ROM Hack Meitantei Conan and Kindaichi Shounen no Jikenbo Translation

  • Thread starter Thread starter cocomonk22
  • Start date Start date
  • Views Views 40,007
  • Replies Replies 88
  • Likes Likes 3

cocomonk22

Well-Known Member
Member
Joined
Oct 24, 2006
Messages
304
Reaction score
30
Trophies
1
XP
261
Country
United States
A Detective Conan and Kindaichi Case Files game. Translation is finished!

It's out! Patching instructions are available at http://www.dctp.ws/ConanKindaichi

Download Mirror 1
Download Mirror 2

Also on FileTrip: http://filetrip.net/nds-downloads/r...counter-of-2-great-detectives-1-0-f33220.html

June 29, 2015
The translation is scheduled to be released today at 6:00PM EST. Here's the trailer:


June 20, 2011
118/752 script files translated as of June 20, 2011
Ran into a slight problem:
packed428692.png


As you can see in the picture, the font is spaced apart. In the untranslated rom, it looks something like this:
? ? ? ? ? ?

In the translated version, spacing remains the same, which with English characters doesn't look very good:
Tw il ig ht L an e

Hex characters before the screen loads looks like this:
70227021700a000070180402701b0a00077018041c701b0a000a70180402701b0b004270055f700a
0001

Similar problem is here:
prb1bb.png


At this part, the game script is like this:
70227021700a0000700701017018020e700c0464700b000901701b05000a700a0601701c14701200
Where are you thinking of?
7022701201
Twilight Island Folk Museum

7022700a0600701d061400007023701c15700a1900700a000070070101701803f5700d10700a1301
700a1401701803ef700a1300700a14007004015d11027018041a7004015d1103701803f57019000d
7
01c00701c16701115700a1900700a000070180402700a0201700d10700a1301700a1401701803ef7
0
0a1300700a14007004015d11027018041a7004015d1103701803f57019000d701c00701116701202
Lighthouse

7006007022701b0700687021700a000070111c70111a701203
Coal Blue

7006007022701b0700687021700a0000701122701120701204
Gift shop "Fukado"

I was hoping the spacing issue would have to do with the hex preceding the text, but it looks like that is not the case, so the spacing is probably stored elsewhere in the rom somewhere, so I'm thinking I will need help from someone with knowledge of ASM to remove the gap between characters in these specific instances. If anyone wants to help, the first screen is taken from the beginning of Chapter 1 in the game, so from the beginning of Chapter 1 (after the prologue), just by pressing A through the dialogue and then clicking the first icon to talk to the first character two times in a row will get you to that first screen. I can provide a complete Desmume save so you can skip to Chapter 1 if needed.

June 28, 2010
New font:
packed4817479.png


June 2, 2010

As you can see, still need help with font width. If I just knew the location where the width is stored, I could draw a new font with that width for all the English characters which would solve this problem. Let me know if you know how to do this!

Feb 6, 2009
So, I looked through the rom and found the game script. Unfortunately, only the Shift-JIS font is present (POC using existing font: first line in game replaced):
ckline1pd9.png


So an English VWF will need to be inserted using 1-byte codes, preferably the ASCII codes. I have absolutely no experience with font insertion, so if someone could help with info on this, it would be appreciated. The SJIS font is stored as tiles.
 
Last edited by cocomonk22,
I believe so. It sure looks that way when looking at it in a tile editor at least. That definitely make it more confusing.

After looking through the script, it looks like ASCII codes may not be usable since control codes appear to be in that hex range. JASCII works fine, but they're all fixed-width fonts, which causes a space problem.

Anyone out there who'd like to create a variable-width font?
 
Many recent Japanese games have an English dialog font included. Since it's sometimes used for simple things like name entry or acronyms.

But that doesn't mean the default text drawing routine gives enough screen space to insert a full English script.
 
Translators are working on this, however a VWF hack is still needed for just the English characters, so please help if you have experience with this.
 
Folks, I'd like to mention that this will take a long time to translate, as there is a LOT of text.

Also, we are still looking for someone to figure out a VWF hack, so if you or anyone you know do ASM hacking or managed to get a copy of the NO$GBA debug version before Martin vanished, send me a PM.
 
cocomonk22 said:
Folks, I'd like to mention that this will take a long time to translate, as there is a LOT of text.

Also, we are still looking for someone to figure out a VWF hack, so if you or anyone you know do ASM hacking or managed to get a copy of the NO$GBA debug version before Martin vanished, send me a PM.
dual tile encoding
 
psycoblaster said:
cocomonk22 said:
Folks, I'd like to mention that this will take a long time to translate, as there is a LOT of text.

Also, we are still looking for someone to figure out a VWF hack, so if you or anyone you know do ASM hacking or managed to get a copy of the NO$GBA debug version before Martin vanished, send me a PM.
dual tile encoding
With that much space between characters he could do a quad tile encoding hack xD
 
Does anyone have or know anyone who has an nds debugger? It is really needed to make alphabetic characters variable width.
 
Still need help with debugging to find where font widths are stored. I tried myself, but my knowledge of debugging and ASM isn't so good.
 
cocomonk22 said:
Still need help with debugging to find where font widths are stored. I tried myself, but my knowledge of debugging and ASM isn't so good.

can you dump the whole script with japanese text and share it?
 

Site & Scene News

Popular threads in this forum