6/3/2023 0 Comments 010 editor shift jis![]() ![]() The other thing you'll need to be thinking about is a font-width hack (half-width or variable-width). You'll have to decompress it before you can begin editing it and once it's decompressed we'll have a better idea of what all the parts do which will give us a leg up on editing it. I don't know what all of it does yet, but I can tell you that this entire chunk is compressed and that the decompression subroutine lives at 0x2026190. Hi! So that's not game code surrounding it that's more data for this scene. This game uses an encoding called Shift-JIS, which is how Japanese was represented prior to the advent of Unicode.ĭrawing on my past experience, I did some investigation and then posted a perhaps less-than-hinged reply: You might be familiar with ASCII, the most basic of encodings – each letter in the alphabet is represented by a single byte. The characters on the right represent the bytes we’re seeing on the left interpreted through an encoding. When writing numbers, to distinguish the base we often use 0x as a prefix for hex numbers (0x17 is 23 in decimal) and 0b to represent binary numbers (0b0000_0100 is 4 in decimal). 0, 1), programmers often use hexadecimal because it allows us to represent a single byte in two characters. Hexadecimal is also called base 16 – while we normally use decimal (base 10 – i.e. He was able to find the script, but the issue he was having was dealing with what he called “game code” that surrounded the text he was trying to replace – modifying the sections he marked in red broke the game entirely.Ī quick explanation of what we’re seeing here: on the left, we have the raw binary in the file, represented as a series of bytes in hexadecimal. What Cerber was doing precisely was opening up the ROM in a hex editor (a tool for modifying binary files directly where each byte is represented as a hexadecimal number) and searching for the text he was seeing in-game. He had made some progress on finding the script in the game and replacing it with English characters, but was getting stuck on being able to reinsert text fully. This whole project started with two posts on the GBATemp forum from a user named Cerber (now one of our graphic designers!) asking for help translating an obscure DS game based on the Haruhi series. If you have any questions or comments, feel free to tweet at us! These blogs do get quite technical and include things like code samples, but are written to be intelligible to a general audience. Retrieved October 15, 2019.Howdy folks! This is the first in a series of blog posts that will delve into the technical challenges involved in translating Suzumiya Haruhi no Chokuretsu (The Series of Haruhi Suzumiya). "Harry's Windows Hex Editor Review" (July 2002).^ WinHex 20.6 release package "winhex.zip" contains 14 template files with ".tpl" suffix with parsers for various storage system formats.^ "Additional Templates for WinHex
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