How To Make Your Own Table Files Quickly And Almost Painlessly.

  • Auf einer meiner CDs habe ich noch einen (Englischen) Guide zur Table-Erstellung gefunden. Den Autor kenne ich allerdings nicht.
    Nunja, auf jeden Fall ist hier der Guide:


    ==============================================================================
    HOW TO MAKE YOUR OWN TABLE FILES QUICKLY AND ALMOST PAINLESSLY.
    ==============================================================================



    Contents.
    ==============================================================================
    1:-Startup.
    2:-Part One: Using a save file.
    3:-Part Two: Relative searching.
    4:-Note: 16bit hex values.
    5:-Part Three: What to do after you've made your table.



    Startup.
    ==============================================================================
    You will need:
    The emulator ZSNES.
    Some Japanese ROMs (preferably RPGs).
    HexWorkshop, available from BreakPoint Software (http://www.bpsoft.com).
    Necrosaro's Thingy.
    NJStar Communicator, available from NJStar (http://www.njstar.com).
    [J3d!]'s Search Relative.
    SnowBro's Tile Layer and/or NaGa by KanjiHack.
    A double-digit IQ (not available for download).


    Most of these files, except for the ROMs, can be found on
    most good emulation sites. Especially RPGd. You should go there. Not
    just now, but everyday. </end RPGd plug>
    Dump all these programmes into a directory so you don't have
    to go traipsing all other your computer to find them.


    This doc is best viewed with Shift-JIS. It also helps to be able to read kana.



    Part One: Using a save file.
    ==============================================================================
    This is why I had you get an RPG. Most RPG's allow you to name your characters.
    So, give the character a name, then write it down. Save your game.
    Then, copy the .SRM file. This is the game's save data. Restart the game, and
    this time, give the character the same name, but backwards. Save and quit.
    Now, find both .SRM files and load them up in HexWorkshop. Make HexWorkshop
    compare the files. They shouldn't be too different. Whilst HexWorkshop is
    comparing, check to see if you can find hex values in one of the files
    that is inverted in the other. You have just found where in the .SRM the
    game saves the name. Now, load up thingy, and enter in the values that you
    have just obtained.
    For instance:
    You named the character ƒLƒ‡ƒVƒ.
    The hex values you found in HexWorkshop were 59 7A 48 AF.
    So, load up notepad and enter the following:
    48=ƒ‡
    59=ƒL
    7A=ƒV
    AF=ƒ
    It's not necessary to enter it in numerical order, but it makes it easier to
    check your table's accuracy quickly. Now, rather than going through the game
    and getting every single character (which is a big pain in the ass,
    especially when figuring out kanji >_<), you can guess the values. Usually,
    they are sorted in what I call the ‚ ‚¢‚¤‚¦‚¨ system, because I'm ignorant
    and I don't know the proper name for it. Here's a quick excerpt so you can
    get the idea.
    ‚ ‚¢ ‚¤ ‚¦ ‚¨
    A I U E O
    ‚© ‚« ‚­ ‚¯ ‚±
    KA KI KU KE KO
    ‚³ ‚µ ‚· ‚¹ ‚»
    SA SHI SU SE SO
    So if ‚ 's hex value was 40, this is what this excerpt would be in a table:
    40=‚
    41=‚¢
    42=‚¤
    43=‚¦
    44=‚¨
    45=‚©
    46=‚«
    47=‚­
    48=‚¯
    49=‚±
    4A=‚³
    4B=‚µ
    4C=‚·
    4D=‚¹
    4E=‚»
    Geddit? Good. Now, some games use what I like to call the Wierd System for kana.
    It's probably got a proper name too :). Anyway, it goes a little bit like this:
    ‚Ÿ‚ ‚¡‚¢ ‚£‚¤ ‚¥‚¦ ‚§‚¨
    A I U E O
    ƒ•‚© ‚ª ‚« ‚¬ ‚­ ‚® ƒ–‚¯ ‚° ‚± ‚²
    KA GA KI GI KU GU KE GE KO GO
    ‚³ ‚´ ‚µ ‚¶ ‚· ‚¸ ‚¹ ‚º ‚» ‚¼
    SA ZA SHI JI SU ZU SE ZE SO ZO


    Depending on the game, small kana can either go before or after their larger counterparts.
    Don't forget about the small ‚Â or ‚â, ‚ä and ‚æ.
    Here is what it would look like in a table, if the value for ‚Ÿ was 40.
    40=‚Ÿ
    41=‚
    42=‚¡
    43=‚¢
    44=‚£
    45=‚¤
    46=‚¥
    47=‚¦
    48=‚§
    49=‚¨
    4A=ĥ
    4B=‚©
    4C=‚ª
    4D=‚«
    4E=‚¬
    4F=‚­
    50=‚®
    51=ƒ–
    52=‚¯
    53=‚°
    54=‚±
    55=‚²
    56=‚³
    57=‚´
    58=‚µ
    59=‚¶
    5A=‚·
    5B=‚¸
    5C=‚¹
    5D=‚º
    5E=‚»
    5F=‚¼


    And that's the end of part one.



    Part Two: Relative Searching.
    ==============================================================================
    Now, the problem with relative searching is that a lot of Japanese games
    don't have a full English font. So, you'll need to add one. Since this
    file is about making the table and not entering fonts, your on your own.
    It's not too hard and relatively painless, unless you have to deal with
    compression :D. Don't forget the golden rule: Backup your ROM!


    When you've entered the font, load up the game. Hey priesto, you've just
    translated the game from Japanese into what they call CaveSpeak. Good on
    ya, mate! Now, just write down any of the witty and well-written statements
    in CaveSpeak that appear on your screen. Load up the ROM in Search Relative,
    and search for your string. If you find it, pat yourself on the back. Write
    down the values for A and a that it throws up. Now, look at the font of
    the original game, so you can find out what you replaced with A and a.
    You can then fill out your table.


    If the text string you wrote down has " and ‹marks, then there is another
    value you need to deal with. Just put a wildcard before or after the character
    with the marks when you search for your string.


    If it doesn't work, don't get disheartened. It's probably because the game
    uses 16bit hex values (more on this later), uses a wierd font system,
    or is compressed. It's best to use the method in Part One for wierd fonts,
    and it's best to either leave a compressed ROM alone, or have someone
    decompress it for you.



    Note: 16bit hex values.
    ==============================================================================
    Due to the sheer amount of characters a Japanese font will use, many
    games use 16bit hex values. These are basically just like any other
    hex value, but they have another hex value in front of it. Example:
    00FA=s
    00FB=u
    00FC=m
    00FD=f
    00FE=i
    00FF=n
    0100=g
    Keep this in mind when looking for a font.



    Part Three: What to do after you've made your table.
    ==============================================================================
    1: Dump the script.
    Load up the rom and the table using thingy. Keep searching through the
    ROM, and eventually you should stumble across the game's text. Find out
    where the text starts, and where the text ends. At the point that it
    starts, press D. At the point it ends, press D again and follow the instructions
    thingy gives you, then wait a little bit.
    When that's done, open up your script dump in notepad or any other programme
    and edit out the hex values that aren't in your table.


    2: Distribute it.
    Some websites offer table archives, where people can submit and download tables
    that other people have written. If you want, you can email whoever is in charge
    of the archive and send him/her your table.


    3: Delete it and laugh manaically.
    'Nuff said.


    ==============================================================================

    Leg dich nie mit einem BAOD an, oder du bist selber dran.


    Das Leben ist grausam.
    Wenn es mal nicht grausam ist, ist es grausamer.