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Reverse flow text in DW3 (NES)

Started by BerserkerKong02, January 26, 2020, 11:55:39 PM

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BerserkerKong02

I'm kinda new to this stuff and I know there was another guy that seeked for the same help, but it was for DW1

I'm trying to make a hebrew translation for DW3
Is anyone here know a way to reverse the text flow?

Thank you ^^

FAST6191

Flow as in animations or flow as is text direction?

Animations get a bit harder but will be a variation on the actual change thing covered shortly.

Direction is done in one of two ways mostly.
1) Padding
2) Actual change.

Padding for RTL languages tends to see people find the game with the longest script (often a French version) and have enough spaces in there that it lands on the other side. Not elegant and tricky in some cases (lack of space in both ROM and memory being a big one) but gets it done and can be done by anybody that can edit text.

Actual change.
It will depend what your text uses. Most consoles save for the really really old stuff will distinguish between sprites (sometimes going under the banner of objects, hence the area of memory dealing with their location being OAM aka object area memory) and backgrounds (usually abbreviated BG for reasons we may never know). Different systems will support different amounts of these, layers and more besides.
Generally speaking text should be on the BG layers, and text will rapidly gobble up sprite memory if your let it, but coding needs, characters on sprites, only needing simple menus/score counters and more besides means some text might find itself being a sprite. Generally easy enough to tell as well -- load up in an emulator and disable either sprites or bg layers until it vanishes.

Worse here for the NES and most systems will have their various video coordinate systems be some kind of graph type affair with 0,0 being in the bottom left of the screen. This means even if you are skilled enough in assembly to set the start coordinate to the right hand side and subtract (not an easy thing on the NES, still not trivial on systems with an actual subtract function) then you still get to handle handle overflow which is not as nice.
For something other than the NES I would say first do a variable width font hack and go from there as that will give you a grounding in text engines but VFW on the NES is a largely theoretical concept, certainly not a practical thing people will want to be doing.

BerserkerKong02

Quote from: FAST6191 on January 29, 2020, 12:14:52 PM
Padding for RTL languages tends to see people find the game with the longest script (often a French version) and have enough spaces in there that it lands on the other side. Not elegant and tricky in some cases (lack of space in both ROM and memory being a big one) but gets it done and can be done by anybody that can edit text.
I know this thread might be dead, but can you explain more about the padding way as I might have zero experience with this stuff, however I found two tutorials from the aforementioned thread, but they were in Arabic...