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Make your game speak Japanese!?

 
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zoinkity
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 PostPosted: Wed Jun 04, 2008 9:46 am    Post subject: Make your game speak Japanese!? Reply with quote Back to top

This is hilarious! You can trigger a USA (NGEE) game to use japanese text instead of english. Use this code:
800484D3 0001

Alternately, you can set 0x27740 to 1 in the 21990. Sort of gets around that whole lack-of-editor-support issue ;*)
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fantsu
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 PostPosted: Wed Jun 04, 2008 10:51 am    Post subject: Reply with quote Back to top

WHA?!?!?!?!?!?!?!!!

OMG!

Make this to PD too!

PLZ!
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Kode-Z
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 PostPosted: Fri Jun 06, 2008 9:05 am    Post subject: Reply with quote Back to top

Is it in PAL too?
 
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zoinkity
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 PostPosted: Fri Jun 06, 2008 6:21 pm    Post subject: Reply with quote Back to top

Technically it would work in PAL, but the address is different. PAL also supports all three regions, using 0,1,2. I'll try to work it out later.

Can't say the same works in PD. We don't know enough about the language system.
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SubDrag
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 PostPosted: Fri Jun 06, 2008 6:41 pm    Post subject: Reply with quote Back to top

I don't believe the japanese text is in the PD NTSC ROM. Plus the Japanese version even has a different Joanna, it's odd.
 
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zoinkity
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 PostPosted: Sat Jun 07, 2008 4:14 am    Post subject: Reply with quote Back to top

-not to mention the sound files. It's something of a fluke that it works in GE.

In fact, GE's japanese support is sort of unusual in a lot of other respects. For starters, it doesn't clearly follow any codepage - at least the kanji. If the flag is set at startup it will be able to process 2-byte characters, but if set later will not. It has two different palettes for the same type, uses a somewhat rare NeHe compression method, has a limitted second font size that is processed totally differently, etc. Seriously, it's one of the weirdest beasts in the game.

Oh yes, and if you've tried swapping the J_text banks with english using this code, it -sort of- works fine. There's some kind of glitch that causes flicker on some of the briefing screens, and it swicthes around the strings displayed when items are collected.
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Kode-Z
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 PostPosted: Thu Feb 19, 2009 3:57 pm    Post subject: Reply with quote Back to top

zoinkity wrote:
Technically it would work in PAL, but the address is different. PAL also supports all three regions, using 0,1,2. I'll try to work it out later.

Can't say the same works in PD. We don't know enough about the language system.


Sorry for digging this up, but I'm really keen to see this for myself with my PAL "GoldenEye" and Action Replay! Anyone know the offset between NTSC and PAL for the Japanese text code?
 
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zoinkity
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 PostPosted: Sat Mar 14, 2009 7:04 am    Post subject: Reply with quote Back to top

Sorry, didn't notice this before...

First, I'm an idiot and wrote something stupid in the docs. The language tag is at 80041158 in PAL. 0 is british english, 1 is japanese. Although the game physically has the american english text files in ROM, they aren't linked off the pointer table that follows this address, unless you hacked the file the way I did and forgot about that when writing the docs...
If you want to change it in the large compressed chunk, use offset +0x22508 in PAL's compressed binary at 0x1F850.

+_+

If you +did+ follow those pointers though and set the last letter of each of those strings it will change what text file it looks up. It doesn't fix the word order or anything, just forces the text file to load.
'P' is british
'E' is american
'J' is japanese, but I wouldn't force it to load in place of an english scipt if I were you...

@_@

Also, there isnt' a fixed offset between PAL and USA values, or even USA and JAP values. Each region has stuff that was added, deleted, or modified, so you really can't convert directly between them.
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