11 March 2016 - Forum Rules
Started by lgnmcrules, October 29, 2016, 03:05:25 PM
Quote from: Jorpho on October 31, 2016, 08:07:10 PMIt would be neat if the solution was applicable to the GBA Rocket Slime, which seems to still be impenetrable.
Quote from: IcySon55 on October 31, 2016, 09:12:27 AMThe situation is thus:code.bin is the executable for the game.Even worse, the game uses UTF-16 LE format for the text, so we don't even get single byte ASCII (it breaks). Instead of おはよ giving us 3*2+1 ASCII characters, we literally get 3.The goal is to figure out how the game references the text within code.bin and write some patches or a patching mechanism to redirect the text pointers to brand new strings located at the end of the file with whatever length the translation needs. Doing this is beyond my skill level.
Quote from: GHANMI on November 09, 2016, 10:39:39 PMThat's depressing to hear.You'll likely need to do 3DS assembly hacking to make the game read 1-byte ASCII characters. Because even if you figured out the pointer system and repointed everything to the end of the executable file, it's still the main executable and expanding it too much might cause big problems if the RAM space is tight (coincidentally, the people who localized Dragon Quest 7 ran into the exact same problem).But if you knew 3DS assembly, you'd be better off copying all of the text from the executable to a new separate file and loading it from there without even bothering with the 1-byte reprogramming.I guess other than that, the variable width font has a full English set and shows correctly at least? Did you figure out the format of the text pointers at least? What tools did you use to open the (decrypted .3ds, I assume) rom's file system, and the graphics?
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