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Old 01-19-2005, 11:28 AM   #1
janitor
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Default N64 pointers and tiles?

I've never worked much with an N64 ROM. I do remember asking about it here a long time ago and hearing that no one knew how to do pointers. I believe an entire translation (Zelda 64 into Russian?) was done with no knowledge of pointers at all.
I'm wondering if that has changed. Does anyone know how to do N64 pointers yet?
Also, I've translated SNES games before, so I'm familiar with changing the kana to our alphabet with a tile editor. Can it be done the same way for N64, or is there a better way?

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Old 01-19-2005, 01:48 PM   #2
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Default Re: N64 pointers and tiles?

> Can it be done the same way for N64, or is there a better
> way?

Unfortunately, the vast majority of N64 games are compressed. Ocarina of Time is no exception, but in that case someone already knew what kind of compression it was and was able to break it.

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Old 01-19-2005, 02:25 PM   #3
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Default Re: N64 pointers and tiles?

> Ocarina of Time is no exception, but in that
> case someone already knew what kind of compression it was
> and was able to break it.

Would it be possible to find out what kind of compression it is? I'm working on Wonder Project J2, which, along with OOT if I remember correctly, was one of the first N64 games ever. It's also an extremely simple game, using more 2D than just about any other game on N64, so I doubt they'd need to use very complicated compression.

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Old 01-19-2005, 03:01 PM   #4
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Default Re: N64 pointers and tiles?

> Does anyone know how to do N64 pointers yet?

The "easy way" would be to find what it is that's being pointed at, then set an emulator to break on a read from that address, then look through the code that does the reading to see what pointer table it is referencing.

> Also, I've translated SNES games before, so I'm familiar
> with changing the kana to our alphabet with a tile editor.
> Can it be done the same way for N64, or is there a better way?

Well if WPJ2 is uncompressed as you suspect it is then you should be able to find the character set in the ROM with a graphics viewer of some sort. I've no idea which one, or what particular format it would likely be in...

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Old 01-19-2005, 04:42 PM   #5
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Default Re: N64 pointers and tiles?

Most games use a slightly different compression method for their own purposes. For the most part though, it'll probably be some close variation of RLE (for which there is lots of documentation on).

Before finding anything out about its compression though, you're going to need to find the data. For the tiles, see if you can find them in a tile editor. For the text, see if you can find them with a relative search. If the answer is yes to either of these, then that particular thing is not compressed. If the answer is no, then find the data with a corrupter and go from there.

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Old 01-20-2005, 01:08 AM   #6
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Default Re: N64 pointers and tiles?

> Unfortunately, the vast majority of N64 games are
> compressed. Ocarina of Time is no exception

the graphics are compressed, yes, but the text is all there right in the ROM

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Old 01-20-2005, 08:39 PM   #7
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Default Re: N64 pointers and tiles?

> Would it be possible to find out what kind of compression it
> is? I'm working on Wonder Project J2,

I'd love to hear any progress you might make...I was always dissapointed that this game was never released in the US...even more so now that I've played Lord Tech's translation of WPJ1.

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Old 01-20-2005, 09:54 PM   #8
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Default Re: N64 pointers and tiles?

> Well if WPJ2 is uncompressed as you suspect it is then you
> should be able to find the character set in the ROM with a
> graphics viewer of some sort. I've no idea which one, or
> what particular format it would likely be in...

Tile Molester should do the trick.

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