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Attempting to translate: Atelier Marie GB

Started by sharpeee, April 13, 2023, 07:06:25 AM

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sharpeee

Just to preface, I am completely new to this. I've read the entire beginners section and scoured the internet for help before posting this.

I managed to make part of a table for the game :
01=あ
02=い
03=う
04=え
05=お
06=か
07=き
08=く
09=け
0A=こ
0B=さ
0C=し
0D=す
0E=せ
0F=そ
10=た
11=ち
12=つ
13=て
14=と
15=な
16=に
17=ぬ
18=ね
19=の
1A=は
1B=ひ
1C=ふ
1D=へ
1E=ほ
1F=ま
20=み
21=む
22=め
23=も
24=や
25=ゆ
26=よ
27=ら
28=り
29=る
2A=れ
2B=ろ
2C=わ
2D=を
2E=ゃ
2F=っ
30=ゅ
31=ょ
52=ア
53=イ
54=ウ
55=エ
56=オ
57=カ
58=キ
59=ク
5A=ケ
5B=コ
5C=サ
5D=シ
5E=ス
5F=セ
60=ソ
61=タ
62=チ
63=ツ
64=テ
65=ト
66=ナ
67=ニ
68=ヌ
69=ネ
6A=ノ
6B=ハ
6C=ヒ
6D=フ
6E=ヘ
6F=ホ
70=マ
71=ミ
72=ム
73=メ
74=モ
75=ヤ
76=ユ
77=ヨ
78=ラ
79=リ
7A=ル
7B=レ
7C=ロ
7D=ワ
7E=ヲ
7F=ャ
80=ッ
81=ュ
82=ョ

And I've found where the characters are in Tile Molester:
https://imgur.com/a/U2ATzHx

When I load the table in CrystalTile2 I get this:
https://imgur.com/a/hgqS4rn

Also tried to load it in Translhextion with the same results.
Tried to encode it in Shift-JIS, didn't help.

EDIT: after some tinkering around with encoding, I managed to get it to work.
If someone has any advice for how to make a Kanji table it would be very welcome.

FAST6191

Didn't realise the atelier series went back this far.

Anyway kanji on 8 bit consoles... assuming it is even there (many games opted to skip them, or include only the handful they really needed rather than any kind of completion) then
You can do 16 bit lookups but as that is computationally expensive for such things then you also often see multiple tables used (indeed some split it to hiragana and katakana and even the ?kuten) with some means of switching into kanji decode mode (part of the script or pointers usually).

As a start though if you know the kana you presumably also know where some text is found in the ROM. Look immediately around those areas, or in the areas the text pointers dictate, to see what is there. From that you can start to piece together ones here and there, and also any punctuation you might not have found yet. Very tedious to finish things that way, even if you can edit them in yourself and test things, so do also take a look at any characters in the font in a tile viewer as some kind of ordering may jump out*, and possibly even encoding as well (some will have random jumps in encoding values, others will be one after the other just starting at some particular value).

*can be any number of things but same as some dictionary, same as some PC encoding (shiftJIS, EUCJP, UTF whatever...), same as some thing they teach kids (Japanese having various lists of them they teach to kids of certain ages/proficiencies, whether the then current one or current one when the devs were in school can vary), can be order they appear in the script, can be frequency they are used, can be the same as some other game the devs made...

Beyond that time to play assembly hacker -- the game itself will decode the text to display on screen and you can follow the whole way noting its various choices and actions as it does it via the code it runs. That however requires some (but less than many may think) of the code which tends to be considered a more advanced trick than fun with the game as a black box or doing some kind of maths/language analysis.

sharpeee

Quote from: FAST6191 on April 13, 2023, 10:17:09 AMdo also take a look at any characters in the font in a tile viewer as some kind of ordering may jump out
This actually helped me out a bunch in sorting out the rest of Katakana, Hiragana and Latin characters.
Also discovered there's 354 Kanji in there, should be fun.
Quote from: FAST6191 on April 13, 2023, 10:17:09 AMassembly hacker
Was hoping to skip that part, but I'll try to learn whatever is required to complete this translation.
In any case, thanks a bunch for helping!