Seriously, is it that hard? You put whatever you want your patched file to be called in there. Don't forget to keep breathing in an out while doing so.
No need to be an asshole. That's what I thought it was for, but nothing was working. I did get it to work finally, but it turns out the ROM I had was no good. Someone here already mentioned it took them several downloads to find one that would work. Will try the game out on my Everdrive later.
There's no need to be unpleasant. We are all beginners at one time or another, and the meaning of the phrase 'Output file' in that program's context might be obvious to you and me, but to someone who has never had to convert a file they might well think it refers to a separate file that is needed to perform the conversion.
Goemon: between a debugger and disassemblies yes, you can pretty much work it out. IlDucci: Almost all text is just images so it would be remarkably easy to translate everything. Should warn you, it would probably be easier to work from the Japanese than to try to work around some of the mischief in the English. Not sure how easy my notes would be to follow, but I'll collect them together sometime. They're probably a lot less than useful. The compressor would be handy though, but not sure if I kept any of the handier python scripts for moving things around. Images themselves were encoded via scripts but inserted by hand, in part because I was changing sizes and needed to ensure no overruns happened before data gets corrupted. There's only two print routines: one for initials, borrowed by the secret options menu label, and one for the song names used in the secret options menu. Interesting note is that with one bitflag you can switch between simple black and white fonts to 16color palettes. So, if you wanted, you could do the text the way the virtual console did. They were using one of the internal fonts as their source, and I have a nice extract of that as well ;*) One thing of note though! If you're using png images in GIMP as source, I'd suggest you not do so until they apply the patch to the png import/export thing in the next version. Right now it drops a color out of the palette, resulting in rearranged palettes. Since so many images share palettes, that would cause serious problems as you go along.
Hi Zoinkity, thanks for replying. Nope, I'll be using Photoshop for the job. I hope you can share the data soon (So far I just took a look with the decompressor and TileMolester).
http://www.mediafire.com/download/zkipajrxnmgn8wl/NGUE-workpad.7z Should be the filelist for the japanese version, some documents on the internal image lists and their settings, source extracted images, some script snippets for image conversion for what it's worth, a really snazzy compressor, and other general scratchpad things that happened to be in the working directories. The directories, minimum, have copies of the final binaries for each chapter. When you start fiddling with the images, it will be pretty apparent I resized a lot of them and moved some of the tables around for convenience. You don't have to do that, but will probably wind up doing so anyway. Reducing the uncompressed filesize is fine, but if any of them grow you'll have to ensure that you don't overrun available memory at runtime. I never had to grow any files, but every language is different. Also included samples of the original fonts, which are only used in the two places mentioned above. I used them as source for the buttons, and Nintendo used them for their subtitles. The compressor generates Yay files with 100% accuracy to Nintendo's original files. Incidentally, since Yay and Yaz are different storage methods for the same compression, with a script you can flit between the two ;*)