Translation Project

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tysonrss
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Posts: 39
Joined: Mon Jun 25, 2012 1:26 pm

Translation Project

Post by tysonrss »

Lol that just means I have knowledge with rom hacking, not programming.

 


Apparently the guys at Kakkoi are still working on the project as I talked to one guy there. He said a friend did some routines in the game and modified some parts to deal with the whole shortened space and alphabet thing. They inserted a new font as well.

 


This is the font.

 


Image

 


It appears that they don't want any help because they have 2 portions of translating left.

 


I guess we could do a translation with the sequel even though it has one already, it's just very poor..
Iconoclast
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Joined: Sun Mar 23, 2008 11:57 am

Translation Project

Post by Iconoclast »

Knowledge of ROM-hacking is knowledge of programming.


It may not be knowledge of a programming "language", but, more often than not, the technicalities pertinent to a specific language are irrelevant.


Either way when I was hacking ROMs, I didn't know shit about "strings" and "pointers" and those terms [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" width="20" height="20" />, even though I actually understood them anyway without knowing. It's all language vs. concept.

 


And if you can get a hold of that ROM, translated to lololol is that Korean or sumshit (jk it's French), then that is definitely ASCII text, although the code points used to map the character glyphs might not necessarily be those of ASCII. Still, it will fit much more nicely, so extending off of that will be easier anyway. And if they don't want any help, all the more reason to have no guilt in taking that work and rewriting everything for your own project. [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" width="20" height="20" /> It's not their software, after all.
tysonrss
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Posts: 39
Joined: Mon Jun 25, 2012 1:26 pm

Translation Project

Post by tysonrss »

Lol it's not that simple. They have their stuff in files somewhere not accessible to the public. Besides, they're almost done it'd be a waste of time.
Iconoclast
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Joined: Sun Mar 23, 2008 11:57 am

Translation Project

Post by Iconoclast »

Note that's why I said "if" you could get it; even so it doesn't make it impossible to get the data anyway. [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" width="20" height="20" />

 


Why would it be a waste of time? They're not translating it to English. I thought that was the language you were intent on translating it to. If you prefer it in French, then by all means, it would be a waste of time to not let them finish it first. [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" width="20" height="20" />
tysonrss
Junior Member
Posts: 39
Joined: Mon Jun 25, 2012 1:26 pm

Translation Project

Post by tysonrss »

No no, they are translating to English, they just didn't have a screenshot of it in english form.

 


That's why it would be wasteful lol
Iconoclast
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Joined: Sun Mar 23, 2008 11:57 am

Translation Project

Post by Iconoclast »

Yaaay! [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" width="20" height="20" />

 


Problem solved [img]<fileStore.core_Emoticons>/emoticons/laugh.png[/img]/emoticons/laugh@2x.png 2x" width="20" height="20" />; they'll take care of the nasty code page shit...while I can solve more productive problems like my N64 memory pak manager application.
tysonrss
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Joined: Mon Jun 25, 2012 1:26 pm

Translation Project

Post by tysonrss »

:badger:

 


Is that for an emulator?
Iconoclast
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Joined: Sun Mar 23, 2008 11:57 am

Translation Project

Post by Iconoclast »

lolXD well you might say that

 


Technically, it's for handling the Controller Pak file (At least, that's Nintendo's legal name for it.) inserted in the back of the standard controller.

 


N-Rage's DirectInput currently provides these features for managing the memory pak file system:




  • format: Re-format the mempak for standardization and erase all current game note data
  • save note: Export an Adaptoid64-encoded game note from the Controller Pak.
  • insert note: Import an Adaptoid64-encoded game note to the Controller Pak.
  • delete note: Destroy the game save record in the respective game note index slot in the memory pak.

 


My mempak manager handles the N64 controller RAM with a few other options that N-Rage doesn't support, including:




  • more detailed system-reserved page formatting when formatting the mempak (upon request)
  • exporting single 256-byte page binaries (from 0 to 127, 128 * 256 = size of mempak file in bytes)
  • renaming the game note label, like changing a game save name from "MARIOKART64" to "HAHAUDIENIGGA!"
  • exports save data from the N64 mempak without including excessive text/ASCII bytes like in the standard A64 files N-Rage exports, using binary file output for smaller sizes that are a multiple of 256 bytes
  • fragmented page overwrite when re-importing hacked game notes (like, export the game note, edit it with a hex editor to change game save progress, then re-import it back in with this option)
  • I'm thinking about other stuff to add, like a defragmenter utility to rearrange all the pages that compose game note saves into a linear order instead of letting them be scattered around in the mempak system-indexing reserved pages, although this occurrence is rare...at least when using a good emulator to write mempak data or the official N64.

 


Most of that stuff isn't all that useful; I'm just writing a mempak file manager so that I can start writing save editors for any of the N64 games that save data to the mempak instead of the save chip (SRAM/EEPROM/Flash).
Last edited by Iconoclast on Fri Aug 24, 2012 5:55 am, edited 1 time in total.
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