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Topic: SNES/GBA emulators with text hooking utility? (Read 1 times)
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Spikeman
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« Reply #15 on: April 20, 2010, 04:00:44 am » |
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I just tried swapping out the table with a Unicode table and it doesn't seem to work. I could have got the table wrong, but not even one of the characters displayed right (even when saved and viewed as a unicode file in JWPCE). I'm still not using AppLocale though.
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Dwedit
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« Reply #16 on: April 20, 2010, 04:57:15 am » |
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Seems like a typical double conversion issue. Why not use Unicode in the first place?
cYa,
Tauwasser
Because the pirated auto-translation software people use in conjunction with text hookers is limited and requires shift jis.
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mario.g@email.it
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« Reply #17 on: April 20, 2010, 06:41:52 am » |
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That's pretty cool Spikeman, the ips patch has to be applied to VBA's exe?
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Dwedit
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« Reply #18 on: April 20, 2010, 02:00:42 pm » |
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It's a hack for that specific game. There is no magical way to detect stuff for all games, since every game uses their own method of displaying text.
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mario.g@email.it
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« Reply #19 on: April 20, 2010, 02:40:01 pm » |
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If you give an example of a game you'd like to hook I'd be willing to write a simple patch for you (I'm curious to see how well this would work myself).
Well, the game I had in mind when I made this topic was Oriental Blue for GBA, which I'd really love to play due to its (presumed) nonlinearity: this one. I'd really be eternally grateful if you were able to make a patch for that. Also, although my ignorance regarding ASM makes me unable to fully understand the process you posted there I think I grasped the general idea behind that - only a question: do you think something similar could be done with a SNES emulator as well? It's a hack for that specific game. There is no magical way to detect stuff for all games, since every game uses their own method of displaying text.
Well, that does make sense. Dwedit, you were able to hook the text with AGTH just while using the logger, weren't you?
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« Last Edit: April 20, 2010, 02:56:30 pm by mario.g@email.it »
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Dwedit
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« Reply #20 on: April 20, 2010, 03:25:35 pm » |
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AGTH was picking up on VisualBoyAdvance drawing to the textbox in the logging window.
VisualBoyAdvance has a built-in feature called "VBAPrint" which lets homebrew developers have their programs display diagnostic messages in the logging window. VBAPrint doesn't really exist on the GBA itself, so games which use VBAPrint will fail if you run them on a flash cartridge or another emulator. This is a hacked version of the game which outputs each character it displays with a VBAPrint command, so the text shows up in the logging window.
Now, if you're going to modify the emulator as well, you could use any mechanism you want to let a hacked game inform the emulator that it's displaying a character. I just picked VBAPrint because it already exists. Or even just not hack the game, and tell the emulator to log a text character when it executes a particular address. You would need to do this separately for each game, and the rules for the text characters (different tables, etc) may vary.
ps: my favorite free memory block on the GBA is the 03007F80+ block (interrupt stack). Sometimes even 0x50 bytes long. It never gets written to by games. But don't use it, because my GBA sleep mode patcher tool uses it.
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« Last Edit: April 20, 2010, 03:31:12 pm by Dwedit »
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Spikeman
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« Reply #21 on: April 20, 2010, 07:24:08 pm » |
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Looks like Oriental Blue is already being translated. I'm not sure how long it will be until release so I'll work on a hooker for it. I already had a table file for Tomato Adventure from some previous work I've done so this might take a bit longer. (Unless KaioShin or KC sees this topic and are willing to provide us the table.) As far as SNES goes, Dwedit already explained it pretty well. We'd have to modify an emulator. Dwedit: I only need 3 bytes of RAM; it seems to work well enough printing just one character at a time.
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KC
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« Reply #22 on: April 21, 2010, 05:02:43 am » |
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The translation of the text is finished, and Tom also put a lot of effort into polishing the text to perfection. The hacking still has issues, but we definitely expect it to be finished later this year. I can't name any dates, but something would have to go seriously wrong for it not to be released this year. So I'd ask you to wait a bit longer, it's definitely worth it. The game deserves to be played with a proper translation, especially considering how non-linear it is!
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mario.g@email.it
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« Reply #23 on: April 21, 2010, 12:31:07 pm » |
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I'm not sure how long it will be until release so I'll work on a hooker for it. I already had a table file for Tomato Adventure from some previous work I've done so this might take a bit longer. (Unless KaioShin or KC sees this topic and are willing to provide us the table.)
I really appreciate it, Spikeman, thank you a lot. And yes, I already knew that there's a translation projecy and I'm eagerly waiting for it, I'm sure it'll be great, KC, especially considering how many times Tom has revised the script. That said, I'd really love to be able to play the game before the patch comes out, even with subpar automatic translation, because from the review I read on Gamefaqs some time ago it looks like the game has a greatly reactive world - a feature I'm constantly looking for even if it's rarely implemented, even in Western RPGs. So thank you again Spikeman, as you'll make me able to finally try this beautiful game.
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Spikeman
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« Reply #24 on: April 22, 2010, 01:28:43 am » |
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Sorry mario, KC asked me to hold off since they are almost ready to release and I'm going to respect that. If you have any other games in mind though, feel free to ask. 
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mario.g@email.it
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« Reply #25 on: April 22, 2010, 07:47:53 am » |
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Sorry mario, KC asked me to hold off since they are almost ready to release and I'm going to respect that. If you have any other games in mind though, feel free to ask.  Ok, I understand that. Well, another game I'd very much like to play but couldn't due to language barriers would be Torneko 3.
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