excuse me, i have a question

Discussion in 'NDS - ROM Hacking and Translations' started by kk1123, Oct 3, 2008.

Oct 3, 2008

excuse me, i have a question by kk1123 at 4:29 AM (944 Views / 0 Likes) 5 replies

  1. kk1123
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    Newcomer kk1123 Newbie

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    excuse me, i'm not good at English..
    but have no problem with reading, though.


    hi~
    i will try to front mission 1st(0928) translation to korean language.

    i use nds hacking tool crystaltile2
    but...
    cannot find front mission 1st in-game font graphic.
    (...find wanzer body part, reg part... but FONT GRAPHIC CANNOT FIND)

    if you know this, help me, please T.T

    thanks~
     
  2. psycoblaster

    Member psycoblaster Divine

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    go to your unpacked directory, and do a ctrl + f for the word "font"
    works most of the time... XP

    and also try a ctrl + f for the word "sjis"

    and if you are doing a korean trans, remember, you need the font file with the korean alphabet. (I think I saw one for the NFTR format...)
     
  3. kk1123
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    Newcomer kk1123 Newbie

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    i trying this

    search "font" is not result
    search "fnt" fount file..

    i guess.... this file is font graphic file

    um...
    but file is not NFTR format. i cannot open this file...

    thanks!!!!

    i'll try this~
     
  4. psycoblaster

    Member psycoblaster Divine

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    Wait, you can also try searching for the NFTR header in the rom.

    but most likely, I think the font file used in the game isn't the NFTR format... then what you can do is actually load that file on an editor such as tile molester. Remember, you need to expand the size of your grid to actually clearly view them. Many fonts are in the size of 10x10, 11x11, 12x12 and 8x8.
     
  5. DarthNemesis

    Member DarthNemesis GBAtemp Maniac

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    Let's take a look at msgcmn16.fnt. There's a pointer table at the top of the file that points to the start of each tile. The reason the tiles don't line up is that each tile can be a different size.

    For instance, let's start at offset 0x148:
    2E070000
    60070000
    72070000
    94070000

    That means there are tiles at 0x72E, 0x760, 0x772, and 0x794. Let's look at the data from each of those locations:
    0B03
    00000000000000000050150004400004
    40000100010100010100010100010100
    01044000044000501500000000000000

    0401
    00000004040000040404040404040000

    0502
    00000000000000000400040004005501
    04000400040004000400500100000000

    0E04
    00000000005455015501050000400001
    00101001000410000004000000010000
    00010000000100000001000000040000
    00140000004015000000000000000000

    The first byte is the width of the character and the second is the number of bytes per row in the tile.
    Tile 1: 3 blocks
    [Byte 1][Byte 2][Byte 3]
    [Byte 4][Byte 5][Byte 6]
    [​IMG]

    Tile 2: 1 block
    [Byte 1]
    [Byte 2]

    [​IMG]

    Tile 3: 2 blocks
    [Byte 1][Byte 2]
    [Byte 3][Byte 4]

    [​IMG]

    Tile 4: 4 blocks
    [Byte 1][Byte 2][Byte 3][Byte 4]
    [Byte 5][Byte 6][Byte 7][Byte 8]

    [​IMG]

    That should pretty much cover it. msgcmn12.fnt is similar, but with a tile height of 12 instead of 16.
     
  6. kk1123
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    Newcomer kk1123 Newbie

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    woowww

    thank you for your help~

    i will try
     

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