Разработка и ромхакинг > Переводы игр

[SNES] Doraemon: Nobita to Yousei no Kuni

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ghostdog3:
consolegamer, спасибо, добавил.

Если ещё будет желание заниматься этим проектом, посоветовал бы поправить чексумму.

consolegamer:

--- Цитата: ghostdog3 от 22 Февраль 2026, 13:23:25 ---consolegamer, спасибо, добавил.

Если ещё будет желание заниматься этим проектом, посоветовал бы поправить чексумму.

--- Конец цитаты ---
поправил чексумму, больше не делал ничего https://disk.yandex.ru/d/7TSOJ6XE7LtMHw

ghostdog3:
consolegamer, спасибо! Добавлено - Doraemon: Nobita to Yousei no Kuni.

BloomingKaktus:
Немного поиграл, всё отлично переведено спасибо :). Только исправить бы этот момент здесь. И в самом начале игры, небольшая опечатка - землетрясение вместо землятрясение.

Guyver(X.B.M.):
Жесть, там правда так текст переносится  :lol: :lol: :lol: Кудос отдыхает :facepalm:

consolegamer:
кому интересно- сделал английскую версию, запостили на romhacking.net

jackic:
Я работаю над испанской версией и смог продвинуться в работе благодаря информации из этой темы, спасибо! Возможно, я поделюсь с вами результатами после завершения работы. У меня есть работающие пароли и меню настроек, а также я изменил главный логотип. (Извините за автоматический перевод)

I have been working on a spanish version on my part and was able to advance the work thanks to the info on this thread, thanks, maybe I can share with you my findings after I am done. I have usable passwords and options menu, I also modified the main logo. (Sorry for the automatic translation)




consolegamer:
it's really cool, that you make spain translation. :) Maybe this map will help you bro. Maybe you tell me, how you made options,password, and death screen menu?

jackic:
Yes I have all of those already done, what I have not found yet is the "Yes No" prompt whenever you reenter stages or answer the sage's questions. Any luck with those?

Edit: Found the prompt, located at 5c796.

jackic:

--- Цитата: consolegamer от 10 Март 2026, 19:58:01 ---2)to restore the continue screen: ed00->ed55 at 6d098 if you dont changed this lha5 archive.
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--- Конец цитаты ---

First thing I did, XP.

Thanks, I am already 80% into the game and have only like 512 bytes left for text storage, although I have inserted most of it and I have used, to some extend, the MTE compression already present in the game. There are some dialogs that have been not extracted because they aren't featured in the pointer table, instead, there are pointers in the hex code before most dialogs, because of that, I have to test the game to completion, testing every feature and inserting all the game's text and the, go back to the beginning and manually fix all those pointers, not fun. Sorry I did not answer your questions before, yes, I have succesfully modified the intro screen, the intro text, the options menu and the password screen, I will write down notes for those when I am done with the game (I have not taken notes on most changes, I just keep the "final" modified file. I will keep you posted in case you want to use the info and improve your existing translations.

jackic:

--- Цитата: consolegamer от 11 Март 2026, 21:10:33 ---...
--- Конец цитаты ---

Greetings again, I have already finished inserting all the text in the game, now it is only a matter of running through it and fix all the pointers of secondary dialogs. I already finished with the "Yes / No" Prompt:



When I'm done, I will tidy up my notes and share them here, it will take me at least a few good days.

The translation was quite doable but the info on compression shared on this thread was the icing on the cake.

Thanks again.

jackic:
Hi again, here are some notes for this game:

Intro screen is stored in gsel_3_fnt.bin compressed in 68E93-69690
Intro screen tilemap gsel_3_scr.bin compressed in 67C32-67EC2
options and passwords tilemap sel_3_scr.bin compressed in 6D074-6D387, for the password screen, you have to change 5f259 accordingly to what you have on the password tilemap, otherwise the letter you press and the one the game draws will not be the same, you can modify this (5f259) with the attached introupper.tbl
intro text tilemap arth_3_scr compressed in 6C778-6CAC2

Text tilemaps need two tbl files in order to be modified as the script reads separately the bytes for the upper/lower portion of each letter. I am attaching tbl files for the password screen and intro (you can use these tbl to modify the files I attached to this post)

Files in the attachment:

extract folder: This folder contains all the compressed files that were inside the rom
modified: My modified files, it will be easier for you to use this files as a base if needed.
IntroLower/upper.tbl tbl files for the intro text.
PasswordUpper/lower.tbl tbl files for the password and options screens.

Pointers for the dialogs are stored in 7b920-7baad, be aware that those are not all the pointers, there are pointer calls within the very script, there are pointers for multiple choices and also for dialogs that change after some event.

Pointers for dictionary entries are stored in 5e1d8-5e1ef. (This entries can be called with the bytes e4 to ef.

Good luck and thanks.

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