Re: (Finally Complete) Telefang English Translation
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Re: (Incomplete) Telefang English Translation
For IPS patches, I just use VBA and name it the same as the rom and it works... <_<;
I think that changing any of the text sprites is perfectly fine, since it is translation...XD I think it should say (OK) there, but I think it would look better if the letters were shaded on the right side, like the japanese. *nod*
And yeah, only the intro and battles are translated at the moment. *nod* Pretty awesome nonetheless. :O
I think that changing any of the text sprites is perfectly fine, since it is translation...XD I think it should say (OK) there, but I think it would look better if the letters were shaded on the right side, like the japanese. *nod*
And yeah, only the intro and battles are translated at the moment. *nod* Pretty awesome nonetheless. :O
Re: (Incomplete) Telefang English Translation
I mean, the transparent color was black, and the actual colors are black, red, and also red (for some reason BOTH reds are used in the original seal sprite even though they're indistinguishable..)
Also, sprites HAVE been changed already (the No Signal, NAV, and Chiru ones for example.) In a real translation, those wouldn't be skipped over so there's no reason to do so here if we have the ability to change them XP
I know my "OK!" is outlined crappily, it was a quick job just as an example >_>;
Also, sprites HAVE been changed already (the No Signal, NAV, and Chiru ones for example.) In a real translation, those wouldn't be skipped over so there's no reason to do so here if we have the ability to change them XP
I know my "OK!" is outlined crappily, it was a quick job just as an example >_>;
- andwhyisit
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Re: (Incomplete) Telefang English Translation
I need to in order to make it English. Don't worry, the tiles won't look too different. It just would be nice if everyone could read it. The text will still be red and it will still be in a circle.Kid Sonic wrote: I don't know if we should go into changing sprites.
I will show you what I mean later.
So do you know where this "red-red-black-black" palette is?RacieB wrote:I mean, the transparent color was black, and the actual colors are black, red, and also red (for some reason BOTH reds are used in the original seal sprite even though they're indistinguishable..)
Also, sprites HAVE been changed already (the No Signal, NAV, and Chiru ones for example.) In a real translation, those wouldn't be skipped over so there's no reason to do so here if we have the ability to change them XP
I know my "OK!" is outlined crappily, it was a quick job just as an example >_>;
I am just saying that without a palette change I will not be able to put "Ok!" in that circle and still maintain legibility. I would need white-orange-red-black (black for transparency) for this.
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Re: (Incomplete) Telefang English Translation
This palette took me about two minutes to find.
It's from 35DA0-35DA7.
However, it also affects the cursor sprite too when choosing multiple options (like the Denjuu before battle or the Fight/Flee/Escape options).
For reference, here's how you find color palettes quickly:
1. Use VisualBoyAdvance and open up the palette viewer.
2. Make sure the object you want to modify is on the screen (for example, if you want to change the OK! palette, make sure it's visible on the screen). Once it's on the screen, refresh the palettes in the palette viewer.
3. Find the palette for this. It's separated between sprites and backgrounds. Since the OK! thing is a sprite, it would, well, be found in the sprites column.
4. Now click the first color in the palette, and look at the hex value under the red, green, and blue values. For this example, it might say 0x0000.
5. Now open up a hex editor and start a hex search. Take the first two digits and switch them with the last two, and this will be at the beginning of the search. Do not actually perform the search yet.
6. Now look at the second color and record its value. In this case, it would be 0x001F.
7. Go back the hex editor and reverse them again (1F 00). Input these values after the first two in the search field. So far, the search field should be 00 00 1F 00.
8. Repeat the same thing for the third and fourth colors.
9. In this case, if you did it right, you should be searching for 00 00 1F 00 1F 00 00 00.
10. With this, you'll find 35DA0 as the result (though, it will obviously be something different if you're searching for something else). To see if this is the right color, change any of the values, save, reload the ROM, and see if it worked.
11. If it did, you found the offsets! If it didn't, keep searching until you find them.
Now as for changing them, read this.
By the way, this is true in any Super Game Boy/Game Boy Color/Game Boy Advance game. At least it will be true 99% of the time (sometimes they're compressed).
It's from 35DA0-35DA7.
However, it also affects the cursor sprite too when choosing multiple options (like the Denjuu before battle or the Fight/Flee/Escape options).
For reference, here's how you find color palettes quickly:
1. Use VisualBoyAdvance and open up the palette viewer.
2. Make sure the object you want to modify is on the screen (for example, if you want to change the OK! palette, make sure it's visible on the screen). Once it's on the screen, refresh the palettes in the palette viewer.
3. Find the palette for this. It's separated between sprites and backgrounds. Since the OK! thing is a sprite, it would, well, be found in the sprites column.
4. Now click the first color in the palette, and look at the hex value under the red, green, and blue values. For this example, it might say 0x0000.
5. Now open up a hex editor and start a hex search. Take the first two digits and switch them with the last two, and this will be at the beginning of the search. Do not actually perform the search yet.
6. Now look at the second color and record its value. In this case, it would be 0x001F.
7. Go back the hex editor and reverse them again (1F 00). Input these values after the first two in the search field. So far, the search field should be 00 00 1F 00.
8. Repeat the same thing for the third and fourth colors.
9. In this case, if you did it right, you should be searching for 00 00 1F 00 1F 00 00 00.
10. With this, you'll find 35DA0 as the result (though, it will obviously be something different if you're searching for something else). To see if this is the right color, change any of the values, save, reload the ROM, and see if it worked.
11. If it did, you found the offsets! If it didn't, keep searching until you find them.
Now as for changing them, read this.
By the way, this is true in any Super Game Boy/Game Boy Color/Game Boy Advance game. At least it will be true 99% of the time (sometimes they're compressed).
- andwhyisit
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Re: (Incomplete) Telefang English Translation
Alright. I'll start making progress when I get home (If that blackout is over by then of course).
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Re: (Incomplete) Telefang English Translation
Well I don't know any IPS patchers but I'll find one myself. And I am made aware of the text being broken so maybe I can't make the video just yet...andwhyisit wrote:Basically you apply the ips patch to a telefang power rom with your ips patcher of choice. Be warned though, most of the dialogue text is horribly broken.CrashManEXE wrote:Okay, first of all, I'm sorry that I haven't been on here for almost a month but I can now see that the patch is now complete. That means I can show off the translated text now but before I can do that...
I may sound silly asking this but... what program do you use to open IPS patch files? :mellow:
The patch is not complete though. The text from Kimble's text dump is what was finally finished, not the entire patch. We still have a long way to go.
- andwhyisit
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Re: (Incomplete) Telefang English Translation
http://zerosoft.zophar.net/ipswin.htmCrashManEXE wrote: Well I don't know any IPS patchers but I'll find one myself. And I am made aware of the text being broken so maybe I can't make the video just yet...
Anyway... onwards we go to to v13!

- The "You have # messages" tiles are done. They work and display differently to the other tiles so it took some working out. I will make a tutorial to explain it if the need is there, because I believe that there are some other tiles that are similar in nature.
- "Ok!" stamp is done, with palette changes of course!
- Item names done. (If anyone wants to check these in the game then that would be great)
http://www.mediafire.com/?ml0kozmn2hu
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Re: (Incomplete) Telefang English Translation
I've now applied the patch onto Telefang and I must say... the text isn't broken at all. Well, apart from Shigeki's name being "Shi". Nonetheless, good job to Kimbles

- andwhyisit
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Re: (Incomplete) Telefang English Translation
Talk to anyone in the game after the intro is finished in order to understand what I mean by "broken text".CrashManEXE wrote: I've now applied the patch onto Telefang and I must say... the text isn't broken at all. Well, apart from Shigeki's name being "Shi". Nonetheless, good job to Kimbles![]()
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Re: (Incomplete) Telefang English Translation
1. It's "Shi" because the original Japanese version only needed three characters, and none of us know how to make it longer.CrashManEXE wrote: I've now applied the patch onto Telefang and I must say... the text isn't broken at all. Well, apart from Shigeki's name being "Shi". Nonetheless, good job to Kimbles![]()
2. Hey, andwhyisit and I helped too! And RacieB helped with the attack/item translations (which andwhyisit put into the ROM)...
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Also, something I've been meaning to ask for a long time... do you think one of us should post this translation-in-progress to romhacking.net? Maybe it could get more people to know about it. And maybe it could get someone who knows how to decompress tiles (like the blasted tiles for the phone screen, for example) to help out (though I did notice you're not allowed to request people to do work for you on that site, which is stupid).