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simple answer: probably
not so simple:
well, what I meant by playing around is that you find some text where you can find it easily and quickly while play testing, then change it to see what those codes do... play and then see what happens. be sure to document it all so that you have it all covered. Do you know how to insert breakpoints? this is only important if you are having trouble finding where the text comes up in the game. insert a breakpoint and bam while playing it stops and you now know where or when it is. I have only used breakpoints in 7th dragon and that was to try to figure out what the heck was going in with the font(s) for that game. It has been so long I can't remember how do that so...
now to be sure though... you are sure it is not just some random hex that is part of the programming? or a pointer or something else...
If it seems to be something that repeats before certain text and you can see that as a pattern then possibly it is a control value.
But as we have normmatt here... he could just tell us what he has figured out....
Even then I would like you to try to figure this out. The only way to do that is to change it and play. find some of the beginning game play text - so where you have the game introduction. from screen shots use the text in the screen shot search for it then change that...
oh make sure that it isn't the rom you are really translating use a copy. If it crashes in play then you shouldn't have changed it... if it changes the color or does something else you can note that.
note it and try some of the other codes/values. change + play again. til you're sure you have identified them all.
now next question though I am pretty sure you don't need to worry about this. Is it in the middle of the text or is this a code page thing... where you just change the code page and there you go japanese in a different encoding.
It probably is the first one so more than likely a code, fiddle with the text and see what happens.
not really related : you can easily get the tables for this game form the rftn nftr;
This is what I meant for itadaki street ds it uses code page 932 and the code page for unicode- though byte reversed. A big freaking pain in the butt I have to convert the unicode to hex then byte reverse it then insert that... as the font is not nftr based and is going to need some hacking. I had to dump the text twice once for sjis once for the unicode.
You won't need to worry about this though. you just need codepage 932 or to use the table from the biggest font in the font pak. you guys are lucky in having rftn nftr (well documented and previous tools exist to change them), to work with you might have had to go with some more difficult font hacking.
I am curious are you going to translate this in another language then english?
not so simple:
well, what I meant by playing around is that you find some text where you can find it easily and quickly while play testing, then change it to see what those codes do... play and then see what happens. be sure to document it all so that you have it all covered. Do you know how to insert breakpoints? this is only important if you are having trouble finding where the text comes up in the game. insert a breakpoint and bam while playing it stops and you now know where or when it is. I have only used breakpoints in 7th dragon and that was to try to figure out what the heck was going in with the font(s) for that game. It has been so long I can't remember how do that so...
now to be sure though... you are sure it is not just some random hex that is part of the programming? or a pointer or something else...
If it seems to be something that repeats before certain text and you can see that as a pattern then possibly it is a control value.
But as we have normmatt here... he could just tell us what he has figured out....
Even then I would like you to try to figure this out. The only way to do that is to change it and play. find some of the beginning game play text - so where you have the game introduction. from screen shots use the text in the screen shot search for it then change that...
oh make sure that it isn't the rom you are really translating use a copy. If it crashes in play then you shouldn't have changed it... if it changes the color or does something else you can note that.
note it and try some of the other codes/values. change + play again. til you're sure you have identified them all.
now next question though I am pretty sure you don't need to worry about this. Is it in the middle of the text or is this a code page thing... where you just change the code page and there you go japanese in a different encoding.
It probably is the first one so more than likely a code, fiddle with the text and see what happens.
not really related : you can easily get the tables for this game form the rftn nftr;
This is what I meant for itadaki street ds it uses code page 932 and the code page for unicode- though byte reversed. A big freaking pain in the butt I have to convert the unicode to hex then byte reverse it then insert that... as the font is not nftr based and is going to need some hacking. I had to dump the text twice once for sjis once for the unicode.
You won't need to worry about this though. you just need codepage 932 or to use the table from the biggest font in the font pak. you guys are lucky in having rftn nftr (well documented and previous tools exist to change them), to work with you might have had to go with some more difficult font hacking.
I am curious are you going to translate this in another language then english?