@BahamutLagoon25 I'm a big fan since the beginning. You have been an inspiration in several moments in my career. Very few people externalize these things. Good to see you are well.
@RetroTranslator Hi Tom, yeah, I think FlavPV still need my help to insert the translated graphics. I'll try to contact him. About collaboration, you already have a Dream Team! You, DDS, FlashPV and Byuu are more than enough for any kind of project. I was luck to get a spot on TMZ :D
@BahamutLagoon25@sli Hi Byuu @BahamutLagoon25, how are you? What tools are you using (debugger and assembler)? I always use your available tools because they are the best. I'm still using your v086 debugger :D If you have something new please let me know. Thanks...
@byuu_san Are you considering diacritics? It would be nice to have the extra space in the menus for the diacritcs for future translations based on your code. Is it viable or too much work to add?
@byuu_san I like it because I can change the code and add any features I need. The code is cool and simple enough to add new stuff. We need something like that for Genesis. At least some base version we can add features ourselves.
@byuu_san Ah, ok. Is a full debugger for the current Higan out of question? I got used to your style and I can't use anything other than Bass and the v086 debugger. A Genesis debugger like the v086 would be a dream.
@SnesProjects@ClydeMandelin That's all I know. Hope it helps somehow, but I'd need more time to understand the routines. If you find something please share with me and I can help with the debugging. Right now I don't have much time to go alone. Good luck.
@SnesProjects@ClydeMandelin By from what I saw it is not Huffman. Seems like a dictionary compression, but it was getting single bytes from different regions of the rom with no visible dictionary around the bytes. The dialogs are in Ascii, so I should have seen a dictionary somewhere.
@SnesProjects@ClydeMandelin But seems that it's not a trivial decompression. I couldn't find a pointer table for the dialogs, so I think the pointers are embedded inside the game's commands. But like I said I just took a quick look. If you find something, please tell us. I'm curious about what they did.
@SnesProjects@ClydeMandelin I didn't try again. The dialogs are decompressed to 0x7e2280, but what I found was that the individual letters are taken from distinct parts of the Rom, with no visible context around these letters. I didn't go deep in the debugging. @SnesProjects@ClydeMandelin
@ClydeMandelin I took a look in the code and seems very different from the original version and Dejap's. I tried to extract for a couple hours and no success till now.
Almost finishing my portuguese translation of Cadash. The original game has only uppercase font and no space in Vram for an easy expansion. I was lazy so I hacked the code to change the characters on the fly in Vram. Works fine.
@Lipatriot A Dejap já não existe mais desde 2004. Star Ocean foi o último jogo que lançaram. Mas eu pretendo lançar um patch colocando um "yes/no" na versão da Dejap. Agora que fiz pra versão em português é fácil fazer pra versão em inglês.