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Genso Suikoden Translation help? |
SegaXfans - Sep 27, 2020 |
SegaXfans | Sep 27, 2020 | |||
Hi guys I try to translation Genso Suikoden but in screenshot 2 I put OK instead of Yes because I can only add two letters, Any help will appreciated. |
Malenko | Sep 28, 2024 | |||
All the menu prompts and character names seem to be the "0" file ; for example Barbados is at 0x5FAC8 There are at least 2 glyph indexes , I've attached the index I worked out and if you add 7 to the offset of it you'll get the glyph index values for the 0 file. It also has my rough ideas of what the control codes are. Ironically(?) I cant find the menus translated by @SegaXfans... above. Probably need to search with the +7 offset values in the 0 file, or some other offset I haven't figured out yet |
Malenko | Sep 29, 2024 | |||
Post the link to the HRDN post? I don't see an attachment on your post. The first line of dialog in the game (when you talk to Theo) is at 0x16EDA0 in MURA_A1.bin , the string is: DF 81 48 51 55 E8 10 05 00 0E 4C 6D 56 44 48 51 58 47 70 5E 4B E8 04 08 0E 01 E4 01 (I know this thanks to @Knight0fDragon... ). This is the line I changed to 012345 as a bit of a proof of concept. |
benclaff | Sep 29, 2024 | |||
@Malenko... . Oldest romhacking posts in the "personnal projects" section are from 2017. So I suppose it got deleted (my files have a timestamp from 2014). |
Malenko | Oct 4, 2024 | |||
Another shout out to @Knight0fDragon... ; he showed me that some files are "uncompressed" and have padded 2 byte values, like the start game screen. The menus are in NAME.BIN Someone should reaaaalllly pick up this game (not it!) |
vbt | Oct 5, 2024 | |||||
nice progress ! |
Malenko | Oct 5, 2024 | |||
I changed the Hiragana for English to EN and also changed accept to OK. I think it makes it more obvious where the English letters are "YES" has 2 spaces and "NO" has 3, so lets translate them backwards... and then flip the pointer tables around: |
Knight0fDragon | Oct 7, 2024 | |||||
Ideally, we would want to default to English, just need to find the variable that determines the state for the characters. |
GunSlinginNinja | Oct 29, 2024 | |||
Thanks Malenko for your work on this. I already know I have bit off more than I can chew but I have now successfully translated all characters with a picture. Basically everyone found in the 0 file. My next step is to translate them on the stone tablet. Happy to share the updated files, with anyone wanting to collaborate on this project. Looking for some help in identifying pointers in other areas. I to have translated the NEW GAME and CONTINUE options but I have been unable to replicate your YES and NO. I can't find the pointer for these. Probably because I'm looking for something similar to the table found in the 0 file. Any help or guidance on this please? N.B attached a little video of the early work done. Think I'd only translated 7/8 characters by that point. |
Malenko | Oct 29, 2024 | |||
The Yes/No is in name.bin set breaks in the debugger if you want to try and avoid using something like ghidra. Good luck! |
GunSlinginNinja | Oct 30, 2024 | |||||
Excuse my absolute ignorance..... what do you mean by set breaks in the debugger? I was able to find the yes/no area in the name.bin (finally got byte search to run) but not the table to change them around to allow for the word yes as opposed to using OK since it is only two letters. Again I appreciate the help. |
GunSlinginNinja | Oct 30, 2024 | |||||
Ended up following your Ghidra tutorial.......... absolute game changer!! |
SegaXfans | Apr 15, 2025 | |||
Any news about translation ? |