[Translation] Marchen Maze
Re: Marchen Maze translation
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.
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.
- Attachments
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- font_bpe.asm
- (3.07 KiB) Downloaded 523 times
Re: Marchen Maze translation
Tadam! The insertion program works
I made a little test by trying to stuff the Hamlet monologue in the intro.
I made a little test by trying to stuff the Hamlet monologue in the intro.
- Attachments
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- hamlet.ips
- (2.16 KiB) Downloaded 1505 times
Re: Marchen Maze translation
Here's a first release of the tools. Everything can be compiled via the Makefile.
Generate the 2 tools encodeScript and createIPS:
Generate the asm include and the compressed text data:
Compile the font output routine:
Generate the ips patch:
Important note only the first ten text blocs (the intro) of the script are compressed/used.
Generate the 2 tools encodeScript and createIPS:
Code: Select all
make all
Code: Select all
make script SCRIPT=script.txt TXTOUT=text.bin
Code: Select all
make pceCode PCEAS_PATH=../bin
Code: Select all
make ips IPSOUT=out.ips
- Attachments
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- marchen_tools.tgz
- (10.42 KiB) Downloaded 1962 times
Re: Marchen Maze translation
Level names are made of sprites. The SATB starts at $7200.
For the first level we have :
and for the second one:
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.
For the first level we have :
Code: Select all
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
Code: Select all
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
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
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.
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.
- Attachments
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- sprite.c
- xor/rle encode/decode test
- (4.04 KiB) Downloaded 534 times
Re: [Translation] Marchen Maze
level names :
- Candy country
- Toy country
- Sky country
- Soldier country
- Queen country
- Attachments
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- lvl9_name.png
- (313 Bytes) Not downloaded yet
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- lvl8_name.png
- (363 Bytes) Not downloaded yet
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- lvl7_name.png
- (332 Bytes) Not downloaded yet
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- lvl6_name.png
- (340 Bytes) Not downloaded yet
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- lvl5_name.png
- (345 Bytes) Not downloaded yet
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- lvl4_name.png
- (345 Bytes) Not downloaded yet
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- lvl3_name.png
- (356 Bytes) Not downloaded yet
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- lvl2_name.png
- (359 Bytes) Not downloaded yet
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- lvl1_name.png
- (348 Bytes) Not downloaded yet
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- Posts: 15
- Joined: Mon Jan 26, 2009 2:34 pm
Re: [Translation] Marchen Maze
Douglas has the 6502 books I've keeped for you, Merry Chrismas !
Happy to see this Translation project is always very active !
Happy to see this Translation project is always very active !
Re: [Translation] Marchen Maze
Thank you!
And merry christmas too
And merry christmas too
Re: [Translation] Marchen Maze
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)
And after that, I'll put my hands in the level names. (And maybe write a complete "postmortem" article)
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- Posts: 38
- Joined: Sun Jun 22, 2008 5:18 pm
- Contact:
Re: [Translation] Marchen Maze
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.
Don't forget your two NOPs after CSH.