11 March 2016 - Forum Rules
Started by TiCo.KH, July 20, 2010, 01:12:50 PM
Quote from: TiCo.KH on March 31, 2022, 11:28:00 AMI know this translation should be released now. I finished the last map months ago, so what I am waiting.I trying to hack the 11 character limitation in 8x8 texts.Thanks to my in-development Huc6280 Ghidra processor, and quick python script what is translate VCE palette RAM dump to yy.chr rgb palette file, I found the way how hiragana and katakana compressed to same tile in 4bit 8x8 tilemap. But the biggest challenge still before me. I like to keep asci form to all texts in the game, if possible. I need hack kana loading to process every two pairs 4x8 tile to one 8x8 and need temporary free space in RAM and VRAM to place this temp tiles, plus few bytes free in WRAM to bookkeeping the whole process.So any PCEngine programming expert in here, please help me.
Quote from: KingMike on April 03, 2022, 02:04:19 AMI think 4x8 is an awful, barely legible font size that should be avoided if possible. M, N, H and W look practically identical.Shame on GameFreak for using that hideous font several generations more than they should have.
Quote from: turboxray on April 03, 2022, 04:17:39 PM You mentioned ram, wram, and vram. What are you calling wram?? That's not something the dev scene uses; that's a snes term.. do you mean 8k system ram? Or do you mean CDRAM? Or do you mean BRAM (backup ram)? If you're looking for guaranteed usable space then I recommend the end of the stack. Games aren't going to go that far down into to the stack. Though that's typically only needed for hucard hacking projects, if can be useful for CD games too (a local area for all hooks in different banks can access without remapping stuff in). Since this is a CD game you have CDRAM - you can take advantage of 'static' default values (and persistent values) AND self-modifying code. If you need address registers (i.e. zero page indirection), just push a few pair of zp values on the stack and use those temporarily. The tricky part is making sure whatever free space you found in CDRAM.. remains free. Sometimes CD games will switch things up as the game progresses. If you can compress the replacement text with a smaller foot print, you can use the free space there for code/variables.
Quote from: LightAcolyte on April 10, 2022, 10:37:21 PMTo resolve these, I will: (1) re-translate manually anything too verbose or using an exceptionally long word; (2) correct verb tenses for the situation described using the game scripts for the Apple II and NES as references; (3) correct subject-verb agreement for the situation described using the game scripts as mentioned for (2); (4) add prepositions as needed with preference for generic, shorter prepositions to save space except where longer prepositions will clearly change meaning; and, (5) conform grammar and capitalization to expected English standards in each situation from the player perspective. Following these conventions, I should be able to keep translations at the same character length or less you have now in most cases. Do you have a limit for the respective files as to how much text can fit so I know if there are cases in which I'll need to be more or less aggressive in shortening the number of characters to fit properly? For example, in the "interaction" screenshot you provided showing the man in a leather apron: it appears the character limit for this would be 120 characters with 30 characters per line. If all of the text boxes besides items/spells/monsters need to be 30 characters per line (...possibly in a 2 line set of 60 total characters with the second line always indented by a space if I'm understanding you correctly?) and 120 total characters per text box, I should easily be able to work with that.
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