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Messages - Darukeru

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A quick update before the upcoming release. Some more screenshots of the latest build.


Programming / Re: [NDS] Fixed string length limit
« on: March 07, 2021, 05:11:04 pm »
You'll want to use No$GBA debugger to try to figure out what the problem is:
  • Is the game using a fixed size buffer during the string processing? (char buffer[16] or char buffer[32])
  • Is the game displaying text as tilemapped data and is only reading the first 16 characters?
  • Is the game properly rendering text in a proportional/VWF-compatible way and would be out of VRAM if you expanded it?

You can start by examining the VRAM/Tile/OAM viewer, and working backwards from there to figure out file loading/string processing functions, etc. It will likely require learning some ARM assembly, good luck!

Thank you for the suggestions, might give it a try and look at what is located in ram. But I don't know if I'm brave enough to learn ASM for this purpose haha

March 07, 2021, 05:13:19 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
An alternative might be doing what some existing DS hacks do, which is to create composite tiles of letter pairs so you can try to compress the text down a bit, e.g. tt could be merged into a single tile as its own character.
I did consider that option too, but I might be overcomplicating the situation, probably abbreviating terms here and there might do the trick.

Programming / Re: [NDS] Fixed string length limit
« on: February 08, 2021, 09:10:36 pm »
It is less that it is common in DS games and more anythin with a menu on any system going can be subject to fixed display limits (though RPGs are particularly prone to it). Don't know that I have seen standalone files to indicate locations in that manner before though; happens enough with general tile maps but layout like that is normally buried in the binary.

If it is this generous* I would opt for reworking things (fungi rather than mushroom to start with, though button in this seems redundant in the name, even more so if you have a nice description you could include it in).

*some 8 and 16 bit era peeps where Japanese stuff got away with maybe 4 characters would probably dearly love to be in your position. Or if you prefer see even why on official translations spell names where the devs presumably had source code and a budget are often clipped in such games, or clipped vs what they would later be known as in later entries on later systems.

If not then you get to figure out what it does and how you might get past it (if it is a window to lower layers then increase window size, and posssibly rework background graphics to still do things, possibly also deal with memory issues), possibly implement hover over scrolling/bouncing back and forth (which is about as fun as it sounds if the game does not do it already).

Sometimes it can be a character limit but more often it is pixel based -- easy enough to calculate such things and it also speaks to graphics/layer windows in the hardware itself which has no conception of characters.

Thanks for your explanation. Probably it is as you say, I also considered the option of abbreviating the necessary texts to make them fit just in place. The percentage of long names is very low, probably messing with window layers and memory management might be a little overkill, at least in terms of results.

I've never heard of this game before, but it looks fantastic! Seeing it was created by Index, I now understand why all the menu's look like Radiant Historia! Really interested to try this game out, I hope you can keep making progress. What you've done so far looks really good!  :)
I know, when I discovered this game reading some "hidden gems" tops, it also surprised me to know that a game project of this nature never saw an official translation or a re-release in the 3ds at the very least.
I also must say that this game wasn't the game that made me to be seriously interested in romhacking, but it was the first one that didn't seem like a crazy hacking ride (no compression, no weird files naming conventions, nice tools out there for the platform).
Btw, never finished Radiant Historia, got lost in time... should get back to it now that I think about it.

Sure, I'll try to continue making progress, for me is really important to know that more people are interested in the project, it motivates me!

Programming / [NDS] Fixed string length limit
« on: February 05, 2021, 08:42:52 pm »
Hi, currently I'm translating the Nora and the Time Studio game, and I've faced a problem related to the number of characters displayed on screen for a certain list of items, even when where is space left on screen the game refuses to print more than 16 characters (spaces included), and I'm not sure if this is a recurrent practice in NDS games, and if you were to have some idea of how could I overcome this problem. In the following screenshot (bottom) the selected item name isn't displayed completely, the last word should be mushroom. And btw, pointers aren't the problem, if that were the case the items list would be a mess.

I must mention that this game contain certain files with extension .hwtd, these files seem to serve as templates to render text and assets on screen. For example, I was able to modify the initial position where some texts are drawn, so that I could arrange them correctly after the translation. I tried to find this number 16 as a hex value in this file, even considering the number of pixels that 16 characters would occupy, but I couldn't find anything that increased or decreased the number of characters displayed on screen; and in a different screen there seem to be a different maximum number of characters or pixels as the last character is displayed incomplete when there is enough space to print at least a few more characters (Look at the character noble title).

Any advice or comments are welcome.

Hi everyone, this is a quick update to announce the state of the project. I must mention that through the past year the project didn't progress very much, due to several circumstances I wasn't actively working in the project, IRL matters. But my translator partner translated a lot of the project files, mostly all of the non-story event scripts have been translated and inserted.
Regarding the story scripts, the bad thing is that not much progress had been made in terms of quantity, the good thing is that all of the story scripts are inserted following the same process, this means that these can be inserted into the game right after they're translated.
Also, I managed to translate/edit many more of the graphic assets, including a few problematic ones; the rest of the yet untranslated assets had been identified in their majority, except a couple sign board images. I should also mention that among those untranslated images there are several graphics heavily artistic (?), most of them contain places names and board signs, like this. I'd try to get some help to edit these images and try to mimic the font used, as this goes beyond my images editor amateurish level.

This list includes most of the new advancements:


  • All the main menu buttons
  • Save/Load screen
  • Shopkeeper menus and windows
  • 51/67 character name labels
  • Item icons have been modified
  • Extras section labels and windows
  • Some of the Requests windows and labels have been modified
  • Garden harvest/reap floating buttons
  • Forest touch buttons (Go Home, Collect more, To Hinterlands)


Text scripts

  • Monsters file (enemies list)
  • Monster BA (Enemies descriptions)
  • Skill  (names of the skills and their affects in battle)
  • Skills BA (Skills descriptions)
  • Chara (characters names)
  • Chara book (characters descriptions)
  • Collect (names of the places where you can collect items)
  • Feature (messages used when collecting items)
  • Item (list of items)
  • Item book (descriptions of the items)
  • List BGM (Playable BGM list)
  • List Ending (Playable Endings)
  • List BG (Background list)
  • Map Link I (Places/nodes you can visit in town 1)
  • Map Link T (Places/nodes you can visit in town 2)
  • Map Link W (Places/nodes you can visit in the overworld map)
  • Request event (Messages used when completing requests)
  • NPC Messages (well...)
  • Text Data Screen Shop (Shops strings and dialogues)
  • Doukoku (Alchemy strings and dialogues)
  • Text Data Screen Request (dialogues used when doing requests)
  • Text Data Screen R Map (collecting items messages)
  • Text Data Screen Sai (messages used when collecting items in the forest)
  • Text Data Screen W Map (collecting items in the world map)

Event dialogues:
  • 3-20
  • 849-851
  • 860-870
  • 875, 888, 890
  • 1173
  • 1253-1256


Wow, this game looks nice! The story sounds fun too.

Good luck with the project! Your progress so far is looking good!

Thanks, I hope to make some more progress in the near future. I want to focus on the items and enemies names and descriptions for now.

This game looks PRECIOUS!  Well, it has help from someone involved on Etrian, that's a real gain ;)

Hope you will end this project, dude :thumbsup:

Thanks. Yes that's my idea, right now I only need to focus on the translation itself, inserting is not a problem in 95% of the text scripts.




This is a personal translation project for the Nora to Toki no Koubou: Kiri no Mori no Majo game, I've been working on it for a few weeks and I wanted to share a demo (alpha) version with you.

As a disclaimer I have to mention that this is my first attempt to translate a game, I'm not a romhacker and I'm not a graphic artist. And also you should know that my level of Japanese is very basic, for that reason your feedback is more than welcome.
Also I should mention that none of the terminology is final and changes may be made in future releases.
If you want to know more about what has been translated you can visit the link in the changelog section. Keep in mind that this is an alpha release.


Quote from: Gamespot
The title's aesthetics are filled to the brim with saccharine cuteness and bright colors, thanks to the character art direction of Yuji Himukai, who last contributed to Etrian Odyssey. The heroine herself is a cute googly-eyed blond girl who displays a wide variety of sugar-filled expressions when she speaks. We really wouldn't be surprised if Atlus were to bundle the game with either a plush doll or Nendoroid figurine of Nora, seeing as the publisher loves to add enticing incentives to its retail products.

Even the story is filled with all sorts of good-natured cliches: Nora has to prove her innocence to a village by helping it out with different sorts of tasks while time not giving away her identity as a time-bending artisan. It's a clear case of misunderstanding, as she's mistaken for the legendary witch Vierra, who lives in a misty forest nearby the village. Helping her on her quest to clear her name are weaponsmith Elsie Quin, bipolar mercenary Karuna Astarra, hot-blooded adventurer Lutz Alenius, and gentle-hearted girl Mellow whose character design may be inspired by Sega's vocaloid idol Hatsune Miku. [2011]

Quote from: RPGFan
Nora, the main character who's mistaken for a witch, has a knack for time manipulation. By turning time backwards or forwards, she can change an item, for example, a flower to a seed, or to a dead, dried flower. She can also combine materials to make new items, and decompose them into multiple items. She uses four different types of Chrono Solution to control time. [2011]







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