UpdateStar is compatible with Windows platforms. UpdateStar has been tested to meet all of the technical requirements to be compatible with Windows 10, 8.1, Windows 8, Windows 7, Windows Vista, Windows Server 2003, 2008, and Windows XP, 32 bit and 64 bit editions. Simply double-click the downloaded file to install it. UpdateStar Free and UpdateStar Premium come with the same installer. UpdateStar includes such as English, German, French, Italian, Hungarian, Russian and. You can choose your language settings from within the program.
Here you can download detective conan prelude from the past nds rom patch shared files: Detective Conan Ova 9 The Stranger From 10 Years.srt mediafire.com Detective.
Meitantei Conan & Kindaichi Shonen no Jikenbo It's out! Patching instructions are available at I'm pleased to announce that after almost 6 and a half years, I have finally been able to complete this translation hack. I wasn't sure I had the skills to be able to do this, but I managed to figure out workarounds and learn by messing around with the code.
The translation to English was done by the DCTP fansubbing group. It was a massive undertaking for them as this is a very text-heavy game, much longer than the usual manga/episodes/specials/films they usually translate.
This is also unfortunately their final project. Here's our release trailer: The patch will be available at 6:00PM EST June 29, 2015 from Old information: 232/752 script files translated as of June 20, 2011. February 4, 2012 I have decided to fake the handwriting recognition. It actually works pretty well in game.
Anyway, the translators were asking if it was possible to disable the Select button, because they don't want to translate the 'story progression scripts' that periodically get updated as you progress in the game. After you finish an episode, only one version of the complete story is displayed. Hopefully I can figure out something to solve this. Also, have to find out where this missing graphic is. 1) L:全体 in bottom left of this picture: June 21, 2011 Fixed the font problem: However another problem has come up; Handwriting Recognition! This scene is the only one in the game that uses hiragana recognition, the rest use only numbers.
For testing and tweaking attempts, here is a patch that will take you to a little bit just before the screen once you start a new game: What I need help with is changing the hiragana recognition to alphabet letters. The game font does not contain ASCII, only SJIS full-width JASCII. Also, capital letters and lower case letters should go to the same SJIS code (i.e., A and a both could point to the character code 82A0). The recognition information is probably stored in one of these two files: dltjdb.zzz: contains dbtag Nintendo_non_kanji. Made by Decuma.
Dltjdb_jis0big.zzz: contains dbtag Nintendo_jis0. KEIKO if not possible, then KKO but as can be seen in the following image, combinations of 5 or more characters cause problems: If I can't figure out how to change the recognition information, I will have to fake it by keeping hiragana recognition but putting the closest matching letter over it. June 20, 2011 Ran into a slight problem: As you can see in the picture, the font is spaced apart. In the untranslated rom, it looks something like this: ゆ う や み 小 路 In the translated version, spacing remains the same, which with English characters doesn't look very good: Tw il ig ht L an e Hex characters before the screen loads looks like this: 0a02701b0a1c701b0a02701b0b004270055f700a0001 Similar problem is here: At this part, the game script is like this. 0a017018020e7b00090a7c14701200 Where are you thinking of?
Twilight Island Folk Museum 7070700a191803f5700d7803ef7a5d1a7079000d701c117804700d7803ef7a5d1a7079000d76701202 Lighthouse 701a701203 Coal Blue 7020701204 Gift shop 'Fukado' I was hoping the spacing issue would have to do with the hex preceding the text, but it looks like that is not the case, so the spacing is probably stored elsewhere in the rom somewhere, so I'm thinking I will need help from someone with knowledge of ASM to remove the gap between characters in these specific instances. If anyone wants to help, the first screen is taken from the beginning of Chapter 1 in the game, so from the beginning of Chapter 1 (after the prologue), just by pressing A through the dialogue and then clicking the first icon to talk to the first character two times in a row will get you to that first screen. I can provide a complete Desmume save so you can skip to Chapter 1 if needed. June 28, 2010 As you can see by this image, new font has been added. Due to problems with VWF hack, this is just fixed-width with two-character combinations. June 2, 2010 Progress has begun smoothly with text translations and graphics. However, we still need a VWF hack for English characters!
Feb 7, 2009 So I have the game script ready for translation. Unfortunately the font is in tile format with four fonts on top of each other separated by palette, and are all fixed-width. There is no support for standard ASCII characters, only JASCII and other SJIS. If anyone would like to help get a VWF into the game I can get this project started. Here are the files in the common folder in rom order.
The extension zzz means they're lz77 compressed, so I uncompressed them to view their contents. Font_Set12_4.zzz: contains the font tiles, 4 separated by palette. 270336 bytes uncompressed.
Dltjdb.zzz: contains dbtag Nintendo_non_kanji. 28576 bytes uncompressed. Made by Decuma, so most likely handwriting recognition. Dltjdb_jis0big.zzz: contains dbtag Nintendo_jis0. 305944 bytes uncompressed. Made by Decuma, so most likely handwriting recognition. What would the width table happen to look like?
Maybe I'm wrong. If all the fonts are the same size, then there might not be a width table.
However, depending on the width of the existing font, adding a VWF or a FWF may be easier. If the font is an odd size already - such as the 11x11 used by Death Note - then we already have some of the infrastructure needed for a VWF in place already, since the tiles have to be shifted in order to be displayed. If the font is a multiple of 8 in size, like 16x16, then it will be harder to implement a VWF, but in either case it should be almost trivial to implement a reasonably-sized FWF. I'm still working on Breath of Fire 2, and I've got Death Note: The Kira Game lined up next (plus who knows how many other projects I've promised but put on the back burner), so I can't help you with programming, but I can give you hints as to how to proceed. You do have no$gba, correct? Is there any data in the font file that you haven't figured out? I know they individual fonts are padded with palette data, but are there any other bytes in between that seem to follow a regular pattern but aren't part of the palette or font data?
The font files are the obvious place to find the width tables, but if not. Worst-case scenario, the width might be hardcoded and there's nothing for it except ASM hacking. Thankfully, changing a single value might give you the leeway you need to at least fit a better-proportioned 6x11 font (of the variety used by Death Note and many other games). Find where the characters get written to in VRAM, set a write breakpoint for the start of a block of text and trace through. You may have to repeat this multiple times if there are multiple print routines.
DTE is just a specific kind of dictionary compression. Of course, the first thing you'll need to find is the dictionary.:3 (It also helps matters that once you've worked out the DTE system, you can then use it to your advantage.) If you can, figure out where the script shows up in memory and set a read breakpoint for one of the DTE codes. When it loads it, you'll be able to trace through the code and figure out where it loads the dictionary from. Mind you, that won't tell you on its own where to find the dictionary.it might, however, be stored in one of the code files, come to think of it (Death Note stores a lot of commonly-used strings there).
I had a look, and as far as I can tell, its got a hardcoded width of 12 and apparently it uses that width of 12 as some sort of check to see if it should do those lil kanji descriptor thingos, so trying to simply halve the width meant it turned out like this: So, you'll probably need a custom VWF code. If you feel like taking a crack at it, I've traced it as far back as 0x0206D524 which is where the width 0xC gets input. Which then branches to 0x206D63C which is (I think) the text reading routine that pretty much draws it into RAM and so on.
Btw, those addresses are RAM addresses. Well, I've got the font set pretty much. It is fixed-width using two-character combinations. With the way the font is set up, I can have 4032 different combinations. The problem was figuring out how to handle line breaks, next page, and figuring out how to create the font divided by 4 palettes on top of each other, also how to set up the table of the new combinations and quickly generate the new font.
I also tested the game throughout the first text file, and it functions perfectly. New image preview of first line of text. Well, I didn't know an easy way to create the thousands of character combinations necessary, until someone sent me this link: It included sample Java code that could generate tables with appropriate hex values, so I modified the code to fit the hex values supported by the game. Then I used PS with 4 different text layers set on overlay mode with opacity of 50% each to come up with a 16 color palette to overwrite the old font graphics. I copied the output from the Java program for each of the 4 tables to each of the 4 text layers in PS.
I am using the Proggy Opti Small bitmap font with some modifications. Kingdom Hearts 2 Final Mix Save File Pcsx2 Download With Bios there.