[WIP] Wrecking Crew '98 (Super Famicom) Translation

Started by ShadowOne333, April 28, 2016, 03:53:11 PM

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ShadowOne333

#100
Thanks rainponcho :)

I gave both IPS a try today, and the text box IPS is giving me a weird result.
Like the box is glitchy in the middle below the timer, it's missing tiles or something.

As for the other one, it seems to be working okay.
I repointed the pointer for Using Handles, the first text box does change now into what i wrote in address $01E0000.
However, the problem comes after the first text block.

Apparently, the game uses a combination of [F9 FF] to start with the next text box printing.
According to GHANMI's notes, F9 is used as a "Wait for button press" command, and FF is "end of line".
All of the tutorial text seems to use this for every text box before printing another.

The problem is that after I press A to jump to the next text box, the game simply shows a blank text box with the animations of Mario running consecutively, and then brings me back to the Help menu.
So the only text that is being printed is the first text box right now, the rest are not.

This is the Hex data for the full translation used for "Using handles":

Spoiler


F6 B1 C8 D5 C8 E4 F6 DA C8 E8 CF CF F7 CF C8 C4 D5 D1 F6 CB D2 DA F6 D7 D2 F7 D8 D6 C8 F6 F1 CB C4 D1 C7 CF C8 D6 F0 F6 F9 FF F6 F0 BD D2 F6 D8 D6 C8 F6 C4 F7 CB C4 D1 C7 CF C8 E4 F6 CB CC D7 F7 F1 D7 CB C4 D7 F6 F0 C5 D8 D7 D7 D2 D1 E3 F9 FF F6 F0 BD CB C8 D1 E3 E3 E3 F6 B3 D8 D6 D7 F7 C5 DC F6 D3 D5 C8 D6 D6 CC D1 CA F7 D7 CB CC D6 F6 C5 D8 D7 D7 D2 D1 E4 F7 DC D2 D8 F6 C6 C4 D1 E3 E3 E3 F9 FF F6 F0 BC CF CC C7 C8 F6 C4 F6 CF CC D1 C8 F7 D2 C9 F6 F8 C5 CF D2 C6 CE D6 F0 F6 E0 F7 F8 D3 C4 D1 C8 CF D6 F0 F6 D7 CB CC D6 F7 DA C4 DC E3 F9 FF F6 F0 C0 CB C4 D7 F6 CA D2 C8 D6 F6 D2 D2 C9 F7 D6 C6 D5 C8 C8 D1 F6 C6 D2 D0 C8 D6 F7 C5 C4 C6 CE F6 C9 D5 D2 D0 F6 D7 CB C8 F7 D2 D7 CB C8 D5 F6 D6 CC C7 C8 E3 F9 FF F6 F0 B2 C9 F6 DC D2 D8 F6 D0 C4 D6 D7 C8 D5 F7 D8 D6 CC D1 CA F6 D7 CB C8 D0 E4 F7 F8 CB C4 D1 C7 CF C8 D6 F6 F0 C4 D5 C8 F7 D9 C8 D5 DC F6 D8 D6 C8 C9 D8 CF E3 F9 FF F6 F0 BC D2 F6 D0 C4 CE C8 F6 D6 D8 D5 C8 F7 D7 D2 F6 D3 D5 C4 C6 D7 CC C6 C8 DE F9 FF 36 02 E5 F9 FF

[close]

Why would the game completely ignore everything after the first [F9 FF]?
Does it use pointers for each text box or something?

EDIT:
Quote
Does it use pointers for each text box or something?

It does!
I just found the pointer for the second text block, it's at 38046 [22 A2 8A].
If I change this to where the new data is located for the beginning of the second text block, it now prints normally.
Well, seems like I'll have to find where each pointer for each text block is.
It'll be easier since I already know the exact address for each text data block of the Help menu, I just have to find the new addresses after each [F9 FF]

EDIT #2:
Yup, each text block has it's pointer, or rather a JSL routine to it.
Here's the whole pointers for each entry:


ハンドルの俥いかた : Breaking blocks
0x038A83-0x38BDC
[22 83 8A] - $038041
[22 A2 8A] - $038046
[22 B8 8A] - $038052
[22 CC 8A] - $038058
[22 DB 8A] - $038064
[22 EE 8A] - $03806E
[22 0F 8B] - $03807F
[22 22 8B] - $038089
[22 4C 8B] - $03808D
[22 6E 8B] - $03809D
[22 96 8B] - $0380AC
[22 CB 8B] - $0380B0


ブ口ツクの壊しかた : Using handles
0x38BDD-0x038CE7
[22 DD 8B] - $0380CB
[22 FC 8B] - $0380D0
[22 20 8C] - $0380D9
[22 3C 8C] - $0380DD
[22 69 8C] - $0380E1
[22 93 8C] - $0380E9
[22 BA 8C] - $0380ED
[22 D6 8C] - $0380F1


バクダンの使いかた : Using panels
0x038CE8-0x038EB3
[22 E8 8C] - $03810B
[22 06 8D] - $038111
[22 3A 8D] - $03814E
[22 60 8D] - $03815D
[22 7A 8D] - $03816A
[22 8E 8D] - $03817B
[22 BE 8D] - $038188
[22 E5 8D] - $03818C
[22 ED 8D] - $038195
[22 1E 8E] - $038199
[22 41 8E] - $03819D
[22 6E 8E] - $0381A1
[22 A2 8E] - $0381A5


パネルの使いかた : Panel Effects
0x038EB4-0x039340
[22 B4 8E] - $0381BF
[22 D0 8E] - $0381C3
[22 EF 8E] - $0381C7
[22 1A 8F] - $0381CB
[22 30 8F] - $0381CF
[22 3C 8F] - $0381DB
[22 51 8F] - $0381F0
[22 6B 8F] - $0381F4
[22 8F 8F] - $0381F9
[22 BF 8F] - $0381FD
[22 CF 8F] - $038207
[22 E5 8F] - $03821C
[22 0C 90] - $038220
[22 1F 90] - $038227
[22 47 90] - $03822B
[22 6F 90] - $03822F
[22 8C 90] - $038233
[22 B0 90] - $038237
[22 D3 90] - $038252
[22 F7 90] - $038256
[22 21 91] - $038277
[22 37 91] - $038281
[22 4D 91] - $038285
[22 62 91] - $038297
[22 93 91] - $03829D
[22 B6 91] - $0382B9
[22 DE 91] - $0382C0
[22 F2 91] - $0382D5
[22 02 92] - $0382E2
[22 27 92] - $0382E6
[22 48 92] - $0382F0
[22 60 92] - $0382F4
[22 7D 92] - $0382F9
[22 A9 92] - $038317
[22 C6 92] - $038323
[22 DF 92] - $038329
[22 F6 92] - $03832D
[22 10 93] - $038331
[22 2F 93] - $038335


パネルの効果 : Panel Chains
0x039341-0x03970F
[22 41 93] - $03834F
[22 98 93] - $038357
[22 C8 93] - $03835B
[22 DC 93] - $038361
[22 E5 93] - $038370
[22 FE 93] - $03837A
[22 2E 94] - $03837E
[22 52 94] - $038382
[22 7F 94] - $038386
[22 A4 94] - $03838A
[22 C3 94] - $038390
[22 CC 94] - $0383A5
[22 FD 94] - $0383AA
[22 0A 95] - $0383B6
[22 3C 95] - $0383C3
[22 5F 95] - $0383DB
[22 91 95] - $0383DF
[22 A6 95] - $0383E3
[22 C7 95] - $0383F2
[22 E5 95] - $03842D
[22 FF 95] - $038455
[22 2C 96] - $038488
[22 58 96] - $03848C
[22 7A 96] - $038490
[22 8D 96] - $038494
[22 A4 96] - $038498
[22 D5 96] - $03849C
[22 FE 96] - $0384A0


パネルの連鎖 : Using bombs
0x039710-0x039920
[22 10 97] - $0384BA
[22 2F 97] - $0384BE
[22 4C 97] - $0384C6
[22 6D 97] - $0384D0
[22 80 97] - $0384D4
[22 9A 97] - $0384E5
[22 AC 97] - $0384F0
[22 D3 97] - $0384F8
[22 FB 97] - $0384FC
[22 20 98] - $03850E
[22 4A 98] - $038519
[22 72 98] - $038526
[22 A1 98] - $03852A
[22 CE 98] - $03852E
[22 FC 98] - $038532
[22 0F 99] - $038536


ゲームのルール : Game Rules
0x039921-0x039CB8
[22 21 99] - $038550
[22 3B 99] - $038554
[22 65 99[ - $038558
[22 83 99] - $03855C
[22 9F 99] - $03856E
[22 C3 99] - $038572
[22 E0 99] - $0385D3
[22 FA 99] - $0385D9
[22 26 9A] - $0385DD
[22 63 9A] - $0385E1
[22 8D 9A] - $038646
[22 8D 9A] - $03864C
[22 BB 9A] - $03864E
[22 EB 9A] - $03865A
[22 0B 9B] - $03865E
[22 2F 9B] - $038662
[22 43 9B] - $038666
[22 6D 9B] - $03866A
[22 8D 9B] - $03866E
[22 B0 9B] - $038672
[22 E7 9B] - $038677
[22 17 9C] - $03867E
[22 2D 9C] - $038689
[22 4E 9C] - $03868F
[22 75 9C] - $038699
[22 8D 9C] - $03869D
[22 A7 9C] - $0386A1



スぺシャル : Special
0x039CB9-0x039E8F
[22 B9 9C] - $0386BB
[22 DA 9C] - $0386BF
[22 0B 9D] - $0386FE
[22 16 9D] - $038712
[22 36 9D] - $038719
[22 57 9D] - $038738
[22 79 9D] - $03873C
[22 86 9D] - $038749
[22 94 9D] - $03875B
[22 A3 9D] - $03875F
[22 C4 9D] - $038763
[22 FA 9D] - $038767
[22 1C 9E] - $03876B
[22 3B 9E] - $03876F
[22 49 9E] - $038773
[22 5E 9E] - $038777
[22 7E 9E] - $03877B

rainponcho

That's right! Good job finding all those pointers. I was rolling my eyes thinking about doing it. :)

0:00 timer value should be on top of the tutorial dialog box. I'll post a screenshot or look into removing it maybe. Should be good enough for insertion testing though.

edit: I could be using buggy emulator also though.

ShadowOne333

Take a look at this :)



This is what I did so far.
Let me know what do you think.
I will continue with Breaking blocks and the first part of Using bombs as well, since those are the ones we have translated so far.

rainponcho

Turned out a lot better than what I imagined. No large blocks of empty text space. Text flows freely around. Sounds natural. Not overly wordy.

Just like your graphics edits, looks like you got it well handled! Guess I don't have anything else to worry anymore. :plus:

cospefogo

Golden!
Eager to play the final version!

Thank you VERY much.
This is really a Super Nintendo hidden gem!

C.
"Replicants are like any other machine - they're either a benefit or a hazard.
If they're a benefit, it's not my problem."

DarkSamus993

I went through and located all the story text pointers:

===================
= Story text ptrs =
===================
$D4:5398 = [2B7D] intro

$D4:5E6B = [3111] lvl 1 - start
$D4:5F44 = [3261] lvl 1 - rematch
$D4:5FFC = [33B1] lvl 1 - win
$D4:607E = [3405] lvl 1 - lose

$D4:60DC = [3459] lvl 2 - start
$D4:6192 = [3651] lvl 2 - rematch
$D4:6224 = [37A1] lvl 2 - win (< 4:00)
$D4:6294 = [37F5] lvl 2 - win (> 4:00)
$D4:6316 = [3849] lvl 2 - lose

$D4:636E = [389D] lvl 3 - start
$D4:6414 = [3999] lvl 3 - rematch
$D4:64A5 = [3A95] lvl 3 - win (< 3:00)
$D4:6512 = [3AE9] lvl 3 - win (> 3:00)
$D4:658B = [3B3D] lvl 3 - lose

$D4:65EF = [3B91] lvl 4 - start
$D4:66AA = [3CE1] lvl 4 - rematch
$D4:673E = [3DDD] lvl 4 - win (< 2:00)
$D4:67AE = [3E85] lvl 4 - win (> 2:00)
$D4:6824 = [3ED9] lvl 4 - lose

$D4:6888 = [3F2D] lvl 5 - start 1
$D4:6949 = [40D1] lvl 5 - start 2
$D4:6A0A = [4275] lvl 5 - rematch
$D4:6AAA = [4419] lvl 5 - win 1
$D4:6B11 = [44C1] lvl 5 - win 2
$D4:6B99 = [4515] lvl 5 - lose

$D4:6BF1 = [4569] lvl A - start
$D4:6C7C = [45BD] lvl A - win
$D4:6D0A = [4611] lvl A - lose

$D4:6D51 = [4665] lvl B - start
$D4:6DFD = [47B5] lvl B - rematch
$D4:6EB4 = [4905] lvl B - win
$D4:6F3C = [49AD] lvl B - lose

$D4:6F94 = [4A01] lvl C - start
$D4:7034 = [4BA5] lvl C - rematch
$D4:70BF = [4D49] lvl C - win
$D4:7129 = [4E45] lvl C - lose

$D4:719E = [4E99] lvl D - start
$D4:72FC = [4F95] lvl D - rematch
$D4:7451 = [5091] lvl D - win
$D4:75C5 = [50E5] lvl D - lose

$D4:79CD = [5139] ending 1
$D4:7A91 = [518D] ending 2


And if it's useful, here's my 100% save file.

Quote from: ShadowOne333 on March 29, 2017, 12:03:19 PM
Story text is not that extensive, and the tutorial text could be reworked in one way or another. Thankfully, both of them are stored as raw data inside the ROM, this means, bare Hex values for tiles/letters.

With that said, does anyone know of an easy way to do this?
I know the offsets for each text block and some of the pointers (or jump routines to them), but doing all of the Hex editing by brute force would be somewhat tiring, so if any of you know an easier way to accomplish this, please let me know.
I read earlier in the thread about Cartographer/Atlas but have zero clue about how to use them.
Cartographer/Atlas is definitely the way to go because it can re-calculate the pointers during insertion and makes editing the text so much easier. I know how to use both of these utilities and would be happy to work with you to dump/insert the text. And since all the text pointers should be located now, I'll get started on that. :thumbsup:

ShadowOne333

WHAAAAAAAAAT
rainponcho AND DarkSamus993, both helping me out in a hacking project?!
I can't ask for anything more, this project is bound to greatness thanks to you two. xD

I have already backed up your info about the Story text pointers, DarkSamus, thank you for that!
Those are two byte pointers, right?
Summed up with the data rainponcho posted about moving the Story text around to $1F0000, and then changing those two bytes together to match where I will put the correct text should be it if I were to do the text insertion manually, right?

And look at that, you know how to use Cartographer/Atlas. :P
I heard about those two before but I never got the hang of them for translations.
Guess there's always a first time for everything haha.

In the meanwhile, I continued by myself with the "Breaking blocks" section, I am already done inserting the text via Hex editing, all I have to do now is change the pointers for each text block and that should be another section done for  :thumbsup:

I do have a slight part of the "Using bombs" section translated, but not entirely.
This is where a person with enough knowledge in japanese will be required from now on, as I can't do much but do really vague translations using Google Translate and my own grammatical judgment :P

DarkSamus993

Quote from: ShadowOne333 on March 31, 2017, 10:28:03 AM
I have already backed up your info about the Story text pointers, DarkSamus, thank you for that!
Those are two byte pointers, right?
Yes, 2-byte pointers.

Quote from: ShadowOne333 on March 31, 2017, 10:28:03 AM
Summed up with the data rainponcho posted about moving the Story text around to $1F0000, and then changing those two bytes together to match where I will put the correct text should be it if I were to do the text insertion manually, right?
I haven't tested it myself, but that should work.

I also went through and double-checked your list of tutorial text ptrs. There were a couple of errors and one was missing altogether (Panel Chains: $83:8354 = [9360]).

======================
= Tutorial text ptrs =
======================
$7E:0932 = ptr
Databank = $83

Breaking blocks:
$83:8041 = [8A83]
$83:8047 = [8AA2]
$83:8053 = [8AB8]
$83:8059 = [8ACC]
$83:8065 = [8ADB]
$83:806F = [8AEE]
$83:8080 = [8B0F]
$83:808A = [8B22]
$83:808E = [8B4C]
$83:809E = [8B6E]
$83:80AD = [8B96]
$83:80B1 = [8BCB]

Using handles:
$83:80CB = [8BDD]
$83:80D1 = [8BFC]
$83:80DA = [8C20]
$83:80DE = [8C3C]
$83:80E2 = [8C69]
$83:80EA = [8C93]
$83:80EE = [8CBA]
$83:80F2 = [8CD6]

Using panels:
$83:810C = [8CE8]
$83:8112 = [8D06]
$83:814F = [8D3A]
$83:815E = [8D60]
$83:816B = [8D7A]
$83:817C = [8D8E]
$83:8189 = [8DBE]
$83:818D = [8DE5]
$83:8196 = [8DED]
$83:819A = [8E1E]
$83:819E = [8E41]
$83:81A2 = [8E6E]
$83:81A6 = [8EA2]

Panel Effects:
$83:81C0 = [8EB4]
$83:81C4 = [8ED0]
$83:81C8 = [8EEF]
$83:81CC = [8F1A]
$83:81D0 = [8F30]
$83:81DC = [8F3C]
$83:81F1 = [8F51]
$83:81F5 = [8F6B]
$83:81FA = [8F8F]
$83:81FE = [8FBF]
$83:8208 = [8FCF]
$83:821D = [8FE5]
$83:8221 = [900C]
$83:8228 = [901F]
$83:822C = [9047]
$83:8230 = [906F]
$83:8234 = [908C]
$83:8238 = [90B0]
$83:8253 = [90D3]
$83:8257 = [90F7]
$83:8278 = [9121]
$83:8282 = [9137]
$83:8286 = [914D]
$83:8298 = [9162]
$83:829E = [9193]
$83:82BA = [91B6]
$83:82C1 = [91DE]
$83:82D6 = [91F2]
$83:82E3 = [9202]
$83:82E7 = [9227]
$83:82F1 = [9248]
$83:82F5 = [9260]
$83:82FA = [927D]
$83:8318 = [92A9]
$83:8324 = [92C6]
$83:832A = [92DF]
$83:832E = [92F6]
$83:8332 = [9310]
$83:8336 = [932F]

Panel Chains:
$83:8350 = [9341]
$83:8354 = [9360]
$83:8358 = [9398]
$83:835C = [93C8]
$83:8362 = [93DC]
$83:8371 = [93E5]
$83:837B = [93FE]
$83:837F = [942E]
$83:8383 = [9452]
$83:8387 = [947F]
$83:838B = [94A4]
$83:8391 = [94C3]
$83:83A6 = [94CC]
$83:83AB = [94FD]
$83:83B7 = [950A]
$83:83C4 = [953C]
$83:83DC = [955F]
$83:83E0 = [9591]
$83:83E4 = [95A6]
$83:83F3 = [95C7]
$83:842E = [95E5]
$83:8456 = [95FF]
$83:8489 = [962C]
$83:848D = [9658]
$83:8491 = [967A]
$83:8495 = [968D]
$83:8499 = [96A4]
$83:849D = [96D5]
$83:84A1 = [96FE]

Using bombs:
$83:84BB = [9710]
$83:84BF = [972F]
$83:84C7 = [974C]
$83:84D1 = [976D]
$83:84D5 = [9780]
$83:84E6 = [979A]
$83:84F1 = [97AC]
$83:84F9 = [97D3]
$83:84FD = [97FB]
$83:850F = [9820]
$83:851A = [984A]
$83:8527 = [9872]
$83:852B = [98A1]
$83:852F = [98CE]
$83:8533 = [98FC]
$83:8537 = [990F]

Game Rules:
$83:8551 = [9921]
$83:8555 = [993B]
$83:8559 = [9965]
$83:855D = [9983]
$83:856F = [999F]
$83:8573 = [99C3]
$83:85D4 = [99E0]
$83:85DA = [99FA]
$83:85DE = [9A26]
$83:85E2 = [9A63]
$83:8647 = [9A8D]
$83:864B = [9AA5]
$83:864F = [9ABB]
$83:865B = [9AEB]
$83:865F = [9B0B]
$83:8663 = [9B2F]
$83:8667 = [9B43]
$83:866B = [9B6D]
$83:866F = [9B8D]
$83:8673 = [9BB0]
$83:8678 = [9BE7]
$83:867F = [9C17]
$83:868A = [9C2D]
$83:8690 = [9C4E]
$83:869A = [9C75]
$83:869E = [9C8D]
$83:86A2 = [9CA7]

Special:
$83:86BC = [9CB9]
$83:86C0 = [9CDA]
$83:86FF = [9D0B]
$83:8713 = [9D16]
$83:871A = [9D36]
$83:8739 = [9D57]
$83:873D = [9D79]
$83:874A = [9D86]
$83:875C = [9D94]
$83:8760 = [9DA3]
$83:8764 = [9DC4]
$83:8768 = [9DFA]
$83:876C = [9E1C]
$83:8770 = [9E3B]
$83:8774 = [9E49]
$83:8778 = [9E5E]
$83:877C = [9E7E]

ShadowOne333

Thanks DarkSamus :)
I already added the missing pointer to my documentation.
Quote from: DarkSamus993 on March 31, 2017, 10:59:19 AM
There were a couple of errors and one was missing altogether (Panel Chains: $83:8354 = [9360]).
What were the other errors you found?
So that I can make the according changes as well.

Also, here's another update:

DarkSamus993

Quote from: ShadowOne333 on March 31, 2017, 11:58:03 AM
I already added the missing pointer to my documentation.What were the other errors you found?
Some of the addresses were off by a byte (I changed everything to point right at the ptrs) and one or more had incorrect pointers listed. I didn't keep track of the errors, I just fixed them when I made my notes.

ShadowOne333

#110
Quote from: DarkSamus993 on March 31, 2017, 12:07:43 PM
Some of the addresses were off by a byte (I changed everything to point right at the ptrs) and one or more had incorrect pointers listed. I didn't keep track of the errors, I just fixed them when I made my notes.
Found them :)
I had this one with a repeated pointer:
[22 A5 9A] - $03864A
Had 22 8D 9A, which is the same as the previous one, and one of the pointers had the offset wrong with 4C instead of 4A, but that was it. :P
Thanks for posting the corrected pointers!

EDIT:
Well I tried to use Cartographer today, and this is what I got:

Tutorial text dump:
https://pastebin.com/LCAHp0Aq

Story text dump:
https://pastebin.com/yTG7FsRg

I modified the Story.tbl I have a little bit to avoid all of those [62 03] showing up everywhere. :P
However, all of that was raw offset dumps. I don't know how to work with the pointers in Cartographer yet, as I want to specify each one of them individually.

Here are both TBL files I am using:

Story TBL:
https://www.dropbox.com/s/6bqecu30obd8yjw/Story.tbl?dl=0

Tutorial TBL:
https://www.dropbox.com/s/1qqcrmtp3219y0w/Tutorial.tbl?dl=0

DarkSamus993

#111
Initial text dump: http://www.mediafire.com/file/ev88wal90t8te7p/WC98_ScriptTest.zip

I'll need to do some manual formatting to make things easier to work with, including tweaking how the control codes are displayed as they make the tutorial text an awful mess. But first, I need to write the insertion script to make sure everything is getting dumped properly.

NOTE: Unlike the tutorial text, the story text only seems to have 1 control code ($0362 = skip rest of line in bytes), as well as having a fixed string & line length. It can only display up to 42 characters - 3 lines of text with a line break after every 14 characters.

----------------------------------------

While I was dumping the story text, I found some text @$1451E1-1452DC that I could not locate any pointers for:
Quote from: Unknown Text
「おれさまを ダシにつかって
マリオを やっつけるつもり
だったな~!!」

「は···.ははは···
  まあまあ···」

  ひええええ~~~~

Using the game's text engine:


A translation might help locate where it is supposed to be displayed (or perhaps it's simply unused).

Jorpho

Quote from: ShadowOne333 on March 31, 2017, 11:58:03 AMAlso, here's another update:
I think "Also" would make much more sense in there rather than "Besides".
This signature is an illusion and is a trap devisut by Satan. Go ahead dauntlessly! Make rapid progres!

VicVergil

@DarkSamus993
Something to the effect of "I (ore-sama) guess Mario caught up to my dash after all..~!" "Haah... Haaah... Oh my..." "Hiyeeee~~" (supposed to be something like "Woohoo"?) Very loose, inaccurate translation, use it only to get the context of the idea and not for the actual script translation.

Really nice progress overall!
At this rate, a full translation is possible if you're willing to put up with the text limitations.

As for the tutorial text, if rainponcho's efforts to remove the sprite timer (0:00) are successful, then expanding the text vertically for a fifth line could be what's needed for a better translation, short of a variable width font. I still think the font is a poor fit, especially for punctuation and lower-case letters, and should be replaced, or at least fixed so that the x-height of letters like "a" "o" isn't the same as letters "l" "f" "b". It's a mess.

rainponcho

There's one more compressed graphic - the intro story with the bowser billboard. Working on that bit still. Should start checking out the timer also.

If someone wants to take over though, all the better! (or add a vwf)

(idea: move timer to y=255 only if tutorial mode is running, or box is printing. Although oam priority bit maybe could help also)

RadioTails

Quote


I personally don't like that font (from what I checked in the thread, it's the one in the game).  Maybe something more bold?
Avatar by LazyNinjartist

rainponcho

#116
New tool. Handles story bitmaps and 16x16 font tiles.
https://www.sendspace.com/file/rmab7o

crew3 has bitmap data for billboard sign.


edit:

$C2/0361 20 15 35    JSR $3515  [$C2:3515]   A:06FF X:0020 Y:0000 P:envMXdIzc
$C2/03B0 20 15 35    JSR $3515  [$C2:3515]   A:2892 X:0006 Y:0000 P:eNvMXdIzC


Replace both with EA EA EA to remove tutorial timer.

ShadowOne333

#117
What happened hereeeeeee
I disappear for just one weekend and come back to an overwhelming amount of data :P

Okay let's go one by one:

@DarkSamus993:
I believe that bit of text you mention might be the one used during one of the endings of the game.
Check this out around 2:30:
https://www.youtube.com/watch?v=KJC0lgvItEQ

You can see the text there when Bowser appears, that's the bit you are interested in.

Also, thanks for posting the full script dump!
I see something related to Pointers in each txt, does that mean that those files are ready for use with Atlas to insert the new text into the game?


@Jorpho, yeah I think "Also" would sound better, I will change it for the final patch.


@GHANMI thanks for the explanation!
I will take your suggestions into account to hopefully change the font a little bit so that it looks more rounded in height altogether.


@rainponcho oh you are right, I completely forgot about the Story images which still had japanese on them.
Thanks for pointing it out and also for posting the de/compressor for them as well!
I will work on them as soon as possible :)
As for the tutorial box thing, I would dare to say that maybe keeping the width of it should be okay, but changing the height could be the best option so that we can fit 5 o 6 lines per box, that should give us more than enough space to work things out without covering the whole screen horizontally since the game does that to not cover the part of the game screen which will show exactly what the tutorial is covering in game mechanics.

Here's the text from the Billboard (I think):
Quoteひみつのアジト
けんせつちゅう
一クッパだいまおうー
げんばちず

And here's an image for reference:

DarkSamus993

Quote from: ShadowOne333 on April 03, 2017, 11:32:49 AM
@DarkSamus993:
I believe that bit of text you mention might be the one used during one of the endings of the game.
Check this out around 2:30: https://www.youtube.com/watch?v=KJC0lgvItEQ
You can see the text there when Bowser appears, that's the bit you are interested in.
Ah, so that's where it's played - not sure how I missed that. XD

Quote from: ShadowOne333 on April 03, 2017, 11:32:49 AM
Also, thanks for posting the full script dump!
I see something related to Pointers in each txt, does that mean that those files are ready for use with Atlas to insert the new text into the game?
Yep, I just need to do a test insertion to make sure everything got dumped properly (the bytes should be identical). Once everything is working properly I'll post the final text dump along with the table files & dump/insert batch files.

Quote from: ShadowOne333 on April 03, 2017, 11:32:49 AM
As for the tutorial box thing, I would dare to say that maybe keeping the width of it should be okay, but changing the height could be the best option so that we can fit 5 or 6 lines per box.
If that doesn't work out, I'd be willing to try and add a VWF. I've never done one before, but there are some nice examples in the documents section as well as some threads with good information. The tutorial text already stores the text dynamically to VRAM, so that gives me something to work with. The story text is just statically loaded however, so that would need more work. I've already taken some initial notes, but I'll wait to see if it's even necessary.

VicVergil

Quoteひみつ の アヅト
けんせつちゅう
一 クッパ だい まおうー
げんば ちず

QuoteSECRET HIDEOUT
UNDER CONSTRUCTION

Dark Lord Koopa
Location Map

"Dark Lord Koopa" is as you might have guessed, Bowser.
SMRPG where they kept lots of the original terminology for Mario lore, referred to him as "King Bowser".
As for the last line, I don't get whether it means "Map of the construction site owned by Bowser" or "Bowser is here, in this specific spot/point".