Medapedia:Medarot 1 Translation Project/Text: Difference between revisions

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(Added in some extra text I found and rearranged the page to have more info.)
(Updates with links to the name lists and such.)
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|0x0C
|0x0C
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Snippets|33E00]]
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Snippets#Snippet 1|33E00]]
|Story/Dialogue snippet 1
|Story/Dialogue snippet 1
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|0x0D
|0x0D
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Snippets|37E00]]
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Snippets#Snippet 2|37E00]]
|Story/Dialogue snippet 2
|Story/Dialogue snippet 2
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|0x0E
|0x0E
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Snippets|3BE00]]
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Snippets#Snippet 3|3BE00]]
|Story/Dialogue snippet 3
|Story/Dialogue snippet 3
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|0x0F
|0x0F
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Snippets|3FE00]]
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Snippets#Snippet 4|3FE00]]
|Story/Dialogue snippet 4
|Story/Dialogue snippet 4
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|0x13
|0x13
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Snippets|4F800]]
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Snippets#Snippet 5|4F800]]
|Story/Dialogue snippet 5
|Story/Dialogue snippet 5
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Part 1 is only around 70-80 strings, while parts 2 and 3 both take up entire banks. I'm not sure what order the story text parts really go in (it looks pretty disorganized), but part 1 includes the intro text from when you start a new game. The short snippets are shoved in at the end of some of the graphics-containing banks and seem to feature late-game text.  
Dialogue part 1 is only around 70-80 strings, while parts 2 and 3 both take up entire banks. I'm not sure what order the story text parts really go in (it looks pretty disorganized), but part 1 includes the intro text from when you start a new game. The short snippets are shoved in at the end of some of the graphics-containing banks and don't seem to follow a pattern either.  


'''Other text with pointers''':
'''Other text with pointers''':
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| rowspan=2 | 0x02
| rowspan=2 | 0x02
|0BF04
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Lists#Attributes|0BF04]]
|Attributes
|Attributes
|-
|-
|0BFC0
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Lists#Skills|0BFC0]]
|Skills
|Skills
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| rowspan=2 | 0x17
| rowspan=2 | 0x17
|5E4E6
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Lists#Medarotters|5E4E6]]
|Medarotter names
|Medarotter names
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|5F6D2
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Lists#Attacks|5F6D2]]
|Attack names
|Attack names
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|0x1F
|0x1F
|7F298
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Lists#Part descriptions|7F298]]
|Parts descriptions
|Part descriptions
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|}
|}
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The credits and Medarotter names include some non-text bytes, probably for formatting and extra data. Out of all of these, the attack names would probably be the easiest to edit manually since they're located right at the end of their bank.
The credits and Medarotter names include some non-text bytes, probably for formatting and extra data. Out of all of these, the attack names would probably be the easiest to edit manually since they're located right at the end of their bank.


The menus are pretty weird. The menu text is sort of mapped out tile-by-tile along with the positions of the text box borders and other stuff. It appears to use a slightly different text table (with no voiced characters) and some scheme for compressing repeated tiles... Each text box/screen has its own pointer though, so it would theoretically be possible to rearrange and translate the menu screens if you could recalculate the pointers afterwards. (There's a lot of extra space in the bank.)
The menus are stored as tilemaps, so they should be reasonably easy to translate. (There's a lot of extra space in the bank.)  


'''Lists without pointers''':
'''Lists without pointers''':
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| rowspan=3 | 0x17
| rowspan=3 | 0x17
|5DAF0
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Lists#Items|5DAF0]]
|Items
|Items
|8 chars
|8 chars
|-
|-
|5DD50
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Lists#Medals|5DD50]]
|Medals
|Medals
|7 chars
|7 chars
|-
|-
|5EC36
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Lists#Medarots|5EC36]]
|Medarot names
|Medarot names
|8 chars
|8 chars
|-
|-
|0x1C
|0x1C
|725CC
|[[User:Kimbles/Medarot 1 Hacking Notes/Text/Part names|725CC]]
|Parts names and model numbers
|Part names and model numbers
|8 chars
|8 chars
|-
|-

Revision as of 12:28, 27 June 2013

Here's the stuff that might actually help with making a translation patch.

Text locations

I'm about 98% sure this is all of the text in the game.

Main text:

Bank # Address Contents
0x0C 33E00 Story/Dialogue snippet 1
0x0D 37E00 Story/Dialogue snippet 2
0x0E 3BE00 Story/Dialogue snippet 3
0x0F 3FE00 Story/Dialogue snippet 4
0x13 4F800 Story/Dialogue snippet 5
0x16 5A000 Story/Dialogue 1
0x18 60000 Story/Dialogue 2
0x1A 68000 Story/Dialogue 3
0x1D 74000 Battle/General text

Dialogue part 1 is only around 70-80 strings, while parts 2 and 3 both take up entire banks. I'm not sure what order the story text parts really go in (it looks pretty disorganized), but part 1 includes the intro text from when you start a new game. The short snippets are shoved in at the end of some of the graphics-containing banks and don't seem to follow a pattern either.

Other text with pointers:

Bank # Address Contents
0x02 0BF04 Attributes
0BFC0 Skills
0x16 59360 Credits
0x17 5E4E6 Medarotter names
5F6D2 Attack names
0x1E 78000 Menu text, text boxes, map
0x1F 7F298 Part descriptions

The credits and Medarotter names include some non-text bytes, probably for formatting and extra data. Out of all of these, the attack names would probably be the easiest to edit manually since they're located right at the end of their bank.

The menus are stored as tilemaps, so they should be reasonably easy to translate. (There's a lot of extra space in the bank.)

Lists without pointers:

Bank # Address Contents Limit
0x17 5DAF0 Items 8 chars
5DD50 Medals 7 chars
5EC36 Medarot names 8 chars
0x1C 725CC Part names and model numbers 8 chars

Pretty sure these use even spacing instead of an editable pointer table.

Item names have space for 15 characters in the ROM but are limited to 8 on-screen (same goes for Medarot names). Medal names only have space for 7 characters, and part names only have space for 8.

Text table

The text table in .tbl format can be downloaded here. (Use this to look at the Japanese text in a hex editor.)

Some notes:

  • 00: Normal space
  • 4A: Clears previous text on a line (weird form of new line, used in battle text)
  • 4B____: Shortcut to a piece of text, 4B23C9 is the player's name
  • 4C: Starts a new text box
  • 4D__: Changes text speed, lower numbers are faster (4D02 is default)
  • 4E: Moves to the second line in a text box
  • 4F__: End of string, 4F00 is normal but 00-04 all seem to be used.
  • 50: Space/End character in lists
  • 51-6A: English alphabet (caps only), only shows up on certain screens and appears blank/different when used in normal dialogue. (Y and Z show up as A and B in dialogue, used when talking about buttons.)

There's also a lot of non-text tiles mixed in, which I didn't include in the table file... This should cover anything that you'd find the the dialogue and battle text, though. ._.

The dialogue text seems to alternate between using 4E (new line) and 4C (new box).