Ending sequence text pointers

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Post by Founder on Sun 4 May 2014 - 17:22

Hello, does anyone here know about the pointers for the ending dialogue?

CUE, another member here, pm'd me this request:

CUE wrote:Hi

I translated the entire game script & graphics to spanish using the GBA version:

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But I don't know where are the pointers for the end texts (THE RETURN OF THE KING, THE LOYAL SAGE, ..., credits and statistics). Can you help me? (I'm not a SNES expert).

CUE

Replied to him, referring to this thread: [You must be registered and logged in to see this link.]

But then...

CUE wrote:I know where the texts are stored and I have all complete tables. I need the pointers to modify the length of each text Sad

An example: I need translate "THE LOYAL SAGE" (14 chars) to "EL SACERDOTE LEAL" (17 chars), but I can't do without change the following pointers to use more space:
Code:
L73F88: ; offset
  db $62,$68  ; 6260 + ($20 - strlen) / 2, big endian <- VRAM offset, centered
  db $00,$1B  ; strlen * 2 - 1, big endian
  db "THE LOYAL SAGE"
L73F9A: ...

I obviously didn't knew what pointers were, so maybe someone else more experimented with those can point him in the right direction!

Thanks!  Very Happy

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Post by Conn on Sun 4 May 2014 - 19:12

I sent a mail to red, since he's Translation expert, and probably the best who can help here. Didn't he already translate PW? Then he should know where the pointers are.

If he doesn't know I probably can trace.
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Post by CUE on Mon 5 May 2014 - 4:05

I'm not a SNES expert and I don't know how find these pointers.
I want that info because it is a part of the game that I want to translate correctly to add to my spanish translation (it is the only part not translated).
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Post by Conn on Mon 5 May 2014 - 7:29

I shortly traced, but it seems a bit complicated, so I wait whether Red already knows what to dó. Also Euclid might know since he already altered the slides (and thus the text lengths for PW).
Maybe they also know how to re-Center the new text
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Post by CUE on Mon 5 May 2014 - 8:49

Yes, Puzzledude, I know where the text is stored, the format used by the game and where the table is stored to use the needed chars/tiles/colors, so I don'thave problem with it.
But I'm not able to find the pointers Sad

Re-center these texts is not a problem, you just have to modify a byte stored before the text.
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Post by CUE on Mon 5 May 2014 - 11:30

I found all with a tiny tool, rsearch :cheers: :cheers: :cheers:

The text is stored @:
- 73F4C: The return of the king
- 73F88: The loyal sage
- 73FB4: Sahasralah's homecoming
- 73FF6: Vultures rule the desert
- 74034: The bully  makes a friend
- ...
(each text includes 4 bytes with an offset and a length)

Searching the final byte with rsearch to find relative pointers:
Code:
>rsearch alttp.smc $4c88b4f63474 1 200

RSEARCH 1.4 - Relative Search
Copyright (C) 2013-2014 CUE

- reading file 'alttp.smc'
- searching hexadecimal '$4c88b4f63474'
  + 000742E1:2  00  3C  68  AA  E8  28

Done
742E1 has a 2-bytes low-endian table with each relative pointer (origin = 73F4C):
- 0000
- 003C
- 0068
- 00AA
....

The text is stored @ 73F4C-742E0, pointers @ 742E1 Smile
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Post by CUE on Mon 5 May 2014 - 13:01

Yeah, I can use two empty zones in the same bank:
- 76E30-773FF (0E:EE30-F3FF)
- 77B70-77FFF (0E:FB70-FFFF)
No more space problems Wink

Now I have the same problem with the credits/statistics. rseach do not find pointers.
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Post by RedScorpion on Mon 5 May 2014 - 13:28

Hi team,

i had not changed the Pointer, only the positions of text and translated to german.

Sorry.

I have some infos about the credits. Must check my rom! Wink
First info:

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Thanks

red
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Post by CUE on Mon 5 May 2014 - 14:04

Found too !!!

The credits have the same format, but now with 2 bytes instead 4, and the pointers are after the texts, as before.

A tiny help to create the complete table:
The "letters" used are indexes to a table located @ 073038, 2 bytes each entry (tile number used in the font tileset + attribute to use):
- 073038, codes 00-19, font A, 8x8, color yellow
- 07306C, codes 1A-37, font B, 8x8, color red
- 0730A8, codes 38-52, font C, 8x8, color green
- 0730DE, codes 53-78 + 79-9E, font D, 8x16, color white (first all upper tiles, next the lower tiles)
- 073176, code 9F, space, 8x8, color white
- 073178, credits
- 07393D, relative pointers, 2 bytes low-endian
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Post by RedScorpion on Mon 5 May 2014 - 18:06

It would be fine, if we could find out where all this Pointer stored in Zelda PW/PR.

So i could change a some things Wink

In the german version there are zwo things. First. I cant use special chars like äöü
and the last scene...

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Click on the image to see the complete snipet.

"IN EWIG" is a little bit strange her, but i havn't enough space for "IN EWIGKEIT"

Thanks

red
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Post by Founder on Mon 5 May 2014 - 19:07

Couldn't click on your picture red, so here's the part your were referring to for others to see it Wink

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Post by Spane on Tue 6 May 2014 - 0:48

Hey Red why you havn't written "Auf Ewig"? :-P

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Post by CUE on Tue 6 May 2014 - 1:23

RedScorpion wrote:In the german version there are zwo things. First. I cant use special chars like äöü
You can modify a tile to put '¨' (diaeresis). Now just write that tile above the 'a'/'o'/'e' tile to obtain the special char, but you need 5 bytes to do: offset, 2*length-1, tile number.

Example to write "Ausgänge":
XXXX+4, 1, "¨" <--- offset+4, length=1 -> 2*1-1=1
XXXX, 15, "Ausgange" <--- offset, length=8 -> 2*8-1=15
(XXXX is the starting position, so XXXX+4  has the 'a')

Total bytes used = 2+2+1 + 2+2+8 = 17
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Post by RedScorpion on Tue 6 May 2014 - 13:24

Spane wrote:Hey Red why you havn't written "Auf Ewig"? :-P

Good question! Wink

I think the english version is "FOREVER" Wink

I will check this in the next weeks, because i have no time at the moment! ;/

Thanks

red
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Post by Spane on Tue 6 May 2014 - 13:35

Dann nur ewig xD aber "In ewig" hört sich irgendwie komisch an :-D


Last edited by Spane on Tue 6 May 2014 - 16:02; edited 1 time in total

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Post by CUE on Thu 8 May 2014 - 2:04

I finally translated all the ending scenes, credits and statistics Smile
Now the game is 100% translated to spanish Wink
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Post by CUE on Fri 9 May 2014 - 2:39

I know people who want to translate these hacks, but they need to change multiple tilesets to put some words in Spanish (item names). Those tilesets were empty and the hacks use that space to put some graphics.
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