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Author Topic: Locating DTE Tables?  (Read 2 times)
InVerse
Guest
« on: March 08, 2008, 10:55:08 am »

I'm going back over my Ultraman Ball translation, finishing up the things that weren't done in the initial release. One of those things is a translation of the credits, which were left untranslated because it used an utterly retarded DTE scheme that actually required MORE space than if the text had been left untranslated. (My assumption at the time was that someone was attempting to learn how to do DTE and wasn't actually interested in the benefits of the compression, since only the credits utilize DTE.)

It's been five years since I worked on this project and I haven't dealt with DTE since then. At the time, I was able to locate and modify the DTE tables, I just determined that it would require more time than it was worth. Now, the untranslated credits are the only thing keeping the project from reaching 100% (I finished hacking the Super Gameboy border this morning.), so I'd like to go ahead and complete it. The problem is, I've forgotten how to locate the DTE table. No big deal, I figure, I'll just jump on RHDN and download a document on the subject. Except... there don't seem to be any such documents. There are multiple docs on how to implement your own DTE code, but nothing about how to simply hack an existing DTE system. I tried various searches and came up with nothing.

So... Is there no such document, thus I was probably taught how to modify DTE tables via SnowBro in IMs, or is it contained in a more general document that I'm missing? (I checked my own docs, but while two of them feature explanations of what DTE is, neither of them actual go into detail on how to hack it.) Surely, someone has documented DTE in a manner other than coding it yourself.

(Note: For this particular game, every single two character pair features it's own DTE value, so you can't simply locate uncompressed text and fill in the blanks, hence my comment about it being utterly retarded.)
Spikeman
Guest
« Reply #1 on: March 08, 2008, 05:05:24 pm »

I generally find DTE tables by debugging. I assume you could probably look at the font, write down the widths of the characters and use those values to relative search for it as well.
InVerse
Guest
« Reply #2 on: March 09, 2008, 11:22:45 am »

Maybe I'm missing something, but what would the width of the characters have to do with DTE?
Ryusui
Guest
« Reply #3 on: March 09, 2008, 02:18:53 pm »

Simply set a breakpoint on a read from the DTE-encoded text and trace through. Shouldn't be hard to figure out.
InVerse
Guest
« Reply #4 on: March 09, 2008, 08:47:55 pm »

I'm allergic to debuggers. And I know I did it quite easily with nothing more than a hex editor the last time, I just can't remember how. Sad
KingMike
Guest
« Reply #5 on: March 09, 2008, 08:58:38 pm »

Use an emulator with a tile viewer.
(bgb, VBA, or no$gmb if you must). If the entire font is loaded into VRAM (which is kinda rare, because the GB had so little VRAM), you can click on the tile and it'll tell you the tile number (though VBA tells you in decimal). Try making some pairs and search for those in the hex editor.
That is probably about the best you can do short of Z80 knowledge and a debugger.
Spikeman
Guest
« Reply #6 on: March 10, 2008, 01:39:55 am »

Quote from: InVerse on March 09, 2008, 11:22:45 am
Maybe I'm missing something, but what would the width of the characters have to do with DTE?

Oh wow, I totally misread that. I thought you meant VWF width table. Roll Eyes
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