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Author Topic: Translation issues  (Read 129 times)
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« on: May 18, 2017, 11:10:01 AM »

Hello everyone!

I'm doing a translation of GS1 into catalan and it's almost done. I've been using Golden Sun Translation Toolkit since it's easy to apply and understand.

I'm having some issues that i would like to solve but I don't know how to do it the right way.
I've seen that the game (usa version) doesn't read special characters like à, è, é, ç while in combat, it just ignores them. I've tried using another rom, but the gstoolkit doesn't work with them.
For now the only way I found to make it work was changing the font. I've seen that the symbols (%&$<>) can be readed in combat, so I just changed them with tile molester. The problem now is that the words that are used inside and outside combat (items) have those symbols in their name when they are used outside combat. That makes me think that the game uses 2 fonts, but I couldn't fint the second to modify it.
The other way to solve it is allowing the game to read those special characters in combat, but I have no idea how to do it.

I'm also having problems with the codes that add "a", "an", "that", is there a way to change the words they put?
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« Reply #1 on: May 18, 2017, 01:55:43 PM »

Hello there.

Sounds cool. Unfortunately, I've never heard of Catalan (If I have, I don't recall it...)....
Using the GS Toolkit is fine. Even after you're finished, using the text compression is still an option, so long as it supports char trees regeneration. (Atrius's Editor doesn't support that, and therefore I do not recommend his text editor for any real text editing...) - I could probably hook it up to my algorithm, make a few minor tweaks, and be good to go... However, that probably would make more sense if there were actual space issues...

Yep! There are at least two fonts! One is italics, the other is not. Both are uncompressed. Although, the italic one is a bit weird, since it's like 14x14, and oddly aligned, I think...

Memory viewer addresses. (Remove 08 prefix for hex editor equivalent.)
0x08032224 = Italic text (Weirdly formatted... As each char starts with  two bytes for the width of the character... and then its pixel data to form a 14x14 tile...) ... I feel like I should link this for some reason: http://forum.goldensunhacking.net/index.php?topic=2582.msg43180#msg43180
0x08320FB0 = Non-italic text

@a, an, that : You mean "a", "an", "some", "the", right? Which is uncompressed at 0x08033E28.

Quote
while in combat, it just ignores them.
I can probably look into that a bit later if needed... Maybe patch the code up a bit.... Probably will look into it soon anyway. :D
« Last Edit: May 18, 2017, 02:25:27 PM by Fox » Logged

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« Reply #2 on: May 19, 2017, 12:14:10 PM »

You should not use the USA version, but the Italian one.
It supports lots of special characters. I used it in my Portuguse translation.
The "normal" toolkit cannot extract the text, but can reinsert it to the rom just fine. So, if you manage (as I did) to put the text in the exact ordem from the italian rom, it will work.
I don´t know why, but the italian rom is better to translate, because it supports more lines in the dialogues.

Or... you could ask Caledor for his already compatible with the italian rom toolkit .

The good news is that the Lost Age USA version supports a lot of special characters.
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« Reply #3 on: May 19, 2017, 01:29:09 PM »

I've managed to "solve" that issue with the special characters in combat. Modifying both fonts seems to be enough for me, even if it's not the best way to make it work.
Anyway I'll to try to put the text inside an italian rom and see what happens, I hope I won't need to replay the game again.
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« Reply #4 on: May 19, 2017, 01:32:32 PM »

Anyway I'll to try to put the text inside an italian rom and see what happens, I hope I won't need to replay the game again.
Saves are compatible if that's what you're worried about. The only thing that is not carried over when you share saves between the ITA and USA versions is the position: you'll go back to the last sanctum visited.
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« Reply #5 on: May 19, 2017, 04:56:29 PM »

Quote
The only thing that is not carried over when you share saves between the ITA and USA versions is the position: you'll go back to the last sanctum visited.
Probably because the Build Date that is saved is different.
The Build Date is a string of numbers in the ROM, but it is converted to a 16 bit, and stored in two places. (Also, the debug mode (if enabled) does "Or" 0x8000 to it, I believe.)
In GS1, the addresses are:
0x02000240 = Must Save before you can see it.
0x020004F8 = There from the beginning...


So it is just GS1 (U) with the special characters inaccessible? Interesting...
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Today at 06:49:14 PM
Lord Squirtle: I guess I'll make a topic for the GBA concept room in Dark Dawn soon.
Today at 04:27:21 PM
Fox: Yep ... There are many libraries for many languages... Python, etc... And then there are things like  the Google apis - e.g. http://maps.googleapis.com/maps/api/geocode/json?address=(whatever you want to search for)
Today at 07:46:43 AM
Luna_blade: I can see how XML/JSON are a thing these days.
Yesterday at 04:52:18 PM
Fox: Easier in the idea that I can reduce required external stuff where the source code isn't available/modifyable (Well, there is overrides in some cases, but still.) ; So it's possible the only "Events" I would require are those of the Form.... (Mouse Events, Keyboard Events, Paint Events, Etc. when needed.)
Yesterday at 04:42:14 PM
Fox: Anyway... I know I am using built-in controls in my current editor, but it is not out-of-the-question that I might just go and make my own custom controls... so that it is actually easier for me (But that'd take a lot of work.)  I'm thinking about one large bitmap object, and just drawing them on it. Problem is, I'm afraid it might not be efficient enough.  So I haven't decided about doing it.)
Yesterday at 04:33:28 PM
Fox: @XML = If I recall, I believe Visual Studio uses it for Settings Variables that remain even after you close the program. (e.g. There's one variable I have in my program that I call "LastRom" to make it easier to get back into the program.)
Yesterday at 04:17:59 PM
Fox: XML/JSON are simple = They are just a way to store data outside the application... ... The complexity is comparable to learning about data trees, I'd say... XML = Looks like HTML  ; JSON = Think Lists and Dictionaries, and nested ones.
Yesterday at 03:51:19 PM
Luna_blade: @the whole static thing: I recently came across the problem that if you use design patterns, objects of the same class might get duplicate info. Sometimes this is very little information, so it seems better to use something class-wide than making a file
Yesterday at 03:47:41 PM
Luna_blade: another thought I had is that I already made some code better...
Yesterday at 03:45:59 PM
Luna_blade: Sure I will open-source it on github once I rewrite it to be more maintainainable. Now that I think about it, I should put some other stuff there as well
Yesterday at 03:44:54 PM
Luna_blade: Yeah I made some code and screens for it in Java. The last thing I was busy working on was the grid for the values and the selection shape.
Yesterday at 03:41:22 PM
Luna_blade: I will learn a bit of JSON and XML soon. I guess those are pretty good replacements for what I meant with static
Yesterday at 03:40:42 PM
Luna_blade: It's an okay article. I prefer reading the java implementations on tutorialpoint
Yesterday at 12:07:19 PM
Fox: article*
Yesterday at 12:07:06 PM
Fox: Oh yes, there's a whole artice on design patterns at wikipedia? https://en.wikipedia.org/wiki/Software_design_pattern
Yesterday at 07:20:37 AM
Fox: Oh yes.... Just checked.... Program.cs has "Application.Run(new Form1());" ... AND.... Program.cs is a STATIC class, so my hunch is confirmed. (In a way.)
Yesterday at 07:12:43 AM
Fox: So... I'm assuming that it is like a tree, and your top level file should be the static class, with all the other object classes linked from it? (Like a tree?) - Wonder how the Dessigner treats Forms. (How are Form objects linked to a static class, if at all?)
Yesterday at 07:00:51 AM
Fox: (Since I can have incredibly bad wording sometimes :P)
Yesterday at 06:59:50 AM
Fox: (Well, started "?" was more implying whether you made any public releases yet....
Yesterday at 06:59:02 AM
Fox: Wait? You started a Hed Editor? Curious if you were going to open-source it....

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