ROM Hack how to get crystal tile2 source code?

sunlightface

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i can't download because some link is broken..too old link :(
Does anyone have it?
or Is there a hex editor source code with supports multi-byte(1 to 2 byte) custom tables? (Except translhextion)
 
I probably have a copy around here on an old hard drive, though I will have to go digging. However it was only ever the older versions (which were probably even buggier and the later stuff saw a lot of work done on new functionality) that saw the source as far as I am aware, and they were hard to build at the time* (never mind however many years on this is and you then getting to dig through)
https://web.archive.org/web/20070303105611/http://www.angeleden.net/Crystal/CrystalTile2(src).zip has a slightly older version still, pass is "www.angeleden.net" (no http:// or ").

*Normmatt and possibly cory1492 had some posts covering what they needed. Even at the time though I believe they were quite hard to come by setups of Microsoft's compilers and if that is anything like old versions of office then good luck finding that today. Maybe legacy business coding needs will keep it nearer to hand than office (not that legacy office doc does not cause any number of dramas and traumas).

All that said most of the text engine probably comes from the even older crystalscript so there is that.

If you are wanting to implement something yourself I would instead suggest just implementing
http://transcorp.romhacking.net/scratchpad/Table File Format.txt
in whatever open source hex editor you like. Properly open source ones are few and far between these days so (personally I would go with https://sourceforge.net/projects/hexplorer/ , indeed it was and remains one of my suggestions for a free hex editor collection to match the likes of hex workshop and 010 editor).

Also feel like linking http://www.romhacking.net/forum/index.php?topic=27943.0 -- there the author of hxd was looking to do some stuff so you might find something of interest in that.
 
I probably have a copy around here on an old hard drive, though I will have to go digging. However it was only ever the older versions (which were probably even buggier and the later stuff saw a lot of work done on new functionality) that saw the source as far as I am aware, and they were hard to build at the time* (never mind however many years on this is and you then getting to dig through)
thank you for some stuff and infomation
usually, implementation of the hex editor is so easy.. even 1byte~2byte match
but it is too hard set position when event(key, mouse click event) because of case of four conditions

font width of ascii code is 8.. but font width of 2byte code is twice so i have no idea how to implementation position when event
[Code size] [Font WidthSize]
2byte 8 //ex> 1234 = A
2byte 16 //ex> 1034 = 王
1byte 16 //ex> 47 = 沖
1byte 8 //ex> 23 = B

sry bad eng : (
 
Last edited by sunlightface,
Yeah mixed lengths are fun, even more so if it is truly custom.

For ASCII text ( http://www.asciitable.com/ ) then while it is 8 bits long it is only 7 in practice (we will skip extended stuff today, especially as I don't think I have seen a vaguely modern console game use it). Which is to say all the characters are below 7F. Anything with the upper bit high is then something else and thus you now have a simple if else loop to write.

For ShiftJIS ( http://www.rikai.com/library/kanjitables/kanji_codes.sjis.shtml and https://www.fileformat.info/info/charset/Shift_JIS/list.htm for others playing along) is 8,9,E or F for the 16 bit stuff so you have that.

Most hex editors will then either give you the option to shift between 8 and 16 bit decoding (possibly also shifting the decoding to start on 0 bits or 8 bits just in case something messed up the 16 bit sections), hope the original encoders sorted something out or just use the first character it encounters in the table (there is also a reason people have separate tables for insertion and extraction).

And yes I have seen games mix and match 8 and 16 bit (Zombie Daisuki) encodings in the same file, or use 8 bit control characters with a 16 bit text encoding.
 

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