A Detective Conan and Kindaichi Case Files game. Translation is finished!
It's out! Patching instructions are available at http://www.dctp.ws/ConanKindaichi
Download Mirror 1
Download Mirror 2
Also on FileTrip: http://filetrip.net/nds-downloads/r...counter-of-2-great-detectives-1-0-f33220.html
June 29, 2015
The translation is scheduled to be released today at 6:00PM EST. Here's the trailer:
June 20, 2011
118/752 script files translated as of June 20, 2011
Ran into a slight problem:
As you can see in the picture, the font is spaced apart. In the untranslated rom, it looks something like this:
? ? ? ? ? ?
In the translated version, spacing remains the same, which with English characters doesn't look very good:
Tw il ig ht L an e
Hex characters before the screen loads looks like this:
70227021700a000070180402701b0a00077018041c701b0a000a70180402701b0b004270055f700a
0001
Similar problem is here:
At this part, the game script is like this:
70227021700a0000700701017018020e700c0464700b000901701b05000a700a0601701c14701200
Where are you thinking of?
7022701201
Twilight Island Folk Museum
7022700a0600701d061400007023701c15700a1900700a000070070101701803f5700d10700a1301
700a1401701803ef700a1300700a14007004015d11027018041a7004015d1103701803f57019000d
7
01c00701c16701115700a1900700a000070180402700a0201700d10700a1301700a1401701803ef7
0
0a1300700a14007004015d11027018041a7004015d1103701803f57019000d701c00701116701202
Lighthouse
7006007022701b0700687021700a000070111c70111a701203
Coal Blue
7006007022701b0700687021700a0000701122701120701204
Gift shop "Fukado"
I was hoping the spacing issue would have to do with the hex preceding the text, but it looks like that is not the case, so the spacing is probably stored elsewhere in the rom somewhere, so I'm thinking I will need help from someone with knowledge of ASM to remove the gap between characters in these specific instances. If anyone wants to help, the first screen is taken from the beginning of Chapter 1 in the game, so from the beginning of Chapter 1 (after the prologue), just by pressing A through the dialogue and then clicking the first icon to talk to the first character two times in a row will get you to that first screen. I can provide a complete Desmume save so you can skip to Chapter 1 if needed.
June 28, 2010
New font:
June 2, 2010
As you can see, still need help with font width. If I just knew the location where the width is stored, I could draw a new font with that width for all the English characters which would solve this problem. Let me know if you know how to do this!
Feb 6, 2009
So, I looked through the rom and found the game script. Unfortunately, only the Shift-JIS font is present (POC using existing font: first line in game replaced):
So an English VWF will need to be inserted using 1-byte codes, preferably the ASCII codes. I have absolutely no experience with font insertion, so if someone could help with info on this, it would be appreciated. The SJIS font is stored as tiles.
It's out! Patching instructions are available at http://www.dctp.ws/ConanKindaichi
Download Mirror 1
Download Mirror 2
Also on FileTrip: http://filetrip.net/nds-downloads/r...counter-of-2-great-detectives-1-0-f33220.html
June 29, 2015
The translation is scheduled to be released today at 6:00PM EST. Here's the trailer:
June 20, 2011
118/752 script files translated as of June 20, 2011
Ran into a slight problem:
As you can see in the picture, the font is spaced apart. In the untranslated rom, it looks something like this:
? ? ? ? ? ?
In the translated version, spacing remains the same, which with English characters doesn't look very good:
Tw il ig ht L an e
Hex characters before the screen loads looks like this:
70227021700a000070180402701b0a00077018041c701b0a000a70180402701b0b004270055f700a
0001
Similar problem is here:
At this part, the game script is like this:
70227021700a0000700701017018020e700c0464700b000901701b05000a700a0601701c14701200
Where are you thinking of?
7022701201
Twilight Island Folk Museum
7022700a0600701d061400007023701c15700a1900700a000070070101701803f5700d10700a1301
700a1401701803ef700a1300700a14007004015d11027018041a7004015d1103701803f57019000d
7
01c00701c16701115700a1900700a000070180402700a0201700d10700a1301700a1401701803ef7
0
0a1300700a14007004015d11027018041a7004015d1103701803f57019000d701c00701116701202
Lighthouse
7006007022701b0700687021700a000070111c70111a701203
Coal Blue
7006007022701b0700687021700a0000701122701120701204
Gift shop "Fukado"
I was hoping the spacing issue would have to do with the hex preceding the text, but it looks like that is not the case, so the spacing is probably stored elsewhere in the rom somewhere, so I'm thinking I will need help from someone with knowledge of ASM to remove the gap between characters in these specific instances. If anyone wants to help, the first screen is taken from the beginning of Chapter 1 in the game, so from the beginning of Chapter 1 (after the prologue), just by pressing A through the dialogue and then clicking the first icon to talk to the first character two times in a row will get you to that first screen. I can provide a complete Desmume save so you can skip to Chapter 1 if needed.
June 28, 2010
New font:
June 2, 2010
As you can see, still need help with font width. If I just knew the location where the width is stored, I could draw a new font with that width for all the English characters which would solve this problem. Let me know if you know how to do this!
Feb 6, 2009
So, I looked through the rom and found the game script. Unfortunately, only the Shift-JIS font is present (POC using existing font: first line in game replaced):
So an English VWF will need to be inserted using 1-byte codes, preferably the ASCII codes. I have absolutely no experience with font insertion, so if someone could help with info on this, it would be appreciated. The SJIS font is stored as tiles.
Last edited by cocomonk22,