11 March 2016 - Forum Rules
Started by DackR, July 05, 2012, 06:29:14 AM
Quote from: Auryn on July 06, 2012, 12:18:09 PMWhy not overwrite the graphics of the japanese font with an english alphabet??
Quote from: reyvgm on July 06, 2012, 01:13:30 PMTo make an F just delete the last line of an E.
Quote from: burn_654 on July 06, 2012, 01:21:46 PMI would look to see if the game uses any uncompressed tiles in its code...perhaps you could insert your own uncompressed font?Space might be a problem (it's always a problem...)
Quote from: KingMike on July 06, 2012, 12:23:16 PMI tried hacking that once, it was a real mess. I forget the details now, though.All I remember is that if it was easy, I'd probably have put out a patch by now.
Quote from: Auryn on July 07, 2012, 02:46:19 AMWell I think I found the battle option font in the rom.I believe a bit below there is the main font for the game but I didn't get to be viewed correctly or almost correctly. Anyway I am not sure if it's a real compression or just a special format of storage.Looking at some objects in 4bpp mode, they look fine but it's like they have a big shadow with the same shape just below. Last time i saw something like that, was a font that used what Crystaltile 2 call "GBA3 Xbpp".You can find how it works HEREI hope i am correct and my information is usefull.
Quote from: Ryusui on July 07, 2012, 02:59:13 AMYeppers. It looks compressed. Fortunately, it doesn't look like a difficult compression scheme - it's probably some flavor of RLE.For the record, I wrote a graphics decompressor for Jiro Akagawa's The Sleep of Witches in Python, so if you're familiar with any kind of programming at all, implementing a codec should be trivial.
Quote from: Auryn on July 07, 2012, 02:46:19 AMWell I think I found the battle option font in the rom.
Quote from: Ryusui on July 07, 2012, 03:44:35 AMWell, the code won't be of much help to you - I'm just saying "you can write a (de)compressor in just about anything." It would have to use the exact same RLE scheme - and for the record, no two RLE implementations I've seen have been exactly alike. If this were a GBA or DS game, it'd be a different story: those systems have LZ decompression algorithms written into the BIOS, so if a game for either one uses compression at all, it'll probably be the scheme that the system has built-in decompression for.
Quote from: Ryusui on July 07, 2012, 03:44:35 AMThe important thing to keep in mind is that compression is just a code, and it can be cracked - it can be even easier than a newspaper cryptogram as long as you understand what you're looking at, because it gives you a partial solution right off the bat (as you've noticed already, there's easily-visible "plaintext" among the encoded data). A good way to start is, naturally, to compare the compressed and uncompressed data - especially the visible plaintext.
Quote from: bluecar5556 on October 23, 2013, 02:30:28 AM 0_0 If the BIOS decrypts gfx encryption on games and is the same for all SNES consoles, isn't there already a decompressor used to translate other SNES titles, namely RPG's?
Quote from: bluecar5556 on October 23, 2013, 02:30:28 AMMe and my friends are serious about bomberman 5 and play it on my xbox 360 using SNES360 emulator but none of us are programmers, unfortunately. I'm confused, was there only a partial translation due to the english alphabet not being available to start with? It would be nice to have a translation to write to an actual SNES rom and play 4 player natively in 16 bit glory! 0_0 If the BIOS decrypts gfx encryption on games and is the same for all SNES consoles, isn't there already a decompressor used to translate other SNES titles, namely RPG's?
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