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Using tables for reading script in a Japanese game

 
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dullian
How do I cheat?
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Joined: 08 Aug 2015
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PostPosted: Sat Aug 08, 2015 9:21 pm    Post subject: Using tables for reading script in a Japanese game Reply with quote

Hello there. First of all, let me state that I'm still a beginner in rom hacking and stuff, and to be honest I feel a bit lost about how to properly start learning. My only purpose for now is to find practical ways to extract the text of Japanese games so as to read it with tools like Translation Aggregator. I can say that with my faint understanding of how hex works and some hex editors I'm having some degree of success.

I just want to know if it's possible to use/make tables with Cheat Engine to read the script of a game. Look, for example, the text of the this PSX game I'm extracting. It seems to be using SJIS converted into hex, I'm using the built-in SJIS to Hex (and vice versa) converter of Translator Aggregator and I'm able to find the desired text with Cheat Engine, but more easily and accurately with HxD.

So, my question is: is it possible to use/make a hex SJIS to make the reading of all this easier on Cheat Engine, DxH or any other hex editor, preferably one with memory scan function so as to load the table while playing the game (in case that is possible)?
Ah, and if it is not clear, I'm still a beginner as well when it comes to tables (I just know that they visually replace corresponding hex values), and I'm not really sure if what I'm asking for is possible.
Please bear with me :p
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CEForumMember
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PostPosted: Sat Aug 08, 2015 11:44 pm    Post subject: Reply with quote

I am going on a limb and will say that CE is not built for these purposes.
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dullian
How do I cheat?
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PostPosted: Sun Aug 09, 2015 9:25 am    Post subject: Reply with quote

CEForumMember wrote:
I am going on a limb and will say that CE is not built for these purposes.


Dang it, I wanted to post a picture to make things clearer, but it seems I'm too new for that.

Well, whatever.

On another note, how can I go to s specif offset/address in CE? I'm able to find a desired hex value with DxH, but CE won't find it, so I thought of locating it by directly going to the offset shown in DxH

EDIT: Never mind that, managed to do it myself.
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Rydian
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PostPosted: Sun Aug 09, 2015 10:05 am    Post subject: Reply with quote

Note that in many cases the file format and RAM format of data won't be exactly the same (for a variety of reasons). Byte order, decompression, padding, etc.
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Gniarf
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PostPosted: Sun Aug 09, 2015 1:56 pm    Post subject: Re: Using tables for reading script in a Japanese game Reply with quote

dullian wrote:
So, my question is: is it possible to use/make a hex SJIS to make the reading of all this easier on Cheat Engine, DxH or any other hex editor, preferably one with memory scan function so as to load the table while playing the game (in case that is possible)?
I'm not quite sure I understand what you want.
Interpretation 1: You want to see human readable japanese text in cheat engine.
->Just switch value type to "text" or "string". And yes, this way you can scan for shift-jis strings in CE.

Interpretation 2: You already knew 1) and you want cheat engine to automatically locate the displayed text in memory (AGTH-like).
->Find a tutorial on hacking emulator games, if it tells you to make a pointer you're on the right track. Then find a pointer to the desired text, it's not guaranteed to work but that's probably your best shot.

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