Done!
8x16 font is done!
All Bugs Fixed!
What we have.
Entire font is now 8x16.
Icon 16x16 transfer made, and then looked very not cool.
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http://zalil.ru/30024021
Rename the ROM (exhirom) "Terranigma.smc".
And run "font.bat"
And everything is done.
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Fontger.bin - font.
If you need to edit the font.
Beiträge von MopoZ
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Hi, Red!
No, in my dump them no.
Later I will bring everything.
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$c4 $01 $c1 put in front of text
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Damn, I forgot about exhirom...
Here is a ROM with the new mappers.
http://zalil.ru/29982679 -
Oh, KillBill, this's very wonderful! Biggest THX!!
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Hey, MopoZ for you, made with a lot of love ... (if you can copy to you)
Oh, bro, thank you very much!
So much better.This worked like a charm, many thanks!!!
Always glad to help. If you need any further assistance, please contact. -
expended Robotrek Rom
http://zalil.ru/29978222 -
Terranigma
Begin
1) Find the text that will be transferred to a new location.
2)Adding text to a new location.
3) Now the old text, put our pointer.
First, put $CC, then our pointer. To calculate the pointer, it is necessary to address - $40:0000.
Text to be at $41:8100. Minus $40:0000 = $01:8100.
01:8100 - this is our pointer. After the required pointer put $D3!!!
Result:P.S.
The text of the ROM should always be placed at $ XX: 8000 - $ XX: FFFF!It should not be in 0000-7FFF, then you will not be displayed.
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Hallo, KillBill_158!
Ich versuche. -
RoboTrek
Begin
1) Find the text that will be transferred to a new location.
2)Adding text to a new location.
3) Now the old text, put our pointer.
First, put $CF, then our pointer. To calculate the pointer, it is necessary to address + $80:0000.
Text to be at $18:8000. Add the $80:0000 = $98:8000.
98:8000 - this is our pointer. After the required pointer put $CC!!!Result:
P.S.
The text of the ROM should always be placed at $ XX: 8000 - $ XX: FFFF!It should not be in 0000-7FFF, then you will not be displayed.
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Oh, yes! Now I understand =)
I will do everything in the screenshots, that all was clear. -
MopoZ, the Font looks pretty good so far, getting rid of the good old 16x16 tiles is a good idea
BTW, could you give me a small example patch for Robotrek? I want to see how you did it exactly if possible!
I'm sorry, I almost did not understand.
And what examples? -
Don't bother yourself with your language, what you do here ist just great! Can't say how much you helped me, as you've solved my biggest problem concerning Terranigma! So, not only manakoAT loves you, I love you too !
As I'm totally new to ROM-translation all these technical aspects are rather hard for me to understand, and guys like you with that big knowledge are invaluable to get the job done properly. Thank you a lot!
by the way, the font you used at Robotrek looks rather cool. First, I concerned staying with the original Terranigma-font. But using it, there would just be space to put 18 digits in every line, which is not a great solution. So maybe in Terranigma, we should change the font, too.
he-he, i love you, tooIt's about a font.
Above that I am slowly working on. And I'm almost done. There must also fix a bunch of bugs. And in my spare time I'm looking for them. Now I just can not work at full pace, so as soon as the session at the university, a little preparing for exams. Slowly but anyway I do. =)Here is a small screenshot proving my work.
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so, in Terranigma we do have 3-byte-pointers and that's why we won't need ASM to move the text to the new text-banks we gain through ROM-expansion. What we have to do is just change the values of the pointers to the new section within the ROM, is that right?
Would be great news, if that's the case!!!
You're absolutely right.
To transfer to a new place you do not need knowledge of assembly language.
A little later I'll show you everything in detail with screenshots. So how bad I am afraid to explain in words because my English is not so good.And a similar example to show to Roborek. Do not miss, manakoAT.
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Hi, manakoAT, I love you too
I myself have worked Robotrek. There, using the same as in Terranigma.
Guys from everywhere Quintet use such a method. In Soul Blader and Illusion Gaia, all the same, and that in these games.
I have to be translated into Russian Rom increased to 3 megabytes. It would be more than enough. You need to dump the script from the game?
Text:
http://zalil.ru/29973064 -
I did not speak English, so that if I did not properly expressed, by Please do not judge me. =)
Let's start first:
Storing the text in the ROM:
1) Yes, it is stored with all sorts of action heroes and other data.
2) ROM is hirom80. Addressing here a little different.
PC 00:0000 - 00:7 FFF -> SNES C0: 0000 - C0: 7FFF
PC 00:8000 - 00: FFFF -> SNES 80:8000 - 80: FFFF
...
PC 3F: 0000 - 3F: 7FFF -> SNES FF: 0000 - FF: 7FFF
PC 3F: 8000 - 3F: FFFF -> SNES BF: 8000 - BF: FFFF
exHirom will then be:
PC 40:0000 - 40:7 FFF -> SNES 40:0000 - 40:7 FFF
PC 40:8000 - 40: FFFF -> SNES 00:8000 - 00: FFFF
...
PC 5F: 0000 - 5F: 7FFF -> SNES 5F: 0000 - 5F: 7FFF
PC 5F: 8000 - 5F: FFFF -> SNES 1F: 8000 - 1F: FFFF
3) In the text there are pointers to the text from another bank at a value of $ CC.
What I propose to do in this case.
At the beginning of each conversation to put pointer to a new location in the ROM.
Example:Original:
-------------------------------------------------- ------------------------------------------
<$ C0> <$ D2> <$ 00> obtained <$ CF>
<$ C6> <$ 04> <$ CA> <$ 05> <$ 9F> <$ 1B> GrassPin <$ DC>! <$ D4>
-------------------------------------------------- -----------------------------------------
Put
<$ C0> <$ CC> 3-byte pointer to a new location <$ D4>
$ D4 - end of line
The new location ROM set text:
<$ D2> <$ 00> obtained <$ CF>
<$ C6> <$ 04> <$ CA> <$ 05> <$ 9F> <$ 1B> GrassPin <$ DC>! <$ D4>This way you can do so that does not action all of the characters and stuff like that to a new location.
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Text:
http://zalil.ru/29972847 -
Hi x5t!
I have a GFX extractor, the script and made exHirom mapper, which was the place for up to 64 megabits. Still working on the font size. If there's anything you need, turned to me . -
Thx Red!
I can give huffman unpak for dialogue that I wrote, or I can give a ready script. Just to fully explain I can not, my language barrier prevents this ... But I can say I want to remove DQ5 unpacking the text, and make sure that he was no compression. The same way and want to do with the font. If you want I can do this? =)
Over here, I upload the text of the dialogues.
http://zalil.ru/29972220 -
Hi red!
At the moment I have almost completely hacked Tales of Phantasy, its translation into Russian. There is a script from the game DQ 5, Terranigma, Robotrek, Fushigi no Dungeon 2 - Fuurai no Shiren, Secret of Evermore. Still working on a font for Terranigma, to have at least 8 * 16 or VWF. Ready to help in any assistance for the games on Snes =)Excuse me, but as I get in touch with Mongo?
MopoZ