Question on japanese ds hacking and translation

Discussion in 'NDS - ROM Hacking and Translations' started by SoulChaserZX, Sep 1, 2012.

  1. SoulChaserZX
    OP

    Newcomer SoulChaserZX Newbie

    Joined:
    Aug 31, 2012
    Messages:
    2
    Location:
    Not in Buenos Aires
    Country:
    Argentina
    Hi im trying to translate Super Robot Taisen L and i have downloaded many of the ds tools such as a DsBuff, DaLazy, WinHex32 and Crystaltile32. The thing is that i have some questions
    1- I used the WinHex to open the SRT L but the thing is i dont find any japanese words( or is it Kanji?), is that because my computer has to need a special program to see it?
    2- I couldnt find any guide to how to use any of the programs that i mencioned up there. Dont get me wrong its not that i have ever tried its the fact that i couldnt continue. For example when i use the ds buff i unpack the game and then i dont know what to do
    Any help?
     
  2. FAST6191

    Reporter FAST6191 Techromancer

    pip
    Joined:
    Nov 21, 2005
    Messages:
    21,731
    Country:
    United Kingdom
    DSbuff and DSlazy are both frontends to NDStool so realistically you only need one (or none and just use a batch file with ndstool which has the added bonus of not needing to mess around with .net)
    All non trivial programs have sections that do various things with the DS (unlike the GBA, SNES, NES, megadrive, master system and most other old cartridge based systems) being a system that has a so called filesystem. This filesystem can be used to provide a simple method to keep the files separate and this is what ndstool frontends and stuff like crystaltile2 handle (although Crystaltile2 does a lot more). Often, but not always, these files are made with a single task in mind (level data, database of base stats, text, 2d graphics, 3d graphics, sound, the actual binary that runs on the CPU.......) and most of DS hacking revolves around trying to figure what each file does/where a given thing you want is found and once you have found it how each file works in the game as a whole. Bonus is (although not so commonly for text) that Nintendo and others have made file types common to a lot of games and as such there are tools to edit them or at least definitions of how they work so someone can go manual quite easily.

    Given computers only understand binary (and hexadecimal which is just binary numbers stuck together) you need a way to tell what hex digit represents what character or an encoding if you will. I usually explain it along the lines of as a kid you probably made a code like 01=A 02=B 03=C and so forth, things have not changed a lot now you are playing on computers. There are standard encodings with many Japanese DS games (and a few non Japanese ones) using an encoding called ShiftJIS http://www.rikai.com/library/kanjitables/kanji_codes.sjis.shtml which Crystaltile2 at least supports, winhex32 (do you mean the ROM hacking editor Windhex32?) can support it but you will probably need to feed it a table file which is basically a text file list of what each thing encodes as. Two problems for you in that games can use a custom encoding (indeed prior to the DS is was almost expected to be custom every time) and compression exists which means you get to decompress it (compression methods on the DS are fairly standard though and http://code.google.com/p/dsdecmp/ and http://gbatemp.net/topic/313278-nintendo-dsgba-compressors/ will handle most of it).
    After this you also have to deal in pointers; the short version is most console games (PC and maybe the likes of the 360 and PS3 being a more common exception) are not smart enough or willing to dedicate the resources to figure out where each section starts and ends so either in the file, in the binary or in a related file there will be lists of numbers that say where each section (sometimes each sentence) begins and maybe even ends (it can know where to end something if you have a start or simply it is where the next one starts is where the other ends). If I am going back to an analogy think of it is a contents page for the file only on a paragraph level.

    If you can think of something useful that makes it more complex (adding markup, placeholders/variables and such) it probably has been done. There are a lot of methods for figuring out text related things many of which are not actually that useful in Japanese hacking (Kanji have no real order and there are ones that might be left unlike the Roman alphabet and many methods use this trait).

    I wrote a guide to ROM hacking which you can get http://filetrip.net/nds-downloads/utilities/latest-gba-and-ds-rom-hacking-guide-f30026.html and that does include a quick guide to crystaltile2 and the various features of it among other programs (I still like and recommend crystaltile2 as a tool but tinke has a place as well, as do several other tools). Still a guide to crystaltile2- http://gbatemp.net/topic/73394-gbatemp-rom-hacking-documentation-project-wip/page__p__1310540#entry1310540 and http://gbatemp.net/topic/291274-the-ultimate-nintendo-ds-rom-hacking-guide/ covers a lot of usage as well.
     
    1 person likes this.
  3. SoulChaserZX
    OP

    Newcomer SoulChaserZX Newbie

    Joined:
    Aug 31, 2012
    Messages:
    2
    Location:
    Not in Buenos Aires
    Country:
    Argentina
    Thanx i will give it a try. And yes i have the winhex32
     

Share This Page