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General => EverDrive 64 => Topic started by: ozidual on February 27, 2019, 03:10 AM

Title: Getter Love Translation
Post by: ozidual on February 27, 2019, 03:10 AM
Translator found.  Work advancing.

Save file:

The ED64 doesn't handle saving in Getter Love properly on its own.  Using the info from this post (https://krikzz.com/forum/index.php?topic=5582) by Kerr Avon, you'll want to update the save_db.txt file in the ED64 folder with:

GL=1


Current Task List 2019 02:

 - Finish inserting text into the newly translated text sections
 - Update previously inserted text with updated translation
 - (Possibly make some slight changes to the lettering)
 - Figure out compression scheme(s) for compressed textures [partially done]
 - Find text in compressed textures [partially done]
 - Extract text in compressed textures [partially done]
 - (Possibly increase text box for singing game)
 - Intro animation, title screens and menu screens


Completed:

 - VWF 8/2018
 - Ascii hack 12/2017 Redone 3/2019
 - Extracting text 2/2019
 - Making space for English text (takes up more space than Japanese text) 2/2019
 - Calculator for text width 2/2019
 - First sweep of finding text in texture format 2/2019
 - First extraction of compressed text in texture format 3/2019
 - Replace the keyboard(s) with Latin character keyboard(s) 4/2019
 - Extract text in texture format for translator 4/2019

Getter Love links:

https://web.archive.org/web/20000504203622/http://www.hudson.co.jp/new/getterlove/index.html

Original Post:

I did some work previously in the Top 10 Japan N64 Thread (https://krikzz.com/forum/index.php?topic=5692.msg64243#msg64243), but it was a side project until a few days ago.  That's when a translator approached me interested in putting together a translation patch.  So, I dusted off my notes and started work on it again. 

Previously I had the VWF and Ascii hacks (my first Ascii hack ever in fact).  Right now I'm making space in the ROM for the new text, finding the pointers to that text, and shortly I'll begin adding the first pieces of translated text.  I'll put up a post with pictures once we get to that point.

Of course, Shiren is on hold for now.

-----

This is the part where I usually recommend purchasing the game or one like it to support the developer, publisher, etc.  That's a little difficult since this game is a one off and was only released on the N64.  Hudson Soft (https://en.wikipedia.org/wiki/Hudson_Soft) developed and published the game, but as of 2012 they merged with Konami and now sell as either Konami or Hudson. 

It looks like one of their most recent, widely available games is Super Bomberman R.  Otherwise, check here for a list of other games you could purchase to support the developer: https://en.wikipedia.org/wiki/List_of_Konami_games

It would be great if you purchased a copy of Getter Love (N64), but within the last year it's gone way up in price.  It was never cheap, but you're looking at a couple hundred for complete in box.  It also doesn't really support the developer anymore, but it's still good karma to own the original if you are going to use a digital copy of it.
Title: Re: Getter Love Translation
Post by: Immorpher on February 27, 2019, 06:04 AM
Cool!!
Title: Re: Getter Love Translation
Post by: Shellshocker18 on February 27, 2019, 10:56 AM
Can't wait to see progress on it Ozidual, thank you for all the translation juggling work you've been doing. This is one of the few Japanese games I haven't played, but its pretty popular. I guess its partially because of the eye catching name, but its been popular for a long time. I was going to play it in Japanese soon but I may wait now for English now, though I bet it has a bunch of text for its cutscenes.

Forgive me but I so rarely have the chance to talk about Japanese N64 board games, figure no better place than here. Japan had quite a few exclusive board games, more than the rest of the N64 world got. Not that it matters but If had to rank the Japanese N64 board games, besides Mahjong, Shogi etc. based on how much I think they "deserve" translation, it would probably be

Goemon Monster Sugoroku
Getter Love & 64 Tamagotchi World,
64 Detective Club,
Laughing Life 64 Resort King & Jinsei Game 64

I've beaten almost all these games so I have a lot of reasons why I order the list that way (including quality for a general board game population, uniqueness as a board game, importance to the N64 library in the case if Tamagotchi 64 etc.), but I'd love to see them all done one day. Starting with Getter Love is good, Goemon I would bet has way more text than Getter Love. Though its hard to say, Jinsei Game 64 and Resort King 64 have so many random events told through text, I'd love to know how much text each game has if possible. Tamagotchi World I believe has the same ending no matter what Tamagotchi you win with, so I think it would have the least text, but that's just a guess.

Anyway I'm looking forward too it!
Title: Re: Getter Love Translation
Post by: nuu on February 27, 2019, 11:34 AM
Oooh Reika will want to kiss you!
This is one of my favourite N64 games, it's very high quality and it's hilarious! It's made by the same people that made Mario Party, and that shows as it has the same general feel to it, although it has a Tokimeki Memorial-style ren'ai game theme instead. It got the charismatic host Alfonso Roberto Martini who is kind of like Koopa Troopa in Mario Party, but interacts with the game much more. And there are items to give your rivals diarrhea to ruin their dates. ;D

Yes this was an excellent choice of a game to translate!
Title: Re: Getter Love Translation
Post by: Shellshocker18 on February 27, 2019, 12:34 PM
I just now remember, both Getter Love and Tamagotchi 64 are developed by Hudson Soft, though Tamagotchi was published by Bandai since they owned the brand. Hey Nuu, how similar is Getter Love to Mario Party? Have you beaten the game because I'm curious if it has credits? Mobygames doesn't have them listed, but I think due to both Mario Party and Getter Love being developed at the same time they actually have different teams.

Do you realize Tamagotchi 64 being a minor sales success (it was actually considered sluggish as apparently Tamagotchi's peak was over by the N64 game released) was the actual reason Nintendo contracted Hudson to make Mario Party? It's an often overlooked fact in the history of Nintendo and N64 that Tamagotchi 64 inspired one of Nintendo's biggest franchises. That's kinda why I hope it gets translated 1 day. It only has 10 mini games in the multiplayer, they aren't done every turn (Mario Party forcabily made them the focus and it was a wise decision), and Mario Party still did the rapid analog stick rotating and button mashing that Tamagotchi 64 had. I think it actually had mostly the same staff as Mario Party, but since Tamagotchi 64 I'm almost positive has no credits its hard for me to say. Getter Love I think was an all new team judging by all the interviews on Getter Loves website (https://web.archive.org/web/20000504203622/http://www.hudson.co.jp/new/getterlove/index.html) but I'd have to have more credits to find out, and unfortunatly many Hudson games don't have credits.
Title: Re: Getter Love Translation
Post by: nuu on February 27, 2019, 04:33 PM
Mario Party and Getter Love are not too similar. Getter Love isn't played with dice and squares on a board. It's a digital board game that probably wouldn't work as a real board game unless it was highly complicated with lots of rules and stuff.
Each player makes a set of choices what to do each turn (which corresponds to a time of day: morning, afternoon or evening), what place to go to (park, restaurant, shopping mall, game center etc), wash yourself or rest. Then all characters will move automatically in real time on the board, and as each player reaches their destination events and stuff may happen (meeting a girl or Alfonso etc) in the order of arrival, arriving early is often beneficial. Then the player will be able to do choices depending on where he is. If you meets a girl you can ask for a date. There's also the horrible and clingy ganguro gal Reika that sometimes shows up and ruins all your dates.
It is not about minigames like Mario Party (there are a few minigames but they are rare) it's more a bit like a ren'ai game but played in a board-game manner with 3 other human or computer players. It does have a similar feel to Mario Party though with for example Alfonso appearing every game day and reporting the standings and sometimes giving freebies to the loosing player. Reika is basically Bowser. There are other things that I can't explain, maybe the music has a similar feeling to the Mario Party music. Maybe it was made by the same composer?

I haven't beaten it as in unlocking everything in the game (like in Mario Party where you gather 100 stars), but I have won many sessions. There is a fake credits roll when you complete a session but you can always see the real credits in the options menu.

I guess it's possible it's not made by the same people as Mario Party and Tamagochi 64, but it certainly has many similarities besides being a game in the digital boardgame genre. It could have simply been heavily inspired by it or it's really just a coincidence.
Title: Re: Getter Love Translation
Post by: ozidual on February 28, 2019, 08:10 PM
Here are the latest screen shots:


(https://i.imgur.com/3QF5ZdN.png)(https://i.imgur.com/N20B6f1.png)

In the first screen you can see we didn't have the text width vs screen space down yet.  I think the Japanese text is part of a compressed texture.  The second screen is during the karaoke game.  The text just changed slightly for the singing game so it fits better, so that screenshot may be considered "old" at this point :) 

Last night I finished the text calculator, so we should get better at estimating the amount of screen space available for text.  I was also able to find the pointers and insert the text for that first screen shot.  Work is progressing quickly right now, but I forsee some slowdowns once I get to the texture compression.  That could take some time to figure out.  In the meantime, I'm working on inserting text into the other untranslated sections so it's easier for the translator to see how it looks/context.

Shellshocker18 - I believe 64 Detective Club was translated by krom.  If you check his github he has his translation patch there.  Nice find on the Getter Love site - I'll add it to the main post.
Title: Re: Getter Love Translation
Post by: Shellshocker18 on February 28, 2019, 09:13 PM
Wow I had no idea about 64 Detective Club already being done, I'll check it out later. Wish I knew that before I originally played it. Also know that for our book I am compiling all N64 websites, including developers, publishers of each game on region by region basis, and extras like companies and contest sites etc. Eventually I'll post all of them online in 1 big table. They really aren't hard to find at all, if it's something you ever need just ask. They are cool and often have a lot of good historical info though I'm not sure if they are any help in translation aside from just understanding the game better. Probably 95% of companies made sites back then, and the webarchive still has most all of them. Unfortunatly every once in a while you get one that isn't archived and is fully lost which makes me sad.
Title: Re: Getter Love Translation
Post by: ozidual on February 28, 2019, 09:50 PM
If I can, I like to make my main translation posts a one-stop shop for finding out about the games I work on.  With Sim City I was doing everything on my own and I posted any sites that helped me find out anything about the game along the way.  Those scenarios took 30+ minutes each and I needed any bit of help I could find :)  I have some sites to add to Shiren as I get further along too.  There are some nice Shiren fansites in English, and there's even a Japanese Shiren 2 fansite that has info about things like unlocking the debug options.

I know it may be a few years, but let me know when you put together your giant table of usefulness, and I'll link it on all of my translation pages too.
Title: Re: Getter Love Translation
Post by: tbpbird on March 01, 2019, 09:52 AM
Here are the latest screen shots:


(https://i.imgur.com/3QF5ZdN.png)(https://i.imgur.com/N20B6f1.png)

In the first screen you can see we didn't have the text width vs screen space down yet.  I think the Japanese text is part of a compressed texture.  The second screen is during the karaoke game.  The text just changed slightly for the singing game so it fits better, so that screenshot may be considered "old" at this point :) 

Last night I finished the text calculator, so we should get better at estimating the amount of screen space available for text.  I was also able to find the pointers and insert the text for that first screen shot.  Work is progressing quickly right now, but I forsee some slowdowns once I get to the texture compression.  That could take some time to figure out.  In the meantime, I'm working on inserting text into the other untranslated sections so it's easier for the translator to see how it looks/context.

Shellshocker18 - I believe 64 Detective Club was translated by krom.  If you check his github he has his translation patch there.  Nice find on the Getter Love site - I'll add it to the main post.

the onne i found on github is far from translated, some stuff are in english but most are in japanese
Title: Re: Getter Love Translation
Post by: Shellshocker18 on March 02, 2019, 04:17 AM
tbpbird are you referring to the 64 Detective Team translation? I noticed too its barely started, unless I compiled it wrong. But its not listed with other complete translations on romhacking.net so I doubt its far along. Only the title screen options and game setup are English. Everything after including the game hud and scenes are still Japanese. Still cool to see it started because I didnt know it had.

I guess real quick while on the topic here are those websites
(Publisher) http://www.imagineer.co.jp/imagi_n/n64/tantei/index.html

(Developers) http://www.pandorabox.co.jp/gaiyou.html

Just plug them into the webarchive. Imagineer's site is the actual game site, while Pandora Box simply lists it with their other games, it has no unique page or description since Imagineer handled that. I know way too much about both those companies. But I'm getting a little off the topic of Getter Love here so I'll stop before i start typing a history lesson.
Title: Re: Getter Love Translation
Post by: tbpbird on March 02, 2019, 10:01 AM
Yes 64 detective team translation.
Me too i thought i patched it wrong or something but since we get rhe same result i guess we did it right.
Title: Re: Getter Love Translation
Post by: ozidual on March 02, 2019, 11:42 PM
I picked up a cold this week, so this weekend will be a little slow.  Here's the only screen capture I've done recently:

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

Excuse the eyes and mouth.  I have PJ64 set for 64DD games since I work on a lot of those, and Getter Love apparently needs different graphics settings.  My program that converts text to hex malfunctioned slightly here and both the (times) symbol and the number after it disappeared.  This is for the Quiz mini-game.

As a side note, like many N64 games Getter Love has separate graphics for the face, the eyes, and the mouth.  That way it can save space when it loads different facial expressions or things like blinking.  That's what you're seeing made obvious in the image above.

Other than that simple fix, I found a major issue with the game that I fixed on Friday.  Basically, it was assuming 2-byte text, but the English text is 1-byte.  This becomes an issue when it assumes that 0x0A and 0x00 (Line Break and End of Line) will never be that 2nd byte.  It was a simple fix, and all sorts of things work better now. 
Title: Re: Getter Love Translation
Post by: ozidual on March 04, 2019, 10:05 PM
Found this a little funny - I finally found part of the pointers for the main dialogue text.  Rather than loading a line at a time, it loads a section at a time.  That section can include multiple lines of text or just a single line of text.  One of the lines of text on its own in a section is:

TEST

another is:

fdlsafjlaf

Literally, just someone banging on a keyboard so they could make sure it printed out correctly :)  I'm not really sure what they were thinking since both lines were encoded with ASCII.  The game won't display ascii correctly without modification since it uses SJIS (Japanese 2-byte encoding).  It's possible they were part of some debug system since sometimes they implement ascii for debug menus.

Title: Re: Getter Love Translation
Post by: ozidual on March 09, 2019, 05:43 PM
Latest screenshots:

(https://i.imgur.com/cqhwxGd.png)(https://i.imgur.com/wG7FCnf.png)

I'm working on that first one right now.  The original text is centered, and the whole window slides in from the right.  Usually they'll hard-code the start point for everything and then use math to shift it in.  Not so much here.  Every frame is hard-coded in.  The second one is probably tied to pointers needing to be fixed.  We'll see.

I just finished putting together a system to automatically calculate pointers for all of the text.  There are still a few bugs in it but overall, it should speed the text insertion up quite a bit.  I think it took me a few days to insert the first round of text.  The second round took a few hours.  I have some ideas on speeding that up too.

EDIT:

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

Fixed it!
Title: Re: Getter Love Translation
Post by: nuu on March 12, 2019, 11:55 PM
Found this a little funny - I finally found part of the pointers for the main dialogue text.  Rather than loading a line at a time, it loads a section at a time.  That section can include multiple lines of text or just a single line of text.  One of the lines of text on its own in a section is:

TEST

another is:

fdlsafjlaf

Literally, just someone banging on a keyboard so they could make sure it printed out correctly :)  I'm not really sure what they were thinking since both lines were encoded with ASCII.  The game won't display ascii correctly without modification since it uses SJIS (Japanese 2-byte encoding).  It's possible they were part of some debug system since sometimes they implement ascii for debug menus.
Funny. :) Looks like early in development when they just wanted to display something at all on the TV to see that things are working. And it ended up being left in the rom. No need to implement SJIS kana when just printing variable values and such early on.

Nice to see some translated screens. I wonder how the gobi (sentence endings) selection will be solved though. At the start of each game, each player is able to pick a gobi to end sentences with as part of his personality, and this will be reflected in the dialog during the game.
Title: Re: Getter Love Translation
Post by: Silentone2k94 on March 13, 2019, 03:36 AM
Wow, it's looking great so far! Keep it up!
Title: Re: Getter Love Translation
Post by: ozidual on March 13, 2019, 09:13 PM
Wow, it's looking great so far! Keep it up!

Will do :)

Nice to see some translated screens. I wonder how the gobi (sentence endings) selection will be solved though. At the start of each game, each player is able to pick a gobi to end sentences with as part of his personality, and this will be reflected in the dialog during the game.

I see that the translator has translated that section, but I know he's still working on his first pass over all the text so I'd rather not show it yet.  He's interested in the game and plays through it after each patch I send (and I've sent quite a lot).  He digs up broken things to send me and we've worked through a few issues so far.

One thing he's mentioned is that in Japanese they have words for "the morning/afternoon/evening 2 days from now" and such.  He has a couple suggestions for a fix.  I just haven't tackled that problem yet, but it's on my list of things to look into.  So he does have some good insight into the game and how the translation will look/feel.

Here's a progression of me fixing some pause menu issues caused by going from 2-byte to 1-byte text and some pointer errors in my giant translation to hex conversion spreadsheet:

(https://i.imgur.com/5CXwU3S.png)(https://i.imgur.com/jca6aVr.png)(https://i.imgur.com/jGylUbj.png)(https://i.imgur.com/RdgJmsa.png)

Right now I'm (hopefully) halfway through one of the texture decompression functions.  I'm understanding pieces of it, but no big picture overview of how it works yet.  The majority of the textures in the game (like the 12 squares with Japanese text in the above images) are compressed, so this will be essential in getting the game fully translated.
Title: Re: Getter Love Translation
Post by: nuu on March 14, 2019, 12:14 AM
You mean there are a separate word for "the evening of the day after tomorrow" for example? Not sure what that could be. I know there are words for things like "the day after tomorrow" or "the day before yesterday" which English is missing. Then there is yuugata (used normally around 17:00) which I'm not sure if it's afternoon or evening in English. Dictionaries suggests evening or dusk but in the context of the game yoru would be evening/night and yuugata might be (late) afternoon.

Good that he plays the game so he knows the context.

Oh those 12 panels. Maybe you know this but those displays each player's stats (容姿 Appearance, 体力 Stamina and オカネ Money). Appearance lowers over time during the game (feels like it lowers faster when hanging with Reika for some reason) and is restored by taking a bath. Stamina lowers when doing physical stuff like moving or working part time I guess and is restored by resting. I recall that getting a cold shower from a girl also seems to lower both. Both can ruin a date if they are too low (girls don't like you showing up dirty or tired), so you need to plan ahead if you have an important date.

Now I start to feel like playing this game again. Been more than a year since last time. :)
Title: Re: Getter Love Translation
Post by: ozidual on March 16, 2019, 04:29 AM
Hah, so funny story.  I was working on one of the compression/decompression schemes for Getter Love.  I traced it out over 2 days, built a decompressor yesterday and a compressor today.  My programs are 100% 1-to-1 so I can compress, decompress, recompress, and get the same thing.  I just finished that and noticed that the recompress was missing 4 bytes at what I thought was the end (actually meant to be the beginning).  Those 4 bytes were 0x4C5A5353 or L.. Z.. S.. S.  One of the most common compression schemes in N64 games :)  In my defense, I'm just at the end of this cold/flu and haven't gotten much sleep the last few nights.  Still :)  Oh well, it felt good to get that traced out and build my own program around it.  It's also a very customizable compression scheme so it was good to get the settings for GL down.

@nuu I believe it's a fill in the blank with morning/afternoon/evening, and today/tomorrow/day after tomorrow.  I did not know about the pause screen translation - that's pretty cool.  Personally, I've never played Getter Love, which is odd for me with these hacks.  Usually as I'm working on a translation hack, I'm putting some time into playing the game too.  Like you though, I can't wait to play it :)
Title: Re: Getter Love Translation
Post by: nuu on March 23, 2019, 07:57 PM
Heh at least now you have a good decompressing tool for the format. Maybe you can share it for other translation projects.

Ah do you mean the words are stored separately and called into the dialog as they are used instead of storing the whole text as is (except for character and place names and such)?
Title: Re: Getter Love Translation
Post by: ozidual on March 30, 2019, 03:09 AM
Yeah, the words are stored separately.  We've had some good suggestions on that, and we'll see how it goes :)

I'm back!  I had some busy days at work the past week or two so didn't get much time to work on this.  But now I'm full speed ahead!  My compression/decompression tools aren't perfect yet.  I went through and found a lot of text textures though:

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

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

(https://i.imgur.com/NO4ztvr.png)

As you can see with that last image, the tool's cutting off some of the larger images.  Still, good enough to extract for translating a good chunk and I'll keep working on getting them to work right.  I'll definitely release my tools when I finish.  I think I did that with Sim City, and I have a few other tools from other projects I'm working on that I'll release when those projects are complete.  I actually rewrote my hex to text to hex translation tool for Getter Love - a few more games, and that might be ready for release too.

Fixed it:

(https://i.imgur.com/izGFr52.png)
Title: Re: Getter Love Translation
Post by: ozidual on April 03, 2019, 08:40 PM
It's been a few days and I've made some minor fixes/updates in that time:

  - The pause menu was still broken on hardware due to the 2 byte to 1 byte conversion.  Fixed that by getting rid of the NULL character (0x7F) and changing the code that reads numbers.
  - The Yen symbol was giving me trouble, so I made it a 1 byte character.
  - At least one section of text did not like having 0x00 as the "end of text" delimiter, so I updated that section to use at least 0x0000.
  - The alignment issue from a few weeks ago was fixed, but the lines lost alignment when they zoomed off the screen.  Fixed that.  It wasn't very noticeable, but it annoyed me :)
  - Found out Getter Love has a 2nd font for displaying usernames that is all capitals/Japanese characters.  It needed a 1-byte to 2-byte conversion to work properly, and then it had to be limited to 6 characters otherwise it would overwrite other stuff.  I hate cutting off names, but as you can see in the progression below there really is no space and the letters are already small:

(https://i.imgur.com/N55pPFj.png)(https://i.imgur.com/3ayNzyI.png)
(https://i.imgur.com/xCaWMjh.png)

I'm working on the Name Screen right now.  The original Name Screen is crammed full of Japanese characters, so I'm having to get creative to make it not appear so empty with just the Latin characters.  It also doesn't help that there are 2 tables for the characters - one for what is displayed on the screen and one for what is actually added to the username.  There's also some weird spacing to throw the pointer off and fun stuff like that.  This will probably eat up a few days/couple weeks.

Title: Re: Getter Love Translation
Post by: ozidual on April 10, 2019, 07:19 AM
It's been a while with no update, but I am making some good progress on the Name Screen:

(https://i.imgur.com/Lcv8eM9.png)

Just a few things left to clean up and it should be done.  Not tonight though.  Maybe a day or two left.
Title: Re: Getter Love Translation
Post by: ozidual on April 11, 2019, 08:29 PM
And the Name Screen is done!  Here's the original next to the new one:

(https://i.imgur.com/TdSPQTF.png)(https://i.imgur.com/Lcv8eM9.png)

I know the 2nd screen looks exactly like the last post.  That's because it is the same picture.  But you'll have to trust me that under the hood it's much better :)  You'll notice that the new name screen takes up a lot less space.  I added Getter Love around the outside to fill in the emptiness, and limited the selection to the inner area (so you cannot select the letters in Getter Love!!).  Max number of characters is now 7 up from 6.  I can't take credit for Daisuke, Sesshuu or the other names, that's the translator :)  There's a lot more to it, but there you go. 

I'm going to take another short break from Getter Love to get some other stuff done.  When I get back to it, it'll probably be to work more on my texture compression/decompression code so not much to see.  I'll try to make some material for updates during that time.  We'll see.
Title: Re: Getter Love Translation
Post by: ozidual on April 19, 2019, 01:22 AM
Small update.  I'm almost done with the Compression/Decompression.  It is 1 to 1 with even large images (it was only working with small images).

Fun side note:  LZSS uses a Ring array.  Getter Love looked like it used a LZSS Ring array that was 1024 bytes.  Makes sense, right?  Nope, they use one that is 958 bytes.  The only thing that makes sense is 958 is 0x3BE, and the Hudson mascot is a bee?  It's a stretch, I know, but I'm sticking with it.  Just realized that and thought I'd post it.  Hopefully I'll have a more interesting update in the next few days.
Title: Re: Getter Love Translation
Post by: nuu on April 19, 2019, 01:44 PM
Haha maybe you need to take a rest and get some fresh air.

Good job on the compression/decompression BTW.
Title: Re: Getter Love Translation
Post by: ozidual on April 21, 2019, 06:45 AM
Haha maybe you need to take a rest and get some fresh air.

lol, funny you should mention it - just got sick again :)  Taking it easy for a little bit.  Maybe I'll check out this "outside" place where they keep the fresh air.
Title: Re: Getter Love Translation
Post by: ozidual on May 14, 2019, 12:14 AM
The translation is going well, I created a new test patch over the weekend.

I recently fixed the today, tomorrow, day after tomorrow issue.  The patch still needs some testing, but I mapped out everything I need if it doesn't.  While working on the patch I found some interesting stuff - RAM locations for the player's items, style, stamina, girls' interest, etc.  Good stuff.  I'll have some nice gameshark cheat codes once the patch releases.

Next up, a patch with some more Name Screen fixes.  There is an item called the Change Name Card that allows you to change a player's name.  It looks like it uses its own code separate from the normal Name Screen code.  I'll do some digging but should have that turned around soon.

While surfing the net I found a game based off of Getter Love.  Typing of the Date (yep, Date not Dead) for the Dreamcast.  It's your typical typing game, but with the Getter Love characters and audio.  Looks interesting.  Reviews seem mediocre though.
Title: Re: Getter Love Translation
Post by: ozidual on May 22, 2019, 06:32 AM
Here's the weekly patch update - things are going well.

The translator is churning through text at an amazing pace.  About once a week he sends me the latest and I add it into the game.

Last week and over the weekend I worked on the Name Screen fixes.  As I said before, the original Name Screen was just fine.  It's the Name Change Card that allows you to change another user's name that was broken.  That's fixed now.  It was crashing after accepting a name because I had accidentally deleted some text that looked like it was part of the alphabet.  After that there was some tweaking  so it stopped assuming 2-byte encoding for text.  Unfortunately, the code that is used for counting text is the same code that is used all over the game for loading other 2-byte pieces of command data.  I got around this by throwing in some code to re-calculate the name length.  It seems to be working now.

Throughout all of my Name Screen work, it seems to have limited the NPC names to 7 letters as well.  My next bit of hacking is to undo that.  Here are some random screenshots:

(https://imgur.com/Q6t3s3A.png)(https://imgur.com/BLiOFf6.png)
(https://i.imgur.com/ivr2VmJ.png)(https://i.imgur.com/dnUaic8.png)
Title: Re: Getter Love Translation
Post by: ozidual on June 04, 2019, 10:32 PM
The Name Screen is still giving me trouble.  It stores the current length of the name in the stack (a variable location), and uses a combination of quite a lot of variables to pinpoint the location of that length variable.  I'd just modify the code used to pull that pointer, but Getter Love likes to re-use code to do everything.  So this piece of code also seems to be important in pulling data for images.  I have a spot that is ONLY used by the Name Screen, but I need a way to recreate the process used to create the pointer to the current length variable.  I just need a solid chunk of time to work on this, which hasn't been available lately.

If I get it though I think I can implement names based on the width of the full name rather than the number of characters.  This would fix a lot of issues and would allow WWWWWW, Chikashi and Ozidualize to all be valid usernames :)
Title: Re: Getter Love Translation
Post by: ozidual on June 12, 2019, 07:10 AM
Progress!!!  It's small, but I've made a crack in the wall that is the name screen :)  Nothing visible to the naked eye yet.  I just wanted to post this since I finally have something solid to build this hack around!  That and I'm exhausted :)
Title: Re: Getter Love Translation
Post by: Flap on June 13, 2019, 09:07 PM
Great work! Can't wait to play it.
Title: Re: Getter Love Translation
Post by: boogritwarriors on September 23, 2019, 04:44 AM
Amazing work. Is there something specific you need to do for the game to load the different facial textures? Whenever I have tried to play this game, none of the eyes/mouths load.
Title: Re: Getter Love Translation
Post by: nuu on September 23, 2019, 10:59 AM
Nope, if they don't load you are probably trying it on an emulator that can't handle it. Should work perfectly on the ED64.
Title: Re: Getter Love Translation
Post by: ozidual on September 23, 2019, 03:07 PM
Amazing work. Is there something specific you need to do for the game to load the different facial textures? Whenever I have tried to play this game, none of the eyes/mouths load.

If you're using NEMU or an older version of PJ64, it has troubles with that.  Try downloading LuigiBlood's build of PJ64 for 64DD here: https://64dd.org/downloads.html .  The characters will have facial expressions, but there will be lines around them.  That's the best I've seen on emulator.

Here's an image of what it looks like:

(https://i.imgur.com/h9wisoJ.png)
Title: Re: Getter Love Translation
Post by: boogritwarriors on September 23, 2019, 04:29 PM
Interesting. I'll give that a try. I recently injected Getter Love!! Into an existing Wii U N64 game to take advantage of Nintendo's official N64 emulator on the Wii U, with the hopes that it would support the facial textures. Unfortunately, it looks like it has the same issue.

The emulator also supports an initialization file, to calibrate a particular game, and other initialization files I have looked over have specific entries for restoring missing textures. Unfortunately, the entries look like random addresses and random offsets, which doesn't help me for a different game.

I'll take a look at this emulator... both for playing and seeing if I can figure more things out regarding this problem.

*Edit
Nice, I like that he includes the source. Will be a good look later tonight.
Title: Re: Getter Love Translation
Post by: boogritwarriors on September 24, 2019, 05:13 AM
That recommend version of PJ64 has a video plugin called "Project64 Video Plugin : 2.2.0 ...". It cleanly renders the eyes and mouth. It has the following config:

[489C84E6-4C6E49F9-C:4A]
Good Name=Getter Love!! - Cho Ren-ai Party Game (J)
Internal Name=Getter Love!!
depthmode=1
filtering=2
texrect_compare_less=1
zmode_compare_less=1

Did some testing and it's the filtering=2 field that did the trick - I removed it, relaunched, and the eyes, nose, and mouth had the outlines that you were running into. I also have an older version of PJ64 that had the Glide64 (not GLIdeN64) video plugin that also did the trick.

(https://imgur.com/a/x9XE0wJ)
https://imgur.com/a/x9XE0wJ

Unfortunately, I was unable to find similar configuration for Nintendo's emulator to fix this. Probably not going to go down that road.

Is your translation specific to the ED64? Or can it be patched into an existing romfile?
Title: Re: Getter Love Translation
Post by: Aroenai on September 24, 2019, 05:53 AM
Well, the main focus of this forum is running roms on physical N64 hardware using the Everdrive 64... probably not likely to get Wii-U support.

That said, the patches here should work on any accurate N64 emulator.
Title: Re: Getter Love Translation
Post by: ozidual on September 24, 2019, 07:34 PM
As Aroenai said, just the original N64.

If you're interested in figuring out the Wii U stuff, go for it.  If you find something that works and send it back, I'll put it in the main post.  I am not modifying anything that should affect how the graphics are displayed, so whatever you find that works for the original ROM should work for the translation.   Personally, I haven't hacked my Wii U and have no plans to do that for the forseeable future.
Title: Re: Getter Love Translation
Post by: boogritwarriors on September 24, 2019, 10:02 PM
Wii U, PC, etc, doesn't really make a difference to me. I'm looking for the most realistic, highest-quality way to play this game in 2019 and it looks like PJ64 with the PJ64 video plugin and your in-progress translation patch fits that bill.

I agree that your changes are probably inconsequential in regards to compatibility with other emulators.

I must be missing something obvious, is there a link to your patch in this topic, or is it hidden for legal reasons? I am very interested in giving it a try.
Title: Re: Getter Love Translation
Post by: ozidual on September 24, 2019, 10:44 PM
I must be missing something obvious, is there a link to your patch in this topic, or is it hidden for legal reasons? I am very interested in giving it a try.

We're still creating the patch.  It'll be released once it's finished.  Possibly sometime next year?  I don't want to commit to a date.  This is a very text heavy game, and the hacking on it can be very kludgy/time consuming.

In the meantime, as I find neat stuff or make interesting progress I'll post it here.  Likewise if anyone else finds out anything interesting about the game, I'd love to hear about it.
Title: Re: Getter Love Translation
Post by: nuu on September 25, 2019, 06:15 PM
Well the most realistic way to play it in 2019 is obviously on a real N64. Emulators still leaves a lot to be desired, and this isn't a game that has any problems with flashcarts.
Title: Re: Getter Love Translation
Post by: MrCool on July 31, 2020, 04:02 PM
Hey man! I registered just to ask how this project is coming along?

My friends and I have been huge fans of this game ever since it was released, and we still play it to this day.

Sadly none of us speak Japanese, so seeing this project is incredibly interesting.  :o

All the best, Mr Cool.  8)
Title: Re: Getter Love Translation
Post by: ozidual on August 01, 2020, 02:20 AM
I'm glad to see interest in Getter Love!  The project is slowed down a lot right now.  The translator is very busy with real life but is still very interested in the game. 

I'm not sure if I mentioned this elsewhere, but for fans of the game, there's an official soundtrack out there (check out youtube or amazon.jp).  There's also a "sequel"(?) called Typing of the Date for Dreamcast.  It's japan-only, but uses the same characters and from what I've seen - the same artwork from Getter Love.