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Author Topic: FF7 NES Chinese Translation  (Read 6 times)
Lindblum
Guest
« Reply #75 on: October 14, 2008, 09:58:02 am »

InVerse, Darkdata, Vanya,
Thanks for the thoughts. 
Right now I'm learning to use FCEUX's debugging features to track down data to make an easytype patch (the one I said I wouldn't do, but progress encourages me), which is also preparing me to use Dwedit's input to help me to mod the dialog text engine.  I think it currently implements dual-tile loading so that English characters are padded from 8x8 to 8x16 (using a blank tile) to match the height of Chinese characters.  I aim to make it single-tile load, so I can fit 3 or 4 lines into a window, but may cost my ability to load 16x16 icons from the Chinese tilespace.  I only have a limited number of spare 8x8 tiles left to use, but the possibilities with the extended tilespace are enormous.  This is gonna be a risky and tricky job.  I need to find out if using 4-line dialog will corrupt the text engine in menus and battle, where I will need those 16x16 icons.  With those icons I can either use the icons sampled above, or scrunched-text icons.  I probably won't make a verdict until I've made those changes. 
As far as Icons vs Scrunch vs Trunc goes, Icons is in the lead.  Icons (16x16) vs Scrunch (24x16) both employ 16x16 icons which takes care of the display bug when a command appears over MaxHP.  Trunc, the last resort, is if 4-line text works but ruins everything else, which I wouldn't settle for unless I was evil. 
My imagination is starting to get ambitious, but first I have to see what I can do...
« Last Edit: October 16, 2008, 09:01:16 am by Lindblum »
Vanya
Guest
« Reply #76 on: October 14, 2008, 10:32:45 am »

Cool. Good luck with this leg of the project. It sounds like it'll be as complicated as my work on Mega Man Powered Down promises to become! =)
Lindblum
Guest
« Reply #77 on: October 24, 2008, 10:18:48 am »

I'm really getting the hang of assembly hacking, but it's frustrating as hell. In order to insert code there's an elegant song & dance to do:
Code:
Native block
$XXX0:BLA  ->  $XXX0:BLA
$XXX2:BLA  ->  $XXX2:BLA
$XXX4:BLA  ->  $XXX4:BLA
$XXX6:FOO  ->  $XXX6:JMP $YYY0 #JMP to Free space
$XXX8:BAR  ->  $XXX9:NOP       #Fill in extra byte
$XXXA:BLA  ->  $XXXA:BLA       #Return here later
$XXXC:BLA  ->  $XXXC:BLA
$XXXE:BLA  ->  $XXXE:BLA
Free space!
$YYY0:BRK  ->  $YYY0:FOO       #Execute FOO I removed to make room for JMP
$YYY1:BRK
$YYY2:BRK  ->  $YYY2:BAR       #Execute BAR I removed to make room for JMP
$YYY3:BRK
$YYY4:BRK  ->  $YYY4:YAY       #Do
$YYY5:BRK
$YYY6:BRK  ->  $YYY6:NEW       #My
$YYY7:BRK
$YYY8:BRK  ->  $YYY8:FNC       #Thang
$YYY9:BRK
$YYYA:BRK  ->  $YYYA:JMP $XXXA #Return to native block
$YYYB:BRK
$YYYC:BRK

That's no big deal as long as I can find free memory.  The horsekick comes when my new code needs to use bank-switching to pull a value from another location, and instead pull the rug out from under myself by bank-switching the code I'm running! 

Code:
$YYY4:YAY       -> $YYY4:YAY
$YYY6:NEW       -> $YYY6:NEW
$YYY8:FNC       -> $YYY8:FNC
$YYYA:LDA #$PG  -> $YYYA:LDA #$PG
$YYYC:STA $BANK -> $YYYC:STA $BANK
$YYYF:MOR       -> $YYYF:ASS
$YYZ1:RAD       -> $YYZ1:FUK
$YYZ3:STF       -> $YYZ3:OMG
$YYZ5:JMP $XXXA -> $YYZ5:WTF
$XXXA:BLA       -> $YYZ7:WHR
$XXXC:BLA       -> $YYZ9:AMI
$XXXE:BLA       -> $YYZB:HLP

Why must it be so hard to find a safe free memory block?

(12:30PM)
Never mind, I've found a workaround that obviates the need for bank-switching.  The next patch is going to be awesome, you'll see...

(12:00AM)
Efforts in assembly are paying off in bulk. The backslash is never used, so I blanked out the tile and taught the text reader to treat it essentially as a new-line character.  Not only is this more memory-efficient than the system of dashes and padding-spaces I've been using before, it looks much better!  Making sure to cash in on this good fortune I've restored most (but not all) of the text I omitted for these space constraints.  I've backed up my work, cuz the next step looks harder -- 4-line text.
« Last Edit: October 24, 2008, 11:11:51 pm by Lindblum »
RedComet
Guest
« Reply #78 on: October 25, 2008, 12:07:53 pm »

Have you shrunk the text down to 8x16 yet? It didn't look like it would be too difficult to pull off when I looked at the code a few months ago. Smiley
KingMike
Guest
« Reply #79 on: October 25, 2008, 01:10:12 pm »

Was there already 8x16 ASCII support?

I looked at the FFL3 pirate (more than likely done by the same company), and it already had 8x16 ASCII characters in addition to 16x16 Chinese characters.
I started to hack in 8x8 support. But it looks like my plan of just hacking in the US text won't work, as there's many more items in shops. Don't know if there's anybody interested in translation support?
(sorry to derail)
Lindblum
Guest
« Reply #80 on: October 26, 2008, 05:18:24 am »

The text IS 8x16.  I'm working on removing the blank tiles as a step towards 4-line text.
Lindblum
Guest
« Reply #81 on: November 12, 2008, 01:13:51 pm »

It was a hell of a challenge, but I believe I have 4-line text in working order!  By this weekend I'd like to let all ye faithful audit a new patch.  It will contain the improved text engine, improved equipment names, some restored text, partial fixing of animated backgrounds, and even gameplay rebalancing.   :angel:
Also, most lines start with a 4-byte avatar header.  I was easily able to retune them to use 2-bytes, so memory is becoming less and less of an issue.  Still deciding about putting in the time to fix the battle graphics bug, which is just a matter of economizing the PPU.  Best case, all I'd have to do is omit a bitshift.

Edit - It was kind of a busy weekend.  Relax, I haven't forgotten the people heroically waiting for this patch.
Edit - Current delays are due to a bug found in the revised text engine at certain parts of the game.
« Last Edit: December 04, 2008, 04:11:51 pm by Lindblum »
Vanya
Guest
« Reply #82 on: November 12, 2008, 07:35:07 pm »

Sweet! I look forward to it. ^_^
Nerd42
Guest
« Reply #83 on: December 11, 2008, 04:53:22 pm »

Oh wow, first I heard of this game was today. How could I have been missing something this awesome for this long? Smiley I would LOVE to see this in English.

I haven't read up on everything yet but I'm wondering: when doing this "translation", are you actually translating from the language in this pirate version or are you just copying English out of the PS1 or PC official games? Either way, if it basically makes sense, do it! And I look forward to getting my greedy little hands on the finished product Cheesy
Nerd42
Guest
« Reply #84 on: December 15, 2008, 10:25:13 am »

Has anyone managed to get this game running on a PSP? NesterJ doesn't support the mapper Sad I did manage to get the partially-translated patch applied and get it running on my PC though

Holy crap, this game is really hard. i got to blow up the reactor and get back to the train in the first mission but I was out of potions and without Barrett, the soldiers blew me away. Kinda sucks that I had all those PhoenixDowns but nobody left to use them. either the freakin Chinese kids must be amazing game players or else the programmers are just sadistic lol Smiley
Lindblum
Guest
« Reply #85 on: December 20, 2008, 09:38:36 pm »

Nerd42 ,
Nestopia and FCEU support the NANJING mapper, but not much else does, though I don't know any portable emulators that can.  I read that someone got it to work as a GBA ROM, and it's possible a portable GBA emulator could do the trick:
Baidu (Google Translated)
DWEdit
As for the translation, to answer your question, 85% of the game's text is copied from transcripts of the North American release of the PSX game.  That saved a lot of unnecessary translation work, but I still had to do some of my own translation and improvisation. 
As I said in the other thread, the next patch is delayed while I debug the revised text engine.

If it freshens your day, here's a raw FF7NES world map I've created.
« Last Edit: December 20, 2008, 09:48:26 pm by Lindblum »
Nerd42
Guest
« Reply #86 on: December 22, 2008, 09:59:48 am »

Can't you even manage a 99 potions cheat? Smiley that would at least get me past the first mission lol Smiley

I was just trying PocketNES yesterday. (To try running the game through my GBA emulator on the PSP) No luck. I got other nes games running but the mapper isn't supported by the stuff on the official site at least http://www.pocketnes.org/downloads.html

Another option I could try is finding a DOS based NES emulator that supports this mapper and run it through CrazyC's DosBox port. I suspect that would be unbearably slow however.

(later edit) after trying the links you listed, I ran into an error page in Chinese. For a bit I thought the links had expired but then, using Google Translate, I found out that the developers of that dude's file server were stupid enough to only design for (lame) Internet Explorer and don't support the awesomest browser in the world: FireFox. Now I've got it but that doesn't help much because I don't know how they did it and I will need to know that in order to get your patches running as GBA roms Smiley
« Last Edit: December 22, 2008, 10:14:35 am by Nerd42 »
Lindblum
Guest
« Reply #87 on: December 22, 2008, 11:11:43 am »

Quote
Can't you even manage a 99 potions cheat?  :)that would at least get me past the first mission lol  Smiley
"Cheat" is not in my vocabulary.  I could change the initial inventory to 20 and haggle down the store price.

Quote
(later edit) after trying the links you listed, I ran into an error page in Chinese. For a bit I thought the links had expired but then, using Google Translate, I found out that the developers of that dude's file server were stupid enough to only design for (lame) Internet Explorer and don't support the awesomest browser in the world: FireFox.
I remember that error page.  IE sucks FF's balls.  I keep IE as a secondary browser for these things. 
Quote
Now I've got it but that doesn't help much because I don't know how they did it and I will need to know that in order to get your patches running as GBA roms Smiley
If I recall, they only give you the Chinese GBA file (if it's still there), and not the patcher to make the NES into a GBA.  Fret not, for I hypothesize that the entire NES ROM should exist inside the GBA unbroken.  I took a quick peek inside the GBA file and found that it exists at 0x30910.  In theory you can take a patched version of the NES file, remove the 16-byte header to leave you with the ROM, and copy it directly onto the GBA at 0x30910.  Caveat: I've run the GBA in VisualBoyAdvance, and the emulation was terrible (did you have the same experience?).  Still, I'm curious on what a portable GBA emulator can do.
Nerd42
Guest
« Reply #88 on: December 22, 2008, 12:56:17 pm »

Quote from: Lindblum on December 22, 2008, 11:11:43 am
"Cheat" is not in my vocabulary.  I could change the initial inventory to 20 and haggle down the store price.
Why do just 20 when you could do 99? it's not like the game was initially balanced to be playable, and unbalancing it would break the creator's original vision or something. anything to make the game easier or to eliminate difficulties and just make it be a tour of what ff7 would look like in 8-bit graphics and sound would be nice

Quote from: Lindblum on December 22, 2008, 11:11:43 am
Quote
(later edit) after trying the links you listed, I ran into an error page in Chinese. For a bit I thought the links had expired but then, using Google Translate, I found out that the developers of that dude's file server were stupid enough to only design for (lame) Internet Explorer and don't support the awesomest browser in the world: FireFox.
I remember that error page.  IE sucks FF's balls.  I keep IE as a secondary browser for these things. 
Quote
Now I've got it but that doesn't help much because I don't know how they did it and I will need to know that in order to get your patches running as GBA roms Smiley
If I recall, they only give you the Chinese GBA file (if it's still there), and not the patcher to make the NES into a GBA.  Fret not, for I hypothesize that the entire NES ROM should exist inside the GBA unbroken.  I took a quick peek inside the GBA file and found that it exists at 0x30910.  In theory you can take a patched version of the NES file, remove the 16-byte header to leave you with the ROM, and copy it directly onto the GBA at 0x30910.  Caveat: I've run the GBA in VisualBoyAdvance, and the emulation was terrible (did you have the same experience?).  Still, I'm curious on what a portable GBA emulator can do.
I haven't got a chance to run it yet but it's encouraging that the rom's in there intact. But won't your completed translation make the file size bigger, thus breaking the GBA version? The way you were talking about lines and stuff seemed to suggest that
Lindblum
Guest
« Reply #89 on: December 22, 2008, 01:10:22 pm »

Quote
I haven't got a chance to run it yet but it's encouraging that the rom's in there intact. But won't your completed translation make the file size bigger, thus breaking the GBA version? The way you were talking about lines and stuff seemed to suggest that
It will be the exact same size.  The memory issues I mentioned were not about file size, but bank size.  The dialog is broken into 32kB memory banks, so after I translate I have to make sure that the data fits properly into its own bank.  That's not much of a problem now, except for the bank that stores text AND animated BG graphics.
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