ROM Hack I'm making a FFIV translation patch...

monopoman

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Umm Belmont that patch seems to actually leave less translated then the previous one.

I unzipped everything then took a fresh copy of the rom and tried patching multiple times.

Appreciate the quick work so far but just wondering if thats a bad download link or what?

Edit:

Looks like the problem just might be the first download link i tried the 3rd one it seems like its .99 so far.
 

pinky

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Yup, the batch is calling for trans.patch when the file in the archive is patch.trans.. rename the file for english goodness
biggrin.gif
 

sudeki300

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first of all i would like to say thanks to all the people that have taken time out and made this project turn into something that alot of people are going to enjoy.its amazing how quickly this has been done.i myself am waiting for the final release when everything has been fully translated and that is my question.is the story going to be translated i have seen some post where people are saying that it might not be done at all.please can you let me know if there is going to be a light at the end of the tunnel.thanks..................sudeki300
 

Raganook

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first of all i would like to say thanks to all the people that have taken time out and made this project turn into something that alot of people are going to enjoy.its amazing how quickly this has been done.i myself am waiting for the final release when everything has been fully translated and that is my question.is the story going to be translated i have seen some post where people are saying that it might not be done at all.please can you let me know if there is going to be a light at the end of the tunnel.thanks..................sudeki300

*chugs anti-freeze*
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m3rox

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Thanks for making this translation patch guys, much appreciated. I've now beaten the Antlion using this patch. One question though, why is Phoenix Down, listed as Fenixdown?
 

m3rox

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94dan

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metroplex2k7

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stop whining and being so picky. it doesnt matter how its spelled as long as you know what it is. they took the time and effort to do this project. be happy.
 

Raganook

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Its all about space management. We only have a certain number of characters we can fit. There are a lot of ways to shorten the word to fit, but if you can figure it out we have done our job
tongue.gif


Sometimes it was really tough. Like "Decapitation" in two letters. We did our best.
 

FranckKnight

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Oh, don't take me wrong Belmont. I appreciate the work you're doing, I was hypothetically speaking. Of course, it's not 'easy' to hack and change pointers and such. I didn't mean it as such. It would be alot easier if you could just take the word bank and replace it by a new one without changing anything. I might have been misread on that, but I blame myself from not being any more clear.

What I meant is that when we were doing NES and SNES translations, there was no decompression or else there was some VERY talented people finding ways to hack and change the pointers. I did a translation for FF5 from English to French back in those days, and one of our coders apparently had such a tool as they just asked us to translate the text dump line by line, no matter the amount of letters used.

On the other hand, when I was trying to translate Lufia at one time, I had the space limit to work with, and even then I could only translate the intro text as the game seemed to use a 'word bank', basically each word was given a number, and the text only pulled the word from that bank.

So basically the ROM would read like this :
Sinistral love island Selan magic you defeat

And then the actual text would be something like this :
I [2] [6], [4].
I shall [7], [1]s.

They called that some sort of text compression. I still ahve no idea if they actually counted word blocks between spaces, or called on actual position pointers, so I never messed with it to see if I could change the lenght of those words.

What I meant is that it would be much simpler if you could just change the word bank without conern about the spaces and other things. I gave DQ4 as an example as the text is already in, because it's not activated either. If you switch it to other languages there's a ton of things missing, such as checks for genders and numbers in the party or current leader, and items had no capitals as I would have expected normally.

The example was given that the script to actually convert those control codes into text is possibly into the cart but not 'turned on'. If they are smart they would make most games like this today, with the idea that it could be translated into other languages, so they should be leaving themselves some 'backdoors' open for an easier translation later, instead of composing with either space constrictions (Fenix Down, remember?), text compression (like my Lufia example), or any other kind of work around I don't remember of.
 

BelmontSlayer

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Oh, don't take me wrong Belmont. I appreciate the work you're doing, I was hypothetically speaking.
Ah, sorry then. I didn't see your post coming off as hypothetical.

So basically the ROM would read like this :
Sinistral love island Selan magic you defeat

And then the actual text would be something like this :
I [2] [6], [4].
I shall [7], [1]s.
That's actually just another form of pointers. They store all the common words in one file (aka word bank) and then use the pointers to point to the individual words. Sadly, FFIV doesn't use that system and rather the pointers are in seperate locations and point to the individal words and phrases. I've been unable to locate the pointers, but if I could then the character limit would be a thing of the past.

QUOTE(FranckKnight @ Jan 2 2008, 03:43 PM)
If they are smart they would make most games like this today, with the idea that it could be translated into other languages, so they should be leaving themselves some 'backdoors' open for an easier translation later, instead of composing with either space constrictions (Fenix Down, remember?), text compression (like my Lufia example), or any other kind of work around I don't remember of.
...but they don't. As space isn't really an issue anymore (few DS games max out the cart) very few devs use word banks. Most use compression (on the individual files) and then just change the source code when it's localized. I'd love it if more devs used word banks, but they're just not practical anymore.
 

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