Hello world!
Alright, let's get this party started. I see a lot of formatting when working through this translation. I'm taking notes, and doing the best I can to track the plot as well, and I'm hoping to track what I'm doing right and wrong. To this end I've started 3 different Notepad++ docs, which I may attach later on.
Some of the steps I'm taking to make this translation work properly through Mednafen:
1. Change files
2. Open SSP 1.97x (seems to work best even though 1.3 is non-beta. 1.3 does not allow me to create patches)
3. Load vanilla Bin/Cue.
4. Create Patch by loading changed files into top portion of SSP menu.
5. Apply patch.
6. Build patch.
7. Open folder with Bin/Cue.
8. Delete Track 5.
9. Open Cue sheet in Notepad++.
10. Delete Track 5 inside the sheet.
11. Rename track 6 to 5 in both spots. Save and close. Step 7.
12. Rename track 6 to 5 in folder.
13. Load folder in Mednafen, boot game.
These steps allow me to update the game with the changes I'm making. If someone knows faster, easier, or better ways to get all this done, feel free to let me know.
500.adp %H%m1%V100[%m0Councilof7%m1]%V0%m0 %z
500.adp- This is the loading of a text bubble
%H%m1%V100- unknown
[%m0- Person speaking. This area is where character names go- %m1]
%V0%m0- unknown
%z- When someone starts speaking follows this formatting so far.
Everthing in that line is formatting, except for the Council of 7. I'll add some photos to this post later, I'm starting this thread on my PC and don't have access to the photos at this point. A question I have though is that if there are "00" areas of the code, can I use those areas to adjust the text as long as I keep the code formatting the same? I'm going to attempt this right now. I have noticed that when I leave more than one set of "00" s next to each other, I get repeating text code, even if I use what seems to be the end of speech formatting I see in other places.
There's a spot where there's a 42 00 00 00 00 00 00 35 early in the code. I might try to adjust that some to make other text fit better. More updates on that progress to come.
The end goal is to make this translation work properly in Mednafen, Yaba Sanshiro (PC and Mobile), and real hardware.
Alright, let's get this party started. I see a lot of formatting when working through this translation. I'm taking notes, and doing the best I can to track the plot as well, and I'm hoping to track what I'm doing right and wrong. To this end I've started 3 different Notepad++ docs, which I may attach later on.
Some of the steps I'm taking to make this translation work properly through Mednafen:
1. Change files
2. Open SSP 1.97x (seems to work best even though 1.3 is non-beta. 1.3 does not allow me to create patches)
3. Load vanilla Bin/Cue.
4. Create Patch by loading changed files into top portion of SSP menu.
5. Apply patch.
6. Build patch.
7. Open folder with Bin/Cue.
8. Delete Track 5.
9. Open Cue sheet in Notepad++.
10. Delete Track 5 inside the sheet.
11. Rename track 6 to 5 in both spots. Save and close. Step 7.
12. Rename track 6 to 5 in folder.
13. Load folder in Mednafen, boot game.
These steps allow me to update the game with the changes I'm making. If someone knows faster, easier, or better ways to get all this done, feel free to let me know.
500.adp %H%m1%V100[%m0Councilof7%m1]%V0%m0 %z
500.adp- This is the loading of a text bubble
%H%m1%V100- unknown
[%m0- Person speaking. This area is where character names go- %m1]
%V0%m0- unknown
%z- When someone starts speaking follows this formatting so far.
Everthing in that line is formatting, except for the Council of 7. I'll add some photos to this post later, I'm starting this thread on my PC and don't have access to the photos at this point. A question I have though is that if there are "00" areas of the code, can I use those areas to adjust the text as long as I keep the code formatting the same? I'm going to attempt this right now. I have noticed that when I leave more than one set of "00" s next to each other, I get repeating text code, even if I use what seems to be the end of speech formatting I see in other places.
There's a spot where there's a 42 00 00 00 00 00 00 35 early in the code. I might try to adjust that some to make other text fit better. More updates on that progress to come.
The end goal is to make this translation work properly in Mednafen, Yaba Sanshiro (PC and Mobile), and real hardware.