Any Brigandine (PSX) fans?

#61
For example:
"ISO-8859-5 Cyrillic" uses the range of 0xA0 - 0xFF
ASCII uses the range of 0x20 - 0x7F

0xA0 in binary is "10100000", 0xA1 in binary is "10100001"
0x20 in binary is "00100000", 0x21 in binary is "00100001"

So, to convert ISO-8859-5 value to ASCII, you simply change the first bit from 1 to 0.

I can insert a process in BGE's EXE that automatically changes first bit in every letter to 0.
("Bitwise AND" each letter with "01111111")

This will let you write Russian directly into "010 Hex Editor" and the text will also show up in Brigandine as Russian too.

All you would need to change is to rearrange the letters on the font chart to match ISO-8859-5.


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#62
There are several nuances ... A little later, I will describe (left to transfer 100 of 600 words)
Okay, now I will describe to not spend time))) First, in the English alphabet of 26 ASCII characters, and the Russian 33. Second character codes will have to try to tim alphabet. In general it is necessary to think, is not so obvious ... And while I'm to translate text ...
But I'm damn glad that you are asking me to help!

#63
phew. conversion of more than ready ... I will deal with the coding. ‎  Smash2 Too bad pointers and did not understand how to look for them given the shift is also necessary as you learn. ‎  Movingeyes It was pretty darn cool to implement such a process in the BGE

#64
Damn I dig through the PSX EXE and I can not understand, names, names of objects and so initially it was scattered on the file or change it to make a patch to use the unallocated space for the big words? ‎  Smash2

#65
I have to dig the forums in search of methods. Used as a Russian-speaking and English sources. And I got it! It will take more than one month only so that I could safely dig in binary code ... ‎  Confused
But there is one thing! Since I started, and I mopped))) What encoding to look Pointers?

#66
In my translation, I sorted the text into categories. Also, I moved the text to make room for long words. ‎  Keep in mind also, names must fit into in-game menus.

Some of my translation-lists are attached. They might help. The names are listed like this:

0x00724C [M.0x016A4C]
* 0008A1EC [4C6A0180]
フã‚ ‎¡Ã£â€š ‎¤Ã£â€š ‎¿Ã£Æ’ ‎¼
Fighter

The numbers mean:
0x(text location in EXE) [M.0x (text location in RAM)]
* (Pointer location in EXE) [Pointer's original value]

Notice that "text location in RAM" is always "text location in EXE" +0xF800.

Notice that the "pointer's original value" is the reverse of "text location in RAM". And also, it has 0x80 added to the end:
‎  ‎  0x 4C 6A 01 80
[M.0x 01 6A 4C]

I call this type of pointer a "Full Pointer". Text with a "Full Pointer" can be moved anywhere in the EXE, when you edit the pointer value. A "Full Pointer" will always end in 0x80.

Another type of pointer is what I call "Half Pointer":
0x096F08 [M.0x0A6708]
* 0003A9DC [08678424]
ã‚ ‎¯Ã£Æ’ ‎©Ã£â€š ‎¹
Class

A "Half Pointer" only shows the last two bytes of the text's location.
0A 67 08
‎  ‎  08 67 8424

Never change the end of a "half pointer" (0x8424). It is a CPU command code. You can only move text with "Half Pointer" a short distance.

Note: BGE often has multiple Pointers for a single name. For example:

0x08BBA8 [M.0x09B3A8]
* 0008BDB0 [A8B30980]
0x08BBA8 [M.0x09B3A8]
* 0008BDD8 [A8B30980]
0x08BBA8 [M.0x09B3A8]
* 0008BE00 [A8B30980]
ナã‚ ‎¤Ã£Æ’ˆã‚ ‎½Ã£Æ’ ‎¼Ã£Æ’‰
Knight Sword

This shows three pointers for "Knight Sword". You will have to edit all three if you move the text.

(2013-08-08, 07:44 PM)Hellborn link Wrote:Can I plunder the space occupied by the words "FreeSpace"?
Yes, you can write text in this space.

Also included is a "Number Converter" tool which might help.

#67
Thanks a lot! I will experiment. How to get to insert my whole transaction translate to the game video preview.
If you need help editing images - please contact us. For me, this is rather easy.

#68
Sorry, I attached the wrong folder. I did not include the texts. Attached is the correct file.

You can resize the game menus so that the Russian text will fit better. But it is a complicated process to find the data that needs to be changed. However, once you find the location, it is easy to change. ‎  I know where some "move text" data is. ‎  You can move text up, down, left right.

For "Number Converter Tool", the "In Save" location is the data location in a "pSX Emulator v1.13" "save-game".

EDIT:Removed attachment. Since I expect you downloaded it already.

#69
I never appreciated how hard it would be to come up with 1000 semi-meaningful names! Near the end, I was reduced to naming a set of twin ghouls Slurp and Burp ‎  Movingeyes ‎  Hopefully I'm finished with the name section now.

Hellborn, like the new angel avatar ‎  Wink

#70
Phew. At the moment I am working on a program to find and edit the text with the Pointer. Tinfoil It will be fun to have a couple of options). Information presented to the last post was helpful as ever. Smile I began to better understand the coding and work better with the binary code. Soon lay out a copy ... I hope for further cooperation! beerchug





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