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Zelda Wind Waker resources

Anton

I like beer
In case if someone wants to translate this game, I'll post here what I've found in WW iso for russian translation of this game.

First of all, all graphic files are .bti.
Use Bticonvert/TGA2BTI by Lunaboy to edit.

All tools can be found here (page in russian):
http://www.shedevr.org.ru/zelda64rus/downloads.html#romhacking_gc

First extract the whole iso to your HDD by Gamecube Rebuilder (forget about GCTool).

And here we go:

=====================================================
ROOT\&&SYSTEMDATA folder:
=====================================================

root\&&systemdata\start.dol
edit - any hexeditor.
-----------------------------------------------------
-> "New Game" (creating new game file).
-> declensions (Rupee/Rupees, Point/Points, Arrow/Arrows etc.)
-> number of items to sell in Beedle's Shop (00 Pendant(s), 00 Feather(s) etc.)
-> font for console's system messages (perhaps...) (same as main game font)
-> yet another font, usage unknown

Only PAL version of the game:
same as above, plus:
-> Start, Copy, Erase, Return, End, in main menu.

=====================================================
ROOT\RES\GBA folder:
=====================================================

Tingle Tuner stuff:

-> LZ77 encoded files: msg_LZ.bin (NTSC) & msg_LZ0.bin (PAL) - texts (English).
Un-LZ this file & use relative search in hex editor, which supports relative searching (i.e Hexpose, Thingy) to find text.
-> partially LZ77 encoded files: client_u.bin & client_ud.bin (NTSC) (client_0.bin, client_0d.bin for PAL (UK) - graphics (fonts, buttons, etc.)

=====================================================
ROOT\RES\STAGE\NAME folder:
=====================================================

root\res\stage\name\Stage.arc
After extracting see \dat\file_select.arc

Extract it & check \dat\scrn\file_select.blo:

-> Start, Copy, Erase, Return, End (text on buttons in main menu) & Yes, No (text on buttons while saving game and warping to another location with Ballad of Gales).

In \dat\font folder:

-> menu font (rock_24_20_ia4_e.bfn)

In \dat\timg folder:

-> "Quest Log 1", "Quest Log 2", "Quest Log 3",
Language selection (PAL only), "Return", "Choose".

to decode Stage.arc use: rarcdump.exe or ArcExtract.exe, to decode file_select.arc use ArcExtract.exe.
To encode use: ArcPack.exe


=====================================================
ROOT\RES\OBJECT folder:
=====================================================

root\res\Object\Logo.arc
decode: ArcExtract.exe
encode: ArcPack.exe -> Yaz0enc.exe

-----------------------------------------------------
-> "NINTENDO" logo, "DOLBY Surround Pro Logic II", progressive scan, etc
-> "Yes", "No".

root\res\Object\Tlogo.arc (identical to TlogoE.arc)
root\res\Object\TlogoE.arc (NTSC) (the game reads this file)
root\res\Object\TlogoE0.arc (PAL)
decode: rarcdump.exe or ArcExtract.exe
encode: ArcPack.exe

-----------------------------------------------------
-> "PRESS START",
"Zelda" from logo, "(c) Nintendo"

root\res\Object\Mgst.arc
decode: ArcExtract.exe
encode: ArcPack.exe -> Yaz0enc.exe

-----------------------------------------------------
-> letters "G", "o", "1", "2" ,"3", "!"
("Go!" (Boating Course)

root\res\Object\Gover.arc
decode: ArcExtract.exe
encode: ArcPack.exe -> Yaz0enc.exe

-----------------------------------------------------
-> "G" "A" "M" "E" "O" "V" E "R"


root\res\Object\Mgtem.arc
decode: ArcExtract.exe
encode: ArcPack.exe -> Yaz0enc.exe

-----------------------------------------------------
-> letters for: "You got", "Remaining Time", "Time's up!", "PERFECT!" (Boating Course).

root\res\Object\PName.arc
decode: ArcExtract.exe
encode: ArcPack.exe -> Yaz0enc.exe

-----------------------------------------------------
-> name of the first island:
"Outset Island" (pn_01.bti)

root\res\Object\Always.arc
decode: ArcExtract.exe
encode: ArcPack.exe -> Yaz0enc.exe

-----------------------------------------------------
-> camera icon + "FREE" (camera_free.bti)
(in PAL the same file (camera_free.bti) also is here: root\res\msg\Data0\acticon.arc)

root\res\Object\Kaisen_e.arc
decode: ArcExtract.exe
encode: ArcPack.exe -> Yaz0enc.exe

-----------------------------------------------------
-> "High Score" (game_best_record.bti)

=====================================================
ROOT\RES\PLACENAME folder (NTSC):
ROOT\RES\PLACENAME\PN0 folder (PAL):
=====================================================

root\res\placename\
not compressed, 18 *.bti files
-----------------------------------------------------
-> 18 names of locations, islands, dungeons (appears when you enter this area first time)

=====================================================
ROOT\RES\MSG folder:
=====================================================

root\res\Msg\bmgres.arc (NTSC)
root\res\Msg\Data0\bmgres.arc (PAL)
uncompressed RARC file.
-----------------------------------------------------
-> ALL GAME TEXT

root\res\Msg\fontres.arc
decode: ArcExtract.exe
encode: ArcPack.exe

-----------------------------------------------------
-> MAIN FONT (rock_24_20_4i_usa.bfn)

root\res\Msg\bmgresh.arc
uncompressed RARC file.
-----------------------------------------------------
-> Texts in Hylian )

root\res\Msg\rubyres.arc
decode: ArcExtract.exe
encode: ArcPack.exe
-----------------------------------------------------
-> Hylian font (rubyres.hyrule.bfn)

root\res\Menu
uncompressed
-----------------------------------------------------
-> "kanfont_fix16.bfn" font. (I don't know where it is in game.)

root\res\Msg\acticon.arc (NTSC)
root\res\Msg\Data0\acticon.arc (PAL)
decode: ArcExtract.exe
encode: ArcPack.exe -> Yaz0enc.exe

-----------------------------------------------------
-> action names on "А" button.

root\res\Msg\camres.arc
decode: ArcExtract.exe
encode: ArcPack.exe

-----------------------------------------------------
-> "Zoom in" (Pictobox) (wipe_in2.bti)
-> "Zoom out" (Pictobox) (wipe_out2.bti)

root\res\Msg\scoperes.arc
decode: ArcExtract.exe
encode: ArcPack.exe

-----------------------------------------------------
-> "Zoom in" (Telescope (similar to Pictobox's file) (wipe_in.bti)
-> "Zoom out" (Telescope (similar to Pictobox's file) (wipe_out.bti)

root\res\Msg\clctres.arc
decode: ArcExtract.exe
encode: ArcPack.exe

-----------------------------------------------------
-> "QUEST STATUS" title (title_collect.bti)
-> "OPTIONS" button (word_option.bti)
-> "SAVE" button (word_save.bti)

root\res\Msg\dmapres.arc
decode: ArcExtract.exe
encode: ArcPack.exe

-----------------------------------------------------
-> Floors on dungeon's map (hierarchy_num_*.bti)
("F1", "F2", "F3", "F4", "B1", "B2", "B3".)

root\res\Msg\fmapres.arc
decode: ArcExtract.exe
encode: ArcPack.exe -> Yaz0enc.exe

-----------------------------------------------------
-> compass (f_w_*_big.bti)
("N", "S", "E", "W".)

root\res\Msg\itemicon.arc
decode: ArcExtract.exe
encode: ArcPack.exe
-----------------------------------------------------
-> Item icons
-> word "Return" with arrow (button to close Spoils bag, Bait bag...) (cover_return.bti)

root\res\Msg\itemres.arc
decode: ArcExtract.exe
encode: ArcPack.exe -> Yaz0enc.exe

-----------------------------------------------------
-> "SAVE" button (word_save2.bti)
-> "ITEMS" title (title_item.bti)

root\res\Msg\menures.arc
decode: ArcExtract.exe
encode: ArcPack.exe

-----------------------------------------------------
-> word "Return" (ba_modoru.bti) and button icons (Y, X, A, B, etc...)

root\res\Msg\saveres.arc
decode: ArcExtract.exe
encode: ArcPack.exe

-----------------------------------------------------
-> "SAVE" title

root\res\Msg\trmapres.arc
decode: ArcExtract.exe
encode: ArcPack.exe -> Yaz0enc.exe

-----------------------------------------------------
-> compass (tr_hougaku_01.bti)
("N", "S", "E", "W" and arrow to the North)

root\res\Msg\windres.arc
decode: ArcExtract.exe
encode: ArcPack.exe

-----------------------------------------------------
-> compass (shipfont_*_big.bti)
("N", "S", "E", "W".)

---------------------------------------------------

I hope this info will help someone )
 
Last edited:

Cloud27

New member
Thanks

Thanks for the information is very useful to me. I want to translate the GC Zelda Twilight. And with progressive scanning.
 
OP
Anton

Anton

I like beer
Zelda Twilight. And with progressive scanning.

I've transtated ZeldaTP to Russian, already.
In ZeldaTP everything, needed for translation, is in root/res/msguk (english script in PAL version) (msgus in NTSC). All bmgres*.arc files, except bmgres99 - it's empty.
Scripts also include texts for the Wii version, and texts for the Wii DEMO version.

Yaz0dec -> get RARC -> translate -> Yaz0enc.

bmgres.arc - system texts, titles, action names, locations names, item names, getting items, item's description, texts for ingame movies, beginning of the game text, some Midna's text, etc.
bmgres1.arc - Ordon village.
bmgres2.arc - Kakariko village.
bmgres3.arc - Death mountain.
bmgres4.arc - Hyrule Castle Town, Hyrule Castle
bmgres5.arc - dungeons.
bmgres6.arc - Snow Peak, hidden skills
bmgres7.arc - Fishing pond, Zora village, Zora river
bmgres8.arc - Hyrule field.

Font files are in root/res/fonteu (PAL) (fontus in NTSC).

In root/res/layout/LogoPalUk.arc - some texts in the beginning for PAL version (*.bti files). (Root/res/object/LogoUs.arc in NTSC version).
 
Last edited:

Cloud27

New member
I have a problem. I edit the BTI files (LogoUS.arc) and re-encode, appear in a different order in the GC.

What is the order of the process should I follow?
 
OP
Anton

Anton

I like beer
What you mean "appear in a different order in the GC"?
You just edit your LogoUS.arc and replace the old one with your new file. Then rebuild your ISO.

1. Drag LogoUS.arc onto Yaz0dec = LogoUs.arc 0.rarc file will be created.

2. Drag LogoUs.arc 0.rarc onto rarcdump = LogoUs.arc 0.rarc_dir folder will be created.
Inside this folder you can see "archive" folder with "dat" folder in it.
"dat" folder contains all bti files.

3. Drag needed bti file onto BtiConvert.exe - three files will be created: 2 bmp's and 1 tga. Delete both bmps, you don't need them.

4. Edit tga file, save it like 32 bit tga in photoshop (to include alpha channel).

5. Then make a *.bat file with the following string in it:
Tga2bti.exe -IA8 your-edited-file.TGA new-bti-file.BTI
File size of a newly created BTI should be similar to original BTI, but the game will work even if it will be larger. You can also try different parameters for Tga2Bti:
565 - 16 bit RGB file, no alpha channel
4A3 - 16 bit RGB file+alpha channel
I4 - 4 bit file, no alpha channel
I8 - 8 bit, no alpha channel
IA4 - 4 bit+alpha channel
IA8 - 8 bit+alpha channel

I guess it should be 4A3 or IA8 for BTIs in LogoUS.
Just try different parameters and choose the most correct one...

6. Replace old bti to your new bti in archive/dat folder.

7. Drag "archive" folder onto ArcPack.exe = archive.arc file will be created.

8. Drag newly created archive.arc onto Yaz0enc.exe = archive.arc.yaz0 file will be created.

9. Rename it to LogoUS.arc and insert into ISO.

Same process if for editing Wind Waker bti's, too.
 
Last edited:

Cloud27

New member
The order of the startup screens are (NTSC version): 1. Question progressive mode, 2. progressive mode on / off, 3. warning screen, 4. nintendo logo and 5. logo dolby pl II. Appeared to me in a different order after editing.
The process I did was similar to yours. I will do exactly as you tell me and so solve this problem.

Thanks.
 
OP
Anton

Anton

I like beer
>Appeared to me in a different order after editing.
Maybe you made a mistake in file names. Just be more attentive ;)

What language you're translating ZeldaTP to?
 

Cloud27

New member
I have not implemented your method, it may be my mistake. The Zelda TP I am translating into Spanish Latin, exchange language folders from the European game (PAL).
It is not very difficult, except bmgres6.arc could not be exchanged.

I wanted to start with something not too difficult.:bouncy:
 

Cloud27

New member
I've done. Thank you very much for your help, I just need to test the game.

Another question, have you tried to translate MGS: Twin Snakes?
 

Bowser_Jr

New member
First of all, thanks for the information. It was very useful in my translation. :bouncy:
I'm working on a portuguese translation of Super Mario Galaxy... I'm doing pretty well, but I have a problem that maybe some of you may help me. I know we can't write more text than the original file has... but in the game, when there is a prompt to answer "yes" or "no" I can't translate it properly since the word for "no" in portuguese has 3 letters... There is a way to change it in the file? That is, to increase the size of that particular word?

Thx!
 
OP
Anton

Anton

I like beer
there is a prompt to answer "yes" or "no" I can't translate it properly since the word for "no" in portuguese has 3 letters... There is a way to change it in the file? That is, to increase the size of that particular word?

Same in Russian language. 3 letters for "No" (but 2 letters for "Yes").
You must search and change pointers to this.

As for file size - do not worry, because you can make some other text in game shorter. And because of this, somewhere make it longer.
I'd suggest you to ask a guy, who made a Russian translation of Super Mario Galaxy (see PM for e-mail).
 

Bowser_Jr

New member
Thank you very much for the reply! I'm glad that there is a way to change it... :)

I will ask that guy for information. Any results, I may post it here.
 

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