Just finished with the auto-newlining, previously this meant a max of 31 chars per line as below.
Now we can put as many as we want.
Should make editing dialog a lot easier since we can now have loads of text.
The text insertion tools have been done for a while so and (hopefully) this the last technical issue to sort out so now we just need the script done.
Each text entry has it’s own limit that needs changing but the important ones are now done.
Examples:
Other edits have been made to map/area names, the shop, choice prompts, etc.
cool! keep up the good work
Awesome!
now we can move forward on this game……good luck and godspeed on your mission
I just came to know about the existence of this patch. It’s a fantastic work, guys, I really thank you for thinking about it! I was so looking forward to playing this game. Can’t wait for the patch to be finished.
I just wanted to know: will you publish the text insertion tools publicly to allow people to make patches in other languages? I could decide to make a fantranslation of this game in my own language, so if you could give us the tools to do it you’d be really awesome.
Thank you so much for everything you’re doing.
I was thinking that eventually I would release the tools, of course this would only help latin alphabet languages
Well, it would work in my case, as my language is Italian. But I guess there may be some fixes to do (like making accented letters to work properly). Thanks a lot for your answer!
Looking at the font it doesn’t seem to have accented characters so you would likely have to substitute one of the others, perhaps with a now unneeded Japanese character. Not impossible just a pain to do as you’ll have to edit the font and then when inserting text put whatever substitute you choose.
I guess so. Where are the fonts stored in the game, exactly? Does the patch still use a Unicode coding or you changed it to ASCII?
Font is stored in the GAMEDATA/FONT folder, input for scripts is UTF8 but it is converted to a select list of available Shift-JIS characters:
。,.・:;?!゛゜´`¨^ ̄_ヽヾゝゞ〃仝々〆〇ー―‐/\~∥|…‥‘’“”()〔〕[]{}〈〉《》「」『』【】+-±×÷=≠<>≦≧∞∴♂♀°′″℃¥$¢£%#&*@§☆★○●◎◇◆□■△▲▽▼※〒→←↑↓〓∈∋⊆⊇⊂⊃∪∩∧∨¬⇒⇔∀∃∠⊥⌒∂∇≡≒≪≫√∽∝∵∫∬ʼn♯♭♪†‡¶◯^123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyzぁあぃいぅうぇえぉおかがきぎくぐけげこごさざしじすずせぜそぞただちぢっつづてでとどなにぬねのはばぱひびぴふぶぷへべぺほぼぽまみむめもゃやゅゆょよらりるれろゎわゐゑをん@アィイゥウェエォオカガキギクグケゲコゴサザシジスズセゼソゾタダチヂッツヅテデトドナニヌネノハバパヒビピフブプヘベペホボポマミムメモャヤュユョヨラリルレロヮワヰヱヲンヴヵヶ
[loads of kanji]
Luckly for this one I didn’t have to edit the font, their previous game (Final Promise Story) uses a similar font system but didn’t include a full alphabet font so I edited it, similarly substituting font for Sol Trigger should be possible.
I think Sol might be easier than FPS though but I haven’t looked at in detail, for FPS the system was sort messed up
-chars held as 16×16 pixel greyscale image
-1 nibble per pixel
-split into top and bottom (16×8 pixel)
-letters top/bottoms stored in pairs (2 chars side by side)
-gained by splitting into (0x0-0x7) and (0x8-0xF)
-e.g FFFFFFFF AAAAAAAA
-128 byte sections
-byte order for pixel pairs is reversed
– NOT 0123456789ABCDEF
but 1032547698BADCFE
OMG are you translating that game too?
I mean are you translating Tale Of The Lost Promise too?
I posted an example here
Once Sol Trigger is finished it is a possibility, a text insertion tool is done already. However the font itself needs quite a bit of work and there’s 2 sets to edit but I known how to modify it. The text will likely need some asm hacks for sizing and there was some weird glitches with text insertions. The LBA protection is also a problem.
Basically there’s a lot of technical work to do and there is currently no translator for it so it’ll be a while.
I see….good luck with both projects! 🙂
Wow I just found this. Can’t wait for the release 😛 Is the “Patch Detail/Progress” section updated?
Not updated as often as it should, for the latest check the posts at this thread
http://gbatemp.net/threads/sol-trigger-english-translation.346809/
Hey guys, how is the project doing, everything ok?
The process of translating and typesetting is on-going and there’s loads of scripts to insert but on the bright side most of the technical work is done
Thanks For your work! Glad to hear that… cheers!
So might there be an update at the end of the month
Sorry probably not for a while, the technical stuff is pretty much done but getting the text ready and actually inserting it will take some time
That’s amazing. How did you fix the newlining problem? Was it a value in the EBOOT, too?
Yeah, it was in the eboot. One per text display so over 50 different values to find and replace