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Topic: Script dump for Nage Libre? (Read 2789 times)
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Raecchi
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« on: January 13, 2007, 12:36:35 am » |
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Hello there.
I'm sorry to come begging for help, but I'm rather at my wit's end. I'm interested in translating a game (Nage Libre) but I only have skills with language, not computing. Would anyone be willing to give me a script dump for the game?
Thank you.
~ Raecchi
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Kitsune Sniper
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« Reply #1 on: January 13, 2007, 03:11:52 am » |
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Game? Platform? CD? Cart? Scrolls? Book? What?
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Gemini
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« Reply #2 on: January 13, 2007, 03:15:30 am » |
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Isn't that (sucky ) game for Psx starring a group of little girls? If I remember correctly, all text should be stored using SJIS.
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Kitsune Sniper
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« Reply #3 on: January 13, 2007, 10:31:19 am » |
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All I could think of was Nacho Libre.
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Raecchi
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« Reply #4 on: January 13, 2007, 02:40:17 pm » |
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I'm sorry -- it's a SNES game. I had forgotten that there are other versions for different systems. -_-;"
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Raecchi
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« Reply #5 on: January 14, 2007, 10:46:04 pm » |
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So I've had another go at this thing.
Having tried several relative search programs with no success, I'm beginning to wonder if there's compression to deal with. When I open the file in Tile Layer, each kana is split over two tiles. Is this normal, or is something fishy going on?
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Gideon Zhi
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« Reply #6 on: January 14, 2007, 10:48:25 pm » |
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A quick google search turned up this picture. Given that, it looks to me that each kana should be split over four tiles, not just two. It's 16x16 after all, and each tile is 8x8.
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Raecchi
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« Reply #7 on: January 14, 2007, 10:54:35 pm » |
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I'm assuming this makes it impossible to do a relative search with?
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Gideon Zhi
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« Reply #8 on: January 14, 2007, 11:16:36 pm » |
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Nah, relative searching ought to behave just the same. The game's code handles byte-to-tile conversion, which is something you'll probably want to muck with at some point (cuz English does not look good in 16x16.)
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Raecchi
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« Reply #9 on: January 14, 2007, 11:19:00 pm » |
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Any clue why I'm having no luck then? I've tried two different possible orders of kana, and several attempts with Romaji search.
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Gideon Zhi
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« Reply #10 on: January 14, 2007, 11:44:09 pm » |
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It's always possible that your text is encoded in 16bit; that is, that each character takes up two bytes instead of 1. That'll mess up a lot of relative search techniques...
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akadewboy
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« Reply #11 on: January 15, 2007, 12:21:14 am » |
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When I open the file in Tile Layer, each kana is split over two tiles. Is this normal, or is something fishy going on?
I don't know if you have tried this yet, but get Tile Molester. Open the rom then change the codec to 2bpp planar, then turn on the Row-interleaved option (also turn on the Tile Grid option, makes it easier to see the seperate tiles). Scroll down a ways and you should see your font how it's supposed to look. Scrolling down even further you'll see a TON of Kanji, like Gideon Zhi said, it's probably 16 bit.
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« Last Edit: January 15, 2007, 12:38:43 am by akadewboy »
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Ryusui
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« Reply #12 on: January 15, 2007, 01:32:57 am » |
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*claps* Another shining endorsement. Yes, Tile Molestor eats TLP for lunch. It has some odd stability issues, but it's much more powerful.
So, I take it this game is a date sim of some sort? "And at just the right time, too."
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MegamanX
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« Reply #13 on: January 15, 2007, 02:49:38 am » |
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I was playing just a little bit of it, but there's a basic card battle system. Curious as to what the point of changing your clothes during battle does...if anything.
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Raecchi
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« Reply #14 on: January 15, 2007, 03:43:12 am » |
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After a long time in the chatroom, it seems like this may be encoded in something other than standard Japanese encoding, and as such, relativeful search is unlikely to work... Any pointers on where to go from here would be much appreciated, I'm rather lost.
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