Hello all,
I have been tossing around the idea of doing some translation work for a few Saturn games I have. I have two games that I would particular like to get translated, "Lunar: Magic School" and "Grandia: Digital Museum".
One of the games (Lunar) has all the text in seperate files, making the actual translation a snap. Unfortunately, I have run into one major problem and one minor issue that I was hoping some folks here might be able to help me with.
The Problem:
The dialog in the game is extraced based on length. That is, the first line of dialog is X characters long and the second is Y. This means that if I have 10 Japanese characters for the dialog I can only have 10 English characters, or I screw everything up. It is easy to see the problem.
The logical solution would be that the game is going to memory addresses in the game. My problem is that I have yet to find these references! I know the location in the file, but I can't find where the game might be accessing that location (and the next). So I was wondering if anyone might have some hints on how to find these locations?
The other issue I have is a hard one to fix and just something that I would like to do if I figure everything else out. Simply put -- Japanese uses 16bit characters, English uses 8bit. Sure would be nice to get the game to look at 8bit characters for text instead of 16. This would probably be a 10 minute job with the source, but just a little more involved with binary.
Any help with the problem is much appreciated! Thanks for any help!
Hoag
P.S.
What's the best to test a translation in progress? I've moded my Saturn to play CD-Rs and it can read CD-RWs too, but I have a feeling there is a better way. I do have a GameShark (as I've heard that it is possible via that).
I have been tossing around the idea of doing some translation work for a few Saturn games I have. I have two games that I would particular like to get translated, "Lunar: Magic School" and "Grandia: Digital Museum".
One of the games (Lunar) has all the text in seperate files, making the actual translation a snap. Unfortunately, I have run into one major problem and one minor issue that I was hoping some folks here might be able to help me with.
The Problem:
The dialog in the game is extraced based on length. That is, the first line of dialog is X characters long and the second is Y. This means that if I have 10 Japanese characters for the dialog I can only have 10 English characters, or I screw everything up. It is easy to see the problem.

The logical solution would be that the game is going to memory addresses in the game. My problem is that I have yet to find these references! I know the location in the file, but I can't find where the game might be accessing that location (and the next). So I was wondering if anyone might have some hints on how to find these locations?
The other issue I have is a hard one to fix and just something that I would like to do if I figure everything else out. Simply put -- Japanese uses 16bit characters, English uses 8bit. Sure would be nice to get the game to look at 8bit characters for text instead of 16. This would probably be a 10 minute job with the source, but just a little more involved with binary.

Any help with the problem is much appreciated! Thanks for any help!
Hoag
P.S.
What's the best to test a translation in progress? I've moded my Saturn to play CD-Rs and it can read CD-RWs too, but I have a feeling there is a better way. I do have a GameShark (as I've heard that it is possible via that).