ROM Hack Itadaki Street Ds open translation

Goofy Time

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just spent some time identifying text in images. (the stuck in a hospital thing tends to give you time to do such... sigh). 4 images down for this game. (38 for other games...)
also took some time to translate a little online. Focusing is a little hard right now so I am kinda all over the place. doing what I can. I had a usb hard drive go down. 3 to 5 months of various projects work down. yeah and no money to fix this... That is what I get for buying from a non legit seller. (read clone drive stupidity and last time I shop there.) so tempted to do it myself. so very tempted but that could just be the meds talking...

I have located bmd models in this game. have successfully rebuilt a couple of them into files that I could rip from and edit. Have yet to try rebuilding the images into more mainstream nds ncgr, nscr format. Which would simplify things a crap load.


I assume this may be a month late, but I do hope you're doing well. Not for finishing this or any other projects, but overall wellbeing.
 
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LadyLyndis

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I've been lurking here for a while, really interested in rebooting this project if possible. I love Fortune Street and would be able to do the remaining translation side - just would need someone to do the actual hacking. I've tried contacting Rastsan via PM but never received an answer. Would anyone be able to help?
 
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LadyLyndis

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Since nobody seems able or willing to help, I'm taking time out of my day off to try and figure out hacking myself. This tutorial at first seemed really straightforward in terms of the graphics hacking part, but the file types mentioned in there aren't in the Itadaki rom at all from what I can tell. I know that Rastsan was able to dump the image files somehow, but without knowing how, I can't reverse that process to reinsert translated graphics. :( (I really have no idea what I'm doing.)

I'm also making a table for the font, though judging from the first post, there are two fonts? I'm also not sure why the letters seem to have a 30 at the end (like it looks like 4230=あ, 4430=い, 4630=う and so forth instead of just 42=あ, 44=い, 46=う etc, unless I'm just reading it wrong).
 
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LadyLyndis

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That's standard Unicode: http://unicode.org/charts/PDF/U3040.pdf
It's stored in the files with the least significant byte first, so that's why you see 4230/4430/4630 instead of 3042/3044/3046.

OH, perfect! Thanks! That will make building the table a ton easier. I'll have to check and see if the symbols and English letters are coded that way too.


EDIT: I got a kana and miscellaneous character font table done, link is below. I'm not really sure about the kanji though, or what to do with this table now. There was a guide that said to use a program called Thingy, but it won't run on my Windows 8. :cry: I've tried running it in compatibility mode too.

https://dl.dropboxusercontent.com/u/37455278/Itadaki Street DS/table.txt
 
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jjjewel

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OH, perfect! Thanks! That will make building the table a ton easier. I'll have to check and see if the symbols and English letters are coded that way too.


EDIT: I got a kana and miscellaneous character font table done, link is below. I'm not really sure about the kanji though, or what to do with this table now. There was a guide that said to use a program called Thingy, but it won't run on my Windows 8. :cry: I've tried running it in compatibility mode too.

https://dl.dropboxusercontent.com/u/37455278/Itadaki Street DS/table.txt

If it's a normal Unicode table, just find a hex editor that supports Unicode and you won't need to build the table yourself.

I mean, you can open the file with hex editor and change the encoding to Unicode, then you should be able to read it. (Don't know which hex editor will work on Windows 8 but there should be some freeware that works for you.)
 
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The Real Jdbye

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Wow, this is still happening? Last I checked it seemed like there wasn't enough interest in it, holy fuck it's taken over 4 1/2 years now :rofl:
I love Fortune Street though and it would be great to be able to play it on my 3DS, so I hope this gets finished. The PSP version runs well on my phone and you can even play hotseat and pass the phone around, but it's not the same thing. Nintendo's version is just better. And no one could be bothered to play it hotseat mode that way anyway.
 
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rastsan

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if you had bothered to check the links you could have saved yourself some trouble. The text is dumped (mostly). what needs a translation is still up there. I have been very slowly going through the graphics. Testing and retesting as this is not the standard map file. Ya gotta cram what you can where you can and even then the a lot of it has a much much larger translation than the space alloted. Still not even talking about that moving menu - which graphically is not fun to translate.

I have the table files. One sjis one unicode.
what I don't understand is if you can play the wii version in an emulator why you would want to play this? I took this on hoping for a hack of complete dragon warrior characters... with no super mario whatsoever... but english first then hack... sigh good luck...
 

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im writing plugin for tinke (already bout 80% files recognized and readable) and wanted to include .itms and .ena files in it..thts why i need more info bout it..so far i know bout .itms file;
[0x4] itms (magic id)
[0x8] number of files/data/smthn

rest of data is unknown, as im tryin to figure out wht it means or where it points :/

regarding text translation, im doin it slowly (character names and some of items already translated ^^)..
also, no idea where dialog text is stored (like tht one Toad speaks in beginin)..anyway exploring it slowly my way :D
 
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rastsan

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as to the itms (I will be using shopmsg.itms as an example)
0x4 number of pointers
0x6 beginning of pointers two byte reverse
last pointer end of file. in this case 3F6
pointers should be measured after the pointers end. 0x30 is now you 0x0 for pointer locations

as to toad and their dialogues... meh... specific to the itms and ena - in japanese toad is kinopio... so AITalkKinopio

have you any info on the knch and knce? the formats vary in some areas... (knch is char and knce is cell...) but they have also been contianer files...
 
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admirzuza

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so far about KNCE and KNCH files, i know;

0x4 KnCE (magic id)
0x8 section1 ???
0xC section1_length (including header)
0x? section2 ??? (after sect1_size ends)
0x? section2_length (including header)
EOF last 4 bytes - 04 00 00 00 seems to be always same (constant?)

0x4 KnCH (magic id)
0x8 file_length (excluding header)
0xA + 0xC = file_length again?????? (bytes on those offsets added give file_length as on 0x8 offset)
0xC = begining of image

i was playin lil bit with icl, icg and isc files..i manage to make them readable and show right way...later will try to make them writeable, tht isc (map files) be able to import after being edited

will post more info when i get it...still .itms n .ena files (checked AITalkKinopio) are not mch clear to me, cuz still cant find text :'( is it in memory? checked arm9 and all overlay files - nothin...with text, it wld be easier to "play" with pointers :D
 
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rastsan

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view as palette
view as graphic
view as map
all already available in tinke. it reads them as raw.
its just adding cells that is trouble. Been useful for checking if I went over space in editing graphic but that is it. gives a number of colors error when importing with a map


if you need a memory dump let me know
I have some from when I was trying to track the knch knce stuff
again there are different knch knce files...
 

admirzuza

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yes sure, i wld love if u could send me a memory dump :lol:

btw i managed to match font used in game (im not liking it :/ )

TY1QbWA.png


thanks to @lovely79 for providing .sav file ..it helped me mch :yay:
 

rastsan

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As to that it uses several different fonts - I went through the webpage for the game and acquired the fonts used in it. MS Pゴシック (ms p gothic), ヒラギノ角ゴ Pro W4, Osaka, sans-serif. Pro w4 and osaka seem to be the closest to me. dump
I will not tell you how I got the w4.
Most of the menu image stuff is done. (Aside from the dang moving letters menu screens).

I have progress report around here somewhere...
 

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