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Project Heroes

Started by the_darai, September 28, 2013, 03:48:23 PM

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Tails' Fake Rings

Quote from: "RollingMeowcat"So if anyone wanted to know what our translation would be less like, play the English versions of "Empire of Dreams" and "Dream Champ Tournament" first.
Exactly why I want to help with the translation, hehe! ^^;

RollingMeowcat

#111
No progress had been made in searching addresses of the script.
I guess I should take a look at Aoi's translation first.  :(

Edit:Here's a old do***ent for anyone who's interested in searching scripts by using "relative value method".
http://www.romhacking.net/documents/51/
Hmm, censoring? I see what you did there.
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Tails' Fake Rings

Quote from: "RollingMeowcat"No progress had been made in searching addresses of the script.
I guess I should take a look at Aoi's translation first.  :(
Here it is, in case you have trouble finding it: http://www5d.biglobe.ne.jp/~aoi-k/other/e_heroes.html

the_darai

Quote from: "RollingMeowcat"No progress had been made in searching addresses of the script.
I guess I should take a look at Aoi's translation first.  :(

Edit:Here's a old do***ent for anyone who's interested in searching scripts by using "relative value method".
http://www.romhacking.net/documents/51/
Hmm, censoring? I see what you did there.
This is more or less the problem I'm having too. Ugh, I refuse to give up though.


RollingMeowcat

#114
Quote from: "the_darai"This is more or less the problem I'm having too. Ugh, I refuse to give up though.
It's common to use 4 hexadecimal digits for a Japanese character/alphabet.
Could the script be compressed?
My favorite animes:


More to come

the_darai

Quote from: "RollingMeowcat"
Quote from: "the_darai"This is more or less the problem I'm having too. Ugh, I refuse to give up though.
It's common to use 4 hexadecimal digits for a Japanese character/alphabet.
Could the script be compressed?
Not sure if I can. I can check but wouldn't that give us less leeway to work on?


RollingMeowcat

#116
Quote from: "the_darai"
Quote from: "RollingMeowcat"It's common to use 4 hexadecimal digits for a Japanese character/alphabet.
Could the script be compressed?
Not sure if I can. I can check but wouldn't that give us less leeway to work on?
Compressing or encoding makes it harder to find where the script is. However, everything is possible with understanding in assembly. (It's very difficult, though.)
Here's a explanation for Multiple Tile Encoding, which can be found in the help file of Translhextion.
If we dealt with the problem successfully, we could export the script now and don't have to type it out by ourselves.  :(  *sigh*

MTE (Multiple Tile Encoding)
Certain platforms, after encoding the alphabet, numbers, and punctuation as single tiles, use what is left of their 255 possible character table entries as DTE (Dual Tile Encoding) and MTE (Multiple Tile Encoding) values.
In the case of MTE this means that some of the remaining hex values are assigned common "multiple-tiles". This can mean that one byte can represent an entire word or that two or more bytes together can represent an entire word (multi-byte values).
Example:
In Final Fantasy 2 (US) the following hex values are SOME of the multiple-tiles (in this case, multi-byte values) representing common names.
HEX TILE
...    ...
04 00  Cecil
04 01  Kain
04 02  Rydia
04 03  Tellah
...    ...

If MTE and multi-byte values are used extensively, it makes determining the encoding table very difficult because guesses would have to be made about how they are used.
Is anyone interested in assembly here? http://nocash.emubase.de/gbatek.htm
BTW, I found certain part of the game is compressed.
My favorite animes:


More to come

the_darai

Ugh, this is sounding to be more trouble than it's worth.


RollingMeowcat

#118
Don't worry the compression thing. The hardware of a GBA can't decompress anything. So the choice of compressing method had to be limited.

Let's solve every problems in assembly level, YAY! (I guess it's the only way out)
Hmm, I think I need to eat my own words. Assembly isn't really hard at all.
It can be abstract, but you should overcome problems by just spending time to inspect them. Mother3 fan translation team had done a similar project before, it's therefore possible for us to translate Klonoa Heroes as well.
So...Has anybody ever taken ARM assembly lessons in your schools? Well, I had only learned some C/C++ and BASIC before...

Here's a do***ent for anyone who is willing to learn more about assembly : http://www.coranac.com/tonc/text/asm.htm
And don't be afarid of that technical info I found - There are also infos of DS in it!

EDIT: Seems my posts are haunted by censorship, LOL.
My favorite animes:


More to come

Megahog2014

#119
Actually your right ^_^  You see they actually did the same thing for Mother 1+2 gba game....
If you want to know.... Mother 1+2 was a compilation game that had both Mother 1 from the Japanese NES the Famicom and Mother 2 from the Japanese SNES the Super Famicom.

..... D: I just had an Idea hold on here is a link to the Mother 1+2 translation project page.

http://mother12.earthboundcentral.com

GO on the site and take a look around there might be something that could help you out.
I am me.... I do things differently from others.... I may see things in a way others don't.... I might be strange to others eyes... but to myself I am a normal person....