ROM Hack Jet Impulse Translation

  • Thread starter Thread starter nIxx
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In this case a smaller font where my idea too as long as it´s not to small
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.
And like Noitora said it´s no problem it would only need to change the width and thanks NTFRedit it´s easy to do.
For example i needed to change the width and the next offset for the button icons.
 
I am also trying to hack this game, since it is 'easy' start, but i guess you beated me
tongue.gif
,

btw Noitora what's VWF? Googled it but didn't really find a explanation
ohmy.gif
 
In this case vfw = variable font width.

Easiest example I have

iiiii (5 i characters), also good for j l , . ; : ' ` 1 ! |

Code:
iiiii

Also 5 i characters. Japanese characters (see above) are all approximately the same width and so can use the same size box, as the example above shows it is not the same for roman character based languages and can look quite ugly (as well as waste screen space).

Traditionally it is a ASM level hack, workarounds include narrow font (also quite ugly), characters tweaked to sit in the large boxes (the i in the codebox is a good example) and sticking a few characters into a single tile and calling that (this would be what I suggested above).
 
As you can see in the font picture above the Japanese characters are all approximately the same width meaning each character can be given a set number of pixels.

In roman character using languages we tend to squash the thinner characters together (i j l , . ; : ' ` 1 ! | being the characters in question), as Japanese does not have this property you can get away with adding a simple amount of pixels before starting the next character in Japanese games. When translating we use the Japanese game as a base which may well lack the "squashed character" option leaving us with a problem if we want the end result to look professional.
It is also problematic as Japanese is a fairly concise written language and what takes 10 characters in Japanese might take 30 in English, wasting screen real estate is not a good idea in this case.

People have taken to solving this problem in several ways.
1. Rewording to fit things in, this is why many have taken to retranslating games. If you want to see a truly horrific example of this in a commercial game take a look at Lunar Legend on the GBA.
Note some people also do this if they do not understand pointers and how to start new paragraphs/lines (some games do it in pointers but some do it in the text itself).

2. Using a skinny font, thinner characters allow more on the screen. Some go the opposite way and add flicks to thin characters to they do not look so out of place (the codebox stuff above is a good example).

3. Adding a variable width font to allow the game to use "squashed characters". This usually means hacking the font grabbing code and is quite difficult courtesy of this generally meaning an ASM level hack. People usually use a lookup table or occasionally mess with the characters themselves (a simple xor can be used to tell if a line is occupied).
http://www.romhacking.net/docs/337/
Newer consoles like can have a basic font handling in the SDK (see NFTR http://gbatemp.net/index.php?showtopic=105060 for the format used by a fair few DS games) which may well have such capabilities inbuilt.

4. Merging characters in together. I assume you are familiar with tiles, while not always true each character is generally given a single tiles, you can then add words or you can add common/simple character combinations like double i or you can make a truly custom font based on your script.
It is similar in theory to the wildcards or similar that you sometimes see to call names of characters, prices in shops.....
This is also a good way to work around character limits in menus which may well be limited to 8 characters or something (see phantasy star games for spell technique names)
 
Sp33der said:
I am also trying to hack this game, since it is 'easy' start, but i guess you beated me
tongue.gif
,

btw Noitora what's VWF? Googled it but didn't really find a explanation
ohmy.gif
It's making a font character's aligned correctly or so, I can't really explain it so I'll give you an example.

This is a font with a VWF hack applied.
Th i s i s a font w i th no VWF hack app l i ed

Also if you want to read more: http://en.wikipedia.org/wiki/Variable_width_font
 
Hi
someone now where the Title Screen picture is
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?
I can´t find it !?

Because that´s what i found in the game:


Seems as this game was already planned to release 2006 in US
smile.gif


Ah and i found one in the screen/SOUNDOPTIONS directory but it seems not to be the used one
 
nIxx said:
Hi
someone now where the Title Screen picture is
smile.gif
?
I can´t find it !?

Because that´s what i found in the game:


Seems as this game was already planned to release 2006 in US
smile.gif


Ah and i found one in the screen/SOUNDOPTIONS directory but it seems not to be the used one

maybe in /data/screen/TITLE/ ?
ohmy.gif
, the OP_scrA.ncgr ?
 
now I do not believe that game will come to US, because this supposed to be released in 2006 or something like that. In the IGN says "TBA 2009", but they make mistakes every day on dates of releases ¬¬
 

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