Coropata revival! Maybe.

Discussion in 'NDS - ROM Hacking and Translations' started by Kionea, Jun 20, 2015.

  1. Kionea
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    Kionea Advanced Member

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    This...

    ...is what I posted in the other thread. Figured I`d make this one as a new starting point. Still haven`t heard back from my friend on his interest in it but he`s a guarantied "yes." Anything he can translate he will. Though his determination may wax and wane.

    Now, some things I`m looking into-

    (I`m new at this. Please bear with me.)

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    Making tables!

    Text dumping for the translators ease of translating!

    Removing the text!

    Reinserting the text!

    The location of the text!

    Where is the text at!

    Seriously, I can`t find it please help!

    ----------------------

    I`m not exactly sure how to find text. Not that I`m completely incompetent, I could figure it out with time, I just figure this would go faster if I had some guidance from someone more experienced than I.

    Warning: Spoilers inside!

    Also, unless anyone has some contact with the original team (they seem to have moved on to greener pastures than gbatemp) this will have to be started over from scratch obviously. If anyone does by some chance know a method of contacting any of them, other than PMing and hoping they come back to read it, it would be gladly appreciated.


    Original thread for reference: https://gbatemp.net/threads/coropata-translation.199481/


    Here`s hoping it gets done this time huh?
     
    Last edited by Kionea, Jun 20, 2015
  2. plasturion

    plasturion Advanced Member

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    This game seems easy to translate at technical side without recompile. Since is declared as an open translation, so I tried to translate to english on my way, but english is not my native, i don't know japanese. I do it for fun and for learn both languages. :) My fellows are google, microsoft translators and rikaichan.

    Tables are not necessary because is shift-js encoded.
    I extracted text of game into two text files - original and partialy team translated.
    Files are easy to translate in any texteditor. There are few simple rules to remember, so no need special tools.

    Now is translated 100% items and it's description, but that still need correct and have to be placed back to the rom. Some of them tested and works nice.
    There's others things to do...
    - translate stage names and objectives
    - side dialouges

    To be honest I would like to know if this team, or someone else make any progress in this project and plan to finish, then I could save energy and translate this to my native language.
     
    Last edited by plasturion, Oct 29, 2016
  3. Kionea
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    Kionea Advanced Member

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    Wow, I never expected a reply to this. Me and my friend have since be working on it on and off. We found all the item text and figured out how to edit the cutscenes. Honestly the only thing we need to do is start translating as we figured out all the technical stuff, we've just been busy with the school year starting. It's also not something we're super committed to spending time on but we'll probably get it done sooner or later. We're both a little low on the motivation side for things but interest in it gets sparked every once in a while.

    Some stuff you may or may not have figured out that could help on your native side: There's a 32 character limit for each cutscene text box if I remember right, and the text bubbles have a cool thing where they auto resize themselves to fit the text so no graphical editing is necessary. I can't remember if that character limit is hard or not. I wanna say it was soft and you can go over it, but some of the text after won't show, but the game might just crash if you pass it so stay under 32 to be safe.

    When you replace text in the arm9 and in cutscenes, only do it in a hex editor, don't copy and paste, and remember your line feeds and start/end of texts and start of headings. (You can find all those on ascii-code.com if you don't know them.) That messed us up a bit in the beginning. Also keep a check on your character widths.

    Lastly, there was a problem we ran into concerning the letter H not showing up in item or mission text and I can't for the life of me remember how we fixed it or what the problem was. If you run into it tell me and I'll try to figure it out again. I think it had to do with character width and us using the wrong H as far as the hex code was concerned but it's been so long I can't remember. My friend might so tell me if you get stuck on it.


    EDIT: Forgot to mention, I dunno if you already have something you're using, but the program I was using to edit was Tinke and I was unpacking and repacking the rom as well as making patches with DSBuff.
     
    Last edited by Kionea, Oct 29, 2016
  4. plasturion

    plasturion Advanced Member

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    Thanks a lot for an answer. . :)

    Thanks for advice, I noticed before that editing text in side dialouge is quite nice becouse of auto expand text bubbles. Well, I'm using only Tinke right now. I wonder one thing - is the script file (ScriptXXX.dat) have to be lower size than original? I wonder if it have impact in later joining togheter. Maybe I'll edit that script later. I'm working on items and mission objectives now.
     
    Last edited by plasturion, Oct 30, 2016
  5. Kionea
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    Kionea Advanced Member

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    You mean do the script files have to be any specific size? Not that I've found. I've completely removed text and added a crap load and it always works fine. I just can't edit it outside of a hex editor or it messes up the encoding and the game won't boot.

    On a slightly related note that I just remembered, removing an entire text box of dialog in a script file won't have any adverse effects. The game just skips the box and keeps going with the cutscene. And you don't have to replace deleted text with 00's in the script files. You can just completely remove it. That probably has very limited uses, but it's interesting to note. Means you could theoretically remove all dialogue in the game and have cutscenes be nothing but animation.
     
  6. plasturion

    plasturion Advanced Member

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    Sounds nice, so what next. I guess you guys want to make it finish. So I can leave it to you now and start to make a patch in my language.
     
  7. Kionea
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    Kionea Advanced Member

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    Definitely. You might get yours done before us though. We're gonna try to work on it more once winter break comes.
     
  8. plasturion

    plasturion Advanced Member

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    I hope so, so good luck! I've updated 90% of items with built-in hexeditor in Tinke manually, that was something :).
    I see how much CrystalTile2 has better hexeditor, because of working Find... function, and good copy-paste.
    But when I want correct anything, I have to write all description again.
    Translating that way takes a lot of time and It's easy to mistake.

    I'm thinking about make some useful tools for easier edit, or make some simple program that send textfile to the game. It would be really helpful. But I'm not sure that i want.. ;). It takes time too.
    Just for now I have something like that...

    [​IMG]
     
    Last edited by plasturion, Oct 31, 2016
  9. Kionea
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    Kionea Advanced Member

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    Nice. You're doing better with the arm9 text than we were. Took quite a while to get that down. If you make any tools I'd love to check em out. No pressure though.
     
  10. plasturion

    plasturion Advanced Member

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    Thanks.
    Sure thing. If I make some tools I'll let you know, but I like crystalTile2 so much. :]
    I made a new font. It's nicer and thiner, so sometimes you can put few letters more into single line.

    What do you think about this?
    [​IMG]
     
  11. Kionea
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    Kionea Advanced Member

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    It looks great. About how many extra characters can it allow?
     
  12. plasturion

    plasturion Advanced Member

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    ...ok this game is sick, project canceled.
     
    Last edited by plasturion, May 3, 2017