YnT - Arabian Nights English patch
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Diary.
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13.03.2007
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...which I easily got rid of! That was quick! Great!
Now we can finally have a nice title screen! Once Sean
has a few more possible screen shots done, I'll post
a poll on the site to try to catch the best up with!
Stay tuned, it's getting hotter every day that passes!!
04.03.2007
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Sean (the guy working on the AN Title mod)found another
Title Screen bug...damn it!
18.02.2007
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FIXED IT!!!
I finally managed to get rid of that compression bug!!
Well honestly there were more than one, but the heck...
It's GONE!!! Now both title screen and menu font looks
great! I already sent a mail to Sean, telling him about
that so he can go on with the Title screen modding!x
14.02.2007
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Happy Valentine to all of you beloved pairs out there!
Today is your day, but believe me tomorrow will be mines!
I almost fixed that damned compressor. ALMOST. I got
rid of one bug (unreckognized buffer overrun!) and just
got two new ones out of nowhere...hopefully they arent
as frustrating as the last one! (joking!)
10.01.2007
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Happy new Year!!
Ok, the insertion is completed!! Up to 95% at least.
The missing 4-5% is being taken care by Hector, and
script revisioning is being performed by nobody other
than Hiryuu!!
09.12.2006
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Insertion is coming along! Almost 1/3!!
I already sent the files to Hiryuu, who was pleased
to know i needed his help for revisioning them.
Hopefully he's got enough time!
27.11.2006
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Ok, the True Type to SNES converter is ready!
Now i can prepare the right font for both Dialogs
and Diary!
14.11.2006
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Yahoo. Back in action. Diary Page right is almost
fixed. It looks like it only has space for no more
than 5 lines...that's pity..like up to $26B5 in the
tilemap..No news on the rest tho...
19.08.2006
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Hector got back in contact with me! He had an
Accident he said! He said that as soon as he has
time he'll get me the latest scripts! And the
Title Screen is coming along very nicely too!
Good. There's still some bugs in the compression
routine, I'll concentrate on those in the mean
time.
09.08.2006
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Ok, the merchant screen is finally done.
It took some more digging to find how it loaded
the Atk, Spd, Def labels. But once i got them
it was more or less very easy to fix them.
Now I'll concentrate on the other few bugs that
remain, among with :
a) Compression glitch
b) Diary right page font formatting
c) Main dialogs font glitches
d) Battle windows & description text
08.08.2006
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Fixed Insertion of Diary text and found the
right page tilemap. I'll have to mod it to suit
the new font. Nothing special really. Just a
boring tilemap mod. This is the last hack that
needs to be done (of the base ones). Once this
one is finished, i'll "polish" the other hacks
wiping out bugs and finishing inserting the
scripts. Oh btw, still no news from Hector...
he had a 94% complete translation of the main
dialogs...I hope he's fine...
05.08.2006
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Got rid of the "Skill Learned" bug. The text
was still loaded with the old routine!
Now the Battle sequences are 100% stable. They
are still presenting some glitches but....they
can easily get rid off. For now I want to
concentrate on the rest, so to have all the
hacking done!
03.08.2006
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Fixed the following bugs :
*the game did hang in the following situations:
In a shop when you sell an item -> Fixed
When you get a Card from a battle-> Fixed
*the insertion of the scripts had some bugs :
It used the wrong block header data -> Fixed
Also, I inserted all the Bazaar script, the
Northeastern Mansion script.
02.08.2006
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Great. That's how my insertion routine works.
Simply great. It still has some glitches but
im confident i'll be able to get rid of them
the next days. In the mean time i discovered
a bug which makes the "Equipment" menu hang.
Conversion of the scripts comes along.
I almost got the whole Bazaar script inserted.
01.08.2006
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Again a long period of silence.
But followed by great news! I finished the
main font engine and the insertion routine!
YES! All that's needed now are the complete
scripts from Hector. I will get them asap.
Also, I will have to convert the whole script
to the insertion format. Sigh.
24.06.2006
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Its been a while. But you know, things just
require the right time. There's the right time
for every thing to be done. Now it's AN's turn.
Ok, so what did i do? Basically i am completing
the Title Screen data reinsertion, which looks
somewhat complicated because it seems it uses
_two_ same distinct title screens data from
different locations. I will see to fix it.
Sean has offered its help to hack the grafx.
So far, he did an excellent job.
02.11.2005
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Fixed the Title screen decompression, now it
dumps it correctly.
22.04.2005
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Rettifico.
We already had that Formation text dumped xD...
My fault. Anyway, i am fix0ring out the menus.
Which means i stopped working on the battle
sequences because i got bored. There are just a
few more glitches that need to be fixed, and
the most of the work should be done (for the
menus at least..) Its been a really busy month,
with work and real life bugging alot lately...
but since everything seems fine again, i think
I'll have more time for my little hacking job.
18.04.2005
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Fixed some bugs in the menus, traced down the
routines used for displaying the "Formation"
text. There's a small table on it, it shouldn't
be hard to get it dumped...
13.04.2005
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I finally managed to dump that intro screen, it
uses a 4 bpp font set (VERY limited one) that is
compressed with a dedicated routine (oh man just
how many routines did i code for this game??)
Well, anyway...I am trying to get an overview of
the ROM layout, and started with the scripts
formatted for the BG3.
10.04.2005
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Great news! Hector is working hard on the Dialogs
and he plans to finish them soon! YAY! Btw, in
the meantime i was able to trace (finally) the
intro text (and maybe the ending text) down...
It uses a special version of the LZ (again), and
has three specific "smaller" font sets for them..
On the Toolkit side, i implemented some search/
quick navigation options, along with a % result.
31.03.2005
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Fixed some more bugs in the viewer and the script
dumper, basically the control codes were skipped,
but not the control value itself. This caused
some "interference" in the script, adding kanjis
that shouldn't had been there.
28.03.2005
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Fixed the misallignement found from Hector in the
blocks list. Added a dumping to file option for
the dialogs, maybe will do that for the rest too
if needed. Besided, i added a search utility to
easy script modifications. Although it works, it
still is under heavy testing.
22.03.2005
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Hector discovered a misallign in the script files
which caused an overwrite of some ones.....Shit.
Luckily not all the dialogs were already
translated, but mostly of them will need to be
redone....the misallignement was due to missing
block entries in a configuration file.
03.03.2005
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Ok, i think i got the insertion bug! It's in the
8x16 insertion routine somewhere...I'll check
that tomorrow, i have to get some sleep..
02.03.2005
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Got them! ^^
The cards are now inserted and just look awesome!
I passed over to the "static" labels found in the
battle sequences, and already founded a pointer
table and the data block (for the LV-HP-MP text).
They get loaded with a special routine, but no
need to worry since i got it already ^^.
Apart of that, i tried to insert the last few
things that are missing in the main font, like
all the special characters up-down arrow, : etc
but it messes up the card script somehow...a bug
in the decompressor maybe?
27.02.2005
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These last days i concentrated on the Card Icons.
It looks like the insertion itself won't be a big
problem, but the colour matching will be a mess!
So it's up to the designer..maybe i'll correct
the file that capricorn sent in on my own, to
speed up things a bit, although i still have to
get the card descriptions settled right in the
battle sequences...
25.02.2005
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Started working on the battle menus..the cards
are now displayed right (and the respective card
descriptions, but the font has still to be fixed
since its in an inverted format....), althoug
the descriptions are cutted off because of the
different line feed handling that's introduced in
the battle modus...i'll have either to
a) insert a special line feed just for battle
b) use the same line feed used in the menus
The first one would be fine, since the menus can
handle a way longer text line than the battle
menus (max 14 characters per line).
Another solution could be to extend the window,
but that would get up to alot of work....
btw, i still have to get the font colours settled
right :/
21.02.2005
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I finally got rid of that f*xored palette bug
in the toolkit....it took a while, but with some
good testing you can achieve anything, i tell you.
Now it'll be my next priority to get the colours
settled right.
08.02.2005
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The heck!
Finished a vwf emulator, so you can write the
static labels right off the toolkit and then copy
& paste them into the font file with one click
because i know you are _lazy_ as hell ;O
Well, not with exactly _one_ click, but anyway..
it was quite interesting to code that, i must
admit...it got me some nice ideas on how i can fix
up many troubles with the ASM vwf.....
BEWARE :
The beta release is approaching! VERY quick! ^^
As of the "back step" to 8x8...it looks great.
I think we should keep on 8x8, simply because it
speeds up the game alot and cuts down developemnt
times by quite more than half! I know you'll be
amazed too...
02.02.2005
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Inserted (finally) a working 8x8 font. Looks
amazing, i must admit...Im seriously thinking
about getting back to 8x8 text for the items des-
scriptions too, leaving only the character's name
in VWF - sounds like a step back maybe, but
that's not true. Introducing the vwf for the
item descriptions may look very nice indeed, but
since there's enough room for the 8x8 too, the
vwf looses it's sense of existence....besides,8x8
speeds the game up ALOT. I'm more and more con-
vinced of the fact that 8x8 is the best we can
get into this game....
31.01.2005
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Finished the menus. Aka Tilemaps done at 90%.
Now what's left is to decide what we should use
for the item descriptions, as maybe 8x8 would be
better than the new VWF...speed is everything!
Anyway, the only part left in the menus are the
Diary pages, and i don't think they will be such
a problem at all, since the left page uses a
simple 8x8 (Which we will keep) and the right one
uses the normal Dialogs font routine....
Work is progressing finally!
27.01.2005
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Happy new year!
Yep, there we are again....this seems an endless
story, but i tell you, its getting to its end.
Slowly, indeed. But it's progressing...
I finished the Name entry screen yesterday, which
means its _finished_ for good, although there may
be some "tricks" missing (aka special name
checking and such..). Anyway, im on the menu
screens again, but this time i'll finish them up
for good.
20.11.2004
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Now all menu / 8x8 fonts are in one block, and the
description / dialogs one in another, which gives
the whole alot more sense.
Anyway, ver 1.0 of the Name entry screen is almost
done....the vwf routine for the name needs still
to be implemented, but i hope i can finish it
tomorrow ^^.
19.11.2004
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Name screen 90% Completed ^^.
Katakana/Hiragana switch disabled, now all that
remains is to get that card off of the screen,
the VWF routine and the Tricks fixes. Tricks fixes?
Yep. You get extra experience/levels if you enter
the right names..check out the Arabian Nights FAQ
Hector wrote over at GameFAQs ^^.
09.11.2004
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Ok, just finished inserting (and testing - it's a
heaven's feeling to see all those items/card names
translated ^^) some scripts...the next one i'll get
rid of is the Name entry have to
allign the three font systems the game uses
somehow....
Oh and btw, Hector discovered some neat cheato
codes (hah we won't tell you them, because
we are 3v1l!)...just be patient and you'll get to
know way more on them as well as zig others that we
found while messing through that incredible game!
09.10.2004
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Whew! What a work...i got rid of the zig bugs that
the compressor had and now (you guessed it come on)
compression works as flawless as Bush's Iraq War
err...maybe a bit better, actually ^^;.
Anyway, I'll start doing some insertions for the
items and theyr descriptions....because, you see,
we plan to release a 0.x patch for you crazy folks.
Although i am quite busy lately in increasing my
money earning-possibilities (and thus increasing my
financies), i am still on the way to write the ASM
modifications needed for that purpose...Man what a
work to rollback half a project! But don't worry, I
am on the sacred way of coding again, so we should
be able to see some nice new screenshots in a weeks
time (or two)!
04.09.2004
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Well, if that's not a surprise! A Diary entry after
one year of pure _nothing_ ;). Anyway, Hector is
working hard on the scripts (yeah), i am taking the
item names back to 8x8 since there isn't enough
space for the bigger font :(. I'm sorry guys, but
that's life :/.
07.07.2003
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Ok, Version 0.8 of my AN editor is finished.
Basically i re-implemented the font engines, now it
uses exchangable font sets.I think i am going to
release those components to the public too, they
look quite fine and easy to use to me ^^.
In addition, I coded a simple single-sentence script
insertion routine for some test inserting. I will
take some screenshots and make an update soon (maybe
today). In the next days, I am going to finish the
"BG#3" dumping / inserting section, along with the
general insertion routines for the main dialogs.
03.07.2003
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Good news from the translator! He's working on the
scripts and sended me some examples. I have to say
they look quite good to me ^^! He translated the
Bazaar Town script entirely, and some minor ones.
I am going to work on the insertion routines as
soon as I finish to implement a few updates in the
toolkit. Especially, i'm trying to implement a
system which uses exchangable font sets, so that
you can easily switch from one font to another.
This would be very usefull for visualizing mixed
text in the ROM (translated & non), but I still
have to find a way to check if a distinct script
has been inserted in the ROM yet or not...bah,
I'll think tomorrow about that. Anyway, incredible
but true, the project is still alive and rox0ring
^^. Abby Dover (thats the name of the translator)
will move to US this month (she's living in Japan
at the momen), and as he said, and she'll start
working on the game FOR REAL as he'll have much
more free time when she's back home. She's really
kind ^^. I blamed her (via email) for not having
any contact with me over the last for months and
she promptly answered with a few finished scripts!
06.03.2003
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A TRANSLATOR CONTACTED ME!!!!!!!!!
And this time he seems quite interested too.
20.02.2003
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K...wrote some kind of smaller 8x16 VWF to use in
the Main menus etcetcetc...it doesn't look that bad
at all. Oh, i wrote a short inserting routine for
the scripts too! Now LZ compressed scripts can be
easily formatted from plain text to AN format,
compressed and inserted! I already tryied that on
the weapon/armor list,and it looks quite good!
although the font isnt that good at all. I was
thinking about using the font Neill Corlett
used in SD3 (take this as a kind of "tribute"),
it really rox0red...I'll have a look in the ROM.
If it isnt compressed, i'll see what I can do with
it else...well, i think i'll be faster writing my
own. Anys, the ASM routines work really great,
and some translated things are showing up in the
menus now (one by one). I think i am going to
update soon!
17.02.2003
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Wrote that LZ compressor finally. Now I can edit
compressed Tile map data too! Yeah! I started
working on the 8x16 vwf routine, and already got
something throwed together. It's quite easy, even
if there's still lots to do....
The ROM is coded quite nicely, and the code is easy
to understand once you know what you are searching
for, so i dont have much troubles on this side....
A translators still hasnt show up.....wonder if
someone is interested in translating an old SFC
game at all today??????Boh.
Surprise me if you can.
Oh, i fixed some minor bugs to the editor too btw.
11.02.2003
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K.
The VWF for the Dialogues is finished and _bugfree_
up to now. It looks quite pretty, although the
characters could use some restyling.....well, I'll
take that in consideration once and if someone sends
me a font in. Anyways...fixed some pointer bugs in
the editor...still waiting for a serious translator
to show up....damn....everything is ready. Apart of
the translator of course. I hope he'll show up soon.
Ah a courious thing - it looks like the ZSnes
Debugger doesnt handle the scanlines registres
properly in AN! I had to remove some checks on
those registers to allow myself to trace into the
dialogue routines (which are located beyond those
two/three branch instructions),else it blocked on
them, cycling infinitely. I'll have to report that
to ZSKnight and _Demo_, maybe they'll get something
out of it.
05.02.2003
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Wow.
Arabian NIghts period again.....I think i should
be ashamed about this long time-non run..but im not!
Mainly because its not only my fault....yes sogabe
disappeared around the period of november -
beginning of december. I have to admit, i was quite
near to give it up, but something keeped me from
doing it for real. Boh...Anyway, im about to finish
the font routine for the main dialogues, and it
WORKS!I still dont have a _decent_ font tho.
06.06.2002
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Fixed another few BUgs in the Editor. Added the
View Section for the Diary (both pages). This one
uses both Fonts used by the dialogues and the non -
battle BG3 one. The script data was compressed all
together into one block. I also settled up a few
more minor things, along with some more test to
check the software's resistance. Ok, now Dumping
routines are at 95% fully functional.
04.05.2002
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Today I got an email from Effingham Fish. He's
working on the AN scripts, and as it looks he's
doing his job quite good.. as for the editor, I
fixed a few bugs in the dumping section, and in
the scripts viewing section. Now dumping routines
are 94% functional (note that that 6% left is
reserved for possible future problems...).
I'm gonna write the main dialogs font routine one
of these days, probably tonight or tomorrow..
23.05.2002
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OK, Fixed up the Editor, now 90% of the script
dumping routines are working good.
Apart from that, I have been looking on how the
system gets the text pointers, and founded a
solution after looking at a 500KB trace file.The
routine that it uses to calcolate the pointers is
marked as Nr $4F for now. Now, the only thing left
to understand is where it starts looking for the
values... Ok, fixed that too, it starts from the
block offset readed from $D60000. Problem solved.
^^
I am gonna implement it asap, i am quite courious
to see what happens..
09.05.2002
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Founded another font (12x12).
This time, its the one used during the battles.
ITs compressed too (woo-hoo). But I already
traced the routine and tomorrow I am gonna check
it and implement it for good in my editor. So thats
_3_ font systems....man... -_- and 4 am right now.
Interesting to note that the coders decompress the
tilemap directly from ROM to RAM for the menu
entries and the general static text. Think it
could be a good idea, if we have enough space,
we could implement the few static texts, and keep
up the speed of the game! Well, we'll see.
At this point, i am way too tyred to type further.
Zzzzz----
07.08.2000
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Fixed definitively the Hirgana/Katakana switch.
Now it displays only one card.
On the card there are still a few Hiragana
characters, I'll leave them as they are by now,
and fix that later.
I patched the ROM to save the changes
------> ANNameEF.ips is the patch.
Now, lemme find that name entry font :).
Hmmm finded the font, and discovered that it's
compressed -_-.
Well, I'll start working on this one right away.
06.08.2000
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Started working on the ASM routines.
Blocked the Hiragana/Katakana switch in the Name
Entry screen. Founded the main Dialogue font (easy),
now I'm working on the decomrpession of it
(hard part :/), the two cards are still displayed
tho. As next, will look for the name entry screen
Font and take those two cards away
from the screen. |