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Topic: Need help dumping some text (Read 1 times)
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TheFireRed
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« on: August 17, 2010, 04:10:06 pm » |
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Hi, guys. I have a little knowledge about romhacking, but it's too hard for me to do something different to using game-specific and hex editors. Well, I think it's an easy task: dump the entire script from this game: Summon Night - Swordcraft Story.   But as I said, I don't know where to start. I've tried doing a relative search on WindHex with no luck. The reason of this is that I want to translate the game to Spanish, as it wasn't released out of the U.S. I have already translated some lines of the main script, but it's going to be really difficult to keep up playing and copying the text. Would someone help me? Thanks in advance!
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DarknessSavior
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« Reply #1 on: August 17, 2010, 04:32:14 pm » |
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The relative search in Windhex sucks. Download monkey-moore and try that. Make sure to try different setups, with wildcards (*) before each letter (as one setup) or after each letter (as another).
~DS
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TheFireRed
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« Reply #2 on: August 18, 2010, 04:07:46 am » |
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Well, I've tried Monkey-Moore 0.4 (0.5 has a bug about relative searches or whatever), with no results.
And, yeah, I've typed Craftknight as *C*r*a*f*t*k*n*i*g*h*t and C*r*a*f*t*k*n*i*g*h*t*. I've tried other words from the game, with the same luck.
What could it be? Compressed text?
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DarknessSavior
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« Reply #3 on: August 18, 2010, 10:52:00 am » |
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Well, I've tried Monkey-Moore 0.4 (0.5 has a bug about relative searches or whatever), with no results.
And, yeah, I've typed Craftknight as *C*r*a*f*t*k*n*i*g*h*t and C*r*a*f*t*k*n*i*g*h*t*. I've tried other words from the game, with the same luck.
What could it be? Compressed text?
Could be. Open the ROM in a tile editor and make sure that the font is stored in normal alphabetic order. ~DS
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TheFireRed
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« Reply #4 on: August 18, 2010, 01:26:00 pm » |
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This is getting worse and worse.  I've used Tile Molester, and I can notice some messy tiles, but nothing which could look like a font. So I guess there's no hope. :angel:
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« Last Edit: August 18, 2010, 01:36:26 pm by TheFireRed »
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C_CliFF
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« Reply #5 on: August 18, 2010, 02:52:50 pm » |
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This is getting worse and worse.  I've used Tile Molester, and I can notice some messy tiles, but nothing which could look like a font. So I guess there's no hope. I belive the font is located at 7076B8. I couldn't find a proper format in Tile Molester, but the font looked much clearer in Tile Layer Pro, so use that program instead. Go to $7076B8, then choose: View --> Format --> Game Boy -C_CliFF
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DarknessSavior
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« Reply #6 on: August 18, 2010, 03:00:09 pm » |
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Another thing is don't search for words that are too long. You'd be better off looking for "Item" for instance, rather than "Craftknight". But don't automatically assume because it DID find "Item" that it's the right table, make sure that other words that should be around it are there too.
~DS
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Vehek
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« Reply #7 on: August 18, 2010, 03:23:35 pm » |
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When doing relative searches, I prefer to avoid searching for mixed-case words. At least in Windhex, it assumes there are several characters between the upper-case and lower-case letters.
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TheFireRed
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« Reply #8 on: August 18, 2010, 05:02:07 pm » |
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Good news! Looks like I've found the menu! (thanks to you all  )  I tried "Amariss" (the character's mother) and "Support", and both came out with the same table set. (A=60 a=81) What's next? I belive the font is located at 7076B8. I couldn't find a proper format in Tile Molester, but the font looked much clearer in Tile Layer Pro, so use that program instead. Go to $7076B8, then choose: View --> Format --> Game Boy
-C_CliFF
Wow, thanks! I'd never tought of changing the format from GBA to GB. :thumbsup:
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DarknessSavior
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« Reply #9 on: August 18, 2010, 05:10:11 pm » |
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Now you change the table so it reflects two-byte letters.
Example:
8272=S 8295=u 828F=o 8290=p 8292=r 8294=t
~DS
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RedComet
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« Reply #10 on: August 18, 2010, 08:16:47 pm » |
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Now you change the table so it reflects two-byte letters.
Example:
8272=S 8295=u 828F=o 8290=p 8292=r 8294=t
~DS
Alternatively you could realize that is SJIS encoding and just download the table Tauwasser made.
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TheFireRed
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« Reply #11 on: August 19, 2010, 03:36:03 am » |
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Now you change the table so it reflects two-byte letters.
Example:
8272=S 8295=u 828F=o 8290=p 8292=r 8294=t
~DS
Right... Now I've completed the whole table, including also some symbols like ! + and numbers. And I've messed up this a bit. :laugh:  The "Object" word should be "Objeto", but if I keep that, it jumps to another line and shows the menu like this:  But well, that's not a problem yet. In WindHex now I can see most menus, monsters, items and descriptions. But no script. ( Craftknight word appeared in the game script, but Amariss and Support only on the menus) Does that mean that I have to look for another table set? Alternatively you could realize that is SJIS encoding and just download the table Tauwasser made. I tried that, but didn't work for me. I think I need a special font, it only gives strange symbols.
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« Last Edit: August 19, 2010, 03:42:05 am by TheFireRed »
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rmco2003
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« Reply #12 on: August 19, 2010, 03:49:30 am » |
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I think you need to learn about pointers before you proceed any further, but yes the script probably does use another table, either that or it's compressed.
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TheFireRed
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« Reply #13 on: August 19, 2010, 03:56:49 am » |
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I think you need to learn about pointers before you proceed any further, but yes the script probably does use another table, either that or it's compressed.
Okay... But my intention was only dump the script so I could easily translate it in a word processor or something like that, the reinsertion would be later once I had finished the translation. I'll try to find the game script.
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KaioShin
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« Reply #14 on: August 19, 2010, 04:27:42 am » |
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I think you need to learn about pointers before you proceed any further, but yes the script probably does use another table, either that or it's compressed.
Okay... But my intention was only dump the script so I could easily translate it in a word processor or something like that, the reinsertion would be later once I had finished the translation. I'll try to find the game script. Get insertion handled FIRST before you start translating. If you later find out you can't get it back in the game all the translation effort was for nothing.
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