Re: The Bugsite translation patch

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getspawned(imported)
Posts: 11
Joined: Tue Dec 25, 2012 4:53 pm

Re: The Bugsite translation patch

Post by getspawned(imported) »

Erm,may I know is the v26 patch for alpha or beta version? And er I tried it on beta version,the first part,after I leave the staircase and talked to the mother,it's still in japanese,is that normal? Thanks xD and era,should I try it on alpha?
RacieB
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Joined: Thu Dec 28, 2006 4:27 am

Re: The Bugsite translation patch

Post by RacieB »

I believe it's still for Beta, and yeah it's mainly the menus etc that have been translated rather than dialogue.
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Sanqui
Posts: 734
Joined: Sun Dec 16, 2007 12:25 am

Re: The Bugsite translation patch

Post by Sanqui »

The patch should work perfectly for both Alpha and Beta, but it's mostly for the menus. The dialogue hasn't been translated yet (and probably isn't gonna be for some while), sorry!
kmeisthax
Posts: 119
Joined: Sat Dec 04, 2010 3:20 pm

Re: The Bugsite translation patch

Post by kmeisthax »

Status update: Bugsite is still happening.

I performed the same procedure I did to Telefang to account for all of the patch changes. It was actually on the whole a lot easier to do than Telefang, primarily due to certain features which I had to write automated scripts for. Granted, those scripts were a whole lot more of a pain to write. I want to say it took about 2 months to reverse engineer the Bugsite patch, though that's with the added caveats that this patch had minimal translation changes and no native code modifications at all.

So, in case you weren't aware of it yet, Bugsite contains a virtual machine (that I'm calling BugVM) and non-hierarchical filesystem (that I'm calling BugFS, aka "linkage directory") to organize most of the resources in the game. It's arguably the most overengineered Game Boy software I've seen so far, and it has the excessive CPU usage to match. andwhyisit wrote the .bvm disassembler and extracted all of the non-code resources as well. On my end, I wrote a .bvm assembler, BugFS imager, and build system to repack all of those resources back into the ROM. Today, I integrated the last of the resources and Bugsite builds with 0 significant (non-checksum) changes from patch.

We also have a far better text system for handling translations. bvmasm now accepts a csv file much like Telefang's build project works, and that's used to define string macros for the .bvm assembler. In a future release of this project, it'll be able to auto-format lines, at least to a point.

Also I may or may not have been doing some translation work behind Kimbles back in the translation spreadsheet. I'm not necessarily a Japanese expert, but I decided to step up since I needed to know what was going on and how to progress in the game anyway.

I'll probably do the same kind of rolling-release structure that I adopted for Telefang, if I can remember to do the releases on time. Onto Telefang 2...
kmeisthax
Posts: 119
Joined: Sat Dec 04, 2010 3:20 pm

Re: The Bugsite translation patch

Post by kmeisthax »

Patch v27
Rolled by kmeisthax with contributions from Kimbles and DaVince

Alpha IPS: http://www.mediafire.com/file/x05vvuh8vpyi6d1/Network_Boukenki_Bugsite_-_Alpha_Version_%28Japan%29_%28Eng._beta_v27%29.ips
Beta IPS: http://www.mediafire.com/file/nwdbbl502kal2x8/Network_Boukenki_Bugsite_-_Beta_Version_%28Japan%29_Eng._beta_v27%29.ips
  • We now have a proper automatic formatter integrated into bvmasm. This autoformatter recognizes lines of text in dialogue and rewrites the instruction stream to support a longer or shorter message. It's even smart enough to recognize if a line of text has a character portrait or not. It cannot, however, autoformat system strings at all.
  • Story text up to the end of the Prologue is now translated to draft quality. This has been primarily done by myself, with support from the actual translation staff, so there are still a few lines here and there I need to rephrase better. This does not include NPC text, I've mainly just been translating from the top to the bottom of the text dump.
  • Existing attempts at translating story text have been adjusted to remove code changes. This does not visibly affect the actual game itself.
  • Some system strings have been adjusted; mostly around naming screens.
kmeisthax
Posts: 119
Joined: Sat Dec 04, 2010 3:20 pm

Re: The Bugsite translation patch

Post by kmeisthax »

Patch v28
Rolled by kmeisthax

Alpha IPS: http://www.mediafire.com/file/dkio520frb53dc4/Network_Boukenki_Bugsite_-_Alpha_Version_%28Japan%29_%28Eng._beta_v28%29.ips
Beta IPS: http://www.mediafire.com/file/dqwp34r85ta3pxc/Network_Boukenki_Bugsite_-_Beta_Version_%28Japan%29_%28Eng._beta_v28%29.ips
  • Added lowercase j and k to the tile font. These replace an unused dash character and the ASCII | character.
  • Added utilities necessary for making code patches into the incredibly packed HOME bank of the ROM image.
  • Added an opt-in VWF tile renderer, including BugVM opcodes to control it. Both fonts (main and battle) can be VWF'd now. Each individual screen that wants to make use of VWF must configure how it wants it's screen memory to be used. The default configuration is a ring buffer occupying all of the kana half of the character set, which is useful for dialogue screens.
  • Added a new VWF font, "Debugged Sans", to replace the existing normal FWF font. It's vaguely based on the existing FWF one. It significantly improves the readability of Bugsite's text, especially with regards to width limitations.
  • Updated the BVM assembler to automatically format text taking the VWF into account. This does not impact system text yet.
  • Modified the event-loader script to enable VWF for dialogue boxes.
  • Modified the title screen script to enable VWF for the intro scene, because that's a separate process for some reason.
  • Modified the naming screens to use VWF on the "Please enter a name" and "Press SEL" text only. Other parts of the screen still use FWF.
  • Added a few more translations and adjusted some existing ones.

Known bugs:
  • Menus in dialogue boxes don't work. They show up as blank options.
  • The Mobile screen (press START) will show parts of previously-read dialogue where kana should be. English language text is not overwritten.
  • The dialogue formatter's analysis used to determine if a portrait is active sometimes fails to recognize the correct window width and formats certain lines shorter than what would actually fit.
kmeisthax
Posts: 119
Joined: Sat Dec 04, 2010 3:20 pm

Re: The Bugsite translation patch

Post by kmeisthax »

Patch v29
Rolled by kmeisthax

So, the main focus of this release was bringing the VWF to the menus. I also took some time to reverse-engineer the sprite format, which meant I could redraw the titlescreen, so I did.

Alpha IPS: http://www.mediafire.com/file/vfz8c4q2ckv3154/Network%20Boukenki%20Bugsite%20-%20Alpha%20Version%20%28Japan%29%20%28Eng.%20beta%20v29%29.ips
Beta IPS: http://www.mediafire.com/file/rwiw0917lft393s/Network%20Boukenki%20Bugsite%20-%20Beta%20Version%20%28Japan%29%20%28Eng.%20beta%20v29%29.ips
  • Redrew the Bugsite titlescreen for the English release.
  • VWF the root of the Mobile menu, translation fixups included.
  • Correctly VWF the password entry screen.
  • VWF the Access Point menu. Also, "Trash" is now "Recycle Bin" for maximum Windows 95.
  • VWF the Save screen.
  • Fix Yes/No choices not rendering (they now render correctly, regardless of if the screen it's in is a VWF or FWF screen). This involved some really irritating WRAM bank juggling
  • VWF the Guardian homepage, translation fixups included.
  • VWF the Browser Zukan overview screens (FE/Sting/Ruger/Tahiro/Jank zukans)
  • VWF the Browser Zukan inner screens (FE/Sting/Ruger/Tahiro/Jank zukans)
  • Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience.
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FailureBiWinning
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Re: The Bugsite translation patch

Post by FailureBiWinning »

I don't know if this has been documented, but if it hasn't, then... well, consider this a bug report. Really not sure what causes this - it seems to happen almost completely at random. First noticed it while playing it in BGB, but it also happens in mGBA. Is this happening for anyone else?
Simple sprite editor - sometimes I do not-so-simple edits.

:jank: :ghostfree: :p01:
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