http://forums.fuwanovel.net/topic/14818-chaoshead-love-chu☆chu/ Looking for translators! As we've completed insertion tools and are ready to move to the next stage. It hit me today... at the small chance that not having a GBAtemp account is stopping you... take this riminishijou.tumblr.com. Ask or message a preferred method or communication(anon asks are on so you don't even need an account~!). What does being a Translator for this project entail? Well it would entail translating text from within the game from Japanese to English. This text would consist mostly of dialogue, menu text, possible text within images. Though I laid out certain types of text you may be translating other types may appear from within the game during the project. Of course we aren't working on any schedule or deadline so there isn't a rush though it's preferable to get things done in an orderly manner(as in have a plan of what and when it may possibly be completed or at least a status update of the amount of text agreed upon). Any amount of worked done is highly appreciated be it 5, 25,625,etc.. lines. A sample of lines that may appear can be seen in the screenshot below(see left side of the image). Hello! I'm quite new to the PSP scene of hacking around. Luckily so fair it's been mostly smooth. Text can be extracted and inserted. The problem as always is not enough space for translation of line or name. After some researching I came across a github for the psp version of s;g. Which then lead me to finding a handy program called "Cartographer". It's quite nice for extracting text. If what I'm able to do is somewhat usable I can only imagine what you'd be able to do if you knew what you were doing. I suspect it would look something like this(see right hand side). Included with Cartographer is a sample of using it on FF1. Here is the command example file - http://pastebin.com/i1KMUj1S . The tbl files used are your normal english ones. You run a command "cartographer ff1.nes ff1_commands.txt ff1_script -m" (m = multi file; -s for single file). As you can see above I've been able to adapt the block type to output the text. This is all fine and dandy but seeing as when inserting everything has to have the same amount of bytes it's kind of useless when the goal is to be able to make the strings as big or as small. Hence you'd go the pointer route. Cartographer has an option option for ATLAS which is used to compile the script back in to a dat file(see the s;g github above has all needed files to compile "SG00_01.dat" translated in english using atlas. My problem now is just that I haven't really given finding pointers out side exes a go. Normally I'm tasked(well if doing a project or what not with others) with go through the exe and changing hard coded text. Bust out LordPE and some math and you're literally gold. Process normally goes along as described in this blog post by doddler - http://www.doddlercon.com/main/?p=243 How does one go about finding pointers and other required information needed to be able to change them location so that you can change the string lengths. I assume since you're giving the info to ATLAS that can do this for you so only have to find the original data is fine? Or is that pointers only for re inserting in which case you'd have to do it you're self I assume. Bottom line I'd like some help or pointers(non pun intended) on finding where the pointers are located or at least for inserting them in to a command for it to rip through them via Cartographer. Or any other solution. If it works I can easily change over. Of course as I was about to forget here is the game file I'm currently working on. TLDR: I need help finding the pointers for game text. Here is a link with all software and files mentioned above if you'd like: https://mega.nz/#!KlhRTAqQ!mTEoSemnPohfQ9kwgX6pnHg4cFvClk6NTtlZKmt4DaI ( dat file, cartographer and sample files, github master clone) Just the dat file: https://mega.nz/#!SsIEGLAD!f8HOsWpCCGio2QwXELgKUcZ5r3iqVzhRsqiYbKf2GFA Finally to close... have some screen shots. I quite like the font in game. Names aren't translated due to not enough space and if the name isn't in the name table it's treated as text. So i'll have to find it and change it. Also I never knew controlling a PSP game with a SNES controller felt so natural. Only thing missing is the stick and luckily C;H using the dpad. I also possibly have a TL lined up for what ever we are able to complete. I got them hooked on SciADV. They've read through S;G. Started on Chaos;Head and plan to go through Robotics;Notes(They'll be rubbing that one in my face due to it never getting a TL...). So maybe I can ask if they'd like to work on a side story. In the event that we fail I'd like to have at least the tools/ground work laid out so that if someone wants to pick it up they can and not have to worry about it all again. I'm sure it'll work for the S;G side games as the hex between them looks pretty close. Though I believe they are translated via youtube vids... I know some would rather play them instead(my self included) so hopefully anything I can work on would make that easier. The dialogue is a little choppy due to well having to fit it in the space of the Japanese counter part.