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 »

Diamond wrote:-Why is it that CRYPTO is written in capitals in battle ? When you get is phone number, it is written "Crypto", is it a bug ?
As Sanky said, it's unfinished. Although I've been taking a look at that recently (yesterday), well that and breaking the name limit on what is printed to ram address D460. But I'm waiting for sanky to finish his current patch before I start on that so that he doesn't have to copy what he's done over mine, or vice-versa.
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Sanqui
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Re: (Incomplete) Telefang English Translation

Post by Sanqui »

andwhyisit wrote:As Sanky said, it's unfinished. Although I've been taking a look at that recently (yesterday), well that and breaking the name limit on what is printed to ram address D460. But I'm waiting for sanky to finish his current patch before I start on that so that he doesn't have to copy what he's done over mine, or vice-versa.
My asm is done: moving the text to a new ram address, making it read 31 bytes from a different bank, and nop-ing a call to a routine copying text from one address to another (absolutely unnecessary as you can make the first routine print text where you want it to already...). I'm just waiting for Kimbles to finish translating the rest of the phases, so we can finally get rid of the Diamond/Jade engrish bringing the whole project's quality down. :D

I also moved the stats screen around a tiny bit, but I'm not quite sure how to get it nice:
Image
Ideas?

Also, we could have a partial community disassembly somewhere, I suppose the three of us could use the others' commenting of the code.
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andwhyisit
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Re: (Incomplete) Telefang English Translation

Post by andwhyisit »

The community disassembly is all well and good but it would be annoying to maintain since I write all of my assembly with a hex editor and an opcode lookup table.
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Sanqui
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Re: (Incomplete) Telefang English Translation

Post by Sanqui »

Presenting Telefang Power Version Patch v55:
http://wikifang.meowcorp.us/etc/TPatch55.ips

+ Changed the status screen a bit.
+ Added in Kimbles' translations of the Denjuu phrases!
Details:
Deleted the old phrases and the extra repeated phrase in bank $75. This frees up a lot of space in the bank which could be used for something else. The unused phrase apparently says "Huh? Over already?", which would imply that victory phrases were planned at one point!
The new phrases are found in bank $78, that is, 0x1e0000. This was one of the blank banks. Each phrase is 32 bytes and all phrases take 0x2b70 bytes, or roughly 68% of the entire bank. (I could probably change it to use a pointer table if we start running out of space, but I doubt that'll happen.)
Additionally, there's now a routine that multiplies de by 4 located at 006E, so I suppose you can use it if you need it for anything.
RacieB
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Re: (Incomplete) Telefang English Translation

Post by RacieB »

I guess there's no tilde assigned? For example ~
Image

Also I noticed this still occurring, it showed up once in the time-til-arrival bar for one of my allies as well:
Image Image

Another bug I saw but didn't get a screenshot of because it went by so quickly, was one occurrence of a random "a" inserted into the attack text like aPepper's move! It was during the first Tabasco battle, if that matters.
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andwhyisit
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Re: (Incomplete) Telefang English Translation

Post by andwhyisit »

RacieB wrote:I guess there's no tilde assigned? For example ~
Image
Working on that. Once I tie auto-nicknaming to the 16-char entries I can clean out the double letter characters and refill the table with standard ascii characters and some special characters that I haven't had the space for till now.
RacieB
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Re: (Incomplete) Telefang English Translation

Post by RacieB »

Ah, cool~
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Sanqui
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Re: (Incomplete) Telefang English Translation

Post by Sanqui »

andwhyisit wrote:
RacieB wrote:I guess there's no tilde assigned? For example ~
Image
Working on that. Once I tie auto-nicknaming to the 16-char entries I can clean out the double letter characters and refill the table with standard ascii characters and some special characters that I haven't had the space for till now.
We could always get rid of one set of the numbers.
wrote:Also I noticed this still occurring, it showed up once in the time-til-arrival bar for one of my allies as well:
Image Image
This should be fixed whenever a VWF is implemented for the rest of the text. :V
wrote:Another bug I saw but didn't get a screenshot of because it went by so quickly, was one occurrence of a random "a" inserted into the attack text like aPepper's move! It was during the first Tabasco battle, if that matters.
I've seen that happen as well, but didn't quite catch it yet so I don't know what causes it, unlike the previous glitch.
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andwhyisit
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Re: (Incomplete) Telefang English Translation

Post by andwhyisit »

Telefang Patch v56:
http://www.mediafire.com/?qx1dia24z1ejpf3

- New English title screen added.

Oh and to get this title screen to work I had to make a minor change to the tile layout, and lets just say that it is complicated. The tiles are represented in groups of two bytes. The second byte is the index of the tile. The first byte is where it gets tricky.

If the first byte is represented as x...
x gte c0 = (no idea yet)
x gte 80 and lt c0 = insert value x-80+2 times while incrementing inserted value
x gte 40 and lt 80 = insert value x-40+2 times
x lt 40 = insert value x+1 times

So as an example 83 10 writes 10 11 12 13 14 to ram, 43 10 writes 10 10 10 10 10 to ram, and 03 10 writes 10 10 10 10 to ram.

I believe the info could be found in bank 3E. Can't be bothered checking atm.
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Sanqui
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Re: (Incomplete) Telefang English Translation

Post by Sanqui »

andwhyisit wrote:Oh and to get this title screen to work I had to make a minor change to the tile layout, and lets just say that it is complicated. The tiles are represented in groups of two bytes. The second byte is the index of the tile. The first byte is where it gets tricky.

If the first byte is represented as x...
x gte c0 = (no idea yet)
x gte 80 and lt c0 = insert value x-80+2 times while incrementing inserted value
x gte 40 and lt 80 = insert value x-40+2 times
x lt 40 = insert value x+1 times

So as an example 83 10 writes 10 11 12 13 14 to ram, 43 10 writes 10 10 10 10 10 to ram, and 03 10 writes 10 10 10 10 to ram.

I believe the info could be found in bank 3E. Can't be bothered checking atm.
Sounds like something Malias has figured out already.

Nonetheless, awesome!
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