ROM Hack PhotoShopping for Picross Plus translation

Myria

Well-Known Member
OP
Member
Joined
Jul 24, 2014
Messages
464
Trophies
0
Age
42
XP
851
Country
United States
I'm looking into translating Club Nintendo Picross Plus from Japanese to English, but ran into a problem: many of the strings are in bitmaps.

How would I go about PhotoShopping these while maintaining the visual style? Is there anyone out there who would want to do this if I told you what the strings meant?

PicrossTextureExample.png

PicrossTextureExample2.png
 
  • Like
Reactions: hippy dave

FAST6191

Techromancer
Editorial Team
Joined
Nov 21, 2005
Messages
36,798
Trophies
3
XP
28,348
Country
United Kingdom
You are generally discouraged from editing things for ROMs in a conventional graphics editor, though some tile editors/graphics viewers will allow for import and export of BMP. I tend to use crystaltile2 for this but I don't know how it fares for 3ds stuff.

The main problem is most games use palette driven images rather than straight up bitmaps and with it comes colour limitations. The biggest problem for image editors being the reliance of modern ones on blended colours and such like.
You can work around this in several ways. Some just deal with it in their head (if you are only dealing with one colour that needs changing it does not really matter what it is as long as it goes back OK), some export the colours from a tile editor (few will have bitmap import and export but many will export and import windows palettes just fine), some remake them (much like the sort it in your head then you need not have the exact shade as long as it is close enough to do the job)

The problems tend to come when gradients, shadows, highlights and such are used and you have examples of all of those in that. It is not so bad for the top image where you could just copy and paste a segment of the gradient over the text and do whatever you like otherwise. The bottom one though...

You can limit the colours used in an image as well, it tends to be called indexed mode though there might be others.
https://docs.gimp.org/en/gimp-image-convert-indexed.html
https://helpx.adobe.com/photoshop/using/color-modes.html
Technically both will try to make whatever colours you want to use work with the palette you have available (or maybe dither something) but it is not a foolproof thing. I don't see a means to dodge it either (if a quick brown fox... allows you to have every character).
 

Myria

Well-Known Member
OP
Member
Joined
Jul 24, 2014
Messages
464
Trophies
0
Age
42
XP
851
Country
United States
You are generally discouraged from editing things for ROMs in a conventional graphics editor, though some tile editors/graphics viewers will allow for import and export of BMP. I tend to use crystaltile2 for this but I don't know how it fares for 3ds stuff.

The main problem is most games use palette driven images rather than straight up bitmaps and with it comes colour limitations.

These bitmaps are in the game's RomFS as 32-bit RGBA images with lossless (LZ11) compression.
 

FAST6191

Techromancer
Editorial Team
Joined
Nov 21, 2005
Messages
36,798
Trophies
3
XP
28,348
Country
United Kingdom
Compression is something you can handle externally. The tile editing might prove a greater challenge as I am not sure CT2 has that, indeed tileggd is probably the better bet there http://www.romhacking.net/utilities/646/ but it is lacking on the editing/import front somewhat. That said I am somewhat behind on my 3ds graphics hacking tools and general concepts so there might be a nicer tool. The pitfalls above still apply though.
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • No one is chatting at the moment.
  • Xdqwerty @ Xdqwerty:
    good night
  • BakerMan @ BakerMan:
    as to you
  • K3Nv2 @ K3Nv2:
    How do you know if the night will be good when you're asleep
  • BakerMan @ BakerMan:
    because i didn't say i was asleep
  • BakerMan @ BakerMan:
    i said i was sleeping...
  • BakerMan @ BakerMan:
    sleeping with uremum
  • K3Nv2 @ K3Nv2:
    Even my mum slept on that uremum
  • TwoSpikedHands @ TwoSpikedHands:
    yall im torn... ive been hacking away at tales of phantasia GBA (the USA version) and have so many documents of reverse engineering i've done
  • TwoSpikedHands @ TwoSpikedHands:
    I just found out that the EU version is better in literally every way, better sound quality, better lighting, and there's even a patch someone made to make the text look nicer
  • TwoSpikedHands @ TwoSpikedHands:
    Do I restart now using what i've learned on the EU version since it's a better overall experience? or do I continue with the US version since that is what ive been using, and if someone decides to play my hack, it would most likely be that version?
  • Sicklyboy @ Sicklyboy:
    @TwoSpikedHands, I'll preface this with the fact that I know nothing about the game, but, I think it depends on what your goals are. Are you trying to make a definitive version of the game? You may want to refocus your efforts on the EU version then. Or, are you trying to make a better US version? In which case, the only way to make a better US version is to keep on plugging away at that one ;)
  • Sicklyboy @ Sicklyboy:
    I'm not familiar with the technicalities of the differences between the two versions, but I'm wondering if at least some of those differences are things that you could port over to the US version in your patch without having to include copyrighted assets from the EU version
  • TwoSpikedHands @ TwoSpikedHands:
    @Sicklyboy I am wanting to fully change the game and bend it to my will lol. I would like to eventually have the ability to add more characters, enemies, even have a completely different story if i wanted. I already have the ability to change the tilemaps in the US version, so I can basically make my own map and warp to it in game - so I'm pretty far into it!
  • TwoSpikedHands @ TwoSpikedHands:
    I really would like to make a hack that I would enjoy playing, and maybe other people would too. swapping to the EU version would also mean my US friends could not legally play it
  • TwoSpikedHands @ TwoSpikedHands:
    I am definitely considering porting over some of the EU features without using the actual ROM itself, tbh that would probably be the best way to go about it... but i'm sad that the voice acting is so.... not good on the US version. May not be a way around that though
  • TwoSpikedHands @ TwoSpikedHands:
    I appreciate the insight!
  • The Real Jdbye @ The Real Jdbye:
    @TwoSpikedHands just switch, all the knowledge you learned still applies and most of the code and assets should be the same anyway
  • The Real Jdbye @ The Real Jdbye:
    and realistically they wouldn't

    be able to play it legally anyway since they need a ROM and they probably don't have the means to dump it themselves
  • The Real Jdbye @ The Real Jdbye:
    why the shit does the shitbox randomly insert newlines in my messages
  • Veho @ Veho:
    It does that when I edit a post.
  • Veho @ Veho:
    It inserts a newline in a random spot.
  • The Real Jdbye @ The Real Jdbye:
    never had that i don't think
    The Real Jdbye @ The Real Jdbye: never had that i don't think