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Author Topic: Help? [UPDATE]  (Read 848 times)
LilSnyperX
Guest
« on: March 03, 2007, 04:27:02 pm »

So I've been trying to translate "Summon Night - Swordcraft Story - Hajimari no Ishi" for GBA to English. I do not know Japanese but I believe if i could first manage to get a text dump using a table file, than with alot of babelfish, online Japanese dictionaries, and self-interpreting the babelfish gibberish, I could make the game somewhat playable to myself. I am however going to be taking a Japanese class next year and if I can succeed now I will continue work on it to make a better translation.

Now, aside from that, mainly what I'm having trouble with is making a table file. I do not know if I'm failing to follow all of the guides so far, or if I just picked a really bad game to start with. So far, after a few hours and multiple attempts I haven't managed to even get started. I'm assuming the characters are in a wierd order, but have had no luck so far. I've tried checking a tile editor but I'm pretty new to rom hacking and failed to find... Anything. Searching through all the tiles I managed to find what looked like sort of a big, wrongly colored boss, but not a single other thing.

For those who have no idea what game this is, something that might be helpful is that in the name selection it has full Hiragana, Katakana, Romaji/English (uppercase and lowercase), and some other things including roman numerals. It also seems to have some Kanji, but I have no idea how many. I came across a table file with addresses starting with 8 that had all of that and a few thousand Kanji, but that didn't work for me.

So yeah, if anyone could help I'd appreciate it. I've so far failed to find where to start.

Update: I've been working at it and... It appears to be Shift-JIS, but messed with. The bytes are reversed. For example: Hiragana "a" is normally 82A0, but here it is A082.

That's not the confusing thing. The names I chose for 2 save files are, in hiragana, "a ka sa ta" and "ta sa ka a" and here's the results:


The top one should be "a ka sa ta", but it's, with known bytes replaced with character:
sa ka a 0288 0000 9383 0000 ta
and the second, which should be "ta sa ka a":
ka sa ta 0288 0000 9383 0000 a

The pattern repeats obviously, where the 4 characters are in the order "3214"

So I tried a new character with the name "Snyper" in English - and here's what I got:
8299 828E 8272 0280 0000 8292 8285 8290
With known bytes replaced with the text they represent:
y n S 0280 0000 r e p

Using this knowledge I've tried searching the rom with the bytes for "arigatou" (one of the first words in the game) in a few different ways, including normal, forwards text. No luck so far. I'd really appreciate help. Thanks.
« Last Edit: March 05, 2007, 03:29:10 pm by LilSnyperX »
DaMarsMan
Guest
« Reply #1 on: March 06, 2007, 12:40:45 am »

Maybe it's unicode. I think unicode puts 00s between characters. It's probably neither but a hybrid like most games.
Aerdan
Guest
« Reply #2 on: March 06, 2007, 06:08:18 am »

Unicode doesn't map directly to characters. This doesn't look like UTF-8 or UTF-16, though, so it's probably some random ordering.
LilSnyperX
Guest
« Reply #3 on: March 07, 2007, 12:36:51 am »

Is it possible that the game's text is compressed, and if so, is there any hope? Undecided\

So far I've been looking into it and there doesn't seem to be any sort of pattern at all. Still no luck of finding a single line of text.
DaMarsMan
Guest
« Reply #4 on: March 07, 2007, 12:54:08 am »

A name in a savestate shouldn't be compressed.
LilSnyperX
Guest
« Reply #5 on: March 07, 2007, 02:53:10 pm »

I'm talking about the dialogue in the game. I've recently managed to find some menu text, but still have yet to find a single piece of dialogue. I've managed to get the weapon improvement menu in English, but can't even find the first or second line of text in the game. The only things I can find so far are item names, menu options, and one description in the weapon improvement menu.



I have however found that it's going to be quite difficult to fit text into the same amount of characters as the originals. The second ore in the game is "suresodo" followed by the 2 kanji for what babelfish says is "gemstone" but that's only 6 characters.  Grin
Knux14
Guest
« Reply #6 on: March 08, 2007, 10:57:51 am »

Psst. Hey Snyper. I changed some menu text, along with the naming dialog.

It's obvious that either we're searching wrong somehow...
Or that this game stores the regular dialog in a different manner.

I was looking at it to see if it had a different font, but it looks almost, if not identical.

Well at least I have the offsets for where almost everything in the menu starts at.
This include weapon recipes, I believe.



Can anybody tell us how to find out if dialog is compressed?
WiZARD83
Guest
« Reply #7 on: March 18, 2007, 06:04:09 am »

Wow, you really need to hack a Dual Tile font into that game.
Whats 28x28!?  Grin
There are actually tools to make one of these for you.
This is what you need to get 'At''ac''k ' instead
of 'A''T''K'. I actually made one of these fonts and got it into a GBA rom once.
Tho it has been around 2 years since then.
Many people here could point you in that direction with possibly more recent info.
I know all this is irrelevent to your question, yet I still felt my post to be relevent
to your hack / trans.

Just thought id mention you can hack in that 'aa' ab' ac' font over the kana,
search for stings in the 'stock' rom, and replace cave speak in the other.

  WiZARD83

(Being helpfull as I can cause I think I may have compression in my PSP game
after alot of work has gone into it. I will probably need some expert advice,
so I may as well try and earn a few hours of someone more experienced's time.  Wink

EDIT: A way to find out if the games dialog is compressed would require that you have a
dialog font table first I believe. To do this, if you can find the kana dialog font (in a Tile Editor), the table
will be in the same ascending order. Then do the old "Sword" "S*w*o*r*d" search routeen.
« Last Edit: March 18, 2007, 09:15:35 am by WiZARD83 »
DaMarsMan
Guest
« Reply #8 on: March 18, 2007, 11:40:12 am »

Do a trace while running a textbox. You'll be sure to get the code in there. Dump the ram and search in there. The string should be uncompressed in ram. After you find that you set a breakpoint at that position in ram. If you step backwards or look at the trace you should be able to see where it's loading from and it's compression scheme.
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