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Author Topic: Ganbare Goemon translation  (Read 982 times)
Ron Kenoby
Guest
« on: November 25, 2007, 04:24:43 pm »

Hi!

I'm a new member and I was wondering if there is a translation of this games:

Ganbare Goemon 2 - Kiteretsu Shougun Magginesu

Ganbare Goemon 3 - Shishijyuurokubei no Karakuri Manji Katame

Ganbare Goemon 4 - KiraKira Dotyu

I know that make a translation could be hard,but I really love these games.
KungFuFurby
Guest
« Reply #1 on: November 25, 2007, 08:03:45 pm »

Aeon Genesis is working on Ganbare Goemon 2. Proof: This link.

The other two I have yet to find one either being reported as working on or even attempted.
Rai
Guest
« Reply #2 on: November 25, 2007, 09:15:43 pm »

Yeah lol reason why the Ganbare Goemon games are so hard to hack is because of the compressed text.
KungFuFurby
Guest
« Reply #3 on: November 27, 2007, 03:05:25 pm »

That also explains Zig Zag Cat, which also has compression.

Zig Zag Cat, according to KingMike, has LZ compression. For the Ganbare Goemon games, I'm not so sure myself. Sorry, but I don't know ASM that well.
Ron Kenoby
Guest
« Reply #4 on: November 27, 2007, 04:25:12 pm »

I see.

So,there's time left before we could see these games translated.Well,I guess that the only thing we can do is wait.

Anyway,thanks for answer my message.
RedComet
Guest
« Reply #5 on: November 27, 2007, 04:35:22 pm »

The Newbie Package of REQUIRED Material

Could always hack them yourself. :)

ROMHacking.net FAQ: You ask, we answer!
ROMHacking.net Getting Started Section: Newbies Go HERE!
ROMHacking.net Documents Section!
How to ask questions the smart way.
On the Essence of ROM Hacking
Ron Kenoby
Guest
« Reply #6 on: November 30, 2007, 03:48:24 pm »

Maybe,but the problem is that I don't know how to translate games.I don't know Japanese,just English and Spanish(this one is my native language).Well,anyway.Let me see if I can find a tutorial or something where I could learn how to do it.
RedComet
Guest
« Reply #7 on: November 30, 2007, 04:27:17 pm »

Quote from: Ron Kenoby on November 30, 2007, 03:48:24 pm
Maybe,but the problem is that I don't know how to translate games.I don't know Japanese,just English and Spanish(this one is my native language).Well,anyway.Let me see if I can find a tutorial or something where I could learn how to do it.

Contrary to popular belief, translations usually aren't one-man jobs. You have a hacker who rips the script out of the game and a translator who knows the source and target languages who translates it. So, you see, you don't have to know the language of the game you want translate (Japanese, for instance). You will most likely need to familiarize yourself with the language's writing system to produce the script.
KungFuFurby
Guest
« Reply #8 on: November 30, 2007, 06:05:21 pm »

Confirmed. I'm going to suggest if you want to start a project, that you place a Help Wanted Ad.

Translation takes ASM(assembly) knowledge as far as I know...
Ryusui
Guest
« Reply #9 on: November 30, 2007, 06:44:10 pm »

ASM knowledge is not always necessary, but it's always extraordinarily useful if you want to produce something that looks professional.
KungFuFurby
Guest
« Reply #10 on: November 30, 2007, 10:07:40 pm »

Yup. I've viewed text via hex editors before, but this only works with games that use ASCII, and games generally use their own text encoding in some cases.
Ryusui
Guest
« Reply #11 on: November 30, 2007, 11:18:59 pm »

Quote from: KungFuFurby on November 30, 2007, 10:07:40 pm
Yup. I've viewed text via hex editors before, but this only works with games that use ASCII, and games generally use their own text encoding in some cases.

That's what tables are for. ^_^

Tables are just ordinary text files with the ".txt" replaced with a ".tbl" for clarity's sake. Okay, so if you're working with Japanese, they're not going to be ordinary text files, they're going to be Unicode or Shift-JIS or some such, but you get the basic idea: they can be opened in a text editor (Notepad works, but JWPce is better) and edited without having to resort to fancy esoteric tools. Tables are what allow the fancy esoteric tools to display game text properly. :3

If you know hex, then you can make a table. A table is a long list of hex codes and their textual counterparts:

Quote
00= 
01=あ
02=い
03=う
04=え
05=お
06=か
07=き
08=く
09=け
0A=こ
0B=さ
0C=し
0D=す
0E=せ
0F=そ

...And so on. Mind you, this is just a sample: building a table usually requires you find the game's font and do a bit of relative searching based on the patterns you find. And if you're really, really stumped, you can boot up the game in an emulator with trace functions, slam a breakpoint on the place in memory where text gets copied to, then trace until you figure out which instruction loads text from the ROM and find out what hex codes represent what characters that way.
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