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Author Topic: need help  (Read 1780 times)
Odin_Knight
Guest
« Reply #30 on: July 13, 2007, 12:42:31 pm »

you can use the tile arranger in tlp to order the tiles. Any change done in tile arranger will automatically reflect on the main window, but the contrary is not true.
But you only need to alter the table if it doesn't have all the characters needed for the translation. Otherwise you just need to know the order of the characters in the table Wink
Unfortunaetlly TLP doesn't permit to change the width of the viewing window to just 1 tile, but you can use a program called "tile molester" for that effect, it's also a very good tile editor program
Dorothy
Guest
« Reply #31 on: July 13, 2007, 12:47:47 pm »

yeah but sometimes there is just one pixel in a square so it's very hard to allocate them...is there no other way ?

edit: the ones belonging togehter are next to each other -.- ^^ problem solved
« Last Edit: July 13, 2007, 12:56:48 pm by Dorothy »
Spikeman
Guest
« Reply #32 on: July 13, 2007, 01:04:50 pm »

You can use Tile Molester which is basically a rewritten version of TLP with more features. One of these features is that you can set the "block size", in the case you would set it to 2x2 (2 tiles by 2 tiles, each tile is 8x8) and the fields would be 16x16.
Odin_Knight
Guest
« Reply #33 on: July 13, 2007, 01:14:31 pm »

from what I saw the characters have different configuration, for example '1' is 1 width x 2 height tiles, but '/' is 2 x 2 (one of the lost pixels you mentioned is from the tip of that character). But as I said you only need to edit them if you want to change the font of the rom or add new characters, otherwise just change the hex values in the text strings to use the A-z letters

EDIT: correction, everything is 2 x 2
Dorothy
Guest
« Reply #34 on: July 13, 2007, 01:47:58 pm »

Quote from: Spikeman on July 13, 2007, 01:04:50 pm
You can use Tile Molester which is basically a rewritten version of TLP with more features. One of these features is that you can set the "block size", in the case you would set it to 2x2 (2 tiles by 2 tiles, each tile is 8x8) and the fields would be 16x16.

thank you

Quote from: Odin_Knight on July 13, 2007, 01:14:31 pm
But as I said you only need to edit them if you want to change the font of the rom or add new characters, otherwise just change the hex values in the text strings to use the A-z letters

but are there lower case characters ? I couldn't find them...
actually I'm pretty sure there are none...and a german or english translation without lower cases wouldn't look good...
« Last Edit: July 13, 2007, 01:54:31 pm by Dorothy »
Odin_Knight
Guest
« Reply #35 on: July 13, 2007, 01:55:54 pm »

Quote from: Dorothy on July 13, 2007, 01:47:58 pm
but are there lower case characters ? I couldn't find them...

Nope, I've also got the entire tilemap and I didn't found any lower case characters, so you are going to need to create them in the tilemap. The problem I see now is that the font is too wide for the small lower case characters, even the capital ones are very spaced between them, so for your hack maybe you'll need to implement a variable width font.
Dorothy
Guest
« Reply #36 on: July 13, 2007, 02:19:12 pm »

would it be hard to implement a variable width font ?
KaioShin
Guest
« Reply #37 on: July 13, 2007, 02:23:22 pm »

Yes, and it's propably even harder since it's on the Wonderswan...
Odin_Knight
Guest
« Reply #38 on: July 13, 2007, 02:32:43 pm »

well you can also modify the font so that the characters don't appear to spaced... The problem is that it seems they only put 12 characters per row in the dialogs box, so that will limit your text output...
Dorothy
Guest
« Reply #39 on: July 13, 2007, 02:36:16 pm »

and what about two lower case characters instead of one ? there have to be enough tiles I can change because of the kanji characters...
Odin_Knight
Guest
« Reply #40 on: July 13, 2007, 02:47:59 pm »

I also thought of that but you have to do all the 2 letter combinations possible in the English language, also you'll need to change the dialog, for example if you want to spell the word "rope" you'll need two tiles, one for "ro" and other for "pe" the problem is that you can only assign one hex code to each tile, so for you to translate you'll need to have a table to constantly be looking for what 2 letter tile to put next. And this not taking in account words with odd number of letters, starting with a Capital letter, punctuation...
I don't have any experience translating RPG's, probably someone that as that experience could guide you better and point some solutions, because there's a high probability they've encountered the same problems as you
Dorothy
Guest
« Reply #41 on: July 13, 2007, 02:59:31 pm »

I think I'll translate it first and when I'm done I care about such things...
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