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PostPosted: Tue Aug 18, 2015 11:37 am 
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(I really hope this is the right section for this, otherwise i apologize)

Hello folks!
I have done a few translations of NES games to my native language before (Swedish) and now I am
really set to do one on the game "Sweet Home"

I have done the title screen, but then I am stuck.
The text in-game is compressed and I don't know how to proceed.
Every clue to this case would be appreciated!

Thanks.


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PostPosted: Tue Aug 18, 2015 12:54 pm 
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You might attempt to get in touch with Musashi, who did a translation of it 15 years ago. Or even just look at that patch for ideas?


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PostPosted: Tue Aug 18, 2015 1:05 pm 
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I have tried to get in touch with him for days.
I have found several email adresses but always get the mail's back.
Does anyone know how to contact him or anyone else in the gajin or suicide translations teams that information would also be very helpful :)

Yes that rom is the one I am atempting to use for the translation process

Thanks


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PostPosted: Tue Aug 18, 2015 2:00 pm 
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I don't know 'Sweet Home', but here's how I would go about your project...
-Open in FCEUX.
-create a save state right before the text is loaded.
-reload there, and turn on Code/Data Logger.
- turn it off when the text is loaded.
-open the hex editor, view= ROM
-reload, the save state, change some of the highlighted data, see if it loaded different.
-undo, reload save state, change data, repeat.

Eventually you'll find the right data, and see how it's encoded.

Good luck

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PostPosted: Tue Aug 18, 2015 11:49 pm 
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I looked at the English translation (I'm assuming that's what you're working off from)

The text coding is not compressed, it's just mixed up.

I sent you a quick text file explaining the letter coding. I'm afraid there's not going to be an easy way to find all the text. Unless you can code a conversion tool converting all the hex values to the correct ascii value.

It does seem that (at least from the first few seconds of the game) that text strings start with EB and end with FF. And starts somewhere around $30000 of the ROM. Hope this helps.

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PostPosted: Wed Aug 19, 2015 12:15 am 
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I'm curious... How did you plan to incorporate the Swedish specific alphabet...
The umlauts and the aa ae oe dipthongs?

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PostPosted: Wed Aug 19, 2015 2:07 am 
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Yes the English translation is what I will work from.
I got your PM but there was no text file attached :(
Getting the three special characters that the Swedish language uses in there is the least of my worries :)

They use a system were each 8x8 tile holds information for two letters. The three colors of the palette is used to destinguish them.
Color 1 = this pixel is just being used for the first letter.
Color 2 = this pixel is just being used for the second letter.
Color 3 = this pixel is being used for both letters.

I'll just replace some of the letters that we don't use that often (almost never) in the swedish language, like "W", "Q" and the symbol ' or " 's" if that's a tile.


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PostPosted: Wed Aug 19, 2015 6:09 am 
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Sent it again.

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PostPosted: Wed Aug 19, 2015 6:54 am 
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xeorix wrote:
They use a system were each 8x8 tile holds information for two letters. The three colors of the palette is used to destinguish them.
Color 1 = this pixel is just being used for the first letter.
Color 2 = this pixel is just being used for the second letter.
Color 3 = this pixel is being used for both letters.


This is not uncommon. Just use a tile editor in 1bpp mode. Systems like the SNES/Turbo/Genesis had 4 different letters packed into each bitplane of a character.

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PostPosted: Wed Aug 19, 2015 1:41 pm 
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xeorix

Your troubles are all over, because I went ahead and made a conversion tool today, because I'm learning Python, and I thought this would be a good first project for me :)

I sent you a PM with an attachment, the file, with all the hex values changed to the correct ASCII value, so you can find all the text easier with a hex editor. Enjoy.

I love it when things work!

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