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Here's a pic of how the chinese patch looks for those interested: So that's where I'm chucking all my extra calls and things at the moment, which is super convenient. Using the half-width one meant that I could free up some space in the function that fetches the font data and reformats it for rendering. I changed that to +=8 for rendering the half-width font. If the game renders text like I'm supposing, making it work with a VWF should be just a matter of replacing a static "x+=16" with a more dynamic "x+=width_table", which only really takes a few bytes to hack and a few more to store the width table. Still, you should be able to make it work even if the original engine doesn't allow so. I did a similar hack with the japanese version of Symphony of the Night, which totally relies on the same trick, although it renders text in a way that requires a lot of extra work for a VWF. The whole operation shouldn't be too difficult if you know how to identify PSY-Q libraries inside the exe (IDA and its flirt signatures can help). If the engine isn't too strict, you can also add a VWF with very little effort. That done, you can alter text rendering so that the encoding doesn't require more gfx requests, then you should map sprites directly to what you have in VRAM (should simply require reworked logic for UV cordinates). Once you're set with that, you need to inject an extra call somewhere, load a font file from disk, upload it to VRAM and make so that the game doesn't ever need to overwrite it with glyphs coming from the BIOS font with the aid of psy-q function Krom2Addr. You'd probably want to check how the game gets access to data on disk (most games don't make straight references to file names, but would rather rely on indexing tables), as it more than likely has a generic routine to do so for all its data. The hack should be relatively complete in a couple of months, and I'm hoping it will generate at least a small renewal in interest for the series. This is my first hack, thankfully it was relatively simple to pull off and the project is almost complete, with just a few minor things left to fix up.įor those that don't know, the PSX version contains a few extra scenes that are not in the original. Enetirnel (Lamont) is the translator of this version, you can find her site here: Ī link to a thread on the Don't Cry Jennifer forums concerning the hack: I absolutely love the concept, and I wish more games were made in its style!įor various reasons, the translation will not be based off the one by Aeon Genesis' for the SFC version.
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For those that don't know, its a 2D point and click horror game that was first released for the SFC.
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Hey people, I'm currently working on a translation hack for the PSX version of the horror game Clock Tower: The First Fear.
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