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Messages - RodMerida

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141
Correct!
Here you can see more images:
http://crackowia.gq/imagenes/ff6/

142
There is no problem with breaking compatibility with ff3usME, I considere this project finished, except for passing it from 4MB back yo 3MB, and anyway I have been this far using Kousei's Ff3edit (specially ff3ed-2) all the time, and Hexposure (or Hexpose, an hex editor) for Battle/Menu dialogs editing and event synchronization with PAL of the opera and ending, and others. Also I'm using a patch for reverting the minimap to the original every time. If I needed to add new modifications to the town dialogs I would do it either with hex editor or from the 4MB version and repeating whatever further process.

So Atlas allows me to change dialogs banks addresses?

Anyway my only intention is finding the exact possition of a FF3us ROM expanded from 3MB to 4MB by saving changes with Kousei's FF3edit, where it decides a certain dialog must be read in a memory bank other than 0D (or CD) and 0E (or ED), like for example, the 30h bank (or F0) where FF3edit saves those dialogs that don't fit in the original size of the ROM.

I have found this code:
https://datacrystal.romhacking.net/wiki/Final_Fantasy_VI:ROM_map/Assembly_C07#C0.2F7FBF_load_dialogue
It's the machine / assembly code of the routine of FF3us that loads a certain dialog. Here is the routine that initializes the initial memory bank where dialogs start: https://datacrystal.romhacking.net/wiki/Final_Fantasy_VI:ROM_map/Assembly_C07#C0.2F7F64_initialize_dialogs_for_current_map
The routine in the first link also recognizes if the dialog that is being loaded is not inside the initial memory bank and if such a bank number needs to be increased to 1 more, from 0D to 0E.

But I have not found the assembly code of such a routine when modified by FF3edit. Anyway it's this one that appears in this snapshop below. My only problem right now is that I'm not familiar with 65c816 machine / assembly code and that I need time to find all the mnemonic equivalence to each hexadecimal machine code in a list and to decipher the whole algorithm until I find the exact character that I must modify, but at least I already have a clear idea of where I must look.
 

April 05, 2020, 08:08:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Solved!

It's these three characters!
The third one, is the one. I just have to change F0 (= 30h bank in the ROM) by C3 (= 03 bank), and I will be able to place the extra dialogs in the unused space in 3F000-3FFFFh, ^_^. Mission completed!

At the end I've found it out myself, so I share it here so it can serve to others in a future.

143
Hello. I have an expanded ROM of Final Fantasy III us with translated dialogs. When the town dialogs pass the limit of D0200-EF200 offsets, they go on since 300200 and beyond, inside an extra megabyte that is added at the end of the ROM. I want to de-expand my ROM, passing it from 4MB back to 3MB. I have found many areas of unused bytes throughout the whole ROM, one of those big enough to contain the remaining dialogs that pass EF200h offset, and are located beyond 300200h. How could I move this part of extra dialogs to one of these areas and say to the game that it must go on searching these dialogs in a different segment of the ROM?

If someone knows it, and can help and tell me, I will be very thankfull.

144
Hello. I'm interested to know if it's possible to disable a DTEed character in Final Fantasy 2us for SNES, so an empty tile can be redrawn and used as a single new character. In my case I need it to translate the game to Spanish and add accented letters and "ñ", and that stuff.

If someone familiar with FF2us ROM knows how to do it and can help me, I will be very thankful.

145
Hehe. Of course, for making a FF6 randomizer you need to be familiar with the assembly code of the game.

146
Does somebody know how to disable some of the DTE combo characters, of the kind of "e ", " t", "th", so whatever you draw in the free font space can actually be used in the normal dialogs? That's critical for making a translation to whatever language requires special characters, for example.

147
Thank you very much, my friend. How have you discovered it? You are familiar with the assembly code of the game?

148
Hello. I have finished a translation of Final Fantasy IIIus to Spanish, and it's ready to be released, but I have a damn problem. I need to reuse some symbols that are unused (or mostly unused) in the game, to replace them by accented letters, "ñ", and those, that are necessary in Spanish not to commit orthograph and accenting mistakes. One of those symbols is "~". Recently I discovered when the ATB gauge is set off, this is substitued during battles by Maximum health ( HP ) number, and a ~ symbol is used for separating current HP from Max HP. Since I reused such ~ character since the beginning like á, it appears an uggly á during battles in that case. I need to find that ~ symbol in the ROM and to replace it by a slash, "/", as it was in the original Japanese version of the game, by the way (I don't understand why they changed it; just for bothering me?).

Does anybody know in what ROM offset that "~" symbol is located, or does somebody have any clue of how can it be found? It doesn't seem to be mentioned in any single ROM map document that I have found and searched this far.

149
Regards.
I'm Rod Mérida. Even though I knew this community since some time ago, it's the first time I write in this forum, so this is my first post.
I've been involved in ROMhacking since my teenage or so, a little after getting involved with emulation and programming. I have the intention to start publishing in this website all the translations to Spanish language I have developed this far, during next days.

I have started by King of Dragons, my most recent translation (not very long to do, though). Yesterday night I released a fully playable King of Dragons (SNES) translation to Spanish, based on the NTSC version of the ROM (also I've made PAL translation too), and this morning its submitting has been confirmed. Here is the link: http://www.romhacking.net/translations/5449/ . This was a game whose Arcade version I remember we could play in the bar of my neighbourhood when children, and I was always amazed by, with those gigantic sprites, interesting scenarios and smooth movement; but never I could understand what the spare in-game dialogs said.

For those that are not Spanish speakers probably this of translating doesn't have much purpose, though, but I think it will be highly appreciated by either Spanish speakers or those who are native in whatever language other than English and are interested to make their own translations of this game to such languages. I was surprised since the beginning there existed only one single ROMhack translation of this game to whatever language, at least in this site: it is another translation to Spanish that is unfinished, and with some lacks and mistakes. It doesn't include accents nor special symbols, like "ñ" leter, "¡", "¿", nor it translates drawn texts and banners, nor big letters at the end of stages, it doesn't use the Spanish archaic courtesy treatment "Vos" (equivalent to French "Vous") when necessary, something important in a Middle Age inspired game, and some texts could be improved.

But one problem that I found since the beginning, by translating this game, was to figure out the compression system of the graphics stored in the ROM. Nearly all the graphics of this game are compressed, they can't be accessed through a tile editor directly, they require to be extracted from the ROM and uncompressed. The problem becomes more serious when you notice this ROM, King of Dragons for SNES, is poorly documented on internet, there is no ROM map available, no information about offsets, about its compression routine and format, and nothing at all. Probably this explains why there is almost no translation done to any language of this game, and the only one that exists, is not finished, and has no special symbols.

Fortunately, I found the application made by the Brazilian ROMhacker Denim, and his group Monkey's Traduções, that provides all the graphic banks of the game already uncompressed in a folder with its offsets, and lets you re-compress and inject such banks again inside the ROM, once edited. The only problem is that it doesn't use a very efficient compression way and every bank occupies more than the original, even than the original when uncompressed. Due to this such application expands the ROM and puts the graphic banks at the end, renaming their offset references in the code. It's a master work, but it provides no kind of documentation about how this application was done, how this compression system was decyphered, and how the banks were found, extracted, and uncompressed. Its readme doesn't even mention at any moment what kind of compression system it uses, or if it has something like a name.

Expanding the original ROM from 2MB to 4MB for translating it, doesn't seem a very elegant solution to me. It's not very respectful with the original map, structure or scheme of the ROM. Actually it's a little dirty way to solve the thing. I tried to improved this a little when I noticed from those extra 2MB that the application adds to the ROM, the last one is completely empty, so it could be reduced to a total of 3MB, but still we are expanding the original ROM 1MB more. This would be no problem regarding compatibility if we want to play it with an emulator or even the physical SNES hardware, in a Chinese reproduction cartridge, but, what if we want to record the ROM in a cartridge circuit that respects the original scheme of the King of Dragons' SNES cart?
I don't even need to change many graphic banks of the game, just some little. If I could figure out the compression system and re-compress just those banks to a similar size, trying to get a size that doesn't exceed the original offsets, it would be good, I could improve my ROMhacked translation.

That's why I write this post. I want to know if someone in the whole of this forum has any kind of idea about this ROM, about what compression system it uses, or it may use, about if it has something to do with the ones used in other CAPCOM games, and any kind of clue about how it can be decyphered, or at least, how can we figure out to what is similar, what is the name of this format, if it can be alike to whatever other format existing, at least for searching utilities already made that are compatible and can cope with it.

If someone may help me, I will be pleased to listen.

March 22, 2020, 08:57:19 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Does anybody get any idea about what compression format for graphics King of Dragons for SNES may use? If someone gets or has some information or idea it would be very helpful for me, and I would be pleased to hear.

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