in discussion Off-topic / Etc » :O Thanks! Keep up the good work
I really enjoy this game, I hope your translation goes well.
Thanks for your time and efforts
I really enjoy this game, I hope your translation goes well.
Thanks for your time and efforts
Since the line basically means "The weak are meat, the strong eat," couldn't you translate it as "It's eat or be eaten around here," or similar?
That's a brilliant workaround!
And don't mind me, just a random passerby thinking this game looks awesome.
音楽の変更 = Music changes
髪の色の変更 = Change the color of the hair
目の色の変更 = Change the color of the eyes
服の色の変更 = Change the color of the clothes
肌の色の変更 = Change the color of the skin
So… in the イメージチェンジ (makeover) menu the choices are music, hair, eyes, clothes and skin. I'm currently working on seeing what all the colours are (20 choices for hair, eyes & clothes; 4 choices for skin). I had no idea what they were, yay for choosing things randomly. =p Unfortunately I don't really get how to work the hexing thing so I won't have the Japanese for the colours, but instead am doing a number system…
Hope this helps!
Hello, this is psycoblaster from GBAtemp.
I see that you have troubles with the font for this game.
The reason, as DarthNemesis told you, is because the game uses a fixed width, ignoring the width table from the NFTR.
This is common, and with some ASM knowledge, you can easily hack the game to use a different width.
However, even I lack in ASM knowledge so I've used some programming to work around the font for several games, including Crimson Room DS.
What I've done was creating a font that has 2 english characters in 1 tile.
Here is a screen of the font:

It is an 11 width font, so if the game uses a fixed width of 12, then this font will work for you.
However, you need some programming knowledge to be able to create a table, and to be able to make a script editor USING the table.
Creating the table is easy.
Here is my JAVA source that I have used to create a table for Crimson Room DS:
/**
* @author Psycoblaster
* @version 1
*/
public class AAzz
{
private int x;
private ArrayList table;
private ArrayList charac = new ArrayList();
public AAzz()
{
x = 0;
table = new ArrayList();
charac = new ArrayList();
}
/**
* 시작 오프셋을 치면 자동으로 듀얼 타일 테이블이 만들어집니다.
* 아직 한줄 한줄식 프린트밖에 안해주지만 고유 번호는 나중에 추가 할 예정입니다.
* 현제는 ArrayList table 에다가 줄 하나하나씩을 저장 합니다.
*/
public void generateTable()
{
char i;
char j;
for ( i = 'A'; i <= 'Z'; i++ ){
for ( j = 'a'; j <= 'z'; j++ )
{
String iS = Character.toString(i);
String jS = Character.toString(j);
table.add(iS + jS);
}
}
for (i = 'a'; i <= 'z'; i++){
for(j = 'a'; j <= 'z'; j++)
{
String iS = Character.toString(i);
String jS = Character.toString(j);
table.add(iS + jS);
}
}
for (i = 'a'; i<= 'z'; i++){
String iS = Character.toString(i);
table.add(iS + ".");
}
for (i = 'a'; i<= 'z'; i++){
String a = Character.toString(i);
table.add(a + ",");
}
for (i = 'a'; i<= 'z'; i++){
String a = Character.toString(i);
table.add(a + " ");
}
}
/**
* decimal -> hex table
*/
public ArrayList decToHex(int startingOffset)
{
for(int x = 0; x < table.size(); x++)
{
String hex = Integer.toHexString(startingOffset);
If(hex.length() != 4){
int paddingLength = 4 - hex.length();
if(paddingLength == 3) {
hex = "000" + hex; }
if(paddingLength == 2) {
hex = "00" + hex; }
if(paddingLength == 1) {
hex = "0" + hex; }
}
charac.add(hex);
startingOffset++;
}
return charac;
}
/**
* Final print.
*/
public void printTable()
{
for(int x = 0; x < table.size(); x++)
{
String currentA = (String) table.get(x);
String currentB = (String) charac.get(x);
System.out.println(currentB + "=" + currentA);
}
}
Creating a program to use the generated table is what you will need to figure out.
As you can see on the end of the font, above and reposted below:

This font is optimized for Crimson Room DS.
So there are no extra characters for Kumantachi use.
However, it is easy to add.
Basically, what I have is the bitmap font, not the full NFTR.
Using a program called crystaltile2, you can overwrite the unused characters (like the chinese characters) with the bitmap font.
But this will only work if the font that this game uses is size 12, and can be viewable with crystaltile2 in 11x11.
Here is the font file:
http://cfile229.uf.daum.net/attach/1241E807494F1ED6B7D882
I hope you continue with this translation project.
If you have any questions, please contact me with
moc.revan|retsalbocysp#moc.revan|retsalbocysp
Hmmmm. Much appreciated for everything. Terribly sorry for missing some, glad you caught it. Thanks again for filling everything in.
Good luck on midterms.
Finished labeling the speakers since I actually got to this event in the game. CongLat - you may want to double check the other newly added scripts. There were a few lines missing from this script which I had to add myself.
On a side note, it might help when recreating the scripts in English:
0A = Line break
00 = End of dialogue (null terminated)
I'll get to translating this once midterms are up.
Anything that's on the arm9.bin page is covered the rest isn't, to my knowledge. I started from the load screen and headed down.
We're looking at starting only, I've left off the ending because I figure the hex editor can assume.
The table system seems to be breaking up with the addition of my table. However, upon saving this pages raw HTML there seems to be no merged td or tr tabs. Viewing the saved file visually reveals no inconsistencies. I have no idea why address 00add8ch - 00addc3h (and their ilk) are merged together or missing divisions.
Are we looking for starting and ending addresses on each entry?
I've been doing text harvesting from 0xAD068 - 0xAE5C0 on arm9.bin. If someone could let me know if this has been covered, that'd be great. At that point, I can move on to something else.
IMNSHO, the menus are actually pretty easy to figure out, as there's not that many of them. If you're interested in actually playing the _game_, though, what's much more important to have is translation of the text in the tickertape box on the upper screen: it contains info about how many people saw the kumatan show, how much money you got, if kumatan likes you, that it's time for the performance, etc.
This is very true… We could add a note file, but that seems like it could be a hassle to the user.
Great! Thanks for your contribution.
I've added your translation to the table.
Next time you have a translation that you would like to add, you can edit the page and put it in the table if you'd like.
Yes, as Xat said, we would be able to make a patch if we had a properly hacked arm9, unfortunately we do not have a skilled enough rom hacker to do the job.
We could make somewhat functional patch now, but most likely it would look ugly and function badly and or be disfunctional, so until we get a skilled hacker, translations continue and work is saved.
Until someone comes up with a proper or hacked single width font/implementation, this is probably not happening.
Hi !
I understand Japanese enough to enjoy Kumatanchi and I would like to tell you that for line 00b4380h, the word タンス doesn't mean "bureau" but a "wardrobe" or "dresser".
Hope this helps you a little bit,
Cecile
PS: your team did a great job ! You're even trying to translate the conversations !
Think we will see an early patch anytime soon? As long as we can understand the menus we could probably play the game just fine.
Well, it could be in either way, but if zoo's names (their meaning) are really important in the game it must be in english, after all japanese people can undestand the names, and a properly translation should be like the original. If the japanese people know the meanin of the names, we should do it too. (sorry if my english sound weird)