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Messages - TenkaiSp

#1
Misc. GS Hacking / Re: Compression Formats
11, March, 2016, 04:01:16 PM
Thanks guys, looks like saving the text at 01000000 gets rid of all compatibility problems  :happy:
#2
Misc. GS Hacking / Re: Compression Formats
10, March, 2016, 11:42:51 AM
I don't really know how to do that. I mean, I know where to look, but I don't know the right values to use. The patching file in gstlatoolkit looks like this:

[spoiler]
Quoteecho Expanding ROM
patch x tla_patched.gba $01800000

echo Assembling decompress.asm
goldroad asm\decompress.asm

echo Assembling setArgumentsTLA.asm
goldroad asm\setArgumentsTLA.asm

echo Inserting decompress.asm
patch i tla_patched.gba asm\decompress.gba $0003843C

echo Inserting setArgumentsTLA.asm
patch i tla_patched.gba asm\setArgumentsTLA.gba $00038580

echo Inserting string offset table
patch i tla_patched.gba bin\offsets.bin $00FA0000

echo Inserting strings
patch i tla_patched.gba bin\strings.bin $00FAC300
[/spoiler]
#3
Misc. GS Hacking / Re: Compression Formats
10, March, 2016, 07:51:56 AM
Hi approxies, Fox and Lord Squirtle, I am currently looking for a way to encode my Polish translation of The Lost Age in a different way than using Atrius' Editor, as it makes the output file much bigger and is now incompatible with The Balance Age  :Sweat:
Needles to say that this thread caught my interest. Approxies, would you mind making a little tutorial to your compression tools for a non-programmer? I've played around with the tools a little bit, but can't really get them to work.
The haskell one returns "Could not find module 'Data.Bitstream.Lazy' (I just installed the GHC compiler).
Recommended translation scheme from the earlier version with .bat files works fine until the encoding (-e) part, where it shows "trees: Patch size is larger than specified. Aborted." I guess it is because my translation is larger than the original file (duh), so do I need to specify a new treeSize, Offset? How do I calculate this? :)
Here is the script, if you want to take a look.
#4
Everything works fine. Yay. Thanks Caledor, you are Golden!  :Felix:
Now my translation feels complete.
#5
Quote from: Caledor on 03, July, 2015, 07:09:41 AM
I know this one cause i use the toolkit on my modified italian rom. The toolkit writes the uncompressed text OVER the tables used by the damage formulas. Those tables are used to separate summons (grab a byte =/= 0) and non summons (byte = 0). Basically what happens is that if text is written there (bytes are not zeros anymore) every skill is treated as a summon, thus HP% damage is added to the real damage.

To sum it up, it can be fixed. I just have to move the tables to an earlier portion of the code, to match what i did on my italian rom.

I see. That is good news. Hope it comes with the next release.
Thanks for clearing that up!  :happy:
#6
Great mod, Caledor!
Out of curiosity, I've tried to use it together with Atrius' Translation Toolkit. (I patched the clear rom at first).
Everything seems to work just fine, except one thing - the Toolkit messes up the damage formulas.
E. g. Punishment does more than 1000 damage to monsters outside Prox. Poor guys  :Sweat:

I wonder where the issue lies. It would be amazing if I could add this mod to my TLA translation.
Too bad I have no real hacking experience myself.
#7
Misc. GS Hacking / Re: TLA Translation font editing?
28, June, 2015, 04:08:28 PM
QuoteWould this be the final version?

Nope. There are some errors related to the language and text placement (getting out of the borders, as it is too long).
So right now it is being tested.
Oh. And I still need to find a way to edit the image text. Like gambling ones at 08854574 (entry #134 in the Editor). Is there any way?
#8
Misc. GS Hacking / Re: TLA Translation font editing?
22, June, 2015, 04:26:02 PM
Hi again folks!
I'm happy to announce that the translation is finally out!
I know you probably won't understand a thing, but here's the link to the translation if you would like to check it out (for some reason).
Yay!
It uses a beat patch, .bps, because .ips has a limit of 16 MB.

Atrius, Fox, at least look at the end of the included text file. Thanks again :)
#9
Misc. GS Hacking / Re: TLA Translation font editing?
24, December, 2014, 06:24:00 PM
Whoa, lot of new information here. But as for now it works fine the way I did it.
I almost finished translating everything which is not a main dialogue (like first 40% of the text document).
Guess what is the most annoying thing ever... character limits :)

Actually the italic font is quite handy, I was able to make some nice looking Polish characters.
And I am still amazed that it worked in Tile Molester, though in some messy way.

Thanks again Atrius and Fox! May the Psynergy be with you! :D
#10
Misc. GS Hacking / Re: TLA Translation font editing?
12, December, 2014, 04:29:26 AM
Quote from: KyleRunner on 11, December, 2014, 08:21:14 PM
Hmmm... Did you translate the first one too? I remember seeing a polish translatio of the first one.
I'm translating the second game (three years ago I finished the first one) into my language as well (portuguese).
We have to thank Atrius for the "new" translation toolkit!
Good luck on your translation!

Thank you  :happy:
And no, I didn't translate the first game. But it is a pretty solid translation into polish, so I'm going to partially base mine on it.
... Erm, maybe I'll leave the original Djinn names, they sound really silly in my language. :)

Anyway, how far did you get?
#11
Misc. GS Hacking / Re: TLA Translation font editing?
11, December, 2014, 05:53:44 PM
Quote from: Fox on 10, December, 2014, 05:33:59 PM
Atrius's TLA Editor 0.5 > Data Browser > Entry #19 shows a font with non-italic characters. (At 0x08682010)

The italics font... is somewhere... Probably at 0x0805A4E0. (Should be in an uncompressed format... Given that there's a byte for each character's width for each letter here, it's likely Tile Molester won't read it properly, though.)

Like with all GBA games, remove the 08 prefix when viewing in an actual Hex Editor.

Thanks a lot! I was able to view the italics font in the Tile Molester using 4bpp, composite (2x2bpp) codec:

Click!

Looks kinda messy, but I tried to edit the 'รก'... and it works!

:VenusDjinni:


#12
Misc. GS Hacking / Re: TLA Translation font editing?
10, December, 2014, 02:20:12 PM
Quote from: Lord Squirtle on 10, December, 2014, 12:50:22 PM
Hm... I found a little information here, but there isn't much about it there. I can try taking a look for you after tomorrow if nobody else does, since I should have more spare time then.

Looks like a good beginning. Basically what I need is to be able to edit the font image - replace the extra language characters with Polish ones using my incredible paint skills :D.
I've tried using the Tile Molester, but couldn't find anything.
#13
Misc. GS Hacking / TLA Translation font editing?
10, December, 2014, 10:10:50 AM
Hello everybody,

I'm planning to translate our beloved Golden Sun: TLA into Polish, using gstlatoolkit (kudos to the creator!).
The obvious problem is, that TLA font doesn't have the polish characters in it.

Is it possible to add new characters to the font, or at least replace some of the original characters that aren't used in the english version? :)