ROM Hack Pokémon Soul Silver / Heart Gold Mod, Multi Language Translation Info

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Totodile

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Hi folks, the topic title seems descriptive enough, so I'll just get posting already. My post formatting will probably look odd but oh well.

AP Patches:
Rudolph
- Seems to use RakuRaku's patch involving changing values to 36 or 37. I confirm that his other patch that I have modifies overlay 1 and 122.
Chinese
- I didn't bother to look at anything specific. Probably doesn't work.

AP "Disable" AR Code:
020DD9E4 E1A00000
- Found by Chase-san. If you currently use two codes, it's been mentioned to be buggy.

English Translations: (in no order)
Magnius | http://gbatemp.net/index.php?showtopic=179686
- I don't think he has released anything yet. Seems to aim to translate anything in Japanese as you progress through the game.
- My own pet peeve, but he seems to keep menu options fully capitalized. See "copy paste" at the end of my post.

Other | Unknown
- Supposedly there's one that credits KazoWAR and Raq's projects.

Rykin and Raqib12 | http://gbatemp.net/index.php?showtopic=177387
- Dead project. Interesting Katakana Pokémon name patch option, and tries to edit off fully capitalized text. Has Romruto's intro image.
- Fairly obnoxious credit on intro, and describes own topic with "Shape the future!".
As of 4.5:
Soul Silver ID for Cheat engine: IPGJ 40FDD389
Modified files, excluding Rudolph
header.bin
a\ 0\ 0\8
a\ 0\ 2\7
a\ 0\ 3\9
a\ 0\ 4\6
a\ 0\ 6\8
a\ 1\ 5\2
thenewpoketext, 114 changes
CODE003
005
006
010
013
014
015
023
024
033
038
043
149
189
194
195
209
218
219
222
264
272
293
295
296
309
311
416
428
435
436
438
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
710
711
712
717
719
720
738
739
790
KazoWAR | http://gbatemp.net/index.php?showtopic=178847
- Used only Rudolph and thenewpoketext until the 5.0 update I think.
- Keeps the fully capitalized options, which are likely just copy pasted over from Platinum.
As of 5.0:
Soul Silver ID for Cheat Engine: IPGJ 7387AC7F
Modified files
a\ 0\ 0\8
a\ 0\ 2\7
a\ 1\ 5\2
thenewpokedex, 99 changes
CODE003
005
006
010
013
014
017
020
022
023
024
030
031
032
033
035
038
041
043
049
054
177
181
184
185
188
189
192
194
195
197
205
208
216
218
219
220
222
231
232
238
239
240
242
246
261
264
265
267
272
274
276
292
293
294
295
309
366
368
370
373
385
414
415
416
418
419
425
426
428
434
435
436
530
534
535
537
542
550
617
629
707
711
712
717
719
720
738
739
763
764
765
766
767
788
791
792
803
813
Tools
ndstool by DarkFader
- Needed for thenewpoketext, and literally is a tool you'd likely use in some way for NDS in general.
DSLazy(?)/DSBuff(WB3000)
- GUI for ndstool, supposedly DSBuff does things more properly compared to DSLazy.
- Can be used for arm7/9 changes so that games can save on various (older)flash devices that often need fixes.
thenewpoketext by loadingNOW
- Generates xml files from the "msg.narc" file on Pokémon games. The xml files are consisted of a lot of the text used in the game.
- They can be modified and patched back to the narc file.

thenewpoketext Usage
Extract the archive to a "work" folder. Copy the ROM there, and rename it to something short and simple for easier usage later.
ndstool needs to be copied here too. Open a command prompt and change its directory to the "work" folder's(if needed to be manually).
This is used for looking at errors, otherwise thenewpoketext's prompt may close. In the prompt, run thenewpoketext.
Enter your .nds filename here, then ndstool will extract its contents to a tmp folder. Copy "7" from tmp\root\a\ 0\ 2\ to tmp\root\msgdata\
Rename 7 to msg.narc and go back to the prompt window. Simply enter help if you want to look at the options.
There are 815 files in this narc, with the first as file id 0. The file you modify needs to have "false" changed to "true" at the top for patches.
I suggest modifying a single file and using the getall generated file for finding things you want to modify.
Once patched, copy and rename msg.narc as 7 to the 0\2\ folder. You may delete msg.narc to save space when you use mkrom.
The file generated by mkrom will be the modded NDS. Jumble of text done intentionally.

Game File Info (That have been changed in mods.)
header.bin
- Don't know what was changed.
a\ 0\ 0\8
- Battle screen graphics, don't know what has been changed.
a\ 0\ 2\7
- "msg.narc" used for thenewpoketext
a\ 0\ 3\9
- Message graphics, changes could be Yes/No/etc
a\ 0\ 4\6
- Intro screen graphics
a\ 0\ 6\8
- Don't know
a\ 1\ 5\2
- Dunno

Files that can be copy pasted as a "translation" (thenewpoketext)
This is just a sample. The image below shows duplicate files when comparing the Japanese versions of Soul Silver and Platinum.
Just copy the xml file from your localized game and use it as a patch. Just compare the filesize and the contents.
For example, the image says 003 for sj(Soul Silver), and 000 for pj(Platinum JPN). Platinum (U)'s 000 has a similar size.
You can now use Platinum (U)'s 000 as sj's 003 instead. I've listed the largest files I found first.
Platinum (JPN) and (U)'s file id's will not match in contents, so use the (JPN) id as a sort of guide since the (U)'s id will be close.
untitled120.png

So far I can only use thenewpoketext. I haven't identified things like \x0001 yet though. Linefeeds are a fair pain too.
If you need help translating Japanese text to English or finding specific data you want to translate, just ask.
Info regarding image and narc mods, GBC script, and anything else useful that isn't listed here, will be much appreciated.

Cheers.
 
You forgot that Google Translation Patch that is supposed to be released today. It is a full patch made by PaperMagician and is being posted here by YayMii. It is also based on Kazo's patch.
 
Well I guess this thread has a fair amount of info already. Some people post on a whim, where they'd likely not bother modding.
This thread doesn't need to be bumped because of that. "Translators" seem pretty lax as well, and it's reflected in their mods.
I honestly think patience and localization best suits all. As of Oct 1 I don't intend to revive this, unless something of merit calls for it.

---

Kinda interesting to see people posting about 7/msg.narc or even creating new topics regarding it shortly after I posted this.
Anyway, here's more info which I may edit into the first post later. Be sure to check Kazo/Raq's file id's for simple changes.
If you aim to edit Yes/No options, it's been said that some are images, not text. There are multiple listings of them as well.
When I looked for them, there were maybe 40+ files that can be changed, and this was after I used Raq's 3.5 patch.
Some of the large files I listed are for Pokédex, which you may not want to change based on the measuring system your country uses.
For example, Japan uses kg and m, yet USA uses ft and lbs. The Pokédex already contains localized text for all regions as well.

Other duplicates (Be sure to change file id's to match when you're copy pasting "translations")
Removed, see update below.

Other Languages
German
- http://gbatemp.net/index.php?showtopic=179251
- http://gbatemp.net/index.php?showtopic=179036
Spanish
- http://gbatemp.net/index.php?showtopic=180704
- http://gbatemp.net/index.php?showtopic=180672
French
- None
Italian
- None
Google Script Generated "English"
- http://gbatemp.net/index.php?showtopic=180737
 
In Pokemon games, there are two types of fonts. One is full sized, the other is half. The \x001 is nothing more than a full sized space, rather than the half that matches the English alphabet.

Things such as \x103 represent whatever variable the game is talking about. View files 003.xml for the battle script and you'll see what I mean.

a\ 0\ 3\9
- Message graphics, changes could be Yes/No/etc
a\ 0\ 4\6
- Intro screen graphics
a\ 0\ 6\8
- Don't know
a\ 1\ 5\2
- Dunno

You're close. a\3\9 has the graphics for the Pokemon summery that show "SLP/FNT/ect" in English.
a\1\5\2 Has the Yes/No graphic.
 
I want to create a french patch, i already start translating the scenario with the old gbc one.
But where are localized all the xml that i can just copy and past using the french platinum files?
 
Hey Rykin, how did you find the Yes/No graphic in a\1\5\2? I've opened it with Crystaltile2 and tried just about all the settings, but I got no luck displaying anything...

EDIT: Never mind, the file "2" just turned out to be a carc file, not a narc file like I thought. Decompressing it fixed my problem.
EDIT2: No, it didn't fix my problem. For some reason the decompressed file makes crystaltile2 crash after a few seconds, so I can't edit it...
EDIT3: OK, finally got it to work by updating crystaltile2 to a newer version that can decompress data from carc files. Hope you don't mind that I tried to make my Yes/No button look like the one from your patch... I really liked your design
biggrin.gif
 
Rykin said:
In Pokemon games, there are two types of fonts. One is full sized, the other is half. The \x001 is nothing more than a full sized space, rather than the half that matches the English alphabet.

Things such as \x103 represent whatever variable the game is talking about. View files 003.xml for the battle script and you'll see what I mean.

You're close. a\3\9 has the graphics for the Pokemon summery that show "SLP/FNT/ect" in English.
a\1\5\2 Has the Yes/No graphic.
That's interesting about the fullwidth. Makes me wonder if the game has it's own "space" code or if it's just an oddity in thenewpoketext.
If it's the latter then I would've just guessed they'd use their usual character encoding for Japanese text.
I'm aware of the various vars, but it's good to know what exactly they are for translations. Languages have their own sentence structure.
Lol I only know of some graphics files due to what people posted. I'd try to list them, but I don't know how to handle (n?)arc/image files.

Dr.Razor said:
I want to create a french patch, i already start translating the scenario with the old gbc one.
But where are localized all the xml that i can just copy and past using the french platinum files?
I'm guessing you can start with file id 0 from Platinum. Just check if it's about 190KB. It should have battle dialogue like attacks.
At the top of the file, just change the id to 3, and change "false" to "true". You can then use the file as a patch in Soul Silver.
I'm not sure if Heart Gold's id's are different. I'm guessing they're not. Don't just directly copy gbc dialogue though.

To everyone who reads this topic, I'm glad if this helps. If you like a project listed, update them with things you'd like them to change.
This may not be much, but here are the Yes/No files I found. There's probably more of them since this is based off Raq's 3.5 I think.
CODE
010.xml
017.xml
030.xml
031.xml
032.xml
035.xml
041.xml
181.xml
184.xml
189.xml
192.xml
205.xml
216.xml
231.xml
238.xml
239.xml
240.xml
246.xml
261.xml
264.xml
265.xml
276.xml
292.xml
294.xml
385.xml
414.xml
415.xml
418.xml
419.xml
425.xml
426.xml
434.xml
530.xml
629.xml
763.xml
764.xml
765.xml
766.xml
788.xml
 
Hey Totodile, I hate to tell you this, but based on the numbers of your Platinum files in your comparisons, I think you are using the wrong version of the Platinum script (Platinum has 2 scripts on it: one left over from D/P, and one for Platinum).

Before you run any "get" commands on thenewpoketext for Platinum, you have to rename msg.narc into something else (like dp_msg.narc) and rename pl_msg.narc into msg.narc. Then thenewpoketext should get the full Platinum script, which is actually almost 1.5 times longer than the D/P version of the script.

Not to impose any extra work on you or anything, but you MIGHT want to update your file comparison chart...
 
Other IDs
Soul Silver (IPGJ)
- The ID for Raq's 4.5 was for the Katakana patch.
- 5C16C332 (Raq 4.5L)
Heart Gold (IPKJ)
- A587D7CD (Kazo 5.0)
- 8BE17E0E (Raq 4.5K)
- EBB58C2C (Raq 4.5L)

Magnius
As of 1.0
Soul Silver IPGJ 8E150FF0
Heart Gold IPKJ A93E71BF
Files
header.bin
data\a\ 0\ 0\8
data\a\ 0\ 2\7
data\a\ 0\ 6\8
data\a\ 1\ 5\2
data\data\namein.narc
data\data\slot.narc
data\dwc\utility.bin
thenewpoketext, 67 changes
CODE003.xml
006.xml
010.xml
013.xml
024.xml
038.xml
043.xml
052.xml
053.xml
054.xml
085.xml
149.xml
181.xml
188.xml
189.xml
194.xml
195.xml
209.xml
216.xml
219.xml
232.xml
264.xml
266.xml
272.xml
293.xml
295.xml
366.xml
368.xml
370.xml
371.xml
372.xml
373.xml
374.xml
375.xml
376.xml
416.xml
422.xml
428.xml
436.xml
534.xml
535.xml
536.xml
537.xml
539.xml
542.xml
545.xml
546.xml
547.xml
548.xml
549.xml
550.xml
655.xml
657.xml
666.xml
671.xml
675.xml
702.xml
703.xml
707.xml
711.xml
712.xml
717.xml
718.xml
719.xml
720.xml
738.xml
739.xml
AninhaJK said:
Is there a way to patch your ss/hg game with kazos'+ magnius patch?
You'll have to run thenewpoketext on them both. From there patch in the xml files you like and maybe copy other modded files.
Place changes in the specific tmp folder, then just use mkrom command. You'll have to find the new ID on your own for cheats.
 
Files in a\ (need to re-check these, if vague, probably graphics)

0\
0\ 4 - Pokémon battle graphics
0\ 6 - Trainer battle graphics
0\ 8 - Battle screens

1\ 4 - Touchscreen menu
1\ 5 - Bag
1\ 8 - Items
1\ 9 - Box graphics

2\ 0 - Pokémon graphics
2\ 1 - Summary screen graphics
2\ 7 - "msg.narc"

3\ 8 - Message graphics
3\ 9 - Status effects for Summary

4\ 6 - Intro screen
4\ 9 - Trainer card

6\ 4 - Menu icons

7\ 7 - Bag (battle)
7\ 9 - Mail

8\ 1 - World object graphics
8\ 2 - Starter Pokémon

---

1\
1\ 0 - Used for Oak's Intro?
1\ 4 - Pokémon Forms

2\ 6 - Certificate
2\ 7 - Casino Slots

3\ 0 - TV for Red Gyarados

4\ 2 - 4\ 7
- Pokégear

4\ 9 - Intro Lugia

5\ 0 - Environment
5\ 2 - Menu (Yes\No)

---

2\
6\ 2 - Other intro graphics?

A fair amount of files I didn't list here probably don't need to be changed. They seem universal across all localizations and other versions.
Other files probably need no changes for translations. I suggest waiting for tools if you want to make a "hacked" version of the game.
 
Rigle said:
Thanks for your post
smile.gif

And...How can you decompress the tiles (Or images)?

You'll need one of the more recent versions of Crystaltile2, which support LZ77 decompression. These versions are not translated to English, though, so be wary.

Steps:

1. Rename whichever file you are working in so it has ".narc" at the end.
2. Open the narc file with Crystaltile2
3. Under the files list for all the files in the NARC file, seect all the ones you want to decompress and select the Export option. Save the files somwhere convenient.
4. Open each compressed file ONE AT A TIME in Crystaltile2. Select the LZ77 search option in your first file. Hit Search in the pop-up window. Then hit Decompress All in the window's menu. Select a folder to save the file to.
5. Rename the decompressed file to something that is similar to the compressed file so you won't mix up the files.
6. Repeat steps 4 and 5 until you have decompressed ALL the files you wish to work with.

Now you should be able to view the decompressed images and edit them. Unfortunately, I still haven't figured out how to re-insert the edited images back into the game.

(Basically, the problem I have is that when I re-compress my edited files using crystaltile2, the compressed files have a larger file size than the ones originally on the ROM. And Crystaltile2 will only let you replace files in a NARC with files of same or smaller size, meaning some compressed files can't be edited if they don't get re-compressed enough).
 

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