Oh!? Nice, I played through the first one earlier in the year after having not played since it came out and found out about this one, played a couple worlds since its not too hard to navigate without translation this is great news.
OH? Might be time to drag the 3DS out of retirement, I did start FE11 a few months back but only managed a few chapters, maybe this is the better option now.
I will say I replied to a PM and heard nothing past that, guess we'll see what happens there, I do have stuff I should likely push out into a patch but I haven't touched 3DS in years or even this project at this point and finding the time to do so would likely be tough.
Don't need to encrypt the code.bin again, did you keep the bytes the same length? so in HEX its originally "E383ADE383ADE3838A" and I changed it to "526F726F6E61000000" making sure it stays the same length by 0ing out the unneeded characters.
If you don't do this it would change the size of the...
Uhh, looking at the files I still have on my computer from when I messed with it years ago you need to edit the "MswO_Main.bflyt" found in the arc.cx in /2d/scene/MsWindow/
I don't think I have the original file on hand to remember what value I edited to increase the limit, just have my...
At the very least I'll probably look into it, would be nice if the code.bin changes I made to support more text in the story mode got it's use :P
Though I do look forward to just playing these on Switch! Was not an announcement I'd have ever expected.
Sounds about right, I haven't looked at this title but in most cases I've come across a "scripts" folder as you said normally handles event related stuff and doesn't normally contain the game text, of course it depends on the game but if you aren't finding text there look else where.
Depends on the game in the case of Yokai Watch each language gets an archive/sound what I've done is delete them and in the code.bin replaced reference to them and pointed at English, so for example anything say "_fr" I'd look for that in the code.bin and change it to "_en" normally all language...
Once the Western version hits it will already be translated, seems it will just be a matter of moving the lines over to this version, talk was about translating the Japanese text now? seems kinda pointless when it could just be taken from the Western version in the future if needed.
AFAIK there is just this, translation work was being done up till the start of this year but I haven't heard anything in awhile and there was still some non translation issues to workout with getting text to fit nicer and such, at this point though it might be better for me to spend time just...
Have you tried looking at the bch files in the events, for example Model/event/e1400/e1401/e1401_2_c004/event_model.bch has a texture for Jessica eyes it seems, so each texture for a face is going to be tied to some event file, finding them all seems like a pain :P at the very least we know c004...
Its been awhile since I looked at the game but I believe the face textures are also in the bch files, I recall seeing them and I don't think I ever touched a xbb.
It wasn't a very elegant tool and was still lots of manual hex editing so wasn't really much to share.
If I recall correctly since this game had most of the english text still in the file it was mostly a case of swapping the english text with the japanese text and vice versa to keep the file...
I took the audio from JPN Red Cats, renamed any that needed it to include _en put them in the US version, took the audio from JPN v2.3 update, renamed and put them in US v2.4 update, fairly straight forward.
The problem I'm having with BCSAR is while I can get all the audio out without names it...
I like that games can be fixed after the fact, hate that it's being abused via beta tests... And DLC... I was a 7800 owner back in the day and loved Impossible Mission, turns out I couldn't beat it because it was actually impossible lol