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Topic: Ys DS translation (Read 2 times)
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psycoblaster
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« on: September 15, 2008, 08:57:50 am » |
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All progress will be summarized in ystrans.wordpress.com All progression news can be viewed in http://gbatemp.net/index.php?showtopic=104929
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« Last Edit: October 18, 2008, 01:15:33 am by psycoblaster »
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dshadoff
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« Reply #1 on: September 16, 2008, 03:30:40 pm » |
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Well, I'm not so sure about the pointer system used here, but Falcom usually embeds control-codes for: - changing colors - sometimes, for changing between hiragana and katakana on older games where they may use a 1-byte JIS system, and - more recently on their PC-based games, as a token for the name of the speaker, or various other narration points.
Sometimes they may use a control code for a YES/NO selection, or a timed pause, or a (wait for key press).
I'm curious to hear more about the pointer system that you found, and to see some actual snippets of hex from the text.
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Kitsune Sniper
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« Reply #2 on: September 16, 2008, 08:05:08 pm » |
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I should point out that there's someone already working on this game, and that he's somewhat further along than you. I'm surprised he hasn't said anything yet.
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psycoblaster
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« Reply #3 on: September 17, 2008, 04:45:42 am » |
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Oh btw, I'm not the only person working on this. The main translator is Kryss, (and few others) and me and Noitora is doing the ROM hacking.
As to what I see, I think what the other guy is doing is a translation PORT rather than a whole new translation.
Well ours is a completely new translation. I don't know how far he got, but I'd have to say we are doing pretty good, too.
I'd just want to know if I'm doing something wrong with rearranging the pointers.
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DarknessSavior
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« Reply #4 on: September 17, 2008, 07:23:19 am » |
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I should point out that there's someone already working on this game, and that he's somewhat further along than you. I'm surprised he hasn't said anything yet. I was going to, but I didn't want to come off like a dick. >.> But yeah, Kitsune and I are working on this together. I'm talking to someone else in a PM about perhaps joining together, since we've got (well, Kitsune figured it out) the pointers, and you guys put a VWF together. We'll see. ~DS
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Noitora
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« Reply #5 on: September 17, 2008, 08:06:57 am » |
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We've got the pointers figured out too but some lines didn't appear at all. DS check your inbox
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Kitsune Sniper
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« Reply #6 on: September 17, 2008, 08:24:04 am » |
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I was going to, but I didn't want to come off like a dick. >.>
Ditto. I wasn't sure how to say that without sounding like that. :p As for the translation, Deuce ( the Ys translator) was working on Ys with DS, or so he said. Just making sure. You go on and do your thing, maybe now you can leave me alone and tell them to do the graphics.
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Noitora
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« Reply #7 on: September 17, 2008, 09:43:24 am » |
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I thought I had the pointers figured out but It seems that I don't.
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psycoblaster
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« Reply #8 on: September 18, 2008, 07:00:52 am » |
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so nobody can help,?
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KaioShin
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« Reply #9 on: September 19, 2008, 02:49:45 am » |
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I'm curious to hear more about the pointer system that you found, and to see some actual snippets of hex from the text.
*cough* Maybe you should actually read the answers people give Post an example hex output with some text and the refering pointers to it. We can't help you out of thin air and most people are too busy to download and look at a game just because someone asked. They'll help though if you provide more info to work with that doesn't need any external material.
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DarthNemesis
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« Reply #11 on: September 20, 2008, 04:07:17 am » |
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psycoblaster
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« Reply #12 on: September 20, 2008, 06:57:56 am » |
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doesn't work It has a gray screen under the menu. (even if I open any of the 8 script files)
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DarthNemesis
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« Reply #13 on: September 20, 2008, 12:38:32 pm » |
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doesn't work It has a gray screen under the menu. (even if I open any of the 8 script files) lol it's supposed to have a gray screen. Use the Batch menu to export SJS, edit that, then import it back in and save the file.
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