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Topic: TokiMemo- First Patch Released (Read 2 times)
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mijae
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« Reply #15 on: May 18, 2008, 03:44:52 pm » |
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Thanks for the encouragement! I'm going to try and keep posting progress to stay motivated, but don't want to spam like crazy, so if anyone wants to follow things more closely, I've got a Twitter account.Current issues: My font still looks like shite (but it's working for now, if and when I actually get some SERIOUS translation progress done, I might see if I can get someone else to make a good font for me), and the NAMES are going to be tricky. I'm thinking of abandoning the Japanese name conventions and referring to the girls by first name, which will save a lot of space while also seeming more natural to Westerners. (Except for Rei, referring to other GUYS by last name is fairly common practice, and the reversal there in Rei's ending can seem a bit meaningful). Those girls have some pretty long last names packed into 2 (or MAYBE 3) kanji, and at least in the "selection menu" areas where you can pick which ending to view or who you're going to invite to New Year's, etc., there's not much space to work with. Good news though, I think I've figured out some of the compression. The first part of the script is a few common characters like speech brackets followed by a big mob of hiragana in phonetic order, except the uncommon kana are replaced by VERY common kanji. I tried replacing one of those kanji in this opening text block with a rare symbol, loaded the game and found that symbol popping up all over now in the kanji's place. I now had some nice wishful thinking to test out - I listed out all those common symbols in order like I was making a new table. I found the game-opening phrase "PURORO-GU kara hajimeru" in the script by searching for the uncompressed katakana. The kanji for the stem of "hajimeru" was also uncompressed. It was just the vowel-lengthening dash and the hiragana replaced by hex. I wrote down these hex and put them next to that list of opening characters and... the numbers were spaced up perfectly to make a new table. I added this to my original table, made a new partial script dump, and suddenly there was a LOT less hex and a lot more readable dialogue! I was worried there'd be some really complicated stuff involved in decompression, but since there's so many bloody kanji in Tokimeki and it takes 2 bytes to identify a character instead of just 1, just coming up with a shorthand 1-byte code for the most common 98 characters would definitely add up to a lot of saved space. Now, the trick is going to be figuring out if I can compress my own text enough this way. Maybe I'll go ahead and finish the uncompressed stuff first while I think that over... I've heard there's ways around this compression stuff, but with Tokimeki being a fairly big game already, I don't want to go tinkering with it and stuffing it up too much by trying to add space or who knows what.
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Guadozoku
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« Reply #16 on: May 18, 2008, 09:38:10 pm » |
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When I was playing TM, I wrote a FAQ for the Megumi dates, translating everything. It's probably rough because I've improved alot since, but you're welcome to it for a running start.
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Rai
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« Reply #17 on: May 21, 2008, 06:12:20 pm » |
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Glad to see this finally being worked on. I tried doing the PSX version at one point and while there was uncompressed text, my limited hacking skills stopped me from making any progress(As in I didn't have the ASM knowledge to turn 2 bit text to 1 bit text).
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mijae
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« Reply #18 on: June 08, 2008, 02:32:55 am » |
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I've uploaded a simple webpage about the project now - if/when this thing drives me insane and I vanish off the face of the intarwebs, at least what progress I have made can stay out there: http://www.mijae.com/tokihacki/tokihacki.htmlI have succeeded in translating most of the opening menus and Rei's ending, and actually inserting English characters, but just as a test. I'll almost certainly have to redo it once I get a new font together. I could also improve it if my next assignment goes well... I'd like to learn how to hack pointers next since there's some places where I'm REALLY going to need it. There was room for all of Rei's lines for the most part, but there was just one snag where I wish I could borrow just a character's worth of space from somewhere else. (好ãã§ã™ is way too short...) And there's plenty of spots where redundant lines are used and I could maybe squeeze out more space. I just updated my site with my latest table, which is almost complete. It's got a great deal of the kanji - it's very rare that I spot one of my place-holders popping up in the actual script dumps. But even better than that, it has an extra table for all the compressed phrases I've been able to find. I've got loads of script to look at now!
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« Last Edit: June 10, 2008, 08:56:21 am by mijae »
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mijae
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« Reply #19 on: June 20, 2008, 04:48:10 am » |
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Just had to post again since I'm getting pretty excited by my current progress. I've got a lot of menu things inserted, and last night I got a lot done in the phone book screen, and girl's profiles. Best of all, I finally got the girl's NAMES to look okay! (at least in the menus... dialogue is another matter)
I might release my first bare-bones patch pretty soon if I can keep this up and get most of the basic skeleton of the game translated. Next time I update my website, I'll be including my own font table and translation notes for at least the 2 main banks I've been working in.
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snesmaster40
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« Reply #20 on: June 20, 2008, 06:05:30 am » |
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Is there something wrong with the screenshots or is that normal?
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KungFuFurby
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« Reply #21 on: June 20, 2008, 01:12:12 pm » |
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That web page says you did this in Linux/Mac OS X... now that's a jaw-dropper! Helps to say that any platform is capable of trying to make a translation patch...
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mijae
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« Reply #22 on: June 20, 2008, 03:56:56 pm » |
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Yep, FEIDIAN is OS-independent, and I used romjuice in Linux to dump the scripts. The only hacking util I've got on my Mac is a hex editor, but it's still handy for playtesting, word processing, and Photoshop (not that it looks like it at the moment..) As for the screenshots, not sure what the problem is. My first friend who looked at it said they looked fine for him, but maybe you mean the font being really bad? It's kind of goofy-looking for now since Tokimeki's tiles are weird and I tried to get around that the hard way by flinging stuff around in Photoshop.
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snesmaster40
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« Reply #23 on: June 20, 2008, 05:26:01 pm » |
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Ah yeah it's kind of goofy-looking as it's all squashed like. Still nice progress!
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mijae
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« Reply #24 on: June 27, 2008, 06:19:30 am » |
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I just got back from a week's vacation, and managed to get a lot of hacking done too during my time off. Now that I've got most of the opening menus translated, I'm wondering what to use for the default naming section. Tokimeki has a set of 16 random default names for you to use if you just hit Start in the naming process. That's 16 family names, 16 given names, and 16 nicknames. Ironically, the nickname string has the largest amount of space - 6 tiles compared to 3 tiles each for given/family names. With dual-letter English tiles, that equals 6 letters for given/family names and 12 letters for nicknames. Anyone care to suggest some names to go in the translation? I was planning to make some anime references, but I've got way too much Death Note on the brain right now and would like some more outside influences.
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KungFuFurby
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« Reply #25 on: June 27, 2008, 10:05:17 am » |
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Goemon, Ebisumaru, Yanagiba, Yusuke, Tenchi...
The first two are from the Ganbare Goemon Series (Sorry, I thought of Konami for the first two), the third one is from Wedding Peach (at least the SFC video game), the fourth one is from Yu Yu Hakusho, the fifth one is kinda self-explanatory if you know the anime.
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« Last Edit: June 29, 2008, 08:59:56 pm by KungFuFurby »
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SonofMog
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« Reply #26 on: June 27, 2008, 04:45:34 pm » |
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mijae
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« Reply #27 on: June 27, 2008, 09:09:34 pm » |
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Ooh, that page is fun... and when I forgot to put it on male only, I got "Zelda" in my first try.
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KungFuFurby
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« Reply #28 on: June 29, 2008, 09:08:54 pm » |
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More name ideas:
Simon (again, I'm thinking Konami, and this time it's Castlevania), Ash (Pokémon reference), Brock (same as Ash), Impact (another Ganbare Goemon reference...)...
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Guadozoku
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« Reply #29 on: June 29, 2008, 11:04:25 pm » |
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If you're going the Konami route...
First Names: Lance Bill Simon Richter Jake (Raiden) Vic (Viper, but works as a first name) Joe (Ashita no Joe)
Last Names: Miller Campbell Hunter Belmont McDohl
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