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    YnT - Arabian Nights English patch
    ========================================
    Diary.
    -------
    
    13.03.2007
    -----------------------
    ...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
    -----------------------
    Sean (the guy working on the AN Title mod)found another
    Title Screen bug...damn it!
    
    18.02.2007
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    Ok, the True Type to SNES converter is ready!
    Now i can prepare the right font for both Dialogs
    and Diary!
    
    14.11.2006
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    Fixed the Title screen decompression, now it
    dumps it correctly.
    
    22.04.2005
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    A TRANSLATOR CONTACTED ME!!!!!!!!!
    And this time he seems quite interested too.
    
    20.02.2003
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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
    -----------------------
    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.


    YnT ®
    YnT is Yonin no Translators started by DarkMazda and TruPlaya.
    Continued by Kammedo and TruPlaya back in 1998.
    Pursued by Byuu and Kammedo since 2000.
    Propulsed by Hector and Kammedo since 2003.
    And still rocking.
    (C) 1998-Forever
    You are visitor number since August 16, 1998