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Author Topic: Cardcaptor Sakura hacking problems  (Read 9751 times)
rmco2003
Guest
« Reply #120 on: January 17, 2007, 04:29:05 pm »

I've uploaded the first section of the script dumped with romjuice, it's not formatted very well but basically the text is usually between the [START] and [END] / [PARAGRAPH] tags, the [LINE] tag generates a new line, the [PAUSE] tag is used to create a slight delay before moving on which is used to emphasize certain parts of the script, and the [PARAGRAPH] tag is used to clear the current message window.

I thought I'd better upload something for you guys to work with just so I can get some feedback on whether I should keep going with attempting to make cleaner dumps or whether that's fine to work with.

You can include extra line and paragraph tags if you want, or you can just leave them alone and insert the english text directly in between the [START] and [END] / [PARAGRAPH] tags and I'll work with them myself to get them looking alright.

I think until either Spikeman can finish his dumper and inserter, or I can figure out how to use atlas properly, it looks like it'll be the manual insertion route.

It's not a problem for me, it just makes it a little trickier to work with.

Let me know what you guys think of the dumps, they're stored in S-JIS format.

http://www.sendspace.com/file/i7027d
Spikeman
Guest
« Reply #121 on: January 18, 2007, 02:44:36 am »

Looking at the scripts, it's REALLY annoying to have so many files. Also, the formatting is a little hard to read..
o_mo_shiroi
Guest
« Reply #122 on: January 18, 2007, 02:55:20 am »

When I ran notepad by AppLocate (Japanese),I could see it perfectly....

oh...and after [paragraph] there are two "kanji" which are not part of the text (they may be a little bit confusing, but once we're aware of them they shouldn't be very troublesome)...

[PARAGRAPH]主 点ここでは まず[LINE]「クロウカ‐ド編」の[LINE]できごとを おさらいするで![PARAGRAPH]
rmco2003
Guest
« Reply #123 on: January 18, 2007, 06:00:40 am »

I think that's one of the alternate sentances, if you press left during several points in the game it usually shows the previously displayed text, but sometimes it shows similar but different text.

[EDIT] Nope, looks like those two kanji are false...

This is one of the major problems I'm having, I can't get clean script dumps at all because I don't know how 99% of the control codes work Sad
« Last Edit: January 18, 2007, 06:07:15 am by Rhys »
Kajitani-Eizan
Guest
« Reply #124 on: January 21, 2007, 02:52:07 am »

just to make sure, you did check to make sure the game isn't using a standard font encoding, right? like, shift-jis, or unicode, or something.

also, any word on the VWF document? i'd be interested in trying to stick one into Narikiri Dungeon 2, but i have no idea where to start. i've never really used assembly for anything, but i know how it works in general. ARM/THUMB and the GBA architecture specifically, on the other hand, i know little about. i also know some general programming (C++/Java), if that helps any.
« Last Edit: January 21, 2007, 03:07:35 am by Kajitani-Eizan »
Normmatt
Guest
« Reply #125 on: January 21, 2007, 03:08:00 am »

Kajitani-Eizan:
Narikiri Dungeon 2 requires a proper vwf which the vwf for CCS technically wasnt as it used OAM to print the characters to the screen wheres Narikiri Dungeon 2 draws each character directly to the bg which makes coding a vwf alot more difficult
Kajitani-Eizan
Guest
« Reply #126 on: January 21, 2007, 03:25:25 am »

yeah, i just checked up on that, and i noticed it was on a bg layer, not sprites :/

it seems like it's already doing part of what VWF is all about anyway, though... the font is 12 pixels wide, so it can't just be directly dumping tiles from ROM into memory... i guess it's dynamically combining them, or something.
rmco2003
Guest
« Reply #127 on: January 22, 2007, 02:32:20 am »

I've got my dumper co-operating a bit better now, what do you think of a format like this?



It'll have the [LINE], [PARAGRAPH] and [PAUSE] control codes still there, which isn't shown in this screenshot, but basically in between all of the hex characters will be the text, so you only have to insert your translations between them.

Some comments and thoughts would be appreciated.

Also I was wondering if I should make my program dump everything into one file, or have each part in a seperate text file?

Which would be more managable?
« Last Edit: January 22, 2007, 02:43:39 am by Rhys »
o_mo_shiroi
Guest
« Reply #128 on: January 22, 2007, 06:41:27 am »

I think that it looks ok and is clear enough for me Smiley
The only thing I would like to know is the length of the line (how many characters are there). This would help to make fitting translation. (I know you've mentioned that it is possible to add lines and paragraph, but we can try to fit in and if that's not enough space then add more lines.)

Quote from: Rhys on January 22, 2007, 02:32:20 am
Also I was wondering if I should make my program dump everything into one file, or have each part in a separate text file?

Which would be more managable?

I think that if you could dump each chapter in one file, translators would work separately on different parts of the game. One file would also be better for the understanding of comlex parts on dialogue (for example when some parts are omitted but they were mentioned in the previous sentence).

That's my oppinion but I don't have much script translation experience...Tongue
rmco2003
Guest
« Reply #129 on: January 22, 2007, 06:53:40 am »

The way the script is divided is into chunks, basically there's a section of text, followed by pointers to each paragraph, and then there will be another chunk, and another, etc.

I'll be giving you and the other translators these chunks of the script to work on, and then I'll insert them once they're complete and sent back.

Each paragraph at the moment is seperated into seperate files, however it'd be easy enough to add support for the whole chunk dumped as one file, I'd like to hear everyone else's oppinion on this.

Also, I've found the character limit to be 66 per paragraph, but I'd reccomend sticking to 64 characters, as that's been confirmed by other people.
Shadowless
Guest
« Reply #130 on: January 22, 2007, 05:52:49 pm »

It seems like it'd be easier to have the script done up in chunks, to me - only because otherwise you're going to have to do some copy-pasting to put the whole thing together when the translation is finished.

Or, now that I think about it, I suppose that's not so much work, since there'd only be two or three people's work to put together. So, maybe one file is the way to go.

Off topic, but you'll get the fastest responses from me via email, I think. So if there's ever a hurry, hit that first.
rmco2003
Guest
« Reply #131 on: January 23, 2007, 12:49:58 pm »

I've finished the dump of the first chunk of text, I'm not sure who to send it to though... Is anyone extra keen to get started? Otherwise I'll have to flip a coin or something.. Roll Eyes
rmco2003
Guest
« Reply #132 on: January 24, 2007, 03:54:59 pm »

Right I've PMed Shadowless and o_mo_shiroi the first two dumps, for anyone else that's interested in helping out with the translation could they please post here? I'd like to keep track of exactly who's doing what.

BTW Shadowless I reported the size wrong for your script dump, it's actually 94kb, not 14 Tongue but like I said it's probably mostly control codes anyway.
Shadowless
Guest
« Reply #133 on: January 25, 2007, 08:48:46 pm »

Yeah, man. Those control codes are ridiculous. Basically, Sakura and her running crew pause after every word or short phrase. I, uh, don't know if that's going to translate very well. I'm leaving them in for now, but I honestly don't know how much sense it makes. Also, pulling them out might save a little space, if that's an issue. Plus, having to read text slowly is like having sand ground into my eyes. Personally.

Are we doing anything crazy for Kero's accent? Like, a lisp, maybe? I guess it's nothing that couldn't be added in later, so long as he's got all his lines translated well, so I'm not going to worry about it 'till I hear otherwise.

Also, it seems that when characters are introduced, it gives their name in characters, then the pronunciation on the next line. Should we put, like, age and blood type in there? Three sizes? I just put in 'Professional Asshole' for Li Syaoran. That's cool, right?

I just had an awesome idea, too - let's make Kero talk in ALLCAPS. Or ye olde englishe. OR BOTHE!
Shadowless
Guest
« Reply #134 on: January 25, 2007, 09:22:12 pm »

I suggest the title of "one hot tamale" for Sakura, and "closet freak" for Tomoyo.
Also, let's make Tomoyo talk in jive.
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