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Author Topic: KingMike's Translation projects.  (Read 63664 times)

KingMike

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Re: KingMike's Translation projects.
« Reply #40 on: July 09, 2011, 03:50:11 pm »
A few non-spoiler screens near the end, I guess?

Also, I can now cross the start menu off the list, I think. I found the text is hard-coded, will have to insert later.
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KingMike

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Re: KingMike's Translation projects.
« Reply #41 on: July 17, 2011, 04:41:05 pm »
I think I now have the translations of Nadia 100% inserted.
The only issue remaining is two menu lines I haven't.
If it's like the other menu lines, they're hard-coded (and in PC-relative offsets), and I can't think of where/if they're used, making finding and changing the pointers difficult. But easy to trace if I know of a place. :)
So... it's just about ready for release, I think.
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KingMike

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Re: KingMike's Translation projects.
« Reply #42 on: July 24, 2011, 11:31:41 pm »
Doesn't sound like anyone's tried yet, but I think I might have figured out the graphics compression/encryption of SFC Ganbare Goemon 3 (haven't played much yet, but I hear it's the one least playable without translation, so I thought I'd begin investigating the code).
Just be looking at the trace data, haven't yet built an extraction program. But I think I understand the disassembled code.
Haven't looked for text yet, that'll probably be the telling point if I continue. :)
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reyvgm

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Re: KingMike's Translation projects.
« Reply #43 on: July 26, 2011, 04:31:05 pm »
I played it and I made some maps for gamefaqs. I hope they help to whoever beta tests the game.

KingMike

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Re: KingMike's Translation projects.
« Reply #44 on: July 29, 2011, 02:30:02 pm »
Okay, I found the text. Looks dumpable, though it might take me awhile to figure out all the codes.
Looks like the text is going to be entirely hiragana except for the four PC names.
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KingMike

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Re: KingMike's Translation projects.
« Reply #45 on: July 25, 2012, 08:31:37 pm »


Took way too long to insert. I found a few bugs in my data compressor.
I actually mispelled the second character's name. It's Hamusu. Luckily that's the easiest part to fix. :)
Coding a sprite font character definition is the hard part.
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Azkadellia

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Re: KingMike's Translation projects.
« Reply #46 on: July 25, 2012, 09:05:10 pm »
Looking good there KingMike. :thumbsup:

Which game is this?
Current Projects: On hold indefinitely.
I do the Twitter thing now: https://twitter.com/MistressSaeko (expect lots of game streaming announcements)
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KingMike

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Re: KingMike's Translation projects.
« Reply #47 on: July 25, 2012, 11:20:14 pm »
Battle Zeque Den, a beat-em-up.
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KingMike

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Re: KingMike's Translation projects.
« Reply #48 on: October 23, 2012, 07:11:39 pm »
Let's play Momotarou Densetsu?
I have boring commentary, I know. But more so, I'm doing a video of my last betatest. Fix up translation problems, etc. (I'll probably post in the annotations when I get to a few spots where I have questions.)
I've already recorded like six or seven "episodes" and commentary tracks. Just have to edit them together, while still filming more.
I'm thinking it'd be a better idea to just show the enemies once, then just cut the random battles for repeat appearances.
(and yes, I'm cutting out the parts where I decide to go grinding.)
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KingMike

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Re: KingMike's Translation projects.
« Reply #49 on: January 06, 2013, 03:33:58 pm »
Might do some more work on Deep Dungeon 3.
Right now, the thing I'm wondering is about balancing. Should I do any?
(I've been looking at it before I give this game another try at completing it, so I can better decide how to use my stat points.)
Some of the ASM I see looks like clear errors (I'm pretty sure ROR high LSR low is a flawed 16-bit right shift). And part of where the game decides (I think) the enemy's critical hit chance, it can change the enemy's Level (looks like an error where an STA should be an LDA)
Some others, I see as just being stupid ideas, like why, at least taking a look at the code for determining if the player dodges, the game has a 93% chance of deciding based solely on RNG (that's about 53% always hit, 40% always miss, and in the remaining 7% it will decided based on stats and other RNG). I wonder if I should just remove the pure-RNG part of the calculation?

So, right now it's looking like AG is more significant for deciding turn order (player/enemy ordered by stat/4+random(0...31) than ability to dodge attacks (again, the game only makes it to checking that stat in about 7% of cases). Making it look like a stat that's not incredibly important. :P
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KingMike

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Re: KingMike's Translation projects.
« Reply #50 on: January 28, 2013, 05:04:56 pm »
Graphics tools for Jelly Boy 2 for the Super Famicom.
The game uses a simple LZ compression.
Code: [Select]
First 2 bytes are the decompressed size.
Initialize LZ buffer write index to 0xFEE. I have also initialized the entire LZ buffer to 0, but I don't recall if it was needed.
Check the compression byte right to left.
If bit = 0: LZ compression. First byte is low 8 bits of the offset, second byte D4-D7 are the high 4 bits of the offset, D0-D3 are the length (add 3, of course). The offset is an absolute offset into the buffer.
If bit = 1: uncompressed byte.

Also note that the game's decompresser incorrectly detects bank boundaries. If data crosses a ROM address ??7FFF, the game will
continue to decompress 32KB later (the actual example where it was found: the pointer will jump from $F7FFF (CF:7FFF) to $100000 (D0:0000), rather than going from $F7FFF to $F8000 like it should.
I believe this is the version of the compression tools that accounts for that bug, and like all my tools/patches, expects the ROM to NOT have a header.
http://www.mediafire.com/?0wzqsb27m4v292l
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DSwizzy145

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Re: KingMike's Translation projects.
« Reply #51 on: January 28, 2013, 06:24:12 pm »
did anyone had thoughts of translating one of the Super Famicom/SNES Visual Novels especially the horror ones by anychance they seem pretty intresting to my point of view ;)

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Re: KingMike's Translation projects.
« Reply #52 on: January 30, 2013, 01:10:05 pm »
Hello KingMike, the compressor seems have a problem, i'll explain :

First i extract the font of your version (xF85A0), and i recompress it.

But when i compare your rom (at xF85A0) and the remcompressed one, i found many changes!

on xF8726 : 0A (rom) instead 0D on recompressed
on xF8864 :0A41 instead 0D0A on recompressed
ect...

so i believe that not the good one :]

Thank you in any case!

KingMike

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Re: KingMike's Translation projects.
« Reply #53 on: February 13, 2013, 03:41:11 pm »
Does the compressed data still work?
I'd say as long as it works and is less than the size of the original Japanese data, it should be fine even if the data is a little different.

Now, I'm working on Deep Dungeon 3 player names. I think I might have asked long ago, but I'm not certain.

I think about heavily localizing these names. Though it's not terribly important, there's just predefined PCs you find in the dungeons and can hire onto your team if you didn't create a full party of player characters at the start of the game.
Keeping consistency with the manual illustrations, I'd consider priests a "male" class and the others female. (also, 5 letter max)

Priests
ホセ アレフ ランゼル クージュ ビルマン
Jose, Alex, Ronzel (probably Ron or Randy?), Kuju, Bill

Magicians
ハレス ティアラ
Haley (I suspect the text was actually Haleth), Tiara

Hunters
クリス スホーン シン
Kris (only one illustrated in the manual, female, so I'd guess choose the more-common-for-female spelling), I'm thinking maybe Steph or Shaun/Shana for the second, Shin (Jean?)
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ChronoMoogle

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Re: KingMike's Translation projects.
« Reply #54 on: February 13, 2013, 07:34:58 pm »
アレフ
Alex

Alef is a normal, uncommon name in Germany. There was even a german priest named like this who was burned in a KZ during the Third Reich. He got appointed as a holy martyr by the pope.

MontyMole

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Re: KingMike's Translation projects.
« Reply #55 on: February 14, 2013, 10:44:54 am »
I initially had that down as Alf, but on second glance this is probably Aleph.
A log of some kind.
. Videuss (Youtube)
it's not the official way and relies on luck\randomized placement of bears. USC

KingMike

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Re: KingMike's Translation projects.
« Reply #56 on: June 07, 2013, 10:34:47 am »
A very short translation that I did myself in a day.
This may seem below my typical standards. The game already used almost all its ROM space. I know I would normally expand the ROM to put better text in, but for a translation that's just the tutorial to a puzzle game, I decided not to. And I think the Engrish gives it more of that era puzzle game feel. :D
(I think it comes across as close. Also, it used a few fonts with limited characters. And if not, the readme is clearer, and I just fit exactly the amount of text I could.)
(seriously, I did think it would be a bit more trouble than it might be worth. The game uses sprite text, and it's packed in with a ton of other sprite strings, so I didn't want to have to completely mess up the game.)
I didn't see any other Japanese fonts or graphics in the game, so unless this pulls a Mystery of Convoy, I think it's done. :)



Patch

If the RHDN sumbission queue is up again, of course I'll submit it. :)
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Pikachumanson

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Re: KingMike's Translation projects.
« Reply #57 on: June 07, 2013, 02:19:04 pm »
Awesome! I got two translations myself lined up for when the queue opens up again.

KingMike

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Re: KingMike's Translation projects.
« Reply #58 on: June 07, 2013, 02:38:44 pm »
I didn't notice, but is ROYAL ROYAL possibly an original typo?
I don't know much about poker, but should it be Royal Flush? (though Wikipedia says a Royal Flush is a hand with the highest values, so I would think a RF would be 3-6, not 2-5 as in the example)
Unfortunately, I don't have a manual so I don't know what it says there.
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Next Gen Cowboy

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Re: KingMike's Translation projects.
« Reply #59 on: June 07, 2013, 08:27:01 pm »
Royal flush wold be highest numbers all of the same suite. Straight flush would be five (4 in this case) numbers in a row eg. 2,3,4,5, all of the same suite. The royal royal there looks like a simple 4 card straight. I spent a couple minutes looking it over trying to figure it out.

double is two pair, but what's the difference between a 4 straight and royal royal here? Descending versus ascending maybe?

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