PSX SJIS Rom Text Editing Question (For Translation into English)

Started by amigo, January 14, 2023, 01:42:48 AM

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amigo

Hello, this is my first post on this site and forums in general so I apologize if I am posting in the wrong place! I am currently translating a game for the PS1 and I had the idea to use a hex editor (I tried a few and was later informed that Shift-JIS encoding can be random and include data in gibberish where strings would be expected otherwise) to work with memory limitations and just edit the characters using full-width English (didn't work of course, too little space to convey nuances in a Japanese sentence). I also tried to recompile the game with a sample dialogue text file edited but it came out to be larger (twice the size just about? I used imgburn) than the original somehow and didn't boot past the PS1 logo. I'm not sure what I can do now, as my technical knowledge is very limited. If there is no simple solution I would very much appreciate any materials where I can learn more on how to solve this problem.

It is a .bin, the text files appear perfectly as a .txt converted from SJIS to UTF8, and I believe that unless I can include more characters than each textbox originally had, it won't be worth my time to try and condense so much information. The sentence are relatively short but convey more information than in the same amount of characters as English.

Jorpho

Quote from: amigo on January 14, 2023, 01:42:48 AMI also tried to recompile the game with a sample dialogue text file edited but it came out to be larger (twice the size just about? I used imgburn) than the original somehow and didn't boot past the PS1 logo.
If you want to know what you should do differently, perhaps you could go into some more detail about exactly what you did and why you chose to do it that way.
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