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Author Topic: Conan vs Kindaichi Translation (NDS) VWF hack needed, DTE  (Read 2 times)
DQ Chao284
Guest
« Reply #15 on: June 27, 2010, 05:03:02 am »

Quote from: cocomonk22 on June 08, 2010, 11:19:10 pm
Thanks for finding that. The data is taken from the overlay files. Unfortunately, I do not have much of an idea how to write the VWF code needed. Hopefully someone who does will come up.
Well there is one specific member who may know some info about VWF, KaioShin and also DaMarsMan is another here who may know the code, besides after reading this post, the code is using something much out of what the SNES used, Fixed Width Fonts, Dragon Quest 5,6, and 3r used such code, and there is a way around it, but it would take some time to work on it, but as I said before talk to KaioShin and also DaMarsMan , they are usually the ones who know about it.
cocomonk22
Guest
« Reply #16 on: June 29, 2010, 04:00:23 am »

Well, I've got the font set pretty much. It is fixed-width using two-character combinations. With the way the font is set up, I can have 4032 different combinations. The problem was figuring out how to handle line breaks, next page, and figuring out how to create the font divided by 4 palettes on top of each other, also how to set up the table of the new combinations and quickly generate the new font.

I also tested the game throughout the first text file, and it functions perfectly.

New image preview of first line of text:
aishsha
Guest
« Reply #17 on: June 29, 2010, 09:21:04 pm »

Frankly speaking, I have no idea why you've been looking for a VWF coder - your font already looks just nice...
cocomonk22
Guest
« Reply #18 on: June 29, 2010, 09:30:36 pm »

Well, I didn't know an easy way to create the thousands of character combinations necessary, until someone sent me this link:
http://kumatrans.wikidot.com/forum/t-114876/vwf#post-340694

It included sample Java code that could generate tables with appropriate hex values, so I modified the code to fit the hex values supported by the game. Then I used PS with 4 different text layers set on overlay mode with opacity of 50% each to come up with a 16 color palette to overwrite the old font graphics. I copied the output from the Java program for each of the 4 tables to each of the 4 text layers in PS. I am using the Proggy Opti Small bitmap font with some modifications.
« Last Edit: June 30, 2010, 10:36:59 pm by cocomonk22 »
DarknessSavior
Guest
« Reply #19 on: July 04, 2010, 02:31:21 pm »

Quote from: aishsha on June 29, 2010, 09:21:04 pm
Frankly speaking, I have no idea why you've been looking for a VWF coder - your font already looks just nice...

Quote from: cocomonk22 on February 07, 2009, 10:24:46 pm
Feb 7, 2009


E n o u g h  s a i d.

~DS
Goveynetcom
Guest
« Reply #20 on: July 04, 2010, 02:50:34 pm »

I like the new font, looks very nice Cheesy. And keep up the good work.
cocomonk22
Guest
« Reply #21 on: June 21, 2011, 03:51:14 am »

Ran into a slight problem:


As you can see in the picture, the font is spaced apart. In the untranslated rom, it looks something like this:
ゆ う や み 小 路

In the translated version, spacing remains the same, which with English characters doesn't look very good:
Tw il ig ht  L an e

Hex characters before the screen loads looks like this:
70227021700a000070180402701b0a00077018041c701b0a000a70180402701b0b004270055f700a0001

Similar problem is here:


At this part, the game script is like this:
70227021700a0000700701017018020e700c0464700b000901701b05000a700a0601701c14701200
Where are you thinking of?
7022701201
Twilight Island Folk Museum

7022700a0600701d061400007023701c15700a1900700a000070070101701803f5700d10700a1301700a140170
1803ef700a1300700a14007004015d11027018041a7004015d1103701803f57019000d701c00701c16701115700
a1900700a000070180402700a0201700d10700a1301700a1401701803ef700a1300700a14007004015d1102701
8041a7004015d1103701803f57019000d701c00701116701202
Lighthouse

7006007022701b0700687021700a000070111c70111a701203
Coal Blue

7006007022701b0700687021700a0000701122701120701204
Gift shop "Fukado"

I was hoping the spacing issue would have to do with the hex preceding the text, but it looks like that is not the case. If anyone wants to help, the first screen is taken from the beginning of Chapter 1 in the game, so from the beginning of Chapter 1 (after the prologue), just by pressing A through the dialogue and then clicking the first icon to talk to the first character two times in a row will get you to that first screen. I can provide a complete Desmume save so you can skip to Chapter 1 if needed.
« Last Edit: June 21, 2011, 05:52:53 am by Gil Galad »
Gil Galad
Guest
« Reply #22 on: June 21, 2011, 05:57:11 am »

I'll just hazard a guess without really knowing much about the game's internals. Perhaps it needs a Variable Width Font?
KaioShin
Guest
« Reply #23 on: June 21, 2011, 06:10:10 am »

Looks like it's automatically adding a gap after every two symbols (spaces in the script counted!). Would be good to have a screenshot of the Japanese original to compare to. This will probably require a small ASM adjustment to stop it from automatically adding the gap. If you find the right code, it might be as simple as noping out a function call or fixing the result of a branch.
cocomonk22
Guest
« Reply #24 on: June 21, 2011, 04:47:41 pm »

I have taken a look at the Japanese version, and there are actually no spaces between the characters. It looks like it just uses a larger font size here that is 16 width, so now I will have to change the way the font table I have is set up.

EDIT: New larger font done


June 22, 2011, 06:21:38 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Another problem has come up; Handwriting Recognition!

This scene is the only one in the game that uses hiragana recognition, the rest use only numbers.

For testing and tweaking attempts, here is a patch that will take you to a little bit just before the screen once you start a new game: http://www.mediafire.com/?59u3505m0pmiprj
What I need help with is changing the hiragana recognition to alphabet letters. The game font does not contain ASCII, only SJIS full-width JASCII. Also, capital letters and lower case letters should go to the same SJIS code (i.e., A and a both could point to the character code 82A0).
The recognition information is probably stored in one of these two files:
dltjdb.zzz: contains dbtag Nintendo_non_kanji. Made by Decuma.
dltjdb_jis0big.zzz: contains dbtag Nintendo_jis0. Made Decuma.

Spoiler: The correct input to the recognition is: (View)
けいこ
Ideally, I would like to change the input to (see spoiler),
but as can be seen in the following image, combinations of 5 or more characters cause problems:


If I can't figure out how to change the recognition information, I will have to fake it by keeping hiragana recognition but putting the closest matching letter over it. :banghead:
« Last Edit: June 22, 2011, 06:29:23 am by cocomonk22 »
kudo_shinichi
Guest
« Reply #25 on: December 18, 2011, 02:23:16 pm »

Well, can you please send me the rom with the current progress of translation, I need to look over it and the other data it might contain to identify what action you should do to change the input. Please send it to . Thank you.  Cheesy  :angel:
KingMike
Guest
« Reply #26 on: December 18, 2011, 02:50:12 pm »

Sorry, but it is against the rules to ask for a ROM on this forum.
Thank you for your cooperation.
kudo_shinichi
Guest
« Reply #27 on: December 18, 2011, 09:26:26 pm »

Unfortunately, I do not ask for the rom.  Grin
I just want the patch and I will patch myself the rom which I already have.
I just want to check what is the problem with the input for that section / scene.
Thank you. Cheesy
Auryn
Guest
« Reply #28 on: December 19, 2011, 10:47:11 am »

You can do that with the original game :p
kudo_shinichi
Guest
« Reply #29 on: December 19, 2011, 04:37:27 pm »

I know! That's why I 'm asking for the patch. I am trying to find what's wrong.  :angel:
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