*cough*smartass*cough* What I meant was that for each system you take a slightly different approach to doing things(like locating font/text, pointers, asm mods, etc. etc.) and that I didn't know much about DC in that regard. Of course the basic theories are all the same.The how of it really isn't that hard in theory.
A lot of that depends on what type of game you're dealing with, as well as the company who made it.Some games keep all their text in a few files that can simply be translated. Other games have the text embedded within other files, and some do both.
Size storage-wise isn't all that hard to overcome. Though making everything fit on-screen can sometimes be a little more difficult(especially with menu items).Which games do which, I haven't a clue. Either way you have to get at the text and edit it, sometimes the text can only be a certain size, so you have to do some creative translations to get around the limitation.
Yes, but just a tad. Because if you know enough to dump the text properly, you should understand how the pointer system works, hence you should be able to get around size restrictions.Heh, that takes just a tad bit more skill than dumping/translating text!
Yes, but you don't always have to change code. The only time I would bother is if memory is tight and you have no other choice(though considering DC does have as much memory as it does, it shouldn't be as big of a problem as say, an older cartridge-based game).But, as I said.. it does take more know how to start changing the code.
That's why it's usually better to write your own tools. Then again, this is also why it's important for people who know more than just the basics to at least document what they know for others to learn from.anything more may be a bit too much... especially if you use some sort of automated text dump tool (I have seen a few of these... but I can't remember what it was for.
Hah. I'm not sure if i'll ever be at that point, but I will say this much: Almost every game is both. Some games will have a beautiful text system yet use some weird compression for something. Another might use some alright text system, but will implement variable width font. Oh, that reminds me. I did this the other week(for anyone who cares):But I haven't delved into the inner working of enough games to have a good feel for how many games are easy to work with vs how many will leave you pulling your hair out.
Agreed. I wonder if it's possible to directly read and write memory while a game is running using a coder's cable/bba. Something like an AR/Commlink setup. If so, I can easily see how one could hack a DC game.But in general, all programs (including games) operate on a fairly routine set of basics, as such if you have been delving into other games, Dreamcast games shouldn't be a huge stretch.
Can you paraphrase the text, when needed, instead of giving a direct translation?Originally posted by DBOY@Oct. 08 2002, 1:04 pm
I was working on Hanagumi Taisen Columns. Finished the text translating and script format but couldn't finish inserting it because the game didn't allocate enough memory for the new text.
When it comes to Japanese to English translations, paraphrasing is the rule rather than the exception. The languages don't work the same way, aren't used the same way, and have unique idioms. A direct literal translation is a rather destructive thing.Can you paraphrase the text, when needed, instead of giving a direct translation?