May 14, 2018 - (Meitantei Konan: Giwaku no Gōka Ressha). System: Game Boy. Prev game: « Detective Conan: The Underground Amusement Park Murder Case. PSP, Detective Conan: Prelude from the Past. Bandai Namco Games began streaming two videos promoting the upcoming Meitantei Conan: Kago kara no Zensōkyoku (Detective Conan: Prelude from the Past) game on Wednesday. One video is a 15-second.
Meitantei Conan & Kindaichi Shonen no Jikenbo It's out! Patching instructions are available at I'm pleased to announce that after almost 6 and a half years, I have finally been able to complete this translation hack. I wasn't sure I had the skills to be able to do this, but I managed to figure out workarounds and learn by messing around with the code. The translation to English was done by the DCTP fansubbing group. It was a massive undertaking for them as this is a very text-heavy game, much longer than the usual manga/episodes/specials/films they usually translate.
This is also unfortunately their final project. Here's our release trailer: The patch will be available at 6:00PM EST June 29, 2015 from Old information: 232/752 script files translated as of June 20, 2011. February 4, 2012 I have decided to fake the handwriting recognition. It actually works pretty well in game. Anyway, the translators were asking if it was possible to disable the Select button, because they don't want to translate the 'story progression scripts' that periodically get updated as you progress in the game. After you finish an episode, only one version of the complete story is displayed.
Hopefully I can figure out something to solve this. Also, have to find out where this missing graphic is. 1) L:全体 in bottom left of this picture: June 21, 2011 Fixed the font problem: However another problem has come up; Handwriting Recognition!
This scene is the only one in the game that uses hiragana recognition, the rest use only numbers. For testing and tweaking attempts, here is a patch that will take you to a little bit just before the screen once you start a new game: What I need help with is changing the hiragana recognition to alphabet letters. The game font does not contain ASCII, only SJIS full-width JASCII. Also, capital letters and lower case letters should go to the same SJIS code (i.e., A and a both could point to the character code 82A0). The recognition information is probably stored in one of these two files: dltjdb.zzz: contains dbtag Nintendononkanji. Made by Decuma. Dltjdbjis0big.zzz: contains dbtag Nintendojis0.
KEIKO if not possible, then KKO but as can be seen in the following image, combinations of 5 or more characters cause problems: If I can't figure out how to change the recognition information, I will have to fake it by keeping hiragana recognition but putting the closest matching letter over it. June 20, 2011 Ran into a slight problem: As you can see in the picture, the font is spaced apart. In the untranslated rom, it looks something like this: ゆ う や み 小 路 In the translated version, spacing remains the same, which with English characters doesn't look very good: Tw il ig ht L an e Hex characters before the screen loads looks like this: 0a02701b0a1c701b0a02701b0b004270055f700a0001 Similar problem is here: At this part, the game script is like this.
0a017018020e7b00090a7c14701200 Where are you thinking of? Twilight Island Folk Museum 7070700a191803f5700d7803ef7a5d1a7079000d701c117804700d7803ef7a5d1a7079000d76701202 Lighthouse 701a701203 Coal Blue 7020701204 Gift shop 'Fukado' I was hoping the spacing issue would have to do with the hex preceding the text, but it looks like that is not the case, so the spacing is probably stored elsewhere in the rom somewhere, so I'm thinking I will need help from someone with knowledge of ASM to remove the gap between characters in these specific instances. If anyone wants to help, the first screen is taken from the beginning of Chapter 1 in the game, so from the beginning of Chapter 1 (after the prologue), just by pressing A through the dialogue and then clicking the first icon to talk to the first character two times in a row will get you to that first screen. I can provide a complete Desmume save so you can skip to Chapter 1 if needed. June 28, 2010 As you can see by this image, new font has been added. Due to problems with VWF hack, this is just fixed-width with two-character combinations.
June 2, 2010 Progress has begun smoothly with text translations and graphics. However, we still need a VWF hack for English characters! Feb 7, 2009 So I have the game script ready for translation. Unfortunately the font is in tile format with four fonts on top of each other separated by palette, and are all fixed-width. There is no support for standard ASCII characters, only JASCII and other SJIS.
If anyone would like to help get a VWF into the game I can get this project started. Here are the files in the common folder in rom order.
The extension zzz means they're lz77 compressed, so I uncompressed them to view their contents. FontSet124.zzz: contains the font tiles, 4 separated by palette. 270336 bytes uncompressed. Dltjdb.zzz: contains dbtag Nintendononkanji. 28576 bytes uncompressed. Made by Decuma, so most likely handwriting recognition.
Dltjdbjis0big.zzz: contains dbtag Nintendojis0. 305944 bytes uncompressed. Made by Decuma, so most likely handwriting recognition.
What would the width table happen to look like? Maybe I'm wrong. If all the fonts are the same size, then there might not be a width table. However, depending on the width of the existing font, adding a VWF or a FWF may be easier. If the font is an odd size already - such as the 11x11 used by Death Note - then we already have some of the infrastructure needed for a VWF in place already, since the tiles have to be shifted in order to be displayed. If the font is a multiple of 8 in size, like 16x16, then it will be harder to implement a VWF, but in either case it should be almost trivial to implement a reasonably-sized FWF.
I'm still working on Breath of Fire 2, and I've got Death Note: The Kira Game lined up next (plus who knows how many other projects I've promised but put on the back burner), so I can't help you with programming, but I can give you hints as to how to proceed. You do have no$gba, correct? Is there any data in the font file that you haven't figured out? I know they individual fonts are padded with palette data, but are there any other bytes in between that seem to follow a regular pattern but aren't part of the palette or font data? The font files are the obvious place to find the width tables, but if not. Worst-case scenario, the width might be hardcoded and there's nothing for it except ASM hacking.
Thankfully, changing a single value might give you the leeway you need to at least fit a better-proportioned 6x11 font (of the variety used by Death Note and many other games). Find where the characters get written to in VRAM, set a write breakpoint for the start of a block of text and trace through. You may have to repeat this multiple times if there are multiple print routines. DTE is just a specific kind of dictionary compression. Of course, the first thing you'll need to find is the dictionary.:3 (It also helps matters that once you've worked out the DTE system, you can then use it to your advantage.) If you can, figure out where the script shows up in memory and set a read breakpoint for one of the DTE codes. When it loads it, you'll be able to trace through the code and figure out where it loads the dictionary from.
Mind you, that won't tell you on its own where to find the dictionary.it might, however, be stored in one of the code files, come to think of it (Death Note stores a lot of commonly-used strings there). I had a look, and as far as I can tell, its got a hardcoded width of 12 and apparently it uses that width of 12 as some sort of check to see if it should do those lil kanji descriptor thingos, so trying to simply halve the width meant it turned out like this: So, you'll probably need a custom VWF code. If you feel like taking a crack at it, I've traced it as far back as 0x0206D524 which is where the width 0xC gets input. Which then branches to 0x206D63C which is (I think) the text reading routine that pretty much draws it into RAM and so on. Btw, those addresses are RAM addresses. Well, I've got the font set pretty much. It is fixed-width using two-character combinations.
![English English](http://www.detectiveconanworld.com/wiki/images/9/91/Detective_Conan_The_Mechanical_Temple_Murder_Case_01.jpg)
With the way the font is set up, I can have 4032 different combinations. The problem was figuring out how to handle line breaks, next page, and figuring out how to create the font divided by 4 palettes on top of each other, also how to set up the table of the new combinations and quickly generate the new font. I also tested the game throughout the first text file, and it functions perfectly.
New image preview of first line of text. Well, I didn't know an easy way to create the thousands of character combinations necessary, until someone sent me this link: It included sample Java code that could generate tables with appropriate hex values, so I modified the code to fit the hex values supported by the game. Then I used PS with 4 different text layers set on overlay mode with opacity of 50% each to come up with a 16 color palette to overwrite the old font graphics. I copied the output from the Java program for each of the 4 tables to each of the 4 text layers in PS. I am using the Proggy Opti Small bitmap font with some modifications.
Follows the experiences of Shinichi Kudo (also called Jimmy Kudo in Case Closed), a young detective prodigy who had been accidentally shrunk right into a child's body as a result of toxin he was force fed by members of a criminal syndicate. Family and neighbor friend Professor Agasa firmly indicated Shinichi conceal the people he cares about, so Shinichi takes the name Conan Edogawa and his identity to keep them. He attempts to use Kogoro's detective agency as a method to get the people that shrank him, and goes to reside together with his childhood pal Ran Mouri Kogoro, and her dad -without making Ran figure out who he actually is. Gosho Aoyama was made and draws the show. The protagonists from his earlier show Magic Kaito seem quite similar: Kaitou Kid has formed numerous looks in the anime and manga of the show as himself.
The primary protagonist of the protagonist of the Magic Kaito show, Kaito Kuroba,Shinichi Kudo, as well as the show are similar. Numerous minor characters happen to be created and therefore are constantly given motivations, qualifications, and styles that place them under suspicion throughout the investigation. In the beginning of the show, Shinichi is a 16-year old (17, as stated by the anime) pupil at Teitan High School that has become well-known for helping the Tokyo authorities solve murder mysteries.
![Detective Detective](http://i.imgur.com/PvnMjF7.png)
Shinichi brings his childhood buddy Ran Mouri to an area theme park called Tropical Land, to celebrate her success in the Metropolitan Karate Championships one day. He afterwards ends up solving a homicide case there. As they're leaving, Shinichi heads off alone to follow a suspicious guy in black, Vodka, who had been a defendant in the sooner homicide. Shinichi sees a business president in a secluded place as well as a blackmail exchange between Vodka just outside the park, but is too engrossed to see Vodka's associate, Gin, sneak up from behind. Gin pushes him to consume a fresh experimental toxin called APTX 4869 and knocks him out, plus they subsequently leave him to perish. Yet, rather than killing Shinichi, a rare side effect happens: his body shrinks into that of his six year old self.
After escaping from well meaning but disbelieving park security, with nowhere else to go house is headed by Shinichi. Conan Edogawa is the alias. Shinichi took the look of seven or his six year old self after being exposed to some model toxin called APTX 4869, which he'd been made to consume by two guys in black afterwards shown to be members of the Black Organization. The toxin de-aged Shinichi's whole body except for his nervous system and so he has got unbelievable deductive skill of his adolescent self, memories, and the style. Have them detained because of their offenses and Conan's aim will be to hunt down the Black Organization, at the same time as locate antidote. So he intends to create the washout detectiveKogoro Mouri well-known in hopes of bringing cases to do associated with the Black Organization. While Shinichi is seen as a recurring character, Conan is generally handled as another character from Shinichi by enthusiasts, and generally viewed as the primary character of the show.
He's eventually become a favorite figure in Japan and even appeared at numerous occasions in various anime show (i.e. Mostly cameo appearances) as good as other medias. Ran is a childhood pal of Shinichi Kudo. When she was seven, her parents split, plus among her biggest aims will be to get them. Her companion besides Shinichi is her classmate Sonoko Suzuki, who frequently teases her. Her other buddies comprise Kazuha Toyama Masumi Sera and Heiji Hattori. In Nyc, Shinichi and Ran visited the parents of Shinichi over annually prior to the string' beginning.
They metYukiko Kudo, his mom, and her celebrity friend, Sharon Vineyard (also called Vermouth, an associate of the Black Organization). It was during this excursion that Ran understood her feelings of love. At the request of Agasa, Ran instantly came to think of him, and consented to look after him. Ran has come to imagine Conan's identity multiple times, but Conan consistently manages (helped by his buddies like Ai Haibara and even Kaito Kid) to locate a satisfactory alibi to meet her issues. Kogoro is a private investigator, however unless his customer is an attractive girl, he favors to laze around his office all day.
Then he graduated from Beika University, though he was exceptionally exposed to stage fright, where he was the ace of the Judo team. Some time Kogoro became a police officer, working One while an outstanding marksman he wasn't a particularly great investigator, although with Inspector Megure. Based on Ninzaburo Shiratori in Picture 2, but the couple were renowned for the way offenders were apprehended by them. He also worked under Inspector Yuminaga in the arson section for a while. Kogoro has feelings for Eri despite always feigning disinterest in her. When Kogoro's focus is captured by other attractive girls in the area, which happens on a regular basis all these are expressed primarily through envy.
Hiroshi Agasa concluded that Shinichi could not openly continue investigating the Black Organization without bringing undue attention after Shinichi was made to take on the identity of Conan Edogawa. Agasa proposed Shinichi use him and to move in with Kogoro to keep his cover.
Throughout a case Kogoro took shortly after, he reached the decision that was incorrect, before he could accuse an innocent man, and Conan knocked him out with the ashtray. In the few cases where Kogoro stays conscious for some reason, Conan nonetheless does the detective work that is chief and uses Kogoro as his official mouthpiece by bringing on Kogoro's focuses to significant clues he's uncovered. Because of his name Kogoro Mouri, in the Japanese version, he's regularly mistaken for the famed astronaut Mamoru Mohri when he presents himself, since they both are in the news of Japanese decent, and possess the same last name. Also, maybe Patrick Moore, when Kogoro presents himself he's frequently mistaken for a famous astronaut in the English variant. In the US variant, Kogoro Mouri says he is forty three, as opposed to being thirty eight in the Japanese variant. It's not known if the age of Eri stays the same, since they attended school. If not, if it's going to impact the Princess Pageant storyline that happened twenty years back, when she participated instead of a teen, making her.