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I did a search on a few other GAxx files and it appears to be the same.
![fantasy garden story english fantasy garden story english](https://149360187.v2.pressablecdn.com/wp-content/uploads/2017/09/whimsical-storybook-cottage-1000x563.jpg)
Try changing 00 22 b2 ff 0x2b2ec to 00 22 b2 f8, and see what happens.Įdit: It also seems that the start of all 'text' base pointer tables, start with 00 03 ff ff. I take it that ascii value of 0x00 is the string terminator? And 0x0D is 'next line'? If you look at the 4 bytes at 0x2b2ec (00 22 b2 ff), you'll see that it last two bytes correspond with the least two bytes of offset 0x2b2ff. The second pointing to the text you posted above (at 02x2bff). Both seem to correspond to starts of string text. Look at two entries in the table 1) at 0x2b2e8 and 2) 0x2b2ec. I never figured out what control codes did, because I wasn't involved in the script dumping process (just the asm work). I've seen this in CF4 chapter 1 and 2, and I think in CF1 as well. I'm not sure what, but it seems to be 00 22 for normal strings. The first two bytes appear to be some sort of control code. Ok, here's what I found out about the pointer format each entry is 4 bytes in length. The bit I changed in the second screenshot was in GA04 starting at 0x2B2FF. "Is this the right filename?" which I put at 0x1615. The stuff from the first screenshot was in the LOAD file, mostly around 0x1600, e.g.
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Nice one! I was stupidly hacking the ISO itself (long story as to why) but I've found the relevant individual files:
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If I get some free time, I'll take a quick look at it and see if I can identify the pointer table and format.Īs far as voices and such, why not do what Burnt Lasagna did with Ys IV? He got a bunch of voice actors over the internet and redubbed the whole game! Pointer blocks are usually easy to identify visually. It might be relative pointers, but I'm betting on it being absolute pointer addressing (given the flat memory model). Since neither of the processors (68k) use bank switching, the pointer system should be pretty easier to figure out. Also, I'd dump the CD ram into a file and open it in a hex editor, rather than looking through the data files - just to see what got loaded, and makes for finding the pointers easier. It's been a few years no sure how far he got with it.Īs far as pointer stuff, once you figure it out - there are apps you can use to extract strings and replacement as well as reorder the pointer table. But Dave Shadoff is the one doing the translation.
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I did the new print routine and added single byte ascii support, as well as upgrade it to SuperCD. I'm not really sure on the quality of the translation of CF2 for the US. Otherwise you'd run into issues matching CF1 with CF2. Or if my bumbling efforts prompt more accomplished people to attack this job and finish it off (relatively) quickly, that'd be great too.īTW I think there are some small script differences between the PCE CD and Mega CD versions, but otherwise, how faithful is the Working Designs translation supposed to be? It might be possible to literally plop the whole WD script and soundfiles into the second half of CFS and have half of the game already translated, but I think it'd only be a good idea if it's a quality translation that keeps the original character names, etc.
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^Exactly, isn't it nuts? I have no freakin' idea how to figure out a pointer table scheme or properly dump a script, unfortunately, but I'll try to learn.