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How Do I Dump/Insert Text To Translate Japanese Ds Game Without Using A Hex Editor?
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<blockquote data-quote="MrVtR" data-source="post: 9561364" data-attributes="member: 433627"><p>This extra /00 won't dissappear unless you build a plugin to remove it and insert it when you run the script</p><p>It's absolutely normal and it represents the End of String on the file(That you stabilished on "String Terminator" inside kryptar7), no need to worry about it</p><p>For me, I make a lot of scripts for 3ds and switch, normally, the String terminator on it is 00 00 00, so, Kruptar ends all the strings with /00/00/00</p><p></p><p>[MERGED]auto[/MERGED]</p><p></p><p></p><p>About the ptReference, it's an value to sum with the pointers values, this is called Relative Pointer</p><p>Like: ptReference is 3000 and first pointer have 0F value, so in 300F position it's supposed to start an text that's mapped to the 0F pointer</p><p>Normally, only few games use this kind of pointer, the normal case is the Absolute Pointer: ptReference with 0 and sum with the pointer value</p><p>If you were able to extract the texts without bugs with ptReference: 0, leave with this value</p><p></p><p>[MERGED]auto[/MERGED]</p><p></p><p></p><p>Just for you to compare, this is an print from my Bravely Default translation project to Brazilian Portuguese</p><p>You can see that my String terminator is 000000, but all the texts ends with /00/00 only</p><p>This is an adjustment that I made on the Characters table, each char have 2 bytes, one for the letter and one 00 byte, so letter A would be 41 00. With this adjustment on the .tbl file, my kruptar project can work with only /00/00 on the end, cuz the letter before the string terminator already have an 00 byte on it, so if my phase ends with A, I would have in bytes: 41 00 00 00</p><p></p><p>About the ptReference, on Bravely Default, the game use in every file the Relative Pointers, so I can't leave ptReference with 0 value, however, the value that I must use is in hex header of the file(In little endian format on print 2), and you can check on ptReference from print1 that I put the exact hex code to work</p><p></p><p>[ATTACH=full]273830[/ATTACH]</p><p></p><p>[ATTACH=full]273832[/ATTACH]</p></blockquote><p></p>
[QUOTE="MrVtR, post: 9561364, member: 433627"] This extra /00 won't dissappear unless you build a plugin to remove it and insert it when you run the script It's absolutely normal and it represents the End of String on the file(That you stabilished on "String Terminator" inside kryptar7), no need to worry about it For me, I make a lot of scripts for 3ds and switch, normally, the String terminator on it is 00 00 00, so, Kruptar ends all the strings with /00/00/00 [MERGED]auto[/MERGED] About the ptReference, it's an value to sum with the pointers values, this is called Relative Pointer Like: ptReference is 3000 and first pointer have 0F value, so in 300F position it's supposed to start an text that's mapped to the 0F pointer Normally, only few games use this kind of pointer, the normal case is the Absolute Pointer: ptReference with 0 and sum with the pointer value If you were able to extract the texts without bugs with ptReference: 0, leave with this value [MERGED]auto[/MERGED] Just for you to compare, this is an print from my Bravely Default translation project to Brazilian Portuguese You can see that my String terminator is 000000, but all the texts ends with /00/00 only This is an adjustment that I made on the Characters table, each char have 2 bytes, one for the letter and one 00 byte, so letter A would be 41 00. With this adjustment on the .tbl file, my kruptar project can work with only /00/00 on the end, cuz the letter before the string terminator already have an 00 byte on it, so if my phase ends with A, I would have in bytes: 41 00 00 00 About the ptReference, on Bravely Default, the game use in every file the Relative Pointers, so I can't leave ptReference with 0 value, however, the value that I must use is in hex header of the file(In little endian format on print 2), and you can check on ptReference from print1 that I put the exact hex code to work [ATTACH=full]273830[/ATTACH] [ATTACH=full]273832[/ATTACH] [/QUOTE]
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How Do I Dump/Insert Text To Translate Japanese Ds Game Without Using A Hex Editor?
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