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Messages - Iredc

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ROM Hacking Discussion / Re: Methods to allow more text on-screen
« on: March 11, 2019, 03:35:33 pm »
Ok, so after messing a lot with the Mednafen debugger, I finally achieved "something". I opened the graphic viewer to check the memory address of the font. Then dumped the proper addresses from memory. In a hex editor, I moved the font hex values one offset above the original one. Then loaded the edited memory in Mednafen.
This the result (before and after):

It looks still wrong because I didn't edit properly all the RAM, but you get the idea.

Is this a good start? I'm not sure how to translate this to a permament change in the ROM, though.

ROM Hacking Discussion / Re: Methods to allow more text on-screen
« on: February 27, 2019, 09:00:07 am »
you might be able to expand the number of text-boxes by adding '0A' after the terminating 'FF' byte for the text.

I tried this but, unfortunately, it doesnt work for this game. The code still reads a fixed number of pointers, so it ignores whatever extra textboxes at the end. I havent seen any other code used in the original ROM for something similar. It's always one textbox = one pointer, even if the speaker is the same.

Personal Projects / Re: Digimon: Tag Tamers translation (WS)
« on: February 26, 2019, 10:13:40 am »
You were right about the graphics. The menu text was at offset 20200. Its just that it looks quite displaced and unintelligible, so I missed it.
Thank you very much! This saved me a big headache.

ROM Hacking Discussion / Re: Methods to allow more text on-screen
« on: February 25, 2019, 05:41:00 am »
Sorry for the delay.
This image shows what I meant: the hex data from the memory belongs to the current text on screen (the next line can be seen as well)

Personal Projects / Re: Digimon: Tag Tamers translation (WS)
« on: February 24, 2019, 07:55:11 pm »
I started working on the Brave Tamer game recently (translated up to the first boss, attacks, some items and the like...). It's awesome to find now that you're working on this game and have almost finished!!
I dont know if it will be useful for you at this point, but theres a German translation of Tag Tamers:

Theres also this debugging tutorial which I found moderately easy (though I havent accomplished much yet in the debugging department):

By the way, how did you translate the menus text? At least in Brave Tamer they're nowhere to be found. Guess its in compressed images?

Anyway, good luck with this project!  :thumbsup:

ROM Hacking Discussion / Re: Methods to allow more text on-screen
« on: February 22, 2019, 06:24:35 am »
Thanks for the explanation. I thought I'd see in RAM the actual font tile values. So, for example, if the letter "A" uses tiles 01 and 02, and the word on screen begins with "A", I'd see something like 01 02...
Instead, what I see is the the byte associated with A in the table (say, C1).
I suppose it's because I'm browsing an address associated with text, and not graphics?

ROM Hacking Discussion / Re: Methods to allow more text on-screen
« on: February 21, 2019, 01:26:01 pm »
Well, when browsing the memory region I can see the hex data associated with each line of text. It updates every time I click to show the next line.
So I guess it's not a tilemapped font?

ROM Hacking Discussion / Re: Methods to allow more text on-screen
« on: February 20, 2019, 11:50:57 am »
You would have to use the debugger to track down the lines of code that displays text to the screen and change it so that it treats each character as being less tiles than it currently does.

Yeah, this is more or less what I wanted to do. I'm not sure if writing code would be necessary for the third line. The game already shows a third line below the second if you add it in the hex editor. Perhaps reducing the interlinear space would suffice, so it doesn't appear so low in the screen.

I've been using Cheat Engine attached to a Wonderswan emulator (Oswan) and can find the address for the text lines, as well as the instructions which write or access that adress. However, upon disassembling, I haven't found any numeric code which could relate to X-Y coordinates, or tiles per font, or anything similar. I'm sure I'm doing at least a dozen things wrong when using the debugger, so I still need to learn much about this. It's not easy because debugging tutorials aren't aimed at beginners.
I also found this post about a similar issue in a game of the same series:

ROM Hacking Discussion / Re: Methods to allow more text on-screen
« on: February 19, 2019, 03:22:03 pm »
I don't know assembly, though I've been messing around with some debuggers. But apart from changing the text color, I didn't find anything related to font sizes. A relative search in the ROM for possible widths didn't bring up anything either.
Well, I suppose I can try to fit the text in the limited space.

ROM Hacking Discussion / Methods to allow more text on-screen
« on: February 18, 2019, 04:32:39 pm »
I'm trying to translate a Wonderswan game (Digimon Tamers - Brave Tamer) but I think I've reached a dead-end. Although I found a way to change pointers and have plenty of free space in the ROM, the font of the game is so big, and the textbox so small, that I'm still very limited with the text.
I haven't found much info on this subject, let alone for the Wonderswan, so I'd like to know if there's some workaround for this.

I have thought of several options:
-Reducing the size of the font (specially the width)
-Expanding the screen area which the game identifies as "textbox" so I can add a third line of text (right now, adding a third line causes graphical glitches)
-Turning the current 8x16 font tiles into 8x8 tiles (not sure if it's even possible)
-Inserting additional textboxes (though it seems the number of textboxes is fixed for a given scene)

However, I don't really know where I should begin, or what's the complexity level of this. I might consider abridging the text to fit it in the current screen, but would like to know first if there's a better solution.

Unfortunately the only one I know of for Wonderswan is one of the many emulator mods that Guest created for various consoles many years ago. While it was great he wanted to help more obscure consoles get debug tools, his debug mods are rather cumbersome to use.

That wouldn't be the Mednafen emulator, would it? I couldn't start it because of some .txt configuration missing.
This is what I get in Cheat Engine when searching for the word "However" (hex:BBDCE4D2E3D2DF, pointer:0A00EB39)

Is this the kind of code I should be looking for?

By the way, there was a bit more about the pointers than I previously thought. The 7th bit of the pointer is only a "3" for offsets in the 0027XXXX range. For offsets in 0037XXXX range, it's a "7".
I don't think I can do anything with Atlas this way. But I suppose I can keep inserting the pointers manually. Since there's no math involved, it's not much trouble to write them.

For the moment, I'm more concerned about the font size in screen. So far, I've been unsuccesful trying to locate a font width table or anything like that.

Thank you for your answers.
I didn't move Cartographer around, nor any of the files inside the folder. It could load the table before, but now it stopped working. I also checked that no hex code was assigned to several characters in the table (i.e. 65=A, 65=B). I guess something broke in my computer? Or maybe the table became corrupted or something, though WindHex loads it without problem. :huh:

As for the debugger, is it something like Cheat Engine reading addresses while emulating the game? I could try it, though I'm not sure I'll be able to interpret the results. I've seen other posts about Wonderswan pointers, and it seems they're pretty difficult:
I was lucky this game in particular has the pointers right below the text, so they were intuitive to find out. So far, the formula works. Changing the pointer 0D00013A to 0B00013A, for example, effectively shows in screen the last two characters from the previous line.

Here are some pictures of the progress so far (the introduction):

As you can see, the major problem now is that the font is too big. So even if I have a lot of empty space in the ROM, I still can't write much (not that the original Japanese lines were much longer, anyway). I'd need to resize the font, if that's possible.

then the total address is (segment*0x10)+offset, which does indeed give a 20-bit range but means there are 4096 different ways to address the same byte

Do you mean that the same pointer could eventually point to several lines at once? That could be very problematic. :-\

Hello. I'm currently trying to hack the game "Digimon Tamers-Brave Tamer" for the Wonderswan Color.
So far, I've managed to build a complete table and find out how the pointers work. The pointers are right below the text, and work as follows: If, for example, the starting point of the text has offset 00279E8C, then the pointer is 0C00E839.

That is, the second bit of the pointer is the last bit of the offset (preceded by a zero and followed by two zeroes), the 5th and 6th bits are the 6th and 7th bits of the offset, then comes a 3, and then the 5th bit of the offset. I know, it's messy, but I don't know how to explain it better. I've compared several pointers and all follow the same formula.

This way, I've inserted text successfully in an empty section of the ROM, updating the pointers manually in WindHex. However, I would like to know if I can use tools like Cartographer and Atlas to rewrite the pointers automatically. This is the first time I get past the initial stages of hacking a ROM and I'm a bit lost as to how to use these tools.

For starters, Cartographer is suddenly giving me an error ("Cannot open table file") even though it worked previously fine with said table. But is Cartographer absolutely necessary for the process? Or can I simply use WindHex to dump the text?

Then it comes Atlas. I read the documentation, but the examples given are for NES or GB pointers. I don't know what kind of script I could write for these WSC pointers (or if it's possible at all).

Newcomer's Board / Re: Naruto Uzumaki Chronicles 2 .RAW Files
« on: September 26, 2018, 12:10:45 pm »
I stumbled upon the same problem when trying to translate the FMA 3 game. So far, I've found out that the first Fullmetal Alchemist games were translated to Russian by a team named Kudos (the site was, now dead).

Besides this, this Chinese site posted a tool (XpertD) with plugins to extract files from the Bleach cfc.dig ( It seems to be a different program than the more commonly found Xpert tool. I had no luck downloading it, though. Perhaps a request for a reupload would help.

Newcomer's Board / Policies on fan-made games
« on: August 20, 2018, 07:09:15 pm »
I'm not sure if this is the correct place for this question, so sorry if it isn't.

My question is about fan-made games and the site's policies about them.
I just finished translating this visual novel from 2004:

Contrary to what the wiki says (its pretty old info), there arent any other translations to my knowledge. My question is, would it be appropiate to upload this game here, given that it's not commercial? Or should I release a patch instead? Is this kind of content allowed in this site or should I upload it in a different place?

Personal Projects / Re: Independent Girl Translations
« on: October 07, 2017, 06:01:22 am »
Thank you very much for the Stray Rondo's translation! I played it whole, including side quests, and there were no bugs. There's only a couple of text mistakes in which Cony refers to her brother as "Ed", but that's all.

I took a look at the sequel's data, but seeing that you planned already to work on it, I'll wait eagerly for your translation. :thumbsup:

Newcomer's Board / Re: Find dialogue text in PS2 game (Racjin)
« on: October 02, 2017, 04:44:56 am »
I had no idea those translations existed. It seems the team is called NoRG or NoRG/Vector, and they've done many Russian translations for different games, but I couldn't find any contact information. All references are to torrent sites and the like.

Newcomer's Board / Re: Find dialogue text in PS2 game (Racjin)
« on: September 28, 2017, 07:39:41 am »
Yeah, I was afraid it would be so in the end. Unfortunately, comparing data to find that kind of algorithm is way, way above my skills. Guess I'll have to try luck with a different game, perhaps some of the GBA Fullmetal games instead, if such project hasn't been taken already.
Thank you for all your help and effort. At least the problem is identified now.  :)

Newcomer's Board / Re: Find dialogue text in PS2 game (Racjin)
« on: September 25, 2017, 11:13:57 am »
I tried IsoBuster with this, and it retrieves some additional files. But they can't be extracted with the free edition of the program so I don't know what they are. Some of them look like the cutscenes in .mpeg format. However, when viewing the ISO in a hex editor I didn't find anything that wasn't already in the extracted files.

Newcomer's Board / Re: Find dialogue text in PS2 game (Racjin)
« on: September 21, 2017, 02:16:49 pm »
Ok, I made a try with a piece of dialogue with just text and no voice (this happens when you try to leave the starting area in the wrong direction):

The VSO scan viewer shows that sector 395540 belongs to the CFC.DIG file (offset 1409D000). All the other sectors in the screenshot belong to that file as well.
The quickbms script I first used to extract CFC.DIG is here: (it's called simply "Cfc Dig").
The script creates a folder "0" that contains audio with the IECS header and a folder "1" with many files (among them the ones which contain the sectors from above). So I suppose the dialogue is in some of those files. The problem is that they look compressed or encrypted, without any readable text. All of them begin with 00 05.

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