Hoping to make your life's design a bit more dynamic!

It is currently Sun Aug 18, 2019 1:49 am

All times are UTC [ DST ]




Post new topic Reply to topic  [ 43 posts ]  Go to page Previous  1, 2, 3, 4, 5
Author Message
Post subject: Re: KingMike's Translations
PostPosted: Tue Sep 04, 2018 12:45 am 
Offline

Joined: Wed Oct 21, 2009 2:24 am
Posts: 215
tcaud wrote:
Why the choice of DTE for compression? Why compress at all, for an MSX2 title?


Working on the cartridge version (I have not looked at how floppy disks work, but I know I will have to figure that out if I want to work on the sequels). Not sure if there's a hard limit like NES mappers have (this game is, what seems to be the standard, ASCII 8KB mapper without its own SRAM, using a PAC cartridge to save). But I was able to work out enough space for the routines from rewriting the name menu as well as the print function to condense them to what is needed for English. (the print function, for example, did a very long bunch of if/then stuff to convert the text table to VRAM coordinates of the font characters (the table was not in the same order as the font. Particularly they started with ASCII but left out a lot of punctuation, hence the need to modify the font in the first place. But then I realize I'd probably need VWF anyways to fit menu text within the screen space.) It's a LOT simpler and a LOT less code to just store the font in order and then do some simple binary math to figure out the VRAM coordinates of the font characters.
It seemed like a lot of the stuff I needed to modify will be within the first 32KB of the 256KB ROM (I see what is likely all the dialogue, as well as menu text and even the ending text, as well as the printing functions). So I just used a simple disassembly I dumped of the Z80 visible memory. The one thing I know is way out of that space is the enemy names.
DTE is something quite simple to add (especially once I had the print function figured out), so I don't see the harm.


Top
 Profile  
Reply with quote  
Post subject: Re: KingMike's Translations
PostPosted: Fri Sep 14, 2018 6:14 pm 
Offline

Joined: Wed Oct 21, 2009 2:24 am
Posts: 215
Well, I found one issue that might make testing Crimson a pain: wandering NPC data (including their text pointers) appears to be stored in the save file. As such, when loading the save file it will also load the original pointers.

Though I could probably tell the affected lines by the pointer in the script file (this NPC data is stored in the ROM around $37xxx, whereas much of the story-progression dialogue uses hard-coded pointers throughout the first 32KB), and find and RAM-hack it. Slow but doable process.


Top
 Profile  
Reply with quote  
Post subject: Re: KingMike's Translations
PostPosted: Wed Sep 19, 2018 6:52 pm 
Offline

Joined: Sat Feb 20, 2016 7:36 pm
Posts: 25
I'd think it would be easier to kill the relationship between the save file and the townspeople.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 43 posts ]  Go to page Previous  1, 2, 3, 4, 5

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group