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General => EverDrive 64 => Topic started by: ozidual on November 02, 2017, 02:10 AM

Title: Sim City 64 (64DD) Translation
Post by: ozidual on November 02, 2017, 02:10 AM
Current Patch v0.6.38

You can download the latest patch: here (https://www.mediafire.com/file/ei36rgy6yyk1j5g/NUD-DSCJ-JPN_%28VWFv0.6.38%29.zip/file)

ED64 users: Even if you have an ED64 v3.0, you need to hit reset when you are done for so your Save Game is written back to the ROM.  This is necessary for all 64DD cart hacks.  One trick to help you remember is to put a sticky note over your power button.  When you reach for it, it'll remind you to hit reset first.

Patches apply to the v1.1 cart hack and the original disk dump.


SimCity 64 Translation


What is SimCity 64?
It is a version of SimCity 2000 that was customized by HAL Laboratories.  HAL developed the SFC/SNES ports of SimCity 2000 released in 1995/1996.  Doda, a subsidiary of Genki, developed the N64 port of SimCity 2000 which was released in 1998.  SimCity 64 was developed by HAL and was released in February 2000.  I haven't been able to find any info on whether HAL had access to Doda/Genki's version of SimCity 2000, or if they ported their own code (or started fresh).  I also don't know if Doda/Genki pulled code (or inspiration) from HAL's SimCity 2000.  It's also difficult to tell whether HAL was working on SimCopter for the 64DD.  I'll try to post stuff as I find it though.  One article mentions Shigeru Miyamoto was involved in trying to release SimCity 2000, SimCopter, and SimCity (probably SimCity 64) for the 64DD, but it is an article from the US from 1997 which could easily have gotten things wrong.

http://gdri.smspower.org/wiki/index.php/Doda

HAL created the original Sim City (SNES) by customizing the original Sim City.  So Sim City 64 was meant to be a sequel to Sim City (SNES).  The reason SC64 was never released in the U.S. is that it was created for the unsuccessful 64DD.  <-- so much wrong with this.  Sorry about that, I'm working to correct it.  Picking up snippets about a game while searching for manuals and text from the game does not make for good research about the game's development.

It was also the first 3D Sim City and had other features not seen until later Sim City releases.  It includes a few minigames not seen in other Sim Citys and has a distinct Nintendo feel to it.


What is currently being accomplished?
My plan is to do all of the hacking required to translate Sim City 64.

This means all text in texture format will be translated.  The game will have VWFs wherever text is used.  Any other minor translations necessary for the hacks will also be done.  To do this, I am using Sim City 2000 (PC) as a basis, and then turning to Sim City (SNES) for further guidance.  When this hack is complete, a translator should be able to translate all of the existing text, and it will hopefully look and feel like the game was released in the U.S.

I will not be translating the full game.  The majority of the current text translation has been from krom.


Status


Text to translate
Here is a link to the in-game text extracted so far: Here (http://www.mediafire.com/file/jbil7832f22k58k/SimCity64DD_-_TextToTranslate.zip)
New Text to Translate plus File List: here (http://www.mediafire.com/file/8jc38tlhj095c89/Sim%20City%2064%20text%20and%20file%20list.zip)
Note: this does not include text in texture format such as menu text.

Tools
RLE Compressor/Decompressor (http://www.mediafire.com/file/2m68mllf2nel1ov/RLE_Functions.xlsm)
Texture Descrambler (flipper) (http://www.mediafire.com/file/t932fwncdc3wq2o/Texture_Descrambler_%28flipper%29.xlsm)
Other (http://www.mediafire.com/file/bwev7m3mcb2m8ad/SimCity64_Text_Textures_%2864DD_rom%29.txt)

Currently Working On: Nothing though I may help out a little with the translation.

HUD 'City Needs' Text: 100%
Main Menu: 100% - v0.6.20 released
Left Menu: 105%*** - v0.5.11 released
Month/Year/Population Texture: 100% - v0.5.11 released
Texture Converter**: 2 completed, 1 new one created
Variable Width Font: v0.5.11 released
Ascii Font Fix: v0.5.11 released
Mayor/City Name: 100%

** The textures in Sim City 64DD are compressed in 1 or 2 different ways.
*** Completed and unused texture found

Textures

Main Menu: Completed [v0.6.20] (2018-03-18)
Sound Menu: Completed [v0.6.20] (2018-03-21)
Save/Load Window: Completed [v0.6.00] (2017 - 12 - 16) [v0.6.18] (2018 - 02 - 16)
Bonus Buildings Window: Completed [v0.6.00] (2017 - 12 - 16)
Presents Window: Completed [v0.6.00] (2017 - 12 - 16)
Power Plants Window: Completed [v0.6.00] (2017 - 12 - 16)
Arcologies Window: Completed [v0.6.01] (2017 - 12 - 23)
Map Select Window: Completed [v0.6.01] (2017 - 12 - 23)
Import Character Window: [v0.6.01] (2017 - 12 - 23) Completed [v0.6.30] (2018 - 05 - 25)
Scenarios Window: [v0.6.01] (2017 - 12 - 23) Completed [v0.6.28] (2018 - 05 - 22)
Map Window: Completed [v0.6.01] (2017 - 12 - 23)
Population Window: Completed [v0.6.02] (2017 - 12 - 25)
Neighbors Window: Completed [v0.6.02] (2018 - 01 - 13)
Graphs Window: Completed [v0.6.06] (2018 - 01 - 19)
Dr. Wright's Advice Window: Completed [v6.0.06] (2018 - 01 - 19)
Unknown Textures with Smileys and Exclamation Marks: Found/Untranslated
Dr. Wright's Financial Windows: All Completed [v0.6.07] (2018 - 01 - 26)
Bridges Window: Completed [v0.6.09] (2018 - 01 - 27)
City Status/Evaluation Window: Completed [v0.6.09] (2018 - 01 - 30)
Casino: Found - No texture text
Options Window: Completed [v0.6.09] (2018 - 01 - 31)
Disasters Window: Completed [v0.6.09] (2018 - 01 - 31)
Cursor Speed Window: Completed [v0.6.09] (2018 - 02 - 01)
B to Cancel\Quit\Exit\etc.: Completed [v0.6.10] (2018 - 02 - 02)
Name Screen: Completed [v0.6.18] (2018 - 02 - 16)
Query Window: Completed [v0.6.31] (2018 - 05 - 25]


Extras


Existing Translations

krom did a great beginning translation around the time the cart versions of the 64DD games came out.  His translation hack can be found here (https://github.com/PeterLemon/N64/tree/master/Translate/SimCity-64). (updated 2017-11-01) (included in current patch)

LuigiBlood provided some additional translated material here (https://64dd.org/tips_sc64.html). (included in current patch)

There is a main menu translation here: http://s9.zetaboards.com/Nintendo_64_Forever/topic/7438598/1/ (included in current patch)

There is a small walkthrough for importing characters from Mario Artist Paint Studio: here (https://ksnk.jp/ddlab/supp/en.html).


Neat Links

http://mayuto64.web.fc2.com/sc64/
Japanese website devoted to Sim City 64 (Run it through Google Translate).  It's focused mostly on the scenarios, but also offers some good tips for gameplay.  There is a helpful City to neighbors spreadsheet in there too.

https://ksnk.jp/ddlab/index.html
Japanese website devoted to storing as much data about the 64DD as possible (again, google translate is your friend).  There's a link to some good tips for Sim City 64, and some of the other games.  There's also some neat info/pictures on what connecting to Randnet (Land Net) would have been like back in the day with its forums and all.

Tips and Tricks/Instruction Manual Stuff

Map Controls:
  - Control Stick => Moves like a mouse
  - DPad => jumps from square to square, sometimes in odd ways if the screen is at a weird angle
  - R + Control Stick, R + DPad => Move the whole screen
  - C-Left, C-Right => Rotate the screen
  - R + C-Left, R + C-Right => Rotate snap to the 4 cardinal directions and 45 degrees off of them (8 total)
  - C-Up, C-Down => Change your view from city streets to side angle view of the buildings to top down view
      - Can be finicky.  Make sure you are not pressing any other buttons when you press these
  - L, Z => Brings up the Left Menu
  - A => Place a building or do whatever command you chose in the Left Menu
  - B => nothing?
  - R + C-Up => Help (still in Japanese)
  - R + C-Down => City Map screen
  - There is a Cursor Speed option under File in the Left Menu

Walking Controls
  - D-Pad, Control Stick => forward, backward, and turn left/right
  - C-Left, C-Right => strafe
  - A => talk to people
  - C-Up => switch view away (will change night back to day)

MiniGames:

Find a Person
  - After you build your house, Dr. Wright will ask if you want to play this game. 
  - If you choose yes, he calls you down to street level and show you a person.
  - A yellow/green bar will appear with a dot on it and a mini-figure on the right side.
     - As you move towards the person, the dot will move towards the mini-figure.
     - A heartbeat sound seems to half-heartedly point you in the right direction too.
  - When you find the person, talk to them.  Sometimes you get money, sometimes you have to find a 2nd person.
  - See walking controls above, and I believe C-Up exits the game (as well as B).

Casino - High/Low Card Game
  - Once you build a Casino, a guy appears on the edge near the sign on the ground
  - At night, talk to the guy and respond that you want to enter (currently untranslated)
  - High/Low is a simple card game.  Bet is $100 and doubles with each win, but reverts with one loss. 
  - One card face up, 4 face down.  Pick a card. 
  - If it is larger than the face up card, you win.  If it is the same, you push.  If it is less, you lose.
  - Controls:
     - A, DPad, Control Stick => Choose a card
     - B => Cancel or Exit the game

SimCopter *
  - It is not the full game, you just fly around your 3D map.
  - On some Airport zone spots, there is a helipad.  It is a single 1x1 structure.
  - Go down to the ground and talk to the guy there.  The top option says that you want to fly.
  - Fly controls:
     - DPad/Control Stick => forward, back, side to side (helicopter will tilt with flight)
     - C-Up, C-Down => fly up or down
     - B => Stop flying

* From Instruction Manual - you can also ride certain cars and trains.  Controls are untested.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 02, 2017, 09:16 PM
Completely unrelated I think - 19 hours ago krom updated his translation to add more text.  You can find the updated patch in the original link in my first post.  Thanks krom!
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on November 02, 2017, 11:36 PM
Ozidual, I've just sent you a PM, please have a look if you have the time.

And thanks for the heads-up about Krom's new post.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 05, 2017, 04:54 AM
I made a few slight changes to the main post to add what I'm currently working on/planning to work on. 

I figured "what the hell" and started working on a VWF.  I'm in the middle of information gathering right now, but I've already identified a lot of the necessary variables and some of the code.  I'm hoping to have something in the next week or two.

Unrelated: krom updated his disk patch about 24 hours ago so it applies to the "Clean" disk ROM instead.  It used to apply to the original disk rip which had save data on it.  No changes to the translation from a few days ago.  If you're having trouble patching the ROM, post here or PM me.  I have some expanded instructions that make patching krom's xdelta3 patch a little easier, but I'd need some time to put it together.  Thanks Kerr Avon for the help there!
Title: Re: Sim City 64 (64DD) Translation
Post by: krom on November 05, 2017, 07:14 AM
Hi everyone,
I just joined this forum after being pointed to it by Kerr Avon, in the issues section of my Github.

I had no idea anyone else was working on the Sim City 64 translation, so I think it is great that others are interested!

ozidual, your VWF work would be really great, & help the translation become more detailed & accurate in accordance to the original text.
Also any help with the compression used for any gfx would be ace.

I am happy to work more on this translation, & it would be great to bring this gem of a game to the English masses.

Thanks for all the kind comments too =D
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 06, 2017, 05:11 AM
Hey krom, welcome to the forum!

That would be awesome!  I'd love to work on the Sim City 64 translation with you.  It's up to you if you want to follow this thread here where I plan to update my progress on things.  Otherwise we can keep in touch through email.  My plan is to finish the VWF, then figure out the texture converter(s).  Let me know if there's anything else I can do to help out too.

If you want, I'm over halfway done with a text converter that allows you to turn Sim City 64s English text back into hex.  It's actually just a modified version of what I used for both Zelda games, Doshin 1 and 2, and a few Aleck 64 games.  It starts off as a hex to text converter which is how I ripped the Japanese text.  Then you modify the text, run a script, and it converts back to hex with 0As and 00s for line breaks and ends.  It also adds in 00s if necessary to finish the 4-byte word out so it matches Sim City 64's standard.

I've also considered trying to replace the Sim City 64 ascii font.  It just looks terrible on some screens:

(https://i.imgur.com/OJuPnv9.png)

Same window in Japanese:

(https://i.imgur.com/JpdMKsS.png)

Progress is continuing with the VWF.  I'll post 50% when I get to the point where I'm writing code, and 75% when VWF testing starts.  I'm still in the discovery phase tracking down variables and code, but I think I have the majority of it.

EDIT 2018 08 14: Added the 2 screenshots and the text describing the Japanese window.
Title: Re: Sim City 64 (64DD) Translation
Post by: krom on November 07, 2017, 03:18 AM
Hi ozidual,

I got your email address, thanks for that. Also thanks for all the info =D

Your plan sounds cool, I'll keep checking back here to see your progress.

Your text converter sounds great, & would make things much easier =D
I agree about the font, it does look pretty ugly in places lol.
Good luck with hunting down the rest of the variable code for the VWF stuff.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 07, 2017, 05:30 AM
Thanks krom!  I got your email too.  I'll go ahead and finish up the text converter at some point as well.  It is the least I can do since the translation, in my opinion, is always a lot harder than the actual hacking :)

OK, I have to write this down because it is so simple it's awesome.  The Japanese character textures are stored in ~24 bytes each, but expand out to 144 bytes.  They do this because each byte is expanded out to binary.  Here's an example expanding a single byte out to 8 bytes:

0x7E (which is 0111 1110 in binary) becomes: 00010101 01010100 

This texture then shows up as a dash since 00 is blank and 01 is a line.  It's slightly more complex than that, but not by much.  I've only really torn apart ~10 games, but I've never seen this before.  I'm just awestruck by its simplicity. 

It goes a long way to explaining why I've never made much headway on Sim City 64.  You can't just do a search for textures you see on the screen.  Every single little texture is individually compressed.

Now to find the Ascii letters.  Then throw together a quick script to expand out all of the letters so I can figure out where the blank space is in the Ascii font.  It's all part of the VWF.
Title: Re: Sim City 64 (64DD) Translation
Post by: nuu on November 07, 2017, 12:12 PM
Cute compression (although I see only two bytes in your example).

Good luck to both of you!
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 07, 2017, 09:22 PM
OK, and now I found out why the Ascii font looks so horrible.  It is stored pretty much uncompressed as a full 8 bits per pixel texture with shading and everything.  It would look pretty decent if displayed like this, but it is not.  It is then converted to a 1 bits per pixel texture.

Now shading helps give text a rounded edge and make it look better.  This function takes every piece of shading whether it's faint or mostly filled in, and turns it into a fully filled pixel.  This makes it look blocky and clunky. 

For example, the letter 'm' has rounded tops.  This is usually accomplished with shading.  When it is run through this function in Sim City 64, those rounded tops are replaced with a single, blocky line along the top.  That's why it looks so horrible.

The game supports displaying the font in nearly its full 8 bits per pixel texture.  I'll need to make some slight modifications, but it looks pretty good.  Can't wait to show it off :)
Title: Re: Sim City 64 (64DD) Translation
Post by: nuu on November 08, 2017, 12:27 AM
A mistake? Or maybe it's used or was intended to be used in its full 8 bpp format as well at some point. Where in the game is it used? I haven't seen any ascii in any youtube clip of the game.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 08, 2017, 01:42 AM
I haven't seen a full play through of the game anywhere, so it's very possible that it's used elsewhere.  I tried to find any alternate text scheme that might have used the text the proper way, but haven't found it yet.  I think you're right that it was meant to be full 8 bpp.

My thought is that it was used in debugging.  The debugging text that's left in the code is mostly in English.  I'm thinking that they changed a color palette pretty close to the game's release that added a red shadow to the Ascii text.  Their quick fix was to force the ascii text textures to be 00s and 01s which avoids the red shadows.  The code they used to convert it could have easily been used to adapt the character textures to remove the red shadows, but they didn't have time to devote to that before release.  That's my guess, but there are probably other explanations.
Title: Re: Sim City 64 (64DD) Translation
Post by: krom on November 08, 2017, 04:55 AM
Hi ozidual,

Wow sounds like you are making amazing progress!

Very interesting stuff about the bit packed font compression, thanks so much for this info =D

Also what you found out about the 8BPP uncompressed font is very interesting too, I did wonder why it looked so blocky...
The N64 RDP itself, has 4BPP TLUT textures as it's lowest depth native texture format, so it is very strange it goes down to 1BPP!
I reckon you are right about why they chose this approach due to time constraints before release.

I can't wait to see you show off the better quality font output, keep up the great work =D
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 08, 2017, 05:51 AM
I'll admit, I'm not the greatest at understanding textures :) I simplified what I was talking about a bit too.  I have a working knowledge of hacking which is basically what I see while digging in code combined with the bits and pieces I pick up here and there.

When I say 1bpp, the game is providing what is basically a 1bpp texture to a display that's reading at least 8bpp.  The Japanese text textures use bytes that are either 0x00 or 0x01. 

It can read at least 0x00 through 0x0F (I haven't played with more than that).  0x00 through 0x0D are read as white through black, 0x0E and 0x0F are shades of red.  The Ascii text is stored as 0x00 through 0x0F.  I modified the Ascii text textures so they are instead 0x00 through 0x0D by changing 0x0E and 0x0F to 0x0D.  I then got rid of the function that replaces everything 0x01 through 0x0F with 0x01 so most of the texture displays now white, black, and all the shades between.  I could have modified the function to instead leave everything alone, and replace 0x0E and 0x0F with 0x0D, but I'm not sure what else might use that function.

Here's a patch that shows off the textures.  It's my font fix combined with your latest English text:

http://www.mediafire.com/file/nilxmk1tcc37a54/Sim_City_64_%28T%2BEng2017-11-01%29%28FontFix%29.zip

It's in bps format, and can be applied to either the cart or "clean" disk ROM from LuigiBlood's site using FloatingIPS.  The one with "clean" in the file name is for the disk, the other is for the cart.  I'll label that better next time.  It's also very lightly tested, so feel free to break it and let me know what doesn't work :)

I'm testing some VWF code right now.  I have the table and code injected into a ROM.  My current roadblock is a variable that stores the "write" location for the next texture in a line of text.  My code revolves around this variable, but I just found out it gets replaced from time to time with a hard coded variable multiplied by the number of text characters in the line.  I'd just skip over that, but it seems to be integral to setting and re-setting (after 0x0A's) the start location of the text.  Plus my code needs a little more tweaking.  Still, I'm hopeful to have it done this week (or weekend).

EDIT: I think I have it.  It's now just a matter of adding another check to the code, and tweaking lots of letters.  I won't know for certain until we can test it with other text boxes like the Help text box or the Pedestrian text box.  I may have to tweak the ascii font a little more too - I'm curious what others think.  I also wanted to add another thanks to krom!  Without him, none of this would be possible :)

EDIT EDIT: VWF Snapshot
(https://i.imgur.com/NiwNGJ2.png)

EDIT 2018 08 14: Replaced the link to a picture with the actual picture.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on November 08, 2017, 02:38 PM
This is all fascinating, and the screenshot you uploaded (VWF Snapshot (http://www.mediafire.com/view/sv4w673aj13c7ta/SimCity64VWF.PNG#)) looks so much better. It's surprising (I think) how having proportional fonts makes something much more pleasant to read than fixed width fonts.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 09, 2017, 07:09 AM
Quick update before heading to bed.  Most of the code is finished and the font textures are pretty close to finished.  There is still some spacing that needs fixing, and I need to make sure we can write a little over twice as much ascii text into the text boxes without overwriting important code.  That last part is what I spent the night working on.  No good answer yet, and this may be the piece that takes some time.  Here's the latest VWF Snapshot #2:
(https://i.imgur.com/UEUZ98V.png)

EDIT 2018 08 14: Replaced the link to a picture with the actual picture.
Title: Re: Sim City 64 (64DD) Translation
Post by: krom on November 09, 2017, 09:28 AM
Hi ozidual,

I just read your latest update, & tried the patch that shows off the new textures, great stuff!
Also the screenshot of the VWF looks really ace, & shows lots of progress, thanks so much for sharing.

Your work will help the translation look really polished, thanks so much for doing this =D

Also if you or anyone else wants to learn about the GPU capabilities of the N64's RDP, you can check the SGI – Nintendo Ultra64 RDP Command Summary V2.0 PDF document here:
http://ultra64.ca/resources/documentation/ (http://ultra64.ca/resources/documentation/)

Good luck with your VWF work =D
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 10, 2017, 02:57 AM
I think it's final.  I had a few breakthroughs that dominoed into a final patch.  I'm a little sleep deprived, so it is possible I missed something, but I tried to double check as much as possible.

The variable width font + ascii font fix + krom's latest English patch is here (http://www.mediafire.com/file/ndgc4q7pu30u4zf/Sim_City_64_%28T_Eng_VWF_2017_11_09%29.zip)


A few things to note:

1. I upped the max number of letters per line to 0x3D (61 letters), which can only be accomplished with all i's or all l's:
(https://i.imgur.com/K1A8Yjw.png)

2. You have to be very careful to use 0x0A's to end each text line.  I'll try to add a counter to the text editor I'm working on so you know exactly how much is available.  It's possible that this change may break some of the existing Japanese text if they didn't code it properly.  It looks like they did, but who knows.

3. In order to deal with the choice text screens, I turned 0x2020 (i.e. space, space) into a tab.  Anytime you put 2 spaces together, it'll turn into a tab.

4. I had to add a table and some extra code for the VWF.  They're in a different place for the Cart and the Disk because each of them had some issue with the place I chose.  It's possible that the game could get angry with these locations.  I tried to place them in the error text area, but I guess for some reason it's still sometimes used.  I may try to disable that to free up some space.

5. It may need some further tweaks as we do English text for text boxes besides Dr. Wright since it may use different intial values.  The max length variables were buried in the code as addiu's, and there were two of them because why trust just 1 :)

Partially because of the things mentioned above and partially because it is untested with non-Dr. Wright text boxes, I decided to call this patch VWFv0.5.  Despite that, it seems to be pretty solid.  As usual, let me know if you run into any problems.


Changelog:

1. Upped the max number of characters per line
2. Variable Width table and code added
3. Modified the code to allow the unchanged Ascii characters to be displayed
4. Modified the Ascii character textures to display properly
   a. Within the textures, 0xF and 0xE were replaced with 0xD
   b. g, p, q, and j were modified to fit better 


Still to do (after a short break):

Sim City 64 text editor
Texture converters


EDIT 2018 08 14: Replaced the link to a picture with the actual picture.
Title: Re: Sim City 64 (64DD) Translation
Post by: krom on November 10, 2017, 04:39 AM
Hi ozidual,

I just tried out your VWF patch, it looks really great, thanks so much for doing this =D
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 10, 2017, 05:50 AM
I'm just happy to help :)

By the way, I figured out one of the texture compression functions.  It's very similar to the Japanese character texture compression function.

It starts with 1 count byte. 

If the count byte is less than 0x80, lets say 0x07.  Count the next [count byte + 1] (e.g. 0x07 + 1) bytes and copy/paste them directly. 

If the count byte is over 0x80, lets say 0xFD.  Take the inverse of that count byte (e.g. 0xFD -> 0x03).  Now repeat the next byte that many times + 1 (e.g. 0x03 + 1) times.

The next byte in line becomes the new count byte.

So, 0x00FA0200FEBB00FF becomes 0xFA000000BBBBBBFF.

This is the compression scheme for at least the following: Dr. Wright's facial expressions, the icons for the Left Menu, and the text for the Left Menu.

I think I also found the byte that defines the width of the Left Menu text texture since it varies depending on what is selected.  I was going to finish the text converter, but I think I may have stumbled into doing this first.  More to follow another day :)

Edit: and today I learned about RLE (Run Length Encoding).  This is a variation on that.

EDIT EDIT: Noticed a bug in the VWF in the help menu table.  I'll look into that shortly.
Title: Re: Sim City 64 (64DD) Translation
Post by: krom on November 11, 2017, 01:27 AM
Hi ozidual,

Thanks so much for all these progress updates, sounds like you are getting a very good grip on how all the GFX compression works, which will be so amazing to see.
You are doing great work, as these were all the main things I needed help with, to be able to get this translation looking professional & polished!

Thanks again for doing all this =D
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 11, 2017, 06:02 AM
hey krom, no problem at all :) 

Would you be able to translate the in-game Left Menu?  It's the menu that comes up when you hit Z or L.  Just the initial layer with the categories, not the subcategories where you can choose things to place.  Basically, the text next to the trees/lake icon, the purple/blue/yellow/green icon, the power icon, the transportation icon, ..., down to the save icon, and possibly the 4 speed options.

Feel free to use full text, not abbreviations or anything.  I think I have a way to compress the textures even further which should allow full text, but I'll need to do them all at once.  All of the Left Menu items are in a group on their own and each of the subcategories are stored elsewhere.  Once I have that coded I think I can expand it out to the rest of the text textures.

The current way they compress with RLE isn't really suited for text.  My plan is to use RLE for just the text bubble background behind the text.  Then store the text separately like the Japanese characters are stored.  This way each letter will be 8 bytes at most, and can be written over the background.  The text shadow can be added with code.

Oh, and I have a fix for the Help Menu text.  I just need to change a piece of code, and then we'll need to add a 0x2020 before the first word in each of the lists.
Title: Re: Sim City 64 (64DD) Translation
Post by: krom on November 12, 2017, 01:08 AM
Hi ozidual,

Yeah sure I'll get this done for you ASAP =D
Cool you have a fix for the help menu, great work.

** EDIT **
Here is the translation you requested:

整地 = Level
区画 = Section
電気 = Electricity
交通 = Transportation
公共・特別施設 = Public / Special Facilities
教育・娯楽施設 = Education / Entertainment Facilities
緊急 = Emergency
Dr.ライト = Dr. Wright
都市の詳細 = City Details
ファイル = File
待止 = Pause
低速 = Slow Speed
中速 = Medium Speed
高速 = Fast Speed
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 12, 2017, 04:54 AM
krom - you are awesome!  Thank you so much for getting those!  I'll get started on it tonight :)  It may take a few days to get it going right.  At least a few of these textures will have to be done by hand before I get the hang of it.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 15, 2017, 06:09 AM
OK, I caught up on some sleep, created a few programs to help me, created a font, and ran into a snag here:
(https://i.imgur.com/QI185Se.png)

It's supposed to be blank as a first step.  That's part of the new compression scheme where the text will be compressed differently from the background.  You'll notice the text box is cut off on the right side.  It's also cut off on the bottom because I was going to extend it to better facilitate g's, j's, p's, q's, and y's.

I'm trying to decide if it is worth it to redo large sections of code, or just use some abbreviations to make everything fit.  Education/Entertainment Facilities is the only one so far that might cause trouble.  I had planned to remove Facilities from this (also from Public/Special), but it is still a little too large.  Everything else should be fine as long as my calculations are correct.  I'll also need to modify my font a little more or do away with text shadows.

EDIT: Skimmed through the other Left Menu textures, and realized that money needs to fit in there too.  Hmm..

EDIT 2018 08 14: Replaced the link to a picture with the actual picture.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on November 15, 2017, 04:52 PM
Could 'Education/Entertainment Facilities' instead be 'Schools and leisure', and maybe 'Public/Special Facilities' could be 'Public & special' or just 'Special facilities', or 'Public Interest'? If re-wording for any problematic text would work, then it would save you the effort of having to recode the text output code.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 18, 2017, 06:04 AM
I've done most of the coding for the Left Menu textures, and I need some input. 

Here is the latest screen capture:
(https://i.imgur.com/3GHqozR.png)

What do you think?  Is the text too cramped?  The box will be shrunk so it fits the text better - that's just the max size for the text box.  I crunched the text a little because I want to be able to fit 'Residential Light' and 'Residential Dense' in the sub menus.  If it isn't readable though, I'll find a better way to do it.  Eventually, I'd like to add back in the shadows (the Japanese text has shadows), but I need to see how much space I have as I go through all the textures first.

That being said, krom, I made some changes to your menu translations.  I kept most of them, but I changed the following:

Level is now Terrain
Section is now Zones
Electricity is now Power
Public / Special Facilities is now City Services
Education / Entertainment is now Education / Recreation

I went to Sim City 2000 (SNES) as a starting point for the Left Menu's new font texture.  While I was there, I had a thought.  Sim City 2000 was programmed in English.  It was then converted to Japanese, and a version of that was modified to create Sim City 64.  That means that with the menus, you are translating Japanese that was already translated from English.  I decided to pull the menus from Sim City 2000 (PC) since the SNES version has abbreviations and such due to space issues.  It is still your translation though, so if you want me to switch that back, just let me know.  I'm still a ways away from a final version of this :)

I read a little on Sim City 2000 (N64) in wikipedia, and it looks like there are some abilities such as monster training, horse racing, and other mini-games not in Sim City 64.  I might look into SC2000 when I finish with SC64.

EDIT 2018 08 14: Replaced the link to a picture with the actual picture.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on November 18, 2017, 05:02 PM
I've done most of the coding for the Left Menu textures, and I need some input. 

Here is the latest screen capture (http://www.mediafire.com/view/9pq0nm9y6teoskg/SimCity64LeftMenu2.PNG#). 

What do you think?  Is the text too cramped?  The box will be shrunk so it fits the text better - that's just the max size for the text box.  I crunched the text a little because I want to be able to fit 'Residential Light' and 'Residential Dense' in the sub menus.  If it isn't readable though, I'll find a better way to do it.  Eventually, I'd like to add back in the shadows (the Japanese text has shadows), but I need to see how much space I have as I go through all the textures first.

That does look a little cramped. I think the letters 'c', 'e', and 'a' could definitely do with being wider, and the middle bar of the 'E' could do with being one pixel lower. When you've done more work on it (so there's more to see) could you perhaps put up a version for download, for us to look at and comment upon? It's difficult to gauge from a screenshot how it might look on a real LCD TV, since of course modern TVs don't have the versatility than a CRT has, and so lower resolution consoles like the N64 don't display perfectly. Why is it with technology, it's so often two steps forwards, and half a step back?




Quote
That being said, krom, I made some changes to your menu translations.  I kept most of them, but I changed the following:

Level is now Terrain
Section is now Zones
Electricity is now Power
Public / Special Facilities is now City Services
Education / Entertainment is now Education / Recreation

I went to Sim City 2000 (SNES) as a starting point for the Left Menu's new font texture.  While I was there, I had a thought.  Sim City 2000 was programmed in English.  It was then converted to Japanese, and a version of that was modified to create Sim City 64.  That means that with the menus, you are translating Japanese that was already translated from English.  I decided to pull the menus from Sim City 2000 (PC) since the SNES version has abbreviations and such due to space issues.  It is still your translation though, so if you want me to switch that back, just let me know.  I'm still a ways away from a final version of this :)

I read a little on Sim City 2000 (N64) in wikipedia, and it looks like there are some abilities such as monster training, horse racing, and other mini-games not in Sim City 64.  I might look into SC2000 when I finish with SC64.

I didn't know SC2000 on the N64 had those features. I've never played it because of the language barrier, of course.

The changes you've made to the text seem fine and logical.
Title: Re: Sim City 64 (64DD) Translation
Post by: nuu on November 18, 2017, 10:33 PM
If it look like in the screenshot on a real TV it's fine.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 19, 2017, 06:30 AM
Here it is: Left Menu v1.0 (aka VWF v0.5.1)
 (http://www.mediafire.com/file/xz4kn8ipc8ldkmk/Sim_City_64_-_Left_Menu_v1.zip)
All of the base left menu has been translated except for the speed controls.  The boxes around the text will still be shrunk to fit the text - what you see is the max box size.  As a bonus, I threw together a few lines of code that added the shadow back.  Terrain is slightly messed up.  I was playing around with it last night and forgot to revert it.  I made no changes to the font that was in the screen cap for my previous post.  Let me know how it looks.  I tested it on my UltraHDMI and it looks decent.

Again, krom, this is still your translation.  If you prefer the exact menu titles that you translated just let me know and I'll revert them.  Check my previous post for an explanation on it.
Title: Re: Sim City 64 (64DD) Translation
Post by: krom on November 19, 2017, 08:51 AM
Hi ozidual,

Sorry it took me a while to reply, I got caught up doing GSU (SuperFX) ALU tests, to help SNES emu authors get their GSU cores more accurate, & hopefully get GSU running in FPGA on the SD2SNES. https://github.com/PeterLemon/SNES/tree/master/CHIP/GSU/GSUTest (https://github.com/PeterLemon/SNES/tree/master/CHIP/GSU/GSUTest)

I like all your new ideas, I think it is great that you looked at Sim City 2000, & changed the names of stuff to the new ones that you have (I do prefer these names to the originals I gave you).

Once again, you are doing really great work, thanks so much for all of this =D
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 19, 2017, 04:59 PM
Hey krom,

No worries at all.  I'll make a note in this thread when I make changes from your original work (or the original ROM).  Just know that at any point if you'd rather I revert any changes or make different changes, all you have to do is send me a message or post in this thread. 

That is awesome work, krom!  Personally, I'd rather have work done on SuperFX for the SD2SNES than this translation (sorry Kerr Avon) :)  I completely understand that you usually have a lot of other projects going at any point.  We all appreciate your other work too!
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on November 19, 2017, 06:31 PM
Here it is: Left Menu v1.0 (aka VWF v0.5.1)
 (http://www.mediafire.com/file/xz4kn8ipc8ldkmk/Sim_City_64_-_Left_Menu_v1.zip)
All of the base left menu has been translated except for the speed controls.  The boxes around the text will still be shrunk to fit the text - what you see is the max box size.  As a bonus, I threw together a few lines of code that added the shadow back.  Terrain is slightly messed up.  I was playing around with it last night and forgot to revert it.  I made no changes to the font that was in the screen cap for my previous post.  Let me know how it looks.  I tested it on my UltraHDMI and it looks decent.

Again, krom, this is still your translation.  If you prefer the exact menu titles that you translated just let me know and I'll revert them.  Check my previous post for an explanation on it.

That looks fine on my TV, perfectly legible.





...
That is awesome work, krom!  Personally, I'd rather have work done on SuperFX for the SD2SNES than this translation (sorry Kerr Avon) :)

Eeek!
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 23, 2017, 05:56 AM
Latest patches: here (http://www.mediafire.com/file/da8s79swc9vsqeg/NUD-DSCJ-JPN_%28VWFv0.5.7%29.zip).

Most of the Left Menu items have been converted to their English counterparts.  There are a few that have yet to be converted, but at least the initial, pre-save and pre-present textures are translated.  I just now played through the first level, saved, and found out about the others.  The upper left HUD texture was updated to add Y for year, M for month, and Pop. for population.

Not in this patch, but I found out where the message that sits at the top center of the HUD is located.  It's not really a texture at all, but a spot where text is displayed.  I did some tests with the English text, and it doesn't look right.  I'll either need to find a happy medium for the Dr. Wright text and this text or I'll have to find a way to add another font :)  I still haven't figured out where the Yellow letter texture in the HUD is located.  It's not too important, it just tells you the speed you are playing at. 

On the plus side, I created a lot of extra space by double compressing the Left Menu textures.  I still need to crunch it all together and change some pointers to gain access to it.  I'm also toying with adding the ability to press A to skip through all the N64DD, EA, Maxis, etc. logos.  The Year, Month, Pop. texture clued me into another trick they used to make editing textures more difficult.  One line of a texture reads like it looks, the other flips every 2 words.  I'll need to create an app to help me with those too, but that should be simple.

As usual, feel free to comment and make suggestions.  I am open to making tweaks and adjustments to just about everything I've done so far.  I plan to tweak the Year, Month, Population piece to look a little better already.  I was thinking a couple things:

1. lower case y, lower case m, drop the period in Pop and expand the lower case p so it matches the upper case.
2. Get rid of the y and m, and just add a dash or a slash between the year/month.  That will get rid of some of the clutter.  I could also keep the period in Pop and shift the o into the capital P to allow expanding the lower case p.

Happy Turkey day if you celebrate that.  It's about 50/50 whether I'll be around until Sunday.

 
Title: Re: Sim City 64 (64DD) Translation
Post by: krom on November 23, 2017, 12:03 PM
Hi ozidual,

Wow sounds like you are making amazing progress once again!
Thanks for documenting everything you are doing, I find it very interesting.
Also thanks for the new patch, I love trying out all your new improvements =D
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on November 24, 2017, 01:34 AM
Ozidual, this is great! It's fantastic to see the project progressing so well, and just flicking through the icons and seeing that they've been de-mystified is brill  :D It will be great to see the game's main menu translated, so I can finally see what it all means. Could you maybe make the default city and player name into English, please?

Some of the words are perhaps a little difficult to read, due to the font. Things like the way 'w' looks more like 'vv', or 'ace' isn't too clear. It's still great, and I didn't have any problems reading them (even with my less than great eyesight), and maybe no one else would either, but I thought I should mention it.

Re: the year and month letters, I think they should probably be in lower case, and maybe a different colour (say if the 'y' and the 'm' were green). And the ability to skip through the logos and stuff would be appreciated, too  :)

BTW, the date in the patches' filenames is 1st of November ("NUD-DSCJ-JPN (Cart T+Eng2017-11-01)(VWFv0.5.7)"), it's not a real problem, but it might cause confusion for some. Thankfully the date inside the zip itself is 22nd November, so it's easy for the user to confirm it's the new patch.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 25, 2017, 06:08 AM
Just stopped in to say I'm blind :)  The link in the main post where I said the Main Menu translation was lost.  It's right there.  Here are the options from top to bottom:

Beginner's Mode (https://64dd.org/tips_sc64.html)
Scenario Mode
Free Mode
Continue
Sound

By the way, I got LuigiBlood's approval to bring in his translation of Beginner's Mode, and I've added it.  When I get home, I'll add it to my build and release it.  There's still a bunch of untranslated text that will play as Dr. Wright talks to someone, and a few left menu items untranslated, but Beginner's Mode should be playable after that.

Kerr Avon, I'm looking into a base name for the City/Mayor.  Any suggestions (open to all)?  Each name must be 8 characters or less unfortunately.  Otherwise I had planned to do Lord Vetinari and Ankh-Morpork :)  I need to find where these names are stored since what you see currently is a pointer in text to those names.  Please excuse any misspellings in this message.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on November 25, 2017, 05:55 PM
I'm looking into a base name for the City/Mayor.  Any suggestions (open to all)?  Each name must be 8 characters or less unfortunately.  Otherwise I had planned to do Lord Vetinari and Ankh-Morpork :)  I need to find where these names are stored since what you see currently is a pointer in text to those names.  Please excuse any misspellings in this message.

If you like Family Guy or the 1960's Batman TV program, then you could call the mayor 'West' and call the city 'Quahog' as in the city where Family Guy is set and Mayor West is of course the part played by ex-Batman actor Adam West! It would be a nice little tribute to Adam West who died some months back.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 30, 2017, 02:58 AM
[VWF 0.5.9]No patch yet, just a screenshot:
(https://i.imgur.com/9ESEPzJ.png)
被災地移動

What you see there is a Left Menu text texture that is never used in the game.  There are no pointers to this texture anywhere, though I suspect it would fit in the Disasters menu.  I don't have a good translation, but it's something like Movement of Disaster Area.  Maybe krom can chime in if he has time.  You're seeing this because I checked all the pointers to Left Menu text and went through all of the textures.  They are now all translated and mostly tested.  My previous patches missed: Save, Load, Restart Scenario, Present, Bonus Building, Arcology, Dispatch Fire Brigade, and Dispatch S. Fire Brigade (Super Fire Brigade won't fit).  I also changed Save to Save As since it is more about creating a Save point and the new Save just saves over your existing save point.

I added Luigiblood's translated text which helps you through Beginner/Practice mode, but it revealed a few special instances that the VWF didn't account for.  Hence no new patch.  I also need to fix the spacing for Menus, Yes/No questions, etc., and possibly translate all the Yes/No's to English.

While on break I made a good start at translating the main menu.  I went back to the original Sim City (SNES) for this translation:

Practice
Scenarios
New City
Resume
Sound

The Sound Menu will become:

Sound

Mode Mono Stereo
BGM
SE
??????

I'm working on making/expanding the English character textures to allow for this.  It is quite an undertaking to edit the main menu, but it just doesn't feel right without it.  By the way, this will not show up on the next patch.  It's just one of my current projects.  krom - no rush at all on this since it will take me some time to create the font, but could you translate the Sound Menu next?  I'm guessing at Mono/Stereo, and I have no idea what the last line that begins with a weird A should be.

I did some researching and Sim City 64 is based on Sim City 2000 but it is meant to be a successor to the original Sim City on the SNES.  I'm going to stick with the modified Sim City 2000 English font since it is very similar to the existing English font in Sim City 64.  Going forward I plan to look first at Sim City SNES, then at Sim City 2000 for any standard names.  I like standard names - they mean I can translate things on the fly :)

As for the default mayor/city name - I accidentally used the non-clean ROM as the base for my hacks.  If you start with a truly clean ROM it asks you for both names because clean ROMs have all of the save data removed.  For testing purposes it's easier to have pre-defined names, but I plan to move to a clean ROM when I get closer to finishing.

I'm hoping to have the new patch ready this weekend or early next week.  By the way, I'm testing out listing my current build name at the beginning of the post for documentation purposes.

EDIT 2018 08 14: Replaced the link to a picture with the actual picture.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on November 30, 2017, 03:51 PM
As always, your progress is fascinating to read, Ozidual.   :)

Out of interest, what changes or improvements did SimCity 2000 on the N64 have over the PC or SNES versions, please?
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on November 30, 2017, 04:18 PM
Thanks :)

There's a pretty good wikipedia article on it here: https://en.wikipedia.org/wiki/SimCity_2000 that compares the various Sim City 2000s. 

The PC version had an expansion that you could buy, some of which was integrated into the N64 version I believe.  From the videos I've seen and trying to play it myself, the SNES version is very slow and clunky.  They cut things out to make the game fit on the SNES, so think of it almost like a AAA game ported to a portable system like the Gameboy Advance.  The N64 version is supposed to be a lot faster.  It took SC2000 a step further and added features like the Dating Sim, Horse Tracks, etc.  I haven't found a good list of all those new features yet.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on December 02, 2017, 06:34 AM
[VWF 0.5.11] Newest patch here (http://www.mediafire.com/file/qce832fv02c0bea/NUD-DSCJ-JPN_%28VWFv0.5.11%29.zip)

With LuigiBlood's approval, this patch introduces his translation from here: https://64dd.org/tips_sc64.html

Thanks LuigiBlood!  For the translation, for getting the 64DD games dumped in the first place, and for keeping a fantastic, useful, up-to-date central website for 64DD.

Just a warning - his table has mini spoilers.  The game doesn't tell you what building you will win.  My insertion of the text still isn't 100%.  If you fail a step the year is garbled.  I'll track that down later.

For the fix I found 3 more 'max characters per line' variables that for the boxes.  I suspect there are more, but I'll need to play more to find them.  I may try to find the money cheat code to speed though my play through :)

I replaced the Japanese yes/no with the English yes/no.  I also took it a step further and translated some of saving dialogue.  I did not find all of it, and this is not meant to be a final draft.  It's just to help people play. 

My next plan is to tackle the text bar in the HUD that displays things like: Citizens demand a Fire Department.  It's one of the last barriers to making the game playable at its basic level.  I've pulled a the translation from SCSNES and SC2000, and will fill in the gaps with similar sounding text.  Remember that this will require either a new English font or some way of modifying the existing English font.

As I mentioned, the Left Menu has been completely translated for this patch.  I went through and found all the pointers and all of the textures to make sure I got them everything.  Three posts above I included a screen cap of a texture that isn't used in the game.

By the way, Kerr Avon, the date on the patches is still 2017-11-01 because that was krom's last translation update.  Since these patches are a combination of krom's work and mine, I put info about both of our patches on there.  That way you can see progress a little more easily and it helps with revisioning.
Title: Re: Sim City 64 (64DD) Translation
Post by: krom on December 03, 2017, 09:09 PM
Hi ozidual,

Sorry for the late reply, I only just noticed you asked me this:
Quote from: ozidual
krom - no rush at all on this since it will take me some time to create the font, but could you translate the Sound Menu next?
Yeah sure I'll get this done for you =D

Quote from: ozidual
Thanks LuigiBlood!  For the translation, for getting the 64DD games dumped in the first place, and for keeping a fantastic, useful, up-to-date central website for 64DD.
This will prob blow your mind, but I am good friends with LuigiBlood for the past few years, he is one of my main buddies in the N64/SNES scene (it's a small world!) =D
Also I have been consulting him on some of the translation stuff for Sim City 64 myself, so pretty cool he has done so much work to help us out.

Great work BTW with your latest updates, I am very happy to see all your progress, in such a short space of time.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on December 05, 2017, 06:02 AM
Hey krom!  No worries.  Whenever you have time is good.  There's more than enough stuff to fix besides the Main Menu :)  For example, I noticed you translated the descriptions for the various scenarios.  I found the textures for the scenario names which I can now translate with your text.  That will probably happen some time in the near future too.  It seems like there's enough to keep me busy for months :)

I didn't realize that - that's awesome.  LuigiBlood is great.  We've only sent a few messages back and forth, but he always responds quickly.  Mato with his Mother 3 translation blog made me want to translate games.  LuigiBlood and his championing 64DD got me interested in 64DD games.  That's the main reason I did my Doshin the Giant translation hack and the reason I'm working on this one too.  Well that and Kerr Avon has been trying to get someone to translate Sim City 64 forever :)

LuigiBlood's done some great work with Satellaview games too.  It's awesome to see him push to get new games dumped every year.

[VWF 0.5.13a]Latest screen cap here:
(https://i.imgur.com/qMW3ibI.png)

Not too much happening.  I freed up a bunch of space in the ROM by moving around the Left Menu textures.  I now have 0x281C (~10,000) bytes freed up, and that's after moving all of my hacks to this space.  It seems so simple, but there were a lot of pointers buried in code to redirect.

You'll notice in the screenshot that I've translated the text for that central text box in the HUD.  I believe that specific piece of text is supposed to read "Brownouts, build another Power Plant."  Still, you can see how ugly the text looks.  Next steps will be to get rid of the 'max characters per line' variable, and to get the text looking better.

EDIT 2018 08 14: Replaced the link to a picture with the actual picture.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on December 08, 2017, 07:07 AM
Short update.  Font for the HUD text created.  It's now loading correctly and the code seems solid.  Still need to fix spacing.  Here are some pictures of how bad it looked along the way:

Right after I combined everything, it looked like this:
(https://i.imgur.com/vsKo5Md.png)

An hour of fixing some math errors, an error in my MIPs to Hex converter, and one missing command leads to:

This is how it looks now:
(https://i.imgur.com/H4avdAg.png)

I'm off to bed.  I'll fix the rest in the morning and try to throw together a patch for the weekend.

BONUS: One more mistake from earlier on:
(https://i.imgur.com/S8Xpb5X.png)


EDIT 2018 08 14: Replaced the links to pictures with the actual pictures.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on December 09, 2017, 07:03 AM
[VWF 0.5.15] Latest patch here (http://www.mediafire.com/file/djjmzcjabrjwlrg/NUD-DSCJ-JPN_%28VWFv0.5.15%29.zip)

The HUD is completely translated now.  It may still need some tweaks, and feel free to add your comments or tweaks you would like (I haven't fixed the Year/Month/Population texture yet).

HUD city comments (upper central text box)
  - New font and font table created for this
  - VWF code updated to include the new font
  - English text pulled from Sim City SNES and SC2000 SNES with modifications

HUD Residential, Commercial, Industrial highlight textures (above city comments)
  - Translated to English
  - Had to use abbreviations due to space constrictions

HUD Speed text (above and to the right of city comments)
  - All 4 speeds found and translated.  It reflects the speed you choose in the Left Menu.

Aroenai deserves thanks for that last one.  I was working on documenting changes across 50+ spreadsheets when he and I started talking about Zelda hacking.  I decided to bring up the game in PJ64 to search for the Speed text for the millionth time.  Two minutes later and I had it.  Finally!  Thanks Aroenai!

Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on December 09, 2017, 04:15 PM
Utterly fantastic! Can't wait until I get home and try it  :) :D ;D
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on December 10, 2017, 06:39 AM
[VWF 0.5.15] I tried to get the Month/Year to look better.  I took Kerr Avon's suggestion to make the letters green, but I can't seem to get it all to look right. 

(https://i.imgur.com/N9YlD6A.png)

Any suggestions?  Or do you think it looks good enough?  Otherwise I may just go with either a slash or a dash and get rid of the y and m.  Ignore Pop.  I'm going back to my original Pop. (visible on the last few patches).  I can't get that one to look better either.  Small textures are a pain sometimes :)

EDIT 2018 08 14: Replaced the link to a picture with the actual picture.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on December 11, 2017, 08:19 PM
I like the green initials, I think it looks good. But it's your project, of course, and your idea of just the digits separated by a slash or hyphen would probably look good too.
Title: Re: Sim City 64 (64DD) Translation
Post by: krom on December 12, 2017, 05:11 AM
Hi ozidual,

I did that translation of the sound menu you requested here:
サウンド = Sound
モード = Mode
ステレオ = Stereo
モノラル = Monaural / Mono
BGM = BGM volume
SE = SE volume
ロイトルにもどる = Return to title screen

I hope this helps ;)

Amazing work btw, I love seeing all the progress you are making, with all the new screenshots & patches =D
This will make it all look very polished in the final translation!
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on December 13, 2017, 04:26 AM
[VWF 0.5.15] Hey all, I seem to have caught one of the plagues that is going around so I haven't made too much headway.  Instead, I started working on the in-game textures.  So far I've translated the Power Plants, the Presents, and the Rewards.  Right now I'm in the middle of translating the Save Screen textures.

I hope this helps ;)

Thanks krom!  That helps a lot!  I did some more looking into the Main Menu and Sound Menu textures, and they use very different texture colors (though they are the same shape).  I'll have to create 4 alphabets for this (highlighted, not highlighted, main menu, sound menu), so I'm going to continue to work on this in the background.  It'll take some time, but knowing the letters needed is huge - again, thank you!

I like the green initials, I think it looks good. But it's your project, of course, and your idea of just the digits separated by a slash or hyphen would probably look good too.

It may be my project, but you've been waiting a long time for this translation :)  I'm OK with it the way it is.  It means less work, and the more I look at it the better it looks.  I get too close to the textures sometimes and notice the flaws too much.  We'll keep it as is.

No patch today.  I haven't put the English textures back into the game yet - they're all in a spreadsheet for now.  It'll be simple to do, but I want to do some more testing first.  Maybe I'll push out a patch once a week with the texture updates or something.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on December 17, 2017, 04:59 AM
[VWF 0.6.00] The newest patch is: here (http://www.mediafire.com/file/cbygv2qdfncwd95/NUD-DSCJ-JPN_%28VWFv0.6.00%29.zip)

Note the change to VWF 0.6.00.  My focus has moved away from VWF and translating the main gameplay to churning through text textures.  For this patch, I picked a random starting point and worked backwards up to the Main Menu/Sound Menu.  Right after this post I'll start working forward. 

This update covers text textures for: Power Plants, Presents, Bonus Buildings, and Save/Load.  Every Japanese text in texture format should now be English for all of those menus.  That said, I will probably make some tweaks here and there, especially to the Save/Load screens.  Also the month/year/population texture in the HUD has been updated with the changes from earlier comments.  As usual, comments and suggestions are always welcome.  Next up will be the Arcologies window and the Disasters window.

EDIT 2018 08 14: Here's what the Power Plant textures looked like just after finishing them:
(https://i.imgur.com/8v2iMiI.png)
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on December 17, 2017, 05:14 PM
Thanks for this mate, and I hop you're feeling much better now.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on December 18, 2017, 05:17 AM
Doing much better - thanks!  Now I just need to catch up on some sleep :)

By the way, you can copy and paste saves from one ROM to another by copying this area:

Disk: 0x24EEC18 to 0x3DEBC20
Cart: 0x247C440 to 0x3D79448

If you have HxD:

1. Load the old ROM with your save and the new ROM
2. On the old ROM, choose Search - Go to (or press Ctrl-G)
3. Type in the first address above (e.g. 247C440 for the cart version) and hit Enter to go there.
4. On the new ROM, press Ctrl-G and hit enter (it keeps the location)
5. Go to the old ROM and choose Edit - Select Block (or press Ctrl-E)
6. Under Length, type in 18FD008 and click OK
7. Edit - Copy on the old ROM and Edit - Paste on the new ROM
8. Save the new ROM

oh, and I don't think any saves besides A-1 are working on the cart version.  So no multiple save games.

EDIT: I might have spoken too soon on the illness front :)
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on December 24, 2017, 06:02 AM
[VWF 0.6.01] The newest patch is here (http://www.mediafire.com/file/o6hfqow189lz7zt/NUD-DSCJ-JPN_%28VWFv0.6.01%29.zip).

This update covers text textures for: Arcologies (in Left Menu - City Services sometimes), Map Select (appears after choosing New City from the main menu), Scenarios (headings only), and the Map Window (in Left Menu - City Details).  I also translated an unknown texture in some unknown part.  You see Sim City is helpfully divided into functions separated by walls of 0xFFFFFFFF's.  Arcologies is one function, Map Select another, etc.  I'm working down the list now one function at a time.  There are 20+ functions left with text textures.  Some functions are fast, like Arcologies which was an easy list of standard-sized textures plus a window title texture.  Others are extremely slow like the Save/Load function or the Map Window function.  These have compressed textures, oddly shaped textures, textures that replace existing textures, multiple textures that combine into one, and textures that are cut short.  The Map Window function took 20+ hours to finish and Arcologies only took 2-3 hours.

Also note that the Scenarios were not fully translated.  I thought the textures were just the names of the cities you take over.  Not so much.  I'll go back to them later.  Most of the textures I am translating are easy to pull from the other Sim City games.  The way I'm translating is to first and foremost make this a Sim City game.  That means trying to avoid any words/titles that don't fit the Sim City series.  Next, I try to balance between Sim City SNES and Sim City 2000 PC - SC SNES to make the game feel like its sequel and SC 2000 PC since this game is built around the SC 2000 engine.  For example, in Sim City SNES and the original Sim City PC, the Police building is called the Police Department, and in Sim City 2000 it is called the Police Station.  I went with Police Station to show the new engine.  I plan to translate the Main Menu based on Sim City SNES so when people first turn on the game, it gives more of a SNES sequel feel.  Above all, I try to avoid abbreviations, but it isn't always possible.

Earlier I mentioned that I would be translating the Disasters Window.  I was skimming ahead and the textures for Map Select fit the size and shape of the Disasters Window.  I'm no longer looking ahead partially for this reason and partially due to the 20+ hour edits.  I'd rather take it one step at a time.  Along these lines, I may not be able to put an update together for next weekend due to the long edits and the holidays.  I hope I'm wrong, but we'll see :)  Enjoy the holidays!

EDIT 2018 08 14: I took a snapshot of this neat corruption while I was translating the Map Window textures.  Each text texture is divided into a few parts, so I must have messed up the pointers or put the parts in the wrong spots:
(https://i.imgur.com/lYOL8e5.png)
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on December 26, 2017, 06:39 AM
[VWF 0.6.01]

Merry Christmas!

I finished the Population Window - yay!  Then I started the next function and found a fontset.  They added a font just for the Neighbors window.  Why!? 

I'm hoping I can hack in the font and programming I used for the HUD.  Otherwise I have a font I can use, but I'll have to create a VWF.  Just for the Neighbors window.  At this rate, I really hope I'm not still working on this game in 2019.  I doubt it, but seriously - what were these programmers thinking? 

Alright, venting over.  I'll handle this later  :)  Off to bed.
Title: Re: Sim City 64 (64DD) Translation
Post by: oji on December 27, 2017, 01:09 AM
Your enthusiasm is amazing, ozidual, thank you for your hard work, Merry Christmas and Happy New Year! Btw, it was your 300th post here.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on December 27, 2017, 06:09 PM
Thanks oji!  Late Merry Christmas and early Happy New Year to you!  Wow, 300 posts (301 now) -  I talk a lot :) 

I did some more research on the Neighbors window, and neither the existing fonts nor the fonts I created from SC2000 will work due to height restrictions.  I think I'm going to recreate the SNES left menu font for this as a little Easter Egg.  Might as well have fun with it :)  I'll probably work on some side projects too.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on December 31, 2017, 07:32 PM
It's been a few days without any updates.  I'm still working on Sim City, just nothing I can talk about right now.  Despite the mystery, it isn't too exciting.  It's just something I've wanted to do for a long time (not the Main Menu).  I hope to have more info later this week or next.  Happy New Year!
Title: Re: Sim City 64 (64DD) Translation
Post by: johnson on January 02, 2018, 01:19 AM
Ozidual your progress is amazing, happy new year to you too.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on January 10, 2018, 08:27 PM
I'm back to working on the Neighbors Window.  The font for this window has been created using the Sim City SNES font as a basis.  I was tempted to pull the font from the new NES Sim City footage, but no one has ever played it so no nostalgia.  Mind you, the SNES font is all over the place.  Go back sometime and check out the Tax window.  There are 2 different lower case t's used, which don't match the lower case t's elsewhere.  It's a mess.  I got something useable though and SNESy.

I went ahead and translated the names for the neighbor cities.  At first I thought they would mostly be Nintendo names like Mario City.  Not so much.  It was neat to see the translation process though.  I don't know how translators don't get stuck digging through wikipedia and other sites for random tidbits.  Like the Roselle plant is used to create Hibiscus Tea.  They're probably just filler names that can be replaced later.

Along those lines, the programmers replaced the neighbor city names from SC2000 with their own neighbor city names.  I plan to leave the neighbors for Scenarios alone, but I thought about replacing some of the neighbors for the different base maps.  They would mostly be Nintendo N64 names, like doing Goron, Kokiri, Zora, Gerudo or something like that for one map, and N64/SNES Mario Kart maps for another.  Any thoughts on that?  The reason I was going to replace some of them is that there are a few that just don't make sense.  For example, there is one set of neighbors that seems to be based on some quote somewhere, but I can't find anything beyond a blog article.  They're nonsense words otherwise.

I will have to create a new VWF, but I think I found everything I need in the code.  Overall it will still take some time to write the code and put it all together.

To tide you over while I work on this, I found some interesting links which I'll post here and on the main page:

http://mayuto64.web.fc2.com/sc64/
Japanese website devoted to Sim City 64 (Run it through Google Translate).  It's focused mostly on the scenarios, but also offers some good tips for gameplay.  There is a helpful City to neighbors spreadsheet in there too.

https://ksnk.jp/ddlab/index.html
Japanese website devoted to storing as much data about the 64DD as possible (again, google translate is your friend).  There's a link to some good tips for Sim City 64, and some of the other games.  There's also some neat info/pictures on what connecting to Randnet (Land Net) would have been like back in the day with its forums and all.

Edit: Just typed all 247 names into Sim City as filler so I can code with English text.  I am really impressed with the interests of the programming group.  Yes, there's a bunch of tea stuff, but there's german skiing terms, camping, climbing, photography, musical instruments, Three Musketeers, Shakespeare, french music terms, modern music types, star names, bicycle types, sailing terms, fencing blades and terms, animals, dinosaurs, seasons, paint colors, chemistry, Egyptian people/places, a boot manufacturer, European cars, chess pieces, fruits, etc.  There's a lot of tea/essential oils terms too and some stuff I couldn't fully translate.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on January 12, 2018, 06:36 AM
[VWF 0.6.01] Quick update.  Latin characters imported and yet another VWF is now working in Sim City 64.  Just a few small textures to fix and I'm on to the next function :)  The first patch of the new year should be released this weekend!
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on January 13, 2018, 07:23 PM
[VWF 0.6.03] Latest patch is here (http://www.mediafire.com/file/d18lfmad8dj1l5f/NUD-DSCJ-JPN_%28VWFv0.6.02%29.zip).

Changelog for v0.6.02:
 - (Neighbors) VWF created for the Neighbors Window
 - (Neighbors) English font created based on SC SNES, which has now replaced the existing font textures
 - (Neighbors) Neighbor town names temporarily translated and imported
 - Scenario town names temporarily translated and imported (retranslated one of the existing ones)
 - Fixed text that referred to Police/Fire Departments to say Police/Fire Stations.

One side effect of this is that the Neighbors Window can no longer display Japanese text, and instead displays spaces. 

Next up is the Graphs Window.  I was hoping to finish it this weekend before the patch, but it uses textured backgrounds.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on January 15, 2018, 05:31 PM
Thanks for the updates, fascinating as usual.

I used to love SimCity on the Atari ST, then SimCity 2000 on the PC, but I never took to any later SimCity games, so this is going to be the third in the series that eats away at my free time! It's a real pity that it was never ported to the PC, though it's not at all surprising, since Nintendo don't exactly embrace PC gaming. But you'd think that SimCity 3000/4000 etc would have learned from SC64's innovation, but no, sadly.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on January 17, 2018, 07:02 PM
I grew up with Sim City on the Mac Classic, and then on the SNES.  Honestly Sim City SNES ruined Sim City 2000 for me.  I liked Dr. Wright, the rewards system, and the music so much in the SNES version, and at the time I felt Sim City 2000's added complexity was just annoying.

I wonder if the Sim City's designers even saw much of Sim City 64.  They probably heard of it, but may not have put much time into evaluating it.  Sim City was designed in the US by Maxis/EA/Imagineer(consoles) mainly for PC, and Sim City 64 was designed by HAL laboratories in Japan for the 64DD.  EA/Maxis would have needed Sim City 64, a 64DD, and some people who could walk them through the game since it was in Japanese.  They probably had access to all of that, but I doubt that they put much effort into it.  Especially since few US Sim City fans knew about Sim City 64.  Not to mention the graphics on Sim City 64 aren't the greatest compared to PC Sim Cities at the time, and Sim City 64 received only mediocre reviews.

I'm not saying Sim City 64 is bad - personally I'm excited to play it.  It gets rid of the annoying complexities like dealing with water systems.  It brings back the rewards.  In general, Nintendo did a great job paring down Sim City 2000 to make a fun game.  The soundtrack isn't as good as the SimCity SNES, but it's growing on me :)
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on January 19, 2018, 06:18 PM
[VWF 0.6.06] Latest patch is here (http://www.mediafire.com/file/3n5n6g7h1e5uv4x/NUD-DSCJ-JPN_%28VWFv0.6.06%29.zip).

Changelog for 0.6.03 - 0.6.06
  - Graphs Window translated.
  - Advice Window(s) text modified to match Left Menu and textures translated
  - RTC

In SC2000, the Graphs Window spells out the Months with 3-letter abbreviations.  The Japanese version shows the month's number followed by "month".  I tried out a few things, but in the end I went with just numbers. 

The next section has smiley faces, frowney faces, and exclamation marks.  I think they are 9 pop ups that appear mid-game, but without context I don't want to translate them yet.  I swear I've seen them before.  Skipping over that gets me to the City Ordinances window, which I've started to map out.  Lots of text in there, but it's a good one to have translated if you're going to make sense of the slightly more advanced gameplay.

EDIT: Months later edit to add that I fixed RTC at this point.  It works on the 64Drive HW2 and should eventually work on the ED64 v3.0, but obviously not on the v2.5/2.0 or 64Drive HW1.  It's nothing big.  It just sets the current time when you save a game.  That's it.  On the 64drive HW2, you may have to load Doubutsu no Mori in order to set the time since it has no way to set the current time to the RTC.
Title: Re: Sim City 64 (64DD) Translation
Post by: sysopgrace on January 21, 2018, 06:01 AM
I just wanted to chime in here and say thank you (both) for your hard work. I am a SC fan and I'll be testing this patch out on my N64 soon. I will be watching this thread closely.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on January 22, 2018, 05:44 PM
@sysopgrade: You're welcome!  If you find anything that seems off, feel free to post it here.  I have a small list of things already to go back and clean up once I get through this first run of texture translating.  For example, I want to standardize the headings for windows a little better.  Both in spacing around the text and the text itself.  Enjoy the game!
Title: Re: Sim City 64 (64DD) Translation
Post by: sysopgrace on January 25, 2018, 12:06 AM
How about the main menu? is there some compression holding you out of editing that?
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on January 25, 2018, 03:00 AM
How about the main menu? is there some compression holding you out of editing that?

Nope, just complexity.  I have created 3 fonts and scripts to generate text in texture format for all 3 fonts.  I have further scripts for decompressing/recompressing and flipping the existing text in texture formats.  So, whenever I find the text in texture format within the ROM, and I find the translation by comparing to SC2000/SCSNES, it doesn't take long to create the English text.

The main menu however is going to take some work.  Probably 2-3 weeks worth of work all on its own.  I've played around with it from time to time, but I'd rather put my real effort right now into translating the game itself. 

At first, I saw the PUSH START text and the SIM CITY 64 text on the main menu and thought I could convert that for translating the rest of the menu.  No such luck.  It's in 32 bpp format and a lot more complex than the 8 bpp format used for the Japanese text.  It doesn't easily translate between the two.  Also, I think it is one line taller than the rest.  Not to mention, the Main menu text is slightly different in color from the Sound Menu text.  I have plans for it, but it'll take a lot of work.  For now, here is the main menu translation:

Practice
Scenarios
New Map
Load Map
Sound

Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on January 27, 2018, 06:10 AM
[VWF 0.6.07] The latest patch is here (http://www.mediafire.com/file/anatrjc1yych4gl/NUD-DSCJ-JPN_%28VWFv0.6.07%29.zip).

Changelog for VWF 0.6.07:
 - Balance Window translated
 - City Ordinances translated
 - Tax Window translated
 - Debt Window translated
 - Budget Window translated

That was all in one function.  It makes me wonder why some of the other windows weren't combined into one function, and why they would put uncompressed textures in a function then put the exact same textures in compressed format in the same function then only use the compressed version.  That has happened a few times so far.  Other times they use the uncompressed textures.  It's fun doing double the work.

For the first time, I had room to tweak some of the texture sizes too.  Under Debt, I couldn't fit Borrow into the existing button size, so I made it 2 bytes wider while shifting it 4 bytes to the left.  Ditto to the Repay button.  Under City Ordinances, I increased the overall size of the tabs and shifted the sizes of the individual tabs around.  The pointer was also adjusted so it pointed to the exact same spot on the tabs, but in the new locations.  If you see anything off, let me know.

About 50% of this translation did not come from Sim City 2000 or Sim City SNES.  Most of these windows don't exist or are combined into a larger window in SC2000.  Still, a lot of the text was pretty straightforward.  When I didn't like the translation wording, I tried to borrow directly from accounting and banking terminology.  If you have any questions about it or don't like it, as usual just let me know.  The two pieces I was confused about before reading up were YTD (Year to date) and EOY (End of Year).  YTD means how much you've spent so far, and EOY is the estimated expenses by the end of the year with your changes.  The City Ordinances were pulled directly from SC2000, so if you are curious about those there are copies of the SC2000 manual online.



I can safely say that next up is bridges.  It's the window that pops up when you try to place a road, rail, or power line on a water tile next to a land tile.  I'm most of the way through the translation, and will probably start creating the textures this weekend.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on January 30, 2018, 05:05 PM
[VWF 0.6.08] Not long ago I decided to translate the Aleck64 games on my own.  I researched which ones were already in English and started digging through the code for the other ones.  I never really played any of them, but I figured that they were arcade games, so they shouldn't have much to translate/hack.  Well, I was digging through Hi Pai Paradise's textures, and suddenly I'm looking at a long list of dominoes.  I had no idea that it was a mahjong game until that moment :)

I mention this because I was looking ahead in Sim City 64's textures, and I started seeing a long list of playing cards.  Not exactly what I expected in a city building game, and it reminded me instantly of Hi Pai Paradise.  There's just a heading to translate (and some text), but I'm guessing if you go into a casino you can gamble away your city's money.

EDIT: I don't think there is a title for the gambling screen.  Tried to find one of the base games with a casino already built, and I have no save game with one.  I'll check this out further after my first texture run through.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on February 02, 2018, 02:58 AM
[VWF 0.6.09] Latest patch is here (http://www.mediafire.com/file/7sdl7t5dda7t52o/NUD-DSCJ-JPN_%28VWFv0.6.09%29.zip).

Yup, it's Thursday.  I thought I'd put this out early since I got a lot done so far and reached a milestone.  First things first.

Changelog for VWF 0.6.09:
  - Bridge window translated
  - City Status window reconfigured and translated
  - Casino window found - possibly no textures to translate
  - Options window translated and further edited
  - Disasters window translated
  - Cursor Speed window translated

I may have mentioned before that I hate doing abbreviations.  As I was going through the City Status window, my frustration was growing and growing.  Finally, I just decided to reconfigure it.  So, panels were expanded and edited.  I think it looks decent.  Also, it used some weird symbols that may or may not have been from horse racing for telling you how well you were doing with problems.  I changed that to A, B, C, F (from doing great to not so great). 

The Casino window was mentioned above.  Still not sure whether it is poker or blackjack or both.

The Options window had two english words in it already - Screen and Options.  I think they were going for PC style File Menus.  I decided to replace Screen with Display since it meant I didn't have to add "show" in front of each of the items below it.  That column turns off and on things like the mini-map and buildings.

Disasters window.  Pretty straightforward.  I debated what the button should say for a while since no other Sim City I could find had anything like it.  Finally went with trigger.  It still doesn't feel right, but it fits into the space provided.

I hope the Cursor Speed window makes sense.  You can toggle how fast the Control Stick moves the cursor.  It isn't a huge speed difference, but if you toggle it to go Fast for low and slow for high, it feels just right.  The D-Pad section is weird.  When you hold down a direction, it moves that direction once, delays, and then repeatedly moves in that direction.  It's setting the time for that pause and for how quickly it goes from tile to tile.  I've never seen a game do that before.  If there's interest, maybe I can tweak those more so fast is actually fast, and slow is about what normal is now.

Now to the reason for the early release.  I hit the audio.  Except for one more section, the rest of the ROM is audio files (according to the sound tool).  That one last section is the Name screen which I plan to hack apart, removing Japanese characters, etc.  I'm going to skip that for now because I still need to find those "B to Exit" textures as well as a few others.  Instead I'm starting over at the beginning and working my way up to the Main Menu textures.  Once I get there, who knows.  Maybe I'll do Main Menu, possibly Name Screen.  Maybe I'll go back to my side projects for a time.

Oh, I finally tracked down a copy of Sim City 2000 and modded my UltraHDMI N64 for Japanese carts.  It may just be my first look at it, but I quite like the 2Dness of it.  The big down-side is that it uses Controller Paks for saving and replaces the left menu with a wheel.  Oh well.

Bonus: I fixed a small mistake in the Power Plants.  Fusion Plant when highlighted was incorrect.  It is correct now.

EDIT: I'm currently updating the First Post somewhat daily as I work on different things.  If you're curious about what I'm working on and what will be in the next patch release, it's there.  That said, I think I'm nearing the finish line.  Just some major hacking of the Name Screen, a major effort to get the Main Menu/Sound Menus translated, about 9/10s of the Scenarios window to do, 9 unknown textures, and some polishing left. 
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on February 03, 2018, 11:51 PM
I've never tried SC2000 on the N64, due to the language barrier, so I don't know how it compares to other SC2000 versions. If it had seen a PAL release then I would have bought it (we were lucky to get Conker's Bad Fur Day, and Super Smash Bros., but with Indiana Jones out luck ran out, and the PAL version was never released, still it was leaked onto the 'net a few years back).

Maybe the disaster word could be "Inflict"? Would that suit it better? Or "Unleash". Or "Launch", if you want to give it a James Bond villain type feel!

BTW, regarding the 64MB rom file of SC64, how full of data is it? Given how well it compresses when using 7zip, it seems like either there is a lot of empty space, or more likely, there are repeated (or at least similar) blocks of data throughout the rom. If so, then does that mean that the programming or design was a little rushed, do you think? Or perhaps part of the date, on the original 64DD disc, was designed to be over-written by fan made data for buildings and civilians etc (I think that might have been a fairly popular option for some gamers, if they could have edited the graphics for SC64).

Do you think that back in the day, it  could easily have been made into a multi-region game, including both Japanese and English on the same cartridge, albeit the PAL version would have defaulted to 50Hz of course? As a PAL user, it was a little irritating that sometimes we didn't get versions of the best JAP games (though sometimes they did see an NTSC release), and so the import scene was quite vibrant in Britain, but I never bothered myself. I think the original XBox was the last console I owned where this was a problem, as from then on, I don't remember any games I wanted that didn't come out in PAL. And thankfully, by the time of the XBox, bad PAL ports were more or less unknown.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on February 04, 2018, 05:08 AM
Maybe the disaster word could be "Inflict"? Would that suit it better? Or "Unleash". Or "Launch", if you want to give it a James Bond villain type feel!

I kinda like Unleash.  Maybe during the polishing phase I'll revisit that.

BTW, regarding the 64MB rom file of SC64, how full of data is it? Given how well it compresses when using 7zip, it seems like either there is a lot of empty space, or more likely, there are repeated (or at least similar) blocks of data throughout the rom. If so, then does that mean that the programming or design was a little rushed, do you think? Or perhaps part of the date, on the original 64DD disc, was designed to be over-written by fan made data for buildings and civilians etc (I think that might have been a fairly popular option for some gamers, if they could have edited the graphics for SC64).

It's only about half full of data, and there are definitely spots where data is repeated.  I believe the 2nd half of the ROM was meant for the save data, so it starts out as mostly empty.  Once I finish my work here, I plan to release the "clean" versions of the patch which will have all that extra save data removed.  It will boot up like a freshly purchased copy of Sim City 64.

I don't think it was rushed.  I think they were drunk on space :)  The compression they use is the simplest compression possible, so it doesn't compress much.  I'm not getting a sense of bugginess to the code.  There was a little hackiness with the text stuff, but nothing as bad as Majora's Mask English cart release or Doshin.  Man, Doshin was a beast to hack.  As for the user data, you can make so many different save games, but I believe you can only import one character that you create from Mario Paint.

Do you think that back in the day, it  could easily have been made into a multi-region game, including both Japanese and English on the same cartridge, albeit the PAL version would have defaulted to 50Hz of course? As a PAL user, it was a little irritating that sometimes we didn't get versions of the best JAP games (though sometimes they did see an NTSC release), and so the import scene was quite vibrant in Britain, but I never bothered myself. I think the original XBox was the last console I owned where this was a problem, as from then on, I don't remember any games I wanted that didn't come out in PAL. And thankfully, by the time of the XBox, bad PAL ports were more or less unknown.

I think that this game could have very easily been translated into English.  It has actually been a pretty easy game to hack.  I don't know about English/Japanese on the same disk, but with compression it's a very distinct possibility. 

You guys got Terranigma and Populous 2 on the SNES.  I'm still a little salty about that :)  That's down to the PAL format.  I'm sure it can be a pain to re-code for it.  Just look at the timings on the Ocarina of Time's End videos.  Hell, they had trouble keeping the timing good between different releases within NTSC.  That was hell to tweak the PAL GC version of that.  I think I took 50+ videos of that to get it right across all the PAL GC releases.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on February 10, 2018, 03:07 AM
[VWF 0.6.13 0.6.15] No patch this week. Instead here's a picture of the Name Screen as it stands today:
(https://i.imgur.com/Ch8gSLf.png)

I'm currently working on the Name Screen hacking.  So far I've:
 - Reduced the 3 windows down to 2.
 - Removed 2 of the buttons for switching between windows
   - One button became a 2nd space bar
   - The other button became RND-001 (the ID for the Randnet keyboard)
 - The 3rd button became a caps lock key that switches between 2 of the screens
 - The buttons on the bottom were given English text
 - The textured font (from Dr. Wright's text) was replaced with the font used in the top-middle HUD
 - The lower case letters were added to the 2nd screen (even if the keys are still Japanese)
 - The new font is a VWF, so the square box which didn't really fit anymore was replaced with a cursor

What's left:
- Get the cursor to change positions properly 2018 - 02 - 10
- Expand the font to include all characters shown on keys  2018 - 02 - 11
- Replace the textures on all of the small keys 2018 - 02 - 12
 - Lots of testing since the names are used throughout the game

The patch will also include "B to Exit/Quit/etc." texture translations.

I tried everything to get the textured font to work, but the palette just doesn't have enough grayish colors for it to look good.  The font from the HUD only needs one color (like the Japanese characters), so it fits in perfectly.  It will also be easier to replace the textures on the keys with this font.  It's already used for the bottom buttons.  By the way, the cursor has a changing texture so the angled line moves down to the bottom and repeats again at the top.

I'll release the patch as soon as the Name Screen is ready, which I hope is by next Friday but we'll see.

EDIT: Fixed the image so you don't have to download it.

EDIT 2018 08 14: Replaced the link to a picture with the actual picture.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on February 15, 2018, 04:19 AM
Happy 18th Birthday to the Sim City 64DD disk used for the cart hack!

The build timestamp on it is: 2000-02-14 at 11:32:22 am


EDIT: By build I mean the creation of the physical disk, not the compilation of code.  At least that's what I've been able to find floating around on the web.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on February 15, 2018, 04:43 PM
I notice in the first post (page one, of course) you say:

Save/Load Window: Completed [v0.6.00] (2017 12 - 16)
Bonus Buildings Window: Completed [v0.6.00] (2017 12 - 16)


but the game still says (when you start a new game, and play it until you get awarded a building) :

Would you like to save
your work so far?
    Overwrite existing s
ave
    Create a new save



The above is the exact layout of the text, because the text is too long for the onscreen line-space, and so the hand you use to select what to choose can be seemingly on the wrong line.

It's the same when it says:

    Continue without sav
ing



and the hand that should point to the currently highlighted option (well, it's the hand that acts as the "this is highlighted" pointer) overwrites the 'ng' in the 'ing'. This is before you see lots of Japanese  text spoken by a purple (or it might be pink?) haired woman.

"Continue without saving" can be changed to "Don't save", or course, but "Overwrite existing save" is trickier. Maybe "Over present save", though it's not an elegant phrase, and might confuse those new to gaming.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on February 15, 2018, 05:35 PM
Thanks for finding that!  The more problems people can find, the better I can make the hack.

Can you get a screen shot of it or just confirm something?  Does the text wrap because it reaches the end of the box, or is it wrapping at some invisible wall?  If the 2nd, I'll need to dig in and remove that wall.  If the first, the translation text is definitely open for change, and I'm assuming krom or whoever finishes the text could definitely make their own changes for either better translation or better fitting.  I can fix it temporarily though.

By the way, I'm currently working on the Save/Load screen as it ties in to the Name Screen with the Mayor/City name.  The names are supposed to be black text on a white background (which I've fixed), but the spacing for it is still tied to the Fixed Width font of Japanese.  Hopefully I'll get it figured out for a weekend release. 

EDIT 2018 08 14: Here's what the save/load screen looked like at this point
(https://i.imgur.com/0lNfHHG.png)

Here's how it looked in between this post and the next:
(https://i.imgur.com/v9Fqmvv.png)

After that point, I switched it from the Dr. Wright dialogue English characters to the HUD English characters (which is how it is in the final patch) and spent a few hours fixing the spacing.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on February 17, 2018, 02:59 AM
[VWF 0.6.18] Latest patch is here (http://www.mediafire.com/file/e5650h8f3xc5j4f/NUD-DSCJ-JPN_%28VWFv0.6.18%29.zip).

Changelog for VWF 0.6.18:
  - B to Exit, Quit, Cancel, etc. textures translated
  - Name Screen translated and reconfigured
  - Save/Load Screen hacked again to fix Names

A lot of the details are listed in the post on Feb 10.  You'll notice the patch number changed a lot since the last release (09 - 18).  There was a lot of hacking involved.  Mostly little pieces here and there.  Two new VWF tables were created.  The save/load screen had multiple spacing issues .

Up to now, my VWF hack left a white background behind the text in the Name Screen and similarly messed with the text in the Save/Load screen.  This has been fixed, and my HUD/Top Center font has been used for both.  I expanded that font to include new punctuation using the Sim City 2000 SNES keyboard as a basis.  Here they are side-by-side:

(https://i.imgur.com/wTHeYvM.png?1)(https://i.imgur.com/qkrYZx2.png?1)

I feel like I'm close to the end, but there is still a lot left.  I think I'm going to take a week or two off to work on other projects.  Afterwards I'm considering attempting the Main Menu/Sound Menu again.  We'll see.

Sim City 64's Release Day was 2000-02-23, so we're coming up on its true 18th birthday.  I won't be finished by then, but maybe by 2000-03-23 :)

EDIT 2018 08 14: Added the 2 images and the line about showing them side-by-side.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on February 17, 2018, 07:58 PM
Thanks for finding that!  The more problems people can find, the better I can make the hack.

Can you get a screen shot of it or just confirm something?  Does the text wrap because it reaches the end of the box, or is it wrapping at some invisible wall?  If the 2nd, I'll need to dig in and remove that wall.  If the first, the translation text is definitely open for change, and I'm assuming krom or whoever finishes the text could definitely make their own changes for either better translation or better fitting.  I can fix it temporarily though.

First of all, I apologise for not providing screenshots, it was the obvious thing to do but it never occurred to me. Anyway, I've taken some now, and as there are so many, I thought it was probably better to zip them up than jam up this thread with them.

This is all from version [VWF 0.6.09], which you posted on February the 2nd.

I turn on the N64, load SC64 v [VWF 0.6.09], and select the first option on the main menu (which is in Japanese, of course). I don't alter anything, just keep on pressing A (the blue button) on the controller, so I use the default (non-English) mayor and city name.

Here's the first problem (before you even get to the city building game-play screen); Even though your task is (as the game tells you) to get your population up to 2,000 (two thousand), the game then tells you the task is to get the population up to 20,000 (twenty thousand), as shown in photo "This is wrong it should say population 2,000.JPG". The correct figure that the game expects you to get is 2,000 (two thousand), of course.

So when you start the game (from the first item on the main game menu) after first loading SC64, then keep pressing A on the controller, don't change anything, and before you get to the actual game (where you can build on the terrain), then you'll see the wrong message, where it wrongly says "20,000" instead of "2,000".




Anyway, keep on pressing A to get to the game screen. Then just build stuff to increase the population, and you should see problem 2:

Problem 2; Now I used fast forward to (the yellow speed icon on the bottom of the Left Shoulder Button menu) speed up the game, and I noticed that the weather icon occasionally is corrupt (I don't know if the corruption is related to the speed up or not). I've taken three photos of this (because my camera is rubbish, the photos are all from the same time so they show the same thing), called "Corrupt icon x (all three are of the same icon).jpg", plus a photo each of the working sun, wind, and rain icons.






Problem 3; When you reach the goal (getting the population up to 2,000), then when you are asked to save, the save message is wrongly formatted/placed (the problem I mentioned in my last post), looking like this:


Would you like to save
your game?
   Save and continue
   Continue without sav
ing


The above is if you don't have a save-game present. If you do have a save-game, then the following (still wrongly formatted/placed message appears:


Would you like to save
your work so far?
    Overwrite existing s
ave
    Create a new save



I've taken seven photos, starting from the first (Japanese) text box that appears when you reach a population of 2,000, that's file "Incorrect text formatting or placing 1.jpg", then I pressed A on the controller to get the next text box (again Japanese, they all are until you get to the save box), and photographed it as "Incorrect text formatting or placing 2.jpg", and so on. Photos 5, 6, and 7 are all the same, again since my camera is rubbish I took three photos of varying quality.


And with the hand selector pointing at (if you go by the text) the wrong line. I think it's wrapping wrongly at some invisible line, but I might be wrong.


The zip file of the photographs is here:


https://mega.nz/#!DdMmCKhA!rGgLo360OsSH_ghWJP9Djr-j2VSs3XHwRoA3q5mk17U
 (https://mega.nz/#!DdMmCKhA!rGgLo360OsSH_ghWJP9Djr-j2VSs3XHwRoA3q5mk17U)

BTW, your work is really amazing, you really have opened up this fantastic game to the non-Japanese-speaking world.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on February 17, 2018, 08:40 PM
I've just checked, and all three issues exist in the latest ([VWF 0.6.18]) patch too.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on February 18, 2018, 04:39 AM
@Kerr Avon - You are awesome!  Thank you so much for those screen shots!

Error 1: Population misquote.  Oops, my mistake.  I went back and edited krom's text there to fit a little better with the VWF.  It's a good thing I didn't make the game because I totally would have set it at 20,000 :)

Error 2: Weather corruption.  That is odd, and I have a few ideas on it.  It may be using some of the VWF code that I modified to overlay the weather on the Month/Year/Population window.  I had to hard code some things to get the original font to work, and then I had to selectively undo those changes to get other things to work like Name Screen text.

Error 3: Dialogue for save game.  I was worried about that.  Sim City 64 has a lot of random "walls" where it forces text to wrap around.  I've removed half a dozen already.  I'm guessing once the game is fully translated that I may have to trace back a few more of them.  It's easy to do, just takes a little patience.  It also looks like the pointer is off by one because the 1st line isn't supposed to wrap either.

Nothing game breaking, so I'll make these a priority when I get back to hacking the game.  I just need a little time away from SC64.  That Name Screen hack drove me crazy.  Every time I fixed something, it showed 2 more things that needed fixing.  By the end of it, the Name Screen is ~99% perfect (the cursor can be off by a pixel at times), and the Save/Load Screen is ~98% perfect (Mayor and City name's off by a pixel, but more regularly).  All assuming I didn't miss anything in my testing :)

By the way, how are you liking Sim City 64?  Any changes or further translations that would help?  I should mention that there is a slight corruption when it displays the current objective sometimes.  It will list the end year as ? ? ? ?.  I planned to address this during the polishing phase.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on February 20, 2018, 07:42 PM
@Kerr Avon - You are awesome!  Thank you so much for those screen shots!

Error 1: Population misquote.  Oops, my mistake.  I went back and edited krom's text there to fit a little better with the VWF.  It's a good thing I didn't make the game because I totally would have set it at 20,000 :)

Two thousand does seem a small target, especially as you start more than half-way there anyway. But I suppose it's to ease players new to the franchise into the game's ideas.


Quote
Nothing game breaking, so I'll make these a priority when I get back to hacking the game.  I just need a little time away from SC64.  That Name Screen hack drove me crazy.  Every time I fixed something, it showed 2 more things that needed fixing.  By the end of it, the Name Screen is ~99% perfect (the cursor can be off by a pixel at times), and the Save/Load Screen is ~98% perfect (Mayor and City name's off by a pixel, but more regularly).  All assuming I didn't miss anything in my testing :)

By the way, how are you liking Sim City 64?  Any changes or further translations that would help?  I should mention that there is a slight corruption when it displays the current objective sometimes.  It will list the end year as ? ? ? ?.  I planned to address this during the polishing phase.

Oh I love the game! I just with an Android based N64 emulator could play it (none that I've tried have 64DD emulation good enough to run SC64) so I could play it when commuting to work. No improvements or problems occur to me yet, I'm still fascinated seeing how much you've done on it.

Enjoy your time away from SC64  :) Are the other projects you are involved in N64-related too?
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on February 20, 2018, 09:16 PM
Oh I love the game! I just wish an Android based N64 emulator could play it (none that I've tried have 64DD emulation good enough to run SC64) so I could play it when commuting to work. No improvements or problems occur to me yet, I'm still fascinated seeing how much you've done on it.

Enjoy your time away from SC64  :) Are the other projects you are involved in N64-related too?

That's awesome!

My hope is that N64 emus will better support 64DD games as people realize that they're being translated.  LuigiBlood's Mario Paint and Talent Studio got some nice press recently.  Maybe that will be a start, especially with Polygon Studio on the way and Sim City with at least a decent start.

So far I wrote a VWF for Zelda Ocarina of Time :)  The Press Start at the intro screen was using fixed width.  I tied into the existing VWF which was imperfect, but it looks better (and allows people to change the text for translations).  I also started up again on a secret project.  If it takes off, the break might be a little longer.  We'll see :)
Title: Re: Sim City 64 (64DD) Translation
Post by: krom on February 23, 2018, 04:31 AM
Hi ozidual,

Amazing progress on your work, thanks so much for putting all this effort into the Sim City 64 translation =D

LuigiBlood's Polygon Studio translation is very nearly 100% complete & looking very polished.
So great to see these games getting such nice translations, & looking so polished.
Will be ace to bring these to the masses!

I hope you have a nice break, & have fun with your secret project =D
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on February 23, 2018, 10:30 PM
Happy Birthday to Sim City 64!  And Mario Artist Talent Studio and the Randnet disk.  They have reached voting age - about time!

Thanks krom!  I'm excited and a little sad to be so close to the end.  Despite its frustrations, Sim City 64 has been a pretty good game to hack.   

LuigiBlood has been doing some great work lately.  He's on a roll with the Mario Artist series - finishing Paint, tearing through Polygon, doing some great work on documenting Zelda OoT's 64DD hooks and getting those awesome english title screens imported. 

Maybe 2018 will be the year of the 64DD.  It is the 18th anniversary for most of its games.  There's translation work done on 6 out of 10 games.  2 of the untranslated games are kinda pointless to translate (Mario Artist Communication and Randnet Disk).  I've mapped out most of the textures for Doshin 2.  I'd work on hacking it, but I can't quite get the unhacked game to work right last time I tried (Disk version kept crashing when switching disks).  I didn't put much time into trying.   I hear Pro Golf Tour has a lot of English already.

The secret project could be going better.  I've been stuck on Doshin's part of the secret project work for months.  That game is just programmed strangely.  I've decided that I really don't like how they did that game.

Oh well, it is nice taking a break otherwise :)  Hopefully I can come back to Sim City 64 refreshed.

EDIT: ...and now Mario Artist Polygon Studio is translated 100% too!  Thanks LuigiBlood!
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on February 28, 2018, 06:17 AM
I took a night off and played some Sim City 64 Practice Mode.  It's actually kinda fun.  I get worried because Sim City is usually hit or miss for me. 

Kerr Avon, you're right.  That save message REALLY needs to be fixed.  It's not only wrapping weird, but the selection is on the wrong page.  I also think I might dig around and try to find the text for "Surveying" (I believe that name is due to change hence the quotes).  At the very least the title needs to be fixed.  At some point I need to figure out how to enter the casino too.  I built it, but no dice entering.  Possibly it is disabled in Practice Mode.

I think the graphical glitch in the upper left corner might just be the game.  I didn't see that specific glitch, but I did see some glitching in that area.  Sim City 64 is supposed to push the N64 hardware and I wonder if that's just part of it.

EDIT: The casino can only be entered at night.  There's a guy that hangs out around the casino in the same spot all the time.  If you talk to him after dark, he'll give you the option of going into the casino.  I may look into translating at least the options.  The game is High/Low.  If you're familiar with the dragon quest games, you usually play high/low to double your bets after winning poker.  Same rules apply here, except no poker. 

By the way, it's worth playing the game up to practice level 5.  I don't want to spoil it, but the graphics change somewhat.  It's pretty cool to walk around your city then.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on March 04, 2018, 06:32 AM
[VWF 0.6.19] Latest patch is here (http://www.mediafire.com/file/zwh4ehoeklrcw6q/NUD-DSCJ-JPN_%28VWFv0.6.19%29.zip).

This is a very minor patch.  It fixes the spacing for the save text at the end of each Practice step.  I also fixed Step 1, so it shows the proper goal of Population 2,000 instead of 20,000.  Really, if you have 0.6.18, you have this patch.

I should mention that I've updated the main post.  Without an instruction manual, I went ahead and started at least the basics of movement and how to access the mini games.  If you discover anything else, let me know and I'll update it.

Even though it is not in this current patch, I thought I'd also show off this picture:
(https://i.imgur.com/tZZXEqv.png)

It's rough, but it's translated (the wording is finalized).  That is probably 20+ hours worth of work to get to that point.  I created a skeletal alphabet that then gets converted into 5(!) different colors.  Then all of the letters need to be assembled twice for each word's color (3 times for Resume).  I started to list all of the problems with it, but there are too many.  The most obvious is the jaggies.  After I fix the other problems, I hope I can fix the jaggies.  Historically I've been pretty bad at finding the right byte of color to round those out.  We'll see.  If anyone out there has any experience with 8 bit per pixel textures with odd color palette's, PM me - I'll take any help I can get :)  I've done all of this using spreadsheets and macros.

Also, how do you draw an N when both sides slant inward as they go down?  I don't think I'll ever like the final solution for that.  The K (not shown) is pretty bad too.

EDIT: Just in case I'm not around when the final translation happens (there is no reason I won't be) or I'm in the middle of some other project.  800C9DBC is the command that loads the max characters per line byte.  It's called before displaying the text.  As I said in a comment above, there are probably more hard coded text boxes that don't show up as a problem with the Japanese text.  You have to trace it back through anywhere from 2-10 load/stores, and it seems to always be stored in code as an addiu ?? r0 0x00??.  I've been setting it to 0x3D because that would fit a whole line of l's or i's.

EDIT 2018 08 14: Replaced the link to a picture with the actual picture.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on March 06, 2018, 08:39 PM
Thanks for the patch, and BTW that screenshot of the menu looks great.

The SimCity 64 manual can be downloaded from https://64dd.org/dumps.html (https://64dd.org/dumps.html) (a 360MB .PDF file!), but of course it's all in Japanese at the moment. Remember the days when games came with manuals, and not a four page pamphlet detailing copyright, an epileptic warning, how to plug the console in, and a lot more copyrights mixed in with advertisments?

The bit about "Just in case I'm not around when the final translation happens", doesn't sound good, I hope there's nothing wrong, mate?
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on March 07, 2018, 05:42 AM
Thanks!  The new main menu text looks pretty good on its own, but when it's sitting next to the existing text it's fingernails on the chalkboard :)  I'm revising and revising and revising.  With luck, we'll get something decent in the end.  It'll just take time.

I've checked out the Japanese manual a few times.  I'm sure it was great in Japan, but it's very text heavy and not very helpful in understanding the game.  Also, the minigames don't seem to be represented at all.  I'm sure the text in game would help players figure it all out, but that's still not translated either.  In the meantime, there's the main post :)  If any of it feels spoilery, just let me know and I'll find some other way to make it available.  I'm trying to keep it as minimal as possible while still letting players enjoy the game. 

I definitely miss the days of manuals.  They made the games more real to see them on paper.  You'd spend the whole car ride home from buying a new game pouring over the manuals.  I really feel sorry for today's gamers.  To have a QR code that you can scan with your 3DS to give you small bites of text in a bad font.  Why even bother creating it in the first place. 

I still think the artwork in the NES Metroid and Kid Icarus manuals are among my favorites.  They brought to life the creatures that were only a dozen or so pixels on the screen, and Samus was a badass.

The bit about "Just in case I'm not around when the final translation happens", doesn't sound good, I hope there's nothing wrong, mate?

Hah, that's just me.  I'm not sure why, but I sometimes wonder what would happen if I had a massive injury or found out I had an end date set on life.  Sim City 64 is far enough along that it would probably be completed.  It's mostly textures and text left to do.  With the ability to fix any further max length per line issues, that should just about cover it.

Also, byuu's recent article (https://byuu.org/articles/experiment/) on how life and hacking changed over the years got me thinking about what I wanted to do.  His article focuses more on meeting your heros, working with them, and then moving on to newer heros.  While it is awesome to chat with some of the movers and shakers of the N64 scene, the article more got me thinking about my direction in hacking.  Honestly, I just like doing VWFs, ASCII tables, and finding ways to hack/fix these games.  I don't expect that to change.  I could see myself 10 years from now still tweaking Zelda games and there are easily enough N64 games to translate to last me the rest of my life.  Still, that's not usually how life works and who knows what I'll be doing when translators finally translate the last pieces of Sim City 64's text.

Definitely off topic for Sim City 64, but manipulating spreadsheets to adjust textures has left a lot of room for the mind to wander recently :)
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on March 09, 2018, 05:01 AM
PSA: Will fix this later, but if the game asks you to build an Exodus Arc, it's currently called a Launch Arc.  My bad.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on March 10, 2018, 09:03 PM
Thanks!  The new main menu text looks pretty good on its own, but when it's sitting next to the existing text it's fingernails on the chalkboard :)  I'm revising and revising and revising.  With luck, we'll get something decent in the end.  It'll just take time.

I've checked out the Japanese manual a few times.  I'm sure it was great in Japan, but it's very text heavy and not very helpful in understanding the game.  Also, the minigames don't seem to be represented at all.  I'm sure the text in game would help players figure it all out, but that's still not translated either.  In the meantime, there's the main post :)  If any of it feels spoilery, just let me know and I'll find some other way to make it available.  I'm trying to keep it as minimal as possible while still letting players enjoy the game.

I definitely miss the days of manuals.  They made the games more real to see them on paper.  You'd spend the whole car ride home from buying a new game pouring over the manuals.  I really feel sorry for today's gamers.  To have a QR code that you can scan with your 3DS to give you small bites of text in a bad font.  Why even bother creating it in the first place. 

For me, seeing SimCity 64's manual brought back memories of when game's did have interesting manuals, although maybe the manual isn't that interesting and my reaction is instead also due to it being the first new (to me) game manual I've seen in years.


Quote
I still think the artwork in the NES Metroid and Kid Icarus manuals are among my favorites.  They brought to life the creatures that were only a dozen or so pixels on the screen, and Samus was a badass.

Older game graphics also served a function that has been lost with many modern games (especially first person games), in that they made your imagination work, and you'd imagine that you saw details in the low resolution, blocky sprites that just wasn't there. In most modern games, the graphics are so good that your imagination doesn't get involved at all.


Quote
The bit about "Just in case I'm not around when the final translation happens", doesn't sound good, I hope there's nothing wrong, mate?


Hah, that's just me.  I'm not sure why, but I sometimes wonder what would happen if I had a massive injury or found out I had an end date set on life. 

I see. I have wondered if I would like to know in advance when and where I'll die, and I can't decide for certain either way. Both have their pluses and minuses.


Quote
Sim City 64 is far enough along that it would probably be completed.  It's mostly textures and text left to do.  With the ability to fix any further max length per line issues, that should just about cover it.

Also, byuu's recent article (https://byuu.org/articles/experiment/) on how life and hacking changed over the years got me thinking about what I wanted to do.  His article focuses more on meeting your heros, working with them, and then moving on to newer heros.  While it is awesome to chat with some of the movers and shakers of the N64 scene, the article more got me thinking about my direction in hacking.  Honestly, I just like doing VWFs, ASCII tables, and finding ways to hack/fix these games.  I don't expect that to change.  I could see myself 10 years from now still tweaking Zelda games and there are easily enough N64 games to translate to last me the rest of my life.  Still, that's not usually how life works and who knows what I'll be doing when translators finally translate the last pieces of Sim City 64's text.

Definitely off topic for Sim City 64, but manipulating spreadsheets to adjust textures has left a lot of room for the mind to wander recently :)

I'm pretty sure that if I knew I was going to die at a certain date then I'd want to fill up my time before then. Instead, like most people I just don't think about it, and tend to assume I'll never die. Mind you, I don't think I ever thought about losing my hair, or my body getting old enough that it's operations start slowing down or deteriorating in quality (I can't run without getting out of breath now, I have to be careful what foods I eat now, apparently I grunt when I stand up sometimes, etc), but I'm now balding, I hate modern music, and I don't understand anyone under twenty!
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on March 12, 2018, 09:54 PM
[VWF 0.6.19] No new update.

Progress: I've finished the lettering of the menus.  They look... decent.  I'll let others decide when I finally release the new menu.  I sometimes spend way too long fixing textures that no one notices :)  Unfortunately, behind the lettering are these white clouds (possibly spray paint?).  On the main page, they appear to be a separate texture, which I hope will be easy to update.  On the Sound Menu, they're built into the background.  That background is a complex brick wall with "Sim City 64" in japanese and a city spray painted on it.  I'll have to re-create pieces of it before I can redo the clouds since all of the text pieces moved around.  That's where I'm currently stuck.  It'll take more time.  I'm considering finishing up the main page and releasing a patch as is, then going back later to finish the Sound Menu.

Bugs found: The mayor's name and city's name can corrupt text after them.  Including text in the HUD if a text box appears with either name in game.  I'm adding it to my list to clean up.  I also found a new texture that will need to be found/translated.  It appears in the Goals window, which may require more cleanup than I expected.

1st Scenario: Raspberry mining town.  The instructions say you need a population of 10,005.  It's supposed to be 15,000 (I'll fix it).  It also says to "secure $5,000".  This seems to mean that you must borrow and repay $5,000.  At least that's how I finally finished it.

I was skimming through the instruction manual, hoping for a shot of the Sim City 64 background when I came across more "minigames".  I guess you can ride around in some cars, and on trains.  I've updated the main post, but I have no first hand experience with this yet.

By the way, I finished the Practice game choosing the 1st option each time and now I moved on to the Scenarios.  This is a playthrough to try to capture any other issues.  Also to create save games.  Seems successful so far since I've found a few bugs.  None major yet, thankfully.

So far, the game appears to be saving in all slots.  Not sure if it was working before, or if it's something I fixed.  In the past, the game would not let you save in slots A-2, A-3, etc.  Just in A-1, possibly B-1, C-1, etc.  Let me know if anyone else is experiencing problems with saving in multiple slots.  Always remember to hit reset before shutting down the game, even with the ED64 v3.  You need to let the box appear saying "saving" and then have the ED64 main menu come up again before powering down.  Otherwise any saves you made during that playthrough will be lost.

@Kerr Avon - What I never realized about old age was that it really starts in your 30s.  I know it doesn't get any better as you age, but the 30s is when the first cracks start appearing in the foundation.  No wonder people always say to enjoy your 20s :)  Not to mention that's a horrible way to build something that's supposed to last 60-80 years.  Clearly they weren't thinking straight when they designed the human body.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on March 13, 2018, 04:45 PM
It looks like 40 Winks may need some rom work based on their latest update.  I just wanted to put it out there that if Piko Interactive would like help with the 40 Winks ROM, I'd be willing to help.  I would still highly recommend Zoinkity as a first choice - he does amazing work.

Don't worry - I wouldn't abandon Sim City 64.  At the very least I would take a few days to clean it up better, release the main menu text, fix the existing bugs and check back regularly for bug fixes.  No matter what, Sim City 64's hacking work will be finished this year, preferably in the 1st half of the year.


I checked.  They've got someone. :)
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on March 14, 2018, 05:04 PM
Psssst, no they haven't - I just spread that false rumour so Ozidual wouldn't stop work on SC64  ;D

Keep it quiet, everyone!
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on March 16, 2018, 05:18 AM
Hahaha - it would have only been a temporary diversion.  I like helping to make multi-language translations available on both PAL and NTSC.  For one thing, I can piece my way through most Latin-based languages enough to get a general idea.  Japanese is like pulling teeth unless I have a nice cheat sheet like with SC64 being based on SC2000 :)  I could be wrong since I don't have the 40 Winks ROMs they're using, but it sounds like most of their goals are very attainable in the time frame.

At least the 40 Winks diversion helped me think of a way to get through the menu text issues a little better.  My plan right now is to get the Main Menu to 100% - text translated and cloud textures fixed.  Then get the text translated for the Sound Menu, but not touch the Sound Menu background. 

It's just bogging me down too much.  I'll either swing back around to it later, or it'll stay until the whole game is fully translated (then I'll have to swing back around to it).  No one really goes to the sound menu anyway :)  I hate cutting corners, but it really is a massive undertaking at a time when my patience for screen-sized, massive texture editing is disappearing rapidly. 

Here's a small sample of what I've been staring at for... oh wow, the past month:
(https://i.imgur.com/RdWAPJ1.png)
It's me mapping out the original Japanese text textures and the new English textures over the cloud textures to get an idea of where I need to shift things. 

EDIT 2018 08 14: Replaced the link to a picture with the actual picture.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on March 22, 2018, 01:53 AM
[VWF 0.6.20] Latest patch is here (http://www.mediafire.com/file/p8lrppmm8mpk6di/NUD-DSCJ-JPN_%28VWFv0.6.20%29.zip)

(https://i.imgur.com/ObeZG7V.png)

Changelog for VWF 0.6.20:
  - Main Menu translation and "clouds" finished
  - Sound Menu translation and "clouds" finished
  - Minor text fix for Scenario 1 - Population goal changed from 10005 to 15000
  - Minor text fix for Practice - Exodus Ark replaced with Launch Arc (from SC2000)
  - Text after Mayor/City/etc. name fixed

The Main Menu and Sound Menu text are translated!! I was able to get the Sound Menu looking pretty good too, possibly to a final version.  That was one brutal month spent staring at spreadsheets.  I'm not 100% happy with how the new menus look, but it is a decent approximation.  I may still make minor changes to it as I work on the patch depending on the general consensus and whether it annoys me over time :)  I threw in the minor text fixes and was able to quickly fix the Mayor/City name problem, so threw that in too.

Up next - I don't know.  I have a list that is shrinking quickly, but I might take some time off for a week again after that last push to get the menus done.

Enjoy!

EDIT 2018 08 14: Added a picture of what the final Main Menu looked like.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on April 04, 2018, 06:45 AM
I'm working on Sim City 64 again and cleaning up the Goals section.  Nothing to post yet because it's a little bit of a mess right now.  Ran into a snag in this:
(https://i.imgur.com/mFEIO9F.jpg?1)

I can't figure out what the yellow text in the upper left blue box says.  Could someone either send what the characters are or a translation for them?  I'm having no luck figuring it out. 

My assumption is that it's saying something like "Fail", but I'll need a translation that's only 2-4 letters in size, (possibly 5 or 6?), if I'm going to fit it back into that tiny box :) 

Thank you!

EDIT 2018 08 14: Replaced the link to a picture with the actual picture.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on April 04, 2018, 06:54 PM
I asked at:

https://assemblergames.com/threads/the-translation-thread.21989/page-46#post-969629 (https://assemblergames.com/threads/the-translation-thread.21989/page-46#post-969629)

and received the reply "If you mean "達成!", that's "Success!" or "Accomplished!" in English.".
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on April 05, 2018, 05:17 PM
Awesome - thanks Kerr Avon! 

I think I'll go with "Done!" if I can fit that in the box.  In Goals, there are 5 different sections:

1. Header
2. Time
3. Need (requirements)
4. Power
5. Debt

Sections 4 and 5 get an OK! box if the requirements are fulfilled.  These usually start as OK!.  Sections 2 and 3 get the other box when their requirements are fulfilled.  They usually start with no box since that is what you are trying to accomplish.  If Done doesn't fit in that box, I may just go with OK! for all 4. 

There's also a line wrap issue (fixed), a text spacing issue (in process), a box spacing issue (in process), and some text fixing.  Example:

(https://i.imgur.com/DZhNSps.png)

By the way, currently if it reads "10 years up to 1920/6", it means that the scenario or step will end after June 1920.

EDIT 2018 08 14: Added a screenshot from that time showing some of the issues.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on May 05, 2018, 05:01 AM
Sorry I haven't released an update in almost a month.  As I mentioned in another post, I was part way through updating the Goals when I was pulled into another project.  Welp, I got pulled into yet another one doing some more Zelda work.  I need to get further along in it before I can pick up SC64 again.  Then I will finish SC64.  I do not like having this patch hanging around unfinished.  I think there are only a few weeks of work left to do on this patch.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on May 06, 2018, 03:30 PM
Sorry I haven't released an update in almost a month.  As I mentioned in another post, I was part way through updating the Goals when I was pulled into another project.  Welp, I got pulled into yet another one doing some more Zelda work.  I need to get further along in it before I can pick up SC64 again.  Then I will finish SC64.  I do not like having this patch hanging around unfinished.  I think there are only a few weeks of work left to do on this patch.

Don't worry about it mate, we all know you don't abandon your projects (and I doubt any of us are unfamiliar with the problem of having our free time taken up by other things - if someone worked out a way to sell time, they'd make a fortune!).
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on May 18, 2018, 05:55 AM
[VWF 0.6.23] Latest patch is here (http://www.mediafire.com/file/it248j82l8teoso/NUD-DSCJ-JPN_%28VWFv0.6.23%29.zip)

Changelog for VWF 0.6.23:

   - Translated all Goals text boxes for Steps (Practice) and Scenarios.  They now display requirements correctly and use only Latin characters.
   - Fixed some of the Goals textures so they display in the correct location.
   - Changed Save location text (e.g. A-1) to Latin characters instead of Japanese.
   - Fixed a text box that was wrapping early.

Still to do:

   - Translate the 2 other Goals textures 2018-05-18
   - Verify spacing on the 2 other Goals textures
   - Fix town names (I abbreviated one or two to fit the space) 2018-05-19
   - Maybe translate all of the Scenario textures on the Scenario Select screen  2018-05-22
   - Fix timer numbers for the Find Person mini-game (uses dialogue screen characters instead of HUD characters)
   - Redo spacing, naming and number sizes for Save Screen Step/Scenario/Clear/City textures  2018-05-23
   - Import Character window retranslation
   - Survey/Query window translation
   - Unknown textures
   - Retranslate a few of the left menu items

I'm back!  This patch is brought to you by the character 0x7F.  By a happy accident, 0x7F turned into a NULL character, which allowed me to pad 1-byte characters into 2-byte characters.  This means that I didn't have to hack apart the code for the Goals text boxes to allow for 1-byte text.  That's what occupied me for v0.6.21 before I was pulled away to work on other hacks.  Once I stumbled on 0x7F, I decided to spend a little extra time translating and revamping the Goals text boxes so they looked right.  Before they would sometimes display the incorrect information or just ??'s.  I did not translate Dr. Wright's conversations at all, but with the Goals text boxes done, you should be able to figure out what you need to do for each scenario now.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on May 25, 2018, 04:44 AM
[VWF 0.6.29] Latest patch is here (http://www.mediafire.com/file/yio2br2hej56eut/NUD-DSCJ-JPN_%2528VWFv0.6.29%2529.zip/file)

Changelog for VWF 0.6.29:

   - The two Goals textures are translated - they now say "Done!".
   - Town names are fixed.  I removed abbreviations and spelling errors.
   - Scenario Select screen textures are all translated.  The text is only translated for the 1st 5 scenarios (krom's translation).
   - In save files on the save/load screen, the label for the type of save file has been fixed (step/scenario/clear/city).
   - On the Query/Survey window, most numbers are now latin numbers instead of the Japanese ones.
   - Timer numbers for the Find Person mini-game have been changed to the HUD characters instead of the dialogue chars.

Still to do:

   - Import Character window title retranslation
   - Survey/Query window translation (including the title box)
   - Unknown textures (ROM location found but game use not found)
   - Retranslate a few of the left menu items such as Survey -> Query

I'm about halfway through translating the Query window (originally called Survey window).  Hopefully I'll have this finished by next week.

I will probably stop trying to verify the spacing for Goals' textures.  It requires time I could spend working on the game, so I'll leave it up to you guys to verify.

(https://i.imgur.com/frt97R5.png)
(https://i.imgur.com/h6Fo3JO.png)
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on May 25, 2018, 09:17 PM
[VWF 0.6.31] Latest patch is here (http://www.mediafire.com/file/2qu561xzbj9p7qh/NUD-DSCJ-JPN_%2528VWFv0.6.31%2529.zip/file)

Changelog for VWF 0.6.31:

   - Import Character window's title has been fixed
   - Survey has been converted to Query on Left Menu and its window title
   - Save data has been removed (these are now "clean" disk roms)

Left undone:

   - Unknown textures
   - Query window translation

I'm done... sort of.  I originally set out to create a VWF for Sim City 64 and to translate all of the textures.  I have created many VWFs along the way, and translated all but a handful of textures.  The future is uncertain and the next month or so could be very busy irl.  If that happens, I wanted to at least finish this before disappearing for a long stretch again.

The unknown textures are (Disk rom addresses):

1043F48   10442c8   :) After Installation
10442D0   1044570   :) After Installation
(https://i.imgur.com/6Xjy9x8.png)

10447E8   1044b68   :) Before Installation
1044B70   1044E10   :) Before Installation
(https://i.imgur.com/ZVQkdF9.png)

1044E88   1045208   ! Range of Development of Road
1045210   10454B0   ! Range of Development of Road
(https://i.imgur.com/WOvYWaW.png)

1045528   10458a8   ! Range of the Station's Development
10458b0   1045b50   ! Range of the Station's Development
(https://i.imgur.com/EQ2VBAn.png)

1045bc8   1045f48   ! Cannot Be Installed
1045f50   10461f0   ! Cannot Be Installed
(https://i.imgur.com/6oiwylX.png)

1046268   10465e8   ! No Intersection
10465f0   1046890   ! No Intersection
(https://i.imgur.com/Q9wHRJA.png)

1046908   1046c88   :( Examples Of Inefficiency
1046c90   1046f30   :( Examples Of Inefficiency
(https://i.imgur.com/RI0oeWL.png)

1046fa8   1047328   :) Efficient Example
1047330   10475d0   :) Efficient Example
(https://i.imgur.com/BjxEzsh.png)

1047648   10479c8   ! Scope of Development of Bus Stop
10479d0   1047c70   ! Scope of Development of Bus Stop
(https://i.imgur.com/xufLDDH.png)

I looked at them, but without a frame of reference, I don't want to translate them.  What you see there is a very generalized, machine-translated translation.

As for the future of this project:

There is still some text that is either very simplistic, or that I can probably pull from Sim City 2000.  I'd like to do that if I get time. 

I will release a full list of the Japanese text in the game (minus textures since those are done).  Hopefully this will include a simple way to convert it back to hex for importing into the game.  If krom is interested in continuing the translation, I'll help him out where and when I can.  If not, I can post on romhacking to see if there are any translators interested.

Ideally, I'd like to release all of my notes and tools along with the texture locations and the division of files within SC64.  We'll see.  I might instead post the distilled version on Romhacking's wiki.  You can already see some of my notes for Doshin the Giant on there.

By the way, there appear to be a lot more mini-games.  I ran some of the text through machine-translators, and it looks like talking to a bird, possibly a crab, taxi cabs, and maybe firefighters may send you on other mini-games.  I say mini-games though they may just be different ways to view the city.

Sim City 64 is very playable in its current state.  Even though Dr. Wright's dialogue is not complete beyond the first step in Practice mode and the first 5 scenarios in Scenario mode, you can see what you need to do by checking the Left Menu - Dr. Wright - Goals window.  It's still Sim City, so if you know the basics of that, you'll be able to play Sim City 64.

EDIT 2018 08 14: Added images of each of the textures mentioned.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on May 26, 2018, 07:04 PM
[VWF 0.6.31] Latest patch is here (http://www.mediafire.com/file/2qu561xzbj9p7qh/NUD-DSCJ-JPN_%2528VWFv0.6.31%2529.zip/file)

Thanks! Looking forward to trying this as usual, when I get home (and I've nothing to do tomorrow, so I can hammer the game then).



Quote
I'm done... sort of.  I originally set out to create a VWF for Sim City 64 and to translate all of the textures.  I have created many VWFs along the way, and translated all but a handful of textures.  The future is uncertain and the next month or so could be very busy irl.  If that happens, I wanted to at least finish this before disappearing for a long stretch again.

If this is the last release, then I'm sure I'm not the only one here who is going to miss your posts about the advances you've made, they've been very interesting. Please keep us updated about any other N64 projects you take up or consider, all the more so since for a long time now, you've been the only N64 programmer/modder making regular posts about a project. I don't know if Zoinkitty, Binkers87, ConkerGuru, Saturnu, etc, are still working on N64 related stuff, or if they've moved on permanently.

Even information on the ongoing development of Goldeneye X seems to have been mostly in silence, though it's developers were never too vocal on their progress anyway. And of course Goldfinger 64's developers prefer to be like Rare, and not discuss development at all and just release the finished product when it's done. I used to dislike that about Rare, but since they went monumentally downhill and stopped making games I like (around fifteen or more years back) I of course don't care now.

Still, knowing your perfectionism, I'm sure there will be a few updates over time! And of course if I find any more bugs that slipped through the net, then I'll post them here.



Quote
The unknown textures are (Disk rom addresses):

1043F48   10442c8   :) After Installation
10442D0   1044570   :) After Installation
10447E8   1044b68   :) Before Installation
1044B70   1044E10   :) Before Installation
1044E88   1045208   ! Range of Development of Road
1045210   10454B0   ! Range of Development of Road
1045528   10458a8   ! Range of the Station's Development
10458b0   1045b50   ! Range of the Station's Development
1045bc8   1045f48   ! Cannot Be Installed
1045f50   10461f0   ! Cannot Be Installed
1046268   10465e8   ! No Intersection
10465f0   1046890   ! No Intersection
1046908   1046c88   :( Examples Of Inefficiency
1046c90   1046f30   :( Examples Of Inefficiency
1046fa8   1047328   :) Efficient Example
1047330   10475d0   :) Efficient Example
1047648   10479c8   ! Scope of Development of Bus Stop
10479d0   1047c70   ! Scope of Development of Bus Stop

I looked at them, but without a frame of reference, I don't want to translate them.  What you see there is a very generalized, machine-translated translation.

As for the future of this project:

There is still some text that is either very simplistic, or that I can probably pull from Sim City 2000.  I'd like to do that if I get time. 

I will release a full list of the Japanese text in the game (minus textures since those are done).  Hopefully this will include a simple way to convert it back to hex for importing into the game.  If krom is interested in continuing the translation, I'll help him out where and when I can.  If not, I can post on romhacking to see if there are any translators interested.

Ideally, I'd like to release all of my notes and tools along with the texture locations and the division of files within SC64.  We'll see.  I might instead post the distilled version on Romhacking's wiki.  You can already see some of my notes for Doshin the Giant on there.

You could post anything you can't personally translate into the Japanese-translation thread at:

https://assemblergames.com/threads/the-translation-thread.21989/ (https://assemblergames.com/threads/the-translation-thread.21989/)

as they seem a knowledgeable, helpful and often very Japanese-fluent bunch there. Or if you'd prefer, just post the images that you want translating into this thread and I'll post on the translation thread.

And please release your notes and tools etc related to the game, so others can learn from them, now and in the future.



Quote
By the way, there appear to be a lot more mini-games.  I ran some of the text through machine-translators, and it looks like talking to a bird, possibly a crab, taxi cabs, and maybe firefighters may send you on other mini-games.  I say mini-games though they may just be different ways to view the city.

Sim City 64 is very playable in its current state.  Even though Dr. Wright's dialogue is not complete beyond the first step in Practice mode and the first 5 scenarios in Scenario mode, you can see what you need to do by checking the Left Menu - Dr. Wright - Goals window.  It's still Sim City, so if you know the basics of that, you'll be able to play Sim City 64.

It will be interesting to find even more mini-games and functions that the game supports. You have to hand it to the designers, they really seemed to want to make it as good as possible.

By the way, where does the Everdrive 64 store SimCity 64's games saves? Are they written to the game rom?
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on May 27, 2018, 01:29 AM
Ozidual, can you check patch 0.6.31 please, as it's not working for me. It patches OK, but the resulting rom isn't working on my N64.

Versions 0.6.29 and 0.6.23 of the patches work fine, as do (as far as I can remember) all of the others, but the latest version (0.6.31) just shows me the first splash screen (the first thing you see when the game boots, the green cubed N next to the white "64DD") then I just get a black screen and nothing else.

Nothing has changed with me, I'm using the same PAL N64 + expansion pack + v2.0 ED64 + PAL TV, and I've checked again with v0.6.29 and it still works. I'm using the same unaltered SimCity 64 rom for applying the patch, and I've redownloaded the patch and repatched it, the Cart version of course (using the program Flips v1.31, which puts up a message saying the rom was patch OK), and the resulting v0.6.31 rom is the size it should be (67,061,760 bytes) but after the first splash screen, the game seems to lock up with a black screen.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on May 27, 2018, 02:50 AM
Try these (http://www.mediafire.com/file/qt589zsujac2iwz/Alternatives.zip)

I'm away from my ED64 and N64 right now so can't test them on hardware.  I did a test with 0.6.31 on PJ64, and it worked.  The patches above are a second attempt at 0.6.31,  my personal 0.6.31 test rom, and 0.6.30, which is pretty darned close to 0.6.31. 

Let me know how that goes, and I can take a look at real hardware Monday night.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on May 27, 2018, 05:47 PM
Try these (http://www.mediafire.com/file/qt589zsujac2iwz/Alternatives.zip)

I'm away from my ED64 and N64 right now so can't test them on hardware.  I did a test with 0.6.31 on PJ64, and it worked.  The patches above are a second attempt at 0.6.31,  my personal 0.6.31 test rom, and 0.6.30, which is pretty darned close to 0.6.31. 

Let me know how that goes, and I can take a look at real hardware Monday night.

OK, the results are:

0.6.30 - Only shows the first splash screen (64DD) then the screen stays black

0.6.31 step 2 - This rom works fine (the screenshot, below, is from this version)

0.6.31x - Only shows the first splash screen (64DD) then the screen stays black (same as with 0.6.30)


These are the right results (I double checked, of course), even though it seems strange to me that 0.6.30 doesn't work but one of the later versions does. Anyway, I hope this helps you to find the problem.

By the way, in 0.6.30 the land/area information box isn't in English, but I'd imagine that this is fairly important, is this one of the things that you can't (yet) translate, or is it translated in 0.6.31?

(http://i166.photobucket.com/albums/u90/SilverGromit/SC64%20land%20information%20box_zpsb1ls9bxg.jpg)

Regarding you not being near your N64, I hope you're away having a short holiday or something - here in England we're having a nice spell of warn weather, so it's nice to relax outdoors. And don't rush to fix the 0.6.31 not working problem if you're busy with work/real-life/a different project/etc, as we don't mind waiting (especially when it's sunny - summer days weren't made for video-gaming!).

And re: real hardware: I'm still looking for an Android based N64 emulator that can run SimCity 64, so I can play-test the game on the train to/from work, though. I'll never understand how it can be that the Gamecube and even the Wii are more accurately emulated now than the N64 is.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on May 27, 2018, 08:55 PM

OK, the results are:

0.6.30 - Only shows the first splash screen (64DD) then the screen stays black

0.6.31 step 2 - This rom works fine (the screenshot, below, is from this version)

0.6.31x - Only shows the first splash screen (64DD) then the screen stays black (same as with 0.6.30)

Interesting.  That means that I need to revisit creating a "clean disk".  In the interim, 0.6.31 step 2 has all of the changes, but just doesn't have a "clean disk" meaning the save file hasn't been erased.  I'll play around with that on Monday.  Thanks for testing that Kerr Avon!


These are the right results (I double checked, of course), even though it seems strange to me that 0.6.30 doesn't work but one of the later versions does. Anyway, I hope this helps you to find the problem.

By the way, in 0.6.30 the land/area information box isn't in English, but I'd imagine that this is fairly important, is this one of the things that you can't (yet) translate, or is it translated in 0.6.31?

Yup yup.  That's what I'm hoping to translate still.  I'm about 2/3rd of the way through that.


Regarding you not being near your N64, I hope you're away having a short holiday or something - here in England we're having a nice spell of warn weather, so it's nice to relax outdoors. And don't rush to fix the 0.6.31 not working problem if you're busy with work/real-life/a different project/etc, as we don't mind waiting (especially when it's sunny - summer days weren't made for video-gaming!).

It's Memorial Day weekend here, so a nice long weekend.  We're out and about enjoying the weather.  It's a little warm for my taste, but since I grew up with hot weather, I'd rather hang out in the basement on a video game console :)  Not really an option these days so this is the next best thing :)


And re: real hardware: I'm still looking for an Android based N64 emulator that can run SimCity 64, so I can play-test the game on the train to/from work, though. I'll never understand how it can be that the Gamecube and even the Wii are more accurately emulated now than the N64 is.

Good luck with that.  The only way I can get SC64 to work 100% is on hardware (ED64 2.5 or 3.0 on N64).  In PJ64, I usually use the cart hack because I can see the game 100%, but it runs extremely slowly.  If I load up the IPL and disk rom, the speed issues go away but half the graphics disappear.  There are settings I could tweak to get that going better, but I'd rather not since I use PJ64 for hacking other games as well (and honestly I'd rather not spend the time on it).  So, I'm guessing for emulation to work 100% on an Android emulator, it would need to be able to play the Disk rom.  Unless PJ64 is just not properly configured for the cart hack (very possible).
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on May 29, 2018, 05:54 AM
Alright, I did some testing and found no solution so far.  I got the same thing you did, Kerr Avon, when I booted up 0.6.31/30.  So, I went back to the original, unchanged cart hack, and just manually erased the save file, then booted it up.  It works, but Resume is not grayed out.  When you try to open Resume, it gives a bunch of errors I think.  I'll need to look more into a better "clean disk" option for the cart hack.  In the interim, use the 0.6.31 Step2, which is in here (the file I posted earlier for Kerr Avon to try) (http://www.mediafire.com/file/qt589zsujac2iwz/Alternatives.zip).
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on May 31, 2018, 05:11 AM
I finally got around to finishing up the text pull for Sim City 64, and I wrapped it into a nice excel spreadsheet.  It is here (http://www.mediafire.com/file/8jc38tlhj095c89/Sim%20City%2064%20text%20and%20file%20list.zip).  The spreadsheet includes:

   - A file list listing the different files (with my own names for them) and their ROM addresses
   - A list of all the text in both hex and Japanese along with ROM and RAM addresses
   - A giant button at the top to aid in translating

To use the text spreadsheet:

1. Translate the Japanese text and write the English text next to it in column H
   - Remember to add in \LineBreak\ for carriage returns and \End\ at the end of the text
   - You do not need to translate all (or any) of the text.  If you leave a cell in column H blank, it pulls the Japanese text instead.
2. Press the giant button at the top, and it will put the hex for you text in column I, the length of that hex in column J, the new ROM address for it in column K, and the new RAM address for it in column L.

The RAM address is important because you will need to update that RAM address in the ROM so it points to the new location.

This is not 100% awesome, but it will help for simple text replacements.  If you need to do major text replacements, please work with me.  At the very least, this should give you something to work with.

I still want to get the texture info out there as well as my other notes, but this should tide people over until then.  I'll admit, I haven't looked into the save file issue yet.  I'll start taking a closer look now.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on May 31, 2018, 06:37 AM
See the post above this one for the full Sim City 64 text dump.

[v0.6.31]Save fix: Latest patch is here (http://www.mediafire.com/file/cvarmn2x3r368kj/NUD-DSCJ-JPN%20%28VWFv0.6.31%29SaveFix2.zip)

This patch fixes the save area in both the cart hack and the disk patches.

This is just a short post to release the fix for my 0.6.31 issues.  It also includes a possible "clean disk" fix.  The current "clean disk" version on 64dd.org gives an error when you go into Resume (or Load City) on the Main Menu in PJ64.  Technically, that seems to be what a truly "clean disk" does (all 00s in the save area).  You have to add in a 4-byte checksum to the save area for it to register the save files as empty instead of broken.  I need to do more testing on this to confirm though.



EDIT: Check the Last Edit below for a timestamp on this - I updated the link above to fix the Disk ROM one more time.  The save file for a blank file is different between the Cart Hack and the Disk.  It should all be good now.

As a side note/bonus, these patches now include the full translation for the timer in the People Search minigame.  Just the timer, no other text.  I added that in before we started seeing the save file errors.

A side effect of fixing the save file is I now have some ability to do some save hacking (not all).  I was able to unlock all of the Scenarios, and possibly some other things.  If there is interest, I can release that save file.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on June 01, 2018, 10:41 PM
[v0.6.31]Save fix: Latest patch is here (http://www.mediafire.com/file/cvarmn2x3r368kj/NUD-DSCJ-JPN%20%28VWFv0.6.31%29SaveFix2.zip)

Thanks, I look forward to trying it tomorrow (working away from home again, poor me!).

I would have thought that you'd have called it version 0.6.32 though, to differentiate it from the various 0.6.31 versions?




Quote
This patch fixes the save area in both the cart hack and the disk patches.

This is just a short post to release the fix for my 0.6.31 issues.  It also includes a possible "clean disk" fix.  The current "clean disk" version on 64dd.org gives an error when you go into Resume (or Load City) on the Main Menu in PJ64.  Technically, that seems to be what a truly "clean disk" does (all 00s in the save area).  You have to add in a 4-byte checksum to the save area for it to register the save files as empty instead of broken.  I need to do more testing on this to confirm though.

It's good that you caught that problem with the version on 64dd.org, or it might have caused a lot of problems for users down the line. It must be like that with lots of hardware that never became too successful, if something doesn't have a large user base, then there's not too much incentive to investigate how it works or to learn how to emulate it, and so it's secrets and any resulting bugs aren't well known or documented.

On a tangent, I suppose it's a little sad when game development stops on one console, and the developers move onto the newer model. I mean, all that hard earned knowledge of the hardware that they now abandoning, it just goes to waste when they move onto a brand new system with different hardware, strengths, weaknesses, and idiosyncrasies, and they have to spend so much time testing and learning about that.

BTW, I posted up the screenshot:

(http://i166.photobucket.com/albums/u90/SilverGromit/SC64%20land%20information%20box_zpsb1ls9bxg.jpg)

in the Assembler Games Japanese Translation thread, and a poster called Cez says the text means:

Height: 40
Price: 0
Crime: Low
Pollution: Low

Length (81)
Width (46)

[Item description]: vacant land




Plus he mentioned the site:

https://ksnk.jp/ddlab/supp/en.html (https://ksnk.jp/ddlab/supp/en.html)

The thread is at:

https://assemblergames.com/threads/the-translation-thread.21989/page-46#post-972507 (https://assemblergames.com/threads/the-translation-thread.21989/page-46#post-972507)




Quote
EDIT: Check the Last Edit below for a timestamp on this - I updated the link above to fix the Disk ROM one more time.  The save file for a blank file is different between the Cart Hack and the Disk.  It should all be good now.

As a side note/bonus, these patches now include the full translation for the timer in the People Search minigame.  Just the timer, no other text.  I added that in before we started seeing the save file errors.

A side effect of fixing the save file is I now have some ability to do some save hacking (not all).  I was able to unlock all of the Scenarios, and possibly some other things.  If there is interest, I can release that save file.

Oh, yes, a full save file would be a great bonus! When it's all done it will be very interesting to see what is unlocked by the save, is it wrong that I'm more interested in a twenty year old game (that is itself a (upgraded) port of an older game) than I am by any game that might be announced in the upcoming E3 show?
Title: Re: Sim City 64 (64DD) Translation
Post by: krom on June 05, 2018, 07:52 PM
Thanks for all the amazing work ozidual, so great to see all the progress.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on June 06, 2018, 06:49 PM
I'm glad to help.  Overall, Sim City 64 has been quite fun to hack.
Title: Re: Sim City 64 (64DD) Translation
Post by: jonesalmighty on July 14, 2018, 08:04 PM
This is quite awesome... my son has just stole the controller from me! a couple of questions... What is the correct save type for the cart conversion? It is a shame to lose my sons creations... There seems to be no sound? have I done something wrong?

Keep up the good work, it would be great to see more of Dr Wright speaking English...
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on July 14, 2018, 09:52 PM
The save type should be automatic, and the sounds should work.  I thought I double checked that, but I can check again tonight (about 7-8 hours from now for me).  The save type isn't a standard one since it writes directly to the ROM itself rather than to a save file.  Krikzz's ED64 OS autodetects it properly, even for the hacks. 

Which version of the patch are you using?  Also, for testing - are you using an ED64 v2.0, v2.5, or v3.0 or a 64drive?  Or are you using the cart hack on an emulator?  For saving, are you saving at the end of a scenario/practice, or are you going to the Save option in-game?

That's awesome that your kids are playing it!  And I'm glad you're enjoying it so far!

I may re-release the last patch with a better name and post it on the main post to make it easier. 
Title: Re: Sim City 64 (64DD) Translation
Post by: jonesalmighty on July 14, 2018, 10:14 PM
Hi ozidual,

I am using an ED64V3 with V 2.12 of the OS on a PAL console, if I only select the ROM and check the options it says that save is off, and after resetting the console Resume game is unavailable. My SaveDB file is probably incomplete however, are you sure there is not an entry in there for this ROM? I will add it to the unofficial, official OS if needed...

I used beat for patching...
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on July 14, 2018, 10:27 PM
Ohh, that reminds me.  One weird thing about the cart hacks is that even on the ED64 v3.0, you have to hit the reset button on the console and wait for it to save.  Then you can power off.  It's like owning a v2.5 and saving.  My guess is that's the only way to get the whole ROM to save.  The save file is literally half the size of the cart hack ROM.

Does that fix it?
Title: Re: Sim City 64 (64DD) Translation
Post by: jonesalmighty on July 14, 2018, 10:36 PM
Interesting (That rings a bell, maybe I have read it somewhere before), but should the save type be off? I will try that tomorrow.... Perhaps you should add that to the first post... It still doesnt help the sound issue, but I will try re-patching the ROM, is that an OK program??? I am better at C than ROM hacks...
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on July 15, 2018, 05:34 AM
[v0.6.32] The latest patch is here (http://www.mediafire.com/file/z2qwdch4pogeesc/NUD-DSCJ-JPN_%2528VWFv0.6.32%2529.zip/file)

Changes:
  - Sidestepped to my personal version and deleted the saves.
  - Audio and saving verified working.

Wow.

So... I still don't have a blank save version of Sim City 64.  That's frustrating.  It's totally the save file that got rid of the music.  It might have messed with saving too.  My personal version with my save game works great.  It's still based on the original dump, not a fresh save.

Even if I figure this out, I'd still love to get my hands on a fresh image.  I'd be curious to see what the save file looks like, but since I have the next best thing, it's no longer essential.

In the meantime, the patches above should work.  For simplicity, I tested my version, deleted my saves, incremented the version, created the latest patches.  Nothing else in them.  The Disk version is unchanged, but I can only test that in emulator (which works). 
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on July 15, 2018, 06:11 AM
[v0.6.33] The latest patch is here (http://www.mediafire.com/file/kno97sg8b59857f/NUD-DSCJ-JPN_%2528VWFv0.6.33%2529.zip/file)

Changes:
   - Completely fresh save file

I was about to head to bed when I decided to check my personal dump of Sim City 64.  Looks like I lucked out.  No mayor or city names saved.  No save games.  I hope it's a never-played game, but I doubt it.  The original owner might have only played the New City option, then deleted their saves.  There might also be info in Japanese on how to erase everything.  Still, it's a blank save which is what this game needed.

I threw that save onto my latest Disk and Cart Hack versions and the audio runs.  I re-verified that there was no other save data and put together patches.  I did not test saving because I need sleep, but it's from a legitimate 64DD disk so it should work.

EDIT: Let me know how this patch goes, and if all is well I'll throw together something for the main post.

EDIT EDIT: For clarification since I use personal in both v0.6.32 and v0.6.33 descriptions.  For v0.6.32 I did my testing with a save file based on the dump from 64dd.org.  For v0.6.33, I recently got a 64DD and dumped my 64DD disk of Sim City 64 (which I still have not played) :)  One neat tidbit - the figures on the main menu move slowly in the cart hack when played on hardware, but really fast when played on PJ64.  On the actual 64DD, the figures move slowly, just like the cart hack on real hardware.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on July 15, 2018, 06:06 PM
This is quite awesome... my son has just stole the controller from me! a couple of questions... What is the correct save type for the cart conversion? It is a shame to lose my sons creations... There seems to be no sound? have I done something wrong?

Keep up the good work, it would be great to see more of Dr Wright speaking English...

For some reason, the game's sound is set to zero when you start a new game. Just go to the sound menu, and increase the sound to maximum.

I thought I'd mentioned this to Ozidual already, but I can't find my mentioning it in this post (Edit - I meant 'in this thread')?
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on July 16, 2018, 02:06 AM
For some reason, the game's sound is set to zero when you start a new game. Just go to the sound menu, and increase the sound to maximum.

I thought I'd mentioned this to Ozidual already, but I can't find my mentioning it in this post (Edit - I meant 'in this thread')?

No worries.  Now that you put it that way, that makes sense since they have to store those settings in the save area somewhere.  All of the N64 games I've worked with up to now handle blank save areas by pre-setting them up.  I guess 64DD didn't think that would ever be an issue.  I think some of the other 64DD software has similar issues when starting with an empty save file.  Thankfully, Sim City 64 now has a permanent solution.
Title: Re: Sim City 64 (64DD) Translation
Post by: Shenhulahula on July 17, 2018, 10:03 PM
Is anyone able to provide a patched rom? I'm unable to get one to work
Title: Re: Sim City 64 (64DD) Translation
Post by: jonesalmighty on July 18, 2018, 01:11 AM
It is really not that hard... just visit 64dd.org and download the cart conversion rom, download the patch from this thread, and download a bps rom patcher (I mentioned the one I used in an earlier thread). Then just run the patcher selecting each of the files...
Title: Re: Sim City 64 (64DD) Translation
Post by: jonesalmighty on July 18, 2018, 03:24 AM
Just used the latest patch and I am glad to here sound and successfully save!  ;D
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on July 18, 2018, 04:42 AM
Just used the latest patch and I am glad to here sound and successfully save!  ;D

Thanks!  I've added the patch to the top of the main post and threw in a little blurb about ED64 saving.  Any other suggestions for the main post?  I almost went through and re-wrote all of my changelogs there, but anyone who wants that can skim the full thread.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on July 18, 2018, 10:17 PM
Thanks for this update!


Is anyone able to provide a patched rom? I'm unable to get one to work

PM sent.
Title: Re: Sim City 64 (64DD) Translation
Post by: jonesalmighty on July 19, 2018, 10:40 PM
Apitamy of happiness... on a newly ultrahdmi modded n64
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on July 21, 2018, 05:09 AM
That made me smile.  It's good to see it out in the wild.  And wow, that looks pretty good with UltraHDMI on that TV.  It made me realize I am sitting way to close to mine to appreciate it properly :)  With all the testing I do, I'm sitting next to my console about 2 feet from a 42" TV.  It looks much better further away.
Title: Re: Sim City 64 (64DD) Translation
Post by: tapedeck on July 23, 2018, 12:36 AM
Really keen to play this. I spent months looking at images of the game as a kid in N64 magazine here in the UK. Tried to use the cart conversions at 64dd.org on my HDMI modded system with EDV2...it doesn’t work! None of the DD conversions do. apparently you need the EDV3. Soooo tempted!
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on July 23, 2018, 04:28 AM
Really keen to play this. I spent months looking at images of the game as a kid in N64 magazine here in the UK. Tried to use the cart conversions at 64dd.org on my HDMI modded system with EDV2...it doesn’t work! None of the DD conversions do. apparently you need the EDV3. Soooo tempted!

You have a few options if you dig through the forum. The easiest is if your v2 is actually a v2.5. If you bought it recently (last couple years) from Stone Age Gamer, then it's actually a v2.5 and fully capable of playing DD cart hacks. Just check online and download the newest OS.

If you have a v2.0 from back in the day. Then there are a couple of options.  Others can confirm this because I have no personal experience. Alt OS should run on v2.0 and has the ability to run cart hacks. There's also a mod you can do to the board to allow it to use the newest OSs. I know of at least one person that has gone this route, and others could probably speak up about it.

If you don't want to mess with that, you could always get a v2.5 (called v2.0 by Stone Age Gamer). The v3.0 adds RTC, which might be nice some day for the cart hacks, but not essential. I started with a v2.5, and even did some of the testing for the Sim City cart hack on it.

I personally would check into mods for your v2.0 before getting a whole new ED64.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on July 23, 2018, 12:07 PM
My Everdrive 64 is version 2.0, and the 64DD games (including SimCity 64, wonderfully!) work fine on it. I use version 2.11 of the OS. I never bothered upgrading to v2.12 as it's just a fix for v2.5 Everdrives so wouldn't benefit me. My ED64, N64, and television are all PAL, but that shouldn't matter at all, as the ED64 runs all region roms, plus the 64DD games are probably all NTSC since they were made for the Japanese market).

If they don't work for you, then I'd imagine that either you tried the wrong versions (the disc versions of the 64DD games won't work on the Everdrive 64, you have to use the cartridge versions from https://64dd.org/dumps_p.html (https://64dd.org/dumps_p.html) as they are the disc versions but modified to work on flash cartridges such as the Everdrive 64 and the 64Drive), or you incorrectly patched the roms (if you tried to patch them to the English translations).

Anyway, I've sent you a PM, please have a read and let me know if you have any problems.

Also, I think the 64DD roms need an expansion pak to be present in the N64 for them to work. Do you have an expansion pak (it plugs into the top front of the N64, where the 'hatch' thing is)?
Title: Re: Sim City 64 (64DD) Translation
Post by: tapedeck on July 24, 2018, 06:39 PM
Wow. Never thought I’d see the day where I could play these without owning the ED64 v3. I just needed to update my ED64 v2 and they now all work. Many thanks for the translations in the PM. This is amazing work and I never thought I would get to play these hidden gems. I’m really amazed at how well they play and how decent Sim City is. The street-level first-person view is great too! I look forward to future updates.

Fantastic work. You’ve made my year!
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on July 24, 2018, 10:07 PM
Wow. Never thought I’d see the day where I could play these without owning the ED64 v3. I just needed to update my ED64 v2 and they now all work. Many thanks for the translations in the PM. This is amazing work and I never thought I would get to play these hidden gems. I’m really amazed at how well they play and how decent Sim City is. The street-level first-person view is great too! I look forward to future updates.

Fantastic work. You’ve made my year!

If you have plans to play Doshin, check out my Doshin translation thread.  It isn't translated, but I have a Cart Hack Fix download which is a patch to allow you to play the game all the way through.  Otherwise after a day or two (in game), the game stops working correctly.  There's also a debug code you can play around with, though if you have a 2.0 don't turn on the actual debug mode (one of the options, it's all in my Doshin translation post).
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on August 11, 2018, 12:21 AM
[v0.6.35] Latest patch is: here (http://www.mediafire.com/file/staa0ts3ch5aq2p/NUD-DSCJ-JPN_%2528VWFv0.6.35%2529.zip/file)

Changes:

  - Query window fully translated
  - 2 more instances where the # of characters per line was increased

I had this on the back burner for a long time working on it in between other projects.  I finally finished it... sorta.  The text for the Query window is fully translated, and I've verified that a lot of it fits the window.  There are a LOT of different land tiles, so there is a good chance that some piece of text somewhere doesn't fit the window properly.  If you find any cut off text, screen shot it and send it to me please!

The names I used were pulled partially from Sim City 2000 SNES, but mostly from Sim City 2000 PC/Sim City SNES.  The devs for Sim City 64 pulled the original list from Sim City 2000 N64/SNES with very few minor changes.  The list looks like it was created specifically from Sim City 2000 N64/SNES.  As for the rest of the text, I tried my hardest to use descriptions I remember from the other Sim Citys, but it's very possible I may make minor revisions to it in the future to bring it closer to true.  At the very least, everything should make sense.

(https://i.imgur.com/LDrl5Z1.png)
(https://i.imgur.com/4ejoGN9.png)

There is also a little bit of a spacing difference between Japanese and English.  Trees, Power, and a few others have the text on one line and the values on a 2nd line in Japanese to make it fit.  I left it like this for English because it still makes sense (except for trees).  I may or may not fix that in the future.  We'll see how much it bothers me/others :)

I've handed the translation back to krom.  I may try to find other text I can pull from previous Sim Citys, but I make no promises.  I really like how this hack/translation is shaping up so it's hard to let it go, but I'm not really a translator so there's no way I can finish the whole game on my own.  I also have almost no time for projects for the next couple months.

QED
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on August 12, 2018, 06:57 PM
Thanks for this mate, I'll be trying it when I get home.

And you might not be a translator, employment-wise, but you've done a fantastic job so far, and all in less than a year. That really is impressive (and a little obsessive  ;) I won't be at all surprised if you release any more updates, though I'm really looking forward to Krom's work too).

Thanks again for all that you've done in allowing us to understand and play this wonderful game.

Title: Re: Sim City 64 (64DD) Translation
Post by: sysopgrace on August 13, 2018, 08:44 AM
Howdy ozidual,

Living in Japan now and trying to catch up with the great pace of development you have made on this project.
You released a "clean" dump recently and a cart conversion of it was posted online. This patch does NOT apply to it, correct?
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on August 13, 2018, 06:23 PM
On 2018-08-11 LuigiBlood updated his site - check it out.  Definitely worth a look.  He's moving more towards sealed dumps of at least some ROMs which give you a fresh save file.  This is a very important move since games like Sim City cannot easily be set to no save information.  If you erase the save games, there are still the city/mayor names, etc. saved, and it isn't easy to erase those due to checksums. 

It also opens up the (rare) possibility of finding things that came with sealed games.  Like Talent Studio comes with a bonus video that gets erase if you erase the save data.  Not on the disk system, but a version of Doubutsu no Mori came boxed with a controller pak, and someone found what they think is an unused controller pak with their Complete in Box Doubutsu no Mori.  That Controller Pak gives you a gift in game (the CP is dumped and available on the web). 

All that said, some things shifted around and a few files were removed such as the old "clean" disk version of Sim City.  This is a good thing since that clean version was broken.  It was replaced with a new clean version that works properly, but is still not a sealed dump.

Howdy ozidual,

Living in Japan now and trying to catch up with the great pace of development you have made on this project.
You released a "clean" dump recently and a cart conversion of it was posted online. This patch does NOT apply to it, correct?

For v0.6.35 and before, the cart hack patch was made to be applied to the v1.1 ROM and the disk patch was made to be applied to the clean dump (no longer exists). 

For v0.6.36 and after, the cart hack patch will also apply to the v1.1 ROM and the disk patch will apply to the original disk dump (not the clean version).

Patch v0.6.36 is here (http://www.mediafire.com/file/jsabdrrk9hcw783/NUD-DSCJ-JPN_%2528VWFv0.6.36%2529.zip/file).

There is no difference between v0.6.36 and v0.6.35.  It's just that v0.6.36 applies to a different disk ROM.

My patches since v0.6.32 all create a clean ROM even if they apply to a non-clean ROM dump. 

I realize this makes it hard to go back to previous versions, but that really shouldn't be a problem since each patch builds upon the previous patches.  If a Sealed Dump of Sim City 64 is ever made available (and I hope to see that some day), I'll go back and update all of my previous patches for posterity.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on August 15, 2018, 12:24 AM
Now that I have an imgur account, I went back through and replaced all of the links to images with actual images.  I also added screenshots I took along the way.  Some of them I meant to post but never did.  Others were taken to either compare/contrast things or were errors I thought were interesting at the time or I just happened to grab a screenshot of something and saved it just in case I needed it later.  I tried to change as little as possible of the original posts and to document the changes in EDITs at the bottom of each.
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on August 12, 2019, 03:03 AM
I've updated the patches to apply to the latest ROMs available for download out there.  I went ahead and incremented the patch to v0.6.37 just so it isn't confused with the previous version.  There have been no changes with my translation patch, just with the original ROMs.  See original post for the download link.
Title: Re: Sim City 64 (64DD) Translation
Post by: jonesalmighty on August 12, 2019, 10:13 PM
Sweet... not that I need it, my older copy still works fine on my new(ish) 75", and in surround sound! (unfortunately the boy is not around to show off his skills this time)… and wow, the CRT bloom is way more obvious in a photo!
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on August 12, 2019, 11:40 PM
Lookin good!  Vinesauce did a 64DD video recently, and it was good to see more of Sim City 64 in action.  It makes me want to work on it again.  Though there isn't much I can do at this point with my own translation abilities.  I'm pretty sure there are more mini-games and hidden things out there.  It's all locked away behind talking to the citizens. 
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on August 14, 2019, 10:21 PM
Minor update to make importing characters easier.  See:

https://twitter.com/LuigiBlood/status/1161689301622697984

The name for the imported file has been changed from シム.PSPPM to SIM.PSPPM.  So if you want to animate something in Mario Paint Studio to import it into Sim City 64, save the file as "SIM" without the quotes.  Remember, you can only import one character.
Title: Re: Sim City 64 (64DD) Translation
Post by: Asaki on December 03, 2019, 03:57 PM
This game is pretty awesome, but...that music is...not >_<

There isn't a way to turn it off, is there?
Title: Re: Sim City 64 (64DD) Translation
Post by: ozidual on December 03, 2019, 04:27 PM
This game is pretty awesome, but...that music is...not >_<

There isn't a way to turn it off, is there?

When you first load up the game on the main menu there's the Sound option at the bottom.  Choose BGM in there and slide it all the way to the left. 

That said, the music grows on you.  It takes a bit, but it does get better.  Maybe reduce the volume on it a bit (BGM just a little to the left).  Alternatively, load up the Unrailed soundtrack on your computer while you play SC64 - it's very SimCity-like :)

EDIT: So this patch has been stagnant for a while now without anyone showing interest in translating it further.  Should I post it on romhacking.net as is?  Or should I hold out until someone translates the rest of the text?
Title: Re: Sim City 64 (64DD) Translation
Post by: Asaki on December 05, 2019, 03:54 PM
When you first load up the game on the main menu there's the Sound option at the bottom.

Oh, cool, I'll have to look a little harder next time, I guess.
Title: Re: Sim City 64 (64DD) Translation
Post by: Kerr Avon on December 05, 2019, 06:59 PM
You really did do a fantastic job with this translation, Ozidual. Unfortunately, being on the N64, and being a port of SimCity 2000 (albeit a fantastic port with *really* good advantages over the original game), I think this translation likely didn't attract nearly as much attention as many other translations, especially those for action or RPG games (or a game that was on a system that most people had actually heard of, unlike the 64DD).

Still, SimCity 64 is unique enough that it does deserve to be fully translated, and whilst I'm sure the game will never have a large audience, I don't doubt that over time a few people will discover it, fall in love with it, and give the game a lot of time. So if it isn't already available on http://www.romhacking.net/ then I'd say definitely upload it there, as the majority of this excellent game is fully playable to non-Japanese speakers (and thank you so much for that), and the game should be made available to the world.

Regarding what is still left to be translated of the game, I don't know anything about the game translating scene, but wouldn't there be any forums or websites devoted to this subject? I would have thought so, given how devoted some people are about  bringing classic games across the language barrier. I would have thought that on such forums or sites you could upload screenshots or links to videos (or even a download link to a working archive of the game rom and perhaps a compatible emulator) and then gamers fluent in both English and whatever other language is involved (in this case Japanese, of course) would post translations, possibly with suggestions on how to word things more naturally.