ROM Hack [Request] Dragon Quest Monsters JPN trad

DJPlayer

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There is, but i can't use it, the only uselable exploits for me are spider and oot, pastaCFW wasn't ported to these yet, it's only a matter of days now i think, but with the table and information i gave you any rom translator should be able to translate this game, so there is no reason to wait for a tool.
But why you're creating a tool for it to make it easy for us?
I can translate stuff but I'm not very good in decrypt/decompress stuff.
What shall we do with the table but without a way to modify the binj-files?
 

Falo

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But why you're creating a tool for it to make it easy for us?
I create tools to translate or modify games for fun, not for other people.

I can translate stuff but I'm not very good in decrypt/decompress stuff.
You don't have to decrypt or decompress anything to translate this game... (except the romfs stuff...)

What shall we do with the table but without a way to modify the binj-files?
Use your brain? You don't need any other tool than a hex editor to do that, how do you think people did translate snes games?

Also my tool only works on binJ files, with this you can't translate the story script, you would need to create an extra tool to do that anyway since i'm not doing it.
 
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DJPlayer

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I create tools to translate or modify games for fun, not for other people.


You don't have to decrypt or decompress anything to translate this game... (except the romfs stuff...)


Use your brain? You don't need any other tool than a hex editor to do that, how do you think people did translate snes games?

Also my tool only works on binJ files, with this you can't translate the story script, you would need to create an extra tool to do that anyway since i'm not doing it.
It's better to use a tool than using a hex-editor and change any every offset for the changed text.
But okay, if you create tools just for fun to translate games, it's okay but it sucks if you show your tool "hey guys, look at my awesome translating tool" but not sharing it.
That sucks
 

Falo

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but it sucks if you show your tool "hey guys, look at my awesome translating tool" but not sharing it.
That sucks

The reason why i posted this picture, was to show some progress made, at that time it was just a PoC, i had like 300 letters in the table and no way to save files.

The current reasons for not releasing it:
- no names for variables like \vxx, (i need to test these ingame), example:
Code:
\v22は ここまでです。
タイジュに戻りますか?\x4(E309)\e
or variables with arguments:
Code:
\vF4[0]たちは 勝利した!\x4(E306)\e

- some unknown letters, example:
Code:
\x4(E307)「この私が 歯が立たんとは\x4(E15B)\x4(E15B)。
しかたない。約束どおり 武器をあげよう。\e

- maybe unknown bugs that i don't know until i can test it ingame

I simply don't want to release an unfinished tool.
 

pikatsu

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This game is one of the few modern games where you really need romhacking skills to do a translation.

The game uses:
- custom text table with 1 byte (0x00-0xDF), 2 byte (0xE000-0xE3FF) and 3 byte (0xE40000-??) encoded characters
- custom font with symbols
- custom binary script based dialogs

If you just want to do a menu translation, then it will be a bit easier, all the menu text is stored in *.binj files and they are very easy to edit (after making a working text table).

Here my alpha text editor for this game: (only a preview...)


I found ~300 of unknown number of characters from monster names in debug scripts, this is not even enough to do a basic translation and i'm also not planning on translating this game, this is just a test...

The dialog text is hidden in "root/data/Event/Field/*.e" files, they are gz compressed custom binary scripts, but the text uses the same table as the binj files.

Here the binj format:
Code:
4 byte = numTables
4 byte * numTables = numEntries;
4 Byte * numEntries[n] = offsets;
There are no sizes, a text always ends with "E31B" ("\e" in my text editor preview).

--------------------- MERGED ---------------------------

If needed i have a bestiary with most monster names
 

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Lots of us are interested but no one has come together to start work, probably because a lack of accessible hardware and a lack of knowledge and a lack of interest. Romhacking and translation always requires a niche group of fans to work out.
Isn't it like that with most translation projects?
 

DJPlayer

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The reason why i posted this picture, was to show some progress made, at that time it was just a PoC, i had like 300 letters in the table and no way to save files.

The current reasons for not releasing it:
- no names for variables like \vxx, (i need to test these ingame), example:
Code:
\v22は ここまでです。
タイジュに戻りますか?\x4(E309)\e
or variables with arguments:
Code:
\vF4[0]たちは 勝利した!\x4(E306)\e

- some unknown letters, example:
Code:
\x4(E307)「この私が 歯が立たんとは\x4(E15B)\x4(E15B)。
しかたない。約束どおり 武器をあげよう。\e

- maybe unknown bugs that i don't know until i can test it ingame

I simply don't want to release an unfinished tool.

If you need someone who test it ingame, I would do it everytime.
Just send me the modified files, tell me what I've todo and I'll do it.
I've enough time for it :D
I could start translating the game if you finish and release your tool :P
 

pikatsu

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The reason why i posted this picture, was to show some progress made, at that time it was just a PoC, i had like 300 letters in the table and no way to save files.

The current reasons for not releasing it:
- no names for variables like \vxx, (i need to test these ingame), example:
Code:
\v22は ここまでです。
タイジュに戻りますか?\x4(E309)\e
or variables with arguments:
Code:
\vF4[0]たちは 勝利した!\x4(E306)\e

- some unknown letters, example:
Code:
\x4(E307)「この私が 歯が立たんとは\x4(E15B)\x4(E15B)。
しかたない。約束どおり 武器をあげよう。\e

- maybe unknown bugs that i don't know until i can test it ingame

I simply don't want to release an unfinished tool.

There is not an error in your tool. These are menu confirmations and batlle messages (e.g たちは 勝利した! means victory or you won). I have partially translated digimon lost evolution ds and there where similar message files with monster names and menu messages along
 
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jm_plata

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I have all Monsters, Skills, Traits and Spells translated to Spanish for Dragon Quest Monsters: Terry in Wonderland 3DS if anyone are interested
 

DJPlayer

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I'm available for english and german translation but...yea, without a way to modify the binj-files on a easy way...
 

GHANMI

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For heaven's sake, what use is to say here you can translate from English to whatever language.
The game wasn't in English, it was in Japanese.
If you know Japanese your skill set might be more useful for what you want to do... and no Google Translator won't do.
If you're expecting here an English script to be handed at you on a platter of gold so that you translate from that you're deluding yourself.
Especially since there's no actual Japanese-to-English translators.
No translators, no people who want to modify the game, nothing. It's not even a project.

Star Ocean Blue Sphere has a French translation. How come? The French translators learned Japanese and did the hacking work completely on their own (aka font, text insertion, graphic decompression/recompression). They didn't whine at Aeon Genesis to release a translation - result: no English translation, but a French one exists.

Falo gave you a hand. He was looking in the game's script for fun and put out a table file where he documented what he found about what each value stands for each character. It's a really valuable step. Pestering him further won't convince him magically to undertake a huge jrpg project he's not even interested in.
That file with character values is called a table file. extension tbl, openable with notepad.
You use it after opening the individual script files in a hex editor worth its salt and from "load tbl" option. Then the gibberish data becomes magically legible Japanese text you can read and even modify.
You can test how many English letters work, how they appear in-game, if the width can be fixed, and what part in the file should be modified in the hex editor to allow for longer sentences. You could even set up a dumper/insertor tool for the text after you're done with your experiments (you're not actually expecting easy-to-use text editors to be available for ALL games apart if you're not doing it yourself, aren't you?).
Dunno about what common graphical formats for textures and fonts the 3DS uses, so I can't speak for those.

If you find the above difficult to understand (it's fairly straightforward in most cases), you're simply not dedicated enough for translating games.

If you still want to help in some way and don't want to do actually anything translation related (of course that means it may just stay stalled and not done since YOU didn't step up and do it), you might want to make yourself useful in some way.
Play the game in Japanese (or learn Japanese), prepare some cheat codes (you made, not simply off the internet), tons of saves from multiple places to test the game's text, prepare walkthroughs and various lists of how to do stuff. And share that to make other people who might want to tackle this easier.
 

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