ROM Hack Mugen no Frontier: Super Robot Taisen OG Saga

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psycoblaster

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thanks, kryss
biggrin.gif

49044b693d925&filename=mnfgroup.png
 

copy_zero

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good work, Noitora, and thank you for spending your free time translating a game so that everyone that doesn't know Japanese can play it. And if you need some help with items and other stuff and terminology from the other OG games, feel free to ask. For starters, the Lion King Sword is called Shishio Blade, take out the u in Chobamu Armor, High Power thruster is High Mobility Thruster, Electronic Brain is (I think) Custom CPU, and for now it's all.

Once again, thank you for the translation, and continue the good work
 

Noitora

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psycoblaster said:
@ noitora
Do you mind if I use some of your translation for this game?
(I helped you with editing graphics so you should help me by letting me use some of your trans
tongue.gif
)
mnf8.png
mnf7.png
mnf6.png

mnf5.png
mnf4.png
mnf3.png

mnf2.png
mnf.png


I've been practicing Korean translating for this game using your trans so far. I can start out a whole new trans if you don't want me to use your trans, though.

Or is this a question I should ask to the translators, not Noitora??
Umm use it, I suggest you to wait for the next patch version so you can use that as a base I've done a lot of dirty things and I'd like to discuss about some things if you want to translate the game in korean once I'm back from my vacations, tomorrow night ...
 

hetyu

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Keep up the awesome work Noitora!!! Im learning japenese but im not on the level yet where i could play games >.> So this translation helped and will help me a LOT!
ほんとうに ありがとう !!!
 

Noitora

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I just returned from my mini-vacations.

battlenamesqb3.png
fleerg3.png
< I translated the characters' names on the lower screen so you can identify everyone's status.
guardoe6.png
nightvisionwv0.png
partymq3.png
 

psycoblaster

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is the patched game supposed to crash frequently on an emulator?
well the non-changed version crashes,
so even the korean trans i'm working on crashes.
and so I can't continue with taking screens and testing...
 

Noitora

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psycoblaster said:
is the patched game supposed to crash frequently on an emulator?
well the non-changed version crashes,
so even the korean trans i'm working on crashes.
and so I can't continue with taking screens and testing...
Yeah, it crashes like hell...I was lucky to get into a battle without having the game crash
tongue.gif
 

psycoblaster

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-?-;;
I can't get this thing to work. I've tried renaming the data.srl to data.nds but only the battle folder is extracted T^T
But crystaltile's file list shows each file perfectly.
I just need the changed logo screen to get inserted into the ROM. (crystaltile doesn't allow larger files to be inserted)
so what I had to do is to delete the "GAME" under namco's logo to fit this
frown.gif

Picture1-15.png

Changing the logo was something essential in korean romhacking.
tongue.gif
 

Noitora

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psycoblaster said:
-?-;;
I can't get this thing to work. I've tried renaming the data.srl to data.nds but only the battle folder is extracted T^T
But crystaltile's file list shows each file perfectly.
I just need the changed logo screen to get inserted into the ROM. (crystaltile doesn't allow larger files to be inserted)
so what I had to do is to delete the "GAME" under namco's logo to fit this
frown.gif

Picture1-15.png

Changing the logo was something essential in korean romhacking.
tongue.gif
Holy shit, cool logo.
Edit: Why am I so lazy to make one too? :3
 

Noitora

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psycoblaster said:
tongue.gif

everybody changed their logos in the other korean trans. I thought I had to do the same
tongue.gif
Mind telling me the location of the palette in logo.pk?
I am too lazy to do the whole process again and I have nothing to do now since I'm waiting for the remaining items to be translated.
 

psycoblaster

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lawl
look at the logo.pk (uncompressed) on TM on 8bpp.
then arrange the window until you clearly see the picture accurately.
usually, just like the ysds logo, if there are multiple pics, each are like separate images with their own palettes. (usually)
so you see that jibberish after the actual image?
look at this screen:
example.png

that's where the palette should be if this is a logo with the common format.

and, do this:
what I basically did was get the jibberish as the first tile on tile molester so I can see what offset that jibberish starts in.
Picture1-16.png

(it says 0000C074)
so on a hex editor... lets go to 0xC074
Pic:

as I've explained on the summon night thread, the RLCN TTLP is a common palette header.
The header is 40 bytes long, so count up to 40 from the "R" in RLCN. If counted correctly, the header ends at C0AB.
So the next byte, C0AC, is where the palette starts.
an 8bpp image has a 256 color palette.
so on a calculator, convert C0AC to decimal form, 49324, and insert that number in TM.

example-1.png


there you go.
biggrin.gif


do the same for the other logos. Remember, each of them has their own palette so search for them the same way. (Or now because you know the format of the palette, you can just search for RLCN or TTLP and try to locate the palette that way
tongue.gif
)
 
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