Hacking "Help Wanted" for Onfy's game translations

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onfy

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I thought I'd post this thread as an aggregate for all the game translations I've thought about doing (with some amount of seriousness) but have hit a block somewhere. It's probably better if I collaborate with others who know more than me, so maybe if I'm lucky someone will want to help. I think I'll post this on my site as well, later. Please do not use generative AI in conjunction with any of my projects.
Note: nothing here is intended to imply intent to translate one of these games, though I think it would be nice to. But what this means is, don't get your hopes up too much. Especially if I don't get help, nor find a way to do it myself.

Now with an attempt to organize the list by how much I'd like help.
Most wanted: (least hope of doing it alone)

Titeuf: méga compet' (PS2/PC)
This is probably one of my most ambitious, difficult requests... I wish to translate the game dialogue via subtitles (don't want to organize a fan dub, WILL NOT use "AI" under any circumstance, and while there's English dubbing in the Steam/Switch remake, it's quite bad and could be legally dubious depending on how you decide to patch it in). The problem is, the game doesn't have subtitles... my hope is that someone can find a way to hack subs into the game, but I imagine that might require skilled MIPS/x86 ASM hacking... I can say that the game engine is related to Test Drive Unlimited... of all things. Some TDU modding tools work on the game, partially. (A hack to remove the copyrighted music that gets Youtube uploads of the game blocked would also be good.) This is one of the funnest games to be French only, it even has pretty good Eyetoy games in the PS2 version, so this would be among the games I'd most want to see properly translated.

Various Director games
Macromedia Director was an authoring tool that was used for various multimedia and games in the 90s and 2000s, on Mac and Windows. I honestly considered a translation patch for these games impossible, short of dubiously reauthoring the data files and re-encoding the Quicktime videos... then I saw the translation of Cookie's Bustle, which uses a technique I didn't know was possible: dynamically patching the game text, and text into the FMV, using a CST! If anyone is skilled in this type of Director hacking and wants to help or teach me how, there's a lot of French language Director games that would be interesting to translate. (One example: Papyrus : la malédiction de Seth... oh good, another Franco-belgian comic...)

Medium wanted: (a little hope of doing it myself, lower priority)

Kilari: Na-san, mon meilleur ami
I have at least been able to decompress and alter the text, though how the pointers and such work isn't understood by me yet... I can probably manage that with some work at least. The graphics format is currently unknown but potentially simple enough even for me to work out (at least, it seems to be based on LZ)... still, if anyone wants to offer help, I should probably accept it. It seems like an interesting game. (Though with a ton of text, and I should probably watch some of the anime first...)

Titeuf: méga compet' (GBA)
With some effort I located where and how the text is stored (obfuscated in a "fun" way), and with more effort I located some (possibly not all) the graphics that need modifying, determined their compression method, and found the voice clips, though I'm unsure of their sample rate. But I can't figure out the tile format or find the audio pointers. Any help with graphics or sound editing is appreciated.

Less wanted: (more a nice to have)

Kid Paddle: Blorks Invasion
While I've documented the game enough to make a translation doable (given sufficient motivation), the game is extremely difficult. If anyone knows how to make cheat codes that would help, though maybe if I learn the right tools I could figure it out...? Still, feel free to help.


And in general...
Some of these games have way more text than Kid Paddle, ok most of them, and my method of copying and pasting text between different text editor windows is proving... a terrible idea. Any advice on how to better manage translating large amounts of game text would be really helpful. What do translators who know what they're doing do? (Some kind of CSV import/export...?)

Also, if you have any other games you think are worth looking into, you can suggest some, but please don't overdo it. I speak French, and a bit of Spanish in a pinch. I know friends who speak German, Portuguese, Russian, who could possibly help translating from those (one already has, even...), but I know essentially no Japanese, and the only friend I have with any real knowledge of it knows too little to help. I will not use any form of (generative) "AI*" or MTL, and take my advice, you shouldn't either!

*Extremely tiny possibility of me using AI-assisted transcription of audio in a language I speak in a pinch, as it's the only remotely-useful type of machine learning I've seen so far. Even so, I would try everything to do it by hand first. (Preferably, if I resorted to that kind of horror, I would want it to be a local model and as "ethical" as can be... you know, like chocolate. I'm embarrassed to even admit I'd think of this, honestly...)
 
Last edited by onfy,
There are also short voice clips, I thought it'd be nice to try inserting fitting clips from the English dub of the Tootuff cartoon, but that would require knowledge of GBA sound hacking. Any help with graphics or sound editing is appreciated.
I don't know jack shit about Tootuff, but I've done exactly this in another GBA translation I'm working on, so if you have some samples in mind from the show, there's a high chance I could get them in the game without issue.


All the voices starting from 0:44 are custom recordings added in by me.
 
Last edited by LanHikariDS,
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I've done exactly this in another GBA translation I'm working on, so if you have some samples in mind from the show, there's a high chance I could get them in the game without issue.
Thank you, I'd be delighted for your help! Now I don't want to be a downer here, but caveat emptor... I haven't written a proper tool yet for manipulating the game text (only a basic one for en/decoding the text), nor have I properly started translating the text or found the (larger amount of) graphics that need to be edited... honestly this isn't what I expected to get help with first, the plan was to get to it after a few other games. But I'll try to get some good clips for you ASAP.
 
But I'll try to get some good clips for you ASAP.
Take your time, I still need to double check that it uses the engine I'm familiar with (It PROBABLY does), then I can rip all the voices for you to decide what should replace what. But, I'm a bit packed this weekend, so it'll be a few days before I can give it a prod myself.
 
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Take your time, I still need to double check that it uses the engine I'm familiar with (It PROBABLY does), then I can rip all the voices for you to decide what should replace what. But, I'm a bit packed this weekend, so it'll be a few days before I can give it a prod myself.
Take as long as you need. Ripping the voices would be very helpful already, as in playing and watching the few online videos of the game I've only spotted two voice clips (Tootuff saying "Méga bien joué!" when you win and "Oh la honte!" when you lose), but it's possible I missed some. Let's keep in touch.
 
I hate to say, I thought there were way less games that didn't use the M4A driver than there actually are, and Titeuf seems to be one of them. Regrettably, I don't think I'll be able to help you.
 
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Shoot, just my luck. Is it Logik State like Kid Paddle...? (also composed by Allister Brimble, but I'm not sure that proves it) Not that that would help, I think...
 
Yeah, that's the thing. Most (?) GBA games with the Logik State driver at least have a credit in the rom, but I just double checked and I don't see one. But this driver also seems poorly documented.

I think I should reorganize the thread to better outline how important I think each of these requests is.

Edit: According to this, the driver is from Engine Software. https://vgmpf.com/Wiki/index.php?ti...ers#Engine_Software_.28Jan-Lieuwe_Koopmans.29

Edit 2: Heeeeey, that's the same company that made that darn Mega Mindy DS game. Of course these devs need to always cause (shitty ones like me at least) hackers headaches...

Edit III: A Twist
Thanks to this document from loveemu, I have found this tool for extracting this engine's data... https://github.com/lunasorcery/engine-software-gba-tools
I'm going to try and see if I get anywhere at all from this. (I wonder how many edits you should do before it's appropriate to double post...?)

Edit 4: Well how about that... when I ran gbafind on the rom the result was:
Code:
03ead0: v0121 27 instruments, 19 songs
then extracting them:
Code:
Loaded a music bank with 19 songs and 27 shared instruments
and now I have a bunch of XM files that I can play in VLC and get (slightly off-sounding) renditions of the game's music... but the game's voice clips don't appear to be among them. I'm not really sure where to go from here, but honestly I should take a break for tonight.
Post automatically merged:

"Oops!!!" :) ...Reading the format docs again, I took a chance and the voice clips really are in the same area as the instrument samples, 11khz signed 8-bit PCM it seems... there's actually four clips in the game, though I don't know if the other two are even used...! I'm not sure if it's allowed to attach the audio I dumped, so here's a transcript.
C'est pô juste!
Méga bien joué!
Espèce de pôv naze, là! (slapping sound) (is it Nadia saying this?)
Tchô, la honte!

Now if only I can find the graphics!! Maybe I'll just have to see if Ghidra helps...
 
Last edited by onfy,
It's probably fine to attach, but hell yeaah, man! in M4A the voices are also defined as instruments, and you'll have to extend their note in the "song" that plays them if the new audio is longer
 
I would've expected it to be a "song", but none of the extracted XM files contained the voice clips, which confused me. Maybe the engine can simply play the raw sample... regardless, extending the sample relies on a few assumptions such as:
Being able to find the pointers
Either keeping the total size of them the same, or repointering them to unused space at the end of the rom if the engine allows
Me not being lazy and just not bothering with the pointers and keeping everything a similar length :P

...Obviously if the game had a ton of voiced conversations, repointering would be necessary. But for a few short clips... it's very dirty but you can get away with it. But we'll see, still a lot of work ahead on this problem, not to mention everything else, which I shouldn't let this distract me from.

I'll attach an MP3 of the extracted clips. I should try to verify somehow if 11025 hz is the correct sample rate, though it "sounds" right.
 

Attachments

Bad news everyone! I have located some of the compressed graphics in Titeuf GBA. They appear to be from 27DDC0-289ADF in the rom if you want to look. Unfortunately, the code that decompresses them seems to be running from rom or WRAM, so it might not be the BIOS LZ compression. I'm not sure what can be done from here.

Edit: Compression might be deflate.
Post automatically merged:

The game appears to use both deflate and Rob Northen Compression, possibly others, but at least those. I admit, I don't understand how to reassemble the tiles into the correct background image, and I'm even failing to import the colour palette. I'll attach one of the converted tilesets to show the progress made.

I have found a way to load the correct palette, so I replaced the image with the colour version. It appears I can obtain the correct mapping with a TSA, I will need to learn about that.
 

Attachments

  • colour tiles.png
    colour tiles.png
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Last edited by onfy,

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