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Scripting and Reverse Engineering / Location of FF8 text data from world overview?
« on: 2005-03-24 19:29:36 »
We don't translate all game yet, because many people don't have time. Still working on translate the field files. And we don't translate all texts from 'mngrp.bin' (Menu folder) and 'kernel.bin' yet. We have 60% done. But now I write a programme to easier translate texts in FF8. Now, it's almost save .msd file So I think it's 50% of programme done .
[Edit: programme now can save .msd file ]
Where the texts end? I give you something . Get Translhextion and at menu Script/Open Thingy Table open this table:
FF8 Table and you can check where texts is ended (table includes polish diacritical fonts, so if you want use it, you must little change this).
Now I look inside 'wmsetus.obj' and I see which pointers is for the text section. On address 0x34 you have start of this pointer (screen) - it's B8 21 so it means 21B8 address - and this is start of text section. If you'll see on 0x38 - there is a pointer to some things after text section - B0 3B, so at 3BB0 starts some after texts section. At the same addresses you have analogical pointers at 'wmsetgr.obj'.
Big thanks for nice words :love:
[Edit: programme now can save .msd file ]
Where the texts end? I give you something . Get Translhextion and at menu Script/Open Thingy Table open this table:
FF8 Table and you can check where texts is ended (table includes polish diacritical fonts, so if you want use it, you must little change this).
Now I look inside 'wmsetus.obj' and I see which pointers is for the text section. On address 0x34 you have start of this pointer (screen) - it's B8 21 so it means 21B8 address - and this is start of text section. If you'll see on 0x38 - there is a pointer to some things after text section - B0 3B, so at 3BB0 starts some after texts section. At the same addresses you have analogical pointers at 'wmsetgr.obj'.
Big thanks for nice words :love: