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Translation tools for the PlayStation 1 version of the first Wild Arms game
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WA1Tools V1.0 ============= WA1Tools is a suite of command-line translation and hacking tools for the PlayStation 1 version of the game "Wild Arms" by Media Vision. It can be used for modding the game, searching for hidden content, and creating fan translations. The main focus of the tools is on the dumping and editing of in-game text. NOTE: These tools had been developed for a fan translation project that never got beyond the concept stage and has been abandoned many years ago. As such, the tools were never extensively tested in a production setting, and for the time being I do not maintain or support them in any way. The included tools are: * trans / untrans Dump ('untrans') or reinsert ('trans') all translatable text and graphics in the game to or from a set of text and image files. * mapinfo Dump the script code of all maps. The tools are entirely written in Python and have the following dependencies: * Python 2.7 The tools are not compatible with Python 3. * Pillow >= 2.2.1 (https://pypi.python.org/pypi/Pillow/) Most of the tools use the included 'wa' package which must reside in the same directory as the tools themselves, or be included in the PYTHONPATH. Restrictions and general information ------------------------------------ The tools are designed for the PlayStation 1 version of the game. They will not work with the PlayStation 2 remake "Wild Arms Alter Code: F" nor with any other of the games in the Wild Arms series. Only the 'untrans' and 'mapinfo' tools can operate directly with a CD image of the game. The 'trans' tool only works on extracted files from the filesystem of the game CD. For extracting the filesystem tree of the game I recommend using the 'psxrip' tool from the PSXImager toolset (see https://github.com/cebix/psximager) which preserves the XA media files the game uses. The tools support the following releases of the game: * Wild Arms, Japanese release (SCPS-10028) * Wild Arms, US release (SCUS-94608) * Wild Arms, English European release (SCES-00321) * Wild Arms, German European release (SCES-01172) * Wild Arms, Spanish European release (SCES-01174) The 'trans' tool does not work with the Japanese version of the game because Japanese text encoding is not implemented. Dumping Japanese text with the 'untrans' tool works fine, though. trans / untrans --------------- Usage: untrans [OPTION...] <game_dir_or_image> <trans_dir> -a, --altchars Use alternate character set for text -V, --version Display version information and exit -?, --help Show this help message Usage: trans [OPTION...] <trans_dir> <game_dir> -a, --altchars Use alternate character set for text -V, --version Display version information and exit -?, --help Show this help message With these two tools you can dump and reinsert all translatable text in the game, including the game's fonts and textures with embedded text. When doing a retranslation of the game it is recommended that you first use the 'untrans' tool to dump all text, change what you want to change, and then use the 'trans' tool to reinsert the text into the game files. The section "Workflow for translation" below will give you some hints for doing this efficiently. The 'untrans' tool extracts text from either a plain ISO or raw ("MODE2/2352") CD image, or from a local directory (the "game directory") containing the game files, to a newly created "translation directory" which holds individual text and graphics files for each of the game's maps, menus, etc. The 'trans' tool performs the reverse operation of inserting the text and graphics from the files of the specified translation directory into the game files. It only writes to extracted game files, not to CD images. The tools only read and change the following game files, and the 'trans' tool creates backups (with the ending ".orig") of all files it changes: SYSTEM.CNF BIN/CDSTG.BIN EXE/WILDARMS.EXE SYS/SY0.BIN SYS/SY1.BIN SYS/UT0.BIN SYS/UT0.OVR To put the files changed by 'trans' back into the actual game you either have to replace these files directly in the CD image (for example with the 'psxinject' tool from PSXImager), or remaster the entire CD image (for example with 'psxbuild' from PSXImager). The translation directory consists of the following subdirectories and files: exe/ item.txt item_help.txt arm.txt arm_help.txt tool.txt tool_help.txt fast_draw.txt fast_draw_help.txt magic.txt magic2.txt magic_help.txt force.txt force_help.txt Names of items, ARMs, tools, Fast Draw techniques/hints, spells and force abilities, together with their respective help texts. "magic.txt" contains the 64 standard spells which can be renamed by the player. They are limited to 10 characters each. The names of other spells, some of which can be cast with the 'Randomizer', are in the file "magic2.txt". technique.txt Names of the special abilities unique to each character. character.txt Default names of the playable characters. They are limited to 8 characters each. job.txt Character descriptions in the status screen. luck.txt Luck levels as displayed in the status screen. guardian.txt Names of the Guardians. map_name.txt Names of maps, indexed by map number (0..127). menu_help.txt Help texts for the main menu commands (which only have icons, not names). auto_cmd.txt auto_cmd_help.txt Texts for the 'Auto Battle' menu config.txt config_help.txt config_setting.txt controller.txt Texts for the 'Config' menu. menu.txt menu2.txt Additional texts for the game's menus. There are more menu texts which are embedded in textures ("gfx/menu_labels.png", see below). load_save.txt load_save2.txt memory_card.txt Texts for the load/save and memory card management screens. The "load_save2.txt" file is only used with European releases of the game. There are more texts which are embedded in textures ("gfx/load_save.png" and "gfx/memory_card.png", see below). name_entry.txt Mapping of cursor positions to characters in 'name entry' screens. This file only determines which character to insert when the player makes a selection. The actual layout of the entry screen is stored as a texture ("gfx/name_entry.png", see below). If you want to customize the name entry screen you need to change both files in a consistent way. icon.txt Texts for the icon editor. window.txt Texts for the window frame editor. command_help.txt Help texts for battle commands. enemy.txt Names of enemies. attack.txt Names of enemy attacks and abilities. battle.txt miss.txt ok.txt Additional texts used in battles. best_runners.txt trial_result.txt Texts for the Time Trial leaderboard in the Adlehyde fair. script.txt Text related to using the Gella Coin item. This file has the same format as the map dialog text files (see below). map/ One file for each map of the game (except for map 25 which doesn't exist), containing all dialog text of that map. Each string is prefixed with a header line starting with the character '▶' (Unicode U+25B6), for example: ▶ 1 (dialog) *You Can't Summon The Earth Golem Here! ▶ 2 (string) YES ▶ 3 (string) NO ▶ 4 (dialog) {CHAR 1}: 「Fine, I'll take care of my own problems. ... etc. ... The 'untrans' tool puts a running index number into the header line, and an indication about the use of the string ('dialog' = the string appears in a message window, 'string' = the string is a choice response or is used as a text for some menu screen). The 'trans' tool looks for the '▶' header lines to determine the start of each string, so you should not remove or add these lines. The text following the '▶' character on the same line is ignored, however, so you can use these headers to record comments about your translation. Note that due to possible differences in the map scripting, corresponding strings in different regional versions of the game are not guaranteed to have identical index numbers. Maps which have no corresponding text file in the translation directory are skipped by the 'trans' tool and left unchanged. Four maps (5, 36, 51, and 57) have extra text files which contain additional strings used in the map-specific code: 005_extra.txt The names of the five runners initially on the Time Trial leaderboard. They are limited to 7 characters each, except for the last name which is limited to 11 characters. 036_extra.txt The password ("Emiko") for the Memory Temple. It is limited to 7 characters. 051_extra.txt The password ("Metal Bird") for the Epitaph of the Sea Wind. It is limited to 11 characters. 057_extra.txt The password ("Demon Gate") for the Demon's Lab. It is limited to 11 characters. gfx/ This directory contains graphics that are relevant to translation: 1) the game's fonts, 2) textures with embedded text. The graphics are stored as PNG images. You can edit them using a graphics program (or a specialized sprite/tile editor if you have one) and reinsert them into the game with the 'trans' tool. You must, however, preserve the original size of each image. The tools only handle 8-bit indexed (paletted) PNG images and you cannot make any changes to the color palette. The 'untrans' tool gives each image a default palette which is why some icons in the images show up with the wrong colors (the game actually uses different palettes for each part of a texture). The 'trans' tool ignores the palette from the image file completely, and only looks at the pixel values in the image data (0..15, since the game uses 4-bit textures). It also never changes the color palettes defined in the game files. The directory contains the following files, which vary between game versions: dialog_font.png The main font of the game which is used for dialogs and help texts in menus. For the US release of the game, the font contains 96 characters (ASCII range 20..7f), each character occupying 8x16 pixels. The lower five pixel rows are not drawn by the game so the maximum character height is actually only 11 pixels. In European releases, the font contains 224 characters (code range 20..ff) but the character dimensions are the same. The Japanese release of the game uses an entirely different character set with 12x11 pixels per character. dialog_font2.png dialog_font3.png dialog_font4.png These files are only used with the US release of the game and contain alternate versions of the "dialog" font which are, to our knowledge, unused by the game. If you want to give the game a different look you can copy one of these files over "dialog_font.png". kanji.png This file is only used with the Japanese release of the game and contains the kanji for the texts in the "exe" directory. The game actually has additional kanji sets embedded within each map which are not dumped by 'untrans'. This font is provided for reference purposes only since the 'untrans' tool can automatically decode kanji into their UTF-8 equivalents. menu_font.png This is the second font of the game which is mainly used in menus, for example in the inventory list. The texture has 8x16 pixels per character (8x12 pixels used) in all versions of the game. European releases have a different character set, however. The magenta background (pixel value 0) is transparent in the game. menu_labels.png This texture contains the labels for the game's menus ("HP", "LV", "EXP", "Gella" etc.), texts for battles ("LEVEL UP!"), and some icons. load_save.png memory_card.png These two files contain buttons and texts for the load/save and memory card screens, and for the icon and window frame editors. name_entry.png This image contains the layout of the 'name entry' screen. In non-Japanese versions of the game only the lower third of the image is used. The image only determines what is visible on the screen. The actual characters which are entered into a name when the user makes a selection are stored as a text file ("exe/name_entry.txt", see above). If you want to customize the name entry screen you need to change both files in a consistent way. Warning and error messages of 'trans' Common warning and error messages of the 'trans' tool which you may encounter include: "File '<file>' expected to contain <x> lines but found <y>" Many files in the translation directory (everything in the "exe" directory, as well as the "extra" text files in the "map" directory) must contain a certain, fixed number of lines, even if some of them are empty. You probably accidentally deleted or inserted a line. "String '<str>' from file '<file>' is too long when encoded (<x> > <y> bytes)" "Text in file '<file>' is too long when encoded (<x> > <y> bytes)" Since the 'trans' tool replaces some of the game's texts in-place, they are limited in the maximum number of characters they can contain. You should shorten these texts. "Not enough room for strings" There is not enough room for inserting all of the text from the files in the "exe" directory. You should shorten some of these texts. "Unknown escape sequence '\<char>' in string '<str>'" The '\' backslash is used to escape the characters '{', '}', and '\' itself. Other escape sequences are not recognized. "Mismatched {} in string '<str>'" "Unknown command '<command>' in string '<str>'" "Syntax error in command '<command>' in string '<str>'" Either you misspelled one of the {<command>} control codes, or you wanted to use a '{' or '}' character in the text but forgot to escape it as '\{' or '\}', respectively. "Argument of <command> command out of range in string '<str>'" The numerical argument of a {<command> nn} control code is not within the range of supported numbers. Depending on the command, this range is 0..9, 0..99, or 0..999. "Unencodable character '<char>' in string '<str>'" Your text uses a character which is not present in the character set of the particular game version. See the section "Character set" further below for a list of supported characters. Note: Due to an oversight by the developers, the US release of the game contains invalid characters in the following files which are a remnant of the Japanese character set: map/003.txt, string 144 map/037.txt, strings 135 and 136 map/119.txt, strings 135 and 136 You should remove the invalid characters before running 'trans'. "Image '<file>' expected to be of size (<w>, <h>) but found (<w>, <h>)" The size (width, height) of an image file in the "gfx" subdirectory of the translation directory has been changed from the original image. The 'trans' tool can only insert images which have the exact same size. Text which is not extracted Some of the text in the game is not extractable or changable with the 'trans' and 'untrans' tools: * The title screen and the "Push Start Button" text. * The ending credits which are hardcoded into the ending movie. Control codes ------------- The strings in the translation files may contain some special characters, and control codes denoted by {} braces. For this reason, if you want to have literal '{' or '}' characters in your texts you need to escape them as '\{' and '\}'. Some control codes have a numerical parameter which is specified in decimal notation. Note: Names of items, spells, enemies, etc. do not support these codes, but their help texts do. <newline> character Starts a new line of text. The game does not have automatic word wrapping, so all line breaks must be inserted manually. Map dialog text is usually displayed in message windows holding a maximum of three rows with 32 characters each. {STR n} Insert the string specified by the game variable var[n] (n = 0..9). {NUM n} {UNUM n} {HEX n} Insert the value of the game variable var[n] (n = 0..9). {UNUM} displays the value as an unsigned quantity, and {HEX} uses hexadecimal notation (neither of these two codes is actually used in the game and they are probably leftovers from development). {CHAR n} Insert the name of a character (which may have been changed by the player): 0: Rudy 1: Jack 2: Cecilia 3: Hanpan 9: current party leader {COLOR n} Set the color of the following text: 0: black 1: white (default) 2: red 3: orange 4: cyan 5: green 6: gray The following control codes are only supported in dialog messages (the text files in the "map" directory): {ITEM n} {SPELL n} {TOOL n} Insert the name of the item, spell, or tool referenced by the game variable var[n] (n = 0..9). {ITEMICON n} {SPELLICON n} {TOOLICON n} Show the icon of the item, spell, or tool referenced by the game variable var[n] (n = 0..9) in the top left corner of the message window, shifting the text to the right to accomodate. This is usually used for 'XYZ acquired!' messages. {PAUSE} Show the green continuation arrow at the bottom of the message window and wait for the player to press the OK button before continuing. {SCROLL} Scroll the contents of the message window up one line. This is used in the game to present the dialog in segments of three lines which are visible at once, and is usually followed by a {PAUSE} code or the end of the string. {CLEAR} Clear the contents of the message window and move the cursor to the top left corner of the window. The 'untrans' tool automatically adds a newline to the translation file after this code to make the formatting of the following text easier to see. Similarly, the 'trans' tool ignores a newline immediately following a {CLEAR} code. {SOUND nnn} Play a sound effect (nnn = 0..999). {WAIT nn} Wait nn frames before continuing (nn = 0..99). One frame equals 1/60 of a second in NTSC releases of the game, and 1/50 of a second in PAL releases. {SPEED nn} Set the text output speed (the number of frames the game waits between printing each character). Higher numbers make the text appear slower. {LARGE} {SMALL} These two codes are only supported in the Japanese release of the game and switch the text size between a large font (16 pixels) and the small, default font (12 pixels). {XSHADOW} {YSHADOW} Toggle the text shadow in the X or Y direction, respectively. The default is for the shadow to appear in both directions, i.e. one pixel below and to the right of the text. To completely toggle the shadow on or off you need to use both codes together: {XSHADOW}{YSHADOW} {ASK 0} Let the player choose between two responses, for example to answer a yes/no question. The two choices are specified by the game variables var[10] and var[11], and are always strings contained in the same map translation file. To see which choices correspond to which questions you need to consult the script code dumped by the 'mapinfo' tool. If used, this code must appear at the end of a message. {CONTINUE} Automatically continue script execution after the message has been displayed completely. Normally, at the end of a message the game shows a spinning green symbol in the bottom right corner of the message window and waits for the player to press the OK button. The {CONTINUE} code disables this behavior. If used, this code must appear at the end of a message. {ASYNC} Continue script execution while the message is being displayed. This is used for playing cutscene animations over accompanying text, for example in the character intros. If used, this code must appear at the end of a message. In general, you should not add or remove {CONTINUE} and {ASYNC} codes in the dialog texts because doing so may interfere with the timing of cutscenes. Character set ------------- The text files in the translation directory produced or used by the 'untrans' and 'trans' tools use the UTF-8 character encoding. The game's fonts include only a subset of all Unicode characters, of course. All Western releases of the game support the following standard ASCII characters: 0123456789 abcdefghijklmnopqrstuvwxyz ABCDEFGHIJKLMNOPQRSTUVWXYZ !"#%&'()*+,-./:<=>?[]_`{} as well as these additional characters which take the place of some of the ASCII code points: in-game Unicode character character code (hex) notes ------------------------------------------------------------------------ 「 40 opening dialog quote (replaces the ASCII '@' character) 『 7e left quote mark (replaces the ASCII '~' character) 』 5e right quote mark (replaces the ASCII '^' character) ★ 3b star (replaces the ASCII ';' character) ♂ 5c male sign (replaces the ASCII '\' character) ♀ 7c female sign (replaces the ASCII '|' character) The angled quote marks are taken from Japanese typography. Note that there is no 」 closing dialog quote in the font. The characters ★, ♂, and ♀ are only used in name entry screens. European releases of the game use an extended font which provides additional characters: in-game Unicode character character code (hex) notes ------------------------------------------------------------------------ Á b5 + A with acute Ä 8e A with diaeresis (A umlaut) Å 8f A with ring Æ 92 AE ligature Ç 80 C with cedilla É 90 E with acute Í d6 + I with acute Ñ a5 N with tilde Ö 99 O with diaeresis (O umlaut) Ú e9 + U with acute Ü 9a U with diaeresis (U umlaut) ü 81 u with diaeresis (u umlaut) à 85 a with grave á a0 a with acute â 83 a with circumflex ä 84 a with diaeresis (a umlaut) å 86 a with ring æ 91 ae ligature ç 87 c with cedilla è 8a e with grave é 82 e with acute ê 88 e with circumflex ë 89 e with diaeresis ì 8d i with grave í a1 i with acute î 8c i with circumflex ï 8b i with diaeresis ñ a4 n with tilde ò 95 o with grave ó a2 o with acute ô 93 o with circumflex ö 94 o with diaeresis (o umlaut) ß e1 German sharp s ù 97 u with grave ú a3 u with acute û 96 u with circumflex ÿ 98 y with diaeresis ¢ 9b * cent sign £ 9c * pound sign ¥ 9d * yen sign ƒ 9f * florin sign ª a6 feminine ordinal indicator º a7 masculine ordinal indicator ¿ a8 inverted question mark ¬ aa * not sign ½ ab * 1/2 fraction ¼ ac * 1/4 fraction ¡ ad inverted exclamation mark « ae left guillemet » af right guillemet ¶ e3 * pilcrow µ e6 * micro sign ± f1 * plus-minus sign ÷ f6 * division sign ° f8 * degree sign ∙ f9 * bullet The characters marked '*' are present in the game's font but not actually used anywhere in the game's texts, while the characters marked '+' ARE used in the Spanish release of the game despite not being present in the font, showing up as white squares instead (nice QA job, Sony...). The tables above specify all characters which the 'untrans' tool will produce (for Western game releases, at least) and which the 'trans' tool will recognize. When invoked with the '-a' (--altchars) option, the 'trans' and 'untrans' tools switch to an alternate Western character set which exchanges the quote marks with their more common forms: in-game Unicode character character code (hex) notes ------------------------------------------------------------------------ “ 40 left double quotes (replacing 「) ” 60 right double quotes (replacing `) ‘ 7e left single quote (replacing 『) ’ 5e right single quote (replacing 』) and which, for European releases of the game, adds the following additional code points which are missing in the game's font: in-game Unicode character character code (hex) notes ------------------------------------------------------------------------ À b7 A with grave  b6 A with circumflex à c7 A with tilde Ð d1 Eth È d4 E with grave Ê d2 E with circumflex Ë d3 E with diaeresis Ì de I with grave Î d7 I with circumflex Ï d8 I with diaeresis Ò e3 O with grave (replacing ¶) Ó e0 O with acute Ô e2 O with circumflex Õ e5 O with tilde Œ ef OE ligature Ø 9d O with stroke (replacing ¥) Ù eb U with grave Û ea U with circumflex ã c6 a with tilde ð d0 eth õ e4 o with tilde ø 9b o with stroke (replacing ¢) œ ee oe ligature ý ec y with acute Ý ed Y with acute þ e7 thorn Þ e8 Thorn ~ aa tilde (replacing ¬) … f2 ellipsis Note that giving the '-a' option to 'trans' will not actually alter the game's font in any way. It just changes the set of characters that the tool will recognize in translation files. To make the characters show up correctly you need to add them to the font textures yourself, by editing the files "gfx/dialog_font.png" and "gfx/menu_font.png" (see above). These additional characters are intended to support future fan translations of the game to other European languages. Except for the four quote characters they are not supported in the US release of the game which is restricted to the 20..7f character range. For advanced users: If you want to translate the game into a language that is not covered by the game's character sets, such as Russian, you need to supply your own font image files and change the variable 'altCharset' in 'wa/text.py' accordingly to define the correct mapping between characters in the text files and code points within your font. Workflow for translation ------------------------ This section describes a possible workflow for creating a fan translation or a mod of Wild Arms using the WA1Tools and PSXImager. Here, we assume that we are translating from Japanese and are using the US release of the game as a basis for our new version. This doesn't necessarily mean that the target language has to be English. For most languages it might actually be better to base the translated version on a PAL release, because of their support for non-ASCII characters. 1. Produce a raw ("MODE2/2352") image from the US game CD, for example using 'cdrdao': cdrdao read-cd --read-raw --datafile WildArms-US.bin WildArms-US.toc toc2cue WildArms-US.toc WildArms-US.cue 2. Dump the game files with 'psxrip' from PSXImager, creating the game directory "WildArms-US": psxrip WildArms-US 3. Extract all game text to the translation directory "text-us": untrans WildArms-US text-us The created files will be the template for inserting the new, translated texts. 4. Repeat steps 1 and 3 for the Japanese game CD, creating a second translation directory "text-jp": cdrdao read-cd --read-raw --datafile WildArms-JP.bin WildArms-JP.toc toc2cue WildArms-JP.toc WildArms-JP.cue untrans WildArms-JP.bin text-jp The created files will be the source for the translation. Note that in order to save disk space we did not extract the game files with 'psxrip' but ran 'untrans' directly on the CD image. 5. Translate/modify the files in the "text-us" directory. The 'trans' tool will work slightly faster if you make a copy of that directory and delete all files from the "map" subdirectory which you are not going to change, or which you haven't translated yet (since you are unlikely to complete the entire game script in one go). 6. Reinsert the changed text and images into the US game files: trans text-us WildArms-US 7. Rebuild the CD image: psxbuild WildArms-US 8. Load the resulting image into an emulator and test your changes. 9. Repeat steps 5 through 8 if necessary. Note 1: CD images produced in this way will not be bootable on original PlayStation hardware because the PlayStation checks a signature on the CD which is not reproducible using 'psxbuild' and off-the-shelf CD burners. Note 2: You are not allowed to redistribute modified copies of the game without having obtained permission from the copyright holders (Media Vision in this case). mapinfo ------- Usage: mapinfo [OPTION...] <game_dir_or_image> <output_dir> -V, --version Display version information and exit -?, --help Show this help message The 'mapinfo' tool dumps a rough disassembly of the script code embedded in each of the game's maps. It creates the given output directory and writes one text file per map. Not all of the script commands are completely decoded but the dump should give you a general idea of how a particular map's scripts are organized, the context in which certain messages are used, and how to trigger them. Examining the script requires you to have some familiarity with programming and with the use of scripting languages in gaming. The following explanations are not supposed to be a complete specification of the game's scripting language (which we don't have, either) but only to give you some general hints on how to interpret it: - The language supports simple jumps ('jump'), subroutine calls ('call', 'ret'), conditional branches ('if'), and nested loops ('while', 'break'). - Script instructions are referenced (for example in jump targets) by 16-bit hexadecimal addresses. - 'window' opens a message window, 'message' displays the specified text in the active window, and 'close' closes it. - 'mapfunc' and 'exec' execute native MIPS code in the map file which implements map-specific functions. - Game variables ('var[x]') and event flags ('flag[x]') are stored as a part of the game save state. Each game variable can hold a 32-bit signed integer value or a script address. - Variables 'var[0]' through 'var[9]' are mainly used in conjunction with message control codes (e.g. '{ITEM n}'). - The two choices of an {ASK} question in a message are stored as pointers to 'string' commands in variables 'var[10]' and 'var[11]', loaded with commands of the form 'let var[10] = (addr xxxx)'. The player's choice can be queried via the special 'result' variable. - The 'result' variable is also set by certain 'menu' instructions, by code called with 'exec', as well as by some other commands. For example, 'result' indicates whether adding an item to the inventory was successful. - 'rand' returns a random value between 0 and 32767. - The flags 'flag[-1]' and 'flag[-2]' as well as the variable 'var[12]' are specific to the object or NPC the player currently interacts with. For example, 'var[12]' could be the amount of gold obtained from a treasure chest. This allows the game to reuse the same script code for different treasures. - 'party[0]' through 'party[2]' correspond to the three party slots, each holding the index number of the character who occupies the respective slot (0 = Rudy, 1 = Jack, 2 = Cecilia, -1 = nobody). 'let party[-1] = x' adds a character to the party. 'let party[-2] = x' removes a character. - 'let inventory[-1] = x' adds one copy of item number x to the party's inventory, while 'let inventory[-2] = x' removes an item. Inside expressions, 'inventory[x]' checks whether the item x is in the inventory. - 'arm[]', 'fast_draw[]', 'spell[]', and 'tool[]' work in the same fashion. - 'status[]' yields the status effects inflicted on a character. The WA1Tools suite does not currently include a tool which would let you change the game script. Acknowledgements ---------------- Creating WA1Tools would not have been possible without: * The aid of Marco Kretschmer in deciphering the kanji character sets. Author ------ Christian Bauer www.cebix.net
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Translation tools for the PlayStation 1 version of the first Wild Arms game
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