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Author Topic: Harvest Moon: Friends of Mineral Town Spanish Translation  (Read 10220 times)

Graphicus

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Harvest Moon: Friends of Mineral Town Spanish Translation
« on: June 29, 2020, 09:05:10 am »
As the title indicates, I'm interested in completing a Spanish translation for this title. I'm a native-level speaker in both languages and have plenty of real-life work experience translating documents so that's one thing I'm not worried about. 

My main issue is that I have little to no experience working on romhacks. I mostly do pixel art (hence my nickname). I've experimented with Tile editors to change graphics and the like and have also messed around with hex editors, but haven't gotten too far.

What can I tell you about this title?

Well, all of the text appears to be uncompressed so it can be easily edited with a hex editor. However, Spanish tends to be a much longer language than English, so my main concern is whether there's a possibility of either:
  • Adding additional "panels of text" to a character's dialogue (not sure what the correct term for this is) for longer sequences of dialogue.
  • Changing the font to one with a much smaller width, both in menus as well as dialogue. This is because a lot of menu elements have names that are much longer in Spanish than they are in English. The game appears to use the same font for just about everything (menus AND dialogue).

If anyone is interested in helping out, I would greatly appreciate it.

FCandChill

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danke

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Re: Harvest Moon: Friends of Mineral Town Spanish Translation
« Reply #2 on: June 29, 2020, 03:01:51 pm »
I may be able to help. I have a decent disassembly of the game, and it shouldn't be too hard.

Graphicus

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Re: Harvest Moon: Friends of Mineral Town Spanish Translation
« Reply #3 on: June 30, 2020, 09:57:54 pm »
The Newbie Package of REQUIRED Material
...

Use cartographer (script dumping) and atlas (script insertion). I recall the pointers were very close to the dialogue data.

Pointers are specifically the part that eludes me. Appreciate you sharing those docs. I will definitely take a look at them.

I may be able to help. I have a decent disassembly of the game, and it shouldn't be too hard.

Any help would be greatly appreciated! Right now the main issue is text length and how to extend that (where possible) without breaking the game.

FCandChill

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Re: Harvest Moon: Friends of Mineral Town Spanish Translation
« Reply #4 on: June 30, 2020, 11:36:23 pm »
Pointers are specifically the part that eludes me. Appreciate you sharing those docs. I will definitely take a look at them.

Any help would be greatly appreciated! Right now the main issue is text length and how to extend that (where possible) without breaking the game.

Pointers specify where dialogue is located. When you repoint, you relocate where the dialogue is located. You also control how long the dialogue line is. Repointing is the solution to your issue. As for danke helping you out, you're in good hands. As for the partial disassembly of Harvest Moon: Friends of Mineral Town, I'd love to see it, danke!

pinguimbozo

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Re: Harvest Moon: Friends of Mineral Town Spanish Translation
« Reply #5 on: July 03, 2020, 10:36:59 pm »
Hi! Years ago I translate this game to Portuguese. You can find a text dumper/inserter here: https://www.romhacking.net.br/index.php?topic=1521.0
You just need to adapt the tool for your project.

The huge problem is the title screen. It requires a lot of asm knowledge.

Sorry for any english mistakes. I'm not a fluent speaker.

I may be able to help. I have a decent disassembly of the game, and it shouldn't be too hard.

Do you find a way to edit the title screen? It's the only thing I didn't edit in my translation.
« Last Edit: July 03, 2020, 10:50:59 pm by pinguimbozo »

FCandChill

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Re: Harvest Moon: Friends of Mineral Town Spanish Translation
« Reply #6 on: July 05, 2020, 01:02:04 pm »
Hi! Years ago I translate this game to Portuguese. You can find a text dumper/inserter here: https://www.romhacking.net.br/index.php?topic=1521.0
You just need to adapt the tool for your project.

The huge problem is the title screen. It requires a lot of asm knowledge.

Sorry for any english mistakes. I'm not a fluent speaker.

Do you find a way to edit the title screen? It's the only thing I didn't edit in my translation.

I would assume we'd have to register on the forum to download it, no? I can't seem to find the download link. Can you provide a download link here instead?

Graphicus

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Re: Harvest Moon: Friends of Mineral Town Spanish Translation
« Reply #7 on: July 05, 2020, 08:53:55 pm »
Just to be clear, I'm following up on this thread and am still 100% committed to making a Spanish translation. I haven't answered these lasts posts mainly because FCandChill has beaten me to the punch with the corresponding relevant questions. :P

FCandChill

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Re: Harvest Moon: Friends of Mineral Town Spanish Translation
« Reply #8 on: July 07, 2020, 05:24:52 pm »
Just to be clear, I'm following up on this thread and am still 100% committed to making a Spanish translation. I haven't answered these lasts posts mainly because FCandChill has beaten me to the punch with the corresponding relevant questions. :P

I decided to take it upon myself and sign up. Here's a mirror of the download:

https://mega.nz/file/c25WlCYY#dcmbJqR6jFYm1xpifcjGU7zAEeStfuB-bVNdmIQF840

I renamed the archive from "Files.7z" to "Harvest Moon Script Dumper and Inserter.7z". Other than that, everything else was untouched.

As for the code itself, it's very small and compact. All the dumping and insertion data is in a.py. __main.py handles all the dumping and insertion. Two archives called "Dumped" and "Insert" store the script. The code is in English and the comments are in Portuguese.

It's up to you if you want to use this utility or not. I would recommend using the romhacking standard utilities like Cartographer and Atlas or you can have me adjust my utilities for you, if you want to work in a GUI.


Graphicus

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Re: Harvest Moon: Friends of Mineral Town Spanish Translation
« Reply #9 on: July 08, 2020, 04:46:56 pm »
Are there any advantages/disadvantages to using one vs. the other? I ask this as a complete noob.

FCandChill

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Re: Harvest Moon: Friends of Mineral Town Spanish Translation
« Reply #10 on: July 08, 2020, 05:28:30 pm »
Are there any advantages/disadvantages to using one vs. the other? I ask this as a complete noob.

I haven't used Atlas or Cartographer much, but here it goes.

Python script
* Seems rather primitive.
* I couldn't get it to compile.

Atlas / Cartographer
* Widely used. More or less a standard
* Kind of a pain to work with flat files. As in, you're working with plain txt files.
* I looked at Cartographer's source code and couldn't really follow it.
* You have a decent amount of examples and source at your disposal.
* The developer of Altas is fairly active.
* There's a steep difficulty curve.

Cypro Ace and Spiro
* Currently, behind closed doors because I still add features from time to time, so I will have to set up the environment for you.
* It's been awhile since I did benchmarking, but the script dumping and insertion is faster than Atlas and Cartographer.
* I think the source code is good.
* The utility supports autolinebreaking. It's incredibly tedious to add line breaks manually to every dialogue line.
* The utility allows writing your script to multiple regions. I've heard Atlas is really limited to where it can write to the rom.
* It doesn't support writing to multiple files like Atlas. I just never found the need to program it in, since I never needed to.
* The preview option makes it easier to edit scripts that are heavy with control codes.

July 09, 2020, 05:17:33 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I may be able to help. I have a decent disassembly of the game, and it shouldn't be too hard.

I looked at the python script dumper and got a script dump.

https://mega.nz/file/5jABmQRR#CGyV_RVe4goONxCeOskFTPlAb6q_iV31QYQpINdwr7s

So the game uses 4 byte pointers which point to "RIFF" "files". The RIFF files contain "src code" "jump" and script data. Quite an interesting format. It's no wonder the game was never fan translated...

In any case, the src code junk is not a big deal, however, I need some more info on the "jump" data. I tried No$GBA's debugger, and ARM7 is much different to 6502. It's more similar to Intel processors which I don't have much experience with. I hypothesize that data after "JUMP" contains embedded pointer data. I know for a fact the game uses embedded reads, but I need some more info on it.

Hi! Years ago I translate this game to Portuguese.

By the way, your tool doesn't dump / insert all dialogue in the game.
« Last Edit: July 09, 2020, 05:17:33 am by FCandChill »

pinguimbozo

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Re: Harvest Moon: Friends of Mineral Town Spanish Translation
« Reply #11 on: July 08, 2020, 06:50:55 pm »
Well, my code can extract/insert .txt scripts automatically, and breaklines for the text and recalculating the pointers. All the rom infos are in .py files. It's only a source code. You can take that as a base to build another tool.

Graphicus

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Re: Harvest Moon: Friends of Mineral Town Spanish Translation
« Reply #12 on: July 10, 2020, 03:50:07 pm »
I greatly appreciate the effort from everyone, but I think I'll wait for danke's help in this specific occasion.

I'm not sure I'm knowledgeable enough to account for possible issues I might run into. He mentioned he's working on it, so I also don't want his effort to go to waste.

pinguimbozo

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Re: Harvest Moon: Friends of Mineral Town Spanish Translation
« Reply #13 on: November 06, 2020, 10:51:12 am »
My tool was updated! I made some improvements which can help in your project.

http://www.romhacking.net/utilities/1557/
« Last Edit: November 07, 2020, 11:58:34 am by pinguimbozo »

khadim

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Re: Harvest Moon: Friends of Mineral Town Spanish Translation
« Reply #14 on: February 09, 2021, 01:48:22 am »

So the game uses 4 byte pointers which point to "RIFF" "files". The RIFF files contain "src code" "jump" and script data. Quite an interesting format. It's no wonder the game was never fan translated...

In any case, the src code junk is not a big deal, however, I need some more info on the "jump" data. I tried No$GBA's debugger, and ARM7 is much different to 6502. It's more similar to Intel processors which I don't have much experience with. I hypothesize that data after "JUMP" contains embedded pointer data. I know for a fact the game uses embedded reads, but I need some more info on it.

By the way, your tool doesn't dump / insert all dialogue in the game.

After 1 year and a half postponed my mod, I finally get another gem here, thanks for FCandChill finally I able to understand about the pointer of this game (maybe not all but i'm sure it has quite same rules). I don't know about SRC CODE and many things in ASM but I found the way we extend the dialogues by understanding the RIFF pointer and STR pointer.

I'll try to explain here but in the end of this post I share a link of my spreadsheet for better understanding.
so the pointer is pointing the RIFF, I take an example of Sock Hook dialogue because it can be tested really early in the game. the RIFF started at x2DDE5C. After the RIFF code, there will be a number of RIFF length, for this case writen B1 03 00 00 which we know it's big endian, so it's mean 03B1 = 945 bytes of RIFF file which ended at x2DE20C.

For String code STR start at x2DE120,
followed by the length of the string, for this case x2DE124: E5 00 00 00 which mean 229 bytes of SRT sequence
then followed by the number of strings, for this case x2DE128: 09 00 00 00, so there will be 9 strings,
then the next set of bytes indicate the "pointer" of the strings
1. x2DE12C: 00 00 00 00 -> byte 0th
2. x2DE130: 16 00 00 00 -> byte 22nd
3. x2DE134: 33 00 00 00 -> byte 51st
4-8.........
9. x2DE14C: B2 00 00 00 -> byte 178th
then x2DE150 is the start of strings, which now we know, 1st string is at byte 0th, x2DE150, 2nd string is at byte 22th, x2DE166, 3rd string is at byte 51st, x2DE183, 9th string at byte 178th, x2DE202.

so, to extend the dialogue, we can repoint the RIFF pointer, x2DDE5C which found at xF8F5C (5C DE 2D 08) change the value to our new pointer (ex: 00 D0 75 08 pointing x75D000), change the dialogue, calculate then repoint the strings' pointer, change the length of RIFF and STR.

here the spreadsheet for example

https://docs.google.com/spreadsheets/d/1LSuAOvIEbZtsSRP7BVG9gx7Gs7bhUj0gk2W-FvSshhY/edit?usp=sharing

Of Course to translate the game we need decent information about how the dialogues printed, and we need to do many experiment to make the letters printed well.

I'm not professional coder so I can't make the tools for editing, I mod manually in the hexacode. So if anyone want to make the tools, I really appreciate it. In this post, I share my knowledge from digging this ROM before, you guys can use it freely
http://www.romhacking.net/forum/index.php?topic=28064.msg380615

My tool was updated! I made some improvements which can help in your project.

http://www.romhacking.net/utilities/1557/

after trying pinguimbozo's program, what I wrote above is not efficient. pinguimbozo program is more efficient by "jump" some offset directly from STR sequence than my method which make a new RIFF that consume more memory. brilliant idea pinguimbozo  :thumbsup: I'll add another information to the spreadsheet about how pinguimbozo make a jump
« Last Edit: February 09, 2021, 11:45:56 am by khadim »

Kirito13

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Re: Harvest Moon: Friends of Mineral Town Spanish Translation
« Reply #15 on: June 23, 2021, 01:01:12 am »
As the title indicates, I'm interested in completing a Spanish translation for this title. I'm a native-level speaker in both languages and have plenty of real-life work experience translating documents so that's one thing I'm not worried about. 

My main issue is that I have little to no experience working on romhacks. I mostly do pixel art (hence my nickname). I've experimented with Tile editors to change graphics and the like and have also messed around with hex editors, but haven't gotten too far.

What can I tell you about this title?

Well, all of the text appears to be uncompressed so it can be easily edited with a hex editor. However, Spanish tends to be a much longer language than English, so my main concern is whether there's a possibility of either:
  • Adding additional "panels of text" to a character's dialogue (not sure what the correct term for this is) for longer sequences of dialogue.
  • Changing the font to one with a much smaller width, both in menus as well as dialogue. This is because a lot of menu elements have names that are much longer in Spanish than they are in English. The game appears to use the same font for just about everything (menus AND dialogue).

If anyone is interested in helping out, I would greatly appreciate it.

This tool has an animation, graphics, font, letters, string, values and a script editor. You can translate the game without any romhacking skills. It has also a spellchecker to help with this propose. Please, download the latest release from this repository: https://github.com/Moonslate/HM-Studio

The translations files for MFoMT in Portuguese are in my profile. You can copy the font. It has some characters you may want. (àáâãéçó, etc). You can use the font editor to remap the characters and copy the glyph.

Don't build from the master branch. Just download the release. I'm working on script disassembly and the source code is broken. If you wait 1 week, you can download a new release with a lot of other functions. I will also wirite a good documentation for this release.

FCandChill

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Re: Harvest Moon: Friends of Mineral Town Spanish Translation
« Reply #16 on: June 23, 2021, 11:00:42 am »
This tool has an animation, graphics, font, letters, string, values and a script editor. You can translate the game without any romhacking skills. It has also a spellchecker to help with this propose. Please, download the latest release from this repository: https://github.com/Moonslate/HM-Studio

The translations files for MFoMT in Portuguese are in my profile. You can copy the font. It has some characters you may want. (àáâãéçó, etc). You can use the font editor to remap the characters and copy the glyph.

Don't build from the master branch. Just download the release. I'm working on script disassembly and the source code is broken. If you wait 1 week, you can download a new release with a lot of other functions. I will also wirite a good documentation for this release.

Thanks for making this utility. It looks good. Can you provide more documentation on how to use it? I tried loading the following games:
* Harvest Moon - Friends of Mineral Town (USA).gba
* Harvest Moon - More Friends of Mineral Town (USA).gba

I figured out that I had to rename the roms to "Rom_Original.gba" and place them in the rom directory. I couldn't figure how to dump the script though. I clicked a menu option to dump the script in the script editor module but nothing appears in the script directory. I was able to dump and look at the graphics of the game though.