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Ganbare Goemon 3 and 4 translation project (Read 49638 times)
RyuseiDate
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Ganbare Goemon 3 and 4 translation project
May 26th, 2012 at 8:48am
 
Hey, this RyuseiDate, aka Rai. I'm a big fan of the Goemon series and it's a big shame that most of the SNES one's never came to the states. So with my romhacking skills, I started a translation project.

So far, I've made a table for the font. I've also bypassed the compression by means of rom expansion. The project is in it's very early stages, but hopefully I'll see it through to the end.

Here are early English screenshots:
...

As you can see, I've still got to work out the control codes and stuff. But I've gotten past the biggest technical hurdle that has stopped this game from being translated.

Update 2/4/13:
I've recently started working on Goemon 3 as well. The hacking has been going pretty well.

Below, you can watch a video that shows off the progress I've made. You can also check out some new screenshots.

Videos:
http://www.youtube.com/watch?v=FBLOTV8u4O8

New Screenshots:
...

...
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« Last Edit: Feb 4th, 2013 at 7:39pm by RyuseiDate »  
 
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Nightcrawler
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Re: Ganbare Goemon 4 translation project
Reply #1 - May 29th, 2012 at 10:00am
 
How about:
SRW Alpha
SD Gundam Gaiden: Knight Gundam Monogatari
Farland Story 2
Kishin Korinden Oni

You haven't ever updated any of those project threads you made here for those games. What happened to all of those?
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KingMike
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Re: Ganbare Goemon 4 translation project
Reply #2 - May 31st, 2012 at 11:06am
 
RyuseiDate wrote on May 26th, 2012 at 8:48am:
As you can see, I've still got to work out the control codes and stuff.


If it's like Goemon 3 (which I started to work on), you've got a lot of work ahead of you and I'd say dumping/insertion would probably be the bigger technical hurdle, actually.
Dealing with the graphics compression is certainly a good start, though. Smiley

Wait, did he announce SD Gundam Gaiden? That's my project! It'd be done once I find someone willing to finish the script translation.
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Garrett
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Re: Ganbare Goemon 4 translation project
Reply #3 - May 31st, 2012 at 6:18pm
 
I call it the haunting of TransCorp. Same old song and dance, but with new technical shine. People don't change especially when they exhibit the same tendencies.
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RyuseiDate
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Re: Ganbare Goemon 4 translation project
Reply #4 - Jun 1st, 2012 at 5:43pm
 
Nightcrawler wrote on May 29th, 2012 at 10:00am:
How about:
SRW Alpha
SD Gundam Gaiden: Knight Gundam Monogatari
Farland Story 2
Kishin Korinden Oni

You haven't ever updated any of those project threads you made here for those games. What happened to all of those?

If I get translators for those I'll continue. As for Oni, I'm working on getting past some technical menu issues.

Here's the translated opening though, just to show this can actually go somewhere:
http://www.youtube.com/watch?v=Pr9C7FuEHh0

Other than the graphics compression, this game really isn't that hard to hack.
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Nightcrawler
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Re: Ganbare Goemon 4 translation project
Reply #5 - Jun 4th, 2012 at 8:53am
 
You have full script and menu dumps for those four games?
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RyuseiDate
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Re: Ganbare Goemon 4 translation project
Reply #6 - Jun 7th, 2012 at 11:33pm
 
Nightcrawler wrote on Jun 4th, 2012 at 8:53am:
You have full script and menu dumps for those four games?

Well here's basically the status of them...

SRW Alpha: Since Gideon is working on this one and he's must more experienced at PSX hacking than me, plus he's apparently 60% done, I'm no longer working on this one.

SD Gundam Gaiden: Knight Gundam Monogatari: I don't currently have a script dump. But if a translator is interested I can get one to them.

Farland Story 2: I just pretty much need a translator on this one. I could get a script dump if a translator's interested. I've already programmed a VWF into there(something I could never do back in the day), so now, I basically just need a translator.

Kishin Korinden Oni: I can also get a script dump for this one. The 12x16 has been hacked down to 8x16 and I inserted the font from Inindo. I'm having problems with the menu's, but the dialogue is in a state where it can be translated and inserted.
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Nightcrawler
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Re: Ganbare Goemon 4 translation project
Reply #7 - Jun 8th, 2012 at 8:21am
 
No translator is going to be interested without a script. They need to know how large the script is and be confident you are capable of extracting it (even then they take gamble that you may or may not be able to insert it back in). Any hacker who is serious about a projects will dump the script.

Even if you miraculously got a translator today, you have nothing to give them and no time table upon which to deliver a script. There's also big difference between translating an intro and being able to dump the full script in a way which you can fully insert back in. You need to show that you are serious about the project and really can complete it, or it's highly unlikely you will ever get a translator for any project you do.

Ultimately, you can even complete the entire project with dummy strings. That would increase your chances for sure as a script could be immediately inserted upon completion.
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RyuseiDate
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Re: Ganbare Goemon 4 translation project
Reply #8 - Jun 8th, 2012 at 12:09pm
 
Nightcrawler wrote on Jun 8th, 2012 at 8:21am:
No translator is going to be interested without a script. They need to know how large the script is and be confident you are capable of extracting it (even then they take gamble that you may or may not be able to insert it back in). Any hacker who is serious about a projects will dump the script.

Even if you miraculously got a translator today, you have nothing to give them and no time table upon which to deliver a script. There's also big difference between translating an intro and being able to dump the full script in a way which you can fully insert back in. You need to show that you are serious about the project and really can complete it, or it's highly unlikely you will ever get a translator for any project you do.

Ultimately, you can even complete the entire project with dummy strings. That would increase your chances for sure as a script could be immediately inserted upon completion.

Well I've got a translator now so that's no longer a concern.

I've already got a full Japanese table and now I'm working on identifying the game's 50 or so control codes it uses during cutscenes.
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Nightcrawler
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Re: Ganbare Goemon 4 translation project
Reply #9 - Jun 11th, 2012 at 7:35am
 
We shall see. Smiley
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RyuseiDate
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Re: Ganbare Goemon 4 translation project
Reply #10 - Jun 11th, 2012 at 8:48pm
 
Finally got a clean script dump using Cartographer. Since the game doesn't use pointers, I had to make my own pointer table by hand.

http://www.sendspace.com/file/osef8e

Pretty good considering how many control code's there are...

Anyways, I've sent it to the translator.
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RyuseiDate
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Re: Ganbare Goemon 4 translation project
Reply #11 - Jul 3rd, 2012 at 5:26pm
 
...

I added a hack to the game to remove the line of blank space above letters that was used for Handakuten in the original.

Before the hack it looked like this:
...

This hack will also allow me to add more lines. And with more lines, that means that the translator can be more diverse.

Also, a question for Nightcrawler, when I do complete this translation, may I be unbanned from RHDN and upload the patch there?
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Re: Ganbare Goemon 4 translation project
Reply #12 - Jul 6th, 2012 at 8:38am
 
That's a good start, but keep going. It's still not very readable with a single word on a line. In addition to that,  many sentences aren't even going to fit on a single screen that way. There's a reason most English games use most of the screen width for text and sentences typically do not carry over between screens unless very long.

You're going to want to aim high for something like this mockup:

...

Doing something like that gives you maximum screen space for even the most verbose translation and improves readability greatly. Use what you discovered about the text engine so far on line placement and go from there. Try to shift the text start position per line left or right next. When you've done that, you will know what variables or methods the game uses to set the positions on screen. Then it's just a matter of differentiating the name from the text on different lines, which could be done a variety of ways. It is not out of reach if you stick with it.

If you can put a completed respectable translation, I will lift your submission ban so you can submit it. No guarantees on the forum ban.
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RyuseiDate
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Re: Ganbare Goemon 4 translation project
Reply #13 - Jul 9th, 2012 at 12:26pm
 
Done.

...

It was a simple matter of changing a variable that decides where the text is placed on screen. It was originally 04 and I changed it to 00. This is the result of that hack.\

Now, I have a question though related to Atlas.... If I wanted Atlas to insert the script based on pointers, but wanted it to automatically change those pointers, what would the best script be?

Edit:
NVM I figured it out and inserted the translator's script using Atlas. You can see of a video if it at this link:
https://www.youtube.com/watch?v=CS_4RU82ZS0
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« Last Edit: Jul 9th, 2012 at 8:43pm by RyuseiDate »  
 
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Nightcrawler
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Re: Ganbare Goemon 4 translation project
Reply #14 - Jul 11th, 2012 at 8:53am
 
Good job. It's looking much better. I have a few more suggestions that would improve things.

1. In your screenshot, see how the 'A' and 'h' in 'Ah' are not the same height? You have a mismatch between your upper and lowercase letters. Uppercase letters, punctuation, and lowercase letters like 'h' and 'l' should have the same height. I couldn't put my finger on why your text lines looked so squished. That's why. Perhaps you are using two different fonts or something? If you correct this, your vertical spacing would be even and much better between lines. It would neaten it up and make it even more readable. Take a look at any of these 8x16 or VWF fonts and you'll see what I mean. They all have proper and consistent heights.

2. I don't know if you've fixed it or not, but that glitch in your video where text remains on the last line should be able to be easily fixed. Usually, when each new screen is drawn, a small routine or loop will simply clear the tilemap. You would likely just need to change a single variable to clear more values. Then you could fully utilize that last line if you wanted.

3. Formatting. Now you have all that space, but your inserted text doesn't yet take advantage of it all. You could manually format it all if the game doesn't have all that much text. If it does, you might consider coding auto-formatting into the game, but that would likely be very difficult at your level. A third option is a utility that can format it for you, but I'm unsure of any offhand.

As for Atlas, the commands you need are game dependent. There is no 'best' set to use. It depends on your pointers and script dump. Looks like you figured it out though. Atlas can be difficult to use. I'm hoping TextAngel will fix that when it is completed one day.
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