Re: (Incomplete) Telefang English Translation

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

Post by Sanqui »

Look, look, it's a new version. Pay attention, or you may miss it!! xD

-- v91 --
* Made the tilde a bit longer and prettier~
* Added dumps and placeholders for multiple banks
This fixes the glitchy calls. When andwhyisit moved the extra texts into individual banks, he accidentally wrote the pointers in big endian, which is why the game exploded upon attempting to read them. :p
http://wikifang.meowcorp.us/etc/tfpatchv91.ips
Blaziken257
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Re: (Incomplete) Telefang English Translation

Post by Blaziken257 »

Wow, it's been a long time since I last worked on this. First of all, the patch is more complete that I recall, where the text is more funcional than I remember. I know it still needs work, though, and...

Well, even though I've spent some time hacking other games besides Telefang lately, I now have a better idea of how tiles work (when it comes to the loading the tileset, the tilemap, and the OAM). So I might be able to help a bit.

With that said, I have a patch that fixes the positioning of text for Yes/No dialogue -- well, I fixed it for the nickname prompt and the "Are you sure?" prompt when selecting Denjuu before a battle. My findings:

The C0xx range (in RAM) determines the sprites, and it gets copied to FExx (if you want to learn about that, go here). I have found that, when setting a write breakpoint at D4F0 in BGB, the debugger will break every time you move the cursor. This RAM address determines the X-position of the cursor sprite.

On the screen where you are asked if you want to nickname a Denjuu, 0x75475 in ROM controls the X-position of the cursor when Yes is chosen, and 0x75479 in ROM controls it when No is selected. These were originally 18 and 48; I changed them to 17 and 36.

On the screen where you pick Denjuu to battle and it asks "Are you sure?" at the end, the offsets are 0x703AA and 0x703AE in ROM, but it's otherwise the same thing.

If I missed anything (I may have), remember to use the write breakpoint at 0xD4F0 in RAM.

So, here's the patch (v92):

http://www.mediafire.com/?uoev1qodv6qvwvs

(Also, yeah, please be careful about endianness, people. 99.9% of GB games use little-endian pointers, including Telefang.)
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Sanqui
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Re: (Incomplete) Telefang English Translation

Post by Sanqui »

It's not much, but here's v93.
* Made "Defense", "Denma", "Type:" look better on the status screen
* Put a space after Sky etc. to workaround the glitchy tile, and moved the slash elsewhere to workaround long types.
* Put in a small chunk of Kimbles' Barran NPC text.
The previously compressed status screen tiles can now be found uncompressed at 0xd4a26.
Image
http://wikifang.meowcorp.us/etc/tfpatchv93.ips
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andwhyisit
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Re: (Incomplete) Telefang English Translation

Post by andwhyisit »

Sanky wrote:This fixes the glitchy calls. When andwhyisit moved the extra texts into individual banks, he accidentally wrote the pointers in big endian, which is why the game exploded upon attempting to read them. :p
I can't believe I made such a rookie mistake. Sorry guys. :(

Anyhow here's v94:
http://www.mediafire.com/?62z6aojafzu4oak

- Fixed the midnight palette bug in VBA.
No wait, scratch that.

v95:
- All VBA-related clock bugs to my knowledge are now fixed.

To clarify I am checking if the minutes figure is less than 60 and subtracting 60 from the minutes for each minute this condition proves false (modulus essentially). For every 60 minutes I subtract I increment the hour. Finally I loop subtracted 24 hours while the hours was not less than 24. This ensures that the clock cannot be OOB.

So something like this pseudocode example:
hours=(floor(minutes/60)+hours)%24;
minutes=minutes%60;

Download here:
http://www.mediafire.com/?i802j2czifjacbu
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Sanqui
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Re: (Incomplete) Telefang English Translation

Post by Sanqui »

wrote:I can't believe I made such a rookie mistake. Sorry guys. :(
What's more alarming is how it long it took us to notice. :P
But yeah, it's alright. Just look at what I caused in v91: I accidentally MIRRORED a whole section of code, in Tile Molester. It made the game crash when evolving, which was totally coincidental with a PREVIOUS crash related to compressed graphics, so it took me a while to figure out.
As such, I'm pushing out v96 without much new content. Sorry!
v96:
* Corrected a horrible corruption caused in v91.
* Reinserted the moved banks, since the previous placeholders didn't have end codes.
* Reinserted the general bank with a handful of changes.
* Added tiny hex codes 1 through 1f to the font, because I could.

http://wikifang.meowcorp.us/etc/tfpatchv96.ips
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shay-shay
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Re: (Incomplete) Telefang English Translation

Post by shay-shay »

Ohh my dear lord, finally!! NEW PATCH !!
Hmm, I still have glitchy calls & messages. What did I do wrong ?
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andwhyisit
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Re: (Incomplete) Telefang English Translation

Post by andwhyisit »

Can you please post a screenie and the name of the emulator you used?
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Sanqui
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Re: (Incomplete) Telefang English Translation

Post by Sanqui »

And here's v97.
* Inserted (and fixed up the handling of) dungeon map names
* Inserted some phone calls
Fun, fun.
http://wikifang.meowcorp.us/etc/tfpatchv97.ips
TimeWalker(imported)
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Re: (Incomplete) Telefang English Translation

Post by TimeWalker(imported) »

Hooray! Finally some progress again. :D
Nice to see some bugs getting fixed, especially the phone calls one. Now when I get tempted to take a phone call I won't get a glitchy mess again.
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shay-shay
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Re: (Incomplete) Telefang English Translation

Post by shay-shay »

Using lameboy ds & BGB (Don't mind the TIME in the game, I retook Picture 1)

Picture 1
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Picture 2 (error)
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Picture 3
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Picture 4
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