004AE74                 LDR     R0, =0x227BE48
ROM:0004AE78                 MOV     R3, #0
ROM:0004AE7C                 LDR     R4, [R0]
ROM:0004AE80                 LDRB    R2, [R4]
ROM:0004AE84                 LDRB    R1, [R4,#1]
ROM:0004AE88                 CMP     R2, #0x81 ; '・
ROM:0004AE8C                 BCC     loc_4AE98
ROM:0004AE90                 CMP     R2, #0x9F ; '・
ROM:0004AE94                 BLS     loc_4AEA8
ROM:0004AE98 loc_4AE98                               ; CODE XREF: sub_49354+1B38j
ROM:0004AE98                 CMP     R2, #0xE0 ; '・
ROM:0004AE9C                 BCC     loc_4AECC
ROM:0004AEA0                 CMP     R2, #0xFC ; '・
ROM:0004AEA4                 BHI     loc_4AECC
ROM:0004AEA8 loc_4AEA8                               ; CODE XREF: sub_49354+1B40j
ROM:0004AEA8                 CMP     R1, #0x40 ; '@'
ROM:0004AEAC                 BCC     loc_4AEB8
ROM:0004AEB0                 CMP     R1, #0x7E ; '~'
ROM:0004AEB4                 BLS     loc_4AEC8
ROM:0004AEB8 loc_4AEB8                               ; CODE XREF: sub_49354+1B58j
ROM:0004AEB8                 CMP     R1, #0x80 ; '€'
ROM:0004AEBC                 BCC     loc_4AECC
ROM:0004AEC0                 CMP     R1, #0xFC ; '・
ROM:0004AEC4                 BHI     loc_4AECC
ROM:0004AEC8 loc_4AEC8                               ; CODE XREF: sub_49354+1B60j
ROM:0004AEC8                 MOV     R3, #1
ROM:0004AECC loc_4AECC                               ; CODE XREF: sub_49354+1B48j
ROM:0004AECC                                         ; sub_49354+1B50j ...
ROM:0004AECC                 CMP     R3, #1
ROM:0004AED0                 BNE     loc_4B290

Hope I helped a bit.

Newcomer's Board / Re: MediEvil (PSX) - errors
« on: October 10, 2011, 01:14:18 pm »
You really don't want to search by yourself do you ?
I'm giving you a clue:
TIMmay   Klarth   TIM file format PSX graphic ripper and reinserter. (Source included)

Personal Projects / Re: Tales of Phantasia (SNES Enhancement)
« on: October 09, 2011, 05:24:44 pm »
1. I've removed the spell pause for everything temporarily.
4. I'm working on spell circle graphics placement on the PC who's casting.  With this, PC's will cast spells anywhere on the battle field and the screen will NOT scroll to where they are.  This allows the battles to be focused on the person in PC Slot 1.
YEAHHHH !!!!! I'm so looking forward to that ^^

Nice,  :beer:
With this only least 1 rpg I want to play of gbc, star ocean blue sphere :p
I hope you know French ^^

Programming / Re: armips assembler (v0.7c released!)
« on: August 22, 2011, 12:40:22 pm »
Ok, it's just a bad habit, I was a bit tired I guess and I'VE put the nop...  thanks anyway  ;)

Programming / Re: armips assembler (v0.7c released!)
« on: August 22, 2011, 10:26:43 am »
Is there a way to remove the automatic Nop command after each branch/jump ?

Now onto the work I've done and my current problem(s):

Since English characters are used in the naming screen, I take it I won't have to create my own font, and that I should get the text to display by using its table codes.
from what I remember, the size of the letters will be a problem. (read docs about Variable-width font)

Thanks to Ritchburn's text dump (from GBATemp) I could see where the script was kept, and using breakpoints figured out it was compressed in lz77. I decompressed it and found readable text, very nicely encoded in Shift-JIS.
1. I cannot locate the pointer tables, leading me to think they are possibly compressed as well.
2. There is a lot of non-text between dialogue bits, and I can't figure out what they're for.
3. I have absolutely no idea how to re-compress the text after modifying it in a way that would allow me to insert it again.
1. I can't really help you on that... everything is quite game-specific...
2. You have to try but as Henke said, it's probably just control codes.
3. Check utilities in and you'll see something for that. but be aware that any file can't be insert back without taking care of other stuff (size / LBA etc)

I've been told that using Cartographer and Atlas for extracting and inserting the script is the easiest way, but would that still work with compressed text? If not (which I expect is the case), how should I go about this?
You can't change compressed text... however you can change them using Cartographer/Atlas and then compress them back...

If there's anything more you'd need or if there's anything I've done wrong, please tell me! I am also aware this is a bad beginner's project, but it's the one I want to work on and I'm ready to put time and effort into it.
Since you have some experience as a programmer, it's not really a "bad" beginner's project.

and without compressing it back ?

It's a shame they won't just release a version with the original US script though....
As said here by Kipy
(Don't worry he wrote it in english)
Quote from: Kipy
We actually made tools that are able to associate the PSP's japanese texts to the english ones (from the PSX), even if they're not coded and ordered the same way. :)

that therefore means we can put the US texts easily in this version.
But for legally reasons, we're not allowed to do it. (official us texts are copyrighted materials).

+ if you want to see some screenshot.

ROM Hacking Discussion / Re: Mana Khemia 2 Portable + Translation
« on: March 20, 2011, 03:35:22 pm »
There's just no Variable-Width font, they must have implant it with the PS2 US.
meaning you can't change that so easily.

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