Hello. I have attempted to do some text editing in some DS games but always faced the same problem: the dreaded text compression. I am now seeking advice from more experienced members about the following:
1/Radiant Historia: I tried using CUE Atlus Decompresor tool, but it returned an error. I used the unaltered available-on-net ROM release.
Has anyone managed to decompress it and open its files? If so please help me, since I can't do anything as things stand at this point.
CUE released another tool specific to that game, along with its font file, but I can't get it to show correctly on CrystalTile. Any help?
2/How to open the archives used in some Konami games, like Zack and Ombra
3/ I had the idea to mod Layton games to re-introduce the Wi-Fi puzzles scrapped in all other versions even if they were completely translateable, just because they don't translate that well in EU versions. You can read more about that in a series of Layton articles I made myself here (It doesn't cover games 1 and 4, and half of the Wifi puzzles were deleted in all games) http://tcrf.net/Professor_Layton_and_the_Unwound_Future
Pleonex did a good job at his Tinke program, but it only supports the first two games, and only the US and Spanish versions, not the Japanese one. Yet when I tried reinserting Japanese puzzle 67 in the second game and modify the text, the pack couldn't be compressed.
Also, the third and fourth games are not supported by Tinke.
We would need to find a way (tool?) to modify graphics and text for all four games, preferably using English versions, as JP one uses Fixed-width font.
If you are interested in Layton games, there are also 4 Akira Tago games, which are unfortunately using a vertical text orientation. I am in fact very interested in learning how to track the text printing ASM procedure and change the text orientation, since there are so many gems like Goemon DS suffering from this problem.
3.b Finally, if you are fed up with my wishful thinking about Layton mods, I may as well tell you that another very decent Layton clone, Treasure Report, which CAN be actually easily hacked.
It uses msd text files, needing a special tool which was already uploaded here (search for msd in GbaTemp). Those for events are stored under mass archives (used too for Final Fantasy 4HoL, Avalon Code, One Piece Gear Spirit, ...) but you can open those with this excellent tool from CUE here (under Avalon Code thread in this forum http://romxhack.esforos.com).
I replaced successfully some text, and some enigmas can even be modded for a different solution. Good News: there is no low letter limit! You may want to swap fonts with another NTFR file (I tried Layton font ) since some English letters are missing.
All graphics can be edited with a DS tile editor (except the Win/Lose graphics).
4/Keroro RPG has the script files under _Data/Field/Script, but most of the script is seemingly compressed since it's quite lacking compared to the cutscenes in-game. I see chunks of Japanese words between walls of garbage, but I suspect they might be some control codes.
For those interested in the game:
Most of the menu options, and the battle options are store as graphics
Intro cutscene is stored as ScriptMovie/Script as plain text
Most Weapon/Title/Artes data is stored under System/, in files named Info, as plain text. A menu patch should be possible at the very least, but I can't yet find the summon names.
====
Dunno If this one even fits here, Didn't find a dedicated fan-translation board outside DS and PSP here so please excuse me, but may I ask:
5/ How can I decompress>edit>compress text and graphics in a GBA game like Zelda A Link to The Past GBA (not Four Swords side), all GBA Castlevania games, and some RPGS like Summon Night 3?
I really need to get more familiar with this.
5.b Shaman King MoS 2 has a set of European characters in the US version but using their character values from eU version in US version give glitched tiles. How can I re-add them to the table in the US version. I'm a noob in these things, and the US has uncompressed text, while EU version is compressed to oblivion (Huffman?).
6/ I recently found out you can mess out with txt files in Kururin Squash for the GameCube, and I found that the English text does show up in a font never used by the game. However, The letters are oddly spaced and as such most of the text overflows outside the message boxes.
I would like to know how to fix such a problem. Possibly know how to edit txg files (which program do I use? CrystaTile doesn't work: I need advice from experienced people )
Proof: 1 2 3 4 5 (Placehoder English text)
7/ Can you link me to a reference page and text/font/graphic editors for Pokémon Black/White 1 & 2? Can't seem to find it anymore.
Thanks a million in advance for any hint or advice or help of any kind;
1/Radiant Historia: I tried using CUE Atlus Decompresor tool, but it returned an error. I used the unaltered available-on-net ROM release.
Has anyone managed to decompress it and open its files? If so please help me, since I can't do anything as things stand at this point.
CUE released another tool specific to that game, along with its font file, but I can't get it to show correctly on CrystalTile. Any help?
2/How to open the archives used in some Konami games, like Zack and Ombra
3/ I had the idea to mod Layton games to re-introduce the Wi-Fi puzzles scrapped in all other versions even if they were completely translateable, just because they don't translate that well in EU versions. You can read more about that in a series of Layton articles I made myself here (It doesn't cover games 1 and 4, and half of the Wifi puzzles were deleted in all games) http://tcrf.net/Professor_Layton_and_the_Unwound_Future
Pleonex did a good job at his Tinke program, but it only supports the first two games, and only the US and Spanish versions, not the Japanese one. Yet when I tried reinserting Japanese puzzle 67 in the second game and modify the text, the pack couldn't be compressed.
Also, the third and fourth games are not supported by Tinke.
We would need to find a way (tool?) to modify graphics and text for all four games, preferably using English versions, as JP one uses Fixed-width font.
If you are interested in Layton games, there are also 4 Akira Tago games, which are unfortunately using a vertical text orientation. I am in fact very interested in learning how to track the text printing ASM procedure and change the text orientation, since there are so many gems like Goemon DS suffering from this problem.
3.b Finally, if you are fed up with my wishful thinking about Layton mods, I may as well tell you that another very decent Layton clone, Treasure Report, which CAN be actually easily hacked.
It uses msd text files, needing a special tool which was already uploaded here (search for msd in GbaTemp). Those for events are stored under mass archives (used too for Final Fantasy 4HoL, Avalon Code, One Piece Gear Spirit, ...) but you can open those with this excellent tool from CUE here (under Avalon Code thread in this forum http://romxhack.esforos.com).
I replaced successfully some text, and some enigmas can even be modded for a different solution. Good News: there is no low letter limit! You may want to swap fonts with another NTFR file (I tried Layton font ) since some English letters are missing.
All graphics can be edited with a DS tile editor (except the Win/Lose graphics).
4/Keroro RPG has the script files under _Data/Field/Script, but most of the script is seemingly compressed since it's quite lacking compared to the cutscenes in-game. I see chunks of Japanese words between walls of garbage, but I suspect they might be some control codes.
For those interested in the game:
Most of the menu options, and the battle options are store as graphics
Intro cutscene is stored as ScriptMovie/Script as plain text
Most Weapon/Title/Artes data is stored under System/, in files named Info, as plain text. A menu patch should be possible at the very least, but I can't yet find the summon names.
====
Dunno If this one even fits here, Didn't find a dedicated fan-translation board outside DS and PSP here so please excuse me, but may I ask:
5/ How can I decompress>edit>compress text and graphics in a GBA game like Zelda A Link to The Past GBA (not Four Swords side), all GBA Castlevania games, and some RPGS like Summon Night 3?
I really need to get more familiar with this.
5.b Shaman King MoS 2 has a set of European characters in the US version but using their character values from eU version in US version give glitched tiles. How can I re-add them to the table in the US version. I'm a noob in these things, and the US has uncompressed text, while EU version is compressed to oblivion (Huffman?).
6/ I recently found out you can mess out with txt files in Kururin Squash for the GameCube, and I found that the English text does show up in a font never used by the game. However, The letters are oddly spaced and as such most of the text overflows outside the message boxes.
I would like to know how to fix such a problem. Possibly know how to edit txg files (which program do I use? CrystaTile doesn't work: I need advice from experienced people )
Proof: 1 2 3 4 5 (Placehoder English text)
7/ Can you link me to a reference page and text/font/graphic editors for Pokémon Black/White 1 & 2? Can't seem to find it anymore.
Thanks a million in advance for any hint or advice or help of any kind;