![]() ![]() Determination of the mass distribution in the A 370 core f rom the observed NDS - ROM Hacking and Translations. The first point i 1 2 (3) is crucial because the reconstruction of the source and. DS Game Luminous Arc USA NDS-XPA Luminous Arc Coverart Luminous Arc 3 Eyes (Japan) DS ROM Robot Taisen OG Saga Mugen no Frontier EXCEED (English Patched)Next PostLuminous Arc 2 (USA) DS ROM The observations of giant luminous arcs are used in the context of the and the arms are spatially resolved in one direction, and seen as patches along the arc. ![]() I have tried relative searches, ASCII searches, LZE decoding I think this very easy compared to translation If you have any ideas I would really appreciate it. ![]() Infinity was not developed by Imageepoch, but by a different studio, so it seems more like a non-canonical spinoff to me and reviews I've heard/read are pretty bad, compared to the rest of the series.I want to edit the names of the main characters of Luminous Arc 2 DS English version However, I cannot pin the names because they seem to be encoded in a special format. finishing my LA3 translation will probably take me at least a year more, considering the amount of free time I have and that I write down and try to learn every new romaji word I encounter. Maybe that's one of the reasons he eventually gave up with translation.Īnyway, to follow his approach in orderly manner, someone would have to write a script which would generate an image file with all possible two-signs combinations, looking like Thank you again! I'm completely new to rom modding, so your descriptions help a I don't know about others, but I was thinking about it and I'm not very convinced, because: 1. He ended up with around 1000 character pairs in the last publicly available rom, which is insanely many, but still not enough. It seems to me that Yuukiwa-kun was redrawing those pairs he needed manually without any order. ?! you end up with 57 signs -> 57*57= 3249 combinations. Since there are 26 letters in the English alphabet, the number of lowercase character pairs would be 26*26= 676. This allows to save space, but requires putting all combinations of small/big letters, punctuation marks and maybe more (possibly numbers) in the font file. Yuukiwa-kun in his partially modified rom used another approach, which was redrawing fonts and using character pairs, for example: That's why LA3 mechanic (and the script layout) would have to be modified in similar way as in LA2, but that's impossible with my "skills". It seems pretty logical, but the game mechanic had to be modified for it to work that way and if you use font file from LA2 in LA3, you encounter a problem of a single letter taking double space (which is visible on the picture I posted above) and possibly taking too much space in the rom in the end. I cross-analyzed partially translated rom by Yuukiwa-kun and Luminous Arc 2 and it seems that LA2 uses pretty straightforward method - every latin letter is represented by a standalone address referencing the font file. Infinity was not developed by Imageepoch, but by a different studio, so it seems more like a non-canonical spinoff to me and reviews I've heard/read are pretty bad, compared to the rest of the series.Īnyway, for the last couple days I was focusing on ways to put the translated script back into the game and to my surprise I was able to get better results than I initially expected (considering how noobish I am). (start from low to high vaules, so after second try you can get complete Thank you again! I'm completely new to rom modding, so your descriptions help a I don't know about others, but I was thinking about it and I'm not very convinced, because: 1. In the map file i set offset(the begining of image) to 16 and now it shows Image correctly. if palette is 16 colors then we suppose to set 4bpp, if 256 then 8bpp, next is horizontal or linear parameter, only two ways(experimetnal), and next you set width depending on type of image it may be any multiplicity of number 8. (tileset), or maybe there are better tools for tiles and map files.(in example grit)Ībout parameters, it's really just try to guess matter. imb size will not incrase, then you are at home. Therefore it may be serious problem for hardware memory. However extracting map image, editing and importing again will make. and I guess from now you can reverse all the process again. Then we extract corresponding compressed files. plb is the uncompressed file we open first in tinke as a palette. ![]()
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