ROM Hack Summon Night 1 Translation Project

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DarthNemesis

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This is a translation project for the game Summon Night 1, by Noitora and DarthNemesis.
Project blog

We're starting with a menu translation, and we'll see where it goes from there. If you know Japanese or are familiar with the series and would like to help, check out the following:

Translation Spreadsheet (items on multiple pages)
SummonTrans v0.2 (script)

A patch will be released once the items and a few of the menus are done.
 
Looks good, I hope you make this a full translation.
biggrin.gif

Your Soma Bringer one was awesome!

Oops, I shouldn't have posted 2nd. Sorry Noitora. XD
 
Omg. Can't wait until this one is done.
I wish i could help even though i have zero knowledge of Japanese.

Anyhow, Good Luck.
 
I found more strings in the overlay files, like the help text when you hover over a menu option. Need to add those to the inserter...

Edit: Does anyone know how to find the offset where an overlay file will be placed in ram? I know it has something to do with y9.bin...
 
DarthNemesis said:
I found more strings in the overlay files, like the help text when you hover over a menu option. Need to add those to the inserter...
Yes, they are in the first overlay files if I remember correctly but when recompressing the file back after editing the game froze :/
 
Found the format (thanks KC for posting it). That should help with updating the pointers.

However, I tried editing a string in place and got an error from crystaltile2 that the file didn't fit in the original space...
 
DarthNemesis said:
Found the format (thanks KC for posting it). That should help with updating the pointers.

However, I tried editing a string in place and got an error from crystaltile2 that the file didn't fit in the original space...
crystaltile2's file import isn't an insert- it's basically writing over the imported file over the current stuff. That means that you will need to use NDStools to just extract the files and edit the overlays.
But if the overlay file's sizes are changed, don't you also need to change the header of the ROM?
 
psycoblaster said:
crystaltile2's file import isn't an insert- it's basically writing over the imported file over the current stuff. That means that you will need to use NDStools to just extract the files and edit the overlays.
But if the overlay file's sizes are changed, don't you also need to change the header of the ROM?
I could do that, but I don't know how to reproduce crystaltile2's compression algorithm. If I could just get it to recompress the overlay file and give it back to me, then I could update y9.bin appropriately.

The original compressed overlay file doesn't start with lz77 data though, so I'm not sure how to reproduce it. The uncompressed length I can get from y9.bin, but I don't see anything resembling flag data. Does it use huffman coding or something?
 
damole said:
Looks good, I hope you make this a full translation.
biggrin.gif

You're Soma Bringer one was awesome!

Oops, I shouldn't have posted 2nd. Sorry Noitora. XD

True, Soma Bringer translation was excellent!

I'm really hoping that you all would make this a full translation like you did with Soma Bringer.
 
psycoblaster said:
hmm... and crystaltile2 decompressed this?
Yes it did, Nintenlord's decompressor was giving me an error and since crystaltile displayed them as lz compressed files, decompression worked just fine.

Darthnemesis: Crystaltile is open source, there must be links for the source somewhere around the forums here.
 
Found a way around the space issue; I just padded the arm9 and used dslazy to build a version with more free space for crystaltile to use.
 

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