ROM Hack [Translation] Puzzle Series Vol. 5 - Slitherlink

T-Tudor

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GbVE.jpg

About this game:
Slitherlink is a puzzle game from Puzzle DS Series by Nikoli (Wikipedia link). A tutorial can be found on Nikoli's official page.

About this project:
In 2007 GBATEMP user Dirtie started to translate Puzzle Series Vol. 5 - Slither Link (here is his official thread), but in 2008 he put the project on hold indefinitely.

I've started this translation from scratch using Dirtie's started project as guidance. All the text in this game is in graphic form, so I used TileMolester to edit those graphics. You may notice that some text isn't aligned properly, that's because all the translation was done by editing graphics, without any actual ROM hacking.

Screenshots:
GbVR.png
GbVf.png
GbVN.png
GbVs.png
How to patch:
1.Download patch.
2.Download xdelta UI.
3.Open xdelta UI select patch, select your clean ROM, choose output name, and hit Patch.

Status: Finished
This is a menu patch only.

Version 0.7 - Currently all the text from menus is translated (except some messages I don't think are used). The only untranslated part is Tutorial, which I don't think that I'll translate.

Download links:
Filetrip | Mediafire

Other projects:
Puzzle Series Vol. 12 - Akari Translation

Zombi Daisuki Translation
 
Last edited by T-Tudor,

GHANMI

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This game's name sure has been popping out a lot recently :P
Nice job :)

However, wouldn't the tutorial be actually the most important part in these kinds of games? (since the concept of the game isn't that... mainstream, and having to resort to external material just to learn the rules kind of defeats the purpose of a translation)
That is unless your original intent was going with a menu patch..
Anyways, thanks a lot for this patch
 

Sora de Eclaune

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Since Slitherlink is part of the "Puzzle Series" series, do you think you would do menu patches of any of the other games?

Also, to remedy the alignment issues with the images, make the new images be the same size as the old ones, and center the new images on a transparent background (or transparent color, if the game utilizes such). It's much easier to do that than to do ROM hacking.

========================

Some things I noticed:
  • The original Japanese for your "Not Cleared" graphic is "末クリア" (Sue Kuria), which means "End Clear" or "Close Clear". I'd say "Not Clear" would be a closer translation.
  • The original Japanese for your "Cleared" graphic (next to the clear time) is "クリア数" (Kuria Kazu), which means "Clear Number". I'd say "Clear Time" would be a closer translation.
  • (lost track of time with this, will edit more of this in later)
Thank you Google Translate handwriting.
 

T-Tudor

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This game's name sure has been popping out a lot recently :P
However, wouldn't the tutorial be actually the most important part in these kinds of games? (since the concept of the game isn't that... mainstream, and having to resort to external material just to learn the rules kind of defeats the purpose of a translation)
That is unless your original intent was going with a menu patch..

I've posted some links above for a tutorial and some info about this game. I don't think I'll ever translate tutorial from game because it's too much text to work with, and too much time is needed. I don't find this game so complicated to need a tutorial in order to play it. I've translated the hints though.

Here is an comparison between TileMolester and in-game version of the same text, to give you an idea:
jhqn.png
To translate this text I must rearrange the tiles find a suitable text that fits into given space and arrange back the tile. And that needs to be done for every message from the tutorial.


Since Slitherlink is part of the "Puzzle Series" series, do you think you would do menu patches of any of the other games?
Yes I'm planing to translate some other games from DS Puzzle Series.

Also, to remedy the alignment issues with the images, make the new images be the same size as the old ones, and center the new images on a transparent background (or transparent color, if the game utilizes such). It's much easier to do that than to do ROM hacking.
Graphic editing isn't enough to position text correctly. Position of each tile on screen is determined by some values, and hacking knowledge is needed in order to find and alter those values.

Some things I noticed:
  • The original Japanese for your "Not Cleared" graphic is "末クリア" (Sue Kuria), which means "End Clear" or "Close Clear". I'd say "Not Clear" would be a closer translation.
  • The original Japanese for your "Cleared" graphic (next to the clear time) is "クリア数" (Kuria Kazu), which means "Clear Number". I'd say "Clear Time" would be a closer translation.
  • (lost track of time with this, will edit more of this in later)
Thank you Google Translate handwriting.
Yes you may find that the translation isn't literal. That's because I was limited in space and possibilities.
 

Ziko

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I think you should translate the Akari (Light Up) game. It's probably my go to puzzle game in the Nikoli series.
 

Auryn

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OMG, this is a very big surprise!!!
It was actually one of my secret projects.
Nice to see that i am not the only one liking this game that i finished 2-3 times already even without reading japanese :P

Anyway T-Tudor, don't use tile molester to edit graphics of the NDS and if you really want to, at least split the rom before editing the graphics.
Use programs like tinke or others to get access to all those things you said you don't have access (example the position on screen) by using the right tools.
Meaning that the text is in such a mixed mode just because you not splited the rom.
If you would split it, you should have all buttons and screens each in their own file making things much more easy as you just did.
In this specific case, all the graphics are in the same file but it's an archive file with a nice and simple pointer table at the beginning.
You could expand everything almost as you wish.
 

T-Tudor

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OMG, this is a very big surprise!!!
It was actually one of my secret projects.
Nice to see that i am not the only one liking this game that i finished 2-3 times already even without reading japanese :P

Anyway T-Tudor, don't use tile molester to edit graphics of the NDS and if you really want to, at least split the rom before editing the graphics.
Use programs like tinke or others to get access to all those things you said you don't have access (example the position on screen) by using the right tools.
Meaning that the text is in such a mixed mode just because you not splited the rom.
If you would split it, you should have all buttons and screens each in their own file making things much more easy as you just did.
In this specific case, all the graphics are in the same file but it's an archive file with a nice and simple pointer table at the beginning.
You could expand everything almost as you wish.
I wanted to translate Puzzle Series Vol. 12 - Akari but this game is different than first 9 Puzzle Series games, it does not contain one file with all graphics included. I've already tried tinke but there are only .arc archives and .bga files, that can't be opened with tinke, unless I'd possess some knowledge to open/edit .arc files, which I don't.
 

Auryn

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Will take a look at it when i finish work.
Arc files should be not a big deal to crack.
 

Auryn

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While waiting my pc at work to finish do something, I checked the arc files.
It seems that they contain LZ77 ( the standart bios compression x10) and uncompressed data so it should be easy to crack the header in fact ... see here:
1z2d9qq.png
 

Auryn

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It seems that BGA files are just obfuscation as well.
From what i saw, they have always a compressed (ID x10 again) file on them.
It seems that the most difficult part is to find the right palettes .... if they even used more than 1.
4hfrc6.png
 

T-Tudor

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While waiting my pc at work to finish do something, I checked the arc files.
It seems that they contain LZ77 ( the standart bios compression x10) and uncompressed data so it should be easy to crack the header in fact ... see here:
1z2d9qq.png
It seems that BGA files are just obfuscation as well.
From what i saw, they have always a compressed (ID x10 again) file on them.
It seems that the most difficult part is to find the right palettes .... if they even used more than 1.
4hfrc6.png
So how do I get my hands on graphics? A little tutorial could help. As for palettes, I might work without them.
 

Auryn

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I didn't continue the work yesterday so i don't exactly know how the header is build yet but Cristal Tile 2 is the tool of your choice.
The palette that i used came from a file that had it on the archive.
If you want to try to find something yourself, open any of the .bga or .arc with CT2 (naturally you need to split the rom with Dslazy or CT2 itself) and go to tools > search compression > find (no need to change the settings).
You should get a list with at least 1 file on it. Choose LZ77> extract or batch extract (for all files).
You will get a files named 0000xxxx-xxxxx.bin that you can open in CT2 again. Now check the first 4 letters in that files
RGCN = image tiles usually 8x8 in 4bpp
RLCN = palette
RNAN = animation
RECN / RSCN = tile maps

If CT2 not extract a file or crashes when extracting, it's a false positive, check the files it has extracted and delete the next one from the list and retry till all files are decompressed.
 
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T-Tudor

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I didn't continue the work yesterday so i don't exactly know how the header is build yet but Cristal Tile 2 is the tool of your choice.
The palette that i used came from a file that had it on the archive.
If you want to try to find something yourself, open any of the .bga or .arc with CT2 (naturally you need to split the rom with Dslazy or CT2 itself) and go to tools > search compression > find (no need to change the settings).
You should get a list with at least 1 file on it. Choose LZ77> extract or batch extract (for all files).
You will get a files named 0000xxxx-xxxxx.bin that you can open in CT2 again. Now check the first 4 letters in that files
RGCN = image tiles usually 8x8 in 4bpp
RLCN = palette
RNAN = animation
RECN / RSCN = tile maps

If CT2 not extract a file or crashes when extracting, it's a false positive, check the files it has extracted and delete the next one from the list and retry till all files are decompressed.

qpj8ur.png
zwx7qu.png


Hmm... It takes some time to export-import, but I guess I have no choice. Thanks for help though.
 

Auryn

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Nice work.
Well, what a delusion :P
It's a game with all smoke and no fire :(

If you got that to work it seem you will be able to follow what's next.
Let's take this file (i take a small one so you see all in one screen but what i tell you, is all the same for all files):
14o2bzq.png


You see clearly the 3 magic words for NCLR, NCER and NCGR so this file has everything you need on it but if you worked a while with this formats, you see quickly that RGCN and RAHC are not alineated one below the other like it should be if you have x10 bytes for each line in your hex editor meaning that there is compression around.
In fact if you take a look at x260, there is a nice big x10 that is the ID for Huffman compression followed by decompressed file size (B0).
This means that you can use the same method to extract this file as you used above.
What about the other 2 files in this archive??
Well palettes are a good place where to check for unknow things because basically there are only 2 kind of palettes used in the NDS.
This palette is to big to be a 2bpp palette and to small to be a 4bpp and strangely enough, the 2 magic words (RLCN and TTLP) are alineated like they should.
Check the beginning of the line at x20 or x1E0, you have almost the same structure as the other compression but this time it's a x30.
I am not an expert in compressions but it look like that file is RLE compressed and if you check the specs of the original arc archive, you see that RLE and Huffmann are implemented there:
http://wiki.wxwidgets.org/Development:_ARC_File_Format
So what we do now?? Guess what, CT2 can handle RLE so do exactly the same you did before just change the 10 in the compression search to 30 and do the same.
When recompressing, i would recompress simply as Huffmann (the game should be able to handle it).
Here a little warning, if you try this and you recompress with Huffman and the game doesn't work anymore, it's very possible that some of those numbers in the header (the first x20bytes of the file), tell the game what file is compressed with what compression (see the original arc format specs). In that case post a message here and we can try to track those bytes.

Conclusions:
The only difference between arc and bga seems to be that bga only contains LZ77 compression and arc files have LZ77 and RLE.
Always aline the file to 16 bytes.
Decompress / recompress everything with CT2 in LZ77 mode.
Oh, I forgot, when you have extracted all files from an archive, you can name them with the right extention and naturally open them in Tinke or other programs(this is another file):

292nxug.png



I think it's all i can tell you for now.
I wonder if there is some actual text somewhere because you have the file pzl_font12.NFTR. For what add a font file if you don't have text to write with it?? Maybe only for debug?? I didn't play this game yet.
 
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