ROM Hack excuse me, i have a question

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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~
 
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...)
 
psycoblaster said:
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"

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~
 
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.
 
psycoblaster said:
I need help with viewing this font file:
http://ns3.itstandard.co.kr/~bskim/msg.zip

It's a font file from front mission 1st, and it doesn't seem to include all the japanese characters... but it's kind of wierd.
I can kind of view them on crystal tile with a 2bpp encoding, but no matter how much I try to align them, they don't line up ...
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]
frontmissiontile3qd9.png


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

frontmissiontile1ty7.png


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

frontmissiontile2xe6.png


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

frontmissiontile4kn7.png


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

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