Re: (Finally Complete) Telefang English Translation

Discuss anything related to hacking ROMs of the Telefang games here.
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andwhyisit
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Re: (Incomplete) Telefang English Translation

Post by andwhyisit »

Blaziken257 wrote: One thing though, how can you make it display anything you want?
I have an idea on how to accomplish that. Leave it to me. Though a list of words to use might help.

"Denjuu", "D-shot", "telefang", and "Antenna Tree" might be good to experiment with for now.
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andwhyisit
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Re: (Incomplete) Telefang English Translation

Post by andwhyisit »

Double post, but..

v20: http://www.mediafire.com/?mtyc0ommkyg

A minor update, more a proof-of-concept really. The word "Denjuu" can now be accessed with the code E56600.

If you look at $000066 you will notice the word "Denjuu" written there, followed by the E0 character. As long as you end each word with a E0 character then I would suggest writing them one after the other (eg. "Word1<E0>Word2<E0>Word3<E0>", etc.). This only works within bank 0. To find out the E5 code of any word you have added, just find out the address for the first byte of that word (0066 in this case), then reverse the bytes for that address (6600) and then add E5 to the front (E56600).

I hope this isn't too complicated.

[unrelatedtext]We all assumed that E0 was a character that didn't show to the screen, but it appears to be a command to stop writing the E5 code text to the screen. The Denjuu name is stored in ram with an extra E0 character at the end (making it a total of nine characters) and then, when an E5 code tries to write it to the screen, it will continue writing to the message box until it comes across the first E0 character it can find. Since it stops writing the name to the screen upon finding an E0 character, the rest of the E0 characters are now just dead weight, they don't do anything. The same command applies to textbox text (dialogue text), but it just stops writing whatever is in the textbox, which pretty much freezes the text box. So I would advise against using E0 on anything with a pointer table. Then again it is possible to use textbox codes such as the linebreak or even end the message within E5 codes and have them take effect when they write to the text box. I wonder if it is possible to write an E5 code to a Denjuu name. Won't that be interesting?[/unrelatedtext]
Blaziken257
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Re: (Incomplete) Telefang English Translation

Post by Blaziken257 »

Cool! I'll look at that patch shortly. So E0 is an end character? Interesting. I recall the location names using E0 for end characters too. I always thought that the E5 codes were always up to 8 characters long, but I could be wrong...
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andwhyisit
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Re: (Incomplete) Telefang English Translation

Post by andwhyisit »

Blaziken257 wrote: Cool! I'll look at that patch shortly. So E0 is an end character? Interesting. I recall the location names using E0 for end characters too. I always thought that the E5 codes were always up to 8 characters long, but I could be wrong...
E5 codes can be any character length, as long as it ends in E0. I know this because I accidentally wrote a quarter of bank 0 into the textbox by not inserting E0 at the end. :lol:
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Sanqui
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Re: (Incomplete) Telefang English Translation

Post by Sanqui »

Did you try writing an E5 code into a Denjuu name? That could be interesting XD
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andwhyisit
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Re: (Incomplete) Telefang English Translation

Post by andwhyisit »

Sanky wrote: Did you try writing an E5 code into a Denjuu name? That could be interesting XD
Yes it would've been. Sadly enough, it didn't work.
RacieB
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Re: (Incomplete) Telefang English Translation

Post by RacieB »

As for words to put in E5 codes, I'd suggest recurring NPC names (especially Matsukiyo just cause it's 9 friggin characters XP)
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andwhyisit
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Re: (Incomplete) Telefang English Translation

Post by andwhyisit »

RacieB wrote: As for words to put in E5 codes, I'd suggest recurring NPC names (especially Matsukiyo just cause it's 9 friggin characters XP)
You could save heaps of room from the word "Denjuu" just from the sheer number of times it is used in the script. Tell me how often the name "Matsukiyo" occurs in the script. In the end we are not looking at "charlength-3", but rather "numberofoccurances*(charlength-3)".

I will leave it for Blaziken to decide which words to use now that he knows how to do it.
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Re: (Incomplete) Telefang English Translation

Post by RacieB »

I know, it was a joke (sort of.) "Sanaeba" and "Kakuza" probably show up a lot though.

..aha, this is pretty funny, I was suddenly curious how many times "bird" and "snake" show up in the Barran arc, so I put a textdump off the bootleg which includes all of the dialogue from Barran (and some from Craft's lab) and created a word cloud out of it.. this was the result.

Word clouds could honestly be useful in determining which words take up the most real estate though; if anyone wants to play with the idea, I used Wordle.
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andwhyisit
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Re: (Incomplete) Telefang English Translation

Post by andwhyisit »

I dumped the Toronko script into wordle, minus the intro. It looks like "antenna tree" might be a good one to add, along with "Nerikara", "Kakuza party", "Human", and "friends" (:blink:).
I would suggest "Netaro" since he is littered across Toronko's script, but something tells me that it doesn't show up for the rest of the game.:rolleyes:

Anyway I guess there isn't much left for me to do besides figuring out that asm function and playing th.. uh.. I mean beta testing.

EDIT: http://rainbow.arch.scriptmania.com/tools/word_counter.html
This is fairly useful too.

EDIT2: Checked out the assembly code. Assembly has long ways of doing things. One thing I am not sure of though, while de represents "06A1A8", at least I think it does, at the address 3A13 it says to "add hl,de", how am I to know what was stored in hl? Or is it empty?

EDIT3: Uhh.. learning so many assembly commands at once is draining. At $3A1A I found a jump to a loop at $15C1. My mind felt buggered by that point. The function starts at $3A01 btw, if you need to find out how to get an assembly dump then ask me.
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