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Official Mother 3 Translation Thread

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Schlupi Post #211 Posted 02 April 2012 - 08:41 PM

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View PostChaos Rush, on 02 April 2012 - 08:39 PM, said:

View Posthunter291, on 02 April 2012 - 08:28 PM, said:

Really interesting posts. Didn't know about the Earthbound patch. Is there a Mother 1/Earthbound Zero rom translation patch with the translation of the gba rom? I want to play it on the original hardware.

You mean the NES rom but with Mato's 2011 script? I'm afraid no one has made that yet. But I'm thinking about possibly doing it someday. I'm tired of looking up final boss videos of Mother 1 on Youtube and seeing "Gigue" instead of "Giygas".


If it bothers you THAT much, you can always use Mato's tools to change any of the script yourself. I did a lot of work with the script and boy is it hard to work with MOTHER 2, but MOTHER is SUPER easy. You literally just have to copy and paste the names and replace them in the instances you want the to.



hunter291 Post #212 Posted 02 April 2012 - 08:42 PM

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Yes, that's exactly what I meant :P I want the closer-to-the-original feeling while playing on the nes, but the accurate translation of the Mato Translation. Sad to hear that nobody has done that.


raulpica Post #213 Posted 02 April 2012 - 08:44 PM

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Funny, I was doing a Mother 1+2+3 marathon right now (currently finishing MOTHER1), and that Porky patch for Mother2 will come in really handy.

Thanks Chaos Rush! :yay:


Pingouin7 Post #214 Posted 02 April 2012 - 09:01 PM

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I play the NES Earthbound Zero because I don't really care about the names being different, but if someone made a patch that changed that, I would use it.
But I almost finished Earthbound Zero, so by the time a patch is made, I won't need it anymore.


Hyro-Sama Post #215 Posted 02 April 2012 - 09:04 PM

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This is still alive?


Chaos Rush Post #216 Posted 02 April 2012 - 09:08 PM

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View PostHyro-Sama, on 02 April 2012 - 09:04 PM, said:

This is still alive?

Don't underestimate the awesomeness of the Mother series

B-)


raulpica Post #217 Posted 03 April 2012 - 11:56 AM

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@Chaos Rush
For the life of me, I can't get that EB patch to work (the Porky one). The file to patch is Earthbound, right? If so, do you use the "Earthbound (U) [!]" rom?

The game just ends up corrupt and doesn't boot :(

Lemme know!

EDIT: It was the ROM, looks like the one marked Good ([!]) in the GoodSNES set doesn't like patches. Oh well.


Chaos Rush Post #218 Posted 03 April 2012 - 04:47 PM

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View Postraulpica, on 03 April 2012 - 11:56 AM, said:

@Chaos Rush
For the life of me, I can't get that EB patch to work (the Porky one). The file to patch is Earthbound, right? If so, do you use the "Earthbound (U) [!]" rom?

The game just ends up corrupt and doesn't boot :(

Lemme know!

EDIT: It was the ROM, looks like the one marked Good ([!]) in the GoodSNES set doesn't like patches. Oh well.

I use the Snes9xGx emulator on Wii, and it works fine. Except it slows down in areas where there are a lot of people (like that one building in the Happy Happy Village with a crapload of blue people), and I have no idea if it does that on actual SNES hardware. Although I am aware of EarthBound's hilarious anti-piracy measures, so just-in-case I used a checksum-fixer on the rom. I got to the final boss and nothing bad happened. What's awesome is that my first playthrough of EarthBound, I used the Porky patch, so it's now forced into my head that Porky is the main antagonist, not this weird "Pokey" name I hear sometimes. When I think of the final boss, the first thing that comes to my head is, "Heavily Armed Porky".


raulpica Post #219 Posted 04 April 2012 - 04:21 PM

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View PostChaos Rush, on 03 April 2012 - 04:47 PM, said:

View Postraulpica, on 03 April 2012 - 11:56 AM, said:

@Chaos Rush
For the life of me, I can't get that EB patch to work (the Porky one). The file to patch is Earthbound, right? If so, do you use the "Earthbound (U) [!]" rom?

The game just ends up corrupt and doesn't boot :(

Lemme know!

EDIT: It was the ROM, looks like the one marked Good ([!]) in the GoodSNES set doesn't like patches. Oh well.

I use the Snes9xGx emulator on Wii, and it works fine. Except it slows down in areas where there are a lot of people (like that one building in the Happy Happy Village with a crapload of blue people), and I have no idea if it does that on actual SNES hardware. Although I am aware of EarthBound's hilarious anti-piracy measures, so just-in-case I used a checksum-fixer on the rom. I got to the final boss and nothing bad happened. What's awesome is that my first playthrough of EarthBound, I used the Porky patch, so it's now forced into my head that Porky is the main antagonist, not this weird "Pokey" name I hear sometimes. When I think of the final boss, the first thing that comes to my head is, "Heavily Armed Porky".

I use Snes9xTYL on PSP :P Actually, I'm now fearing for the checksum. Maybe I should fix that too, I dunno. Yeah, I feel a slight lag here too, but nothing major.

Porky is the correct name, so nothing wrong there :P


Chaos Rush Post #220 Posted 06 April 2012 - 07:07 PM

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So I looked into hacking Mother 1/EarthBound Zero, and yes, as Schlupi said, the text system is really simple. But I can't just copy+paste the text, I need something that can repoint the offsets of all the text pointers because the lengths of the texts are different between EB0's script, and Mato's M1 script. This is my first time NES hacking, so excuse me if there are such tools available, but I can't find any. And I seriously doubt that Mato painstakingly repointed every single line of text in the game, according to his source, he has his own tool that finds the table and does the repointing for him. But that's for Mother 1+2, which is a GBA rom, not EarthBound Zero, which is a NES rom.


raulpica Post #221 Posted 06 April 2012 - 07:10 PM

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View PostChaos Rush, on 06 April 2012 - 07:07 PM, said:

So I looked into hacking Mother 1/EarthBound Zero, and yes, as Schlupi said, the text system is really simple. But I can't just copy+paste the text, I need something that can repoint the offsets of all the text pointers because the lengths of the texts are different between EB0's script, and Mato's M1 script. This is my first time NES hacking, so excuse me if there are such tools available, but I can't find any. And I seriously doubt that Mato painstakingly repointed every single line of text in the game, according to his source, he has his own tool that finds the table and does the repointing for him. But that's for Mother 1+2, which is a GBA rom, not EarthBound Zero, which is a NES rom.

You'll end out of space (on the NES rom). EarthBound Zero simply did not have as much text as the Tomato translation has.

I remember reading somewhere that Mato said he expanded over dialogues and such as the original one had them cramped by size constraintes.

Also, if you want to avoid having to recalcuate LOADS of pointers, you're gonna need someone to program you a tool for that.


Chaos Rush Post #222 Posted 06 April 2012 - 07:15 PM

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View Postraulpica, on 06 April 2012 - 07:10 PM, said:

View PostChaos Rush, on 06 April 2012 - 07:07 PM, said:

So I looked into hacking Mother 1/EarthBound Zero, and yes, as Schlupi said, the text system is really simple. But I can't just copy+paste the text, I need something that can repoint the offsets of all the text pointers because the lengths of the texts are different between EB0's script, and Mato's M1 script. This is my first time NES hacking, so excuse me if there are such tools available, but I can't find any. And I seriously doubt that Mato painstakingly repointed every single line of text in the game, according to his source, he has his own tool that finds the table and does the repointing for him. But that's for Mother 1+2, which is a GBA rom, not EarthBound Zero, which is a NES rom.

You'll end out of space (on the NES rom). EarthBound Zero simply did not have as much text as the Tomato translation has.

I remember reading somewhere that Mato said he expanded over dialogues and such as the original one had them cramped by size constraintes.

Also, if you want to avoid having to recalcuate LOADS of pointers, you're gonna need someone to program you a tool for that.

I don't have to repoint to free space. I could just delete all of EB0's text, then paste in Mato's text where the original text data was, but I still have to repoint the text stuff because the offsets would be different anyway. And once the data surpasses the length of EB0's text data, then the rest would just go to free space.

So does every NES translation, the author had to painstakingly repoint every line of text with a hex editor? And there's a French translation of EB0 on romhacking.net, did that guy repoint every line of text? Or did he have a tool? Or did he just use shorter text so he didn't have to repoint anything?

Edited by Chaos Rush, 06 April 2012 - 07:17 PM.


raulpica Post #223 Posted 06 April 2012 - 07:40 PM

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View PostChaos Rush, on 06 April 2012 - 07:15 PM, said:

View Postraulpica, on 06 April 2012 - 07:10 PM, said:

View PostChaos Rush, on 06 April 2012 - 07:07 PM, said:

So I looked into hacking Mother 1/EarthBound Zero, and yes, as Schlupi said, the text system is really simple. But I can't just copy+paste the text, I need something that can repoint the offsets of all the text pointers because the lengths of the texts are different between EB0's script, and Mato's M1 script. This is my first time NES hacking, so excuse me if there are such tools available, but I can't find any. And I seriously doubt that Mato painstakingly repointed every single line of text in the game, according to his source, he has his own tool that finds the table and does the repointing for him. But that's for Mother 1+2, which is a GBA rom, not EarthBound Zero, which is a NES rom.

You'll end out of space (on the NES rom). EarthBound Zero simply did not have as much text as the Tomato translation has.

I remember reading somewhere that Mato said he expanded over dialogues and such as the original one had them cramped by size constraintes.

Also, if you want to avoid having to recalcuate LOADS of pointers, you're gonna need someone to program you a tool for that.

I don't have to repoint to free space. I could just delete all of EB0's text, then paste in Mato's text where the original text data was, but I still have to repoint the text stuff because the offsets would be different anyway. And once the data surpasses the length of EB0's text data, then the rest would just go to free space.

So does every NES translation, the author had to painstakingly repoint every line of text with a hex editor? And there's a French translation of EB0 on romhacking.net, did that guy repoint every line of text? Or did he have a tool? Or did he just use shorter text so he didn't have to repoint anything?

What I meant is that the current text space allocated in the NES rom is most certainly not enough to contain the Mato text (which is way more than the original one, if my quote of what Mato said reveals to be true). You'll need to reallocate to free space, if there is ever any in the ROM, in case there is not, you'll have to expand the ROM, and you'll need ASM hacking right there to make everything work.

You can either repoint it yourself (which is maddening), or you program yourself a tool to do that. Every translator out there does that. The EB0 french translation guy MOST CERTAINLY made himself a tool.

Yes, butchering everything to make it fit current windows is a technique most amateur translators use, but it's mainly for games which don't have that much text to begin with.







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