ROM Hack [WIP] Final Fantasy (eShop) Translation.

Mascondante

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New guy here. Created an account just so I could follow the progress of this project and wish you guys luck. If you have any suggestions on what to try out in the meantime while we wait feel free to let me know. Nice to meet you all! ^_^
 

someguy12345

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Seeing as how this translation is probably dead in the water, I decided to play through the game untranslated - surprisingly easy to do, since it's a fairly simple RPG. The only thing I was having trouble with was understanding the white/black magic spells, so using the Final Fantasy Wiki's translations and descriptions I made this simple spreadsheet, it's been helping me a lot getting through the game so I figured maybe a few people here could get some use out of it as well. Enjoy!

(I tried attaching my Excel document, but apparently that's not allowed on GBATemp)

whitemagic.PNG
blackmagic.PNG
 

sarkwalvein

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Seeing as how this translation is probably dead in the water, I decided to play through the game untranslated - surprisingly easy to do, since it's a fairly simple RPG. The only thing I was having trouble with was understanding the white/black magic spells, so using the Final Fantasy Wiki's translations and descriptions I made this simple spreadsheet, it's been helping me a lot getting through the game so I figured maybe a few people here could get some use out of it as well. Enjoy!

(I tried attaching my Excel document, but apparently that's not allowed on GBATemp)

View attachment 213808 View attachment 213809
I would recommend you memorize the 48 katakana, as they are only a few and actually all the spell names are written in (semi-broken) English, but using katakana characters, so you will understand immediately.
 

someguy12345

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I would recommend you memorize the 48 katakana, as they are only a few and actually all the spell names are written in (semi-broken) English, but using katakana characters, so you will understand immediately.
Yeah, I did notice that (I don't know how to read katakana but I'm aware of its syllable structure). With as many Japanese games I play I may as well grow up and memorize it, especially since it's not much. :)
 

DaniPoo

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I would recommend you memorize the 48 katakana, as they are only a few and actually all the spell names are written in (semi-broken) English, but using katakana characters, so you will understand immediately.

Thats fine for the battles. But what if I wanna talk with NPC's and follow the story? It's a jRPG after all..
 

placebo_yue

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anyone has any tools or idea on how to even attempt a translation? I imagine it's the most entry level thing someone ilke me with nearly no real (as in, i know some java, C# and stuff but i'm years behind everyone else here) coding experience can attempt
 
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Mikemk

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anyone has any tools or idea on how to even attempt a translation? I imagine it's the most entry level thing someone ilke me with nearly no real (as in, i know some java, C# and stuff but i'm years behind everyone else here) coding experience can attempt
Modifying games without source code is much harder than writing a game from scratch. This particular game needs something done to the code so it doesn't crash when given a modified data pack. Whoever does that needs to be good at reading/writing and understanding ARM assembly language, which is a very low level task.

PS: Since you mentioned you're new, low level means close to the hardware, with little to no abstractions. Java is a very high level language, C# a little lower than Java but still very high level. Low level = high difficulty.
 

placebo_yue

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low level means close to the hardware, with little to no abstractions. Java is a very high level language, C# a little lower than Java but still very high level. Low level = high difficulty.
oh i know, that's why i said that my experience in coding is pretty much useless around here.
I figured it wouldn't be that hard to crack into "script.txt" and overwrite it with english instead of japanese (i'm joking, im not that dumb)
 

Mikemk

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The issue is, no one's managed to get the game to accept a modified "script.txt" and no one has looked into assembly to figure out what either us or SQEX are doing wrong.
 
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windmill

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Ok, Each Text event seems to have its own dedicated font image as a CTPK, an unknown FIF file, and a MSG file likely containing the text. This was found in J2EVM01.PCK, and other files like it (J2EVM16.pck, etc). I'm not sure what the FIF file is used for, but ill try a few standard tools to open it
 

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windmill

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So an overview on what we know about the files
This applies for files like J2EVM01.PCK and others.

The CTPK: Stores Japanese Characters to be used like a font.
The FIF: No one has any god damn clue.
The MSG: It stores strings, but with a form of Text Remap according to Silvris on the VG Research & Modding Discord.

My Current Theory: The FIF controlls how the CTPK is loaded, and uses it like an image, but places the characters onto the text boxes, using the FIF to control what characters to load. The MSG file is what characters it places, and where.

This is likely wrong, because I am a dumbass. But it's still more progress.
 
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