Phoenix Wright translation [NDS][RUS]

Discussion in 'NDS - ROM Hacking and Translations' started by yerenkow, Feb 8, 2009.

Feb 8, 2009
  1. yerenkow
    OP

    Newcomer yerenkow Newbie

    Joined:
    Feb 2, 2009
    Messages:
    7
    Country:
    Ukraine
    Hello guys. I'm started translation to Russian language of first Phoenix Wright game.
    I need a little help here [​IMG]

    Open questions:
    - Where (and how edit it) description textes of Profiles
    - Where (and how edit it) description textes of Evidences
    - Where (and how edit it) graphic buttons of Choices (finger choices, save, load, new game, etc.)
    - Is it possible to edit width of hiragana or katakana symbols?

    I made online tool for translation, so if there will be any interested helping - just contact me [​IMG]


    Current status:

    translated textes: 849 / 27524 = 3,0% Full First Case, except graphics
    name bars: 100%
    buttons: 90% (except main menu, and choices)
    font: 80% (ugly font, need to be more polished in future)
     
  2. KnuckzTVE

    Newcomer KnuckzTVE Newbie

    Joined:
    Nov 7, 2008
    Messages:
    3
    Location:
    Crimea
    Country:
    Ukraine
    hahaha oh wow

    don't think it's a good idea though

    ??????, ???? ???-?? ??? ?? ?????????, ? ? ????? ??????? [​IMG]
    ? ???????/????????? ??????? ?? ??????????, ?? ?????? ?????????? ?????
     
  3. Wastor

    Newcomer Wastor Member

    Joined:
    Apr 7, 2008
    Messages:
    13
    Country:
    Spain
    - Description text are in the biggest file when you unpack the rom, near the end. You can edit them with Tile Molester.
    - Text of evidences, in that file too.
    - Too.

    I used Tile Molester, they are en 4 reverse order codec, Mode 1 or 2. Maybe someone can say how to look for the palettes.
     
  4. yerenkow
    OP

    Newcomer yerenkow Newbie

    Joined:
    Feb 2, 2009
    Messages:
    7
    Country:
    Ukraine
    OK, I digged into data.bin;
    there is such pointer structure:

    count of pointers;
    [relative offset; size;]
    [relative offset; size;]
    ....
    [relative offset; size;]

    When you look to CURRENT_OFFSET + LAST_POINTER_OFFSET + LAST_POINTER_SIZE - you find there next pointer table;
    it works till
    1A77CB8. pointer table says it's size is 100 bytes long;

    BUT CrystalTile2 see there lz-ed file, successfully unlz it, and it 49664 bytes after unpack; it's image, and it's not broken - it's looks like an image.

    So, maybe some help? [​IMG]
    What's wrong with this thing? How does the game detect next files, I mean, this must be not last pointer table.
     

Share This Page