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Author Topic: Pokemon Yellow NES Translation Project  (Read 178207 times)

SBolton123

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Re: Pokemon Yellow NES Translation Project
« Reply #160 on: August 26, 2014, 12:01:45 am »
I think you need to change the tiles of Pokecenter and Pokemart, roof of pokecenter is blue, roof of pokemart is red. And floor of pokecenter very annoying.
Lugia said in an earlier post that he'll change a lot of the coloring on the buildings and stuff once the translation's done, which is probably gonna be a while away. But yeah it would be nice to have everything match what they looked like in GameBoy games and stuff.

August 26, 2014, 01:01:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Thank you for uploading those tracks. I wish some one would create .nsf files for the game though.
I finished uploading all the tracks. Pretty sure that's all of them.
« Last Edit: August 26, 2014, 01:52:16 am by SBolton123 »

Satoshi_Matrix

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Re: Pokemon Yellow NES Translation Project
« Reply #161 on: August 26, 2014, 04:36:32 pm »
Does anyone here own the original Chinese cartridge?

On the previous thread, there was the question of if this translation when done can be put back on cart and Luiga said yes, but...I don't think so. As I said before:

I doubt the cart for this game would even use mask roms to begin with. More likely it's a glop top covered in epoxy...and even if it does use mask roms, there's no telling what the wiring is to be able to use eproms with it. Then you got the issue of the sheer size of the Pokemon Yellow bootleg requiring pretty large 8-bit EPROMs and probably again not conforming to standards.

I'm not trying to be a nay-sayer, but I just dont think it's possible If you think it is, someone please post some photos of the pcb. I would love to make a repro of this one myself if at all possible. I just doubt it.

Lugia2009

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Re: Pokemon Yellow NES Translation Project
« Reply #162 on: August 28, 2014, 02:59:59 pm »
Quote
Does anyone here own the original Chinese cartridge?

On the previous thread, there was the question of if this translation when done can be put back on cart and Luiga said yes, but...I don't think so. As I said before:

I doubt the cart for this game would even use mask roms to begin with. More likely it's a glop top covered in epoxy...and even if it does use mask roms, there's no telling what the wiring is to be able to use eproms with it. Then you got the issue of the sheer size of the Pokemon Yellow bootleg requiring pretty large 8-bit EPROMs and probably again not conforming to standards.

I'm not trying to be a nay-sayer, but I just dont think it's possible If you think it is, someone please post some photos of the pcb. I would love to make a repro of this one myself if at all possible. I just doubt it.

I found 3 in total, and have played all 3. I found Naruto, King of Fighters R-2, and Samurai Shodown.  I checked the ROMs of Naruto and Samurai Shodown, and they are 2mb ROMs that use mapper 163. I'm not sure about King of Fighters R-2, that game hasn't been dumped yet, but it's likely 2mb as well and uses mapper 163.  Most all of their games seem to be that size and use that mapper.

From what I've seen, only one is a usable donor which was Naruto.  The other two are glob tops.  I checked the chip numbers on the Naruto cart, and it is a 2mb chip.

I have pictures of the PCBs, but my Photobucket bandwidth's been reached, so I'll have to wait a few days to post them.



Quote
Ok so there are a few minor errors I've noticed while playing the game again and if there's time, they may require fixing. First things first, the backsprites for Kadabra and Alakazam are swapped around, I'm not sure if its a bug or Nanjing did it like that by mistake but is there a possibility to fix this error?

https://imageshack.com/i/p5tKZfQlp
https://imageshack.com/i/p2icCo1gp

Plus I'd like to note Electabuzz's name is mispelt as "Electabuz", fix that if you can thanks.

https://imageshack.com/i/ipO1AARWp

Turns out Magical Leaf (TM19) is actually Giga Drain, 5 PP and the move acts the same as Giga Drain would.

And lastly Giovanni's name is mispelt as "Gilvanni".

I'm not sure if you knew about these minor errors but I thought I'd just post them just incase for any future patches.

Thanks for letting me know, I'll go ahead and fix them.



Quote
I think you need to change the tiles of Pokecenter and Pokemart, roof of pokecenter is blue, roof of pokemart is red. And floor of pokecenter very annoying.

I know, the colors on some of the maps are horrible, but it's gonna be fixed.  I think they chose that green for the Poke'Mon centers and Poke'Marts because of the plants in there. And I'm definitely going to fix the roofs, that's on my to-do list as well.



Quote
Lugia2009, your job is great! But i suggest this:

vs

(it's just mock-up, but it's much better, huh?)
tiles by PokeGlitch

Looks good, I may be able to do it, but the outside border would have to be replaced with a solid color to save graphic tile space.  Also, the No. XXX would have to be moved, the white part can only be used for the Poke'Mon sprite.  I'll see what I can do. :)





August 28, 2014, 03:45:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I fixed the download link on the front page.
« Last Edit: August 28, 2014, 03:45:45 pm by Lugia2009 »

Satoshi_Matrix

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Re: Pokemon Yellow NES Translation Project
« Reply #163 on: August 28, 2014, 11:31:42 pm »
the easily solution is to get a tumblr account. Tumblr allows unlimited number of posts, although you are limited to posting 25 per 24 hour period. But its not like other image sites that have a grand total limit to how many images you can post. plus, tumblr is free and easy to use.

KingMike

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Re: Pokemon Yellow NES Translation Project
« Reply #164 on: August 30, 2014, 10:37:47 am »
I've only seen a storage total bar on photobucket added recently. Did they always have a storage limit?
Not that I'm concerned now. I've been uploading for years and it looks like I've still only used 2% of whatever that limit has. :D
"My watch says 30 chickens" Google, 2018

Lugia2009

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Re: Pokemon Yellow NES Translation Project
« Reply #165 on: August 30, 2014, 04:49:39 pm »
I found the pictures, I thought they were on my Photobucket account.  Here they are, along with the info I found on the chips:

King of Fighters R-2
http://imageshack.us/a/img59/928/dscn6506c.jpg
http://imageshack.us/a/img688/4888/dscn6509m.jpg
http://imageshack.us/a/img7/9346/rscn6507.jpg
http://imageshack.us/a/img13/2614/rscn6508.jpg


Samurai Spirits Shodown 2

http://imageshack.us/a/img819/9867/dscn6500.jpg
http://imageshack.us/a/img705/3326/dscn6503i.jpg
http://imageshack.us/a/img577/5575/rscn6501.jpg
http://imageshack.us/a/img203/142/rscn6502.jpg
http://imageshack.us/a/img405/6448/rscn6504.jpg


Naruto

http://imageshack.us/a/img191/8660/dscn6488s.jpg
http://imageshack.us/a/img208/5434/dscn6492a.jpg
http://imageshack.us/a/img546/5522/dscn6513p.jpg
http://imageshack.us/a/img255/5227/rscn6493.jpg
http://imageshack.us/a/img203/1811/rscn6514n.jpg


This is the most information I could find for these games.

Naruto

GLT7256L08-15J3-----------3.3V 32K x 8 Bit CMOS STATIC RAM
0026 BHYFS

MB8464A-10L---------------CMOS 64K-Bit Low Power SRAM
5403 M63

0114 1-1
MT28F016S5VG-9A-----------2 MEG x 8 SMART 5 EVEN-SECTORED FLASH MEMORY



Samurai Spirits 2

CXK5864CM-10LL------------8,192-word x 8-bit High Speed CMOS Static RAM
441H59YY

481F16M-------------------?????
D5122*

Chip with no #------------?????


King of Fighters R2

LC3664BML-10--------------64K SRAM
3CU0

TC55328J-25---------------32,768 WORD X 8 BIT CMOS STATIC RAM
9330HBK

Quote
I've only seen a storage total bar on photobucket added recently. Did they always have a storage limit?
Not that I'm concerned now. I've been uploading for years and it looks like I've still only used 2% of whatever that limit has. :D

Same, I think I'm only at 1%.  But there's apparently a 10GB bandwidth limit each month, then the photos don't show up on the sites they're posted on until the next month rolls around.
My pictures seem to be popular   :)

Satoshi_Matrix

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Re: Pokemon Yellow NES Translation Project
« Reply #166 on: August 30, 2014, 10:12:39 pm »
Yikes, surface mount ics on flimsy pcbs...totally gross for working on any sort of repro.

SBolton123

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Re: Pokemon Yellow NES Translation Project
« Reply #167 on: September 02, 2014, 06:38:46 am »
Plus there's some other trainer sprites that can be used to create even more trainers! (Yay extra content! ;D)
I'm just throwing in an idea for the game but it would be awesome if you made trainers of some of us if that's possible :D (your decision though but it would be cool).
« Last Edit: September 02, 2014, 06:45:32 am by SBolton123 »

Lugia2009

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Re: Pokemon Yellow NES Translation Project
« Reply #168 on: September 02, 2014, 07:45:50 am »
No problem :)

Let me know what your character would look like and where you would like them to appear. Also what they might say and a reward you would get for defeating them (if any).

SBolton123

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Re: Pokemon Yellow NES Translation Project
« Reply #169 on: September 04, 2014, 10:25:40 pm »
Awesome :) is there a selection of sprites I can choose from? I might make my own just incase.

And for the reward, I keep thinking one of the R/S/E legendaries or a rare Pokemon like Lapras, Aerodactyl, Omanyte/Kabuto, Hitmonlee/Hitmonchan (even though you can catch them at Navel Rock but just take time to find).

For another decision I thought of a Raichu since I did mention it would kinda ruin the game if one were to evolve Pikachu (since he is the mascot of Yellow version).
« Last Edit: September 06, 2014, 09:40:32 am by SBolton123 »

FastFourierTransform

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Re: Pokemon Yellow NES Translation Project
« Reply #170 on: September 08, 2014, 08:15:47 am »
Its probably too much effort and none of your concern, but the game would have more of a pokemon feeling if there was that classic beep sound whenever you hovered or clicked an option. It would also be cool if you made the screen smash or roll around and zoom in at random encounters. This would be an incredibly hard thing to do, but it would be very cool. It would affect the filesize and it would mean a total redesign of the mapper system, but it would be cool and all...


September 08, 2014, 08:21:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Maby you can use empty bytes in the rom???????
« Last Edit: September 09, 2014, 01:23:56 am by KingMike »

Lugia2009

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Re: Pokemon Yellow NES Translation Project
« Reply #171 on: September 10, 2014, 02:04:02 pm »
Quote
Awesome :) is there a selection of sprites I can choose from? I might make my own just incase.

And for the reward, I keep thinking one of the R/S/E legendaries or a rare Pokemon like Lapras, Aerodactyl, Omanyte/Kabuto, Hitmonlee/Hitmonchan (even though you can catch them at Navel Rock but just take time to find).

For another decision I thought of a Raichu since I did mention it would kinda ruin the game if one were to evolve Pikachu (since he is the mascot of Yellow version).

I can have Raichu as a reward for beating your character.

For the trainer sprite, I found someone who has all of the series trainer sprites you could choose from.
http://kyogremaster.deviantart.com/art/All-Pokemon-Trainer-Sprites-137787432

I can redo the clothing on the characters if you like. Just let me know what you want to change on them. and the colors will be limited to black and your choice of the other 2 colors.




Quote
Its probably too much effort and none of your concern, but the game would have more of a pokemon feeling if there was that classic beep sound whenever you hovered or clicked an option. It would also be cool if you made the screen smash or roll around and zoom in at random encounters. This would be an incredibly hard thing to do, but it would be very cool. It would affect the filesize and it would mean a total redesign of the mapper system, but it would be cool and all...

September 08, 2014, 08:21:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)Maby you can use empty bytes in the rom???????

I've thought about this as well, I think the most I can do though is just have the screen flash a few times before a pokemon battle.  I'm looking for the coding that makes the screen flash when a pokemon is poisoned on the overworld screen to see if that can be used to make the screen flash before pokemon battles and during battles when a pokemon is damaged.  I don't think I can make the beep sounds when selecting a menu option though. I'll check it out to see.

FastFourierTransform

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Re: Pokemon Yellow NES Translation Project
« Reply #172 on: September 14, 2014, 09:10:34 am »
I am amazed at what you have achieved  :o The game is actually better than the original! But there is one fatal flaw to the game. And that is mapper 163. The darn thing is unsupported by every flashcart because it requires a lot of expensive sram. But, there is something you can do to resolve this. If you get rid of the inefficient render system, the awfully large Chinese letter sprites from the game and reconfigure the game with a 1024 kilobyte mapper. It could run on the powerpak or the everdrive. It would be so cool if it could run on the actual hardware! Do you think it is achievable?

KingMike

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Re: Pokemon Yellow NES Translation Project
« Reply #173 on: September 14, 2014, 10:53:45 am »
I recall the mapper is pretty simple.
But the game is actually 2MB PRG-ROM, so you'd have to cut it by 75% (to 512K), not 50%, to fit the PowerPak (assuming the PowerPak even supports the mapper.)
"My watch says 30 chickens" Google, 2018

FastFourierTransform

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Re: Pokemon Yellow NES Translation Project
« Reply #174 on: September 14, 2014, 11:44:19 am »
I recall the mapper is pretty simple.
But the game is actually 2MB PRG-ROM, so you'd have to cut it by 75% (to 512K), not 50%, to fit the PowerPak (assuming the PowerPak even supports the mapper.)
Ok, I opened the game with my hex editor and believe it or not, there are soooooooooooooooooooooooooooooooooooo many blank bytes!!!!!! Seriously! check it for yourself I really dont know why they would use a 2 megabyte mapper like 163 for a game so light! But anyway, you could divide the rom to PRG-ROM+CHR-ROM so it could fit in 1 megabyte. It would be f***ing hard to find all the sprites and put them in CHR-ROM and finding the right mapper to do the job but just imagine the idea of playing a way better version of pokemon yellow on your nes. It would be worth the time.

SBolton123

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Re: Pokemon Yellow NES Translation Project
« Reply #175 on: September 15, 2014, 06:14:40 am »
Because the current patch is translated up to Vermilion, there is one more translating text need doing which was before Vermilion.

The girl in the bike shop with the quote "I want a shiny bright red bicycle", turns out she's also the NPC that'll give you Bulbasaur (for those of you wondering where to find him in the game). However you don't get to obtain Bulbasaur straight away after arriving in Cerulean, unfortunately you'd have to wait till you defeated Lt. Surge (which was never like that in the original Yellow strangely). But I thought that'd be another thing to point out for the next patch.

Lugia2009

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Re: Pokemon Yellow NES Translation Project
« Reply #176 on: September 15, 2014, 05:06:30 pm »
Quote
The girl in the bike shop with the quote "I want a shiny bright red bicycle", turns out she's also the NPC that'll give you Bulbasaur (for those of you wondering where to find him in the game). However you don't get to obtain Bulbasaur straight away after arriving in Cerulean, unfortunately you'd have to wait till you defeated Lt. Surge (which was never like that in the original Yellow strangely). But I thought that'd be another thing to point out for the next patch.

Thanks for letting me know :), I was wondering where the text was for Bulbasaur.  I'll go ahead and translate that part.  I'll also change her text so it'll be more obvious where Bulbasaur can be obtained.


Quote
I am amazed at what you have achieved  :o The game is actually better than the original! But there is one fatal flaw to the game. And that is mapper 163. The darn thing is unsupported by every flashcart because it requires a lot of expensive sram. But, there is something you can do to resolve this. If you get rid of the inefficient render system, the awfully large Chinese letter sprites from the game and reconfigure the game with a 1024 kilobyte mapper. It could run on the powerpak or the everdrive. It would be so cool if it could run on the actual hardware! Do you think it is achievable?

There is a lot of unused space and repetitive graphics that could really compress the game like most of the character sprites and map graphics. The space where the Chinese characters are will have to stay though, that's going to be used to give the attack names a more proper translation.  Converting the mapper's doable, but it goes far beyond what I'm capable of.

SBolton123

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Re: Pokemon Yellow NES Translation Project
« Reply #177 on: September 16, 2014, 05:13:34 am »
Thanks for letting me know :), I was wondering where the text was for Bulbasaur.  I'll go ahead and translate that part.  I'll also change her text so it'll be more obvious where Bulbasaur can be obtained.
No problem :) Funny enough when I was in Cerulean Cave I managed to come across some wild Ivysaur, no idea why Nanjing put them in there. But I have a feeling it might have had something to do with not being able to find Bulbasaur's NPC.
« Last Edit: April 14, 2021, 09:20:03 am by SBolton123 »

FastFourierTransform

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Re: Pokemon Yellow NES Translation Project
« Reply #178 on: September 16, 2014, 12:32:11 pm »
There is a lot of unused space and repetitive graphics that could really compress the game like most of the character sprites and map graphics. The space where the Chinese characters are will have to stay though, that's going to be used to give the attack names a more proper translation.  Converting the mapper's doable, but it goes far beyond what I'm capable of.

Thanks for verifying. Do you know someone that is willing to do a mapper conversion for cash?

OneCrudeDude

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Re: Pokemon Yellow NES Translation Project
« Reply #179 on: September 25, 2014, 02:41:29 am »
Sorry for the bump, but I have an acquaintance by the name of Dr. Floppy who seems quite adept at converting mappers.  No telling if he could modify a proprietary Chinese mapper.