1/2/2024 0 Comments Oswan cheat engineI haven't found much info on this subject, let alone for the Wonderswan, so I'd like to know if there's some workaround for this. Although I found a way to change pointers and have plenty of free space in the ROM, the font of the game is so big, and the textbox so small, that I'm still very limited with the text. I'm trying to translate a Wonderswan game (Digimon Tamers - Brave Tamer) but I think I've reached a dead-end. I also found this post about a similar issue in a game of the same series: It's not easy because debugging tutorials aren't aimed at beginners. I'm sure I'm doing at least a dozen things wrong when using the debugger, so I still need to learn much about this. However, upon disassembling, I haven't found any numeric code which could relate to X-Y coordinates, or tiles per font, or anything similar. I've been using Cheat Engine attached to a Wonderswan emulator (Oswan) and can find the address for the text lines, as well as the instructions which write or access that adress. Perhaps reducing the interlinear space would suffice, so it doesn't appear so low in the screen. The game already shows a third line below the second if you add it in the hex editor. I'm not sure if writing code would be necessary for the third line. Yeah, this is more or less what I wanted to do. QuoteYou would have to use the debugger to track down the lines of code that displays text to the screen and change it so that it treats each character as being less tiles than it currently does. I'll update this post to show further progress. These are the areas that are translated so far: So, if anyone wants to help with graphics, I'll be very grateful. But I want to finish the text translation before, though I have already edited some graphics. This is my first ROM hack ever, and maybe I'll need some help with graphic editing later on. I'm following this FAQ for the main story text:, and the font is the same of the previous hack. I started working on this project a few months ago, and the translation is pretty advanced right now. This leads them to chimera outbreaks, and they're joined by a girl named Viola, a detective named Lute, and other characters from the show. The story follows Ed, Al and Winry, as they investigate a series of bombings by a mysterious organization, Liberale. Sonata of Memories is the continuation of the previous game, Stray Rondo (which was already translated, here: ). This is a RPG based on the Fullmetal Alchemist anime, for the Game Boy Advance. I could edit some with much difficulty, but others seem impossible. For example, pixels may appear mirrored, or shifted to the left in-game.Īnyone knows what's this about? Is it some kind of compression? I don't know how to get around this. Other than this, even when the tile is clean enough, the drawing may behave in unexpected ways. The problem is I can't delete those pixels without messing the entire graphic, and they often get in the way when drawing English letters. On the right, it's the tile in Tile Layer Pro.Īs you can see, the code appears as strange pixels that aren't part of the actual graphic. On the left, it's the tile as it appears in-game. I think these codes control the offset shifts between one tile and the next (not all tiles of the graphic are at the same offset). But there is code inserted in the middle of the graphic. But there are some graphics that I still can't edit.Īt first glance, they seem uncompressed. I've recently translated a GBA game: Fullmetal Alchemist-Sonata of Memories.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |