9/27/2023 0 Comments Shining force 3 fan translationYeah I'm not sure how they go about getting the proper characters dumped when the fonts are like that. Generally speaking, I could do that in case the texts can not be properly extracted (which would help avoiding confusion), but also for confusing parts in general.Īnyway, I do think that, some challenges aside, a full translation for this game is completely feasible. I was thinking about doing just that to make the translation closer to the original western version of Shining Force CD, but there are some things that need to be redone, like names that were altered (Lug = Luke), and as captainn said, it will be interesting to see how well they translated the Sega CD version. Wow, that's crazy! I was able to understand your explanation, but man, that will make it a lot harder to extract the texts properly. Here is a photo showing how it looks, hopefully that all makes sense lol, at the top is the Tile Viewer showing all the individual tiles and what hex digit they are So they would place an accent tile above the character tile, so the tiles would actually be 62 Bytes away from each other instead of just left to right like 7C14, and that's why I didn't copy the full character What the game developers did was create some extra tiles with accents at the bottom of the tile, some with just blue all around for in the center of the message window, and some with the golden border at the top for when used near the top of the message window. When you print characters on the screen it goes from left to right like normal, so it would be あけ or like this in hex $00 $0C $00 $14, when viewed in the SRAM or VRAM. ![]() I loaded up the game and checked out the fonts again to see about the proper accents for the japanese characters.Įach character is an 8x8 tile, and has one tile per character, and each tile has it's own hexadecimal digit, for example the japanese character of け is $00 $14 which is 8 bits or 1x Byte, each whole tile for each character is 32 Bytes in size I believe, all the tiles are stored at 0x2800C in the ROM. That's what I was going to do initially, I still want to dump the japanese text and see how well they translated it in the Sega CD ver. Alex_man wrote:why don't you copy the sfcd script in the game gear version?
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