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Re: Marchen Maze translation

Posted: Thu Dec 03, 2009 9:57 am
by MooZ
I run some tests yesterday and fixed the bpe font routine. I used a dummy script that fills the entire text area. And... Everything worked fine.
This evening I'll run a test with a human readable text instead of a letter soup. And I'll try to finish/clean up the insertion program.

Re: Marchen Maze translation

Posted: Thu Dec 03, 2009 11:01 pm
by MooZ
Tadam! The insertion program works :)
I made a little test by trying to stuff the Hamlet monologue in the intro.

Re: Marchen Maze translation

Posted: Sat Dec 05, 2009 1:09 pm
by MooZ
Here's a first release of the tools. Everything can be compiled via the Makefile.

Generate the 2 tools encodeScript and createIPS:

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make all
Generate the asm include and the compressed text data:

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make script SCRIPT=script.txt TXTOUT=text.bin
Compile the font output routine:

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make pceCode PCEAS_PATH=../bin
Generate the ips patch:

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make ips IPSOUT=out.ips
Important note only the first ten text blocs (the intro) of the script are compressed/used.

Re: Marchen Maze translation

Posted: Sun Dec 06, 2009 3:57 pm
by MooZ
Level names are made of sprites. The SATB starts at $7200.
For the first level we have :

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80 00 - 30 00 - 00 03 - 80 00
80 00 - 40 00 - 02 03 - 80 00
80 00 - 50 00 - 04 03 - 80 00
80 00 - 60 00 - 06 03 - 80 00
80 00 - 70 00 - 08 03 - 80 00
and for the second one:

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80 00 - 30 00 - 0E 03 - 80 00
80 00 - 40 00 - 02 03 - 80 00
80 00 - 50 00 - 12 03 - 80 00
80 00 - 60 00 - 06 03 - 80 00
80 00 - 70 00 - 08 03 - 80 00
The LSB of the pattern indices are stored for lvl 1 at $5196 (file offset) and $519C for lvl2.
After putting a read breakpoint on $*4f96 (the rom has a $200 bytes offset) and $*4f9C, I ended up at $8E3F.
So a quick look at the code show me there's a address table stored at $8F81 where each address starts 1 byte before the LSB pattern index list.
The first byte indicates the number of sprites.

Re: [Translation] Marchen Maze

Posted: Fri Dec 25, 2009 1:20 pm
by MooZ
Merry Chrismas dudes!

I wrote a little piece of code that decode and encode data using the xor/rle method. So now all I have to do is to redraw the sprites for the level names and see if there's enough room for them :)

[edit] $2625 holds the live count. And if you put $05 at $2617 you'll end up at the 2nd lvl boss, $14 will bring you to the end.

Re: [Translation] Marchen Maze

Posted: Fri Dec 25, 2009 6:36 pm
by MooZ
level names :
  • Image Candy country
  • Image Toy country
  • Image
  • Image
  • Image
  • Image
  • Image Sky country
  • Image Soldier country
  • Image Queen country
Wikipedia japan to the rescue :)

Re: [Translation] Marchen Maze

Posted: Fri Dec 25, 2009 6:58 pm
by peperocket
Douglas has the 6502 books I've keeped for you, Merry Chrismas !

Happy to see this Translation project is always very active !

Re: [Translation] Marchen Maze

Posted: Fri Dec 25, 2009 7:03 pm
by MooZ
Thank you!
And merry christmas too :)

Re: [Translation] Marchen Maze

Posted: Sat May 15, 2010 7:52 pm
by MooZ
I'm back on it! Atm I'm working on the rle/xor encoder in order to have all lower case characters in contiguous order. This'll simplify the script generator.
And after that, I'll put my hands in the level names. (And maybe write a complete "postmortem" article)

Re: [Translation] Marchen Maze

Posted: Sat May 15, 2010 10:44 pm
by Charles MacDonald
Good luck! I would like to read an article on hacking/translating a game from start to finish. Your work could inspire other people to translate more PCE games. :D