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Author Topic: Extracting kanji lists from snes rpgs  (Read 478 times)

aqualung

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Extracting kanji lists from snes rpgs
« on: June 16, 2021, 09:38:16 pm »
After finishing the Madara 2 text hook thanks to Tomato's help, who got the full list of kanji and saved me hours of work, I made another one for "SD Gundam Ooinaru Isan" (this one was a lot easier, as it uses kana only).

Now I moved on to "Shin Momotarou Densetsu", which is again a complicated one (lots of kanji, perhaps more than Madara 2 but luckily a few of them have furigana, it also uses table switching, etc). I'd like to ask how I could extract the kanji list for this game in a similar way that Tomato did for Madara 2, as seen on this file: http://tomato.fobby.net/junk/madara2-kanji-list.txt

The kanji order in that list matched with its internal charcode, so creating a table file was really straightforward. It'd be neat if this same thing could be repeated for other snes games.

I've looked at some articles regarding table file creation and such, in the "documents" section here, but so far I haven't found what I need. I've managed to get around 85 kanji so far, manually copying both the kanji and its charcode as I play. But this is a slow and painful method and I don't know how many kanji this game has, could have 400 or more.

If someone could give me a hint of where to look in a snes rom to find and extract the kanji list in a more direct way, or can name a tool for that end (so far I've tried using bsnes-plus tile viewer, which has been useful for finding the Jungle Wars 2 and SD Gundam full set of kana), it would help me a lot.

After Shin Momotarou, the next games I'll try to make text hooks for will probably be Verne World and Kabuki Rocks.

June 18, 2021, 11:05:45 am - (Auto Merged - Double Posts are not allowed before 7 days.)
An update to include what I have so far about Shin Momotarou kanji list. If all the slots are used (which I'm not sure), there should be around 763 of them (update: there seems to have 932 kanji, actually. Holy mother... :'(). The full list in LUA array format with the kanji I've identified (around 120~130) can be seen in this link:

https://www.dropbox.com/s/qw6alhgvlv2kv3r/shin_momo_kanji.docx?dl=0

If someone knows of a faster and less excruciating way to fill that array than going through the game and writting manually every new kanji that keeps appearing, I'd be grateful for life ;D

The only thing that has come to my mind is modifying via hex editor some long text sequence in the game script and replace it with the remaining kanji in order, in groups of 10 or 20. That'd also be quite a work, though, but perhaps would be a little faster.
« Last Edit: June 18, 2021, 08:45:44 pm by aqualung »

filler

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Re: Extracting kanji lists from snes rpgs
« Reply #1 on: June 19, 2021, 12:27:07 am »
Have you checked this video I made? https://youtu.be/rwQn3iGu_Gg

Or this one? https://youtu.be/MPKfhdwWupM

EDIT: Also this isn't really a recruitment request, it's more of a question you are trying to have answered. I would recommend moving this thread to the ROM hacking discussion forum.

aqualung

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Re: Extracting kanji lists from snes rpgs
« Reply #2 on: June 19, 2021, 05:45:54 am »
Have you checked this video I made? https://youtu.be/rwQn3iGu_Gg

Or this one? https://youtu.be/MPKfhdwWupM

EDIT: Also this isn't really a recruitment request, it's more of a question you are trying to have answered. I would recommend moving this thread to the ROM hacking discussion forum.

Ouch, that's true. I should have posted it on "romhacking discussion" or so. I'd appreciate it if a mod can move this thread there or wherever it fits better :)

I'm going to watch your video now. Thanks, Filler ;)

By the way, yesterday I found a piece of dialog that gets printed when you try to check your surroundings ("Momotaro looked around. But couldn't find anything!"), and I'm using it to write the kanjis there, in groups of 10. I'm progressing quite well, but there's almost 1000 kanji after all.
« Last Edit: June 19, 2021, 05:51:12 am by aqualung »