Ganbare Goemon translation patch? This is a discussion on Ganbare Goemon translation patch? Within the ROM Discussion forums, part of the PSP Development, Hacks, and Homebrew category; If any of you have played Ganbare Goemon 2-4 for the SNES(great game by the way), do you know if.
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:New Screenshots. 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.
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I'm having problems with the menu's, but the dialogue is in a state where it can be translated and inserted. 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.
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. 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. 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. 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 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. 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.