Sunday, February 8, 2009

Words Worth Kamehasutra

01 - 08/02/2009 - Sunday R4 Themes

First post of what I hope will become a fine collection of themes for the R4

Weekly, will select three topics from the site http://www.ndsthemes.com , and will post them on my blog.

begin with three topics today!

1 - Emerald And Dark Crystal by baileyj28
page of the theme
Download
------------------------ --------------------------------------------------
---------------------- 2 - Retro by Thoobinator
page of the theme
Download
------------------------------------------------ ------------------------------------------------
3 - Simply Simply Black & White by

Page Simply White Theme - Simply Black Theme Page
Simply White Download - Download Simply Black

Thursday, February 5, 2009

Pocket Rockets For Sale In Perth

Translating the text of a game - Part 3 - Text

Here we come to the third part of this guide: change the text.
First, a little trick, if you do not always select the file and the tables of the boot thingy, create a file. Bat and paste this this:
ThingyV.exe nomerom.nds nometabella1.nds nometabella2.nds
Once you have selected your file and our table, this will be the interface thingy:
As you can see, the thingy is basically divided into 3 parts:
  • On the left we have the hexadecimal code of the Roma, the illuminated part corresponds to the selected part.
    Ps even if the hex is shown with colored strips, there is no difference between the various types of color, and for ease of reading.
  • Right, we have the "preview" of how text is displayed in the rom, according to the scale used at this time.
  • Below, we use the command reference
Now we begin to translate!
you remember the famous "offset" (the address) that we saw in Part 2? to go to that, we need to do so: First of all
press "j" in the screen that will appear press "manual position" and then enter the offset (remember that if we are using the offset in hex we have to a "h" at the end of the address)
quell'offset Now we will find ourselves, and we can see the text change on the right!

If we wanted to change the table used, simply press Tab to switch between the table number 1 and table number 2.
Now, to change the text, posizioniamoci beginning of the sentence be changed and press space, then posizioniamoci at the end of the sentence be changed and press space
Between brackets we can see the hex of the inserted text, below we see the preview, and more below we see the original text.
To enter the hexadecimal code directly, press alt + h and we write (Note: if you enter a code that has no matches in your table, you'll see a "#" in the preview)
WARNING! You can not write a sentence longer than the original, and if it is shorter, the Thingy automatically fills of 00 (in hex) the empty (I usually fill the spaces, for safety)

When we're done editing, press Esc to exit 'edition text "and save the changes.
To confirm the amendments take effect, however, we must close the thingy to do this, press "q" and then type "y".
WARNING! not close the program directly with the X (or alt + f4), because doing so would lose all changes!

Now we can simply check if the change has paid off trying the game on an emulator or on a flashcard

See you at the next part of the Advanced Thingy.

Tuesday, February 3, 2009

Watch Free Digital Playground Movie Online

Translating the text of a game - Part 2 - Research & Tables

There I could wait for tomorrow to post the second part of the guide:)
First, unpack searchR X, and let's put it in a folder with the rom (not necessary, but faster and more useful)
bakup do a rom for our safety (Even if X searchR not go to change the code, we do bakup too, we avoid showing it later)
This is the main screen searchR X (click to enlarge):
1 - There allows you to open the file and quit the program.
2 - It allows us to modify the program's options. The options are: language and the number of results
3 - It allows us to see the program info
4 - are the search results
5 - is the text to search within the Roma
6 - are buttons that allow you to start and stop the search within rom

To know that text search, start the game, and find a phrase (or word) to search (Please note that sometimes what may seem like a text image, so do not be discouraged, and try to look for other sentences)

When you find a result that seems right, double-clickatelo (double click on it) and you'll see another window:
1 - is the offset (Ie address) of the text, but for now we do not need. If you click on it to "Offset (dec)," switches "Offset (hex), showing the address in hexadecimal instead of decimal
2 - shows the hex of the Roma, each group of two is a letter (or symbol) shown under "ASCII".
3 - shows the text in ASCII, rather than in hex ... So head matches! addition, if you press on "ASCII" switch in "Preview" and you will see it as it will be displayed in ThingyV

Now we can see the matches (61 to 74 = t = REMEMBER ... etc. ! no difference between uppercase and lowercase).
If the matches are so, we're lucky, the game does not use any strange tecnina for text, but uses the standart ascii.
Now we build the tables step by step, but honestly, who's he feels like it? and here comes in another mode of searchR X:
Close the first, and go back to the window with the results.
Now press the right mouse button on the right key, and you'll get a popup (the standart windows)
now, let alone copy and delete (the changes we will make the thingy), we are interested in the last two functions ( but especially the last)
Save Results - This feature allows you to export the results to file file text (. txt) so you can access them without having to keep open without having to search searchR x
Create Table - This feature will instead create a table that is compatible with Thingy! Simply press on create table, we give a name to the table (type nomegioco.tbl) and dates ok

Fine, now we know the offset of the text to be changed, and we have the table for characters in the game!
In the next lesson we will learn how to use the thingy and make changes. Ps

the table created, it includes only the letters (both uppercase and lowercase), to get special symbols, numbers, etc. ..., just to compare a sentence with that of the game (so now we know the 90% of pieces)

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Translating the text of a game - Part 1 - Tools

Welcome to this series of posts that will guide you step by step in translating a game for Nintendo DS!

First of all, that's what we need:
  • searchR X: The best program to search within a ROM of the text, the better, lighter and faster!
  • ThingyV : The best editor to translate a rom, because it certainly supports the text table (or remap the letters, ascii 41 = A, but if we want we can do to become 42 = A, so as to adapt the coding rom)
  • Tabular : Used to create the tables for the Thingy, or even if I use Notepad or the built-in X searchR
  • LunarIPS : Simple and lightweight program that allows you to create and apply patch ips (ie the file to be distributed)
All links are by sadnes , and you find them (along with many other programs) in the Tools section of their site (hopefully not upset because I put their link:))
That's it, not many programs that we need!
Then there is the dump of our game (ROM), if you do not know how to do take a look at this post on gbarl

enough for today, we begin with the simple stuff, from tomorrow we start to search for text, and to build the table for

A Thingy Tomorrow!