ROM Hack Metal Max 3 Translation Project

MetalFan

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It is undoubtedly a false positive of antivirus, the file contains only some screenshots of what I've translated so far are the main menu and the names of some objects and as I said I am not Japanese translator so we need a Japanese translator for this progress. Currently almost I finished with the names of objects. I'll post the entire text to translate as terithian ask soon as possible, please terithian contact me via email and I sent it the scripts to trans. It still seems too early to release a patch still need to polish too much but I think when I get something finished with the names and descriptions of objects I do. Greetings to all

Problems with the translation

1-The .pak files remains be a problem, can be drawn with the tool Metal3Trans but you can only work with objects names for now. Please Darthnemesis could update your application to work other files.

2- Lack of Japanese translator
 
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Lakum

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I am sorry not respond before my internet connection is very bad and I can not review it every day so I gave my contact email [email protected] can contact me this way I check daily. It is undoubtedly a false positive of antivirus, the file contains only some screenshots of what I've translated so far are the main menu and the names of some objects and as I said I am not Japanese translator so we need a Japanese translator for this progress. Currently almost I finished with the names of objects. I'll post the entire text to translate as terithian ask soon as possible, please terithian contact me via email and I sent it the scripts to trans. It still seems too early to release a patch still need to polish too much but I think when I get something finished with the names and descriptions of objects I do. Greetings to all

Problems with the translation

1-The .pak files remains be a problem, can be drawn with the tool Metal3Trans but you can only work with objects names for now. Please Darthnemesis could update your application to work other files.

2- Lack of Japanese translator
My antivirus shows that a file posted by you captures MmAx.rar has Trojan:Win32/Spursint.A!cl remove it! Or is that a false positive? Anyone else detects a malware in this file?
 
Last edited by Lakum,

Lakum

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I am sorry not respond before my internet connection is very bad and I can not review it every day so I gave my contact email [email protected] can contact me this way I check daily. It is undoubtedly a false positive of antivirus, the file contains only some screenshots of what I've translated so far are the main menu and the names of some objects and as I said I am not Japanese translator so we need a Japanese translator for this progress. Currently almost I finished with the names of objects. I'll post the entire text to translate as terithian ask soon as possible, please terithian contact me via email and I sent it the scripts to trans. It still seems too early to release a patch still need to polish too much but I think when I get something finished with the names and descriptions of objects I do. Greetings to all

Problems with the translation

1-The .pak files remains be a problem, can be drawn with the tool Metal3Trans but you can only work with objects names for now. Please Darthnemesis could update your application to work other files.

2- Lack of Japanese translator

Perhaps you can join forces with https://gbatemp.net/threads/seeking-coder-metal-max-2-reloaded-translation.418480/
I think it would be a good idea to post a notice for translators/programmers here http://www.romhacking.net/helpads/ and putting the alpha patch on romhacking.net.
 
Last edited by Lakum,

MetalFan

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As previously said I attached all Japanese script text to translate the game and also all graphics to translate I've found. For inserting graphics translated in the game can send them to me in plain text in a TXT having the name corresponding photo. I insert it in the game. With regard to the texts, extract has not been a problem but insert is another story, it would be good to have a tool to insert and recalculate pointers.
 

Attachments

  • MMAX3 GRAPHICS.zip
    34.5 KB · Views: 375
  • MMAX 3 SCRIPTS.7z
    397.1 KB · Views: 381

DarthNemesis

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I looked into the MSG file format a bit, and it consists of sections that each start with a 4-byte section name followed by a 4-byte length for the rest of the section. Using D10_SHOP01.MSG as an example:

LABL - another tree, used to build the label for each string and containing pointers for the text
4 bytes - PaT0
4 bytes - number of tree nodes

Label Tree - each node is 16 bytes:
4 bytes - label name pointer
4 bytes - pointer to first child node, or 0 if this is a leaf node
4 bytes - # of children, & 0x8000 if this node has text
4 bytes - text pointer
  • [0000] 00 00 00 00 10 00 00 00 01 00 00 00 00 00 00 00 // (empty)
    • [0010] 01 00 00 00 20 00 00 00 03 00 00 00 00 00 00 00 // (SHOP_NINGEN)
      • [0020] 0D 00 00 00 50 00 00 00 09 00 00 00 00 00 00 00 // (SHOP_NINGEN0)
        • [0050] 0F 00 00 00 00 00 00 00 00 80 00 00 00 00 00 00 // SHOP_NINGEN01
        • [0060] 11 00 00 00 00 00 00 00 00 80 00 00 30 00 00 00 // SHOP_NINGEN02
        • [0070] 13 00 00 00 00 00 00 00 00 80 00 00 5E 00 00 00 // SHOP_NINGEN03
        • [0080] 15 00 00 00 00 00 00 00 00 80 00 00 74 00 00 00 // SHOP_NINGEN04
        • [0090] 17 00 00 00 00 00 00 00 00 80 00 00 92 00 00 00 // SHOP_NINGEN05
        • [00A0] 19 00 00 00 00 00 00 00 00 80 00 00 CA 00 00 00 // SHOP_NINGEN06
        • [00B0] 1B 00 00 00 00 00 00 00 00 80 00 00 EC 00 00 00 // SHOP_NINGEN07
        • [00C0] 1D 00 00 00 00 00 00 00 00 80 00 00 10 01 00 00 // SHOP_NINGEN08
        • [00D0] 1F 00 00 00 00 00 00 00 00 80 00 00 2E 01 00 00 // SHOP_NINGEN09
      • [0030] 0F 00 00 00 E0 00 00 00 08 00 00 00 00 00 00 00 // (SHOP_NINGEN1)
        • [00E0] 0D 00 00 00 00 00 00 00 00 80 00 00 4E 01 00 00 // SHOP_NINGEN10
        • [00F0] 11 00 00 00 00 00 00 00 00 80 00 00 D4 01 00 00 // SHOP_NINGEN12
        • [0100] 13 00 00 00 00 00 00 00 00 80 00 00 0A 02 00 00 // SHOP_NINGEN13
        • [0110] 15 00 00 00 00 00 00 00 00 80 00 00 3E 02 00 00 // SHOP_NINGEN14
        • [0120] 17 00 00 00 60 01 00 00 02 00 00 00 00 00 00 00 // (SHOP_NINGEN15)
          • [0160] 21 00 00 00 00 00 00 00 00 80 00 00 54 02 00 00 // SHOP_NINGEN15a
          • [0170] 23 00 00 00 00 00 00 00 00 80 00 00 7C 02 00 00 // SHOP_NINGEN15b
        • [0130] 1B 00 00 00 00 00 00 00 00 80 00 00 A4 02 00 00 // SHOP_NINGEN17
        • [0140] 1D 00 00 00 00 00 00 00 00 80 00 00 C2 02 00 00 // SHOP_NINGEN18
        • [0150] 1F 00 00 00 00 00 00 00 00 80 00 00 16 03 00 00 // SHOP_NINGEN19
      • [0040] 11 00 00 00 80 01 00 00 04 00 00 00 00 00 00 00 // (SHOP_NINGEN2)
        • [0180] 0D 00 00 00 00 00 00 00 00 80 00 00 36 03 00 00 // SHOP_NINGEN20
        • [0190] 0F 00 00 00 00 00 00 00 00 80 00 00 74 03 00 00 // SHOP_NINGEN21
        • [01A0] 11 00 00 00 00 00 00 00 00 80 00 00 AE 03 00 00 // SHOP_NINGEN22
        • [01B0] 13 00 00 00 00 00 00 00 00 80 00 00 E6 03 00 00 // SHOP_NINGEN23

After the label tree is the block of strings that make up the label names.
[00] (empty)
[01] SHOP_NINGEN
[0D] 0
[0F] 1
[11] 2
[13] 3
[15] 4
[17] 5
[19] 6
[1B] 7
[1D] 8
[1F] 9
[21] a
[23] b

TCRC
4 bytes - unknown, possibly a CRC32 checksum?
4 bytes - text pointer

TEXT
The Unicode text strings, separated by 00 00 00 00.
[0000] 「いらっしゃい!\n うちは犬用品の専門店だ!
[0030] 「じゃ、また来てくれよ!\n 犬をつれてな!
[005E] 「何が必要なんだ?
[0074] 「ほかに用は\n あるかい?
[0092] 「$_Iだな。\n $_MGになるけど、\n いいかい?
[00CA] 「なんだ、\n やめちまうのか。
[00EC] 「あんた、\n お金が足りないよ!
[0110] 「どいつが装備するんだい?
[012E] 「ほかにも何か\n 必要かい?
[014E] 「おや?\n もうこれ以上、\n 持てないみたいだぜ。 「かわいい飼い犬のためだ、\n いらない物をすてるか、\n あずけるかしてきなよ!
[01D4] 「$_Nは\n これを装備できねえが\n いいのかい?
[020A] 「そうかい。 「ほかにも\n 何か買っていくかい?
[023E] 「はいよ $_N!
[0254] 「じゃあ、道具袋に\n いれておくぜ。
[027C] 「じゃあ、装備袋に\n いれておくぜ。
[02A4] 「何を売ってくれるんだい?
[02C2] 「それはウチじゃ\n 買い取れないよ! 「何か、ほかのものを\n 売ってくれないか?
[0316] 「いくつ、売ってくれるんだ?
[0336] 「$_I $_Kコ\n $_MGで買い取るけど\n いいかい?
[0374] 「そうかい。\n 何かほかのものを\n 売ってくれるかい?
[03AE] 「ありがとよ。 「ほかにも何か\n 売ってくれるかい?
[03E6] 「なんだ、何もないな。 「ほかの持ち物は\n どうなんだ?

NPCT
unknown

NAME
unknown
 
Last edited by DarthNemesis,

GHANMI

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As previously said I attached all Japanese script text to translate the game and also all graphics to translate I've found. For inserting graphics translated in the game can send them to me in plain text in a TXT having the name corresponding photo. I insert it in the game. With regard to the texts, extract has not been a problem but insert is another story, it would be good to have a tool to insert and recalculate pointers.

It would be more useful if you uploaded the binary data + palette (if available) directly for the graphics.
 

MetalFan

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To work with the graphics'm using TileMolester, most of the graphics in the game are in the .pak file in the menu folder. I have not found the right palette to work them but still and realize the translation of the main menu. If you could please help.
If you have unzipped the game with dslazy see the menu folder and the .pak file inside.
 

DarthNemesis

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.NCLR files are palettes. Check the header to see if it starts with NCPS though, as those files seem to be compressed with LZ77.

For .TEX files, the palette is most likely the TXPL section at the end of the file. There's the TXPL string, then a 4-byte length, then the palette data.
 
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DarthNemesis

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Made some progress adding support for MSG files to the inserter:
0iia74W.png


Found more text in the NAME section and pointers to it in the NPCT section, so I still have to investigate those further.
 
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MetalFan

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Ohhh that good news and a great advance. Thanks for all your help Darth Nemesis've been watching the .tex files whose header shows CHNK 4 bytes and then TXIF and near to the end CHNK TXPL which are the palette data I am not clear how to extract it right to later use it in Tile Molester .Please help me with this. I see you've made some progress with the translation of the text. I think it would be good idea to focus for now only translate menus objects and stores the wanted monsters in short everything that is small and leave the main story for last. DarthNemesis could you please take care of the translation for this project? Please. I can go translating the graphics but I need someone that Translates to work them.
Please can you publish your new tool?.Thank you very much in advance
 

DarthNemesis

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've been watching the .tex files whose header shows CHNK 4 bytes and then TXIF and near to the end CHNK TXPL which are the palette data I am not clear how to extract it right to later use it in Tile Molester .Please help me with this.
For the files with 0x10 or 0x20 size palettes, Import From -> This File, with the offset 4 bytes after the TXPL, size 8 or 16, format 15bpp BGR. Use 4bpp linear reverse-order codec, 2-dimensional mode, and resize the canvas until everything fits. Not sure about the files with 0x200 size palettes; they should use an 8bpp codec but I couldn't find the correct settings.
sJgg4jK.png
DarthNemesis could you please take care of the translation for this project? Please. I can go translating the graphics but I need someone that Translates to work them.
I don't have time to translate a whole game, sorry.

Please can you publish your new tool?.Thank you very much in advance
Just finished figuring out the rest of the sections for MSG files, so they should be fully supported now. Updated the link on page 1.
 
Last edited by DarthNemesis,

Lilfut

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Glad to see you guys have made progress over here. I'm a decently skilled translator/localizer (particularly the latter, in terms of making things look natural in English) but I don't have any coding knowledge - do I have any place in the project at this stage?

Edit: See you need a better j2e translators so I guess I came at the right time! I'm far more knowledgeable about 2 Reloaded (which I would very much like to translate after this is done), so I'll still need help from MetalFan since he seems to know the game much better (I haven't even beaten it lol). Do you guys have a dropbox or anything for this?

Another edit: I tried Metal3Trans exactly as the readme says and it spat out an error. Any idea what I'm doing wrong?

Code:
Loading...
[xls\npc\CHILD.MSG] Error: Could not find a part of the path 'C:\Users\Ben\Desktop\Emulators\DeSmuMe\ROMs\DSLazy\unpacked\xls\npc\CHILD.MSG'.
[xls\npc\COMMON.MSG] Error: Could not find a part of the path 'C:\Users\Ben\Desktop\Emulators\DeSmuMe\ROMs\DSLazy\unpacked\xls\npc\COMMON.MSG'.
[xls\npc\FIELD.MSG] Error: Could not find a part of the path 'C:\Users\Ben\Desktop\Emulators\DeSmuMe\ROMs\DSLazy\unpacked\xls\npc\FIELD.MSG'.
[xls\npc\SHOP01.MSG] Error: Could not find a part of the path 'C:\Users\Ben\Desktop\Emulators\DeSmuMe\ROMs\DSLazy\unpacked\xls\npc\SHOP01.MSG'.
[xls\data\ITEMLIST.NAM] Error: Could not find a part of the path 'C:\Users\Ben\Desktop\Emulators\DeSmuMe\ROMs\DSLazy\unpacked\xls\data\ITEMLIST.NAM'.
Done.
 
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MetalFan

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For the files with 0x10 or 0x20 size palettes, Import From -> This File, with the offset 4 bytes after the TXPL, size 8 or 16, format 15bpp BGR. Use 4bpp linear reverse-order codec, 2-dimensional mode, and resize the canvas until everything fits. Not sure about the files with 0x200 size palettes; they should use an 8bpp codec but I couldn't find the correct settings.
sJgg4jK.png

I don't have time to translate a whole game, sorry.


Just finished figuring out the rest of the sections for MSG files, so they should be fully supported now. Updated the link on page 1.


That's great, thanks for your help brother I will re-draw graphics using this time the correct palettes, thank you very much. I will download the new application and try a Little, could you please add support for .tex files in the folder menu to reintegrate them and pack them once translated. I see what you tells me about the time to translate and it's a shame that you can not do although having your knowledge your tool and help is more than enough for this project .Thanks again for all your help

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

Glad to see you guys have made progress over here. I'm a decently skilled translator/localizer (particularly the latter, in terms of making things look natural in English) but I don't have any coding knowledge - do I have any place in the project at this stage?

Edit: See you need a better j2e translators so I guess I came at the right time! I'm far more knowledgeable about 2 Reloaded (which I would very much like to translate after this is done), so I'll still need help from MetalFan since he seems to know the game much better (I haven't even beaten it lol). Do you guys have a dropbox or anything for this?

Another edit: I tried Metal3Trans exactly as the readme says and it spat out an error. Any idea what I'm doing wrong?

Code:
Loading...
[xls\npc\CHILD.MSG] Error: Could not find a part of the path 'C:\Users\Ben\Desktop\Emulators\DeSmuMe\ROMs\DSLazy\unpacked\xls\npc\CHILD.MSG'.
[xls\npc\COMMON.MSG] Error: Could not find a part of the path 'C:\Users\Ben\Desktop\Emulators\DeSmuMe\ROMs\DSLazy\unpacked\xls\npc\COMMON.MSG'.
[xls\npc\FIELD.MSG] Error: Could not find a part of the path 'C:\Users\Ben\Desktop\Emulators\DeSmuMe\ROMs\DSLazy\unpacked\xls\npc\FIELD.MSG'.
[xls\npc\SHOP01.MSG] Error: Could not find a part of the path 'C:\Users\Ben\Desktop\Emulators\DeSmuMe\ROMs\DSLazy\unpacked\xls\npc\SHOP01.MSG'.
[xls\data\ITEMLIST.NAM] Error: Could not find a part of the path 'C:\Users\Ben\Desktop\Emulators\DeSmuMe\ROMs\DSLazy\unpacked\xls\data\ITEMLIST.NAM'.
Done.

OHHHH finally a translator

Hello Lifut the truth is that you arrive at the perfect time because the project urgently needs a translator. Even they are missing things to discover but we already have all game texts extracted and ready to translate and some of the graphics, I currently work on them to extract them with the right palette but still do not get it with those of 8bpp. All texts to translate are uploaded with the name of MMAX 3 SCRIPTS.7z and graphics MMAX3 GRAPHICS.zip. Think I reuploaded soon but with the right palettes. For now please download the files and take a look to see what you think and how you feel about and where you seem more likely translation start. Gladly you can join to the project. Best Regards
 

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Alright, I'll take a look at what's there.

Edit: I guess all the scripts are just disorganized like this in the code? Yikes. I'll get some basic translations, but the script will probably need another look over to make sure everything works in context. It's also a few weeks until school gets out for me, so this will be on the backburner until then, but I'll do what I can now.
 
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MetalFan

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This is my Translation of the main Menu what do you think??? I working now with the other graphics. Please Lifut could you translate the other graphics and send them to me in plain text in a TXT having the name corresponding photo.
XlVknV4.png
 
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MetalFan

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Is the download in your initial post fixed to have proper palettes?

No I have not yet made the correction I do soon, but I think that even without the right palette you can understand some. Please look it and teel me what you think.
 

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