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Author Topic: need help  (Read 1780 times)
Odin_Knight
Guest
« Reply #15 on: July 11, 2007, 04:17:27 pm »

use Translhextion and under the search tab try the last 3 options: search relative, scan relative and value scan relative.
If you don't have a table the scan relative can build one using the results it gets from your search.

Also you have a "find using table" that's also usefull to find other texts in the rom if you've got a correct table for the rom.
And by the way check the documents for how to use this program and for relative search, you can allways get good tips there Wink
creaothceann
Guest
« Reply #16 on: July 11, 2007, 05:43:46 pm »

Quote from: Dorothy on July 11, 2007, 03:22:58 pm
is there a way to find regularities or to find sequences of hex-numbers that appear more often in the rom than others with a hex-editor ? Because the names of the characters for example have to be more often then other things...correct me if I'm talking bullshit

Winhex has a function to show the number of occurences of each byte value... dunno if that'd help you though.
Dorothy
Guest
« Reply #17 on: July 11, 2007, 06:29:30 pm »

thank you two for your help, but it didn't help me...I'm just unable to create a tablefile...
UglyJoe
Guest
« Reply #18 on: July 11, 2007, 06:51:16 pm »

Give this a try.  Look for a word in the game that's just hiragana or katakana (I'm going to assume it's hiragana).  An ideal word would have no dakuten or handakuten marks. 

Now, open up the font in TLP and adjust it so that it makes sense (I think you've already done this).  That's going to be the order they'll show up in the table.  So, if you see あいうえお... in the font, think of あ as 1, い as 2, etc. 

Now, open up the rom in your hex editor (ideally windhex) and open up the relative search function.  As an example, if your word is あおい, then you'll want to relative search for 1 5 2.  If that doesn't find anything, try putting wildcards between them: 1 * 5 * 2 (sometimes each character is two bytes instead of one, so you'll need the wildcards). 

If that doesn't net you any results, then I'd guess the script is compressed (in which case a relative search won't do you much good  Sad)
Spikeman
Guest
« Reply #19 on: July 11, 2007, 06:53:30 pm »

One thing I usually try is to simplu look at the order of the characters in the graphics, the first character you see is 00, next one 01, etc. This is how it works in 90% of the games I've worked on. If this doesn't work I'd recommend starting out with an easier game.
Odin_Knight
Guest
« Reply #20 on: July 11, 2007, 07:19:33 pm »

The table you've got in TLP , the one in 1BPP, is not the table used to put the text in the dialogs. If you look good there are characters in the dialog that don't exist in the table, just check the brackets in pink, or for example in the beggining talk to the guy with gray hair and look for the first character in the braquets, the one that resembles a "different of" sign.
Dorothy
Guest
« Reply #21 on: July 11, 2007, 07:27:48 pm »

I already did this...but I'm a little bit confused.

As you can see on the screenshot there are spaces between some characters ("]" and "a" for example)



should I count this spaces ?
like this:
44=]
48=a


@Odin_Knight
but maybe the characters available in TLP are in the order as I need them...
« Last Edit: July 11, 2007, 07:33:26 pm by Dorothy »
Odin_Knight
Guest
« Reply #22 on: July 11, 2007, 07:40:30 pm »

I doubt... If you chack the characters I've mentioned, the one that looks like a different, it isn't even in that table. Most of the game graphics are in 4BPP planar (in tlp choose SMS and you'll see them) And for that table just see the size in pixels of each character in tlp, then compare to the ones in the text, the first are 8x8, the ones in the dialogs are bigger, something like 12x12

EDIT: One hint: just keep playing the game until some word(more than 3 letters) using the characters A-z appear. Then scan relative that word in translhextion, then if he find something ask him to build a table based in that

EDIT2: I've found the Capital Letter's table. A starts at 2A and Z is at 43. I've got it going up the stairs into the computer room. There a guy says NOW PLAYING. The tricky part was to discover that each letter is separated using a space. Then I relative searched the word playing and came out a result. That phrase in the rom is at position 0x541ed4.
« Last Edit: July 11, 2007, 07:54:46 pm by Odin_Knight »
Dorothy
Guest
« Reply #23 on: July 11, 2007, 08:00:08 pm »

I've tried it already, but I don't come forth in the game ^^

I'll try it again, thanks for your help
Odin_Knight
Guest
« Reply #24 on: July 11, 2007, 08:04:23 pm »

do this:
. open the rom in translhextion
. search -> scan relative
. enter(with the spaces between the letters): P L A Y I N G
. it should have got one offset,  choose generate table and save it
. script -> open thingy table-> open the table you saved
. then select thingy view active

and there it is your text

Now based in those found letters try to find the other that are used in the same sentences.
Dorothy
Guest
« Reply #25 on: July 11, 2007, 08:12:19 pm »

I tried it yesterday without spaces between the letters...why the spaces ?

thank you very, very, very much !
Dorothy
Guest
« Reply #26 on: July 11, 2007, 08:12:39 pm »

sry for doublepost...
« Last Edit: July 11, 2007, 08:30:50 pm by Dorothy »
Odin_Knight
Guest
« Reply #27 on: July 11, 2007, 09:14:15 pm »

Quote from: Dorothy on July 11, 2007, 08:12:19 pm
I tried it yesterday without spaces between the letters...why the spaces ?

thank you very, very, very much !

Those aren't really spaces, They're more empty spaces for control codes. Let me try to explain, for example there's one string on the second dialog with the bearded guy at the beginning that reads:

***21**G·I   (* are non English characters)

that string is at 0x 540608 and it reads:
A1 00 D3 00 01 03 02 00 01 00 BA 03 6F 00 02 84 30 00 17 00 32 00

can you see that 03 before the 02 00 01? I think i is used to change the font table. That 02 and 01 are the table hex to the characters 2 and 1, but the 01 before the 03 value is a character and not a number. If you check the string you'll find more characters than the ones used to write the phrase, those ones are control codes to change the font table, color, etc... like the ones before G·I (30 00 17 00 32 ) that put the text in red. just keep changing the values in the phrase until you understand how it is build Wink good luck
« Last Edit: July 11, 2007, 09:21:45 pm by Odin_Knight »
Dorothy
Guest
« Reply #28 on: July 11, 2007, 09:47:50 pm »

thank you again

I got into it a little bit in the last hour...it's gonna be a long night ^^

but without you I would have never got so far, thank you very much (again)

when I'm done with it you'll be the first to play it (if you want of course)
Dorothy
Guest
« Reply #29 on: July 13, 2007, 12:25:25 pm »

Quote from: Odin_Knight on July 11, 2007, 07:19:33 pm
The table you've got in TLP , the one in 1BPP, is not the table used to put the text in the dialogs. If you look good there are characters in the dialog that don't exist in the table, just check the brackets in pink, or for example in the beggining talk to the guy with gray hair and look for the first character in the braquets, the one that resembles a "different of" sign.

I think I found the right ones now but the Tile Editor just uses 8x8 tiles/fields/whatever and so i get this:


is there a way to enlarge these fields in the tile editor?
« Last Edit: July 13, 2007, 12:32:22 pm by Dorothy »
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