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Topic: Cardcaptor Sakura hacking problems (Read 9752 times)
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rmco2003
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« Reply #60 on: December 21, 2006, 09:05:52 am » |
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Awesome, thanks for the update Spikeman
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Spikeman
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« Reply #61 on: January 09, 2007, 04:13:04 am » |
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Alright I finished the VWF and PMed you with a link to the patch. Don't worry fellow RHDNers! I am planning on writing a document about this and releasing my source code.
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rmco2003
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« Reply #62 on: January 09, 2007, 04:42:56 pm » |
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The source code's really clean, even though I don't know much assembly it was pretty easy to understand this, I've got a much clearer and rounder font to insert, I've only added the first few characters and it's already looking pretty nice.
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Spikeman
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« Reply #63 on: January 09, 2007, 05:32:25 pm » |
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Thanks. I'm not exactly sure why I never though of doing it a simple way like that from the beginning.. but yeah, I'll probably start writing the tutorial tonight. Just a question for RHDN staffers: Should I upload my source code with my tutorial or separately?
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rmco2003
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« Reply #64 on: January 10, 2007, 09:37:35 am » |
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There's a bit of a problem, there seems to be a character limit, after a certain point the text just cuts off, I've attached a patch so you can see it for yourself. http://www.sendspace.com/file/2a5alu[edit] I think it may be to do with the OAM sprite limit.
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« Last Edit: January 10, 2007, 12:12:33 pm by Rhys »
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Spikeman
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« Reply #65 on: January 10, 2007, 05:51:44 pm » |
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I don't think that it is an OAM sprite limit. In both VBA and no$gba I can see the rest of the text that should be being displayed. I did notice one thing, when it starts not displaying, the "priority" is set to 1 instead of 0. If I knew a bit more about GBA sprites I would try and fix it. Looks like a bit of research will be needed for this one. One more thing I noticed is that a few of the characters get corrupted. I'm not sure why this is. The part that says "I'm the yellow thing that eats ################nd chocolate." The # are garbled characters. So a bit of research on the GBA and I'll also look into the games code a little bit to find out why those characters are getting garbled. And I thought I was going to do a single-byte hack next. Guess that'll have to wait. Edit: Just as a recommendation for a cleaner in-progress hack, you should change the width's of all the kanji to 0c instead of 8. Edit: You may be kind of right, it cuts off after exactly 48 characters. I'm thinking the game might do this to reduce slowdown, because a lot of sprites probably cause a bit of a slowdown. I'm going to look in the code to see if I can find something like that.
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« Last Edit: January 10, 2007, 06:01:00 pm by Spikeman »
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rmco2003
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« Reply #66 on: January 10, 2007, 06:41:48 pm » |
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Alright then, thanks Spikeman.
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Normmatt
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« Reply #67 on: January 10, 2007, 08:49:36 pm » |
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I've managed to hack the game to display all the characters which includes the garbled characters Me and Spikeman are trying to workout why the characters get garbled but we might not be, but this hack at least gives you some more characters to work with
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Ryusui
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« Reply #68 on: January 10, 2007, 09:11:22 pm » |
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Are the tiles getting written properly to VRAM?
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Spikeman
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« Reply #69 on: January 10, 2007, 09:25:41 pm » |
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We're working on it currently, but it seems to be something else the game stores there. I'm trying to get it to skip those characters, but right now it also skips that part of the text. Edit: Normmatt and I have been working on fixing the garbled text. For now we recommend just limiting each page to 64 characters. It shouldn't be too hard. For example the initial text could be: Hey hey ho!<page> My name's Keroberos!!<line> I'm the yellow thing that eats<line> nothing but chocolate!<page>
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« Last Edit: January 10, 2007, 09:47:42 pm by Spikeman »
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Spikeman
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« Reply #71 on: January 11, 2007, 04:31:21 am » |
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Looking good! Do you need me to send you the patch with normmatt's fix? Or did he send it to you already?
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rmco2003
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« Reply #72 on: January 11, 2007, 04:50:57 am » |
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He sent it already - ironically I used exactly 67 characters for that second text box
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Tauwasser
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« Reply #73 on: January 12, 2007, 02:20:33 pm » |
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It should be Kerberos, not Keroberos, right? Besides that, very nice work Hope the translation gets finished in good pace. cYa, Tauwasser
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rmco2003
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« Reply #74 on: January 12, 2007, 02:26:50 pm » |
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I thought about that, but the translation gave Cerberus, and Kero-chan is the shortened version, so I kinda mixed the two together, obviously I won't be in charge of localization for this game otherwise I'll have every CCS fan in history hunting me down
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