Ok, I tested a few things, and as long as I do it in hex, I can change the length of the lines, the game can take a bit of variation like you said, it's doing it in a text editor that was ruining it, probably by deleting some pointers like you said
I think your pointers in this case are the obvious text pointers (menu_select_yes, menu_select_no, zombie_param, etc...) The thing is in hex, there's a single dot before them and a "space"= behind them and the text editing was probably deleting some of that (the . I think since I didn't see any in the text editor)
If I got what you told me right, that's what I'm looking for
And so far, the ini files are only composed of ".stage.farmmenu.menu =" and "....F.F...F...E...E.R." japanese text I need to translate
So the roman character parts seems to be the only pointers
Anyway, I reread your explanations from the beginning and :
Apparently I better input roman letters in JIS format than in ASCII
Meaning I should replace for an exemple ".F...E.T...." by "........F....d" instead of replacing it by "Profile" in the hex editor?
So far I tried replacing a few things with ASCII letters and it works fine as long as I do it in hex
(the pointers are already in ascii anyway, I checked, so the rom must be at least compatible with them for the pointers, so the rest is probably fine)
Which brings me to :
QUOTE said:
(many times have I seen 16 bit character sets use 8 bit control codes and as a result everything other line in a shiftJIS output will be unreadable as the decoder tries to stay aligned to 16 bit boundaries)
If I understand you right, you mean games with 16 bit character sets (8140 828C 8289 828E 8285 like in your exemple) most of the time misinterpret the 8bit characters you enter (50 72 6F 66 69) since they try to force a 16 bit reading?
It doesn't seem to be the case in this game anyway, but I wanted to be sure I understood you
QUOTEIf you are lucky enough to get a rom that works with 8 bit characters where 16 bit Japanese exists (there is a mix here but we do not know how it all fits together)
Seems I'm lucky and the game works fine with either (from what I tested yesterday)
The pointers being all in roman ASCII characters anyway, the only things that looks like .....D....A....E.R.R.....T are the things I actually have to translate, meaning I can navigate relatively easily in the file even in a hex editor
I don't even need to know what it is since I'll just replace them
I can make my translation in a copied file I read with a text editor (open office with Shift JIS set) and then look for the pointers and translate the part in hex (that's what I did yesterday and it works fine even though it's tiresome going back and forth between each file but ultimately, it'd be the same if I used njstar)
There may be more limitations in the bin files since they only have number pointers, they may have a 16 bit forced reading or a few other limitations unlike the ini files, I'll try what you told me and replace things with ASCII/JIS to make some tests, I'll also try to see if I can change the length in those
Like you said in your second post, those bin files will probably be harder to translate and might check a lot of things, but they're not important, the main part of this game that needs a translation are the ini files anyway and they have nearly no limitations, so if I can't edit the bin files in the end it's no big deal (having an enemy named Jessica instead of ???? is really not a neaded change right now)
tl;dr : I'll translate in a text editor, then I'll input the translated part in a hex editor
It should work fine at least for the ini files, and I'll check the bin files behavior later
Again, thanks a lot, it was very helpful and interesting
Tell me if I got something wrong
I'll give it a quick rest for the week end and I'll restart my translation next week
I'll stop posting here and give updates on the other topic
(except to answer FAST if needs be)