ROM Hack Summon Night Craft Sword Monogatari

Pablitox

Well-Known Member
Member
Joined
Oct 18, 2011
Messages
821
Trophies
1
Age
33
XP
1,294
Country
Argentina
Can you give me the translated images along with their offsets? I'll try to put them back in the ROM.

parakarry's translated images are here

https://www.mediafire.com/folder/3ltu3ztzon6t7/patch

it contains everything including the hex locations, i don't think you should have a big problem if you know how to insert them.


Also some of them weren't ripped, if you could do that, it could be awesome.

even though i don't post much here, i'm still at it, sadly there seems to be no one willing to help in the asm part, which is what matters the most. There's someone else working at the graphics part Ubuntuinside, its MrsVolv, so you can keep in contact with them and send the files you managed to rip.

I'm still looking for ASM hackers, so this project can be finished.
 

Pablitox

Well-Known Member
Member
Joined
Oct 18, 2011
Messages
821
Trophies
1
Age
33
XP
1,294
Country
Argentina
Not seeing one on Google, so I went ahead and made a general Summon Night channel on my home network where I have others. Feel free to use it for the Summon Night X project too if you don't already have one or just want to. The network has hostmasking default on, so client IPs are not revealed, unlike e.g. efnet.

#Summon-Night on irc.sorcery.net
http://chat.mibbit.com/?server=irc.sorcery.net&channel=#Summon-Night
irc://irc.sorcery.net:6667/Summon-Night

yo tlz, long time no see, i was asking if we could use your irc to talk about the project? i can't pm you so i'm sending you a message through here.

thanks!
 

Pablitox

Well-Known Member
Member
Joined
Oct 18, 2011
Messages
821
Trophies
1
Age
33
XP
1,294
Country
Argentina
Here is what needs to be done

VERY HIGH LEVEL OVERVIEW Richburn had developed tools which don't seem to be able to handle pointers changes correctly, and which use their own very specific formats for tables (i.e. characters matching to hex), for text dumped, for translation and opcodes. In my humble opinion, improving them to work ok in terms of pointers would be a real pain. However, the folders which Pablitox has been putting together contain good info, so it is worthy looking into them to understand the info available - with a view to re-creating a dumper and an inserter, with pointers accounted for this time. This is what I will detail here. Wastor, on his end, has done everything ok on Summon Nights 1, and has shared the info of "how" with us. So it is good to read all he gave us, try and get familiar with how it works on Summon Nights 1, and then see how much of that can be applied to Summon Nights 3.

So step zero is to read all that has been shared. Info that is not useful: - Richburn's tools code is very not easy to read to me. So I wouldn't bother with the code. Do however read any txt/doc that comes with it. - There's a guy who did a font attempt with 2 ASCII characters for each 2-byte code used by the game. That's a waste of time in my opinion, because it was done to reduce the size of the text, and Pablitox's counting of the characters shows that we don't need to worry.

Step 0 should also include reading all the PM's I sent to Pablitox :) :) and looking into the ROM itself while reading them.

REPRODUCING WHAT WASTOR HAS DONE -SIMPLE STEP ALL IN JAPANESE Start with Summon Nights 1. Look into the ROM. Look for "PSI3" and you will find many occurrences. These mark the start of a block of text. There are many of them PSI3's, because the text is split into small sections, each section is "played" by the game when dialogue is presented. It is not 1 section per character chat, but one section for a few. The text is not directly readable, because it has been compressed. To be more precise, there are 2 layers: - PSI3 encapsulation (this one should be a simple matter of cutting out the bytes) - LZsomething compression. (Cue has created tools that handle that one - I haven't tried, so I don't know what parameters to use, but Wastor knows. Maybe you can even read it in one of his PM's. He was referring to http://www.romhacking.net/utilities/826/ if I understood well.) So there you have to: - split the PSI3 sections out of the ROM (write a specific program for that, in your vaforite language) - apply CUE's decompressor to them (batch file calling for each of them thousands of extraced files. Get parameters from Wastor.) - enjoy reading the Japanese text - get Pablitox to confirm this indeed seems to be the script, and point out the first few sentences (for later test). Also, you should be reading here that there are "non-text bytes" in the text. These are "opcodes", i.e. commands given to the game's engine to do extra things while presenting the text. Some typical ones are "press any key to display the next window of text", "change character portrait to show surprised look", etc. Each game has its own set of opcodes. Don't dig too much into these ones here, except for the ones that insert pointers. (See the text file that has some opcodes explained in it for Summon Nights 3.)

And now it's time to re-insert. One complexity here: CUE's encrypter will not produce the same result as the gamer originally did. Right now, it is a pain because, if I got it well, I think it means you have to handle the in-text pointers right away. Not sure. Try to recompress and play directly. If it works, be happy! :) To rehash, take the same steps as before in reverse order: - compress the Jap' text with CUE's tool - re-create the PSI3 headers - insert the PSI3 sections back into the ROM. Note: you will probably need to insert useless bytes at the end of the PSI3 sections because the new ones are a bit shorter than the original ones. Play and verify that it works. Debug if it does not. :)

REPRODUCING WHAT WASTOR HAS DONE - A BIT OF ENGLISH Now that this works, it's time to insert a bit of English and get familiar with these in-text pointers. Translate a bit of text (preferably at the start of the game, for ease of texting), making it longer than it was. the goal is to have longer text in English than when you re-compress with CUE's tool, but stay within the size of the re-compressed Japanese text. Insert line breaks /new window opcodes as needed for it to look ok. There should be pointers in the text. Ask Pablitox about them - from what I understand, they give a "jump" order depending on which of the heros you are playing, and probably other things. The "bad" thing here is that they are really offsets (either relative to the PSI3, or absolute offsetsin the ROM, I am not sure. I was not able to make Wastor explain that correctly, probably because of my limited Spanish, but you can try and be a pain to Pablitox until he gets the right explaination. Right, Pablitox? ;)) So, because you inserted larger text than in Japanese, the pointers will be wrong. You need to correct them. It's ok to start doing that manually in the insertion process, to test it out. Then re-run the rest of the chain (CUE encryption, PSI3 encapsulation, ROM insertion, play!) until you get them right. Once you have them right, you have to get your program to do it automatically for you (i.e. understand how they are calculated and make the program handle it).

Once that is ok, you will have done all you can with Summon Nights 1. Training is over, it is time to go into the tough part! :) :) Just kidding. Anything from now on is related to Summon Nights 3.

MORE INFO ON CREATING THE DUMPER You need to check the PSI3 struccture, to see if your tool from Summon Nights 1 to extract them and de-capsulate is still working or needs adapting. After that, you run CUE's tool and cross fingers that it works. If it doesn't, try and understand why (I mean - what difference do you see in the bytes?) and see if you can tweak any parameter the tool takes in order to make it work. If it doesn't, call for Cue's help through Pablitox. ;) If all goes well, then you have a long japanese text in front of you (split into many files). Get Pablitox to confirm that this is indeed the right thing, jut to be sure. Then you are on for the same thing as we did with Summon Nights 1. Re-insert the japanese as-is in order to get your toolchain ok. (Especially: if you changed things during the dumping, expect to change things during the insertion.) Once that works, translate a small part, correcting the pointers, with the same constrinats (don't get the compressed size bigger than the original compressed Japanese, but do get it bigger than the CUE-re-compressed Japanese.)

FITTING INSIDE THE ROM After that, we are almost done preparing the tools. Almost. The last problem to take care of is to make it that text will fit inside the ROM. A bit of background info here: the ROM size for Summon Nights 3 is already at the maximum accepted by the GBA. So there is no magic here. And you can look for free sections that can be overwritten, but they are not very numerous and not very large, except for about 200KB at the end of the ROM. so keep in mind that you have that space to look forward to for later. You will have to sue 2 techniques to fit inside the ROM: change character encoding to ASCII, and relocate text. Text is currently encoded in SJIS. (You used the table of that name to get to the Japanese.) This means that, when you insert English back into the ROM, it is still encoded in SJIS. SJIS's encoding of A-Z and a-z characters is using 2 bytes for each character, which is a waste of space. So your mission is to replace SJIS with ASCII. What this means is: - you need to get your tool to produce ASCII instead of SJIS. Depends on how your tool is done - I leave that up to you. Maybe you only need to change the encoding of the text files, after text has been translated? (Notepad++ allows that for instance.) - you need to get the game to understand ASCII. This is the trickiest part. . First, locate the font's graphics in the ROM. CrystalTile2 or TileGGD can be used for that. I'm not good at it, so I can only wish you luck. . Then you need to find the routine that translates "character codes" (i.e. bytes in the table) to offsets within the font. You should start from a breakpoint on the location of the text, and step instructions until you find the right calculation. Have the address of the font at hand, it will help recognize an address that is within the range of the font. By "font" I really mean the font's graphics, here. Once you find it, you are ready for changes. The SJIS encoding of "A" is 8260. The ASCII encoding is 41. After that, characters are in the same order. So you need to add 8220 to the characgter codes read byb the game, before it goes on with its usual processing of the letters to display them. And that's it - you just divided by 2 the amount of space required!!!

GETTING ENOUGH SPACE ON SCREEN Of course, there is more to do. One item comes to mind: you will need to use a variable-width font in order for the text to have enough space on screen to be displayed properly. As this is one of the last items you will get to,and i am not really that familiar with it yet, I suggest we tackle it (or you call for help on RHDN) once you get there.

USING THE EXISTING TRANSLATION Pablitox has an existing translation of all of the Japanese text into English. Which is great, right? But we just changed the format in which the text was dumped, in order to match your new tools, and the format that Pablitox used was not insertable anyways, because all of the opcodes were erased... So, time for a new program, right? The translated text takes the following format: Japanese English Translator's name Note also that the name of the file containsthe initial address of the PSI3 block that contained it in the Japanese ROM.

Good news: we don't care about the translator's name (sorry guys ;)). So you can create a program that will load in RAM all of the text in format "Japanese, original offset, English". Try and match it with the dumped text. Cross fingers that these guys didn't remove too many opcodes. If it doesn't work, then get these guys back to manual work to insert their translations into the dumped text. (After all, this is the only way to get things back into the ROM.)
 

Saturos

Member
Newcomer
Joined
Jun 5, 2014
Messages
14
Trophies
0
Age
26
XP
77
Country
So Pabiltox finally gives up...
I was too busy because I had exams and so now I am free and I will try to pick up project.
But!
I need help too.
It doesn't matter are you skilled with PC or just know how to turn on your PC.
If You want translated game then tell me and I will think how you can help.

So How I think to do this?
We know that There is little space for text. We can make more patch files with every day like day1= Patch 1.
I Will try to get tools and Analise them but you guys tell me if you want to play the game!And If You want then helpl me!
 

Mobius

New Member
Newbie
Joined
Jun 24, 2014
Messages
3
Trophies
0
Age
31
XP
44
Country
United States
I'll help out, I've been wanting to play this game for about 5 years.
I'm not stupid around a computer but I've never done anything like this before.
 
  • Like
Reactions: Saturos

Saturos

Member
Newcomer
Joined
Jun 5, 2014
Messages
14
Trophies
0
Age
26
XP
77
Country
I like You.
You are willing to help.
However my plans are changing during time when I looked for tools and info.
This is Text from my member of gshc who have made editor and about text he says: text is compressed in the game there were several issues that had to be resolved before a text editor could be implemented.
Sound horrible but he fixed those problems and now we edit story if we want.:yaysp:
Editors are creations of scripts and I am right now studying JavaScript.
I will ask my friend's how to find text files in room and other things but you and others must start to find direct translation not item/monster... translation but dialogue translation.
I look forward to our next meeting.
 

Thrust

Well-Known Member
Member
Joined
Nov 29, 2008
Messages
131
Trophies
0
XP
155
Country
United States
I may not have an icon, but ive been a lurker for quite a while and Ive also been wanting to play this game forever and would be willing to help out. I currently am in the process of getting a new hard drive for my computer though x:
 

pyrogram

New Member
Newbie
Joined
Jun 30, 2014
Messages
1
Trophies
0
Age
31
XP
51
Country
Been wanting to play this game for years as well. I've never done anything of the kind but I'd be more than willing to help with what I can. I have exams till July 18th so I can't dedicate myself 100% till then but, after that, all my time is yours.
 

Saturos

Member
Newcomer
Joined
Jun 5, 2014
Messages
14
Trophies
0
Age
26
XP
77
Country
Thank you all.
I am sorry that I was inactive.
Some technical problems.
I suppose you all can forgive me.
So during these days I Annalise GS TLA editor and found out that to start it we need SN3datahandler.dll
Summon night 3.
Well then I shall look in those texts thanks KanoBox.
I and friend are going to make one.
 

Mikugeto

New Member
Newbie
Joined
Jul 3, 2014
Messages
1
Trophies
0
Age
38
XP
41
Country
Ive been visiting this forum for time to time and now i really wanted to help even though i have no experience.. Is there something I can help?
 

KanoBox

Member
Newcomer
Joined
Jun 26, 2014
Messages
6
Trophies
0
Age
30
XP
164
Country
United States
I'm pretty good with programming in C#, C, Basic and java. But when it comes to hacking, the most experience i got is being a script kiddy (download and run =3=)

I played this game to the end 3 times, and have played other games in the series (in english*), So I'm pretty familiar with elements of a summon night game.

my Japanese at most is 2nd year level, with only Hiragana mastered XD (so I won't be that much help in translation)


If there's anything You think I can help with, I ask away xP
(I'm open to learning a few things :3)
 
  • Like
Reactions: Pablitox

Saturos

Member
Newcomer
Joined
Jun 5, 2014
Messages
14
Trophies
0
Age
26
XP
77
Country
Right now I am wandering what i should do first...
A little bit more to wait and I will trap myself.
Ah we need much info about room as much as possible.
Hex locations etc.
What else???
 

Dreircliff

Member
Newcomer
Joined
Jun 8, 2014
Messages
5
Trophies
0
Age
34
XP
42
Country
been seeing this forum for a long time and yet... its not yet done... both richburn And pablitox have given up... i hope the lead proggrammer now wont do the same... please... i really really wanna play this >_<
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
    D @ dadadad: блядь