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Author Topic: Translation issues  (Read 227 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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Yesterday at 02:25:42 PM
Seto Kaiba: you know I miss how SMF is almost dead now because having 1pt text to hide my true feels was perhaps the best part of web 2.0
Yesterday at 04:19:13 AM
Fox: Alright. Sounds good.  I agree it does seem a bit silly.  Sounds more of an April Fools type of thing. (Maybe having an ability for people to change their names limitless times specifically on April Fools is an idea.)
Yesterday at 04:09:25 AM
Kain: Sala asked me about the name, I thought it was silly but agreed he could have it only for a week.  Tomorrow his name goes back to Salanewt.
Yesterday at 03:29:10 AM
Fox: And yay! Atrius is back! Thanks for the reply. Somehow I didn't notice the recuriveness before.
Yesterday at 03:25:29 AM
Fox: @ridiculous name for a week =  Hm? So, how many characters would you say should be the maximum to have a name "permanently"... or better yet... How many characters can a name have on registration?
Yesterday at 01:00:50 AM
Atrius: @Javi3, Lo siento, ya no tengo tiempo.
June 22, 2017, 08:57:37 PM
Fox: @conundrum = Think about 8/16/32 bit aligned address, and what that means... Etc.
June 22, 2017, 08:55:23 PM
Fox: @Space manager thought for gsmagic = What a conundrum... Whelp... I'll just do whatever.... Probably would waste more time thinking about preventing bugs than coding anyway. :P
June 21, 2017, 09:30:34 AM
Fox: Because he quit a long time ago and has other priorities?
June 21, 2017, 08:35:54 AM
javi3: Atrius, por que no sigues con el editor de golden sun?
June 20, 2017, 10:52:48 AM
Fox: It feels like the safest bet is to do Atrius's repointering system, and have something that organizes the tables done a bit separate... er... Well, it's something to think about.
June 20, 2017, 08:53:41 AM
Fox: HOWEVER... I can see other problems that might cause..... (Even with just the pointer in the MFT)  Meh. It's like you actually need a program to apply patches to do it appropriately.
June 20, 2017, 08:46:38 AM
Fox: ... So... What am I thinking? You ask? That the patches the point data after MFT, should have had pointers in the MFT themselves.... In that case, I can see a possibility of everything working smoothly even if space is needed to the very end of the ROM.
June 20, 2017, 08:37:22 AM
Fox: It's basically that everthink from the point of  editing, to the closest free space to the last entry's address would get repointed forward/backwards depending on space needed... and if space is mapped after patches are added, then that could mean the patches are also repointed. (:o)
June 20, 2017, 08:29:03 AM
Fox: Well, I mean if I map the space out the same way Atrius did it.
June 20, 2017, 08:26:41 AM
Fox: I have a hunch... when I add Map Palette editing the way I'm thinking about... it will cause all patches that repoint to after the MFT to break.... Especially if Atrius's editor wasn't used beforehand. Etc.
June 20, 2017, 07:27:17 AM
Fox: Hmmm... Let's see... regardless of method, I think I still do want to take some of Atrius's Space Manager code... Hmm.....
June 20, 2017, 07:07:27 AM
Fox: say*
June 20, 2017, 07:07:19 AM
Fox: I'd go so far as to see.. even if you are trying to be accurate, there could still be inaccuracies... However, that one was just an example where it was clearly intentional.
June 20, 2017, 07:04:03 AM
Fox: Like*

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