ROM Hack how do I extrat text from a rom??

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rastsan said:
did you select the hex to copy or the text in ct2 cause it will let you copy both (uh nevermind it only copies text).
hmm let me try, strange i don't have this problem. whats going on then are you using ct2?
its working just fine what version are you using and are using ct2?
ooh I missed that thanks
 
corr0126 said:
rastsan said:
did you select the hex to copy or the text in ct2 cause it will let you copy both (uh nevermind it only copies text).
hmm let me try, strange i don't have this problem. whats going on then are you using ct2?
its working just fine what version are you using and are using ct2?
ooh I missed that thanks
so I follow everything you said and its not working I feel like giving up
 
If you have no motivation and
asking advice anytime you need to know how to do a Ctrl+C / Ctrl+V to paste a simple text...
Then give up

or...

stop complain and try to work a little by yourself.

I'm okay to help but you didn't even take a look at the Starting board, you just came out of nowhere asking for anything.
You need to learn the basis even if you think it's useless
 
using both the march 09 version and the version of CT2 that has to be registered I have no problem. So dump the rom with dsbuff open the overlay file 0001 and find that or a file that has text any file in ct2 (preferably something easy to get too) and change the text to test anyways I am going to try it myself and see (I know you wanna do it yourself but...) so next thing you should do is get yourself a free hexeditor (google it)
Or even better get Emeditor and edit a file in it my back up editor is UEstudio (No table file support though, mainly for programming) copy and paste into emeditor hope it reads it the right way... I'll get back to you.
 
corr0126 said:
Mana94 said:
There is no universal program to text edit roms with easily.
You have to open it with a hex editor, and find where the font is located.

Romhacking.net/start
why the fuck does everyone keep linking me there they don't make it easy in that guide that guide doesn't even explain what I want to do I'm about to give up becuase the people here that know how to do this are no help at all and plus way too many pokemon translation and fix thread going on here
Well damn, you are the one asking for help! Just ignore it then ..
 
rastsan said:
using both the march 09 version and the version of CT2 that has to be registered I have no problem. So dump the rom with dsbuff open the overlay file 0001 and find that or a file that has text any file in ct2 (preferably something easy to get too) and change the text to test anyways I am going to try it myself and see (I know you wanna do it yourself but...) so next thing you should do is get yourself a free hexeditor (google it)
Or even better get Emeditor and edit a file in it my back up editor is UEstudio (No table file support though, mainly for programming) copy and paste into emeditor hope it reads it the right way... I'll get back to you.
will do and found it also really to get text thanks for real
 
so did the test for derby stallion and it appears that single byte characters can be read so at least now you know that (if you do not have it get the unregisterable version of CT2 from march of 2009 and give it a try) both the full width and half width appear so translating this rom will actually be quite easy
and for a starter project actually pretty good (my starter was 7thdragon, still worKing on it)
So you know how to find the text and to dump the text (in extractors/inserters you just input the offsets and do what needs to be done, this does mean though that you might need to rework the pointers and that is another topic okay)
if your serious about translating a particular rom try to post a topic here ie Derby stallionDS translation project - if it looks like you will need a team or help if anyone is interested in helping you they will post in that topic (I felt and still feel that you should only post if you need help or you have a patch ready to hand out)

If you are having trouble finding a hexeditor try looking on romhacking.net
the free hexeditors there make you really appreciate crystaltlie2 (no offence to the authors of those hex editors alright, but a built in table file system and a kick butt searcher, tile viewer, plus inserter extractor, etc built into one... sigh)
 
rastsan said:
so did the test for derby stallion and it appears that single byte characters can be read so at least now you know that (if you do not have it get the unregisterable version of CT2 from march of 2009 and give it a try) both the full width and half width appear so translating this rom will actually be quite easy
and for a starter project actually pretty good (my starter was 7thdragon, still worKing on it)
So you know how to find the text and to dump the text (in extractors/inserters you just input the offsets and do what needs to be done, this does mean though that you might need to rework the pointers and that is another topic okay)
if your serious about translating a particular rom try to post a topic here ie Derby stallionDS translation project - if it looks like you will need a team or help if anyone is interested in helping you they will post in that topic (I felt and still feel that you should only post if you need help or you have a patch ready to hand out)

If you are having trouble finding a hexeditor try looking on romhacking.net
the free hexeditors there make you really appreciate crystaltlie2 (no offence to the authors of those hex editors alright, but a built in table file system and a kick butt searcher, tile viewer, plus inserter extractor, etc built into one... sigh)
I'm do winners circle right now and theres a folder named text_bin thats were all the text is but the game has text on the gfx and I can view that how can I view them also theres alot of
.ncer .ncgr .nclr .nanr .nftr files what are those?? and to they contain text
 
corr0126 said:
rastsan said:
so did the test for derby stallion and it appears that single byte characters can be read so at least now you know that (if you do not have it get the unregisterable version of CT2 from march of 2009 and give it a try) both the full width and half width appear so translating this rom will actually be quite easy
and for a starter project actually pretty good (my starter was 7thdragon, still worKing on it)
So you know how to find the text and to dump the text (in extractors/inserters you just input the offsets and do what needs to be done, this does mean though that you might need to rework the pointers and that is another topic okay)
if your serious about translating a particular rom try to post a topic here ie Derby stallionDS translation project - if it looks like you will need a team or help if anyone is interested in helping you they will post in that topic (I felt and still feel that you should only post if you need help or you have a patch ready to hand out)

If you are having trouble finding a hexeditor try looking on romhacking.net
the free hexeditors there make you really appreciate crystaltlie2 (no offence to the authors of those hex editors alright, but a built in table file system and a kick butt searcher, tile viewer, plus inserter extractor, etc built into one... sigh)
I'm do winners circle right now and theres a folder named text_bin thats were all the text is but the game has text on the gfx and I can view that how can I view them also theres alot of
.ncer .ncgr .nclr .nanr .nftr files what are those?? and to they contain text
so on winners circle theres a folder named text_bin and in that folder there a bunch of bin and h files I'm guessing that the h files contain some text and the bin fill contains most of the text right? I can copy the text thats on the h file with the address and every thing but the bin is giving me some problems
 
corr0126 said:
I'm do winners circle right now and theres a folder named text_bin thats were all the text is but the game has text on the gfx and I can view that how can I view them also theres alot of
.ncer .ncgr .nclr .nanr .nftr files what are those?? and to they contain text

.ncer .ncgr .nclr .nanr = Graphic

.nftr = Font
 
StorMyu said:
corr0126 said:
I'm do winners circle right now and theres a folder named text_bin thats were all the text is but the game has text on the gfx and I can view that how can I view them also theres alot of
.ncer .ncgr .nclr .nanr .nftr files what are those?? and to they contain text

.ncer .ncgr .nclr .nanr = Graphic

.nftr = Font
so I have to worry about that too becuase some of the gfx has text too
 
that is another topic and searchable, but, since this seems to be anice easy to piont to topic...
Okay, Tile viewers...
the ds has several image viewers out there.
like I said in an earlier post tahaxan can help you with this. Tahaxan recognizes most images used/by the ds and even better will show you (this isn't always the case), you get the images write down the size, offset, and for later use in crystaltile2 save an image to use an imported palete.

common grapics sizes on the ds
8by8
up on to 16 by 16 (for fonts)
variations of certain numbers
As the ds screen is literally 256 by 192 anything bigger than that is rare (examples that break this duel love has a scolling title screen s there is a lttle extra that scolls on down the screen, zoids coliseum yet another titile screen)
so 8 by x, even then in ct2 if you press the up and down keys while you are change the height width it will automattically give you numbers that work (zoids coliseum 96 by 128 a picture plus the palete but it leaves in nice rectangles that you can use to export and import when you want through the edit function. Even has a 1on 1 export useful for other software that lets you manually place the tiles in an image (you probably won't need this but I have had to use this about thirteen times so far while changing animations the graphics are quite literally messed up you can see an image and view chunks of it but it will never quite line up, this is when you will use this)
bpp cycle through these and cycle through the rom (look through the whole thing), with various bpp and various tile sizes. tahaxan comes in handy for this the stuff you wrote down earlier, you know there is a 32 by 32 image in the game you have the offset you just need to know the bpp so change it til you see an image. remember though that not all roms keep all images the same way, just becuase you see 1 image in gba 8bpp doesn't mean there aren't images in gba 4bpp so to be safe you look around.
example 7th dragon uses nds 1bpp, gba 4bpp. gba2 4bpp and gba 8bpp. also uses various sized images. so get ready to write stuff down while you are looking cause images can be anywhere.

oh and when exporting image remember to save it as an image okay... 4 people on the gbatemp board so far that I've helped got stumped on this very thing. So...

Again if you are looking for specific help for a specific game post a topic for it keep the topic on topic and well you can pm if you need to you know...
 

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