Hex editing/tablemaking

pope_hentai

New member
ok so i've got a table made for anpanman the text appears in the rom as letter/blank/letter/blank how do i make the table so as to include the blank (2 hex adresses=1 letter) or for the japanese sometimes 4 hex adresses =1 word (ie KI_little yo thinghy_ = kyo) is there even an editor that can do this?

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You should be able to just put the two hex characters. I have a table for an nes rom and it has an entry

8C8D=(HP)

Where 8C is the graphic for H and 8D is the graphic for P. This seems to work fine loaded in Translhextion.

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okay... and whgat do i do in transelhextion when it doesnt read EVERY occournce of the letter? i've got places where i can plainly see the hex code ofr a certain letter but it doesnt read it as that letter, yet does in other instances

<P ID="signature">bow to wilford brimley!</P>
 
Hmm...i've never had that problem. Are you positive that's what it's doing? I've had it display some weird results (especially when displaying japanese text), but it's always been accurate. I might be able help you if you can be more specific, like, what game and what hex value, etc.

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What game are you talking about because you have 3 different apanman games.

Oeka Kids - Anpanman no Hiragana Daisuki (J)
Oeka Kids - Anpanman to Oekaki Shiyou!! (J)
Sore Ike! Anpanman - Minna de Hiking Game! (J)

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> Hmm...i've never had that problem. Are you positive that's
> what it's doing? I've had it display some weird results
> (especially when displaying japanese text), but it's always
> been accurate. I might be able help you if you can be more
> specific, like, what game and what hex value, etc.
>
ok the game is minna de hiking game, just figured out what the problem was too.... it turned out that in the display the 2 hex addresses for the letter were on diffrent lines of the disply and for some asinine reason it wont display if thats the case.

still wondering on using 4 hex adreses to equal 1 charachter though, cant get that to work and still not sure if it will or if its a similar problem to the one above.... now if only i can get transelhextion to stop crashing...

<P ID="signature">bow to wilford brimley!</P>
 
> still wondering on using 4 hex adreses to equal 1 charachter
> though, cant get that to work and still not sure if it will
> or if its a similar problem to the one above.... now if only
> i can get transelhextion to stop crashing...

4 hex addresses for a single character?! What's with that? Does the game have more than 256^3 characters to choose from? <img src=smilies/retard.gif>

I started playing around with Translhextion again yesterday and was suprised at how often it crashed. I remember it being much more stable than that. Have you given Thingy32 a try? Interface is terrible, but it might not have the end-of-line problem that Translhextion is having.

<P ID="signature"></P>
 
> 4 hex addresses for a single character?! What's with that?
> Does the game have more than 256^3 characters to choose
> from?

well i've tried thingy... didnt really like it but i may hafta figure out how to use it.

as for the 4 hex adresses what it is is that in japanese sometimes 2 charachters combined mean something diffrent then seprate IE: KI and YO together is KIYO but KI and a little yo next to it = KYO. so KYO = KI + yo = 4 hex adresses 17071E07 = a problem <img src=smilies/banghead.gif>

<P ID="signature">bow to wilford brimley!</P>
 
First of all, I highly recommend trying http://stealth.romhack.net/Winhex</a>. It's far better than Translhextion or Thingy32. Hexecute is another good hex editor to try if you dislike Winhex for some reason. Winhex shouldn't have any problems displaying 32bit characters as long as they're in the table.

Secondly, you would probably be best off coding a custom script extractor for the game. Just have it ignore every other byte (the 07h) and you should be able to extract the script just fine.

<P ID="signature"></P>
 
> First of all, I highly recommend trying Winhex. It's far
> better than Translhextion or Thingy32. Hexecute is another
> good hex editor to try if you dislike Winhex for some
> reason. Winhex shouldn't have any problems displaying 32bit
> characters as long as they're in the table.
>
winhex is giving me the same problem i'm attaching the table i've been using and the problem is occuring around offset 00002EFF the first hexadress is on one line and the rest are on the line below so its not reading them properly. i dont know if this continues in other places of the game, as this is the first text appearing onscreen when the rom is played

<P ID="signature">bow to wilford brimley!</P>

C:Serverxampphtdocszopharoldwwwthreadsattachmentsanpan.tbl.txt
 
> winhex is giving me the same problem i'm attaching the table
> i've been using and the problem is occuring around offset
> 00002EFF the first hexadress is on one line and the rest are
> on the line below so its not reading them properly.

Ah. I just saw that there's actually a http://www.romhacking.com/battleground/viewtopic.php?t=561discussion</a> of this very issue on the Stealth Translations messageboard. Apparently, it does that on purpose.

Anyway, it shouldn't really be an issue if you extract/insert the script, as the script extractor doesn't deal with a specific # of characters per line.

<P ID="signature"></P>
 
> I've never heard of a nes/famicom game storing text in such
> a way.. I might look at it later. Also here is a NSF for the
> game.
>
I DID IT!!! figured out why theres the space... the inbetween spaces are a text line above the in game text where the handakuten and dakuten are displayed! i feel kinda slow now... *LOL*


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