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Romhacking => Newcomer's Board => Topic started by: Solseal on January 29, 2013, 11:07:32 am

Title: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Solseal on January 29, 2013, 11:07:32 am
Hi guys

Sorry if this isn't the right place to talk about this topic.

In the past 2 weeks I have been exploring the files within the game with the purpose of identifying the diferent filetypes and what they do.
I found this type of files: PCM, MAP, CHR, PTN, PRG, CRT and two font files (ASCII and Kanji).
The PCM's are sounds and music. The MAP's are (I think) responsible for the actual in-game maps. The CHR's are some sort of character representation.
The PTN's, PRG's and CRT(security certificates) I don't have a clue what they do.
I used several hex editors and diferent table files to try to find some sort of string that resemble the in-game dialogue or menu text. I wasn't succefull.
I was able to change the first character of the dialogue between Richter and Dracula to a "F". Also in the place of a character I placed a square. You can see this in the picture:
(http://bitmodding.files.wordpress.com/2013/01/sssotn1.jpg?w=595)
It seems that the dialogue is just individual images of the characters. I used "YY-CHR" software to change the character. Unfortunately it isn't easy to change the characters because they are "compressed" with each other.
(http://bitmodding.files.wordpress.com/2013/01/yy-chr_screen.jpg?w=285&h=300)(http://bitmodding.files.wordpress.com/2013/01/yy-chr_screen_edit.jpg?w=256&h=300)
So... as you can see... I am really trying to translate the game for all the Castlevania fans as myself. Can you help me with some information that can help me progress further? Do you know other software like "YY-CHR" that can edit CHR's files? Or what am I doing wrong?

Thanks in advance,
Sol
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: MathUser2929 on January 29, 2013, 02:24:38 pm
That link kinda sucks cause you gotta register there to see it. I happened to be registered already tho so it wasn't a big deal for me.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Solseal on January 29, 2013, 02:32:29 pm
Sorry. I'll try to change the links.

January 30, 2013, 01:42:13 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The images are good now. I hope someone can help me with this.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Auryn on January 30, 2013, 02:30:16 pm
I am pretty sure you are on the wrong track there.
What you changed is the font graphics for that pic.
The text is not there where you are looking at.
It's probably using a custom table or it's compressed.
There is actually a doc in that game that is normal SJIS encoding but it's not game text.
You are aware of this:
http://www.romhacking.net/translations/1427/
right??
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Solseal on January 30, 2013, 03:03:11 pm
You are probably right but if that was true why did they repeat characters within  the same CHR file?
For what I have seen from other CHR files... normally only one character is needed to represent various entries
in a dialogue. In this file I saw characters repeating themselfs. And for what I can see... the entire
dialogue is in this file. I don't know... if they did things this way... It's very stupid programming.

I already tried to use sjis table with no success. If they are using a custom table I'm in trouble. I can't use the enter save name trick because they use the english alphabet.

Yes I already saw that translation. That is the PS1 version. I was trying to do the same to the Sega Saturn version.
By the way... that is a nice translation. 
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Auryn on January 31, 2013, 01:05:19 pm
Quote
ou are probably right but if that was true why did they repeat characters within  the same CHR file?
For what I have seen from other CHR files... normally only one character is needed to represent various entries
in a dialogue. In this file I saw characters repeating themselfs. And for what I can see... the entire
dialogue is in this file. I don't know... if they did things this way... It's very stupid programming.
In one thing you are right: there are many things in that file but from what i see, it's only graphics and there are no repeated characters (yes, i know it's not right mode/palette).
(http://imageshack.us/a/img708/6650/boss2v.png)

Quote
I already tried to use sjis table with no success.
Umm, you right, it's not SJIS encoding  >:D
I didn't even bothered to use hexeditors and directly opened in MS WORD:
(http://imageshack.us/a/img441/3407/kaij.png)

And it give you this if somebody want to translate it:
  SS版ドラキュラX開発者より一言ずつ…
  ☆☆☆☆☆ まずはグラフィック担当の方々 ☆☆☆☆☆
==============================================================================
  お買いあげいただき、ありがとうございます。
 
  思えば色々とありましたが、何とか完成する事ができました。
  PS版より少しでも違った物にする為に、新しく色々と追加された要素が
  あるので、PS版を持っている人も充分楽しんでいただけるかと思います。
 
  担当した部分から裏話を一つ。
  実は本編で出会ったり、プレイヤーで使用するマリア以外にもう一人の
  別のマリアのグラフィックが全パターン存在してるのですが、、、、、、、、
  結局未使用です。
  でも、使用されてたら面白かったかもしれませんね、何せ光のマリアの裏側、、
  闇のマリアですから攻撃とかも全く別ですし、皆さん勝手に色々と想像してみて
  下さい(ゲーム的に表現すればブラックマリアとでも言うのでしょうか?)。

  もしよろしければ、お便りやアンケートをぜひお願いします。
  では、ゲームを楽しんで下さい。
 
  BGM: L'alba dei morti viventi/Goblin
                            デザイナー/鈴木  良親
==============================================================================
  まずは、SS版<ドラキュラX 月下の夜想曲>を楽しんでいただけましたでしょうか?
  思えば、原作のPS版は少なくとも特殊効果に関しては、
  「究極の2Dゲーム」であったと言え、ハードに処理機能の少ないサターンで、
  よくぞここまで移植できたものです。
  これもひとえに、プログラマーさんの努力の賜物であります。
  それに輪をかけて、自分の担当した追加モンスターは
  <無理無理な仕様>、<半透明処理>、<エフェクト変形>を強要して、
  かなり苦労をかけました。
  でも骨を折ってもらった甲斐があって、なかなか面白い物に仕上がったと思います。
  そんな追加モンスター達を秒殺ばかりしないで、
  たまには、じっくりドツキ倒してやって下さい。
                                       
                                          ああ、川が呼んでいる。
               
                                                グラフィック担当の田邊でした。

==============================================================================
  みなさん初めましてこんにちわ。BG(背景)担当をしました
  村岡です。今回これが初めてのゲーム業界でのお仕事でした。

  発売が遅れてしまってごめんなさいね。みんなとてもがんばったんですけど
  なにぶん、ハード上のことでいろいろありまして(苦笑)
  試行錯誤の繰り返しでした(本当に....トホホ)

  でも、頑張った分良い物が出来たと思っています。
  楽しんでやっていただければ幸いです。

  次はオリジナルが作れるかな~~~(希望)
  みんなが喜んでもらえるような物をつくりたいです。
  こんなんがいいーとかありましたらKCE名古屋まで
  お手紙ください(笑)希望に添えるかも?知れません。

  それでは又、次回作でお会いしましょう!

                                        村岡やすこ
==============================================================================
  今回の移植ではPSX版を体験されたユーザーのみなさんの
  改善案や要望を一つでも多く形にしようとチーム全員でがんばりました。
  もしよろしければSS版をプレイした感想を送ってください。
  心暖まるお便りや厳しい激励に奮起しましてドラキュラシリーズは
  さらに進化していきます!

  SS版悪魔城ドラキュラXをお買いあげ頂きまして
  本当にありがとうございました。

    それではまた次の機会に……
                                        宮田
==============================================================================
  ☆☆☆☆☆ 続いてサウンド担当の方々 ☆☆☆☆☆
==============================================================================
  いや~なかなかたいへんでしたねえ。ドラキュラシリーズのサウンドって
  ほんとに、毎回、BGMいっぱい、効果音もいっぱいって感じでしょ。
  今回はセリフもあるし・・・・。
  うっ、ほんとにこれ一枚のCDに入るんか???
  なんて思ってたけど、毎日毎日、こねてたたいて、こねてたたいて・・・
  そんなこんなで、内容のぎゅうぎゅうにつまったサウンドにできたと、
  なかなか我ながら感心しております。
  じっくり聴いてみてね。
                                         サウンド担当  すずき
==============================================================================
  サウンドプログラム(+α、実はギターも弾いているのだ!)を担当した岩田です。
  プレステのサウンドがかなり凝ったことをしているので、移植作業は結構大変
  でした。なんとか移植できてホッとしています。

                                              サウンドプログラム担当  岩田陽一
==============================================================================
  この作品ではオリジナルBGM5曲を作.編曲/ミキシングを担当いたしました。
  移植作品とゆうことでPSX版の世界観を継承しつつ、我々のオリジナリティー
  を追求するということを念頭において作品を創りあげていきました。

  我々KCE名古屋の味?が少しでも本編のスパイスとなってゲームを盛り上げたか
  どうか?皆様のご感想をお待ちしております。

                                          大園哲也
==============================================================================
  +++++こんにちは。サウンドの辛島純子です+++++
  主な仕事は、BGMのアレンジ2曲と、全オリジナル敵キャラの効果音制作です。
  アレンジした曲は、裏マップのオリジナルステージ曲(Biginingという曲を
  テクノ調にアレンジしたもの)と、爺やが出て来る蔵書庫の曲(プレステ版とは
  音が少し違うでしょ!?)です。
  その他もろもろの作業も結構やってますが........。
  自分の曲がゲームに乗るって、毎回毎回違う感動があります。前回のお仕事も
  サターンでしたが、今回はまた違った意味で思い出深い作品になりました。

  最後まで楽しくプレイして頂けたら、とても嬉しく思います。
==============================================================================
  SS版悪魔城ドラキュラXのBGM2曲担当した岡田です。
  PSのドラキュラのファンだったのでこの作品に関われてとても幸せです!!

  色々おしえて下さった鈴木さん&大園さんに感謝します・


  『さうんどおかだ』
==============================================================================
  ☆☆☆☆☆ 最後にプログラム担当の方々です ☆☆☆☆☆
==============================================================================
  SS版「悪魔城ドラキュラX~月下の夜想曲~」を
  お買い上げ頂き、ありがとうございます。

  遊んでみていかがだったでしょうか。

  サターンの開発は初めてだったのと、
  開発期間の関係で、
  ハードの性能を引き出すというところまではできなかった事が
  心残りですが、(それでもすいぶん遅れました(涙))
  移植度としてはまずまずではないかと思っております。

  私個人的には、ドラキュラに関してはかなり思い入れがあるので、
  他にやりたい事がたくさんあったりもしたのですが、
  納期も遅れ、PS版ベストも発売され・・・・・・・・・・・・。

  気がつけばマリアも成長してました。
  4年間で随分、背が伸びましたねぇ。

  ぜひ、マリアでもプレイしてみて下さいね。(笑)

                     システム&背景&その他いろいろ担当の高木でした
==============================================================================
  お買い上げありがとうございます。
  主にゲーム内の仕掛けを担当しましたY.Mです。

  本だなの後ろの壁、外壁の動く床...
  こんな、ゲームを遊んでいた時は気づかなかった仕掛けがあちらこちらにあって、
  何度か泣かされました。
  あんまり目立たない物もありますが、気づいてニヤリとしていただけると嬉しい
  なぁ。
                                                 プログラム担当Y.Mでした
==============================================================================
  買ってくださった方々、売ってくださった方々、どうもありがとうございました。
  開発に携わった方々、お疲れ様でした。2Dアクションは今となっては珍しいジャンル
  ですが、ある意味「コナミらしい」ゲームだと思います。城内は広いですが、ぜひ
  くまなく探索してオールクリアを目指して欲しいものです。

  「こんなゲームで遊びたい」「このゲームのここが不満だ」等々ありましたら、
  アンケートハガキに書くか、コナミに入社して一緒に仕事して下さい(笑)。
                                              プレイヤ担当 shimiz
==============================================================================
  はじめまして!!   プログラム担当の今井です。

  コナミに入社して、かれこれ1年がたちました。個人的には3Dで何かつくり
  たかったのですが、2DアクションのSS版ドラキュラXに携わることになり
  ました。特に敵キャラ(敵キャラだけ?)を担当しました。その数、約200体
  ほど(細かく分類して)あるでしょうか。
  皆さんはどんな敵が好きですか。私が一番苦労したのはオルロックです。2週間
  かかりました。変身前と変身後のプログラムステップもかなりのものになって
  います。雑魚の5倍ほどあるでしょうか。また、他のひとにも手伝ってもらった
  のですが、細かい修正は最後は私がすることになり、きつかった。

  そのおかげでか、夏休みが、
  そして、正月が、テレビドラマ等とも疎遠になってしまいました。正月の年賀状
  には「もうすぐ終わります。」と嫁を喜ばす一言が書いてあったのに、今はもう、
  桜が散ろうとしている。4月です。

  悲しいぞ!
  辛いぞ!
  スケジュールもきついぞ!
  部長に首絞められて苦しいぞ(愛敬、愛敬)!
  警察も厳しいぞ!

  ここで仕事とは別に”学んだ?”ことをご報告いたします。
  題名は”青空駐車、おそるべし”です。

  とある3月の雨の朝。私は嫁の実家に週末を使って嫁と泊りにきていました(土日
  とも仕事という理由もあり)。我家には(1歳になる?)ハムスターを飼っているため
  連れていく必要性もあり、当然、愛車のカリブででかけていました。嫁の実家に
  行ったときは、必ず「車は裏の道に停めて!」という嫁の実家との暗黙の了解が
  あったのです。その道は駐車禁止道ではないので安心して車を止めて、私は仕事に
  行きました。土曜日はそれでよかったのです(本当はいつもならこれでずうーとよい
  はずだった)。そして、日曜日。仕事に追われ、意識も、もうろうとしながら帰って
  寝た。月曜日。「駐禁やられてるよ!」の嫁の母の声でおこされた。
  「何!駐車禁止の道路ではないはず。」いやな予感がしました。現場にいくと
  見た目、ワイヤー駐禁のようでしたが内容が駐禁の内容とは明らかに違う。
  「車保管場所に関する違反」とかかれていました。どうやら警察は昨晩の20時前と
  早朝の5時にこの場所に訪れていることが記載されており、タイヤにもチョークの
  後がありました(ただ事ではない)。早速、警察署にいきました。そこでの署内の
  受け付けの人の言葉が「駐禁じゃないけど、交通課へ」との指示。「駐禁じゃない
  なら、なんなの!」。交通課へ案内されると少ししてから、担当者がでてきて、
  私の調書を取り始めました。「なんで、調書を取るの?」と不思議がっていたら、
  「今井さん、これは駐禁じゃなく、車庫法に引っかかるです。反則金ではなく、
  罰金を裁判によって決めなければならない。反則金は20万円以下の罰金になるの
  ですが、交通裁判所に出廷していただかなくてはなりません。ちなみに反則金は
  5万円以下になったことはありません。判決反則金を支払えない場合は、
  1日5000円の強制労働をしてもらうことになります。」   がっくしです。
  おまけに調書の最後には、「本人も深く反省をしていますので、寛大な裁決を」と
  一筆はいっていました。「私がなにをしたのよ!」。そして、担当の警官の一言は
  「気の毒だったね!」です。唖然。呆然。たまたま嫁の実家にきて、これでは。
  よっぽどレッカーでもってかれたほうがよかったです。結局、5万円、国のために
  支払いましたが、(特別減税額よりも多いではないか)私の他に沢山の人が、同じ
  車庫法違反の件できていました。青空駐車をあまくみてると、痛い目にあいますよ。

       「正しい事をしたければ、えらくなれ!わかものよ!」
  今井君の近況報告でした。
==============================================================================
  以上、KCE名古屋SSドラキュラX開発担当者より

Quote
If they are using a custom table I'm in trouble. I can't use the enter save name trick because they use the english alphabet.
Well, you have to start from somewhere so that is a good start good as any other.

Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Solseal on January 31, 2013, 03:56:04 pm
Lol. My opinion came exactly from that file(well... files. Beacuse there are many like this within the game). Only one character for many entries in a dialogue or item.

I already saw that doc... the "KAIHATSU.DOC" isn't it?
I already used two sjis tables with hex editors with no success. That's why I put the possibility of a custom table.

I'm a little lost with this.




Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Auryn on February 01, 2013, 08:27:27 am
Quote
Lol. My opinion came exactly from that file(well... files. Beacuse there are many like this within the game). Only one character for many entries in a dialogue or item.
If that is the font = graphical rappresentation of an hex value, why they should be 2 or more??

Quote
I already saw that doc... the "KAIHATSU.DOC" isn't it?
Yes, it is.

Quote
I already used two sjis tables with hex editors with no success. That's why I put the possibility of a custom table.
Not if it is compressed.

Quote
¨I'm a little lost with this.
Yeap, i saw that already from your first post:
Quote
In the past 2 weeks I have been exploring the files within the game with the purpose of identifying the diferent filetypes and what they do.
I found this type of files: PCM, MAP, CHR, PTN, PRG, CRT and two font files (ASCII and Kanji).
The PCM's are sounds and music. The MAP's are (I think) responsible for the actual in-game maps. The CHR's are some sort of character representation.
The PTN's, PRG's and CRT(security certificates) I don't have a clue what they do.

Sorry if i am a bit arsh but it will no be as simple as take the text from Gemini translation on psx to the saturn. I am pretty sure you can not japanese either...right??
If you can read japanese, read what i have posted, I am sure it will tell you there are differences between psx and sat version.
Anyway, you say you spend 2 weeks to identify those filetypes. You didn't wrote down some so i believe you excluded them from your search for the text but then why you still consider the PCM files??
Why you say CRT are security certificates?? Just because your windows tell you that??
If you have any idea of romhacking, you start by testing the know extentions to be sure what they say they should.
Then start to see what combinations of files you have there.
It's pretty clear that you have those 3 boss files: CHR, PRG, MAP.
CHR is graphics
PRG is unknow
MAP is supposed to say where the graphics are on screen or at least inside of the CHR.

A bit later, have ending.avi and that is really a movie but if you look at it there is something strange on it.
And you have ending.CHR and PRG. So more graphics over a movie and???

Like this you can figure out what is what.

And i told you 2 post ago that if you have name input screen is a good start, did you work on that??
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: MathUser2929 on February 01, 2013, 08:43:24 am
IMO, the items and menus need translating more than the cutscenes. Many people already know the storyline from the many re-releases of the game in the US. It's been released in the US on PS1, PSN, PSP, and 360.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Gemini on February 01, 2013, 08:44:59 am
Somebody is really trying to tackle this crappy porting whose programming makes even less sense than the original? Ok, lemme give you some advices:
- Dialog text is not text (same applies for other messages appearing in exploration mode), as you have already noticed: it's simple graphics pre-rendered from the original messages and injected right inside the gfx file (CHR) for a given area. KCEN probably did this because hosting the whole S-JIS font (the original uses the PSX BIOS for this) would take way too much room in memory;
- Menu is a separate beast and includes a copy of the PSX BIOS font, so it is still using real text encoded with S-JIS for the descriptions and a custom encoding for 8x8 strings;
- Some graphics are compressed, mainly those for the players (enemy entries are definitively not);
- PRG files contain code, local+static for each map (they are simple overlays, but the code in there is truly horrible).

If that is the font = graphical rappresentation of an hex value, why they should be 2 or more??
Because "SJIS" and special characters.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Solseal on February 01, 2013, 06:51:48 pm
If that is the font = graphical rappresentation of an hex value, why they should be 2 or more??
I said that because in the CHR file that I  posted I saw certain japanese characters repeat. That's why I considered the possibility that the dialogue could be only there. I'm sorry for the lame teories that I'm throwing in here :'(. Since the reputation of the programming of this game is soo bad... I considered this type of things.

Don't worry... a little tough love never hurt anyone  :)

I never thought that the great Gemini would comment in my topic.  :)
Somebody is really trying to tackle this crappy porting whose programming makes even less sense than the original? Ok, lemme give you some advices:
- Dialog text is not text (same applies for other messages appearing in exploration mode), as you have already noticed: it's simple graphics pre-rendered from the original messages and injected right inside the gfx file (CHR) for a given area. KCEN probably did this because hosting the whole S-JIS font (the original uses the PSX BIOS for this) would take way too much room in memory;
- Menu is a separate beast and includes a copy of the PSX BIOS font, so it is still using real text encoded with S-JIS for the descriptions and a custom encoding for 8x8 strings;
- Some graphics are compressed, mainly those for the players (enemy entries are definitively not);
- PRG files contain code, local+static for each map (they are simple overlays, but the code in there is truly horrible).
Because "SJIS" and special characters.

Well... the reason that I'm doing this is:
First... I really like Symphony of the Night... it's my favourite Castlevania game.
Second... besides the horrible programming and bugs this port has and for better or worse(I'm portuguese... I hope this    
saying is correct for this situation)... this is the complete version of SOTN. The recent remakes are an insult to the original. That's what I think. But... I must say... this adds very little in reference to the PSX version. Probably the only thing worthwhile is the ability to play with Maria.

Well... thank you for the comments... I will meditate for a while. I'll give news in the future.
Thank you all. And Gemini... thanks for the great translation.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Gemini on February 01, 2013, 10:04:19 pm
I wouldn't consider this as a complete version of SOTN. The original development staff has nothing to do with it (KCET developed SOTN, KCEN ported it to the Saturn) and you can spot that from many aspects of the game which were handled like... well, like ass (not that KCET did programming miracles, but KCEN reached a new level of C-idiocy). Not to mention the original never felt as if something was missing because of time constrains (please ignore the save point under the main entrance, that is not a hint to an extra area, but more like a simple save point). As for Maria, her being playable is sort of appealing, but she's nothing like her former self from Rondo.
Title: Re: Sega Saturn Castlevania Symphony of the Night Translation.
Post by: Solseal on February 02, 2013, 10:08:53 am
To tell you the truth... I'm losing interrest in this game. I'm currently playing it to see what needs to be translated and... it hurts a little to play it. When I need to see the map(to get the 200% coverage) I have to go to the menu(that takes forever) and then press the L button. This is so terrible. I could forgive the loading time screens for the areas but this... is unforgivable.

In the end I'm probably just gonna see how they programmed the game and release some sort of information for those who want the game translated. Well... time will tell. I don't like to give up on things.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: MathUser2929 on February 03, 2013, 08:16:52 am
It took you less than a week to give up on it? And you didn't translate a single word?
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Solseal on February 03, 2013, 09:36:25 am
I didn't say that. The end is not now.

A new hope arises... within the game a jewel is called and i quote... "STAUROLITE".
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: MathUser2929 on February 03, 2013, 01:51:40 pm
If you don't want to retranslate it you could always use either the PSX or PSP translations. You could use fan names for the extra items and stuff.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Solseal on February 03, 2013, 03:34:58 pm
The problem is not the actual translation... it's the ability to do the actual change in the game files.
Because I have found a document(in gamefaqs) that translates all the items in the game, spells and
relics. All I need to translate(if Gemini gives me permission to use the dialogue he made) is the enemy
names, the extra dialogue of Alucard and Maria(before the fight) and some in-game text.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: MathUser2929 on February 03, 2013, 07:05:00 pm
http://castlevania.wikia.com/wiki/Symphony_of_the_Night_Bestiary

This has the Saturn enemies. It probably cant be too hard to find someone to translate the Maria cutscene, but if you don't then that would not be that big a deal either. Since they are speaking japanese anyway It doesn't matter that much to me if none of the cutscene dialogue boxes are edited. I know the story already after so many playthroughs.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Solseal on February 04, 2013, 06:58:09 am
Thank you very much. Now I only need to know how to change them in the game.

February 05, 2013, 02:15:14 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I don't know if this will reach you. Gemini... can you tell me please how did you edit the graphics in the PSX version
or can you tell me a good program to edit graphics(for the dialogue and probably other compressed graphics)?
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Gemini on February 05, 2013, 04:06:35 pm
I'm not exactly sure why you'd want to edit the PSX gfx. Anyways, the only thing that SOTN compresses are the pictures used for entities, except for players. On Saturn it's the exact opposite, which is kinda hilarious given how much they cache data from disk instead of making full use of vram.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Solseal on February 05, 2013, 06:55:38 pm
I'm trying to change the dialogue in that chr file and I'm out of ideas. I tried to use YY-CHR but as you can see from the first post they are too close together. I heard that some people do this at the hexadecimal level but at an uncompress state.
Gemini... I have another question if you allow me. If a certain text is compressed within the game files... how can I find/read/change it?

After I change the chr file... there's the question of the timing between the characters. I think the ptn file has something to to do with it. I hope  :-\
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Solseal on February 24, 2013, 04:15:34 pm
Well... it has almost passed a month since I started this project. In fact... way before I posted this topic I tried to find a way to translate the game. For what a I could determine... all the text within the game, except the in-game menu, are images. With this in mind I tried to find tools that could read this files(like YY-CHR) but without success. But I found a very interresting claim in the internet. It seems that sega saturn programmers used, in some games, the Genesis format. With that in mind I used "Tiled2002" to read the "S011.CHR" file with the Genesis format and... bingo... I was able to see the japanese characters but they were "cutted" in the bottom. In fact... the were located at a diferent place in the file.  So... it's not 100% Genesis format. I messed a little in the hexadecimal and I determine that I could, with  considerably afford and time, change the text in the dialogues. I could even create a software that could instantly write a whole sentence in that file but... I'm not sure if this is worth the time. If I'm unable to change the text within the game(weapons, items, library list, etc.)... this is simply pointless. There is soo little information about how Sega Saturn works. If I could someway find and edit the text within this files...
But don't worry... I'm not giving up. I'm just gonna work on this a little less.

Till next time,
Solseal     
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: CyberWarriorX on February 27, 2013, 12:25:41 am
Have you looked at this post?

http://www.romhacking.net/forum/index.php/topic,13390.msg194951.html#msg194951

Also, a few other sites you may find helpful:

http://koti.kapsi.fi/~antime/sega/docs.html
http://cgfm2.emuviews.com/saturn.php


Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: MathUser2929 on February 27, 2013, 05:00:43 pm
http://www.romhacking.net/forum/index.php/topic,15979

Maybe you can get help from these guys? They are working on a Saturn translation of another game.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Solseal on February 27, 2013, 08:08:13 pm
Thanks. I'll take a look.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: BrunoF on June 10, 2015, 06:22:16 pm
Hi Guys, my name is Bruno AKA SaturnAR.

I'm currently working in SS SoTN translation from JAP to ENG (despite the fact I speak Spanish).

I know this is an old thread but hopefully I'll be able to discuss with you some things about SS SoTN. Most of things are drawn in VDP2 making thins quite harder to extract/analyze/patch.

For example, all menu screens are Tilemaps. All dialogs are tilemaps too. KANJI.FON (12x16px fixed width) is only used AFAIK, for some text during game's main menu. Font is compressed. 1 nibble defines the color of 3 pixels. ASCII.FON seems to use the same compression method but char size seems different (and interlaced?). I made a custom tool to extract both: KANJI.FON and ASCII.FON.

Dialogs are stored in several files. Associated .CHR stores tiles ("characters" in SS VDP2 manual) data. Each tile is in this case 8x8px and 4bpp (palette). Only 2 colors of the possible16 are used: black/transparent and 0xE738 (ABGR1555 = 0xE738 RGB888 0xC0C8C8). Several tile sets can be stored in a single .CHR file.

.PTN (Pattern?) stores tilemaps. Each .PTN can store several tilemaps. Each XXX.CHR contains tile data for the associated XXX.PTN file. Data stored is optimized, using sometimes one tilemap line for more than one game dialog line.

I've also made a tool for extracting all the dialogs with success.

.PRG seems to be program files (SH2 code mostly with, maybe, some strings).

Dracula X main title logo is also Tiled. In this case palette is 8bit (256 color palette). Tiles are loaded starting from absolute address 0x05E18000 and image is stored (If I remember right) around 0x05E40000. Similar case for Data Select Screens, etc.

I have not researched items descriptions / inventory. I do saw that all static info is stored in VDP2 too. If I have to guess, as a tilemap, again.

If you, Gemini, could give me the graphics you used for the PSX translation, you would save me lots of time.  :thumbsup:

Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Gemini on June 10, 2015, 07:32:03 pm
Most of things are drawn in VDP2 making thins quite harder to extract/analyze/patch.
Entities are even treated like polygonal models with just one face.

Quote
If you, Gemini, could give me the graphics you used for the PSX translation, you would save me lots of time.  :thumbsup:
I should search for them, I have them locked up in some old hard disk. Not that they are exactly useful, you can more than likely redo them with the Cloister font and adapt them to the higher resolution, instead of stretching the bitmaps like KCEN did.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: BrunoF on June 10, 2015, 08:20:43 pm
Entities are even treated like polygonal models with just one face.

I knew that's what they did in PSX version. Didn't know they made it for the Saturn too.

I should search for them, I have them locked up in some old hard disk. Not that they are exactly useful, you can more than likely redo them with the Cloister font and adapt them to the higher resolution, instead of stretching the bitmaps like KCEN did.

I know that PSX uses 256px width and Saturn 320px, but I'm not good with graphics so I thought that maybe I could some PSX graphics. Like the title logo. Even if it's smaller.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: paul_met on June 16, 2015, 09:43:21 am
Hi Guys, my name is Bruno AKA SaturnAR.

I'm currently working in SS SoTN translation from JAP to ENG (despite the fact I speak Spanish).
What a coincidence. I also began to hack this game. But everything is done on the ass so much through that very difficult to understand.
Here are some successes.
Spoiler:
(http://i70.fastpic.ru/big/2015/0616/7f/dbf3d7695462deb426b0f4c0df071c7f.jpg)

PS: I did not understand where the graphics of menu (apparently packed), and where are the inscriptions of names of characters that appear in the dialogues.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: BrunoF on June 16, 2015, 11:34:49 am
What a coincidence. I also began to hack this game. But everything is done on the ass so much through that very difficult to understand.
Here are some successes.
Spoiler:
(http://i70.fastpic.ru/big/2015/0616/7f/dbf3d7695462deb426b0f4c0df071c7f.jpg)

PS: I did not understand where the graphics of menu (apparently packed), and where are the inscriptions of names of characters that appear in the dialogues.

Well, glad to know you.

If you like to, send me a PM and we can team up.  :beer:
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: kal on July 30, 2015, 10:22:29 am
Hello guys how you doing with this project :)

I'm a fan of this and many other IGA Castlevania games, recently I was able to get an universal v3 chip and a saturn model 2 console, honestly I finish SOTN few times in psx and also PSP.

Sincerely I would like to see your goal accomplished, but I know this is a complicated task and I would like to help.

I dont know how much help I can provide, but Im a programmer with 5 years of experience in Visual Basic and WPF, in the past I also work with php, SQL, action script 3.0 and crystal reports. I speak spanish natively and also english, the company I work for is canadian company actually.

And well, my very own saturn with chip, if you guys teaming up and you think I can be of any help and is whitin my possibilities, I would love to help.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: BrunoF on July 30, 2015, 03:18:44 pm
Hi kal,

project is up and running.  ;D I sent you a personal message.

Cheers
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: SCD on July 31, 2015, 07:56:33 am
You should try changing the sprites of Dracula's first and second forms in the first boss battle of the game to make them look more like their appearances from Rondo of Blood: http://www.bwass.org/bucket/Rondo_of_Blood_Dracula.png

You should also try and the fix the game up where it actually does take the advantage of the power of the Sega Saturn, give it the correct screen resolution, less loading times and slowdown, better 3D effects and polygons and maybe try and add a 4MB ram cart option as well.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: BrunoF on July 31, 2015, 02:34:15 pm
You should try changing the sprites of Dracula's first and second forms in the first boss battle of the game to make them look more like their appearances from Rondo of Blood: http://www.bwass.org/bucket/Rondo_of_Blood_Dracula.png

You should also try and the fix the game up where it actually does take the advantage of the power of the Sega Saturn, give it the correct screen resolution, less loading times and slowdown, better 3D effects and polygons and maybe try and add a 4MB ram cart option as well.

This is ONLY a complete game translation. We may change some sprites, but we won't be touching game's engine. We don't own the source code to be even remotely near of changing game behaviour, core or physics. Of course we would love to see all the original game problems fixed, but we only have one life to live.

I'll assume your comment is 99% percent of pure trolling; or 100% ignorance.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: SCD on July 31, 2015, 06:44:28 pm
This is ONLY a complete game translation. We may change some sprites, but we won't be touching game's engine. We don't own the source code to be even remotely near of changing game behavior, core or physics. Of course we would love to see all the original game problems fixed, but we only have one life to live.

I'll assume your comment is 99% percent of pure trolling; or 100% ignorance.

I was just suggesting ideas, I wasn't trolling or being ignorant. I was just trying to help, I apologize if you think I said something wrong in my previous comment. You didn't had to get rude at me.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: BrunoF on August 01, 2015, 06:11:11 pm
I was just suggesting ideas, I wasn't trolling or being ignorant. I was just trying to help, I apologize if you think I said something wrong in my previous comment. You didn't had to get rude at me.

Please excuse me if I sounded rude. My native tongue is spanish so I might misunderstood your words. For me, they just looked like if you were making an AutoMac order.

Cheers

Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: almmiron on September 24, 2015, 04:27:00 pm
Congrats BrunoF for the project. I know many gamers around the world will be glad to finnaly have a SOtN saturn translation. I would help if I had any japanese knowledge, but is not the case. There isn't many saturn translations around, i'm glad to see people doing that  :) .I hope you suceed in your mission!
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: BrunoF on September 29, 2015, 11:36:39 am
Congrats BrunoF for the project. I know many gamers around the world will be glad to finnaly have a SOtN saturn translation. I would help if I had any japanese knowledge, but is not the case.

Thanks for your comment! Romhack is currently up and run! Paul is a great teammate  :crazy:

There isn't many saturn translations around, i'm glad to see people doing that  :) .I hope you suceed in your mission!

I'm currently working in Policenauts and SoTN, both for the SEGA Saturn.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: John Enigma on July 08, 2016, 09:22:51 pm
I'm really curious to know if this project is d.o.a.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: MathUser2929 on July 09, 2016, 02:50:09 am
Yeah, the first attempt at a translation didn't last long. Glad to see someone else started a translation.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: John Enigma on July 09, 2016, 05:27:32 pm
^Well, from what I've seen in his forum profile (http://www.romhacking.net/forum/index.php?action=profile;u=20204), he was last active at April 20, 2016.

In other words, he's active, but more through PM like he said. Of course, I don't know if he's still working with the translation.

I've already sent him a PM asking him if he has made any progress. So far, he hasn't replied back.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: paul_met on July 10, 2016, 02:35:10 am
Work on the project is suspended, as Bruno has no free time to it.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: renanbianchi on April 22, 2017, 11:42:02 pm
Sorry for bringing this up, just wanted to congrat everyone involved on this project, if you need any assistance on it, let me know. We can't let this project die.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Aterbust on July 02, 2018, 03:02:19 pm
Hi everybody.
I go back this topic to have news.
I looked at the files and found the pointers for the texts.
They are memory addresses.

Exemple:
The texts for the objects are in the file "GAME.PRG".
With a Hexa editor, the text "カプセルモンスター1" is at the address 0x3694.
In Yabause the GAME.PRG file is loaded at address 0x06066000.
So: 3694 + 06066000 = 06069694. The text in yabause is at address 0x06069694.

Then I search 06069694 with the hex editor and it brings me back to the address 0x16284
We see 2 address here: 06069694 and 06069670
The 1st is the pointer for the name of the object and the 2nd is the pointer for the description of the object,

The TITLE.MAP file contains the alphabet for the title screen
The Kanji.Font file for the objects.

And as far as the scenario is concerned, I did some testing:
(https://zupimages.net/up/18/27/4k8i.png)

Edit: July 05, 2018:

The translation is well underway.
I will need some help to continue please.
If people want to help me.
The problem I have is the 80's that use jap writing.
example:
for the text: マ ン ト in hexedit it's written: 837D 8393 8367
Is it possible to remove its 80's marker to save space?
And also a person who can decompress the graphics to translate the texts.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: feelless on August 13, 2018, 03:45:01 pm
Count on me! I can help you with the translation :crazy:
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: SpringSonic9187 on August 13, 2018, 05:24:11 pm
OMG, Finally! I always wanted a translation of the Japanese only Saturn version of SotN to exist.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: GhaleonUnlimited on August 22, 2018, 11:13:10 am
Really appreciate your work! I've always wanted to play the Saturn version through as well.

I just started learning ROM hacking this week, working on the script for Phantasy Star IV -- I'll keep notice of this project and after I finish that (about half the work is done?) I'll see if help is needed still.

I know like preschool-level Japanese, lol, but it's better than nothing.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Aterbust on September 12, 2018, 04:39:28 am
I have already extracted the texts and translated on paper.
I modify some description :
for "Signed Pencil Board" that description is "Get it!!" and on the website http://castlevania.wikia.com/wiki/Signed_Pencil_Board
it was a contest for won an autograph by Ayami Kojima
so I changed the description to : "A pencil board signed by Ayami Kojima"

Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Kallisto on October 07, 2018, 02:44:52 pm
Oh wow I was not expecting this, I was checking around to see what projects were currently active and I never expected this one! I just have one question, but will this have the English Dub?
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: stormragez on October 27, 2018, 01:55:31 pm
is there a place where we can follow the translation progress?
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: yanvbraz on October 28, 2018, 12:35:28 am
I just registered on this forum to say I would like to congratulate everyone involved with the translation project! I can't wait to see progress on this! Perhaps the translation project could open doors to future improvements to the Saturn version of SOTN.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: SCD on October 28, 2018, 06:15:35 am
@Aterbust

For the translation script, you should based it on the original Japanese script instead of the American script.

Just like this hack did: http://www.romhacking.net/translations/1427/

You should also gets someone to help you on translating the script, fix some of the bugs & glitches, get rid of some of the slowdown & long loading times and restore some of the missing enemy death animations & special effects from the PSX port as well.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Harlemhero on October 29, 2018, 07:32:43 pm
Definitely following this! Good job so far!
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Aterbust on October 30, 2018, 04:01:21 pm
Hello everybody,
For the translation, I am based on the jap script. But, I try to do the best with the limited space.

(https://zupimages.net/up/18/44/xbof.png) (https://zupimages.net/up/18/44/3fjv.png)

Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: SCD on October 31, 2018, 07:44:55 am
That's looks really good, you're doing a great job so far.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: yanvbraz on November 01, 2018, 07:04:16 pm
Wow, this is looking really great so far Aterbust :) Keep up the good work  ;)
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: diowireless on November 02, 2018, 07:19:04 am
Hello everybody,
For the translation, I am based on the jap script. But, I try to do the best with the limited space.

(https://zupimages.net/up/18/44/xbof.png) (https://zupimages.net/up/18/44/3fjv.png)

Can we use or at least try this patch?
Doing this we can help you, and give you an help if you need
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Aterbust on November 02, 2018, 07:58:18 pm
Thanks to those who want to help me with the project, I will need someone who can find the location of the compressed images and make a tool for decompressing them.

also, I found a super nice option with the emulator SSF
This option makes the windows transparent.

(https://zupimages.net/up/18/44/m8dc.png)
(https://zupimages.net/up/18/44/84a2.png)

And in "Program1" check the box "GPU Rendering"
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: yanvbraz on November 03, 2018, 12:40:58 am
Looking very impressive so far! I'm gonna show this topic to some people who could perhaps have programming knowledge and help you in some way. Looking forward to see more progress on this.

Also, very nice tip to deal with transparencies. Thanks!
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: yanvbraz on November 13, 2018, 11:25:26 am
@Aterbust

I believe this could be interesting for your translation project :thumbsup:

https://www.youtube.com/watch?v=ZIdrkUGaE08 (https://www.youtube.com/watch?v=ZIdrkUGaE08)

https://www.youtube.com/watch?v=aFX-SuJ0wo0 (https://www.youtube.com/watch?v=aFX-SuJ0wo0)

https://www.youtube.com/watch?v=V-L_PnSV6Q0 (https://www.youtube.com/watch?v=V-L_PnSV6Q0)

Apparently this guy is also doing a translation project for SOTN, but instead, for portuguese language. Maybe you can try to contact him, I'm sure you both could share a lot of knowledge involving the dialogues.  :)
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: draculax350 on November 15, 2018, 09:14:41 pm
Yes, I have translated all Dialogs, but I want to remove the half transparency to make the dialogs more visible.
Now I'm translating the Itens and working in decompression of graphics, I was working on English pacth too but now I'll leave it in your hands.
Contact me, so we can help each other.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: spyblack on November 16, 2018, 09:26:34 am
@Aterbust

What a allsome progress on your romhack, me and a partner are undertaking a translation to portugueses, but we need to find the text routine to develop a funciontal vwf on Sega Saturn, this a big problem to be win. After that start to working a compress tool for images.
If you want to talk about this, change some ideas, feel free... We are at the point of functional tool to extract script and reinsert, reallocate pointers and move the text to another part of file, with more space.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: pirate_sephiroth on November 27, 2018, 01:36:01 am
I suppose it's a good idea that the next guy who makes a tool for editing/decompressing the game's files also adds a doc to the site explaining what he learned about the file formats, like nyxojaele did when he released SNEER.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Harlemhero on December 02, 2018, 09:30:13 am
is there a place where we can follow the translation progress?


 I was wondering the same thing actually.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: spyblack on December 11, 2018, 01:07:24 pm
I suppose it's a good idea that the next guy who makes a tool for editing/decompressing the game's files also adds a doc to the site explaining what he learned about the file formats, like nyxojaele did when he released SNEER.
This will not happens my friend, if the PSX tools wont be explained, for saturn i doubt that anything different happens, a really shame.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Aterbust on February 26, 2019, 08:46:14 am
Hello, I found a new code in the file:
Complete the game once, then in a new game write as name: GTI-CLUB
You will start the game with 250000 gold

The code refers to the arcade game of the same name.

Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: FeRcHuLeS on February 28, 2019, 11:45:04 am
Ohhhhh, so you've discovered that after more than 20 years, Absolutely Fantastic...!!!, Btw how is the project going until now, the work you've done so far is great. My favourite version of SOTN will be translated to english at last, thumbs up.
 
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: edgardeitor on May 12, 2019, 01:25:52 am
Hi! I registered here because I'm interested in this project. Is there a way to help you? Where do we can follow the progress of this? Thanks in advance and congrats for the work you've done so far!
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: dat1niceguy on September 16, 2019, 02:44:38 am
Hey everyone, big fan of what all of you are doing. I'm currently learning about modifying little things for games I love a lot. Right now I'm trying to figure out how to change the text for Maria and Richter's name on the top left of the screen when you play either characters. I've spent days trying to figure it out. I did figure out how to increase/decrease my heart/health/magic/strength/con/int/luck to whatever value I wish. But I just can't figure out how to change the text on the top left for their names. Any help on where to start is appreciated!
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: draculax350 on January 07, 2020, 10:27:53 pm
I need to know if the project is still in progress, I have a particular interest in this project, I have already finished the Portuguese translation, with the exception of the main menu which is compressed.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: StarWyvwern on January 08, 2020, 08:27:19 am
It's about time! Wanted this in English forever ago. Too bad you cant port it to PSX for smoother running, graphics, and audio... However if a better Saturn emulator were made... For PC, PSP, Mac, Linux, Android, etc... ;)
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: MathUser2929 on January 08, 2020, 01:01:30 pm
Wow, this in english would be awesome. I kinda quit trying to collect everything cause I can't understand the beastiary.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Aterbust on January 28, 2020, 06:59:06 am
Hello all. It's been a while since I gave a sign of life. The translation is still in progress and is progressing well.

I found a text for an unused relic :

縮地のブーツ  (Shukuchi no buutsu)   
宗次郎愛用のブーツ 目にも写らねぇ速さ

Which I translated by :
Shrink Boots
Favorite boots of Mr. Sojiro. It's too fast to be seen.

"Shukuchi" is a Japanese-language term for various techniques of rapid movement. The characters in the word can be rendered literally as "shrink earth method", referring to the way the technique reduces the spatial distance between opponents.   Shukuchi is the Japanese word for the power of teleportation.

Source : https://en.wikipedia.org/wiki/Shukuchi (https://en.wikipedia.org/wiki/Shukuchi)
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Darkguardian on April 30, 2020, 08:35:13 am
I encourage you guys!  I am eagerly following you, I hope and I hope you get it and we can see the game translated, many cheers and thanks!
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: mirage548 on May 16, 2020, 10:43:32 am
hi, there is any pre-release of this patch to test?

pd; i know this dont belong to the theme of the post, but would by any hard type mode for this version (no idea  if there are tools for sega saturn games)
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Wolfgang Krauser on May 21, 2020, 06:31:29 pm
pls!!! any news about this translation??? pre release, something!!! pls!!!  :)
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: GhaleonUnlimited on June 02, 2020, 01:36:01 pm
I PM'd the Portuguese team and Aterbust about working off of the 4MB hack for an EN translation.

I hope to hear from someone and see where progress is, and help where I can.

Just posting here in case anyone else sees it and has news, progress, or knows how better to get ahold of the main hackers :)
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Pennywise on June 02, 2020, 04:31:21 pm
I'm not entirely sure that 4MB RAM cart hack actually works as intended on hardware. The same thing has been basically been done with Vandal Hearts and there doesn't really seem to be a noticeable affect on Mednafen while Yabause shows decreased load times. It really needs to be tested on hardware for a definitive answer.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: TrekkiesUnite118 on June 08, 2020, 06:40:24 pm
I'm not entirely sure that 4MB RAM cart hack actually works as intended on hardware. The same thing has been basically been done with Vandal Hearts and there doesn't really seem to be a noticeable affect on Mednafen while Yabause shows decreased load times. It really needs to be tested on hardware for a definitive answer.

It only impacts how fast the menu loads. Load times between areas are about the same if not worse:

https://www.youtube.com/watch?v=uibFbdXWnpY
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: kof888 on June 09, 2020, 06:23:12 am
Load times between areas are about the same if not worse:


Let me talk about the key points of the ss version hack
1 Speed up menu opening
2 The speed of looking at the map is increased, and shortcut keys are added
3 Use the portal or go to the library to speed up (no need to read files)
4 Game over read speed up (only need to re-read the stage file)
5 game over, restart the game and the reading speed is accelerated (only need to re-read the level file)
6 After a soft reset ((a+b+c+start)*1 or *2), restarting the game will speed up the reading (only need to re-read the level file)

7 Character fluency (the original game uses lzss to compress every action frame, and lzss needs to be initialized before starting to decompress, and the hack version directly uses the original data to speed up the reading speed)

btw, the way ss is read in this game is not the same as ps. ps is read in a room, and ss is read in the entire stage, and it is read at a time, so it is slower than ps
The hacked version of the ss only compresses the stage file and does not put it in the accelerator card (4m is too small), so the reading speed is only slightly improved, or it is not as good as the ps version.

Remember to add


ps: Open menu limit test is to open the menu in the stage scene with plot
, ALUCARD both hands are equipped with different knives or swords, and summons an angel
You can check this article for details

bbs.chinaemu.org/read-htm-tid-128696.html



Load times between areas are about the same if not worse

Because the file is compressed, although it becomes smaller, it needs to be decompressed, but the ss cpu is too slow, so the decompression process is 2 seconds slower than the CD reading

Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: TrekkiesUnite118 on June 09, 2020, 11:56:46 am
Let me talk about the key points of the ss version hack
1 Speed up menu opening
2 The speed of looking at the map is increased, and shortcut keys are added
3 Use the portal or go to the library to speed up (no need to read files)
4 Game over read speed up (only need to re-read the stage file)
5 game over, restart the game and the reading speed is accelerated (only need to re-read the level file)
6 After a soft reset ((a+b+c+start)*1 or *2), restarting the game will speed up the reading (only need to re-read the level file)

Right, while those are nice, people need to realize this isn't going to fix any of the slowdown issues in the game. There's videos circulating of people showing this running at at constant 60fps and people need to be aware that those are emulated. On real hardware this hack still slows down to a crawl at about the same points as the original disc.

7 Character fluency (the original game uses lzss to compress every action frame, and lzss needs to be initialized before starting to decompress, and the hack version directly uses the original data to speed up the reading speed)

Compression itself isn't bad, but decompressing every frame on the fly is just dumb if that's what the game is actually doing. That said, I didn't really see any changes or improvements in performance on real hardware using this hack.

btw, the way ss is read in this game is not the same as ps. ps is read in a room, and ss is read in the entire stage, and it is read at a time, so it is slower than ps
The hacked version of the ss only compresses the stage file and does not put it in the accelerator card (4m is too small), so the reading speed is only slightly improved, or it is not as good as the ps version.

The loading speed going between areas was worse in the hacked version though. And are you entirely sure that's how the PS1 version works? Because then that begs the question of why there's loading corridors between areas. From what I've seen the main issue is that the Saturn version doesn't really use the loading corridors to start pre-loading the next area like the PS1 version does.

Because the file is compressed, although it becomes smaller, it needs to be decompressed, but the ss cpu is too slow, so the decompression process is 2 seconds slower than the CD reading

Then that's a bad form of compression then. A lot of Saturn games use compression to speed up loading. Grandia for example uses multiple forms of compression extensively and it loads significantly faster than Symphony of the Night while streaming ADX audio off the disc at the same time.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: GhaleonUnlimited on June 09, 2020, 12:07:48 pm
I just finished playing through it (real hardware), and the menu load time improvement alone makes this worth playing.

The load to a new area is still worse than PSX, but it's not long enough to keep you from playing the game, IMO. And how often do you switch areas?

The only times where I really hated the slowdown was in the couple rooms where there's like 20 sprites on the screen at once.

This is all obviously subjective.

If you can read kana, and have played through SOTN before, that's enough for me to make this my preferred version, despite its flaws (although the new areas are pretty short).

I'm curious about translating this to EN, but I looked at the files and have no idea what I'm doing. If someone can figure things out from the programming angle, I can get the writing/editing done.

The fact that this guy has figured out how to add any functionary to Saturn games using the cart is pretty amazing IMO and hopefully we'll see more use of it.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: TrekkiesUnite118 on June 09, 2020, 12:14:49 pm
The fact that this guy has figured out how to add any functionary to Saturn games using the cart is pretty amazing IMO and hopefully we'll see more use of it.

Right and I'm not trying to bash that. There's just a lot of misinformation floating around about this hack that I think needs to be cleared up.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: paul_met on June 09, 2020, 05:23:16 pm
Because the file is compressed, although it becomes smaller, it needs to be decompressed, but the ss cpu is too slow, so the decompression process is 2 seconds slower than the CD reading
If this were the case, then why would the game developers need to compress data? I found the data decompression procedure and it's pretty simple. To finally make sure whether the decompression process is a bottleneck in performance, you can just completely abandon it. But in this case, you will need to unpack all the files, which is a problem, since the addresses of compressed blocks and their size are scattered across different files and have a different format (somewhere the addresses of blocks follow each other, and somewhere they are mixed with the size of blocks).
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: kof888 on June 09, 2020, 10:53:59 pm
Right, while those are nice, people need to realize this isn't going to fix any of the slowdown issues in the game. There's videos circulating of people showing this running at at constant 60fps and people need to be aware that those are emulated. On real hardware this hack still slows down to a crawl at about the same points as the original disc.

Compression itself isn't bad, but decompressing every frame on the fly is just dumb if that's what the game is actually doing. That said, I didn't really see any changes or improvements in performance on real hardware using this hack.

The loading speed going between areas was worse in the hacked version though. And are you entirely sure that's how the PS1 version works? Because then that begs the question of why there's loading corridors between areas. From what I've seen the main issue is that the Saturn version doesn't really use the loading corridors to start pre-loading the next area like the PS1 version does.

Then that's a bad form of compression then. A lot of Saturn games use compression to speed up loading. Grandia for example uses multiple forms of compression extensively and it loads significantly faster than Symphony of the Night while streaming ADX audio off the disc at the same time.

No, it’s not like that, there is no result without comparison
Grandia, all you see is the result of decompression, but reading the file directly without compression will be faster


If this were the case, then why would the game developers need to compress data? I found the data decompression procedure and it's pretty simple. To finally make sure whether the decompression process is a bottleneck in performance, you can just completely abandon it. But in this case, you will need to unpack all the files, which is a problem, since the addresses of compressed blocks and their size are scattered across different files and have a different format (somewhere the addresses of blocks follow each other, and somewhere they are mixed with the size of blocks).

Because the ss memory space is gone, there is no extra memory space to put the decompressed data, so it can only be compressed, and it is decompressed when used

BTW, Before unzipping, the entire area stage .map .chr .prg .ptn file has been copied to memory
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: pirate_sephiroth on June 10, 2020, 03:10:18 am
If this were the case, then why would the game developers need to compress data? I found the data decompression procedure and it's pretty simple. To finally make sure whether the decompression process is a bottleneck in performance, you can just completely abandon it. But in this case, you will need to unpack all the files, which is a problem, since the addresses of compressed blocks and their size are scattered across different files and have a different format (somewhere the addresses of blocks follow each other, and somewhere they are mixed with the size of blocks).
Yep, the decompression code is simple and the sprites are small. Plus even though it runs EVERY frame, it's only used for the playable character and their graphics that are needed at that specific frame. Enemies and NPCs are stored raw.
I'm sure it has very little to no impact on performance.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: TrekkiesUnite118 on June 10, 2020, 10:02:51 am
No, it’s not like that, there is no result without comparison
Grandia, all you see is the result of decompression, but reading the file directly without compression will be faster

Not necessarily, if the time to decompress + load your compressed file overall comes out faster than it takes to read all the data uncompressed off the disc I'd say the compression is helping to reduce load times.

When Grandia loads in a battle, it loads in an entirely new executable, the BBG file, the character and enemy sprites, text info, etc. Of this, the Battle Background Graphics, HUD Graphics, and much of the Sprites are compressed. The HUD Graphics are decompressed on the fly. The Background and Compressed Sprites are decompressed during the load sequence as far as I can tell. Looking at SotN's data, it looks like Grandia is loading in a similar amount if not a little more data when it goes to do this. And again a good chunk of that data is compressed. And as you can see, the battles load in very quickly:

https://www.youtube.com/watch?v=eHAsiNm4dts

The Field portion behaves in a similar fashion in Grandia. Going from say Parm into a House loads in an entirely new area. This loads in a new MDT file which is what stores basically everything that defines an area including it's script. Much of the graphical data in these files is compressed, and again it loads and decompresses it quickly while continuing to stream and decompress ADX audio from the disc uninterrupted.

So with Grandia we're not seeing only the result of decompression. We're seeing loading + decompression in many cases.

Back to SotN, I don't think the Saturn is really too slow to decompress data in a situation like this. I don't think it's enough to explain an entire 7-10 second load time. I'm guessing it's a combination of KCEN not doing things properly like using the loading hallways to pre-load data, not organizing the disc in a fashion that optimizes load times, etc.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: paul_met on June 10, 2020, 02:20:19 pm
Because the ss memory space is gone, there is no extra memory space to put the decompressed data, so it can only be compressed, and it is decompressed when used
BTW, Before unzipping, the entire area stage .map .chr .prg .ptn file has been copied to memory
It sounds strange. PS1 has the same amount of RAM as Saturn. The first one has enough space to load the entire level without using data compression (the exception is the textures of save, teleport and load rooms).
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: TrekkiesUnite118 on June 11, 2020, 12:37:35 am
It sounds strange. PS1 has the same amount of RAM as Saturn. The first one has enough space to load the entire level without using data compression (the exception is the textures of save, teleport and load rooms).

Comparing the discs, it looks like on PS1 things are neatly organized into directories, with all the files for an area in one folder for that area. Music is stored in one giant STR file, etc. On Saturn just about everything is hastily thrown into the root directory. Then the audio data is stored as separate files in another directory called SD. This has the ADPCM files but also .CRT files which I'm guessing correspond to the Audio header and data files that are in the area directories on the PS1. So on Saturn the game has to search through all these files in the root directory to find what it needs, then jump to a different directory and search through it for the files it needs there. So the game ends up loading about 3-4 files in one common directory on PS1, while on Saturn it has to load about 4-5 spread across multiple directories. On top of that, it looks like the Saturn files might be a tad larger.

So that's probably why the load times are so bad. Especially if it doesn't really use the loading hallways to pre-load data which seems to be the case.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: kof888 on June 12, 2020, 09:56:28 am
Not necessarily, if the time to decompress + load your compressed file overall comes out faster than it takes to read all the data uncompressed off the disc I'd say the compression is helping to reduce load times.

When Grandia loads in a battle, it loads in an entirely new executable, the BBG file, the character and enemy sprites, text info, etc. Of this, the Battle Background Graphics, HUD Graphics, and much of the Sprites are compressed. The HUD Graphics are decompressed on the fly. The Background and Compressed Sprites are decompressed during the load sequence as far as I can tell. Looking at SotN's data, it looks like Grandia is loading in a similar amount if not a little more data when it goes to do this. And again a good chunk of that data is compressed. And as you can see, the battles load in very quickly:

https://www.youtube.com/watch?v=eHAsiNm4dts

The Field portion behaves in a similar fashion in Grandia. Going from say Parm into a House loads in an entirely new area. This loads in a new MDT file which is what stores basically everything that defines an area including it's script. Much of the graphical data in these files is compressed, and again it loads and decompresses it quickly while continuing to stream and decompress ADX audio from the disc uninterrupted.

So with Grandia we're not seeing only the result of decompression. We're seeing loading + decompression in many cases.

Back to SotN, I don't think the Saturn is really too slow to decompress data in a situation like this. I don't think it's enough to explain an entire 7-10 second load time. I'm guessing it's a combination of KCEN not doing things properly like using the loading hallways to pre-load data, not organizing the disc in a fashion that optimizes load times, etc.

My yabause simulator simulates that this game is not normal and is not convenient for debugging. You can say a few more games that will be decompressed in the game. We can test whether the optical drive reads 200kb of data and the optical drive reads 100kb of compressed data. Unzip with cpu and see which one is faster

btw, SotN not only read the data but also decompress the map file several times



Comparing the discs, it looks like on PS1 things are neatly organized into directories, with all the files for an area in one folder for that area. Music is stored in one giant STR file, etc. On Saturn just about everything is hastily thrown into the root directory. Then the audio data is stored as separate files in another directory called SD. This has the ADPCM files but also .CRT files which I'm guessing correspond to the Audio header and data files that are in the area directories on the PS1. So on Saturn the game has to search through all these files in the root directory to find what it needs, then jump to a different directory and search through it for the files it needs there. So the game ends up loading about 3-4 files in one common directory on PS1, while on Saturn it has to load about 4-5 spread across multiple directories. On top of that, it looks like the Saturn files might be a tad larger.

So that's probably why the load times are so bad. Especially if it doesn't really use the loading hallways to pre-load data which seems to be the case.

Although I have not debugged the ps version, I have played the ps version many times before. After the ps version passes through the area, not all the files of the entire stage level are read into the memory. It seems that it should be read in stages. You are interested. You can debug the ps version and see if it is all loaded into the entire stage level file at once

btw: The ss version of the file is sorted by sort
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: TrekkiesUnite118 on June 13, 2020, 12:19:39 am
My yabause simulator simulates that this game is not normal and is not convenient for debugging. You can say a few more games that will be decompressed in the game. We can test whether the optical drive reads 200kb of data and the optical drive reads 100kb of compressed data. Unzip with cpu and see which one is faster

btw, SotN not only read the data but also decompress the map file several times

Again, I don't think any decompression is really the issue here. Not enough to explain a ~9 second load time. If the decompression was truly whats taking so long, then we should see improved load times in emulators that run too fast like Mednafen. In these emulators the game exhibits no slowdown as the emulators run faster than the real hardware. So if it's truly a CPU issue accounting for these long load times, we should see an improvement here. But we see no improvement in these emulators when it comes to loading.

The one thing these emulators do emulate somewhat properly when it comes to speed is the disc drive speed, because if they didn't you'd have some terrible issues with games that stream data off the disc and expect it to come at a certain rate.

Although I have not debugged the ps version, I have played the ps version many times before. After the ps version passes through the area, not all the files of the entire stage level are read into the memory. It seems that it should be read in stages. You are interested. You can debug the ps version and see if it is all loaded into the entire stage level file at once

The file sizes for the areas aren't that big in either version. Were looking at maybe 400-600KB max from what I'm seeing. Both systems have 2MB of RAM and 2x Speed disc drives that can read ~300KB/s. So loading that data in should only take 2-3 seconds once the laser gets to that part of the disc. Which is about what we see on PS1 when you reach the end of the hallway. It actually looks like the PS1 isn't doing any preloading watching the Memory viewer in Mednafen. Data doesn't start to load in until you reach the end of the hallway and try to exit out the door, where the game will pause for 2-3 seconds.

And looking at memory dumps of the PS1 version, all the files for that area are loaded in. For example if I open up the up a Main RAM dump from when I enter the Alchemy Lab in a hex editor and also open up NZ0.BIN (Alchemy Lab) I can see the entire file is loaded in at offset 0x180000. F_NZ0.bin is loaded into VRAM, not in one big continuous go, but it's broken up and loaded into different spots, which makes sense since that's the tile data.

btw: The ss version of the file is sorted by sort

Yes they're sorted alphabetically, but they're all in a root directory, and other files it needs are in other directories. So the game has to traverse large directories and go looking for things in different parts of the disc. When it comes to load times the thing that causes it to take longer isn't just reading the data, it's the time it takes for the drive to seek to the right part of the disc.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: kof888 on June 13, 2020, 10:06:57 am
Again, I don't think any decompression is really the issue here. Not enough to explain a ~9 second load time. If the decompression was truly whats taking so long, then we should see improved load times in emulators that run too fast like Mednafen. In these emulators the game exhibits no slowdown as the emulators run faster than the real hardware. So if it's truly a CPU issue accounting for these long load times, we should see an improvement here. But we see no improvement in these emulators when it comes to loading.

I have tested on real hosts and emu, without compressing the stage file, it can reduce the waiting time of about 2 seconds (4MB RAM cart hack version)

I haven’t seen the ps version yet. If I’m free, I’ll check it out.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: TrekkiesUnite118 on June 14, 2020, 12:14:16 pm
I have tested on real hosts and emu, without compressing the stage file, it can reduce the waiting time of about 2 seconds (4MB RAM cart hack version)

I haven’t seen the ps version yet. If I’m free, I’ll check it out.

Are you referring to compression that was done in the original game or for the 4MB RAM cart hack? Because the 4MB RAM cart hack takes about 2 seconds longer to load than the original. So if your change to that made it take 2 seconds less to load then that just means you're back to matching the original versions load times.

Again, I don't think compression is the issue here. Talking with people over at SegaXtreme it's looking more likely that KCEN used SGL's CD libraries instead of the older but better ones from SBL. SGL's CD libraries for some odd reason are very slow. Where as SBLs are a little more tricky to use, but when used properly they can load data very quickly.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: kof888 on June 28, 2020, 08:31:43 am
Are you referring to compression that was done in the original game or for the 4MB RAM cart hack? Because the 4MB RAM cart hack takes about 2 seconds longer to load than the original. So if your change to that made it take 2 seconds less to load then that just means you're back to matching the original versions load times.

Again, I don't think compression is the issue here. Talking with people over at SegaXtreme it's looking more likely that KCEN used SGL's CD libraries instead of the older but better ones from SBL. SGL's CD libraries for some odd reason are very slow. Where as SBLs are a little more tricky to use, but when used properly they can load data very quickly.

I recently did an experiment
Skip the prompt image of NOWLOADING
You can see that it will be about a second faster
The video below is a picture of nowloading
https://www.bilibili.com/video/BV1oZ4y1M7Y5/
Reading time is about 4.70 seconds

The video below is a picture without nowloading
https://www.bilibili.com/video/BV12C4y187YP/
Reading time is about 3.70 seconds





The video below is a picture of nowloading
https://www.bilibili.com/video/BV1tf4y117ju/
Reading time is about 4.40 seconds


The video below is a picture without nowloading
https://www.bilibili.com/video/BV1H54y1z7Bv/
Reading time is about 3.40 seconds



btw: The method of reading the ss switching area is indeed very cumbersome. I tried to change it, which is about 0.5~1 second faster :( (the above videos have been modified)
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: zarkon on July 01, 2020, 08:10:50 am
I have a fondness for the Saturn version of Symphony due to the unique "Maria Mode" it has, which is totally different (and better imo) to the PSP version.  It's a lot of fun, so I love that there's people working on stuff for this weird game.

I hope some day that Aterburst's ongoing translation, Paul_Met's dialogue translucency and kof888's fast menu work can all be combined into a single patch.  Though I'm not sure if Paul's work was just proof of concept or not.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Aterbust on July 03, 2020, 08:30:23 am
Hello everyone, thank you for your messages of encouragement. I'm still working on translation. Thanks to the help of draculax350 the translation is well advanced. There is still more to do, it is essentially research for modify the size of some window in the System menu and to successfully modify the compressed images.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: MathUser2929 on July 03, 2020, 01:43:54 pm
I hope you get this finished. I would love to play a english version of this game.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: draculax350 on July 05, 2020, 07:04:21 pm
I need help with Nocturne in the moonlight compression, I'm sent a sample of compression method, if someone can help with a tool, so we can translate the menu and logo to eng, pt-br and spa...

The 4mb patch uses the same compression method.

(https://i.imgur.com/6OfP5wa.png)


https://mega.nz/file/DEknAZIZ#hG2pxYB6fxgNkhHEqH89DfNC6oi_49CfSeOARWBuMDI
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: TrekkiesUnite118 on July 07, 2020, 07:12:33 pm
I need help with Nocturne in the moonlight compression, I'm sent a sample of compression method, if someone can help with a tool, so we can translate the menu and logo to eng, pt-br and spa...

The 4mb patch uses the same compression method.

(https://i.imgur.com/6OfP5wa.png)


https://mega.nz/file/DEknAZIZ#hG2pxYB6fxgNkhHEqH89DfNC6oi_49CfSeOARWBuMDI

Have you tried any of the common Saturn compression formats like PRS and Sega's RLE based scheme the CMP library did? From what I can tell it looks like KCEN stuck pretty closely to the tools and libraries Sega provided with Saturn devkits.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: draculax350 on July 07, 2020, 07:57:14 pm
Have you tried any of the common Saturn compression formats like PRS and Sega's RLE based scheme the CMP library did? From what I can tell it looks like KCEN stuck pretty closely to the tools and libraries Sega provided with Saturn devkits.
Yes, the most similar compression is the lzkn2 of genesis mega drive.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: kof888 on July 10, 2020, 10:02:33 pm
The approximate content is like this

But you have to know the value of r0 in advance, which is the length of the compressed data

Code: [Select]
void Decode() /* Just the reverse of Encode(). */
{
int  i, j, k, r, c,r1=0;
unsigned int  flags;

for (i = 0; i < 0x3dd; i++) text_buf[i] = 0;
r = 0x3de;  flags = 0;

for ( ; ; )
{
if(r0==r1)break;

if (((flags >>= 1) & 0x100) == 0)
{
c = fgetc(infile);
flags = c | 0xff00;
r1++;

}

if (flags & 1)
{
c = fgetc(infile);r1++;
putc(c, outfile);  text_buf[r++] = c;  r &= 0x3ff;
}

else
{
i = fgetc(infile);r1++;
j = fgetc(infile);r1++;

i |= ((j & 0xe0) << 3); 
j = (j & 0x1f) + 2;
for (k = 0; k <= j; k++)
{
c = text_buf[(i + k) & 0x3ff ];
putc(c, outfile);  text_buf[r++] = c;   r &= 0x3ff;
}
}
}
}

But a picture of the 4MB version is not this decompression
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Ardiloso on July 12, 2020, 11:04:20 am
The approximate content is like this

But you have to know the value of r0 in advance, which is the length of the compressed data

Code: [Select]
void Decode() /* Just the reverse of Encode(). */
{
int  i, j, k, r, c,r1=0;
unsigned int  flags;

for (i = 0; i < 0x3dd; i++) text_buf[i] = 0;
r = 0x3de;  flags = 0;

for ( ; ; )
{
if(r0==r1)break;

if (((flags >>= 1) & 0x100) == 0)
{
c = fgetc(infile);
flags = c | 0xff00;
r1++;

}

if (flags & 1)
{
c = fgetc(infile);r1++;
putc(c, outfile);  text_buf[r++] = c;  r &= 0x3ff;
}

else
{
i = fgetc(infile);r1++;
j = fgetc(infile);r1++;

i |= ((j & 0xe0) << 3); 
j = (j & 0x1f) + 2;
for (k = 0; k <= j; k++)
{
c = text_buf[(i + k) & 0x3ff ];
putc(c, outfile);  text_buf[r++] = c;   r &= 0x3ff;
}
}
}
}

But a picture of the 4MB version is not this decompression
Hey, are you YZB?
I've tested your latest revision with improved load times and no "Now Loading" message. It's really good, thanks for your work, the differences are immediatly noticeable and the "Easy Inputs Maria" is so fun and dynamic to play, very clever solution you got here. I really hope Aterbust can work with your hacked version since it's the definitive on the saturn.
I'm wondering if it's possible to make the Librarian room a permanent resident on the 4 MB cart? Even with the improved loadings, that room is still a pain to enter.

Anyway, I've encountered some audio issues. Maybe it's a burning issue? I've found many bugs (most are missing SFX), can you confirm if it's on my end?

- playing with Maria, when you arrive in the Clock Room, you hear a corrupted sound instead of the "tics" (I didn't reach this room with Alucard and Richter)
- playing with anyone, the elevator in the Outer Wall makes no sound and it's door makes a weird sound when oppening and closing itself.
- When getting the HP Max UP item after beating a boss, there's no sound.
- After the ending CGI, there's a black screen.

UPDATE: I managed to play it with Mednafen and all the issues above persist, so it is with this build. Many others sound effects and enemy voices are missing too.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: kof888 on July 13, 2020, 09:07:57 am
The sound problem is because the sound is also skipped when skipping the word nowload

The new version has been updated today, and the sound of nowload is restored to normal.

The library has often resided in the memory of the 4M card. The time you wait is to decompress those files, so I said that the ss cpu is too slow

-After the ending CGI, there's a black screen.
Is this the same for everyone?
Is there any video you can watch?
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Ardiloso on July 13, 2020, 03:48:05 pm
The sound problem is because the sound is also skipped when skipping the word nowload

The new version has been updated today, and the sound of nowload is restored to normal.

The library has often resided in the memory of the 4M card. The time you wait is to decompress those files, so I said that the ss cpu is too slow

-After the ending CGI, there's a black screen.
Is this the same for everyone?
Is there any video you can watch?
Great. I will try your new version tonight and will report back.

Edit: Already tested it. Everything is fine now. I have two questions:
1 - So, it's impossible to delete the "Now Loading" because it causes sfx missing?
2 - SSF R16 does not run any of your 4MB hacks. Yaba-Sanshiro/Cronos and Mednafen run fine. What could be causing this? SSF just crashes when trying to.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: kof888 on July 16, 2020, 10:06:13 am
1 because some sfx will be loaded at the same time

2 I don't know this question
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Ardiloso on July 16, 2020, 10:55:35 am
1 because some sfx will be loaded at the same time

2 I don't know this question
I guess Shima has to update his 4 MB implementation. I've sent him a message on twitter, hope he reads lol.
Something about Saturn Dracula X bothers me and no one ever talks about it: Alucard's shadows behave differently than on the PS1. On the PS1, they vanish a few seconds after you start walking. On the Saturn, they never ever vanish. This can cause further slowdowns on locations like the Library (when you get cursed there, the shadows won't appear and you have less slowdowns). Do you think it is possible to fix they?
Maybe they have it on all the time because it would be jarring to have slowdowns everytime you start walking till they vanish, so better have slowdowns all the time LOL?
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: TrekkiesUnite118 on July 19, 2020, 12:46:52 am
The library has often resided in the memory of the 4M card. The time you wait is to decompress those files, so I said that the ss cpu is too slow


Is this new compression you guys added or something the game was already doing?
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: FityP on August 15, 2020, 10:07:10 pm
Is there any update to this?  For all of the issues with the Saturn version's performance, I actually want to play this version as my first time. I wouldnt even know where to begin, but if there is something I can do to help, I am 100% on board. 
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: modsbox on August 18, 2020, 10:24:22 am
Just to echo the above, I'm also very much looking forward to trying an english translation of this classic. And honestly a translation with just the items in english would be a tremendous improvement. I've played through the game countless times but the japanese item list is tricky to work with.

Happy to test any works-in-progress that may be available. I have a Phoebe installed in my Japanese Saturn so I can easily test on real hardware without having to burn anything.

Also since I've looked into doing this translation myself a number of times I've gotten comfortable at rebuilding working saturn isos from modified files. So if that's a hurdle anyone on the project is dealing with you could share over updated files for the iso and I could help rebuild them into working iso images.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: AlexKerscher on August 30, 2020, 02:52:25 pm
Hello Gentlemen!

So, I registered specifically because I saw this thread, although I've lurked on the website for a decade already.

First and foremost, congratulations with all the progress you guys have done. This game absolutely deserves a English localisation, and if improvements can be done that'd make it even more precious, it could be the definitive way of enjoying the game.

I would also like to offer help with the translation. I do not speak any Japanese but there is a Portuguese translation for this game circulating online for a while now and I could translate the text from the Portuguese translation to English with ease. I have like a decade of experience translating RPG books and comic books from English to Portuguese and would love to participate in this project if I could be of any use to it. I am also a experienced programmer (my dayjob is being a Mobile Developer) and with some training could help with the coding bits of the game.

I have also been trying to make contact with the guy who made the Portuguese patch but I haven't been able to get a response from him so far. Fingers crossed here that he'll eventually pick one message up.

If you guys are interested in my help just e-mail/DM me through this profile, it's open for user emails.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: MathUser2929 on August 31, 2020, 10:09:13 am
Maybe you should consider changing the 3rd hand option and replace it with the map button.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Ziggy587 on September 10, 2020, 04:03:38 pm
A big thanks to everyone that is working on improving and translating this game! A lot of people like to bash the Saturn port because it has some problems, but I think it's still absolutely worth playing because of the content unique to this version. Thanks a ton to the people that are working to translate it, it would be fantastic to play this in English one day.

As for the 4MB cart hack by YZB, it seems that the download link for the patch is down. Any chance on getting it uploaded to romhacking.net?
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Ardiloso on September 10, 2020, 05:44:57 pm
A big thanks to everyone that is working on improving and translating this game! A lot of people like to bash the Saturn port because it has some problems, but I think it's still absolutely worth playing because of the content unique to this version. Thanks a ton to the people that are working to translate it, it would be fantastic to play this in English one day.

As for the 4MB cart hack by YZB, it seems that the download link for the patch is down. Any chance on getting it uploaded to romhacking.net?
Go to segaxtreme. I keep a thread with the updated hacks there.
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: Ziggy587 on September 12, 2020, 11:24:21 am
Go to segaxtreme. I keep a thread with the updated hacks there.

Thank you!
Title: Re: Sega Saturn Castlevania Symphony of th Night Translation.
Post by: FeRcHuLeS on September 22, 2020, 04:40:56 pm
Where is this going??, this is a full of mystery thread, I think you should release a patch for beta testing, and ask you for something, please kept the japanese title colors to preserve identity to make yourself notice everytime you play "Ohh I'm playing a different version, I'm playing Sega Saturn Castlevania Symphony of the Night".