ROM Hack Programs for translating a Japanese ROM

TAKUMI

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I'm completely new to ROM hacking/translation, and I want to translate a semi-obscure Japanese monster-related game for the GBA (Keitai Denjuu Telefang 2). I know some Japanese, so I don't need help with that aspect, but basically what I want to do is script extraction and insertion. The thing is, all the game's text is in spaced hiragana or katakana, and only a couple menu graphics are in kanji. Oh, and also: the game allows the various monsters to be named with the Latin alphabet... this means that the encoding also has to include A - Z as well as ? - ?.


EDIT: What I really need to know is how to go about creating a "table file". I know that this has to do with encoding, but I have no idea what the table for hiragana and katakana (with an occasional Latin letter) should be.
 

TAKUMI

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Oof, only now do I realize how idiotic that first post was. My problem is that I'm trying to use Thingy, which is supposed to be a hex editor, but it takes tables, and I need a hex editor to find my table. It's no hex editor, so where am I to find one more suited to my purpose?
 

Retal

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Then I suggest that you start by getting a clue. And a real operating system.

EDIT: I really wish you would stop editing your posts so that they are completely different from what you originally wrote. It makes my responses look almost as retarded as your actions. I did a google search that reveals, through page 1 search results, that you clearly are expecting other people to do the work for you. That is why I move to suggest that you give up, because you are not cut out for ROM hacking if you cannot exert sufficient effort to help yourself to achieve things.
 

FAST6191

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I have not got much in the way of time this second so general explanation is about as good as I can do (ordinarily I might look at the rom). I assume you know what hexadecimal, bytes and bits are.

Japanese text can be a funny beast, as there are several kanji the 256 combinations allowed by an 8 bit encoding scheme is not usually enough for anything other than the barest smatterings of kanji. This means it is 16 bits per character.

However if it is just kana in frequent use then it may well be 8 bit with the menu text graphical

So first, find the text sections, I doubt you know assembler so the "easier" ways will have to suffice:

relative search:
As a kid you undoubtedly made a "code" along the lines of a=1 b=2 c=3....., now the same applies in rom hacking a lot of the time but with hexadecimal (a tbl file is just a list of the numbers used for characters). Game makers are people two (they are lazy) and will often define a character set in the order they appear in the alphabet in question: if you have a section of text in the game like "a bad ace" you can search through the rom for files with a string with an initial character, then one number higher, initial, three up, intial, two up, five up....... Spaces, capitals, punctuation and the slightly rare occurence of a non relative font can frustrate this though.
Transhexition is a good place to start for relative search (in fact for anything above nes I think it is the only really viable solution), it also has the added bonus of being able to readily accept table files.
http://www.romhacking.net/utils/219/
It is not the most full featured editor though so have another on standby (most like x ways forensics or hex workshop).

As mentioned not everything is relative (especially kanji) though so we have to go harder.

Corruption:
A file might read 1565ff7f66ddab which might mean something, by tweaking said file you change what it means. Change a text area and you change the text and you can begin to work out what does what.
Less corruption can lead to you inferring what might be there, it is about as messy as it sounds but it does work.
Try a corrupter or two from http://www.romhacking.net/ , personally I use my hex editor to invert stuff though (making it unreadable to the program/rom and damn to change back).
A slew of save states for an emulator is needed here to get anywhere fast, also take a look with a tile viewer to save you doing something that is clearly not text.

In further cases of non relative text the font is often the text order: look through the rom in a tile editor and you will likely see a b c d e f.... as graphics.

Add in the possibility of compression (normally LZ compression: http://gbadev.org/tools.php?showinfo=56 ) and multiple tables (menu, ingame, intro video/chapter start) and you have the reason why rom hacking is considered hard.

Before you ask my preferred tile viewer is tiled 2002 or the original tiled:
http://home.arcor.de/minako.aino/TilEd2002/
If you know chinese (I can not get it to build so we can get an English version) crystaltile2 is fantastic:
http://gbatemp.net/index.php?showtopic=53383
 

FAST6191

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*smacks head.

I can not believe I forgot about that one.

I suggest going with this as it is well underway and you should be able to pinpoint everything you need.
| Intro 38%
| Battle Menus 72% |
| Item Names 99% |
| Saving Menus 75% |
| Internet Menus 60% |
| Monster Names 100% |
| Monster Descriptions 2% |
| Shop Texts 92% |
| Science lab texts 89% |
| Attack Names 66%
 

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