ROM Hack Official translation requests topic

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tarso21 said:
Game name
SD Gundam G Generation: Cross Drive
Official Page:









Good game,

However when I played it I found it was definitely on the text heavy side.

Doubt any translator would touch it, know I wouldn't
 
QUOTE said:
Good game,

However when I played it I found it was definitely on the text heavy side.

Doubt any translator would touch it, know I wouldn't

Yeah, I wouldn't either.
That's why I requested it here, maybe a good-hearted - and bored - translator could translate this game.
I would be happy with a translation of the menus, but who knows...
 
just looked at culdcept DS. It looks like it's more for a romhacker with assembly knowledge.
All the texts are compressed in the arm9 binary. And most of the times, you won't be able to increase the size of the arm9 binary..
 
I've updated the list.

Remember that if you don't use the format we've given for a translation request, we won't add it to the list.
 
Game Name:

1500 DS Spirits Vol.10 - Igo

Released Date:

May 13, 2008

Game Info:

It's a game based on the board game of go. I don't believe it will come over to the west because the game of go isn't quite popular in the west as it is in japan.
I don't believe the game is too heavy in text. It would be much appreciated if someone could translate.

Screenshots:

2327a.jpg


2327b.jpg


2327d.jpg
 
Game Name:
The Tower DS

Release Date:
Jun 26, 2008 (JP)

Game Info:
The latest entry in the SimTower/Yoot's Tower/The Tower series of building simulation games by publisher DigiToys. Doubtful it will ever see a US/Europe release.

Screenshots:
tower_ds.jpg

tower7.jpg

tower2.jpg

tower5.jpg
 
Game Name:
Jet Impulse

Release Date:
02/08/07

Game Info:
A beautiful looking 3D combat action game by Nintendo where you pilot a jet. Taking out targets in the air, sea, and land. Includes online co-op. Was once slated for the US with no release date as "DS Air", then silently became vaporware.

Screenshots:
JetImpulse.gif

ds-air-1.jpg

ds-air-2.jpg

ds-air-3.jpg

ds-air-4.jpg

ds-air-5.jpg

ds-air-6.jpg
 
quick look into
rota nova

Not sure about the graphics, but the script seems 100% translatable. (It was a quick look)
Looks like COMMON/MESFILE.DK4 is the script.
First 4 bytes
49 4C 4E 4B
is an "ILNK" magic stamp

the next 4 bytes
29 00 00 00
is the number of scripts contained (41)

the next 4 bytes
B0 00 00 00
is the size of the header

and then starts the 41 pointers for the script.

And of course there is the script after the pointers.

More text found in arm9.bin.

Not sure about the graphics, because many of them have a .pxl extension and again, I just quickly looked through.

There is a font file called KANJI.FNT.
It seems like it is just a bitmap font.
KANJIFNT-1.png

That's it, nothing more. It's just a bitmap font.

the character map SEEMS to be in the ARM9.bin, but not sure.

edit:
Character map IS in the arm9.bin at offset 0x125EC4.

Now time to look for a width table...
 
saintdeux said:
hi!!

can you translate shakugan no shana
oh well....
I'll do the proper request for ya......
Game name
937045_82495_front.jpg

Shakugan no Shana DS

Release date
JP, 03/29/07

Game info
a game based from the anime. further details just see the videos & Screenshots....

Screenshots
Openig Video


Gameplay/Battle

shaku4sy9.png
0972b.jpg

shaku3hg4.png
shaku1zo9.png
 
Game name
Super Robot Wars W



Release date
2007 March 1st

Game info
Super Robot Wars has been a really popular crossover SRPG featuring robots from different diverse robot anime including Gundam, Mazinger, Evangelion, and Getter Robo. This game will not come up for the same reason as Jump Ultimate Stars... too many licensing issues. There was a partial menu translation patch by Noitora, but that project seems to have concluded.

Screenshots

 
quick look into
Shakugan no Shana DS

first of all, there aren't much files as I thought.
I just looked into bk.bin.
bk.bin is a group of several lz77 compressed data.
There was no header in the bk.bin. It was just compressed data put together one by one.
After decompressing the first file, the results were like so:
0x00000000 ~ 0x00000003 NCB magic stamp
0x00000004 ~ 0x00000007 File Size
and then came FF's, and then
0x00000028 ~ 0x0000002B Pointer for the first file (NCGR graphic file)
0x0000002C ~ 0x0000002F Size for the first file
0x00000038 ~ 0x0000003B Pointer for the second file (NCLR palette file)
0x0000003C ~ 0x0000003F Size for the second file
and then more FF's, and then started with the NCGR graphic file.

So I came up with a conclusion that bk.bin is just a graphic file.

There were some .vx files. I remember they didn't hold any script on another ROM (they were I THINK voice files, maybe not)
and it uses the VXDS magic stamp so I thought it was holding a similar type of data, so I didn't even bother looking into them.

Then there was a file called LC12.bin.
nothing interesting.

and then I found an lr.bin.
it was flag 10 so I tried decompressing it with LZ77
and then it worked.
It was set up the same way; magic stamp, file size
and then pointer, size, pointer size etc
but instead of still images, there was a NANR and an NCER file so I believe these are animated graphics.

then looked into lt12.bin. similar to LC12.bin, there was nothing promising.
same for lt16.BAK.

then looking at PR.bin...
then there was a little problem.
The file size was only 2068 (even the header said so) but looking at the pointers, it seems like it is supposed to be larger. Probably the next file will decompress revealing the "part 2"?
but it looked like graphics anyways.

pt.bin seemed to be set up the same way as the other 3.

Now I found a sc.bin, which was compressed with LZ77. When decompressed, the first line in the hex editor was: voice_not_exist
so it didn't have anything to do with the script.

the voice.sdat file was just as thought, full of voices.
the sound.sdat file contained sound effects, and probably other sequences.

vssver.scc seemed to be a table of something, but not sure, but unnecessary.

there were some overlay files, but they didn't contain any text (from what I've seen)

Just done a quick text search, and no luck. It's now sure that the text is somewhere in the overlay files, with a different table file.
 
Idk if im just being stupid here, but is it possible to develop a program which is able to translate japanese symbols into english. I know there are 3 different types of symbols in the japanese language and what im thinking is LIKELY to be impossible, but is there a way to do something along these lines?
 
Shadz said:
Idk if im just being stupid here, but is it possible to develop a program which is able to translate japanese symbols into english. I know there are 3 different types of symbols in the japanese language and what im thinking is LIKELY to be impossible, but is there a way to do something along these lines?
http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwjdic.cgi?1C
 
quick look into
Jet Impulse

it seems like any romhacker can translate this.
All graphics are in NCGR format, with NSCR map and NCLR palette files.

.vx files, like the other game that I looked into. They are animation files, which seems unnecessary to edit.

all of the scripts are text files, which makes it really easy to edit.

a 11x11 s-jis NFTR font.

conclusion: the ROM format is VERY EASY.
anybody starting to learn romhacking should start with this.
 
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