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animal forest translation?

Datadayne

New member
wow you mean the patch realeased ealier already has this much complete?

anyways i'm having alot of trouble completing nook's letter task, he ask me to write the damn letter and it only requires his name and my name on it (i think), ugh i don't think i'll ever get past that.


still a fun game

lol, I put

"Dear person"

I dont know why but I guess it worked. I dont know if it worked because after that everything is in Japanese. It is a fun game.
 

coolaid

Member
ay ideas on what to do with nook's letter task?


requires my name

requires nook's name in jap/eng?

what else?



thanks
 

Nevexst

Mupen64Plus Groupie
Actually...

The letter has to be sent to a specific person. The name in question should be in a color(can't remember exactly which color) and should corrospond to a spot on the map. Does that make sense? (Or you might luck out and get a name that's translated ;) ) As to the contents of the letter: it really doesnt matter. More often than not: The person in question will show you the letter and be all "^_^" about it.

And now to my second point.
What a trip it has been to watch this thread grow. I've lurked on it since it's "inception" and I thought to myself: It's time to join in the discussion. Not to mention the forums in general.

Lysol Pionex: I bow to you and your team for taking this project on.

Also, I like the little bit at the end of the file and the change of the ROM's header(?)
;)
 

Aura_K

Doubutsu no Mori e+
Okay, just got a couple of things to say, 'ere.

First off, I'm getting back to work with translating Doubutsu no Mori. My next project is the sign-posts. Be afraid! Be very afraid... :evil:

Second off... I think I will SCREAM if I have to continue translating item names this way! Seriously, when "watermelon shirt" becomes something to the effect of "wtrmln top", there is a problem!

Basically, what I'm saying here is, is it at all possible to fix the font widths, make Item Names have a 16-character limit instead of a 10 character one, and up Town/Character/Special Character names to 8 letters from 6?

I only ask this in concern for the project: if we don't do something about this, the pre-determined strings such as the credits, and words and phrases used in conversation with villagers, will be a large problem...

Finally, to the odd fellow who thought me to be German, I'm actually from New York, here in the bad old US of A. :doh:

That's all for now! See you all again soon! <hopefully... :party:>
 

Nevexst

Mupen64Plus Groupie
Would it be possible to employ Variable width font to fix this?

And if you can't do that: Didn't Quvack say he found a way to make the font smaller?
Have you guys contacted him? Shared ideas even? Or has he already passed the torch.

In any case: I'm looking forward to the next patch. Keep up the fine work :)
 

Quvack

Member
I didn't pass the torch or anything like that :) These guys started their own thing which is great to see!

I can make the fonts whatever size I like, the main problem I had was finding a way to make the font the same size globally, otherwise you have to specify the size of every string manually, which wastes valuable space.. especially valuable when you's aren't changing pointers/etc to be able to fit in more text. (Something I've mildly experimented with but havent been too sucessful). When I have a chance I'll post some of the doc's I've written up to help explain some of my findings. I'm not sure how useful they'll be in the whole scheme of things though.



Would it be possible to employ Variable width font to fix this?

And if you can't do that: Didn't Quvack say he found a way to make the font smaller?
Have you guys contacted him? Shared ideas even? Or has he already passed the torch.

In any case: I'm looking forward to the next patch. Keep up the fine work :)
 

spoondiddly

New member
I've already submitted a variable-width font, but no, that's not the big issue. To create longer strings involves changing the length of the strings themselves. It isn't hard really.

Many strings, like the character names, menu options, messages on the message board, etc. are referenced directly by ROM calls. There are tables of offsets for all of these. For instance, each line of the message board text is kept in the offset list at B002EC, indicating how far to offset from AFE4F0 where the text begins.
You can change the offsets to shrink one entry to increase another. The offsets are not sequential, so you can set them to very, very large values, referencing data outside the table or at the end of the ROM. Just thought it would be helpful.
data table contains...
9C11C0 AE5BCC main text bank
AF1380 AF1E5C general responses to questions
AF25A0 AFAB6C message board messages
AFB400 AFBFEC mail
AFC880 AFDC5C
AFE4F0 B002EC character names
B01B60 B0A67C
B04250 B0AC8C
B07F40 B0B29C
B093C0 B0B8AC
B09C30 B0BEBC

Here's an example:
You need one more character for the name Gyroid. It appears at offset 0xA3E from AFE4F0 (AFEF2E). If you check the table, that's the entry at B00B38.
The next two names are K.K. at 0xA43 and Rover at 0xA47. Rover has one additional slot, since the next name doesn't begin until 0xA4D. So, if you change the table offsets for K.K. and Rover to start one byte later, you can write Gyroid. The patch would look like this:
PATCH
AFEF2E 000F GyroidK.K.Rover
B00B3F 0001 44
B00B43 0001 48
EOF


There is a certain limitation though. Most item boxes fit themselves to the text string, but you can't have something span the screen, either.

-Zoinkity
 

Aura_K

Doubutsu no Mori e+
Oh. My. God.

Zoinkity, I love you so much. Seriously, so much you wouldn't believe it. <_<

Thank you. This will remove a huge hindrance to mine, and hopefully all of our, work.

Now, to start translating items ^o^

Sweet~!
~Supakitsune
 

Dreedo

New member
How's it coming now? hope you'll have another patch coming out soon. I myself tried to translate it but i gave up after a few hours as i didnt understand any of it
 

coolaid

Member
but i gave up after a few hours as i didnt understand any of it


you don't have to outright admit that you're not smart, we know that.

the last thing we need is another dumb kid hushing the project. the nice folks here have spent 2 years translatinig the game, you think you can go RAMBO and do it all by yourself? of course you couldn't understand it, you're just a kid who wants ppl to give you things for free without contributing any of you own but whines all day long about how incomplete the project is; selfish brat you are.

in your earlier post you kept on expressing you great concern over the overall completetion percentage and asking for release date, as well as whining about NUMEROUS bugs in the game, if you want everything perfectly, then start your own project, but seeing you just admit to us that you're not too bright, then i guess there's nothing modern sience and medicine can do for you.

stop asking for release dates, stop asking fo releases, stop whining about bugs. the patch will be release when it's done, your whining won't make it come out faster, or did you thought otherwise?


the nice folks here are doing it all for free and never did they once ask for any donations or anything, if you can't contributed then be a good kid and don't complain or make requests, that's the last thing we need.
 
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GMwizard

New member
Ho ho ho! =o It has been 3 years since I responded hehe =)
Hi Quvack! And... hello to the new translation team!

*Thinks of something relevant to say*

Keep up the awesome work ^^!

*Bows down to such intelligent people* =)
 

Aura_K

Doubutsu no Mori e+
'sup, GMWizard.

I also have some questions:

Well, let me cut straight to the point, I have wanted to see the Animal Island, Farway Museum, and Able Sister's in Doubutsu no Mori 64 for a while. I've been thinking about it for a while, and finally decided to pose this question to you all: Would it be feasible to port these features (sans GBA linking/e-Reader, of course) from, say Doubutsu no Mori e+ (or any of the GCN DnMs) to the Nintendo 64 version?

I'm just wondering. It'd be nice to see this done (most likely AFTER the main translation work is finished) but if it's not a workable idea, it's no problem.

(Before I go, I'd like to say that although it may -seem- like I'm not doing much, but... I'm waiting for the next release (again) so I can work with the Variable-Width Font (unless Zoinkity would be willing to post his work on this one here?
shiftleft.gif
)

Well, 'bye!
~Supakitsune
 

spoondiddly

New member
Just a note: this is only for demonstrative purposes only! The final word hasn't been said about if this is going to be the final font, if it will be tampered with, or if it will be variable width at all. I'm just the muscle; compilation is entirely out of my hands.
So, use it only if you want to try out the font. It may break things, for all I know.

http://www.geocities.com/nefariousdogooder/downloads/AFvarwidth.zip

There are two known glitches.
1: Characters were centered in the original font. To properly allow varaible width, they had to be left-aligned. That means all the latin characters in the text dials will look stupid. It may be correctable, but would be time consuming.

2: Anything that expects a fixed width will not appear correctly. That would be stuff that uses spaces to offset its position on screen, anything requiring typing, etc. A few of these have been addressed, like the clock dialog. There are other things, like name entry, that need to be done differently by retriggering the fixed width. Anything with a cursor can't track the new offsets, relying on the fixed increment. Re-triggering it is easy, but I need to fill out two spare ops in the routine that uses it to set fixed then reset variable. Feel free to make up a list of stuff that needs repair, preferably with some idea how to trigger it.

Bad stuff so far:
all name input dialogs requires fixed-width patching
player name
town name
Reset Mole
freaky baby thing
etc.
essay writting dialog requires fixed-width patching
signpost editting
mailbox message

(As far as I know, the editting dialog and display for the messages are seperate. At the least it can be linked to the cursor routine, which may be generic enough to apply to both)

-Zoinkity
 

Aura_K

Doubutsu no Mori e+
Oh man, thanks, Zoinkity! Yet again, your help's been very useful.

As you all can see from the attached screenshots, I am making good use of this freed-up space. ^.^ Basically, I'm going through the game to find places where newlines or newparagraphs can be moved or removed, and changing them so they make better use of the newly available space. It's sometimes a little frustrating, but it pays off.

~Supakitsune
 
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Firebgre

New member
Where japanese text is stored?

Can you tell me where and how to get to the place the text files are stored? I could try translating it. japanese grammer should be no problem. so a simple translator will do just fine. It can be polished afterwards. I do know some japanese
 

zoinkity

New member
All over. 1-liners are in the binary locations previously mentioned, but there's also other text spattered all through the ROM.

The biggest inhibitter is that it uses a funny sort of codetype, probably closest to that used by the N64 when dealing with save files. The list is somewhere up here (and it isn't hard to figure out anyway, just change your name a few dozen times)

The trouble is nobody ever bothered extracting all the text into one little place, probably because you needed the table to get text lengths and there's these control characters about as well. They aren't text, but trigger textual effects, sound effects, or animations. So, there isn't exactly a script extracted as of yet. If you want a few thousand lines of text from Custom Robo V2 though, you're welcome to it ;*)

----------------------------------------
This does point out a serious problem though... Text patches probably aren't going to be portable for very long. The first person to translate something and shove it into a patch will break the next person who moves some text and translates that. Somebody is going to need to get all the translated text together, then compile it as a 1-shot deal.
 

coolaid

Member
exactly, in the beginning there was the issue of the amout of space which could be utlized to store the transleted text, hoever it seems they're very scarced and you edit one line you screws up the other, plus i recall only a certain amount of text can be displayed at one time in the talk bubble, so i really don't think you can tanslete everything and IPS them into the rom and have it all working without removing something in order to prevent excedding the rom mbit, it just won't work.


Firebgre:


-you said you know some jp, then why do you need a translator then?

-how exactly does you jp skills comes in? we're transleting from jp to eng.

-if you're good enough to polish the grammer of the terribily screwed up jp text that babelfish throws out, why do you need the transletor?



i know he/she is an english speaking jp or vice versa when i see one, and you're not one of them, your kiddy grammer and your contridicting tone gave it all away; you gave yourself away.


who on planet earth do you think you are?

retarded kids like you makes me sick, if babelfish can do all them then why do you tink the nice folks here are still working on it...after 3 years?! during these years we've seen kids like you bragging about their jp grammer skills and i recall one person said the exact same thing as you; he said he could translete and gladly told us all that the "upper option" means yes and that the "lower option" means no, he was quite proud, same as you.

how stupid are you? i do hope you know where this is going. i'm about to burst you bubble.

babelfish is just some secret little device (or so they think) retarded kids use to pretend they know japanese.


if you wish to defend yourselves and prove to me then do enlighten me, tell me during the old days what do the red streak on a girl's hair mean? and what happened to the man of share and why ppl aren't accepting pd?

common knowledge everyone knows, i'm sure if you know jp that well you should know this, even if you're not from jp, i'm sure for someone to be able to polish screw up babelfish jp text this should be easy for you.

for your info i don't live in jp, but i might as well be since it's only a few hours trip to get there, i'm sick of american kids like you, so you better ready yoursleves; i hope you have the guts to stay here otherwise....
 
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zoinkity

New member
ROMs can be extended, of course. You jump to the next 2MB boundry, and even that isnt' really necessary unless you're using certain, rather picky backup devices.

You can easily fit everything by just playing with the offset and size values. That's sort of the whole point. There are only a few places where it isn't easy, and a little ASM can make that work well enough. There shouldn't be a need to eliminate anything. Heck, the title screen hack *made* room. Most of the new textures compress a bit better.
 

GMwizard

New member
A Friendly Reminder

Coolaid! I can see that you have a pet peeve for children, but you do have a good reason since they can become annoying at times. =) Just kindly ask them to prove it for themselves rather than shouting at the poor kids, since we are trying to keep the forum as friendly as possible for everyone.

Thank you! =)

On a side note, continue to keep up the great work!
 

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