I thought it was going to be the same as an English translation, but it's a lot different than I thought.
It takes quite a time. The amount of complete korean characters you can get surpasses the amount of an sjis font file, so I had to only use a set of characters that are actually used.
You guys won't know korean, but letters like 쾛 and 휇 and all these weird letters are type-able on the computer but actually is NEVER used in korean.
So only using the characters that are actually used, I had to create a table file that would actually replace the chinese characters by using CrystalTile2.
I figured out that I couldn't do this with windhex, because it won't let me type in korean characters.
Well, once I leave GBAtemp and go to the korean rom hacking community site, I will have to throw away windhex
Making the font work was harder than I thought. but then on the end, I was able to successfully load the table file, edit in korean, and play it successfully on the rom.
The method I'm using only works for 1 bpp font files, and it has to be a in the standard sjis order without skipping any letters.
I've also figured out how you can't actually view the original text on the ROM you are working with, which was a pain. (Because I've replaced the existing characters with the Korean)
So I had to use 2 copies of the ROM, one to view the japanese and the other to translate.
I'll show you a pic of what I mean...
see how the japanese is "mixed" with the korean?
I won't see this problem when I translate an English game into Korean, because non of the english characters were replaced...
It also shows how it's impossible to translate a ROM if you can't locate the font.
I think translating a ROM into Korean won't be much harder, and I won't need to worry about pointers as much as Japanese -> English translations...
It doesn't mean I can ignore pointers, but still, most Japanese phrases are as long as a Korean (not always though, because there are actually spaces between Korean words)
I'm still in search of a good English game to translate into Korean.
I found out that these projects were already being started on:
DQ5 - script is complete
TOI - script and menu is complete, but not the chatting between chars
TWEWY - All graphics were done, and script was still being worked on
Kimino Yusha - just started, as the game didn't come out that long ago
FFIV - Script and descriptions are finished
Even the community was interesting. There were many tutorials, new programs I've never seen before such as a program that automatically changes a japanese .fnt file -> Korean in any size, and a lot more.
They don't seem to make programs that would help them in translating, probably because they don't worry too much about pointers.
As usual, it wasn't FULL of ROMhackers, but there were many that were eager to learn, which was something I was amazed at.
Some were asking questions of a low level, but they at least knew what they were doing, such as finding/replacing palettes, creating custom palettes for graphic translations..
well overall, the site felt similar to romhacking.net in some ways, but felt more active.
And about Korean translating, I found it to have a little more steps than just loading a table file and then translating.
Well, I'm soon going to start on an English -> Korean translation, but most of the better games were already taken
I think that's all I need to say.
-psycoblaster
It takes quite a time. The amount of complete korean characters you can get surpasses the amount of an sjis font file, so I had to only use a set of characters that are actually used.
You guys won't know korean, but letters like 쾛 and 휇 and all these weird letters are type-able on the computer but actually is NEVER used in korean.
So only using the characters that are actually used, I had to create a table file that would actually replace the chinese characters by using CrystalTile2.
I figured out that I couldn't do this with windhex, because it won't let me type in korean characters.
Well, once I leave GBAtemp and go to the korean rom hacking community site, I will have to throw away windhex
Making the font work was harder than I thought. but then on the end, I was able to successfully load the table file, edit in korean, and play it successfully on the rom.



The method I'm using only works for 1 bpp font files, and it has to be a in the standard sjis order without skipping any letters.
I've also figured out how you can't actually view the original text on the ROM you are working with, which was a pain. (Because I've replaced the existing characters with the Korean)
So I had to use 2 copies of the ROM, one to view the japanese and the other to translate.
I'll show you a pic of what I mean...


see how the japanese is "mixed" with the korean?
I won't see this problem when I translate an English game into Korean, because non of the english characters were replaced...
It also shows how it's impossible to translate a ROM if you can't locate the font.
I think translating a ROM into Korean won't be much harder, and I won't need to worry about pointers as much as Japanese -> English translations...
It doesn't mean I can ignore pointers, but still, most Japanese phrases are as long as a Korean (not always though, because there are actually spaces between Korean words)
I'm still in search of a good English game to translate into Korean.
I found out that these projects were already being started on:
DQ5 - script is complete
TOI - script and menu is complete, but not the chatting between chars
TWEWY - All graphics were done, and script was still being worked on
Kimino Yusha - just started, as the game didn't come out that long ago
FFIV - Script and descriptions are finished
Even the community was interesting. There were many tutorials, new programs I've never seen before such as a program that automatically changes a japanese .fnt file -> Korean in any size, and a lot more.
They don't seem to make programs that would help them in translating, probably because they don't worry too much about pointers.
As usual, it wasn't FULL of ROMhackers, but there were many that were eager to learn, which was something I was amazed at.
Some were asking questions of a low level, but they at least knew what they were doing, such as finding/replacing palettes, creating custom palettes for graphic translations..
well overall, the site felt similar to romhacking.net in some ways, but felt more active.
And about Korean translating, I found it to have a little more steps than just loading a table file and then translating.
Well, I'm soon going to start on an English -> Korean translation, but most of the better games were already taken
I think that's all I need to say.
-psycoblaster