Romhacking.net

Romhacking => ROM Hacking Discussion => Topic started by: DragonSpikeXIII on January 31, 2014, 01:51:57 pm

Title: [PS1]Ace Combat 3 Electrosphere: text replacement (next ver. coming soon)
Post by: DragonSpikeXIII on January 31, 2014, 01:51:57 pm
Hey guys of romhacking.net!

I'm trying to get this PS1 ace combat game translated but our team hasn't been very successful in replacing the original japanese text. We have the translation ready for a final pass before patching. (ty again BRPXQZME!!!)

Our project needs people skilled in the programming language used by the PS1 and in particular the way this particular game handles text.

This is pretty much the only place I could think of right off the bat but if you know of other such hubs dedicated to fan-subbing, please do tell me how to find them or just point me to people who're more resourceful for this kind of thing, I'm kinda lost right now. I'm pretty much a salesman trying to sell his project around right now, but it's the only chance I've got if we want to get this done!

[EDIT: I've just read the rules regarding this kind of request, really sorry I posted in the wrong forum guys, I've been so swamped with stuff lately I didn't take the time to do this properly. Personal projects, right?]

[EDIT2: ALL TOOLS USED FOR THIS PROJECT HAVE BEEN ROUNDED UP HERE: http://www.romhacking.net/forum/index.php?topic=17658.msg340734#msg340734]

Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: Bob Liu on January 31, 2014, 05:46:07 pm
If you guys make any progress, I'll be watching. Wish I could help, having trouble myself testing out all this text replacement and haven't got anywhere.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: Zynk on January 31, 2014, 08:26:19 pm
I watched my bro play the JP version and its story is fairly interesting, only if it was localized in English. Good luck to you guys!
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: BRPXQZME on January 31, 2014, 09:55:27 pm
What we have found, thanks to esperknight, is that a lot (all?) of the in-game text is in images. So, any ability to make text look good at small sizes would be helpful, and being able to program something that’d put the text into those small sizes in the proper formats and all that would also be very good (there are at least hundreds of lines; you do not want to be doing this in Photoshop, I think).

I’d also be the first to admit that my first pass translation was pretty dull and possibly incorrect in spots, if passable (it was like four or five years ago, and double translation was a goal; throw me a bone, here!). I haven’t had the motivation to go back and spice it up, but the text could really use editing for style... most probably space, too.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: Pennywise on January 31, 2014, 10:33:55 pm
Well, theoretically I suppose you could replace all the images with a blank template and put normal text over it. At least that eliminate the need for an image editor, but still a lot of work nonetheless.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: DragonSpikeXIII on February 01, 2014, 07:39:06 am
What we have found, thanks to esperknight, is that a lot (all?) of the in-game text is in images. So, any ability to make text look good at small sizes would be helpful, and being able to program something that’d put the text into those small sizes in the proper formats and all that would also be very good (there are at least hundreds of lines; you do not want to be doing this in Photoshop, I think).

I’d also be the first to admit that my first pass translation was pretty dull and possibly incorrect in spots, if passable (it was like four or five years ago, and double translation was a goal; throw me a bone, here!). I haven’t had the motivation to go back and spice it up, but the text could really use editing for style... most probably space, too.

Is writing such a program feasible? If someone could make one for us then we could do the rest ourselves. If not then I'd at least like to try editing the images themselves, which I understand is the hard way.

The general idea I get is that we need is some assistance from someone who can see where the text for each mission is and be able to extract it. The editing itself I hope I can do myself with some help from you as you already know the subject and where each part belongs. Then it's just a matter of putting it back in.

Regarding your translation, there's nothing really wrong with it, my plan was to revise it with you when the time came to actually patch the game. BTW I don't know if it interests you or not, but I've included all three existing translations for the first mission here -> tinyurl.com/poawr6g  One of which is a demo made by a professional back in 1999 (I think), I think this could be a useful resource for translators such as you.

Well, theoretically I suppose you could replace all the images with a blank template and put normal text over it. At least that eliminate the need for an image editor, but still a lot of work nonetheless.

Well, at this point, entering the fifth year of our little project, I'm up for anything really . And it just so happens that I have a lot of free time now.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: esperknight on February 01, 2014, 05:01:43 pm
Hey all :)  I apologize as I forgot about this... well... I remembered sometimes and then forgot again... what happens when you jump from project to project and easily distracted...

I've thought about it off and on though and my idea was we come up with a format (either individually named text files named after what image you want it used for or possibly a largish text file which denotes what block it's used for) and then a program would read it in and spit out images based off that.  My idea was to create a C# program that would just use whatever font was designated and then just put text on a BMP and be done with it.  Then if there's a command line TIM file creator, just feed it into that.  And then just recompress it and all that good stuff.  I know my decompressor still seemed to miss a few so I'm sure we'd have to track it down but at least 99% of it's known with what I did so a recompressor shouldn't be too hard (I say this now...).  This can be something I can look into but just don't let me forget :)  But if someone would like to do it I wouldn't mind assisting them in anyway I can.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: DragonSpikeXIII on February 01, 2014, 05:31:16 pm
Hey all :)  I apologize as I forgot about this... well... I remembered sometimes and then forgot again... what happens when you jump from project to project and easily distracted...

I've thought about it off and on though and my idea was we come up with a format (either individually named text files named after what image you want it used for or possibly a largish text file which denotes what block it's used for) and then a program would read it in and spit out images based off that.  My idea was to create a C# program that would just use whatever font was designated and then just put text on a BMP and be done with it.  Then if there's a command line TIM file creator, just feed it into that.  And then just recompress it and all that good stuff.  I know my decompressor still seemed to miss a few so I'm sure we'd have to track it down but at least 99% of it's known with what I did so a recompressor shouldn't be too hard (I say this now...).  This can be something I can look into but just don't let me forget :)  But if someone would like to do it I wouldn't mind assisting them in anyway I can.

Thank you for replying, please do look into it when you can, I'll stay in touch!
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: Dashman on February 02, 2014, 06:09:02 am
Hm... wait, what you want is a program to create images containing the text? That's what we've been doing in the SRW GC translation project. I can modify one of the Java applets to do what you need if you give me some examples of the format you want.

Converting the images to TIM, extracting and reinserting them would be on your hands, though.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: DragonSpikeXIII on February 02, 2014, 08:06:29 am
Hm... wait, what you want is a program to create images containing the text? That's what we've been doing in the SRW GC translation project. I can modify one of the Java applets to do what you need if you give me some examples of the format you want.

Converting the images to TIM, extracting and reinserting them would be on your hands, though.

Here's an example of what I think are subtitles for the in-game cut-scenes.

https://picasaweb.google.com/lh/photo/KGmhkw6pe2IbrsvQC7v1j9MTjNZETYmyPJy0liipFm0?feat=directlink (https://picasaweb.google.com/lh/photo/KGmhkw6pe2IbrsvQC7v1j9MTjNZETYmyPJy0liipFm0?feat=directlink)

There's about 5 or 6 of these TIM files. No idea how to find the hundreds of lines during the pre-mission and post-mission segments though, maybe someone more knowledgeable can help with that.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: Dashman on February 02, 2014, 12:24:29 pm
Here's an example of what I think are subtitles for the in-game cut-scenes.

https://picasaweb.google.com/lh/photo/KGmhkw6pe2IbrsvQC7v1j9MTjNZETYmyPJy0liipFm0?feat=directlink (https://picasaweb.google.com/lh/photo/KGmhkw6pe2IbrsvQC7v1j9MTjNZETYmyPJy0liipFm0?feat=directlink)

There's about 5 or 6 of these TIM files. No idea how to find the hundreds of lines during the pre-mission and post-mission segments though, maybe someone more knowledgeable can help with that.
Okay, I have some questions:

1) Are all the images you plan on editing this size (256x256)?
2) I'm surprised the image is a jpg file, is this what you got originally? Does the program have to output images like this one (black background) or png images with transparency?
3) I've checked a video on youtube and I've noticed most of the lines are displayed in black over white bg, did you get anything like that or is the text color converted by the game somehow?

It looks like the game displays lines of text as the dialogue advances, so we have to respect the line height and the number of lines per image.

EDIT:
I just checked your gallery and I've seen other image dumps. That pretty much answered 1) and probably 3). I didn't find any dump of in-mission green text, though.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: DragonSpikeXIII on February 02, 2014, 01:13:08 pm
Quote
Okay, I have some questions:

1) Are all the images you plan on editing this size (256x256)?
2) I'm surprised the image is a jpg file, is this what you got originally? Does the program have to output images like this one (black background) or png images with transparency?
3) I've checked a video on youtube and I've noticed most of the lines are displayed in black over white bg, did you get anything like that or is the text color converted by the game somehow?

It looks like the game displays lines of text as the dialogue advances, so we have to respect the line height and the number of lines per image.

1) Not always, actually, from the few images I do get with jPSXdec they're always 256 in height but not width, that one varies from image to image.

https://picasaweb.google.com/101579511926372120323/DSXIIISAC3Gallery#5975858041494000530 (https://picasaweb.google.com/101579511926372120323/DSXIIISAC3Gallery#5975858041494000530)

2) It's not a proper rip or anything but a simple TIM viewer and extractor can find these same files and extract them no problem.

Regarding transparency, I doubt the in-game cut-scenes need it as the game cuts the top and bottom of the frame for these segments, and the subtitles are displayed only in the black area without overlapping the game-play area of the frame. As long the text is white on black, there shouldn't be any problem.

Another thing that makes me think that that the black-on-white text images don't use transparency is how with some enhanced emulators you can see how each line of text is its own rectangular image, each with its own foreground (black text) and background (a color very close to the one used by the area where these subs are superimposed on).

However transparency might be used by text which appears on top of the actual gameplay area, usually communications from other characters. I don't have hard evidence for this as I haven't found a way to view these lines or the images where Jp characters are stored.

3) I just can't find these black over white lines, my best results to date are with jPSXdec and what I see is what looks a lot like the in-game white-on-black subtitles.

So in the case of the white-on-black, it seems to be as you say, as long as we respect the height lines and number of lines, those shouldn't prove problematic.

But until someone finds a way to get the two other types of subtitles (in-game green-on-black and pre-/post- mission black-on-white), there's no way I can work on replacing the text. I've tried a lot of programs, to no avail. I'm just a newbie after all.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: Dashman on February 02, 2014, 03:25:40 pm
There's a chance you already got the text you think you're missing and it gets recolored before being shown on screen. Whatever the case, I'll try to put up a little app to help you edit those images easily. Hopefully, the still to be found text works the same way.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: DragonSpikeXIII on February 02, 2014, 03:59:29 pm
Thanks a lot, that'd be great. I hope I can put together a proof of concept that way.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: Bob Liu on February 02, 2014, 05:48:14 pm
Are subtitles in games displayed in pictures always because im getting confused with replacing text on a fist of the north star game, I found the text replaced it but it still displays as japanese ingame. Would the subtitles here be text or an image because im confused, I'd love to play this ace combat game since the overseas release was butchered so good luck on your progress.
Spoiler:
(http://tw.greywool.com/i/3ONo8.png)
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: Dashman on February 02, 2014, 10:05:03 pm
Okay, give this a try:

https://dl.dropboxusercontent.com/u/144016034/AC3_Text_Editor.jar

It only works with png files, but I've noticed you can extract the TIM files as png, so you shouldn't have much trouble with that.

I think it's pretty self-explanatory, but here's some basic instructions:

1) Browse for the original image file (png) that you want to translate
2) Write the translation in the text area, choosing the appropriate font and background color
3) Browse for the folder where you want to save the translated texture (don't use the same as the original!)
4) Change the filename if you want to (which I think you don't) and click on "GENERATE".

The text in the preview is gonna look like text for ants, but I only put it there to check if you had room left for writing, so you'll have to bear with it.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: Scio on February 02, 2014, 10:37:23 pm
Are subtitles in games displayed in pictures always because im getting confused with replacing text on a fist of the north star game, I found the text replaced it but it still displays as japanese ingame. Would the subtitles here be text or an image because im confused, I'd love to play this ace combat game since the overseas release was butchered so good luck on your progress.
No, they're not. It's very uncommon to have all the subtitles as images, because that would be an herculean effort by the programmer - and programmers don't triffle with those things.

Anyway, your problem may be that you changed one of the instances of text, but the same phrase may appear in other places in the game as well.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: DragonSpikeXIII on February 02, 2014, 11:00:38 pm
Okay, give this a try:

https://dl.dropboxusercontent.com/u/144016034/AC3_Text_Editor.jar

It only works with png files, but I've noticed you can extract the TIM files as png, so you shouldn't have much trouble with that.

I think it's pretty self-explanatory, but here's some basic instructions:

1) Browse for the original image file (png) that you want to translate
2) Write the translation in the text area, choosing the appropriate font and background color
3) Browse for the folder where you want to save the translated texture (don't use the same as the original!)
4) Change the filename if you want to (which I think you don't) and click on "GENERATE".

The text in the preview is gonna look like text for ants, but I only put it there to check if you had room left for writing, so you'll have to bear with it.

Thanks, it's pretty late here right now ( 5AM) dropped by to say I'll try it first thing tomorrow!
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: Bob Liu on February 03, 2014, 10:36:38 am
No, they're not. It's very uncommon to have all the subtitles as images, because that would be an herculean effort by the programmer - and programmers don't triffle with those things.

Anyway, your problem may be that you changed one of the instances of text, but the same phrase may appear in other places in the game as well.

Well I replaced all instances of that same text and still nothing changed so im lost at the moment, It's good to know that they mostly don't appear as pictures for subtitles. I check out this jPSXdec I saw you guys mention, would this be helpful for replacing text and the like.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: DragonSpikeXIII on February 05, 2014, 01:39:49 am
Alright!

Thanks to BRPXQZME I've found the first lines and translated them. Now how do I put this file back in so that I can test it in-game?
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: Dashman on February 05, 2014, 04:44:25 am
I've never used it, but in the jPSXdec description it says it can replace TIM images, so I guess it's a matter of searching for the proper options. If it comes with a readme file, that should be the best start.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: DragonSpikeXIII on February 05, 2014, 05:05:18 am
Wow, had no idea jPSXdec could do that, reading the manual as I type.

Will post results ASAP

February 05, 2014, 09:59:23 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok, I've been trying to replace the file but it hasn't worked out for me yet.

After having read the manual I think these three points could be a problem, I hope not but here's the copy-paste anyway.

1)"the image file is the same dimensions as the TIM image
2)• the TIM image has only 1 palette
3)• the input image can be successfully converted to the same bit depth as the
TIM image it is replacing"

1) Is the size of the .bmp/ .png (a couple can only be taken out as png's by jpsxdec) after extraction the same as the size on the game iso? from bmp to png they're radically different, as it is to be expected.

2) I had to work with a png converted from a bmp as the two png text files have two palettes.

3) I don't even know if I should be worrying about this.

Anyone who has experience with this willing to help a newbie, please?
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: esperknight on February 06, 2014, 09:34:57 pm
Ack, I forgot to subscribe!  Great to see some progress though :)

Dashman, you are awesome :D  I appreciate you letting us use you're program.  I have one question though, would it be possible to have this usable through the command line?  AC3 has about 750+ images to be modified and I'd hate for someone to do all those by hand.  If it could somehow be done through the command line that'd be awesome (maybe feed in a text file and possibly just have one settings file to make it easier for h, w, font, etc?)

If anyones curious to see all the TIM files that AC3 uses for text : http://www.mediafire.com/download/7biid4v4ulq88vo/BPB.rar  Some of them aren't quite right though as my decompressor is probably missing a few cases.  We'll have to deal with those as I see them though (and possibly they may not be legit, never know).  It's insane that AC3 does this as it's definitely not normal and makes it a pain.  Then again I've seen far worse (Yuuyami (http://easternmind.tumblr.com/post/202551606/japanofiles2yuuyamidooritankentai) uses a different font for each block of text.  I think it had over a 1000+ or so, no joke.)

Far as insertion DragonSpike, as long as the width and height are the same and it's the same bit depth then the size will be the same as well.  Far as insertion though you may have some issues though as far as I know everything is compressed so will need to be recompressed which I can do and repacked as well.  Will take me a bit for that though.  Although you should be able to test with jPSXdec I'm assuming if the graphic is uncompressed and all that which I'm guessing it would be if you see it with jPSXdec :)

Anyone know of a command line image to tim converter offhand?  :)  Overall my idea is to automate this as much as possible so ideally we could have the graphics fed into a command line program to convert it to tim and then I'd just recompress and repack all through the command line.  The conversion to TIM may be the tricky part for command line wise as I'm not sure off hand of any command line converters...
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: Dashman on February 07, 2014, 07:19:05 am
Sorry, I didn't notice DragonSpike's update because of the auto-merge, let me check those points...

1) Well, they say "dimensions" instead of "size". As long as the image you're trying to re-insert has the same width x height (like 256 x 256), the file size shouldn't matter. Please make sure I didn't mess up the dimensions of the output (I only tested it with one image) and tell me if something is wrong.
2) Ah, palettes... I'm still a bit lost with these things. I'm guessing this means the image mode has to be indexed instead of RGB (should be easy to change in Photoshop, if you want to try it), but I'm not really sure. If it's just that, I guess I can change the way the program generates the textures and it'd be done. I'd appreciate some confirmation on this, though.
3)Bit-depth is indeed important. In GBA games, for example, I think the bit depth was 4 bit for textures, so you couldn't have more than 16 colours for a sprite. Not sure what's the required depth for textures in a PSX game, but it shouldn't be nearly as low. Again, if I know the required bit depth, I guess I can alter the program to accomodate to that.

... would it be possible to have this usable through the command line?  AC3 has about 750+ images to be modified and I'd hate for someone to do all those by hand.  If it could somehow be done through the command line that'd be awesome (maybe feed in a text file and possibly just have one settings file to make it easier for h, w, font, etc?)
Hm... I can see how that would be faster, it could work with batches of files rather easily.

However, the text needs to be adjusted to the original lines, which is where the graphical component of this little program shines. From experience I can tell that most stuff you write in Japanese with n characters will require that you to use at least 1.5x n characters when translating it into English, and it's not that easy to see when a line is gonna exceed the fixed 256px width limit in a text file.

I know that Project Nemo has a big chunk of the text (if not all) translated already, so as long as you can find the correspondences, it will be a matter of pasting the translated text into the program, reformatting it into something that fits the original and generating the translated texture. Yes, it's 750+ images and it's gonna be tedious, but believe me, it could be much, MUCH worse than that.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 07, 2014, 06:07:26 pm
Just got the tim pack you've uploaded esperknight, thanks for that. Took a look at the first few folders and, well, this is going to take some time but lucky me, I have that in spades. With a little bit of assistance regarding Japanese lingo here and there from BRPXQZME, and support from you guys for the more technical side of this project, I'll be able to do the grunt-work all by myself. As long as technical obstacles can be overcome, I can take care of painstakingly rewriting the text files. All 52 missions have been fully translated, the only things missing are the "search files" (in-game "wiki") which weren't included in the source for our English script, but I'll worry about that later.

I'm using an old-ass TIM viewer and converter I found on Zophar (http://www.zophar.net/utilities/psxutil/tim-viewer.html), doens't look to be command-line though but it does reconvert back to tim and it's got a GUI which to me is better as I'm still getting used to command-line. I agree that we should try to get as much of this as automated as possible.

It was only a hunch but to finally see the extracted text look exactly as I had predicted is both good and bad. White-on-black from in-game and inter-mission cut-scenes, black-on-pastel yellow from a lot of stuff, namely pre-mission and in-game encyclopedia, and black-on-blue debriefing. I'm still converting each folder as I type this, from the looks of it it's pretty nicely organized, mission by mission. Some are single-line strips but pre-mission and post-mission are just one normal size image just like the (only) ones I initially found with jPSXdec. Still no sign of in-game green-on-black, but I haven't finished yet.

Let me see if I'm getting this right: TIM->BMP->PNG->text editor->png to bmp again then TIM then recompression and insertion. Is this the way this works?

Dashman,  I'm seeing a lot of 256x256, which is reassuring. Seems palettes won't be a problem, but I have yet to see more cases where palettes apply to our workload, only the two initial png's had as far as I can tell, but I'll need confirmation on that from someone more knowledgeable later. I have yet to see if the bit-depth in your AC3 text editor needs adjustment.

The text editor you prepared for us really is great, this will make text replacement and the required editing a much better process. Outstanding!
_______________

Quick update here, I have just converted all the TIMs, they're organized as follows:
Initial menus
Pictures, like character portraits in color and mission thumbnails
Mission briefings and debriefings
What I assume are the pre/post-mission TV broadcast and/or video-messages from characters
Finally, the last few are white-on-black. They don't really look like subtitles for the aforementioned messages, could these be the ones that get recolored to green for the actual in-mission chatter and other communications?

I need to take a closer look at them, and see where they fit in the timeline.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: Dashman on February 07, 2014, 08:03:57 pm
I haven't touched TIM files (although I've fiddled with TIM2 with poor results) and have never use jPSXdec, but I'm guessing you can go TIM -> PNG -> editor -> PNG -> TIM -> reinsert with no problem at all.

The editor outputs png files with the size of the original image. If you open a 256 x 256 texture, it will generate a 256 x 256 one; if you take a 256 x 400 one, that's what it will generate (not tested, please confirm), and so on. Once you've finished converting everything, send me one of each colour combination, so that I can update the program to support those.

It would be good if you tried reinserting one of each kind of those textures for the first stage when you can, to see if the text is displayed properly (and to figure out what is wrong if it doesn't).

It's been a happy coincidence that I had worked on a very similar program before. I hope it proves useful to you.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 07, 2014, 08:30:21 pm
I haven't touched TIM files (although I've fiddled with TIM2 with poor results) and have never use jPSXdec, but I'm guessing you can go TIM -> PNG -> editor -> PNG -> TIM -> reinsert with no problem at all.

The editor outputs png files with the size of the original image. If you open a 256 x 256 texture, it will generate a 256 x 256 one; if you take a 256 x 400 one, that's what it will generate (not tested, please confirm), and so on. Once you've finished converting everything, send me one of each colour combination, so that I can update the program to support those.

It would be good if you tried reinserting one of each kind of those textures for the first stage when you can, to see if the text is displayed properly (and to figure out what is wrong if it doesn't).

It's been a happy coincidence that I had worked on a very similar program before. I hope it proves useful to you.

I've just checked the generated file sizes for 256x90, 256x300 and 256x400 input images. The translated file is always 256x256. These, I should point out, are the ones out. All others from esperknight's .rar are 95% 256x256, while a few folders contain the so-called little strips, but they're not that many actually. Those are 256x18, they seem to be used for titles,  sub-titles (not for actual dialogue though) and acronyms.

Here are the different combinations you asked for: http://www.mediafire.com/download/xqq67ubr7twme20/AC3text-color-pairs.rar I can confirm the sizes for each kind of combination you see here are as you see in the .rar, no exceptions.

BTW, last minute edit here, bit-depth is always 4 bit, so we're almost always dealing with 256x256x4

Oh and I forgot to say, I'm still trying to reinsert images to no avail. Now that I have the TIMs and a converter I'll try again. Will report back soon I hope.

February 08, 2014, 12:47:14 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Been trying to reinsert through programs other than jPSXdec as it won't be of any help with 99% of the TIMs anyway. Found TIMmay, tried it to use it to extract TIM just to see what it can do and all it does is extract TIMs as weird tiny images, just like jPSXdec.
I have the file ready for replacement (1st mission briefing http://www.mediafire.com/download/odf1falx1ufhgrq/0127.rar ) if you want to try it on your end. What program are you using to extract the BPB esperknight? I really need that if I'm to test these TIMs in-game.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: Dashman on February 08, 2014, 07:11:18 am
I downloaded the colour-pairs you posted and I've noticed the font is bigger in those. Are there several sizes for fonts or does it depend on the dump?

EDIT:

Well, I assumed there were two possible font sizes and here's the result:

https://dl.dropboxusercontent.com/u/144016034/AC3_Text_Editor_1.1.jar

Now the application outputs the proper size and autodetects the colours of the original image. I've taken a look at how to work with palletes and bit / colour depth with java and I've ended up with a mild headache, so we're set with RGB for now (no indexed colours). If it proves necessary in the end, I'll try to find a way for it to work.

Another issue is that the font used for "Big" (Sans, size 18) is too wide in my opinion, which means it doesn't leave much room to write anything. If the big font is needed, I'd recommend you find a font narrow enough that you like and tell me, so I can modify the program.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 08, 2014, 06:08:11 pm
About the font: I've been perusing my AC3 stuff for fonts and I THINK I've found the one the devs actually used, it's an almost perfect match except it looks like it's been horizontally squashed at first though I think height gets resized to half the original value. Font+image comparison http://www.mediafire.com/download/oxj2rplq6hjzxd4/0011.rar

About the size: the white-on-black images with the smaller font are the exception. Those that I first uploaded are not resized in any way for in-game display. Your 1.0 editor is tailor-made for these, so it is useful as it is in this case.

The ones from the BPB dump all have the same size larger size font. I'd like to point out that they're vertically squashed to about 256x128 for in-game display. From the looks of it the strips get resized too from 256x18 to half-height but I'm still trying to figure out the font size for those. You can see how the original font in the image dump is too tall and slim. We need to consider this fact as (with1.0) replacing stretched text with already normal (proportion) text will surely get us text about 1/4 size in-game, as if it were 256x64.

From the tests I've made I recommend you try between 6 or 8 (max.) font size for the "larger" and more prominent images. Keep the smaller on for the few that require it.

Regarding bit depth, I've found ways to convert it back and forth for editing and re-insertion so I hope that isn't a problem. As far as palettes go, I've only seen two out of hundreds that use it, if I understood this correctly. I wouldn't worry about that for now, but then again this is my first time messing with this kind of stuff.

By the way, I don't know what happened but your link for the 1.1 download seems to be for the 1.0 version still. Wrong upload maybe?
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: esperknight on February 08, 2014, 08:30:55 pm
DragonSpike, the tool I used for uncompressing the ULZ files that get spit out from the BPB is custom code I wrote : http://www.mediafire.com/view/37c658q7ztxw57f (In case anyone is curious).  CUE wrote the tool to extract out the files from the BPB itself (appreciate that CUE!).  I can create a compressor and inserter, just might be a bit :)  Course if someone wants to do it I have no objections at all.

Far as insertion for the TIMs and viewing them I recommend this : http://www.romhacking.net/utilities/799/  This util is the one I've had the best results far as viewing as I've tried it with other games and it works great while other TIM programs failed.  I think this one can convert to TIM as well but I could be wrong...  And I recall that someone passed me a doc (hope he won't mind me sharing) that if I can find it may help with this too...

Dashman, I think that'll work fine as I think a good TIM program could convert it fine and use what palette is used for the original.  I could be wrong though as I've never had a need to try (usually I've only dealt with custom graphic formats).
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: Dashman on February 08, 2014, 08:36:50 pm
By the way, I don't know what happened but your link for the 1.1 download seems to be for the 1.0 version still. Wrong upload maybe?
Ah, I always forget Netbeans' tendency to not keep the jar in the dist folder updated unless you explicitly ask for it, sorry about that... The link should work now.

I admit I got a bit confused with all this talk about sizes (mainly because I haven't taken a look at the BPB dump), I take it there's a "medium" size? If you need it, send an example of it and I'll add it to the next version. I'll add the font you sent as well, definitely better than Sans.

Dashman, I think that'll work fine as I think a good TIM program could convert it fine and use what palette is used for the original.
I haven't tried anything with TIM before, but my experience with TIM2 wasn't very good, mostly because the latest versions of GIMP do something really wrong with palletes of indexed images and the most I could do was royally mess up ingame graphics... I hope you're right, though.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: esperknight on February 08, 2014, 09:20:52 pm
I haven't tried anything with TIM before, but my experience with TIM2 wasn't very good, mostly because the latest versions of GIMP do something really wrong with palletes of indexed images and the most I could do was royally mess up ingame graphics... I hope you're right, though.

Very good point.  If you're trying to keep a indexed BMP with it's original palette then yep GIMP will kill it (although I think there's a command line option to replace it or somesuch or maybe something else?  I suck with graphics... but someone was telling me about this.)  Paint will replace it too.  I think what there doing is replacing it with the default windows one or something.  Now if you want to edit those BMPs and not kill them I recommend Usenti (http://www.coranac.com/projects/usenti/).  It was made in mind for this and works great (I've used it and works nicely).

I'm thinking though if your outputting PNGs and it gets fed in for conversion then the TIM program should handle creating a proper palette for it (even if it isn't the same as the original, as long as it looks right it should be alright).  Course I'm just guessing about all this so we'll see how it goes ;)  (But I know some who've played around with this from before with good results, I just haven't played with TIMs much myself :) ).
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 08, 2014, 09:44:47 pm
DragonSpike, the tool I used for uncompressing the ULZ files that get spit out from the BPB is custom code I wrote : http://www.mediafire.com/view/37c658q7ztxw57f (In case anyone is curious).  CUE wrote the tool to extract out the files from the BPB itself (appreciate that CUE!).  I can create a compressor and inserter, just might be a bit :)  Course if someone wants to do it I have no objections at all.

Far as insertion for the TIMs and viewing them I recommend this : http://www.romhacking.net/utilities/799/  This util is the one I've had the best results far as viewing as I've tried it with other games and it works great while other TIM programs failed.  I think this one can convert to TIM as well but I could be wrong...  And I recall that someone passed me a doc (hope he won't mind me sharing) that if I can find it may help with this too...

Dashman, I think that'll work fine as I think a good TIM program could convert it fine and use what palette is used for the original.  I could be wrong though as I've never had a need to try (usually I've only dealt with custom graphic formats).

That TIM viewer will be handy, much better than the one I was using. I too would like to thank CUE for making it possible extract the BPB!

A compressor+inserter will be necessary sooner or later, not necessarily right now as I'm still early in the editing process, figuring technical things out with Dashman and doing my first editing tests. As I haven't seen anyone else offering to help out, I might have to rely on your programming skill one day.

I'm already researching topics related to this project, such as image editing, translation and using the command-prompt (for the BPB) but I doubt I can reach the skill I see here and in other projects.

Ah, I always forget Netbeans' tendency to not keep the jar in the dist folder updated unless you explicitly ask for it, sorry about that... The link should work now.

I admit I got a bit confused with all this talk about sizes (mainly because I haven't taken a look at the BPB dump), I take it there's a "medium" size? If you need it, send an example of it and I'll add it to the next version. I'll add the font you sent as well, definitely better than Sans.
I haven't tried anything with TIM before, but my experience with TIM2 wasn't very good, mostly because the latest versions of GIMP do something really wrong with palletes of indexed images and the most I could do was royally mess up ingame graphics... I hope you're right, though.

Dashman I'm sorry for my last post, I guess it was a stream of consciousness thing. I'll do it right this time, with images.

Overall Disc 1 looks like this-> https://picasaweb.google.com/101579511926372120323/AC3TextSizes

After BrAWAKENING until white-on-black (included), it's all the same size BIG font, only color pairing changes. That's about 300 something folders, but a few numbers aren't present, but that's ok for now.

Quick explanation note: black on pastel yellow are either briefings or menu communications, same colors/size BIG
                                      black on teal are debriefings   color is different but size is the same BIG
     from 400 onwards    white on black can be a variety of things, always white on black, size BIG

All in all, I've determined there are three sizes, SMALL used by your 1.0 text editor, SMALLEST for the strips, and BIG for most of the TIMs (font size 6-8). These are the names I'd use if you agree.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: Dashman on February 09, 2014, 03:18:00 pm
Dashman I'm sorry for my last post, I guess it was a stream of consciousness thing. I'll do it right this time, with images.

Overall Disc 1 looks like this-> https://picasaweb.google.com/101579511926372120323/AC3TextSizes
I hate to say this, but... that link takes me to a "can't find page" message, so I'm still in need of an example for the SMALLEST lines :-\

I checked your font and noticed its size is 11+ MB, which is monstruous for a font file (and makes the program incredibly big in the process). The font itself is much nicer than Sans, but sadly, not much narrower. It appears to be monospaced as well, which is not gonna help when you want to fit text in a line.

I searched a bit and found this "Antonio" font, which seems to do the job. I've put together a comparison picture:

https://dl.dropboxusercontent.com/u/144016034/font%20comparison.png

Of course, this is just an example. The choice of font is entirely on your hands, just try to pick one that won't give you trouble later.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 09, 2014, 04:15:06 pm
This damn picasa thing, new albums default to private.....  Try again, should work now https://picasaweb.google.com/101579511926372120323/AC3TextSizes?authkey=Gv1sRgCP6TsOGWxJa0YQ

And you're right, Antonio is clearly the best, I've performed a quick test to see how it looks at half-height and it looks right. It's the best one yet as it saves even more space. I'll only know for sure when I get to see it in-game but for now we can definitely go with that if it's good for your editor.

Tonight I'm going to edit of the first TIMs and get them ready for reinsertion.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: BRPXQZME on February 09, 2014, 04:23:32 pm
We shouldn’t be looking for a font that’s that condensed normally, because it won’t look right re-scaled. I’m not sure exactly what approach the original developers took to make the text squished, but however it was done, it was definitely done mechanically.

Although I’ve looked into it before, I’m actually not certain what typeface the developers originally used. It’s probably an expensive Japanese one (expensive enough that you simply never will find a pirate copy of it) that has never been reworked for compatibility on modern OSes. The booklets have an imitation Chicago, and what English text is found in the Japanese version appears to be a Helvetica clone (closer to Helvetica than Arial is). My guess is that Helvetica is the way to go, unless it turns out to be impossible to make it readable with so few pixels.

edit: or you could just go for consistency and make it not readable (http://klaraworks.net/2010-08-14/105) (note the large R-18 tag; don’t go wandering off that page unless you’re prepared for gensokyo dongs)
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 09, 2014, 04:32:42 pm
Oh boy this font thing isn't gonna be that simple is it?

I'm looking into it, will make two versions of the edited text for in-game testing if that's ok.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: BRPXQZME on February 09, 2014, 04:50:44 pm
Typographically speaking, this game is a mess. Like, you could say there are three typeface styles on most screenshots. But that’s 90s design for ya; I’m not particularly keen on changing it ;)

I think they did those TIMs that way because the vertical detail really helps with the kanji. Maybe it’s pretty helpful for languages with diacritics, too, but for English it just looks nicer and that’s about it.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 09, 2014, 06:35:46 pm
Alright I have the decompressed BPB with an edited TIM for the first mission, the two debriefing TIMs for both outcomes are missing so its just the briefing. The font is still sans, but this is just a test. It's here if anyone is curious and wants to try https://www.mediafire.com/#pq8b5ab614i2a I have TIMview+ for reinserting TIMs but I'm still in need of a compressor.

BTW I've been thinking of using the US version for comparison, here's a (low-res) example http://youtu.be/eTrvLlagwQc?t=25s , the content isn't what I'm looking at here, rather how much they managed to fit in and the font itself. If we can get something even close to this with what we have at our disposal, then we're good.

I really hope the game doesn't do weird things with fonts and such, otherwise I predict many headaches during editing.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: xander on February 09, 2014, 07:21:05 pm
Not sure if you were aware of this but someone posted info on this game here http://giphtbase.org/gipphe/ac3j/journal.php (http://giphtbase.org/gipphe/ac3j/journal.php)

which leads to http://giphtbase.org/gipphe/ac3j/old%20progress.php (http://giphtbase.org/gipphe/ac3j/old%20progress.php)

might be usefull if this is the same ace combat 3 game unless there are different versions.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: BRPXQZME on February 09, 2014, 07:27:16 pm
Not sure if you were aware of this but someone posted info on this game here http://giphtbase.org/gipphe/ac3j/journal.php (http://giphtbase.org/gipphe/ac3j/journal.php)

which leads to http://giphtbase.org/gipphe/ac3j/old%20progress.php (http://giphtbase.org/gipphe/ac3j/old%20progress.php)

might be usefull if this is the same ace combat 3 game unless there are different versions.
Quote from: that site
Project site:   http://projectnemo.net/
:)
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: Dashman on February 09, 2014, 07:35:37 pm
Okay, I took a look at those examples. Obviously, some images are exactly the same as the others but shrinked to half its height. Seeing it only happens to textures with BIG font, I've added a little checkbox under the Generate button that is only activated when using that type of font. Use this option when you want to generate the "half" version of a big one (the name will be changed to "filename-half.png"). DON'T use it with one of the shrinked originals! (I'm supposing there's a BIG for each SMALLEST in the dump).

Check it here:

https://dl.dropboxusercontent.com/u/144016034/AC3_Text_Editor_1.2.jar

The BIG (and SMALLEST) font is now the "Antonio" one, however I've left Sans for the SMALL font because Antonio looked a bit bad in that size and there's more room for writing in these textures. If you want the SMALL font changed to another one, just say it.

edit: or you could just go for consistency and make it not readable (http://klaraworks.net/2010-08-14/105)
I love that font. Too bad it's so wide :-\
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: BRPXQZME on February 09, 2014, 07:45:06 pm
If you like it, feel free to hit the webclap button (the one that says web拍手).
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 09, 2014, 10:31:04 pm
I think I'll begin my first pass on the first disc beginning tomorrow, here's another test for the first briefing. Unlike the first few tries, the font size and half-height end result is very satisfying.

(https://lh3.googleusercontent.com/-2y_DBurtGy8/UvhHGY3pZHI/AAAAAAAACsg/1ewNe5TMpTE/s400/AC3test%25202-10-14.jpg)

Obviously, nothing included here is final but it's a good start. I'll keep on the look out for other fonts and test 'em but for now I can finally write in English without over-simplifying the script! Original size limitations be damned!
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: Bob Liu on February 10, 2014, 10:26:35 am
Nice to see you guys making progress, keep it up.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 10, 2014, 09:43:05 pm
Hey guys, I thought I'd drop by and show a bit of what's happening on my end. I'm halfway through the briefings and debriefings, for Disc 1 as always. I should be done with these by tomorrow. After that it's the real meat of the game, the dialogue.

(https://lh5.googleusercontent.com/-0xck27RiDL0/UvmNOlUdEQI/AAAAAAAACs0/zt7sQLXNNrI/s800/04PaperTigerRC.jpg)
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: Dashman on February 11, 2014, 06:33:55 am
I've read TimView+ can convert BMP to TIM and reinsert TIM. Have you tried that already? If it works, I could change the program to output BMP files and you'd have your compressor.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 11, 2014, 06:05:45 pm
I've read TimView+ can convert BMP to TIM and reinsert TIM. Have you tried that already? If it works, I could change the program to output BMP files and you'd have your compressor.

I'm sure TimView+ can do those things, but things aren't working the way they're supposed to, I'm at a loss here. I'm converting BMP to TIM using the older timviewer as timview+ doesn't seem to respond when trying this.

After editing I convert the image with usenti but the resulting bmp isn't right unless I save it as 8-bit, 4-bit gives me corrupt text, readable but not right. Something must be going wrong after the ac3 text editor outputs a 24-bit .png, as converting from that for replacement gives me jumbled text on every occasion. Is there anyway you can make your editor can accept and output 4-bit .bmp files? Could help by cutting down on how many times the file must be converted. As long as the edited text isn't all weird in the end.

Then I still try to replace the (corrupt text) TIMs in the .bin but it's all compressed so I only get the message that says tims must be the same size.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: Dashman on February 11, 2014, 08:39:52 pm
Hm... It could be because I'm outputting images in RGB mode instead of indexed, as I feared in the beginning. I'll look into it tomorrow, working with BMP shouldn't be that different.

The real challenge will be the BMP -> TIM step. I ran into the same problem (different sizes) recently when trying to edit and reinsert some GIM files for a PSP game. It was a very small difference (84 bytes), so I managed to cheat the reinserter by adding zeroes in hex to the edited file, but somehow it didn't work how I wanted and the game ignored my changes. If we're lucky we won't have to resort to any sort of trick for this to work.

Give me a couple of examples of 4-bit BMP files to test on when you can. Let's see what can we do with this.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 11, 2014, 09:17:02 pm
I hope this post is comprehensive enough, here it goes.

Un-touched TIM sizes are 32.864 bytes.

The 4-bit bmp I get from them using timviewer is 32.886 bytes. That's the kind of bmp I've been using for editing.

If I use TimView+ the .bmp I get is 24-bit and much bigger, at 262,198 bytes. Haven't used any of these.

Here's an example for mission 1: http://www.mediafire.com/download/yr71cziw1ork18w/BMPs_2-12-14.rar

Also, I forgot to mention, the TIM included there shows two indexes, index 1 shows the text, index 2 doesn't (background color-only)
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: Dashman on February 12, 2014, 12:55:14 pm
Okay, I tweaked the editor to admit BMP files and output 4-bit BMP files as well. I've copied 3 of the possible CLUTs that I've been seeing in the BPB files with TimView+ (there are actually some variations of those, but I don't think it will matter that much... hopefully) and applied them to the different possible colour schemes. The down side is that some characters seem a bit too "clear" now in the example (looks like the palette has a very bright "black"), but for now it's just a detail.

For the example given, the BMP I get is 32.886 bytes as well. Then I've tried to convert this BMP to TIM and I got one with 32.832 bytes (32 bytes less). The most likely reason for this is that I generate images with only one CLUT, whereas the original has two. If you notice, TimViewer gives a CLUT size of 64 (2 sets) for the original and size 32 (1 set) for what the editor can output. I'm not sure if this will cause trouble during insertion, but if it does I honestly have no idea about how to add that second set...

Anyway, download this:

https://dl.dropboxusercontent.com/u/144016034/AC3_Text_Editor_1.2.1.jar

and try reinserting something. I'll be crossing my fingers.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 12, 2014, 06:55:17 pm
I've tried replacing one of the uncompressed images, those that use the small font, but no success. But maybe these few files are just garbage maybe not, no way to know yet. This wasn't a regular section anyway, but it was all I could try atm. At least I got to insert an image file in there for once. I should probably investigate further to see if I must fool the game into thinking this is the original file, so it works. You mentioned a HEX editor, maybe I should try that.

(https://lh6.googleusercontent.com/-3hWVf0jhCUw/UvwJKkhn0NI/AAAAAAAACtk/rtt8_QUzpuE/s800/Clipboard011.jpg)

When I try to reinsert a briefing or dialogue section, TimView+ complains they must be the same size, can't really fault them for that, here's how the original compressed ones look like.

(https://lh3.googleusercontent.com/-0gB-73f3M3E/UvwGPbU1ZII/AAAAAAAACtI/-0l62vVTUA0/s800/Clipboard02.jpg)
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: Dashman on February 12, 2014, 07:34:13 pm
I'm guessing you should be able to reinsert any image that has only 1 palette (CLUT) right now. I've read a bit into the TIM format (Klarth's document in Zophar here: http://mrclick.zophar.net/TilEd/download/timgfx.txt ) and there's a chance we can modify a file to include a second palete with relative ease. It's a matter of turning a 01 into a 02 and adding 32 bytes after the first palette and bang! size issue solved. I manually overwrote the palettes in a hex editor and this is the resulting TIM file:

https://dl.dropboxusercontent.com/u/144016034/0000-test02.tim

Try to reinsert that one into the game, and tell me how it fares. There are other stuff that might need some editing other than the palettes, but let's try this one for now.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 12, 2014, 08:42:45 pm
I need a little bit of advice on how to do this. I can't do this with TimView+ because it can't read the compressed files and even if I had your TIM compressed like those the program wouldn't be able to pinpoint which one to replace anyway.

So I thought of doing this by putting your test TIM in the extracted BPB that esperknight decompressed, then compressing the whole thing for replacement. I tried ulz and lzss compressors, but no success, little to no documentation that I could find. Is this complete replacement of the BPB thing even feasible?
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: Dashman on February 13, 2014, 06:40:05 am
Hm... maybe you can try jPSXdec for this one (if it recognizes the original 0000.tim, whichever it is inside the game files). If it works, I think I could prepare another little tool to fix the headers of the converted tim files (basically, paste the headers of the originals on the edited ones) and the only thing left would be a program to reinsert the files properly. That one's a bit out of my league though, maybe esperknight could make it.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 13, 2014, 07:22:11 am
I've sent an email about this question to the jPSXdec team.

I'm also thinking that maybe I should put make a request for a decompressor/compressor at the lab 313 team, I took a quick glance at their forums, they kind of made one specifically for the Front Mission 2 team, a project my co-founder is also part of (a web manager AFAIK). It's worth a try, they seem to be really helpful with this kind of thing.

Let's wait for now and see what happens, I'll post here as soon as I have new information. I've halted editing for now until we can overcome these latest obstacles.

UPDATE: a guy from jPSXdec answered my email and said their program isn't able to do what I wanted (replace entire blocks of an iso image) but there may be one that can do it, he wasn't able to name one though. After a few days wait my post at lab313 hasn't gotten more than a few views and no replies.

I'll contact esperknight to see if he can help us out.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DrMefistO on February 17, 2014, 09:56:19 am
Hi!
DragonSpikeXIII, your problem is so simple...
Where did you find any type of compression? How do you know, that any compressions exists at all?

I've checked AC3 CDs, and 've found non-compressed TIMs. If you want to edit those TIMs, you can use Tim2View (https://code.google.com/p/tim2view/) to extract/insert all TIMs (it works much faster than TimView+). Then, for editing extracted TIMs you can use Optpix, or Photoshop plugin (but check bitmode, when saving). That's all!

P.S. r43 version of Tim2View was released.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 20, 2014, 04:16:00 am
Thanks for your input.

The problem I was referring to is mostly due to these unreadable files, which I suspect to be the so crucial text images. Only esperknight has been able to find and extract them with his own decompression code.

This is what I get with Tim2View:
(https://lh5.googleusercontent.com/-RrQWEkMAh4M/UwXGhIZ_3lI/AAAAAAAACt4/qyGiO6vJ8K8/s640/Clipboard01.jpg)

I apologize for not using the correct terminology.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DrMefistO on February 20, 2014, 05:24:46 am
If you see nothing, try to change Transparence View mode to "No Transparence".
P.S. Download last version of T2V here: https://code.google.com/p/tim2view/
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 20, 2014, 06:20:32 am
I've tried with no transparence on and this is what I get, the same thing happened when perusing the game files with jPSXdec.

(https://lh6.googleusercontent.com/-l9D9osQwnCQ/UwXkQT_rJ_I/AAAAAAAACuU/Jdm2EpzBgQQ/s640/Clipboard01.jpg)

There are dozens of entries just like this one and the icon is always the same and is not present in the actual game.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: Dashman on February 20, 2014, 06:57:50 am
Well, that's really weird... If there was an entry for each of the kana symbols it would make some sort of sense, but only one repeated over and over...? Maybe it's just junk data?

Anyway, if it's not shown in the game, I guess you can ignore it for the time being. Do me a favour and try reinserting the TIM with the corrected header I sent you some posts ago. It doesn't need to replace the original TIM, just one with the same size that you know will show up at a point that you can easily reach in-game (don't forget to make a backup!). If it works I'll see if I can make a little program to fix headers of the edited TIMs.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DrMefistO on February 20, 2014, 07:44:56 am
If your TIM became bigger size after exproting from Photoshop, it means than you have selected wrong bitmode when did it.
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 20, 2014, 08:00:06 am
Well, that's really weird... If there was an entry for each of the kana symbols it would make some sort of sense, but only one repeated over and over...? Maybe it's just junk data?

Anyway, if it's not shown in the game, I guess you can ignore it for the time being. Do me a favour and try reinserting the TIM with the corrected header I sent you some posts ago. It doesn't need to replace the original TIM, just one with the same size that you know will show up at a point that you can easily reach in-game (don't forget to make a backup!). If it works I'll see if I can make a little program to fix headers of the edited TIMs.

Alright, I found only one image of the same size and replaced it with your test tim. While the original was replaced with an image that belongs somewhere else, this is the first time the game has had something altered and actually showed it on screen. Definitely a sign we have to mind the headers.

(https://lh4.googleusercontent.com/-Kf7G2vd2WtA/UwX6uIq6vYI/AAAAAAAACuo/2pQiBTA05c8/s400/Clipboard01.jpg)

If your TIM became bigger size after exproting from Photoshop, it means than you have selected wrong bitmode when did it.

Thanks, I'll keep that in mind!
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: Dashman on February 20, 2014, 08:43:33 am
Hm... That's not exactly the result I was expecting but it's something, I guess.

Now replace the same texture with this and see what happens:

https://dl.dropboxusercontent.com/u/144016034/0000-test03.tim

(this one has the exact same header as the original 0000.tim)
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: DragonSpikeXIII on February 20, 2014, 09:08:54 am
(https://lh4.googleusercontent.com/-0v1dRAE3DoM/UwYKvzlKe-I/AAAAAAAACu8/Mr__P8kSr2s/s400/Clipboard01.jpg)

The text displayed is actually text from this mission itself (!). First few lines are this mission's briefing followed by dialogue from a short cut-scene in the middle of the mission.

Kinda unexpected (for me at least) since the TIM you gave me was an English translation, and none of that appeared during this test.

What do you think, Dashman, is this good or bad for us?
Title: Re: ACE COMBAT 3 electrosphere: text replacement (Jp->En) UPDATED
Post by: Dashman on February 20, 2014, 09:46:32 am
Well, it's definitely better than the previous one.

From this result, I take the header contains some sort of pointers that can't be changed. In this case, you replaced a random TIM with another one, so the pointers in it are wrong (they point to another piece of text in the VRAM... I think). If you replaced the original 0000.tim with the edited one, it *should* show the translated text. The other way around should work as well, if you gave the edited 0000-test03.tim the header of whatever tim file you replaced (and then replaced it with the new 0000-test03.tim), the game *should* show its text in that scene.

This is all theory with a bit of wishful thinking, feel free to make some tests. I'll see if I can get you a "header fixer" for today.

EDIT:

And here it is:

https://dl.dropboxusercontent.com/u/144016034/AC3%20Header%20Replacer%20v1.0.zip

Command line, supports batches and all that stuff. All you need to know in the readme file.

Remember, this is meant to fix the TIM files created after the edited BMP files. The process goes like this:

1) Dump TIM from ISO
2) Extract 4-bit BMP from TIM
3) Edit BMP with the text editor
4) Create TIM from edited BMP (I used TimViewer last time, not sure how you'll make it)
5) Create final TIM with the program using the original TIM and the edited TIM

I hope that was clear enough. Let me know if there's any issues, like the program randomly playing Macarena or something like that.
Title: [PS1]ACE COMBAT 3 electrosphere: text replacement (Jp->En)
Post by: DragonSpikeXIII on March 03, 2014, 05:43:55 pm
Hello everyone, I'm sorry for the delay but here I am to give a you all a report on the current happenings.

First of all, I gotta say last week was one hell of a busy week working on this game. From blog posts, to video editing, to my first jp->en translation attempt to this game's ongoing effort... there was a lot going on, which ended up in a big headache early on today but I'm better now, thx :)

So what I have is most missions for the first path, which means Keith-Ending A. I say almost all because some missions are optional and my aim was to race to the end so as to have a more-or-less fully playable path. I'll get on the rest this week. Further more, while briefings/debriefings and pre-/post- mission dialogue are all there, I still haven't seen some short sections of text, I'll get on that later but it shouldn't be anything to worry about.

I haven't performed any implementation tests but I have your program and I've read your comprehensive readme. I'll try that some time this week for sure.

Moving on, during my so-called "race to the end-game" I went ahead and tried asking for help to get the game's full credits translated, as U.S./PAL releases are incomplete as people responsible for the material that got cut out obviously were left out of the credits. As the task proved maybe a little too daunting no one really volunteered so I went ahead and did it myself. Thanks to Dashman for the tip and thanks to a few verey handy online resources I was able to get every name in English, only a couple leaving me a little unsure, but hey, I'm ready for anyone knowleadgeable to rip on my attempt! :)

Anyone interested in the game or just curious can see the game's original credits in Japanese AND English right herehttps://www.youtube.com/watch?v=_AU9GyWGfss (https://www.youtube.com/watch?v=_AU9GyWGfss)

Last but not least, I've also made a few new AC3-themed videos that are available to my channel here -> https://www.youtube.com/user/DragonSpikeXIII (https://www.youtube.com/user/DragonSpikeXIII) They've been getting a good response from the Japanese fanbase over at nicovideo, so maybe check 'em out, or maybe not, anyway don't worry I'm always working on this game's translation one way or another.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: Dashman on March 03, 2014, 07:27:10 pm
Good to see everything is going well. Still crossing my fingers for the insertion tests. Don't worry about "delays", this is your project and only you can set your own deadlines! (if any)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: DragonSpikeXIII on March 07, 2014, 01:32:28 pm
New post, new news

I've followed your instructions, Dashman, and your program works perfectly! And was also easy to use.

I've been performing a few tests on the same scene with different files. My latest attempt was to translate the monologue from that very scene but all I got was the briefing, this time as white on black without any kind of graphical corruption other than a split second before it starts, so it "looks" right this time but after a while you notice it's not what the character is saying.

I find this weird, these tests wouldn't be possible without correcting the headers because the file size wouldn't be equal, but even so I still got the same old briefing.

I'll see what else I can try with what I have right away, I'm THIS close to getting this scene in English.

UPDATE: no success, could be because the image I'm testing is an indexed one. There are a few other images I can test, which aren't indexed, maybe I should try those instead.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: Dashman on March 07, 2014, 08:25:25 pm
It displays translated text but the wrong one...? :huh:

Maybe I messed up and the headers are being copied wrong. After fixing the headers, compare some random originals with their fixed counterparts in hex (used a hex editor for this) and make sure the headers are the same (the first 52 bytes if it has one CLUT, 84 if it has 2). Also check in TimViewer if the edited TIMs contain what they should.

If all of that is correct, well, I have no idea. Perhaps the image content determines the TIM position in memory or something like that (but that would be really weird). Let's hope it's just that I broke something, otherwise you'll need somebody else's help :-\
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: DragonSpikeXIII on March 07, 2014, 08:50:49 pm
I've just checked the original and edited TIMs I was testing today and I can tell you the first five lines are identical, that should be the headers. The CLUT was also only one, which is correct.

I can confirm 100% that the text wasn't the one from either the original or the edited images, it was the briefing except this time the colors were the ones used by the TIM that plays during the cut-scene. This means no English text whatsoever, which is really what I'm trying to achieve this time.

I really should find another cut-scene to test, I still have a few files I can choose from (all of which without index), all I need is some time to find the missions where they are displayed.

Put your heart at ease for now, I may have picked a case that is the exception rather than the rule.

UPDATE: just found a perfect one test out, getting on it right now

UPDATE2: looks like I was right, let's forget about that other scene I was testing for now, this one works! First successful replacement! Also good is how there are other 5-6 images readily available just like this one. Your program works, buddy!

(https://lh5.googleusercontent.com/-MoP3K_LC8gw/UxqNrxPflfI/AAAAAAAAC9U/BUlgruof7wg/s400/SuccessfulReplacement.png)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: Dashman on March 08, 2014, 05:55:30 am
 :woot!:

Today is a good day indeed! :)

By the way, for that conflictive scene, try replacing the briefing textures as well and see what happens. The graphical glitch you mentioned that happened for a split second at the beginning might mean that the one texture it's trying to access has a problem and somehow skips to the next one (the one with the breafing stuff?). It would be a matter of finding out what went wrong.

What's a "Dision", by the way?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: DragonSpikeXIII on March 08, 2014, 10:16:40 am
[Abyssal] Dision is the name of character in the game. Pretty uncommon name, I know :)

Regarding that other infamous scene, you're probably right about it trying to access the texture as I had inserted an un-indexed image where there should be an image with a 1-2 index. Why they did this for just that scene baffles me, they could have upped the vertical resolution and inserted the 5-6 lines from layer 2 on the first one and be done with it....

By the way, I really hate to sound like a broken record but I still can't replace anything beyond these few examples, including briefings. The reason for this is I just don't have a program that can see/show where the rest of images are (timview+ and jPSXdec can't)

esperknight had coded the decompressor that extracted this material, I think we need something that can do it the other way around now.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: Bob Liu on March 08, 2014, 04:13:38 pm
Glad to see your making progress, eagerly awaiting to see more but take your time.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: Dashman on March 08, 2014, 06:55:48 pm
... I had inserted an un-indexed image where there should be an image with a 1-2 index.
Oh wait, that's right, there are TIM files that have text written in several layers... How does that even work? Can you edit the second layer in any of the other programs to put a BMP file on that? Please, post the original of the one TIM giving trouble, I'd like to see how it looks like inside.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: DragonSpikeXIII on March 08, 2014, 07:14:25 pm
Oh wait, that's right, there are TIM files that have text written in several layers... How does that even work? Can you edit the second layer in any of the other programs to put a BMP file on that? Please, post the original of the one TIM giving trouble, I'd like to see how it looks like inside.

You got it, here's the little bastard in untouched 4-bit BMP form:

(https://lh3.googleusercontent.com/-mJ1p89cA6Ns/UxuxMpJ9aWI/AAAAAAAAC9w/t9u--QaV8GI/s800/ACE.BPB%255B14%255D_p00.jpg)

(https://lh5.googleusercontent.com/-OsyZKR5JqJQ/UxuxMgE_DWI/AAAAAAAAC9s/EZcxAfwB-Js/s800/ACE.BPB%255B14%255D_p01.jpg)

From what I've seen with timview+ all the BPB text images, meaning 99% of the raw text material, has two layers but the second is BLANK, background color only. Just thought it was worth throwing out there, just in case.

Both layers are editable without hassles, I'll see what I can do about putting them together again.

EDIT: dammit, I forgot to load the TIM, sorry about that, here it is: http://www.mediafire.com/download/eqomfrfzfyxmndi/ACE3ES1.bin_15_G_4c.tim
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: Dashman on March 09, 2014, 07:05:58 am
Well, this is interesting. The indexes you mentioned are actually the CLUTs. When you choose to use index 1, you're using the first CLUT / pallete, if you choose 2, the second. Check the CLUT tab and you'll see the colours are arranged in a different way.

This makes for a rather funny trick: both sets of text are contained in the same image, the difference being that each one uses a different pallete. The first one will most probably use the first 4 colours (which show as black in the second palette) and the second one will use colours 1, 5, 9 and 13 (those are black in the first palette). If you check the "random" next to "generate pallete", you'll be able to see all the text at the same time (in garbled colours).

The problem now is... how do we reproduce that trick?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: DragonSpikeXIII on March 09, 2014, 11:58:42 am
So the plot thickens...

I've checked the other text images, and they work pretty much the same way. I've also found a lot of text images that actually had text on the second palette as well, so not all have a blank second palette as I initially thought.

I'm working on the other images that have no second palette, one of them is the game's first intro scene and a couple are endings d and e, all of which I've already translated though I'll have to test the endings tonight.

So I guess we're gonna have to treat these images as one, I'm not sure if this is technically sound but maybe if we had the ac3 text editor write with one set of colors/CLUT and then on the second pass for the second palette write over the previous text with the same colors for text/background except with different CLUT data.

Maybe we would need to edit the CLUT afterwards with another program for this to happen, but this is just a guess.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: Dashman on March 09, 2014, 12:43:39 pm
I think I could add a check button to the UI that would make the program use what should be the secondary palette. This way you could produce a BMP with the first image using the first CLUT and another image using the second one.

I'm guessing that it's possible to pull off the trick by simply merging the image data with an AND operation, but that still needs to be tested.

The process would go like:

1) Create the two BMP files, each one with a different palette.
2) Convert those two BMP files into TIM files with a single CLUT each.
3) Use a new tool to merge those two TIM files into one that has all the image data and the two CLUTs.
4) Fix the header of that TIM file with the other program (the size would be ok, but there would be some wrong data in the header).

Then the TIM would be ready for reinsertion.

I have a little doubt though, do all files you've encountered with text on the second CLUT use the same palettes? That is, all of those are white text on black or there are other colours as well?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: DragonSpikeXIII on March 09, 2014, 12:59:54 pm
There are about a handful of cases. Here's a list of the ones I've confirmed:

1) Briefing, black on white(cream) with a second BLANK (meaning background only) palette

2) Debrefing, black on blue(teal) with a second BLANK palette that is black(don't know why iit's not blue)only.

3)  Dialogue portions, meaning black on white like Briefings, but most of the ones I've checked have different text on palette 2.

4) Black on white in BIG font just like the ones above, some of these have a second palette that would overlap with palette 1 (like the TIM I just gave you), but some have just one line that wouldn't overlap at all with palette 1, just an additional line of dialogue.

I've checked the CLUTs for these and they have different configurations than what we've seen until now: some are slightly different, one color in place of another, some are more like that TIM, with fewer colors. I'll give you more details as I investigate, shouldn't take long.

EDIT: here's a RAR with some images showing four types of CLUT configurations. Only 3 pairs beause I've cheked and the dialogue images are identical to the briefing ones, both clut 1 and clut 2. http://www.mediafire.com/download/9qh5smk9g0qh390/CLUT_types.rar

Images are organized as follows: 01 palette 1, 02 palette 2, 03 CLUT 1, 04 CLUT 2, and so on. Three pairs, 01, 001 and 0001.

Hope this is comprehensive enough, if you need anything else just ask.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATED*
Post by: Dashman on March 09, 2014, 08:32:57 pm
Well, it would have been faster to just attach the TIM files :laugh: Anyway, if these are all the variations you've found, I can see the only cases that have text for both CLUTs are the ones with white on black, which reduces the number of special cases I have to take into account.

I'll get to work on this tomorrow. I think I can have it ready for the night, unless something comes up.

As a fun note, if you open a TIM file that doesn't use the second CLUT to display text (like the one with black on teal) in a hex editor, you'll find that the part of the header that contains the palette has some sort of path written on it. That is, what seems to be random colours in the CLUT is actually text. For example, the one in 04.png reads as "1.005\BIN\MSWIN3~1;C:PE" after the four initial white colours. Even part of the first CLUT is used that way. This is one of the reasons why keeping the headers intact is important (because who knows if that's actually used for something...).

EDIT:
I had forgotten I have the BPB files myself too. I took a look at them and it seems the two layer trick is used for the three colour sets, so I updated the Text Editor with the option to use the CLUTs that would be used in the TIMs with two layers. It's just a couple of checkbuttons under the text area, check the leftmost one to have what would be index 1 and then the rightmost to get what would be index 2.

https://dl.dropboxusercontent.com/u/144016034/AC3_Text_Editor_1.3.jar

And here's the little program to merge single-layered TIMs into a double-layered one:

https://dl.dropboxusercontent.com/u/144016034/AC3%20Layer%20Merger%20v1.0.zip

That being said, it's not all good news. Apparently I've done something really wrong with the CLUTs in the Text Editor. If you choose the CLUT for the secondary layer in a "white text on black" texture, the background is shown as blue, even though it's not a colour in the CLUT :o If I convert BMPs made with it using TimView+, the CLUTs are okay... for the first 4 colours. The rest are something else (which would explain why I'm getting that blue out of nowhere). This *might* not be as bad as it sounds, since there's still the step of replacing the header, which I haven't tried.

So here's a bit of homework for you:

1) Turns out I don't know how to extract 4-bit BMPs from TIMs, so please get a double-layered one, extract its "layers" and turn them into two separate one-layered TIMs *without* editing them. Now merge them with the Layer Merger and open the resulting TIM. If it looks like what it was originally, the Layer Merger is the best thing ever. If it does funny things, please show me (send me the TIMs you created).

2) Now edit those BMPs with the Text Editor, transform thsoe into TIMs, merge them AND replace the header with the original. Let's see what that does.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATED*
Post by: DragonSpikeXIII on March 10, 2014, 11:47:48 pm
That was silly of me not going for the TIMs directly, hehe. And thanks for the software, I'll post my results by tomorrow afternoon.

I wouldn't worry about the color for now because if this proves functional, then we're on the right track.

In reply to note 1) I hope I haven't misread it but the way I do it is use timview+ to view the (extracted) BPB TIMs then click on "extract BMP from TIM"(Operations tab). The resulting BMP will appear in a folder called "for edit". Some TIMs are originally 4-bit ones, but most are 24-bit. Whenever I edit the BMPs, your ac3 editor will make a 4-bit BMP which I then convert to 24-bit with usenti when necessary, then make a TIM (w/ timviewer) from that.

It's the way I've been doing it until now, with positive results just as shown. Hope this is what you meant, hope this helps.

On to note 2) I'll get on that right away. Good thing we do have one double-layered TIM I can  test right now, if we are successful with this one, that will only mean good things when the time comes (hopefully) that I can move on to the testing the BPB TIMs.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATED*
Post by: Dashman on March 11, 2014, 08:03:07 am
...the way I do it is use timview+ to view the (extracted) BPB TIMs then click on "extract BMP from TIM"(Operations tab). The resulting BMP will appear in a folder called "for edit". Some TIMs are originally 4-bit ones, but most are 24-bit.
Ah, that explains why I got these 255 KB files (instead of 33) when I tried to run the first test myself... Then when I tried to convert them with TimViewer, it said that their BPP was not supported. Hopefully the second doesn't pose any problem.

EDIT:
I managed to fix the issue with the CLUTs in the Text Editor, grab the new one here:

https://dl.dropboxusercontent.com/u/144016034/AC3_Text_Editor_1.3.1.jar
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATED*
Post by: DragonSpikeXIII on March 11, 2014, 03:21:51 pm
I was just about to come here and post my results, they were negative (very corrupt text in-game) but only because the CLUT data was off, the rest of the numbers (headers) were identical, though after merging both layers the colors became garbled.

I'll do it again with the new editor, let's see if it makes the game happy this time around.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATED*
Post by: Dashman on March 11, 2014, 03:55:52 pm
Oh, I already tested that and nope, no luck. It's not an OR operation. I already tried with AND, XOR and adding both layers with similar results. In the process I think I spotted a mistake in the way the Header Fixer work, I'll post an update later. I'll have to make some more tests to figure out how to merge those layers, I'm sure it has to be a very simple trick.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATED*
Post by: DragonSpikeXIII on March 11, 2014, 04:07:54 pm
Third test just done, mostly successful, you're on the right track.

I won't bother posting a picture this time, the only thing that didn't come out 100% were the final colors but I knew that right from the start as the merged TIM showed very clearly how they would be displayed in-game.

Background was grey, text was black and a little hard to read, not a proper replacement like the previous ones but DEFINITELY a good sign. All numbers are accurate and identical to the original, it's just a color thing.

I gotta say, you're on a roll here Dashman!

EDIT:  I wonder if the color thing is my fault. It always happens during the merging phase. Single TIMs are perfect, then I merge them and they change just like that. weird...
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATED*
Post by: Dashman on March 11, 2014, 07:09:34 pm
Oh no, it's not your fault. And hell yes, I'm on a roll!

Have a layer merger that actually works:

https://dl.dropboxusercontent.com/u/144016034/AC3%20Layer%20Merger%20v1.1.zip

(I had forgotten all I said about how the indexed colours worked and just tried bitwise operations, stupid me...)

Here's a simple example I created using the text editor and the layer merger:

https://dl.dropboxusercontent.com/u/144016034/example.tim

And the fixed header replacer:

https://dl.dropboxusercontent.com/u/144016034/AC3%20Header%20Replacer%20v1.1.zip

I was ignoring 12 bytes after the CLUTs in the original files before and taking them from the edited ones, not sure if that could break something. Just to be sure, replace the headers of the files you created again with this new version. If you reinserted something, I recommend you do that again with the new versions (or just start again with a clean backup).
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATED*
Post by: DragonSpikeXIII on March 11, 2014, 09:17:59 pm
Fixing the 12 bytes seems to have been the reason for the text getting ever so slightly corrupt. Now it is perfectly readable just like it should be. Colors still go blargh during merging, don't know why. We're damn close now.

EDIT: no wait, I've checked and the merging is fine, it's the header fixer, that final file produced by the ac3hr is the one that goes awry, not during merging like I said before.

(https://lh6.googleusercontent.com/-XINlARIK40Y/Ux-1MsDcFGI/AAAAAAAAC_o/-Fa0PwNg7_4/s400/4th%2520test%252C%25202-layer%2520image%252C%252090%2525%2520success.jpg)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATED*
Post by: Dashman on March 11, 2014, 10:08:28 pm
The colours go wrong? I've only tried replacing the header of a tim with black text on white, but the result was as expected. Make sure you're using the lastest version of each tool and that you're naming the files accordingly before replacing headers (maybe it's taking the header from the wrong file, getting the wrong colours?).

I'm guessing the screenshot you're showing was supposed to use a white text on black tim, right? If you don't find the problem, please upload the original, edited and header-replaced TIMs and I'll try to figure out what's wrong.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATED*
Post by: DragonSpikeXIII on March 11, 2014, 10:17:05 pm
Double-checked and tried one more time with empty folders while using the header fixer, the end result was the same.

It's supposed to be a white on black image, somehow colors get re-assigned and it becomes black on gray.

Here's the TIMs you asked: http://www.mediafire.com/download/cjtsdeoqo32rohn/ACE3ES2.bin_188_G_4c_TIMS.rar
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATED*
Post by: Dashman on March 11, 2014, 10:41:43 pm
Argh, I see the problem. If you notice the CLUTs of the original and the edited files, the colours are inverted. That's "correct". The problem is that the TIM I checked as an example for a "white text on black" TIM had a CLUT with colours going from "white" to black ("white", light gray, dark gray, black), so all images of that type generated with the Text Editor will use that CLUT. However, your original TIM's CLUT uses the reversed order (black to white).

To explain it easily, instead of typical RGB data, each pixel in the image data is just a number from 0 to 15, which corresponds to a colour in the CLUT in use. If it's a 0, it says "draw colour 0". When you edited the BMP, colour 0 was "white", but when you recovered the original CLUT, colour 0 was black, hence the weird change of colours.

The solution is simply adding something to the text editor to give you the required CLUT. You'll have it for tomorrow ;)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATED*
Post by: DragonSpikeXIII on March 11, 2014, 10:51:52 pm
The solution is simply adding something to the text editor to give you the required CLUT. You'll have it for tomorrow ;)

Awesome, I knew it wasn't anything to worry about. Looks like the first stage of the text replacement process is done, a lot of ground's been covered these last few weeks.

I've sent esperknight a message here on rh.net regarding the ever-present BPB extract/reinsert issue, here's hoping!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATED*
Post by: Dashman on March 12, 2014, 08:33:38 am
And here it is:

https://dl.dropboxusercontent.com/u/144016034/AC3_Text_Editor_1.3.2.jar

Now you can invert the colours of the palettes when using layers, you'll have to keep an eye open for the CLUT of the original TIM from now on, to make sure you're using the one that matches it best. I made this in a 15 minute break and haven't tested it, so please tell me if it works as it should.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATED*
Post by: DragonSpikeXIII on March 12, 2014, 02:44:46 pm
I'll just leave this here...

(https://lh3.googleusercontent.com/-p8yGRvXP-Yk/UyCqz3WvMXI/AAAAAAAAC_4/0koxtVCWdzg/s400/a.png)

Both layers tested successfully

 :thumbsup:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATED*
Post by: Dashman on March 12, 2014, 03:59:30 pm
(http://i.imgur.com/36ZNLLG.png)

I hope reinsertion doesn't pose too many challenges. Best of luck for the rest of this! :thumbsup:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATED*
Post by: DragonSpikeXIII on March 12, 2014, 05:02:46 pm
I hope reinsertion doesn't pose too many challenges. Best of luck for the rest of this! :thumbsup:

I can't thank you enough, seriously. A lot of troubleshooting, program writing and fine-tuning had to be done this past month but not once did you come up short, even the crucial 2-layer part got owned pretty quickly!

Bottom line: You're awesome!

I also wanted to let you know that the project's been receiving a lot of positive feedback from those that have been following the project all these years and from the Ace Combat community. I've been in talks with the administrator of electrosphere.info, they're gonna write a series of articles on our project and there's even talk of interviewing our team members later on!

Quote
I know my decompressor still seemed to miss a few so I'm sure we'd have to track it down but at least 99% of it's known with what I did so a recompressor shouldn't be too hard (I say this now...).

esperknight, if you're reading, know that I could use your help now, let me know if such a recompressor program is feasible or not, if you're still available that is.
 
Of course, I have no objections if anyone else reading this would like to try, feel free post below as any input is wholeheartedly appreciated.

EDIT: info on compression: http://giphtbase.org/gipphe/ac3j/journal.php
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: esperknight on March 16, 2014, 09:59:57 pm
Hey!  My apologies for the late reply but DragonSpikeXIII pmed me and reminded me about AC3.  I took a look again at it and figured out a very nice way of repacking it that made it quite easy and so here we are : Ace Combat 3 Toolkit (http://www.mediafire.com/download/758f3wfpwa31etg/ace_combat_3_toolkit.rar).

The only thing missing from the toolkit is the cd image itself which must be in bin format and also renamed to ac3.bin and placed in the cd/orig folder.  Other then that it's ready to go.  Build is where the files are kept to rebuild the AC3.BPB file and are the ones that need to be changed for insertion.  Orig is the originals in case there needed.

I haven't worked on the compression piece just yet since it's a custom variation of LZSS and I need to think on how they're generating some of the needed values (and if I can do it generically).  I'm hoping that one could just replace the ULZ files with the decompressed TIMs and it should work... but not quite sure yet (I can test this later I realize by simply replacing them all ;)  So if anyone wants to build a compressor before I get to it I wouldn't mind ;)  The code I wrote to decompress it (I can't recall if I posted it....) is here : AC3 ULZ Decomp (http://www.mediafire.com/view/37c658q7ztxw57f/AC3_ULZ_decomp.cs)

Also for replacing the files, they just need to be in the same order.  Extension doesn't matter at all.  So essentially you could replace 000.ulz with 000.tim and it'll be all good :)

Here's the code for the repacker if anyone cares : AC3 Repack (http://www.mediafire.com/view/rwaulaasesja89t/ac3_repack.cs)

Enjoy :)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: Dashman on March 17, 2014, 12:02:44 pm
Simply amazing :thumbsup:

I'll have to take a look at your code when I get some time, I've been wanting to learn a thing or two about compression for a long while now.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: DragonSpikeXIII on March 22, 2014, 12:09:16 pm
That's it, the floodgates are OPEN!

(https://lh5.googleusercontent.com/-I-2iAT529PU/Uy21Yx04z9I/AAAAAAAADBw/yHBazySPnbU/s640/01.png)

Almost perfect replacement, text got a little uglier after merging, which isn't supposed to happen. I'm gonna go try again and see what was the cause of that.

EDIT:
(https://lh5.googleusercontent.com/-h18023C4oFQ/Uy296LlTx2I/AAAAAAAADCE/m8fa0Da4p-E/s800/02.png)

Problem fixed (had to do with the 'layered texture' check box), text looks better now, probably as good as it possibly can.  Tested using XEBRA, as always, so jaggies will be present. I'll try with ePSXe and super-duper settings to see how it looks some other time.
 
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATE*
Post by: Bob Liu on March 22, 2014, 01:34:35 pm
Awesome to see your making good progress, can't wait to see more.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATE*
Post by: DragonSpikeXIII on March 22, 2014, 01:40:50 pm
Awesome to see your making good progress, can't wait to see more.

Thanks, I'd be more than happy to oblige!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATE*
Post by: esperknight on March 22, 2014, 03:27:01 pm
Very awesome to see everything working :D  Depending on the overall size of it we may not need to compress it then.  But we'll see :)

Awesome work DragonSpikeXIII and Dashman :D
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATE*
Post by: Bob Liu on March 22, 2014, 06:43:55 pm
Thanks, I'd be more than happy to oblige!

I've always wanted to play this Ace Combat game and finally someone is translating it, thank you.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) *UPDATE*
Post by: zfreeman on March 27, 2014, 12:29:54 am
On May 27th of this year, it will be exactly 15 years since this game's initial release.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: DragonSpikeXIII on March 28, 2014, 04:02:19 pm
Hey guys, it's update time.

I've finished consolidating the first TIMs that me and Dashman were working on a few weeks ago. All have been edited and as of this writing almost all have been tested. These text images are the ones that anyone can access with jPSXdec or TIM2View.

These include:

- the in-game introduction, which can be seen at the start of this video: https://www.youtube.com/watch?v=JmmZHgqyGug (https://www.youtube.com/watch?v=JmmZHgqyGug)

- all endings where there is actual dialogue. One never had subs, so all endings are accounted for. Endings A and B are on Disc 1, the others on Disc 2.

Fun facts: Dision's ending has two lines at the start that aren't displayed in the game. The first actual line is a summary of those two lines. pmt7ar helped identify these lines.

- Rena/Dision cut-scene from Mission 16 "Broken Wings" (not M15 like in the video), Disc 2, which can be watched here: https://www.youtube.com/watch?v=QZinfBI4QD4 (https://www.youtube.com/watch?v=QZinfBI4QD4)

- Fiona/Cynthia cut-scene from Mission 43 "Utopian Dreams", Disc 2.

- Cynthia/Dision cut-scene from Mission 44 "Reality Distortion". This one's a little bit funny, the text image for this one has a couple of lines out of order at the end, but they display correctly nonetheless (still needs to be tested with Eng. subs), Disc 2.

After these were done, I moved on to editing and testing the TIMs that esperknight skllfully extracted from the .BPB.

His ac3 toolkit for Disc 1 coupled with Dashman's ac3 TIM editing suite are the main tools I'm using. Other important tools are TIMView Plus, Tim2View, timviewer and usenti.

What I'm working on right now is editing and testing about 350 TIMs (rough estimate). These include, in this order: briefings/debriefings, dialogue, data swallow TV broadcasts and some other dialogue that uses different colors.

Things are going smoothly and looking up but at this point this still doesn't mean -100% translation- as there is some text that is yet to be found and extracted. I've brought this to esperknight's attention so we'll see what we can do about that.

Last but not least, in-game tests have all been successful up until now. Text displays correctly though the game is little tricky in how it handles the TIM images, it cuts off some of the right side of the TIMs so that means I can't use all 256 pixels of width. This was never going to be problem when writing in Japanese but for us it matters as we're going to need every pixel we can get.

By the way, anyone got the last and final version of Tim View Plus? I lost mine a couple of weeks ago thanks to a PC failure and all links are gone, it was a very good program and had some important features that could make progress faster. All I have now is an older version which lacks many of the features I've relied on since work on ac3 began.

Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: Bob Liu on March 28, 2014, 05:16:18 pm
Looks great, nice work.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: DragonSpikeXIII on March 30, 2014, 04:39:15 pm
Evening gents,

Mission 01 is almost fully translated, only the in-mission stuff is yet to be found for editing.

Here's the video: https://www.youtube.com/watch?v=jbqKBqR3TeY (https://www.youtube.com/watch?v=jbqKBqR3TeY)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: Bob Liu on March 30, 2014, 05:26:47 pm
Looks awesome, nice work.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: Dashman on March 30, 2014, 06:23:41 pm
Loved the translation, loved the editing of the video, hated how every texture seems to be extremelly low-res in this game. Great work :)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: Red Soul on March 31, 2014, 12:09:54 am
Everything is looking great, and I'm really looking forward to this being done.
Congratulations for the hard work all of you from Team NEMO have been putting into this - this is probably my favorite AC game and the one that raised the bar for the series and took it to a much more interesting direction than its predecessors did.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En)
Post by: DragonSpikeXIII on April 04, 2014, 03:04:15 pm
Here's my weekly update:

- After doing the first mission, I moved on to the second one and that too is completed, apart from the in-mission stuff.

- I can safely say that I could do about one mission per day even when a little busy with other things. There are a few possible exceptions when it's a mission with longer and more numerous stretches of dialogue or exposition.

 Two examples of this are the first mission, which took me two days and still isn't perfect, and the first GR mission (19) where the GBS news broadcast takes not one, two or three, but FOUR double-layered TIMs full of exposition. On top of that whenever Dision shows up I know it's gonna take longer than usual, the guy just loves to talk.

 On the other hand, Rena is the one who talks least but the way she speaks isn't really fluid and the way her lines are timed reflect her labored way of speaking. Fiona and Erich are pretty straightforward and much simpler. Keith and Cynthia don't seem to be very different from them but I haven't gotten to actually editing anything from them yet.

- This week I also went back to the folders containing all the TIMs and renamed each folder so that I wouldn't have to waste time anymore looking for the TIMs I needed (out of 194). Now that I have found a good naming convention the time it takes to get edit the TIMs has been drastically reduced, there were times when I had to go through all 194 folders more than once on the same day, clicking and scrolling down ad nauseum because I couldn't find the one I needed but those days are gone now.

 There are about 50 folders with TIMs that still need to be decompressed and identified. I believe the in-mission stuff is in them because other than that there is no pre/post-mission text that is really missing and even if it were it is easy to guess which one it is.

- The way the folders are ordered is mostly tidy but it gets a little bit messier after normal dialogue is over, this is the way they were ordered:

0127-0178: briefing/debriefings, chronological but the folder that has one mission's briefing almost always has the previous mission debriefing: 0127-M01Briefing, 0128-M02BriefingM01Debriefing, and so on. There are some exceptions to this when there is more than one possible path.

0248-0356- Pre/post-mission dialogue, mind you I'm working on Disc 1 but this disc has all TIMs from both CD1 AND CD2. I don't know why that is, it may have to do with the "Archive" function in the mission menu but for that to work disc 1 (and 2) would need the Japanese dub audio files from both discs as well (which I don't think I've seen). Half is nice and tidy but there's about 20 folders that aren't present here that can only be found in the next section (still chronologically though). So right now I already have access to material from both discs, ready for editing.

0357-0400: news broadcasts, chronological as well.

From folder 401 to 408 the TIMs are the ones that have white lettering on a black background, which is still pre/post mission stuff, it's only a color change. There are still dozens of folders after the 408th, which I believe may contain in-mission text.

- I love the end-games of all paths as the closer you get to the end the fewer things one needs to work on. After a while there just aren't any briefings or debriefings, no pre/post mission messages or news of any kind. There is a bit more in-mission dialogue and cut-scenes though but that's pretty much it and they're short and concise anyway.

Ok so this is pretty much it for this week's update, I might upload a video of mission 02 Bravado in the next few days, but it would be more of the same stuff I showed on last week's video. Mission 03 I'll only upload when when we manage to crack the in-mission stuff because that mission has lots of chatter and one cut-scene. Not much point in making a showcase when half the video is still untouched, hehe.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jp->En) -weekly updates-
Post by: Bob Liu on April 04, 2014, 04:17:17 pm
That does sound confusing and taxing, your making very good progress so good luck.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on April 21, 2014, 03:53:38 am
It's been two weeks since my last update, I was hoping to make updates weekly at first but there haven't been any new breakthroughs or developments, which are the only things that make posting updates worthwhile for everyone.

I'm in the middle of editing, I'm immensely happy the project's advanced to this point and progress is steady, a little slower than the breakneck speed the project was going weeks ago but that's only natural as we were kickstarting this thing to get the project moving.

So 52 missions to work on. That's a lot even with the in-game stuff still out of reach. I think I'll post a video for the second mission in the future to show how the smaller text news bulletins look, there's one at the end of it and Dashman had to upgrade the text editor for me to able to properly edit those.

As soon as there's something new I'll make sure to post it here.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Dashman on April 21, 2014, 04:51:10 am
I took a look the other day at your blog and read the results of your research about the causes for AC3 being cut down for its international release. It may be a bit especulative, but I loved the fact that someone at last threw some light on this matter, it was one of these doubts I've had since the game cam out. Also loved the fan-made CMs, you've got some editing skills man.

Keep it up, but don't worry about taking a bit more time. We've waited almost 15 years for this, a bit more time won't kill us ;)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Bob Liu on April 23, 2014, 05:48:31 pm
How much missions have you done so far.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: niko_holder on May 13, 2014, 11:46:23 am
Great work man. Keep on going...we'll translate this masterpiece in every language  ;D ;D ;D
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Bob Liu on May 15, 2014, 10:27:04 am
Any update on recent progress, also how about answering back to me pm's at least.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on May 16, 2014, 07:56:11 pm
Hey all,
 
 a progress report has been posted on our blog, I'm about halfway through the first disc.

 http://useatoday.blogspot.com/2014/05/eapn-top-news-7-15-progress-report-i.html

 I'm preparing a full progress report that will be published on June 16th. I'm confident that by the end of June I'll done with Disc 1 (in-game radio chatter/communications NOT included).

 And Bob Liu: please stop asking for updates here and via PM, I will not answer any such messages. News on progress will be posted for everyone to see when I feel is more appropriate.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Gideon Zhi on May 16, 2014, 07:58:51 pm
And Bob Liu: please stop asking for updates here and via PM, I will not answer any such messages. News on progress will be posted for everyone to see when I feel is more appropriate.

 :thumbsup:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on May 25, 2014, 04:19:08 am
Hey yo,

dropping by to say that I'm uploading some cut-scenes here -> http://tinyurl.com/lddmbwz (http://tinyurl.com/lddmbwz)

These are the same cut-scenes on which me and Dashman were working on back in March. As the current stage of editing Disc 1 is nearing its end, I thought of going back to these short but insightful segments. They contain revised translations that should be very close to final.

These last two weeks I've been working pretty much non-stop and I'm already going back to the earlier missions to improve things here and there. BRPXQZME and pmt7ar are providing assistance to me where needed.

By the way, I'm going to be very busy during weekdays for the next three weeks as the time has come for my yearly military duty here, a refresher course where we repeat some basic drills, easy stuff, but it remains to be seen if I'll have enough stamina left during weekends. So I'm preemptively putting some stuff out there to keep those interested satisfied and show how we're working.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Dashman on May 25, 2014, 07:43:02 am
That's a lot of updates man, it's always nice to see progress. Seeing these videos makes me be a bit more pissed off with Namco for not localizing the game. Back in the day, I completed the game and I never had an idea about what the electrosphere was. Now it turns out the game had a GITS-like plot going on. Thanks for butchering that out, Namco.

Good luck with your military duty! :thumbsup:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: cj iwakura on May 25, 2014, 04:28:56 pm
I can relate to the hell of an image-based script, Castle Shikigami was the same way. Looks great, can't wait for the finished product.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: OOZ662 on June 20, 2014, 03:57:06 am
Argh, it slays me to read the middle of this thread. Back when Gipphe was taking a crack at it, I went crazy one night and literally taught myself from knowing nothing about the inner workings of games and zero programming experience to extracting and analyzing TIM files. In the process I ran across many of the quirks you ended up running into. Unfortunately, whatever drugs someone slipped me that night wore off, and when things went silent (LZSS, man) I ended up deleting the folder of everything AC3-related (I'm too poor for a bigger hard drive) and eventually forgot everything I learned.

Perhaps I can make one suggestion, though; you mentioned in your blog post that the game was structured in such a way to facilitate translation. If that's the case, would it be easier to find the in-mission text by cracking open an NTSC copy of the game? I know I ripped my disk to compare with the Japanese ISO I had in order to find...something...I can't remember. :'( In any case, the NTSC version has a few (non-voiced) mission updates that pop up in that same green area; maybe being in English they'd be easier to hunt down.

I really wish I knew what I was doing so I could help out more. I certainly cheer from the sidelines, at least. :thumbsup:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on June 28, 2014, 08:10:48 am
A fellow hacker, username "me", has given me permission to re-post information about his hacking of AC3 and manipulation of certain elements, such as the HUD and the elusive green box where the "in-mission" text is displayed. He's chosen not to participate in this thread but he has read it and is following it just in case.

"I want to edit the in game mission, but unfortunately I can't experiment with ACE.SPB, both in my iso they are cyclic error. Is it okay to ignore the error (perhaps bad iamge) and proceed? anyway Gipphe seemed can't unpack it, or is it me who can't find his post?

This is what I've done :

Open bitmap file in mission mode, so I can browse trough it:
http://s16.postimg.org/ep3eckvxx/SLUS000.png
http://s28.postimg.org/c4gnf25r1/SLUS001.png

Using this method I could know the bytes number to access such text/bitmap:
http://s28.postimg.org/vmfw8qs2l/SLUS000.png
http://s14.postimg.org/lg3q260zl/SLUS001.png


Even more the text that already in latin is easily edited (like you guys displaying team nemo logo):
http://s15.postimg.org/leexvv42z/SLUS001.png


Moreover I can display in-mission message (actually the trigger to speak and display caption), for example in fragile cargo, the UPEO commander guy only "speak" when the baloon had safely landed in water. I can trigger it so it will displayed anytime.

This means huge leapstone, imagining kanjis could be way too long to be "stringed" by latin
letter (unfortunately my native language isn't in latin letter).

For example the text :
The baloon has safely landed, now it's launching escape hydrofoil, destroy it.
only need 1 "frame" (that is the caption displayed)
BUT when translated to latin, perhaps it will fit in 2 to 3 frames!!
So with this I could falsely use frame 1 to fake/replace the frame 2 and 3.
By I mean falsely is : duplicate it and change its content.

http://s18.postimg.org/caq9nnu89/SLUS001.png
http://s14.postimg.org/sfmdf9qbl/SLUS002.png

The real problem is here, I couldn't change the kanjis content or bitmap or ulz, beacuse I don't know yet how to unpack the SPB file.

So what I need to do is know how to unpack the SPB file and repack it back. I already unpacked the BPB file using Gipphe's tool, but not yet able to repack it."

"Allright, my efforts editing the dumped "in game mission" texts seems futile, because its base address changed for every mission, even if I use different aircraft in the same mission the address could change, phew! Say later to the dumped portion inside SPB file, now I tried to synchronize my pace with yours, that is editing the ULZ/TIM inside BPB file.

So today I just doing one TIM editing, that is to put back my messed TIM as a foolproof, but I can't make the ISO playable. I have AC3E both disk and are authentic (that is acquired via reflect, I mean an imager tool named "reflect"). The format is BIN and it seemed the SPH and SPB file in both disk are corrupted. So I use isobuster to "ignore" error and copy them as raw. After all files extracted (including my edited and repacked BPB) I bundle it with Free ISO Creator from minidvdsoft. The resulting ISO causing my emulator to crash. It is bizzare because the original BIN does play fine on my emulator."
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Green_goblin on June 28, 2014, 09:43:03 am
Quote
The real problem is here, I couldn't change the kanjis content or bitmap or ulz, beacuse I don't know yet how to unpack the SPB file.

Probably the SPB file is compressed, LZSS compression or GZIP compression were extensively used during the PSX era.

LZSS compressor/decompressor: https://drive.google.com/file/d/0BzlNWlGlBntUaHYzMWY3Ym1qYVE/edit?usp=sharing

command line use:

Decompress
lzss d original_file decompressed_file
Compress
lzss e decompressed_file original_file

GZIP compressor/decompressor: https://drive.google.com/file/d/0BzlNWlGlBntUMVhSOTQ5amMwRjg/edit?usp=sharing

command line use:

Decompress
gzip -cd original_file > decompressed_file
Compress
gzip -cn9 decompressed_file > original_file

Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: OOZ662 on June 28, 2014, 09:55:50 am
That was the last result Gipphe got to; that the game was LZSS compressed.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on June 29, 2014, 04:52:52 am
http://useatoday.blogspot.com/2014/06/state-of-project-2014.html#comment-form
"My bad, I didn't read it enough, the BIN "maker" is configured via build.bat, that is I must put my ac3.bin inside cd/orig. Ok managed to translate it to my language, so far so good, but same like you : no in game mission stuffs translated yet. I tried to memorize the pattern on the dump (those are in game mission stuffs that I successfully edited) and search in every dat inside BPB using hex editor, and the result is none. None of the dat contains the pattern of in mission stuffs. Perhaps they are compressed in ulz. Is ulz decompressor works only for extracting TIM files? Tried to modify the code but seems I failed to make it work for arbitrary file type. So far I haven't found the in game mission text/textures/images yet inside the BPB.

I also found some ulz inside the SPB, maybe it is in mission stuff or maybe not. I just scan the SPB file for ulz string, case sensitive. I don't know if it works, but scanning the XA on BPB before and after extracted seems worked. There are 6 ulz header inside the raw SPB, perhaps they are the not compressed one so they are visible from hex editor?"

http://useatoday.blogspot.com/2014/04/ac3-hidden-extra-bonus-options-menu.html#comment-form
"My plan is :

1) discover the "command" to display the message sequentials

2) edit the message, including add/remove new "frame"

3) force the "in game mission" to display the edited message.

and all I do still limited using the dumped data via emulator. But hope this will spill any lead to hex pattern in the BPB/SPB files."

"If you mind, here is my updated version of the map. It's not complete yet :

0000 : the 0004.dat contained narrator sounds like engage, bingo, bulls eye, MA, MF, MO, etc

0005 - 0065 : every 0016.dat is sound archive, and no, not all sounds yet.

0066 - 0102 : all ulz are not valid TIM, the dat file always contain T header, perhaps text? btw it is 46 folders, any relation to 52 missions?

0103 - 0111 : contains solo TIM file, originally uncompressed (to flag the BPB file containing this? so we are "lured" to extract the BPB??)

0112 - 0113 : the TIM files for AC3 icon (such displayed on memory card reader) are here. Contains some data swallow menu GUI, and Neucom logo here.

0114 : dat inside contains the data swallow interface sound, all TIM files are used in data swallow GUI (such in menu texts, joystick control options, etc)

0115 - 0126 : many dat file, and no, no in mission thingy, because just 11 folders?

0127 - 0178 : see http://www.romhacking.net/forum/index.php/topic,17658.msg259580.html#msg259580

0248 - 0400 : see http://www.romhacking.net/forum/index.php/topic,17658.msg259580.html#msg259580

0409 - 0415 : zero bytes only, really pure zero

0416 - 0463 : contains 47 player aircraft textures only, no 3D model. Tested by changing its dat and gives no effects on 3D model.

0464 - 0573 : have the same pattern, there is one 0000 folder and two dat files inside, 0000.dat and 0001.dat
judging by its size and content, they are similar. But wait, 110 folders? isn't it just 52 missions? So it is unlikely to contain in game mission data perhaps?"

EDIT: added comment from 6/30/2014
"So far I managed to locate the block of bytes in the GPU dump that is responsible for the text in the green message box. That means I could already change what's inside. Currently I'm not yet able to force the game to load additional TIM, even to add one new line in the same TIM I still can't. But here is what I've done. When I put zeros on those blocks, the result is :

http://s17.postimg.org/bymaxjonj/SLUS000.png

yes, the text inside the greenbox is gone, but the greenbox "wrapper" along with UPEO commander face is still there. This is not uninitialized text/content (it is happened if you take screenshoot too fast when the green box just appeared). The next 4 seconds after the first image, here is the second image, notice it is still empty (while commander's voice is still being played) :

http://s27.postimg.org/4napkz2gz/SLUS001.png

After that 4 secs, the green box dissappear and the voice stop playing, now it's Erich's turn :

http://s28.postimg.org/wr8kybtvx/SLUS002.png

Bored with zeros, I put arbitrary byte on those blocks, and here they are the results :

When Erich say something after Fiona's radio been jammed.
http://s13.postimg.org/fq611mz5j/SLUS003.png

After the 4 NEU carrier destroyed in Awakening, here comes the UPEO commander talking about updating target.
First "frame" :
http://s8.postimg.org/5s2iv4sz9/SLUS004.png

Second "frame" :
http://s27.postimg.org/nok5ehbnn/SLUS005.png

You may wonder why I always looking to the sky ? good question, because the "ground" texture is glitched, maybe the side effects of those zero bytes replacements. Of course it has to do with the GPU. I think it's just inappropriate to display it. I found the responsible bytes is around to 8.2 KB to 36.4 KB, depending on the amount of "frames".

After that, I tried to refer to data in those blocks and do hex search inside the extracted BPB. Phew! after 9 hours of searching all possible pattern, I still didn't found any match on the extracted BPB files."
_____________
_____________
_____________

More messages by fellow contributor "me", announcing recent successes in translating text that plays during the mission themselves, meaning both green-box communications and in-game 3D cut-scenes.

July 14, 2014 at 10:06 AM
"Sorry for the late reply, I'm busy with my lab work. Last week, I and my colleague just collecting data about C. elegans muscarinic receptor together with its related motor activity, and now we're trying to do an in-silico imitation using the already mapped neuronal data by previous researchers. This is just a coincident with the game's main theme. Anyway, the human's actual mind uploading is way too far from our resarch, so don't expect too much. But let's see if mind-uploaded worms will be existed soon, lol.

Anyway, I'm not a fans whatsover, so I don't know what is the "true" music on particular mission. I just intrigued by this ace combat game because it was involving biotech thingy and I'm indeed interested in such stuff even before playing this game. Luckily here we are Team Nemo translating it, so not only people with japanese proficiency could understand the actual storyline.

I recall that what I mean by "edit the in game mission", is editing the textual elements, not another resources to alter the gameplay. Now I announce that the in game's mission texts, and the in game's cutscene texts are ready to be edited. Please read my comment in your announcement post."

July 14, 2014 at 10:10 AM
"We can edit the in game's mission texts without packing/unpacking any ulz. Basically it is just extending the mission debriefing tim files so it is loaded on the next vram room. Then we just need to nop the opcodes that responsible for replacing the already filled vram. Tested in "awakening" mission, I repeat the same text for the briefing:

http://s27.postimg.org/mc7jrcxv7/SLUS000.png

so it'll displayed when Erich-Fiona-Rena are talking:

http://s9.postimg.org/f25l5mqdb/SLUS001.png
http://s4.postimg.org/twy9r2qul/SLUS002.png

and when the dual layer in action:

http://s27.postimg.org/sthq2raer/SLUS003.png

also the cutscene from "bravado", sorry I just put an arbitrary tim file with large japanese font, just to show that even file like this could be loaded, and displayed, even 'twas chopped:

http://s30.postimg.org/a1iq1kzpt/SLUS004.png


The cutscene texts and the in mission dialogue texts are located on the same block, this ease us much further. So from now on, we can make a permanent changes as opposed to the "immediate" emulator mode :]

Here is a how to reproduce those results :

http://en.file-upload.net/download-9212470/greenbox-message---cutscene-by-me.zip.html


I'm getting emotionally unstable when I realize this method doesn't work in mission simulator (because the tim never loaded), and I'm sure it has an easy "patch to jump" solution (to force execute the routine that contains CDROM tim read and then CpuToVram opcodes), or if another member has solved it, I don't really care though.

I wonder am I the only female member in here? Anyway just enjoy and make use of my translation method, hope it helps you guys.

The search app texts are located inside 0179 - 0185, but there are also tons of japanese inside 0121 - 0126, somewhat menu texts. Unpack any ulz inside those folders with esperknight's tool, most of them are the tims, ready to be translated."
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) UPDATED 14 July
Post by: DragonSpikeXIII on August 01, 2014, 04:07:43 pm
Greetings gentlemen,

the month of July has seen some new developments.

Our newest team member, simply named "me," has helped us find the mission text and also found her own way of replacing the mission text.

To be added to my BPB coordinates rundown from a few months ago are:

0005-0065: these folders all contain 15 BIN files. None work with our current tools at the moment except the 11th, 14th and the 15th BIN. The 11th contains the mission's ground textures., 14th has 3 black images that must be used for something else.

Each mission's in-game map and the radio chatter is always located inside the 15th, and last, BIN. These .bin files act as TIM containers. The map is its own single-layer, 128x128 image, TIM while the radio chatter is always a double-layered, WHITE-on-BLACK, TIM.

 This debunks my initial theory that the radio chatter was green-on-black and confirms Dashman's that the text gets colorized by the game during gameplay. This has been confirmed during tests when I was trying me's replacement method with some improvised (i.e. not proper) images.

0066-0102: this is a mix of folders where some contain 3 BINs each and some that contain 2 BINs each. They only work with the newest Tim Viewer Plus (only 4 worked with the older version). These contain aircraft icons (the HUD damage plane icon maybe?) and the full body texture.

Examples:
0073: 3rd BIN has the F/A-32 Erne's icon + full body texture
0080: 3rd BIN has the R-101U's icon + full body texture
0084: 3rd BIN has the R-101's icon + full body texture
0087: 3rd BIN has the R-201's icon + full body texture

These 3rd .bin files have two TIMs each, one for the icon, one for the texture. Texture's is always double-layered.

0186-0247: the Search files, or for those not familiar with AC3, the in-game encyclopedia, very similar to Wikipedia. These all seem to work and are ready for editing as, thankfully, their format is identical to the news bulletins interspersed throughout the game. Will test very soon.

General note for A LOT of those BINs, especially the ones I haven't mentioned here: non-working .bin files always give a "Bad FSR-file. Try to change it manually" when opening with an older version of Tim Viewer Plus (newer versions do not work at all with these BINs). Using the nweest TimViewerPlus doesn't give any error msg but they don't work either. Some are just that stubborn...

Important note: up until now I've only seen and identified radio chatter spoken by our dear characters. Mission updates spoken by commanding officers (i.e. "Enemy reinforcements spotted! Intercept!) have yet to be found. This pertains only to those that appear in the green box. I'm pretty sure mission updates that display on the black "letterbox" area (where text displays during 3D cut-scenes) are included in the same TIM that has the lines spoken by our ace pilots.

Here's what we need to work on, gentlemen:

@Dashman: at the moment I am unable to join the edited mission text TIM with the green map TIM with the layer merger because file sizes are different ( that's what the error msg says). Dashman, you think you can make an actual TIM merger, as opposed to your layer merger? We're dealing with multi-TIM files now, moving up in the world from single-layer and double-layer TIMs!

@esperknight: we've already spoken about the Disc 2 toolkit so I know you've got your hands full for now!

@pmt7ar: let me know when you can about that Search files transcription/translation.

@me: any new developments on your side of things? That mission text replacement of yours was nice but at this point, after testing, I have my doubts about going that way for the whole game. We don't have all pieces in place yet for us to try something like that yet.

In other news: the True Ending has been revised by me and pmt7ar, it's been tested and I have the video ready. The one I uploaded on YT years ago is now obsolete.

USEA Today will resume regular weekly updates this September. I've been preparing and organizing many of the next volley of posts about AC3ey things.

I've been making some fan videos and posters too here and there as well.

This is pretty much it for this update, phew

P.S.: btw mods, I know this is double-posting but I had no other choice, I was hoping someone would post something/anything but I have to post updates so here it is. Thanks for understanding!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) UPDATED 14 July
Post by: Dashman on August 02, 2014, 08:31:26 am
@Dashman: at the moment I am unable to join the edited mission text TIM with the green map TIM with the layer merger because file sizes are different ( that's what the error msg says). Dashman, you think you can make an actual TIM merger, as opposed to your layer merger? We're dealing with multi-TIM files now, moving up in the world from single-layer and double-layer TIMs!
Well, the green map TIM and the mission text TIM are two separate files entirely, the layer merger shouldn't work at all with those. I haven't looked into it yet, but I'm guessing those BIN files simply contain one TIM followed by the next one, probably with a little pointer table at the beginning. I'll take a look at it later and see what can be done. ;)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: esperknight on August 02, 2014, 12:48:37 pm
Here's my updated AC3 decompression code (if anyone's curious) : https://subversion.assembla.com/svn/transprojects/psx/ace_combat_3/tools/code/

Turns out there was two flavors of the ULZ decompression code which I've accounted for both now.  One is type 0 and the other type 2.  So far I haven't hit any others so this should be all inclusive... we'll find out though :)

Soon I'll get to extracting the stuff from disc 2 :)

And awesome Dashman, really appreciate you helping out with the TIMs :D
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on August 03, 2014, 10:07:41 am
Roger that, guys, I'll continue my editing and begin compiling files for the next stage of our project. This includes identifying the rest of the TIMs from Disc 2, all Search Mode BINs and the mission BINs.

I've run some tests and the mission text for the commander mission updates still eludes me, I haven't seen it anywhere near the radio chatter text from the main characters. Yet, during one of my tests, where I had completely removed the 0015 file (where the chatter text is stored), both of them did not display during the mission (Awakening).

I haven't been able to insert a Search Mode file in English because, like the mission text, it's stored in BINs. These .bins contain the usual TIM with the text, and a second (in some cases more) TIM for the thumbnail icon of the article/file being read by the player. In the image below, that would be the General Resource icon ONLY, and nothing else. The Peek-a-Boom icon and other assets are stored elsewhere.

(https://lh6.googleusercontent.com/-Ul97iDmbO84/U948q8uQrKI/AAAAAAAAEmY/k0hsz5D026g/s800/PSOGL2_001.gif)

As always, I'm keeping a close eye on what's already been inserted in order to improve it, a continuous effort of playing/watching/reading, taking notes and revising where necessary.

August 6 update:

Enemy down: I can now confirm that all mission/green box text is in those 0015 BINs.

August 9 update:

Many tests performed using the methods devised by team member me. Me's workaround can only work with only a few missions because of the way TIMs vary from mission to mission. After a lot of trial and error I managed to get a 99% successful translation of a mission. This test will be posted tomorrow as our third showcase video.

This is how the TIM itself looks in order to achieve an almost perfect replacement: (https://lh3.googleusercontent.com/-9PLWmlAa-rs/U-Z2GsGaTdI/AAAAAAAAEuo/6Keehb6nRwI/s400/Clipboard.jpg)

August 17 update:

The folders containing the mission text files have all been mapped. That would be 0005 up to 0065.

esper, remember when we talked about a certain mission for which we couldn't find the text files and were afraid they might be embedded? Problem solved, the mission has so much text that it uses two separate 0015 BINs in order to display all of the text. No embedded subs of any kind, thank goodness!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Dashman on August 17, 2014, 06:39:53 pm
Sorry for taking so long to answer, I was busy with a little editor that dealt with ~3000 hardcoded pointers and I made so many mistakes while copying them by hand... :P

Anyway, I just took a little peek at one of the 0015.bin (the one inside 0005) files and it's exactly as I expected it to be.

bytes 00 - 03: Number of TIM files inside the BIN. It happens to be 2, so two pointers follow.
bytes 04 - 07: Pointer to TIM 1.
bytes 08 - 0b: Pointer to TIM 2.

All values are little endian. TIM files have no compression thankfully. I'll try to take a look at more of these files tomorrow to confirm the structure, but it seems making a splitter / merger for these is gonna be a walk in the park. :)


EDIT:

And there you go, this will let you split those 0015.bin files into TIMs and join them again after editing:

https://www.dropbox.com/s/l5axo6g8dba8m1k/AC3%20Bin%20Splitter.7z

I repurposed a program that did almost the same for SRW GC to do this. I forgot to get rid of some (wrong) debug messages during the merging process but I don't feel like turning on the other computer again, so just ignore them.

Treat the extracted TIMs as usual and then merge them together back into a bin file with the program. Remember that the TIM names have to remain the same!

Have fun :thumbsup:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on August 19, 2014, 02:44:41 pm
Great job, Dash, that was quick!

I've just tried the program  but it's been giving me a few errors. The TIM merger doesn't recognize the TIMs from the BINs (says "Original files found: 0"), so I had to manually change the X/Y and CLUT X/Y parameters, weird thing. The real issue is that the game locks up when the mission is just about to start so I can only see the green HUD and the mission's title.

I have no idea what could be causing this, maybe the game doesn't like the .pak format or maybe it's the rebuilding program that doesn't know what to do with it. These are just educated guesses though.

Did you run into the same problems or is it just me?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Dashman on August 19, 2014, 02:55:24 pm
Hm.... weird. I tried splitting the 0015.bin inside 0005 and had no problem with the extracted TIMs, even after merging (the original and the merged 0015.bin files were the same). Which file did you try this on?

...which .pak format? :P
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on August 19, 2014, 03:01:28 pm
The splitting/merging was smoothly, aside from the TIM merger not wanting to see the original TIM from 0015.bin (even after renaming, just to be sure). I tried this on 0006's folder, which is the one actually used by mission 01 (you can see this in a line spoken by Rena in M01). Tried replacing both 0005 and 0006 so they'd be the same but that was not it.

About the .pak, that's the extension written in the readme for the splitter. I did try renaming the output file to .bin or .ulz but I think that broke the file so it didn't work. Is .pak a leftover from your other project? Shoudl I try .ulz or .bin DURING the actual merging of 0015 TIMs?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Dashman on August 19, 2014, 03:14:44 pm
Oh crap, sorry. I reused the readme from the other program and that PAK bit went unnoticed :P In your case it should say "0015-new.bin" (the original program was to be used with a "bpilot.pak" file).

So this is what I did to test this:

1) Copy bin_splitter.jar in 0006 (for example)
2) Execute: java -jar bin_splitter.jar -s 0015.bin extract
3) You'll have created an "extract" folder containing three files: 0000.TIM, 0001.TIM and files.list. Copy bin_splitter.jar into said "extract" folder.
4) Inside "extract" execute: java -jar bin_splitter.jar -m 0015-new.bin files.list
5) 0015-new.bin should be identical to 0015.bin (in 0006), you can put both files into the same folder and execute "fc 0015.bin 0015-new.bin". It should say there's no differences.

I hope that clears things up, sorry if the instructions were a bit confusing.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on August 19, 2014, 03:52:31 pm
I've found the problem, the two 0015's aren't identical. It seems changing the X/Y data by hand instead of using the TIM merger won't be enough this time. If only the TIM merger would recognize the original TIM, then I think it'll work.

How does the TIM merger behave on your end Dash?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Dashman on August 19, 2014, 06:00:12 pm
I haven't tested it yet. I'm not sure what you mean by X/Y data, but I'm going to assume it's something from the 20 first bytes of the TIM file. If it's that, I guess the Header Replacer should take care of that.

What steps did you take that lead to a wrong 0015?

I want to think you did something like:

1) Split 0015.bin into TIMs
2) Extract BMPs of each layer (2) from extracted 0001.TIM (with TimView+?)
3) Edit BMPs
4) Convert BMPs to TIMs (with TimViewer?)
5) Merge both TIMs back into an edited 0001.TIM with the Layer Merger
6) Use the Header Replacer to give the edited 0001.TIM the original's header
7) Merge the original 0000.TIM and the edited 0001.TIM back into an edited 0015.bin
8) Test reinsertion

I think that is the (pretty convoluted) way of doing this right, but I haven't been in touch with the programs for a while so I'm a bit lost. Please tell me what you did and if it's not like those steps, give them a try, they might just work.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on August 20, 2014, 12:32:38 am
Sily me, I kept saying tim merger but I meant the header replacer, sorry. It's the header replacer that doesn't work with the original TIMs extracted from 0015.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Dashman on August 20, 2014, 06:11:01 am
I've compared 0001.TIM's header with some headers of previously used TIMs and other than the CLUT data and slightly different Palette Org X and Y, the headers are the same.

I've gone through the whole process of extracting the layers as BMPs (with TimViewer), then joining them again and replace the header.

I had one problem with replacing the header: the program didn't recognize the 0001.TIM in the original folder. Why did that happen? Well, the program works with ".tim" files, but doesn't recognize ".TIM" files. Changing the extension made the program work and yes, it was the same as the original (as expected). Was this the problem you were experiencing?

I'll change the Bin Splitter later to write ".tim" as the extension and probably enable the Header Replacer to be a bit less silly with extensions later.

By the way, I noticed a very curious stuff with TimViewer. I extracted the layers from 0001.TIM as 0001-layer1.bmp and 0001-layer2.bmp. When I opened the first one to save it as a TIM file, it was as usual, but when I opened layer2, TimViewer actually loaded both layers and allowed me to save them as a 2-layered TIM. The second CLUT was slightly messed up (fixed with the Header Replacer), but this could mean you can skip using the Layer Merger if you name the BMPs properly.


EDIT:

And there you go, it was a pretty quick fix:

https://dl.dropboxusercontent.com/u/144016034/AC3%20Bin%20Splitter%20v1.0a.7z

https://dl.dropboxusercontent.com/u/144016034/AC3%20Header%20Replacer%20v1.1a.zip
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on August 20, 2014, 02:32:07 pm
Alright, finally managed to get a perfect match, boy is the 0015 touchy, had to be identical down to the tiniest detail!

Only problem now is the game still won't load the mission, at this point I'm beginning to suspect re-compressing it int a ULZ may be necessary.

EDIT: thanks for the updated programs, every little bit of streamlining helps!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on September 28, 2014, 09:47:27 am
ACE COMBAT 3 electrosphere
International Edition


Project Status & Roadmap

Alright, summer's over and we're officially back on duty.


2014 Active team roster


Game data miner: esperknight
Software tools engineer: Dashman
Additional programming support: me
Spot translator: pmt7ar
Editing: DSXIII
Webmaster/PR: Iceman-UK

I'm currently fixing and polishing the translations for Disc 1 and generally consolidating what we have achieved so far. We'll be entering internal testing later this year so we can be sure that the game is happy with our text image replacements.

For now we remain stuck with on Disc 1 and, as posted above, initial tests for in-game chatter text replacement were unsuccessful.

me's way of translating these segments works at a single mission level but essentially breaks the game as a whole. This method can at least be used to prepare a small demo release but beyond that we have to play by the game's rules.

Other than that we still need to translate the game's Search files but our current team lacks a translator capable of tackling this task, which is rendered even harder due to the lack of a text-based transcript of these text images. A Help Wanted ad has been posted but no luck. Due to how complicated the story can get later on, some of these files could prove useful in translating the mission themselves and help maintain accuracy, which is paramount.

While our initial translation script is worlds apart from what was previously available, there are a some stretches of dialogue here and there that are nigh incomprehensible (and I still haven't gotten to Disc 2 yet) and require someone with a good level of Japanese to fix for release. Additionally, my own edits still require actual checks, due to how radical some changes from script to game are.

Here's a short list of goals:

 - translate in-game "Search" files

 - implement a soft-subtitle emulator plug-in for unsubbed dialogue

 - translate menu screens where necessary i.e. armory

 - FIX: change M29 "Betrayal" BGM from "Mind Flow" to "The Execution"
 
 - find out how the credits scroll is stored and translate it

 - FIX: change helicopter HUD marker from "AH-66B" to "RAH-66B" (me has shown these can be changed)
 
 - title screen: insert "International Edition" sub-title (still haven't found the title screen files)

Still hoping to make some new breakthroughs this year. The next big thing would be translating Disc 2 after 1, is done but there's no news yet and after all that our small team has achieved already (especially our translators and coders) considering the scope and difficulty of this project, it's very possible that we might run into a wall or some of us might burnout or even lose interest. Which are all completely understandable as this is done on free time only.

Me and Iceman-UK agree that should we find ourselves unable to fully translate AC3E then we'll be releasing all we managed to translate next year on the game's 16th anniversary, or 15th going by the US version.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: contra on September 28, 2014, 10:21:32 am
This is such an awesome project. Just wanted to show my support  :thumbsup:
If you ever need testers drop me a line.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Dashman on September 29, 2014, 11:37:16 am
It's too bad hearing the in-game chatter didn't work in the end, what I got to see looked pretty nice. I want to believe me's method is a couple of steps from being fully functional, but I didn't understand much of her method the first time I read about it so I can't really know. In any case, I wouldn't give up on her approach, maybe there's just a couple of pointer tables that need to be touched, or the dimensions of some textures used don't match what's expected. Finding out what's making the game explode could give the solution to this.

Keep up the great work and may those walls crumble when you run into them :)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on October 11, 2014, 06:12:39 pm
@Dashman: me's way, in its current state, works only for a certain type of mission:

1) There has to absolutely be a Briefing before the mission begins, this is the entire foundation of me's way.

2) Though untested, I think the Briefing has to be a single-layered TIM. If I understood her correctly, the order in which the lines are shown is: the Briefing TIM (12 lines max per layer), then it jumps over to the other lines for mission text (25 lines max per layer). I could try testing this with 2 layers, meaning layer 1 with briefing on the left side and mission text on the left, and put a layer 2 with briefing again on and mission text underneath but I'm not sure if it'd work

3) After I was done making the last showcase video, I had to revert the changes I'd made to Mission 05 becasue weird things were happening. Like during my last, and unsuccessful, tests on Mission 01, the wingmen weren't speaking, their mission dialogue wasn't even being loaded. Moreover, during after-mission Replays, the BGM was completely wrong and I think I even heard Keith speaking during M01, not to mention the inability to play via Mission Simulator.

I was going to get into detail about how to replace mission text this way but thanks to me's latest inputs it is safe for me to say that we can leave that behind us as yet another stepping stone, and an important one at that. Our work has been completely clean until now, what we're lacking right now are two things: an ULZ repacker for the mission text, as pointed out by me (I think we had talked about this earlier this year) and an AC3 toolkit for Disc 2.

@me: thank you for yet another appearance. I'm sad to hear about your own translation project, there are echoes of that lack of interest in our own project too.

On the other hand, I'm really happy to hear about your own ULZ repacking tests. Does that mean you actually managed to translate, say, Mission 01's mission text/dialogue? If so, then my theory was correct, that the game requires an ulz in order to display the mission text in-game.

Keep us posted, this could be our next major milestone.

Here are her latest messages:

October 10

"You could edit the HUD green text by editing the 0000/0003 tim file. It is a tim file with 4 palettes, the 4th pallete is like this :

http://s11.postimg.org/3t7xaeug3/4th_palette.png

The problem is, you could only change the character without changing the number of "word". For example changing R505U to R525K is possible (and easy). But to add even a letter is troublesome for me, because ideally I need to tamper "area allocation" thingy in the executable or dll alike. So I propose another solution, rather than considering AH66B is 5 letters and RAH66B is 6 letters, consider the area of the text. I mean, you could fit RAH66B text into AH66B textspace of course with smaller font.

Frustatingly, the resolution of the text itself is already low. Shrinking the font size will pixelate the text, I'm afraid.

http://s22.postimg.org/jq6k2nh4x/i_hate_low_res.png

How could I achieve the result below?

http://s28.postimg.org/vmfw8qs2l/SLUS000.png

Because that was done with the infamous "emulator mode", that is, I change a pointer value using nopsx debugger, so instead pointing Erich, it was pointing Keith. I said infamous because even it's easy, it isn't permanent. Reload the mission and it'll revert back, unless the opcodes/instruction had been altered/patched .

Anyway I can extract any tim palette with PSicture, but I'm not yet able to put it back (replace 4th palette of 0000/0003.tim).


"Only problem now is the game still won't load the mission, at this point I'm beginning to suspect re-compressing it int a ULZ may be necessary."
-DSXIII

Isn't there ulz repacker already? It's nearly 2 month since my last visit to your thread, and I can't find any ulz repacker. Honestly, I even abandon my own translation project (into my non-english language) around July, because most of my friends aren't interested in this wargame genre, some even said the plot is too complex. These reasons fatally reduce my interest enough :p

"Keep up the great work and may those walls crumble when you run into them :)"
-Dashman

Most important is, the person who create such wall is to blame. Yep, that's me. I didn't know yet that 0015.ulz containing bin file that could be split/extracted furthermore. So which is the problem, the method of creating 0015.bin is problematic, or the ulz recompressor didn't yet exist?"

October 11
"Hmm, it seemed no speedy reply for me again.. Guessing the ulz compressor doesn't yet exist, I just start making it yesterday and it's fun enough to kill my boredom (tons of lab reports, hmph). Turns out that Dashman's bin splitter/merger is flawless, and my fake ulz compressor worked too. Just put the 0015.bin together with the compiled executable, and you will get a 0015.ulz. Now, please build with it, tested by me on M01, M02, M03. I wonder if we break the 700 MB CD size limit? whatever, here is the source :

http://en.file-upload.net/download-9664636/repackbyme.cs.html

(The real download button is above the "tip : affiliate" text, and mind you it still open a pop up which you can close/ignore. In my case, the pop up is fake virus alert, annoying.)

About the HUD thing, I made mistake when saying it is the 0003.tim, I mean the file inside 0000/0003 is the 0001.tim, browse to the 4th palette using PSicture, but, hi ! it's me again :]"

October 11
"Everything went fine, and our translation too.. I had tested that after modifying 0015.bin's content, and repacking it back into ulz, everything went smoothly, without crash. Say goodbye to my crankish vram workaround tee-hee..

It seems midnight on your time, isn't it? Thank you for your reply, and have a nice night (or rest if you aren't nocturnal being). I could understand you had lots of work, and I just joking about the quasi insta-reply that had usually done by you ;]"

October 12, 2014, 04:29:32 am - (Auto Merged - Double Posts are not allowed before 7 days.)
October 12
"After I was done making the last showcase video, I had to revert the changes I'd made to Mission 05 becasue weird things were happening. Like during my last, and unsuccessful, tests on Mission 01, the wingmen weren't speaking, their mission dialogue wasn't even being loaded. Moreover, during after-mission Replays, the BGM was completely wrong and I think I even heard Keith speaking during M01, not to mention the inability to play via Mission Simulator."
-DSXIII

I would be glad if you provide step by step to replicate such anomaly. Dashman said the thing that make the game explode could give solution, because I agree this kind of explosion reveal how things work. Unfortunately, t'was all fine when I tried the crankish vram overload method, I mean, no weird thing, even in mission simulator (everything went fine except the greenbox, which just left blank).

Maybe this gives us a clue to accomplish FIX: change M29 "Betrayal" BGM from "Mind Flow" to "The Execution"

I don't know how much this can be of help, but here is how I got those glitches. First I followed the steps as described by me, which was to replace the original 0015.ulz with the the one prepared by me. Then I went and made a double-width TIM with help of Dashman's AC3 tools, TIMViewer and IrfanView. (edit: and usenti)

This was for Mission 05 Broken Truce which would work just fine. Then I left it as it was and went back to editing/testing the other missions as usual. Then weird things started to happen here and there.

Sometimes there'd be no dialogue at all loaded during M01, sometimes it would load but it'd be the normal mission text with Keith's voice (!), and the replay would have a BGM from one of Keith's mission later on, which is really not the way it's suposed to be. I reverted the changes soon after as I thought the things done to M05 were affecting the rest of the game.

I'm pretty sure I could replicate the glitches, I hadn't done all that much, just replacing one 0015 for M05.


October 12
"Finished, just test it yourself (of course with normal briefing tim file) :

http://en.file-upload.net/download-9669512/0015.ulz.html

here it's on mine

http://s15.postimg.org/5mwgwmr1n/SLUS0000.png
http://s4.postimg.org/r8sy2g3ql/SLUS0001.png

next time, please post something if an error has occured (i.e. bug for certain mission).

Anyway, did you notice the flash after the NAMCO startup logo? It's split second, and like this :

http://s29.postimg.org/6hjvxms13/SLUS0002.png

"By the way, did you notice how there's a "Nemo" designation in that 4th palette, even though it never appears anywhere in the game."

Now you sounded like Fabian, and aren't you happy :p, it means we are treasure hunter too, or an AC3 scholar eh?"
__________________________

To whom this may concern,

after this eventful weekend the first tests for "clean" replacements of mission text have been successful.

Thanks to "me" and esper we can all expect to see the entirety of Disc 1 translated by the end of the year.

Man, this project is taking me through some highs and lows!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Bob Liu on October 13, 2014, 08:17:50 am
The challenges you've faced sound very confusing but I'm glad you got passed them, great job.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Zero Dozer on December 24, 2014, 02:51:49 pm
Okay, it's been over two months since the last post. I'm worried, is the project still running?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on December 24, 2014, 11:38:02 pm
The challenges you've faced sound very confusing but I'm glad you got passed them, great job.

Thanks, after re-reading a lot of my posts here I'm inclined to agree, I should probably learn to explain things in a more concise manner.

Okay, it's been over two months since the last post. I'm worried, is the project still running?

Yes, the project is alive. The reason I haven't posted here recently is that we simply haven't had any major breakthroughs since mid-October, when me and esperknight managed to crack the in-game dialogue. I think the next big thing will be cracking Disc 2 open for editing but I have no way to know when (or if) that will happen.

Actually, I was going to post something here tomorrow and announce the release of our first patch. It's the first four missions completely in English.

Everyone interested can find it here, the post is titled "AC3E IE Playable Demonstration Release." It'll go live today at 12PM CET+1:00, which is about 6 hours from now: http://useatoday.blogspot.com/

I've also submitted the file and project page here on romhacking.net but that is probably gonna have to wait a day or two until it's up.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Zero Dozer on December 25, 2014, 03:22:55 pm
Wow, I actually managed to summon you XD

Well, it's good to know that four stages are already fully translated. And it's good to know that the project's still running.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on January 01, 2015, 05:02:34 am
Roadmap 2015

This project's priorities for this year:

Short version

- crack Disc 2 for editing;

- translate elements of the interface;

- find and modify the start screen logo to include the "International Edition" moniker;

- find and evaluate whether having a translated credits scroll is feasible.

Longer version

Right now I'm testing some of the TIMs used for the interface. Things are looking good, I think all we need  is to adjust the CLUT in the text editor.

I've looked everywhere in the uncompressed .BPB and I still haven't found the game's logo or any graphic used in the start screen. I'm beginning to suspect it may be either in a completely different container (i.e. not the BPB or SPB) or that maybe the unpacker didn't find it (possible but unlikely).

Regarding the credits scroll, I'm pretty sure it's stored as a video with embedded text (hardsubbed). The resolution must be somewhere between 240p and 128x96, while the audio is stored separately at 37800Hz. So there's no way to re-use the original photos from the ending, two possibilities are use my own pictures or make a movie-style white-on-black credits scroll. I'm still reading on how to replace PS1 videos, for now the idea I got is tat it's not a walk in the park but I hope to find a way.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Green_goblin on January 01, 2015, 08:48:55 am
Use this to edit PSX videos:

http://www.romhacking.net/utilities/658/

Regards
Title: Credits Scroll replacement
Post by: DragonSpikeXIII on January 01, 2015, 10:07:50 pm
Thanks Green_goblin, that's the first program that sprang to mind. I gotta give a shout out to those jPSXdec guys, they've made several improvements to their program specifically for AC3 this year, it's much appreciated.


Here's a bit of an info dump, note that this all refers to Disc 1:

- while all text and graphics are stored in the .BPB (~90MB), videos and audio are located in the .SPB (~577MB);

- every single video communication pre- or post-mission, like videomail or news broadcasts, is its own video file;

- the first video in the list built by jPSXdec is the intro after creating a new game. The video portion occupies sectors 46987-52935 while the audio occupies 46986-52930;

- all videos found by jPSXdec show this same behavior: the first audio sector is always one behind the first video sector. The audio sector however does not always end 5 sectors earlier like in the intro's case but the difference remains in the single digits;

- I have yet to locate the video file proper but the audio portion is there, repeated in two locations. The audio track for the credits scroll is located in sectors 128139-166379 and then again in 188267-207387. While the sectors in Disc 2 are different, the track is still present twice;

- I hope that by extrapolating the video sectors from the audio ones that I can somehow modify the credits scroll. Since this particular video goes undetected by the current jPSXdec version, one other possible option would be to unpack the .SPB and replace the .STR with a translated .STR;

- this second method would be closer to what we're doing with the TIMs from the .BPB but I'm lost as to how to handle the .SPB. It seems to be some sort of a zip file with an obscure extension, that probably doesn't matter anyway, and if the .BPB is anything to go by, the contents inside it have a good chance of being compressed themselves (with a custom variation of LZSS).
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Pennywise on January 01, 2015, 10:52:12 pm
I think the ideal solution to translating these videos is to just find a programmer who can implement soft subs into the game. It's much more convenient than going into the video files and editing/replacing them. You might get lucky with a help wanted ad.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: scorp256 on January 04, 2015, 07:21:27 pm
Why find programmer, while you need a video editing?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: mz on January 04, 2015, 08:05:16 pm
Why find programmer, while you need a video editing?
You find a programmer so you don't need video editing. (So the videos look better, it's easier to edit the text, the patch is a million times smaller, etc.)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: scorp256 on January 04, 2015, 08:09:10 pm
 ;D Such "programming" would mean recoding whole video output to put subtitles above video... So, by me much more realistic to edit video  ;)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: mz on January 04, 2015, 08:16:46 pm
;D Such "programming" would mean recoding whole video output to put subtitles above video... So, by me much more realistic to edit video  ;)
Such programming would never do something as stupid.

You've never used a video player with soft subs? The video is shown somewhere and the text is shown somewhere else. Two different processes. You can change subtitles on the fly, move them anywhere on the screen, change their fonts, size, color, whatever. Everything without ever touching a single pixel of any single frame of any video.

EDIT: Ah, wait. I thought you said "re-encoding" instead of "re-coding". :D Sorry. I still don't know what do you mean with "more realistic to edit video"... If there's a chance to add soft subs in a game, I would never edit videos; that is: I'd rather spend hours adding soft subs than editing videos (and delivering an inferior product along the way).
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on January 23, 2015, 08:58:02 pm
Currently editing the menu, starting from the Armory:

(https://lh5.googleusercontent.com/-1ZdSllD89gw/VML587QbEvI/AAAAAAAAGF8/CWzKcs5B3xI/s640/Armory_test.jpg)

Width, Length, Height and Weight are one single 40x60 single-layer TIM while Armor's is 48x16. They had to be edited with GIMP, while the aircraft type ("Dogfighting") was edited business as usual with the AC3 text editor.

For comparison, the official U.S. version:

(https://lh3.googleusercontent.com/-zAl_Ql00dyE/VML0Q22dKzI/AAAAAAAAGFo/kgqyKRZLoks/s640/Armory_U.S.jpg)

Replicating all of the text from the official U.S. version wasn't possible due to space constraints, there wasn't any extra room in the JP version's TIMs. The pictures also show how the developers of the U.S version expanded and repositioned some elements for their localization.

As ugly and lopsided as the font used for "Dogfighting" is, it shows how they were able to implement super thin fonts that were sharp and at the same time without any jaggies.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Zero Dozer on January 23, 2015, 10:15:29 pm
You actually managed to make that screen even better than the US version, Spike. That's awesome!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on January 24, 2015, 12:24:37 am
Another small update for your viewing pleasure, the mission menu as I call it:

Official U.S.

(https://lh6.googleusercontent.com/-gKSBvijVVOY/VMMgA0MHNSI/AAAAAAAAGGc/mHyF2JvMiw0/s640/Mission_Menu_U.S.jpg)

Our edits

(https://lh6.googleusercontent.com/-vb9kTEJV0Xw/VMMgBBb2IJI/AAAAAAAAGGg/TjLcal4P_fE/s640/Mission_Menu_edit.jpg)

The four buttons in this menu have also been edited through GIMP to get the best placement but the font remained the same as the main one, Antonio Bold Ultra-Condensed, unlike in the Armory where I had to look for another font that read better with fewer pixels.

(https://lh6.googleusercontent.com/-AZTAIBjD23o/VMMsE5cr86I/AAAAAAAAGHA/ypG2ePc2kIo/s400/Clipboard01edit.jpg)

(https://lh3.googleusercontent.com/-T-gpTKMYLSY/VMMsFxRUdpI/AAAAAAAAGHY/qVm01uNl63Y/s400/Clipboard02edit.jpg)

(https://lh4.googleusercontent.com/-RWsNKUHUCJ0/VMMsGuGqGVI/AAAAAAAAGHg/7Y900auu83Y/s400/Clipboard03edit.jpg)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: OOZ662 on January 24, 2015, 12:27:10 am
Hey now, you're starting to get me all jiggly inside.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on January 24, 2015, 12:49:22 am
Hehe, I'm glad you guys liked the small-ish update.

Tomorrow I'm going to edit the TIM for the weapon descriptions and attempt to edit the TIMs for the aircraft stats (the pentagon) which unfortunately is broken up into various pieces, with words cut in half. On top of that they're also slightly bent, something that even the U.S. version did not replicate. It's not that big a deal but I'll at least try to come up with something.

(https://lh6.googleusercontent.com/-fC-cPOfxTTM/VMMw7iRgqBI/AAAAAAAAGHw/dUuvLjTlX7E/s640/stats_overview.png)

I forgot to mention before but thanks Dashman for helping me out with the palettes and using GIMP. I also managed to edit the palette for the mission menu TIMs, thanks for the support man.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: zfreeman on January 24, 2015, 04:54:13 am
The demo patch is running flawlessly on the PS2 with the latest version of Popstarter.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on January 24, 2015, 10:27:05 am
Thanks a lot for the feedback, zfreeman, it's good to know that it's working on actual hardware.

... attempt to edit the TIMs for the aircraft stats (the pentagon) which unfortunately is broken up into various pieces, with words cut in half. On top of that they're also slightly bent, something that even the U.S. version did not replicate. It's not that big a deal but I'll at least try to come up with something.


I don't know what tools they used or how they were able to get their text to bend, be slanted and be without any jaggies anywhere but I haven't been able to reproduce that in a any satisfactory way. On top of that there's this weird transparency effect that shouldn't be there.

(https://lh3.googleusercontent.com/-rilJ4yFBYkI/VMO2fbli-FI/AAAAAAAAGIA/Kys2xNAUc00/s400/Clipboard01.jpg)

I ran a few tests and when I replace the TIM pure black suddenly becomes transparent in-game, somehow. It's the first TIM that's done this, I'm at a loss as to what makes it behave that way.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Dashman on January 24, 2015, 11:14:34 am
I can only imagine these specific TIMs use *yet* another palette. Check for differences between the ones you've been using and the ones for these files.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on January 24, 2015, 11:27:37 am
I can only imagine these specific TIMs use *yet* another palette. Check for differences between the ones you've been using and the ones for these files.

Yes they do, it's the third palette I've found but that wasn't it. My first couple tests were using the right palette but some color gradations were a little off, but even after correcting them, the result did not change.

This is what puzzles me, the palette doesn't even matter. And it does that with black only, I tried painting that part white and it was there in-game, but black just won't show.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Dashman on January 24, 2015, 11:56:08 am
Did you remember to use the header replacer with the edited TIMs? Maybe the original had a transparency value that must be preserved (the header replacer recovers that). By default, colours in a palette for a BMP file have an Alpha of 0 (totally transparent), so the BMP files you export with GIMP will have those kinds of colours.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on January 24, 2015, 12:58:14 pm
I used the header replacer as always, otherwise the TIM wouldn't display at all (I presume).

I checked for alpha channels and the only transparency is in the text layer, as it should be, the rest of the background image doesn't have one. Both the original TIM and final edited TIM have identical data and palette, it all looks a-ok until I go in-game.

Here's the original TIM, just putting it out there just in case: https://www.dropbox.com/s/mvvkre5sfkc85ck/0138.tim?dl=0
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Dashman on January 24, 2015, 02:07:17 pm
Hm... I think the problem is that colours 1 and 2 are too close to each other (in value), so when you make the image indexed, the part that should be assigned colour 1 is wrongly assigned colour 0 (transparency). To check if this is what happened, simply check the "Transparency" option in TimViewPlus. This will make all parts of the texture that use the transparent colour disappear.


You can do a little trick to fix this. Make a duplicate of the palette and give the transparent colour something you know it's not gonna be in the texture, like purple. Now you have to make that transparent part of the texture be actually purple. The method depends on the mode you're in.

a) The image is in RGB mode. You'll have to paint the transparent part by hand. The bucket tool should be enough for that. Make the image indexed with the duplicate palette after that.

b) The image in in indexed mode. You can simply change the palette. Go to "Colour -> Map -> Set Colourmap...", select your duplicate palette and click OK. This method should be safer (you don't risk turning non-transparent stuff into transparent stuff).


After that, export to a BMP and follow the usual steps. Replacing the header will make that purple disappear, and all should be in place (hopefully).
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on January 24, 2015, 02:13:54 pm
I did notice how some colors in the palette were almost indistinguishable from one another, I didn't expect GIMP to mess up though.

I'm gonna give this a try later and see what happens. I'm going to this while in indexed mode, sounds like the best way to go about this.

EDIT:

I hate it when the game throws a curve-ball like that, thank goodness you're here man, it worked!

This is the first test, I only swapped black with purple, notice the sharp edge to the left of ATTACK, it's supposed to be round.

(https://lh5.googleusercontent.com/-ZYAbwjgqCS0/VMPxqydC9oI/AAAAAAAAGIU/fL5G_FnsKSk/s400/test_02_with_purple_instead_of_pure_black.jpg)

The second test, after I manually painted that part with purple:

(https://lh5.googleusercontent.com/-E-5eXdcs7fQ/VMPy19WGQCI/AAAAAAAAGIg/R_xUuIvg5qs/s400/test_02_with_purple_instead_of_pure_black_perfect.jpg)

Now I can go back to making the font not look like complete ass, just ass would be a nice improvement. xD

EDIT#2:

This is how ATTACK currently looks in the Armory:

https://lh5.googleusercontent.com/-Wl5eBFD9wBE/VMQohveulUI/AAAAAAAAGI0/NdDiYxkA8jc/s800/test.jpg

This is how it looked before:

https://lh5.googleusercontent.com/-E-5eXdcs7fQ/VMPy19WGQCI/AAAAAAAAGIg/R_xUuIvg5qs/s800/test_02_with_purple_instead_of_pure_black_perfect.jpg

It's not even a font anymore, I'm making adjustments on a pixel by pixel basis, hopefully it'll look decent and readable. It's a lot like when I was making AC3 logos in Rage Racer and Ridge Racer Type-4 using the in-game editors, for better or worse.

Other than the stats pentagon, everything else in the Armory has been translated, including the weapon descriptions from the weapon selection screen.

During editing today I found an old Japanese fansite in my old bookmarks (from around 2009) which has actual text for all the character biographies in the Search function. Hopefully they will help getting at least these files translated, which personally I think are pretty important. Link: http://weaponsmanual.risu.com/acecombat3.htm
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Sirius-R on February 25, 2015, 06:22:53 am
From what I see, the circle isn't "bent", but rather horizontally squeezed to an oval; the "bent" look is an optical illusion due to the circle being cut in pieces. The replication of the US version of circle is possible and can be done in 10 minutes if you're familiar with Photoshop. (I wish I found this page earlier, so I could send you the finished circle instead...)

Also, regarding the black color in TIM images: aside of regular RGB channels there's also a one-bit alpha which can be set either present ("on") or absent ("off"). "On" makes every color half-transparent (or, according to what I've seen in NFS4, the darker the color, the more transparent it is with alpha "on") except of #000000, which is fully transparent by default; "switching "on" the alpha on it makes it opaque.

Hope I helped.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Dashman on February 25, 2015, 06:37:40 am
I'm wondering if it wouldn't be possible to extract the stat textures from the US version and replace the JAP ones. There's a chance they're in the very same location and are exactly the same size.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on February 25, 2015, 08:50:10 pm
Thank you for the information, Sirius-R. Now I understand a little better the reason behind the image's abnormal behavior. The circle itself isn't a problem, rather it's the text itself, being both slightly curved and without any sharp edges. Sadly I'm not very skilled with GIMP, my program of choice, so I have no idea how to replicate the official localization.

By the way Dash, for us to get a hold of those TIMs someone like our very own esperknight would have to take a look at the image and crack the compression for us to get to them. Priority-wise, with our limited time and resources I think it'd be better to crack the second disc first. Even if the stats pentagon doesn't look great like the official one it's still pretty decent and it's also made from scratch by us, so it's safer too.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Sirius-R on February 26, 2015, 06:52:08 am
Thank you for the information, Sirius-R. Now I understand a little better the reason behind the image's abnormal behavior.

I've discovered that accidentally, on some site I can't remember, where the TIM images' structure was explained. After what I found out when working with NFS4, it was confirmed to be true.

Sadly I'm not very skilled with GIMP, my program of choice, so I have no idea how to replicate the official localization.

Ok, the send me both US and Jap versions of that circle's textures, I'll do the work. I've got both games' images, but i still lack time on decompressing and digging in them.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on February 26, 2015, 02:40:02 pm
Ok, the send me both US and Jap versions of that circle's textures, I'll do the work. I've got both games' images, but i still lack time on decompressing and digging in them.

I uploaded them here: http://tinyurl.com/jvoaldw

The way I do it is extract them as BMP with an older version of TIMView+ or TIMViewer, edit them then make them TIM again with the same programs.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Seihen on February 26, 2015, 08:56:04 pm
During editing today I found an old Japanese fansite in my old bookmarks (from around 2009) which has actual text for all the character biographies in the Search function. Hopefully they will help getting at least these files translated, which personally I think are pretty important. Link: http://weaponsmanual.risu.com/acecombat3.htm

I just e-mailed (through G-mail) you a translation of all of the bios.

Lemme know if you have any questions!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on February 26, 2015, 11:22:14 pm
I just e-mailed (through G-mail) you a translation of all of the bios.

Lemme know if you have any questions!

Thanks a BUNCH, Seihen!

I just finished reading everything and it reads well and, though I don't know the language, the information looks very accurate. These bios will help everyone get not only a low-down on the characters' personalities and backstories but also a better understanding of the story as a whole.

I'm gonna take a break from editing the game's mission and so I can implement your translations in the game.

Thanks again, this stuff was really important and just made our next release even better!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Seihen on February 26, 2015, 11:31:19 pm
Glad the bios turned out to be useful! I've only played the PS2, PSP, and 360 Ace Combat games, but the story sounds pretty compelling.
Maybe I'll give it a shot soon!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Sirius-R on February 26, 2015, 11:41:26 pm
I uploaded them here: http://tinyurl.com/jvoaldw

Eyyy, those are only Japanese version's stats' textures. Nevermind that though, I'll do my best.  ;)

upd: Uh-oh, looks like there are colors with alpha channel "switched "on" (white/cream white colors), my Photoshop TIM filter doesn't work properly with them. I'll still see what I can do with that...
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on February 26, 2015, 11:52:31 pm
Eyyy, those are only Japanese version's stats' textures. Nevermind that though, I'll do my best.  ;)

I wish I could include proper TIMs from U.S. version but we don't have access to that version's files. I took a screenshot of it, I don't know if it'll help but it's all I can do: http://tinyurl.com/nbj65qs (http://tinyurl.com/nbj65qs)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Sirius-R on February 27, 2015, 12:32:55 am
I wish I could include proper TIMs from U.S. version but we don't have access to that version's files. I took a screenshot of it, I don't know if it'll help but it's all I can do: http://tinyurl.com/nbj65qs (http://tinyurl.com/nbj65qs)
I've found a less blurry screenshot, so don't worry.
Just as I expected, those textures are twice narrower than they are displayed in the game. Now I only have to cut the US circle in same pieces and save them as TIMs.
Also, disregard what I said regarding alpha channel in my previous post - white/cream white areas, after a closer look at the screenshot, turned out to be 100% opaque, and the only transparent color in the palette turned out to be the #000000 (the black border on the screenshot is separate from the circle textures).

upd: Done!
http://www.filedropper.com/armorystatstranslated
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on February 27, 2015, 02:10:11 am
Wow Sirius-R, your edit blows mine out of the water, great job! Here is a screenshot with your edits in-game:

https://picasaweb.google.com/lh/photo/Sbyqhfr6jmJvt5-IyGTthsr0_mR_53pil6p8p70inBg?feat=directlink (https://picasaweb.google.com/lh/photo/Sbyqhfr6jmJvt5-IyGTthsr0_mR_53pil6p8p70inBg?feat=directlink)

There's only one thing that I forgot to mention. Due to limited room, I had to borrow"Armor" to replace "Damage Tolerance" at the left side of the screen and as a result I had to use Defense for the pentagon. The two don't always match (i.e. first two planes) so using different terms for them would be best. Could you make a Defense version of TIMs 0139 and 0140?

Here's a screen at full resolution: https://lh5.googleusercontent.com/-sokl0YDjHTY/VPAVhbp3jkI/AAAAAAAAGVg/aZsG374q2Oc/s1280/PAL.jpg

Thanks again, this part was pretty time-consuming for me and I was never going to get this kind of result  :thumbsup:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Sirius-R on February 27, 2015, 05:43:07 am
http://www.filedropper.com/defense

Next time you make me a screenshot, please, turn off the blur.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on February 27, 2015, 06:11:00 am
Thanks man, I took a little longer to test it but here's how it looks in-game: https://lh4.googleusercontent.com/-P9HlhA-cdEQ/VPBPGu1RuEI/AAAAAAAAGWA/wMxtmmtnL7M/s1280/final_test_by_sirius-r.jpg (https://lh4.googleusercontent.com/-P9HlhA-cdEQ/VPBPGu1RuEI/AAAAAAAAGWA/wMxtmmtnL7M/s1280/final_test_by_sirius-r.jpg)

I checked my video settings and I noticed I turned the filtering off so that must be the reason for the blurriness. I got so used to it so I didn't think it could be a problem. I turned it on now and I'll keep this in mind in the future.

By the way, good luck on your NFS4 project, a full edition sounds pretty cool, I'll be following your progress!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Sirius-R on February 27, 2015, 07:17:57 am
Can you make tha screenshot of PAL version again, without blur? I don't really like how these two textures turned out (being a perfectionist is PITA) and, besides that, 1039 seems to be somehow damaged - the text wasn't supposed to look like that, so I'd like to try again.

P.S.: Wish me luck on TNFS and TD2 researching - that's what I'm actually doing right now, but not announcing due to null actual progress.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on February 27, 2015, 03:23:17 pm
Just woke up, here's two screenshots of the PAL version, one taken with XEBRA with filtering on and the other with ePSXe. You'll notice a few differences, in aliasing and colors so feel free to use the one you consider the best.

XEBRA (filt. on): https://lh4.googleusercontent.com/-nFROHJqw3P0/VPDQwPRblRI/AAAAAAAAGWQ/Nda38jCjI3w/s1280/PAL.png (https://lh4.googleusercontent.com/-nFROHJqw3P0/VPDQwPRblRI/AAAAAAAAGWQ/Nda38jCjI3w/s1280/PAL.png)

ePSXe: https://lh4.googleusercontent.com/-iMIfd2c0ojY/VPDQxl2xkPI/AAAAAAAAGWY/00KEpji3068/s1280/PSOGL2_001.png (https://lh4.googleusercontent.com/-iMIfd2c0ojY/VPDQxl2xkPI/AAAAAAAAGWY/00KEpji3068/s1280/PSOGL2_001.png)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Sirius-R on March 01, 2015, 11:02:10 am
By the way, has anybody found the way to unpack the game's SPB file? I'd really like to take a direct look at game's textures' and meshes' files. Besides, I'm desperately looking for the way to rip the R-101 Delphinus's mesh out of the game...
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on March 01, 2015, 04:28:37 pm
By the way, has anybody found the way to unpack the game's SPB file? I'd really like to take a direct look at game's textures' and meshes' files. Besides, I'm desperately looking for the way to rip the R-101 Delphinus's mesh out of the game...

We never tried unpacking the SPB, which if I had to guess has all the 3D assets, since the files we need to translate were all in the BPB but I'd be all for it if someone were to give it a try. Maybe the information and data left by esperknight here (http://www.romhacking.net/forum/index.php/topic,17658.msg258765.html#msg258765) could be of help with the SPB, shooting in the dark here.

But in regards to the aircraft textures, since they're all 2D files, they're in the BPB and thanks to esperknight's unpacking and decompression they're all accessible, or at least most of them I haven't checked every single one. Here's a link to the R101 texture file, viewable with TimViewer+ or Tim2View made by Lab313: http://www.mediafire.com/download/88cu6ywltykpt02/0002.bin (http://www.mediafire.com/download/88cu6ywltykpt02/0002.bin)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Sirius-R on March 01, 2015, 11:12:24 pm
Thanks.
Still, I think you'll have to unpack the SPB, as I failed to copy the file from the disc due to "incorrect MS-DOS function" - a sure sign that video files are in there. You're going to translate the videos sooner or later, right?
I'd also say that SPB only contains videos, but then why the hell the export versions' SPBs are as large as Japanese's?..

Also, I'd like to know if a properly functioning ULZ unpacker is done - I think the planes' models may be in BPB as well, but thrown off by you as "not textures, thus irrelevant". I've got esperknight's cs files, but one unpacker only unpacks ULZs since folder 0112 (which is a bit away from the target 0080 folder), the other one crashes.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on March 01, 2015, 11:40:02 pm
I can't say for sure what is in the SPB but thanks to jPSXdec I actually saw a lot of videos outside of both the BPB and SPB and even a few select TIM files.

The guys at jPSXdec have been improving their program for AC3 since last year so now it reads and shows a boatload of audio and video files. This helped identify whether the videos in the game were soft or hard-subbed and thankfully the cut-scenes are soft-subbed.  You can see some already translated cut-scenes here (https://www.youtube.com/playlist?list=PLjBtcqekqPi7B1ef7zn9tbEtS9L6O74rM), all real in-game footage, not proof-of-concept.

I can't really help with the technical details of the unpacking or decompressing since I'm mostly doing the editing for this fan-translation. That particular unpacker may be outdated since I remember esperknight adjusting his settings more than once in order to extract the files we needed. It wasn't easy but we have what we need to go forward so we're good for now.

Did you have any luck with those TIMs for the armory?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Sirius-R on March 01, 2015, 11:51:36 pm
I was going to resume my work on armory stats text once I get the Delphinus's mesh and its Neucom and UPEO textures, but it seems that I'm pretty far from getting the mesh, so I'll send you the 0139 and 0140 TIMs within an hour. I'd also like R-101U's texture as well, as, um, a reward for the "circle"...
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on March 02, 2015, 12:05:36 am
Hehe no problem, I just sent you the link via PM so check your inbox.

Now for a general update on the project, here's screenshots of the first Search files translated, thanks to Seihen for his translation!

Rena's Biography 01: https://lh5.googleusercontent.com/-jxICGIZySEo/VPFSQPwDMxI/AAAAAAAAGW8/bJ6fDuLr4qA/s1280/search_rena01.png (https://lh5.googleusercontent.com/-jxICGIZySEo/VPFSQPwDMxI/AAAAAAAAGW8/bJ6fDuLr4qA/s1280/search_rena01.png)

Rena's Biography 02: https://lh3.googleusercontent.com/-2UEqtrVCRIU/VPFSQ5PCMpI/AAAAAAAAGXA/4NpvScvbzzU/s1280/search_rena02.png (https://lh3.googleusercontent.com/-2UEqtrVCRIU/VPFSQ5PCMpI/AAAAAAAAGXA/4NpvScvbzzU/s1280/search_rena02.png)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Sirius-R on March 02, 2015, 12:22:14 am
Looks good so far.

I'd also like to know  if there's any way to expand the range of letters from 26 (English alphabet) to 33 (Russian alphabet) - I may do the Russian translation once the main translation's over.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on March 02, 2015, 01:09:50 am
Since they game stores text as images we never looked into this matter. I know there are two images with text on them, which I think is where the game gets the letters from when starting the game. Whether this table is expandable or not remains to be seen.

Other than that, the remaining 99% of the game uses images instead of looking for its own internal font so there's no such issue there.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Sirius-R on March 02, 2015, 01:22:17 am
That's great. That's gonna make the translation much easier. Here, only PAL version was translated "properly" (y'know, you don't expect a good translation of PS1 game if you live in Russian - there, the job's done by pirates, for whom quality doesn't matter); the only Japanese version translated to Russian lacked 2nd disc (sic!), making the game playable only by half.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on March 02, 2015, 01:37:36 am
Ah good to know that was the answer you were looking for. Those devs at Namco really did a great job.

Here's a screenshot of how the main Armory screen looks like:

https://lh5.googleusercontent.com/-frLsN7WnaCs/VPQCnOQE30I/AAAAAAAAGf4/UzGnFMXNZ18/s1280/final_test_by_sirius-r.jpg

I forgot to take pictures of the second screen but I had no problems with it so the Armory is now done!

In other news, I tried to edit the blue menu that comes up after the title screen but no luck, it appears the TIM with all the blue menu text is just a dummy or something else.

Now I'm beginning to think THAT and the TIM for the title screen may be outside of the BPB altogether. This because I noticed that whenever I did something really wrong with the BPB the game would be fine until I started or loaded a game but then it would  always lock up during the "inset company name here" loading screen. I'm almost completely sure of this but I have no way to know 100% right now. This means that all those interface phrases in blue are off-limits for the time being. It's a shame but I hope to get back to these later on.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Sirius-R on March 02, 2015, 10:47:58 pm
I can't say for sure what is in the SPB but thanks to jPSXdec I actually saw a lot of videos outside of both the BPB and SPB and even a few select TIM files.

Just checked the game with the latest jPSXdec (as they claim on their site, it's the freshiest version), haven't found anything outside the SPB except the textures. Same for export versions.

Funnily, US and EU version have some voiceless cutscenes from Jap version (two "demo" cutscenes, one of them lists all the characters from Jap version of the game - it's not present in EU version though, and the scene with Night Raven blowing up a city)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on March 02, 2015, 11:13:44 pm
It's been a while since the last time I took a peek inside but yea, my bad, the audio and video files are actually INSIDE the SPB.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Sirius-R on March 03, 2015, 01:51:52 am
Honestly, I think there's nothing inside the SPB file aside of videos and music. Back then in 90s, they took the most of games' space; thus, unpacking of SPB can be delayed until we can start dubbing the cutscenes.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on April 01, 2015, 06:05:48 pm
An update on the current status of our AC3E fan-translation project has just been published here (http://useatoday.blogspot.ch/2015/04/general-news-today-spring-special.html).
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Zero Dozer on April 02, 2015, 12:07:15 am
Are you saying that by now you got over half of the first disc translated by now?

Edit: Wait, I got the chart. It means that you are actually NEARLY DONE with Disc One.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Bob Liu on April 03, 2015, 08:48:46 pm
Great to see you're making a lot of progress. I'm very pleased. However, you haven't started on disc 2 or anything yet. I can't remember if there was or not, but wasn't there some errors or problems when you tried doing stuff with disc 2 before? Correct me if I'm wrong.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Zero Dozer on April 03, 2015, 10:38:25 pm
I think he's rather finishing Disc One before moving into Disc Two.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Bob Liu on May 13, 2015, 12:21:01 pm
Hi there, I just tried out your demo patch and the game just crashed after the Namco logo was display. Any help? And encase you're wondering, I did apply the patch right. Also, did anyone else run into this problem? Furthermore, I'm using ePSXe 1.8.0.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: zfreeman on May 13, 2015, 02:17:00 pm
Try a different video plugin. I'm running it on 1.9.25 with P.E.Op.S. Soft Driver 1.18 without any problems.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Bob Liu on May 13, 2015, 04:18:02 pm
Try a different video plugin. I'm running it on 1.9.25 with P.E.Op.S. Soft Driver 1.18 without any problems.
I did just that, and the same thing happened. Tried both the new version and various settings. Also, the game before patch runs fine but it only does this after it has been.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on June 28, 2015, 01:00:28 pm
Our translation patch for Disc 1 has been released.

Get it here: https://www.dropbox.com/s/swqiy9htzraelir/AC3E%20IE%20Disc%201.rar?dl=0 (https://www.dropbox.com/s/swqiy9htzraelir/AC3E%20IE%20Disc%201.rar?dl=0)

Password: nemo

Full post on USEA Today: http://useatoday.blogspot.ch/2015/06/ac3-e-ie-disc-12-status-quo-alteration.html (http://useatoday.blogspot.ch/2015/06/ac3-e-ie-disc-12-status-quo-alteration.html)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Dashman on June 28, 2015, 02:55:47 pm
Amazing job, congratulations! :thumbsup:

And thanks, of course :beer:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Zero Dozer on June 28, 2015, 07:55:45 pm
For what I've read, seems like the disc is still not fully translated (correct me if I'm wrong). Even so, already downloaded it, because I'm itching to get this and play THE TRUE Ace Combat 3.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on June 30, 2015, 10:49:56 am
Hi guys and hi dragonspike ;)
Let me once again congratulate the Nemo project for the excellent work he is doing and why it is making a dream into a reality .
Then , let the facts . !
I downloaded the patch of DISC1 and I followed all the instructions , but the game will reset every time you start ( with Xebra tried ) , I tried to patch my original .ISO, with windows xp OS and with .net framework as low as possible ( that would 4.0.3019 ) but nothing .... it crashes .
How did you dragonspikexiii , we can do something to solve this problem ?
Thank you in advance and good day to all !
PS .xdelta perhaps it would be easier as patch ^^ !
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on June 30, 2015, 11:14:04 am
I'll take note and report what's happening to your patched copy.

In the meantime, check the file sizes of your un-patched and patched copies, this might be helpful in the interest of full disclosure.


Size of my own personal bin/cue copy ripped with Alcohol 120% made from an SLPS~02020 disc (CD1):

683 MB (716,287,488 bytes) and 683 MB (716,288,000 bytes) on disk.


Size of a copy that's been patched with our Disc 1 patch v1.0 release:

688 MB (721,774,704 bytes) and 688 MB (721,776,640 bytes) on disk.


Other than that, I hope we can make our releases more compatible in the future in order to minimize the hiccups. I know how annoying that can be, it's just that we haven't found the time to deal with that issue yet but it's definitely in our to-do list.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on June 30, 2015, 02:05:34 pm
Thank you for having responded so quickly.
Hmm , here they arise due to spontaneous questions ... I can use the version " PlayStation the best" ? But especially my values ​​of .ISO go well ? : /
Here's my Disk size :
DISK 1 - 699.454Kbyte - 716.240.448 byte [SLPS-91214 - PlayStation the BEST-NOPATCH]
DISK 2 - 706.804Kbyte - 723.766.848 byte [SLPS-91215 - PlayStation the BEST-NOPATCH]
It's strange because on XEBRA works perfectly
Anyway I will do as you say : D !
SLPS - 02020~1 and Alcohol 120 % .
I will let you know ;)!
Anyway, not to say even as a joke , annoying or not , you are doing an extraordinary job and thank you and the project nemo for this immense gift !
We count on you , you have all the credentials to do a wonderful job !
PS I know that you still have to complete the patch in English , but the translation into Italian will be then ?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on June 30, 2015, 03:41:25 pm
Thanks for the numbers on the PlayStation the Best version. I can't say for sure if our current patching tools are compatible with it or not as I don't have that specific copy. Hopefully someone else, perhaps another avid AC3 collector can chip in on this. Thanks to one user we at least know it works, burned, on an actual PS1, so there's that.

And about an italian translation, I'm sorry but I don't think I'm the right one to do it. I could give some explain how to use our editing tools but the actual translation and editing should be done by italians in order to ensure the highest quality. I tried a couple times before on my own to see what I could come up with and it really fell short of the standard set by our English translation. So maybe form an italian fansub group for AC3, preferably with a jp -> it translator?

Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on June 30, 2015, 05:04:30 pm
I have a problem with Alcohol 120 % and the creation of a file .bin / .cue
If I select the PlayStation format , the only format that I choose is the .CCD and MDF . Here is my screen :
(http://i.imgur.com/EfWRaoR.jpg)
(http://i.imgur.com/p4Hky21.jpg)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on June 30, 2015, 05:10:22 pm
Uncheck "Read sub-channel data from current disc."
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on June 30, 2015, 05:20:17 pm
Okay i've done the image without subchannel data but with the size ...we are not :(
NO PATCH
DISK 1 - 683 Megabyte - (716.240.448 byte - SLPS 02020)
AFTER PATCH
DISK 1 - 688 Megabyte - (721.774.704 byte - SLPS 02020)
it's really strange....and yeah, after i start the game with xebra after and Namco's logo ...reset :(

RE-EDIT 01/07/2015
I found the problem but do not know how to solve .
In practice it is a matter of " ripping" , there are about 47.000byte difference between my and your copy , dragonspike :)
But I tried different readers including:
A TEAC CDRW512E , a PIONEER DVR - 108E and finally that of my laptop ( Lenovo G50 ) or a PLDS - DA8A5SH but nothing .
Instead I contacted a friend of mine and the value of .ISO meets your values ​​!
So yes ... if I do a good ripping , I solve the problem but the main question is .... is a problem of the program settings or the drive ?
P.S On ePSXe doesn't work.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on July 01, 2015, 02:29:40 pm
I wish I could but I really can't help you with the ripping issues you're experiencing. Just don't take my using Alcohol 120% as a be-all-end-all guide to AC3 ripping, it's just the program I happened to use and it seems to work for me but the same may not apply to everyone. I don't know but maybe you should try other ripping programs and see what results they give you but I'm just throwing that out there, good luck!

Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on July 01, 2015, 03:20:49 pm
Thanks dragonspike !
If I succeed, I'll list all the programs that you can use! : D
Talk to you soon , buddy !
And thanks again for the tips ! ; )

RE-EDIT
I saw the cuesheet on the site " redump.org " is strangely the version that corresponds to 716,287,488 bytes is the SCPS - 45397 ~ 8
Now , I own this version , but I can not open because it is sealed .
Also because I always checked the data on the site " redump.org and version corresponds to my RIP =  SLPS 02020 ~ 1 /716.240.448
Should be this :
(http://s28.postimg.org/bg5dwz02l/SAM_3924.jpg)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Alcahest on July 01, 2015, 07:00:33 pm
Could a kind soul generate an .xdelta?
Thanks.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Infrid on July 02, 2015, 07:42:41 am
Here the xdelta file, I' haven't played the game yet, so it isn't tested. My unpatched bin file was exactly 716.240.448 bytes, anyway here the hash of the patched and unpatched iso

30f7dce98b6901290cb26c9baf27268f ac3.bin
3be7f90699da1140b01d3c8c13fff209 ac3PATCHED.bin


Download (https://www.dropbox.com/s/m60v78or81xpqis/ACE%20COMBAT%203%20-%20international%20version%20CD1%20ENG%20by%20project%20nemo%20%28.xdelta%20by%20Infrid%29.zip?dl=0)
Mirror (http://www.mediafire.com/download/w0lo2znb2918kqg/ACE+COMBAT+3+-+international+version+CD1+ENG+by+project+nemo+%28.xdelta+by+Infrid%29.zip)


Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Alcahest on July 02, 2015, 08:32:06 am
Thank you Infrid, much appreciated.

Edit: arg, as indicated by your source MD5, you patched the asia ver. (SCPS) but this patch is meant for the pure jpn ver. (SLPS) :S
They do differ, correct source MD5 is: 86fd694677098d26909086895404f571
That's why the xdelta is so small I guess, the patching process must have aborted early because of data mismatch.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on July 02, 2015, 12:04:53 pm
Hey guys, dropping by to let you know I've just tried making an .xdelta version of our CD1 patch and from the looks of it everything went ok, the game started and the English text was there. This was tested using the regular Japanese release, as always, SLPS-02020~1.

One thing that surprised me was how small the patched file was in comparison of our original release with the toolkit: 5.05mb uncompressed and 2.58mb with RAR as opposed to 106mb and 56.9mb with RAR!

The 5mb must be the difference between the original compressed text images and our uncompressed translated TIMs.

Right now I'm working on fixing errors in the translations such as weird colors, typos, missing wordsand such. Give me some time and I'll be posting a v1.1 Disc 1 patch as an xdelta soon.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on July 02, 2015, 12:18:52 pm
That's prettY :D!
I hope we have been of help !
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Infrid on July 02, 2015, 04:03:47 pm
I'm start to think that the hashes on redump.org are wrong or incomplete, my copy of the game is the SLPS-02020-1 version and it has that hash.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: niko_holder on July 02, 2015, 06:58:50 pm
Hi DragonSpike XIII and NemoTeam
First of all Thank you in advance for the great work, this is awesome  ;) ...

 So i'm testing the patch but unfortunately i've got some issues  :( , the same of D.O.Eraven one. I'm Italian too and i'm starting to think that there is some kind of problem with the patching process or something like this, linked to my/our win8 O.System. I have the original JAP game version,ripped with Alchool 120% and patched as the readme says: but when i play the game, every emulator i've tried crashes at the beginning after the NAMCO logo.

Maybe with the xdelta patching process we can overtake the issues and make the patched game work  8)

Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Bob Liu on July 03, 2015, 11:48:19 am
So i'm testing the patch but unfortunately i've got some issues  :( , the same of D.O.Eraven one. I'm Italian too and i'm starting to think that there is some kind of problem with the patching process or something like this, linked to my/our win8 O.System. I have the original JAP game version,ripped with Alchool 120% and patched as the readme says: but when i play the game, every emulator i've tried crashes at the beginning after the NAMCO logo.
Same problem here. Shame a solution hasn't been found. Though this other option better work.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Ser Evergreen on July 05, 2015, 08:52:52 am
After having played all the missions in Disc 1 and achieved both the Electrosphere (A) and Geopelia (B) endings, I can confirm that the International Edition Disc 1 1.0 patch works properly. First and foremost, I would like to express sincere appreciation and gratitude to DragonSpikeXIII and the rest of Project Nemo team for all the works they did the past years (been following you guys from the start back in 2009). Secondly, having spent an adequate amount of time testing both the patching process and its result after, I am going to list all that I have found so far in hope of offering a workable solution to anyone that is still stuck with some bug or exception preventing them from enjoying this translation.

1. About Ripping SLPS 02020/1:

- To ensure smooth caching and streaming between the motherboard's northbridge to your IDE/SATA controller to which your optical drive is connected to, make sure you have the most up-to-date chipset drivers of your respective motherboard chipset. By having the most up-to date drivers for this case, it will ensure your ripping process to be as smooth as possible.

Note: This is especially important to Intel chipset boards, which started implementing independent IDE/SATA controllers since late 2008, necessitating the use of the respective Intel Rapid Storage Technology (RST) driver for them to function the way they should. Depending on when your chipset was manufactured, the controllers will only be compatible with a certain driver major version that is compatible for that chipset. For example: Intel 5 series (P55, H55, H57, etc.), circa 2009, is compatible with version 10 or below; Intel 6 series is v11, Intel 7 and 8 are v12 and Intel 9 is v13.

- Due to the way PlayStation CD format works, it is recommended to rip your SLPS 02020/1 game discs first into the CloneCD format (.img/.ccd/.sub) as the original disc image to ensure your ripped image has the most redundant CRC and data integrity as possible, suitable to be the original version for storage and working on. Afterward, you can then convert them into bin/cue as required.

2. About Patching:

- Open a Command Prompt/Windows PowerShell at the location of your patch folder and run the batch process from there to ensure you are able to monitor each step of the patching process and know when something goes wrong to take action. This is especially important in anticipating whether your ripped image was created properly, as the tools will refuse to patch your image if they encounter mismatched checksum with the image file (the error and status messages of the tools are in Italian since the tools being used are from ROMhacking.net, and it would be nice to have them in English to facilitate smoother communication for debugging).

3. About Playing:

- For the most part, having played it through various emulators (with most game time and completion on ePSXe 1.9.1), I can confirm that the patched game functions normally as it should throughout. However, I did encounter emulator crash after the Namco logo through one particular setting: texture scaling. It seems that if high texture scaling is used, it will overflow the emulated cache right when the game starts loading after the Namco logo, crashing the emulator (this might be because the game was made late in the PlayStation life-cycle and used all of its capacity). As such, if your emulator's graphic plug-in supports texture scaling, runs it as low as possible or disable it entirely (this of course comes at the cost of not having high-resolution texture for nowadays' displays, making graphics less-than-ideal).

I will keep looking out for any additional exception related to this patch. Hopefully the above information can be of help to everyone!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on July 05, 2015, 11:00:12 am
Thanks a for the quality post, Evergreen! Much appreciated especially from someone who's been following Project NEMO since the beginning more than a few years ago.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Ikkyu on July 06, 2015, 06:18:35 pm
Huge thanks to the Project Nemo team ! You guys made something amazing.

Allow me to add some info to what's arleady here :
The version of AC3 you want to patch is that of the original version, which is, surpringly, tagged "1.1". (the 1.0 corresponds to the Playstation The Best edition, and the patch doesn't work on this one)

If your cd is 7zipped, don't use 7zip to unpack it ! That's what I did at first, but when I tried playing the patched cd, it crashed right after the Namco logo.
To make this work, use unPakkiso to unpack the archive.
For the patching itself, follow the advice of the kind Ser Evergreen, and run the .bat manually via a DOS prompt. This will tell you if the patching went fine, or failed.

md5 of the bin of cd1 : 30f7dce98b6901290cb26c9baf27268f
size : 716 287 488 bytes

md5 of the patched bin : 3676d1bd5f9ef6b7d880c461edd365b2
size : 721 774 704 bytes

And since there's been demand for a working delta patch, I made one :
http://www.mediafire.com/download/lvw2clxt590r29a/ac3_1.1-d1.xdelta

And here's an archive containing Pakkiso 0.4, and also a gui for xDelta.
http://www.mediafire.com/download/cz1ezlojyitxe77/Tools.7z

Password is "ac3Glory"
(without the quotes)

Cheers
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Alcahest on July 07, 2015, 03:10:40 am
Ok this is getting super confusing.
According to DSXIII, his patch is meant for the SLPS version.

The SLPS, which exe version is 1.0 and is equal to the Best version, has a CD1 MD5 matching:
86fd694677098d26909086895404f571
http://redump.org/disc/3175/

On the other hand, there is the SCPS version with an exe ver. 1.1, with CD1 MD5 matching:
30f7dce98b6901290cb26c9baf27268f
http://redump.org/disc/582/

So it comes down to two things, either DSXIII is wrong and the patch is meant for the SCPS version, OR the patch is in fact universal and peeps are having issues getting a proper CD1 rip of the SLPS version in the first place [which should match 86fd694677098d26909086895404f571 ]
I wonder which it is..

Edit: Ser Evergreen says the patch works on the SLPS (1.0) version and Ikkyu says the patch works on the SCPS (1.1) version, so it seems the patcher is universal.
Now if only someone could release a proper .xdelta for the SLPS version..!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on July 07, 2015, 05:19:00 am
I think this is getting more complicated than it should as well. I took a look at my files and checked their MD5s s I could add a couple more facts to the table.

I checked the MD5 of both my SLPS-02020~1 (1.0) copies of AC3E, and both rips are identical (30f7dce98b6901290cb26c9baf27268f) and correspond to what redump.org lists as the SCPS AKA 1.1 release of the game.

As I do not have what redump claims to be 1.0 with checksum 86fd694677098d26909086895404f571, I have no way to comment on this particular release.

It's a shame that there are people suffering from issues during the patching process but I can safely say that me and members of Team NEMO have been play-testing for months and not once did we come across any such issues, or any for that matter. It is also reassuring seeing reports coming in from many players that their copies are indeed working on a variety of devices and configurations.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: contra on July 07, 2015, 06:15:26 am
Just wanted to pitch in and also give thanks for the patch!
I patched Ace Combat 3 - Electrosphere (J) (v1.1) (Disc 1) [SLPS-02020] (md5: 30f7dce98b6901290cb26c9baf27268f) and it's working great.

I'm using epsxe 1.9.25 with Petes OpenGL2 Graphics driver 2.9 set to max (including hi-res textures) and have not experienced any crashes so far (played about 4 missions).

If your cd is 7zipped, don't use 7zip to unpack it ! That's what I did at first, but when I tried playing the patched cd, it crashed right after the Namco logo.
To make this work, use unPakkiso to unpack the archive.
This is most likely because it has further compression using ecm and unPakkiso decompresses it.  But you could just aswell use 7zip and unecm to properly unpack the iso.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Ser Evergreen on July 09, 2015, 01:49:55 pm
@contra: Hmm, since I used 1.9.1 instead, maybe 1.9.25 could have provided certain fix or workaround to the overflowing graphic cache? I will try it out.

Regrettably, because I used a non-standard method to rip my copy (ripped with UltraISO through an ISO volume filter using an HP DVDRAM GU70N SCSI drive), I could not dump a completely perfect copy, resulting in a hash that is off from the redump.org database to verify properly which version I have. However, I noticed an odd detail: among the contents of the disc, I can see a .bin named SLPS_020.20 (and appropriately enough, SLPS_020.21 on disc 2), but all the data on both discs contain the date/time tag of 1999-05-27 08:20, which matches the release date of SCPS-45397/8 instead. I am not sure how relevant this could be, but it certainly looks strange and adds more to the confusion already expressed by Alcahest.

Regardless, since my ripped image works flawlessly with the IE 1.0 patch, here is the .xdelta in case it can be of use to anyone here:
https://drive.google.com/file/d/0B-dUs_ACmyWfclRLUnNFek81RGs

Hopefully we can keep finding out more clues to the nature of the game and the patching process in order to improve and perfect it to allow everyone a chance to enjoy what is arguably the finest release of the AC series!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Alcahest on July 09, 2015, 02:05:12 pm
Ser, it's no mystery at all. Both SCPS & SLPS prints have an SLPS executable within.
SCPS is just different on the box (product ID for the chinese market).
It just seems after the pure Jpn release (1.0), they fixed something or maybe optimized the app some more for the Chinese release.
Not knowing what's different between 1.0 & 1.1, I think it's great DSXIII selected the more recent version as base.

I was able to try this patch finally (tyvm Ikkyu) and DSXIII you've done an amazing job.
I burnt a copy and played it on a PS1 debug and modded PS2, works perfectly.
The FMV font is great, perfect size imho, the timing impeccable and the new graphics that show Speed/Defense/etc for planes in english is incorporated very well, seamless.

Finally a localization in due form for this masterpiece! ;D
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Ser Evergreen on July 09, 2015, 02:23:16 pm
@Alcahest: Ah I see, so its still the same source as SLPS 02020/1, just tweaked a bit to turn it into revision 1. I didn't know SCPS 45397/8 was meant specifically for the Republic of China's market, considering the releasing model at the time was quite weird for what constitutes the "Asia" region.

Anyway, glad to hear that the .xdelta of Ikkyu works properly for you. Hopefully it could work for the rest of the people as well.

(It is true that DSXIII and Project NEMO have put in a lot of effort to make sure the edited script images of the FMVs blend as seamlessly as possible, and it works even better when forcing anti-aliasing/dithering onto the textures, for it feels as if the translated texts actually belong in those subtitle boxes. Once again, thank you so much for the time and sweat Project NEMO spent on this high-quality translation!)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: niko_holder on July 10, 2015, 02:13:37 pm
Hey Guys, i've solved the issues related to "the crashing game" after NAMCO logo. Just use the 1.1 version. If anyone is in trouble, please feel free to PM me  :thumbsup: :thumbsup: :thumbsup:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on July 16, 2015, 04:14:34 pm
I agree with Niko_holder . The patch works correctly with version 1.1 ( aka SCPS 45397 )
However , a long time ago , I played all versions of AC3 ( Including PS The Best ) .
The only difference I found between the ver 1.0 and 1.1 is the interface disk change .
Nothing special, but it's still a difference :
(http://i.imgur.com/psFuQUJ.jpg)
(http://i60.tinypic.com/106nfar.jpg)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Bob Liu on July 22, 2015, 04:15:39 pm
Hey Guys, i've solved those issues related to "the crashing game" after NAMCO logo. Just use the 1.1 version. If anyone is in difficulty, please  feel free to PM me  :thumbsup: :thumbsup: :thumbsup:
Sweet. Thanks for figuring that out. Wacked my head off a few walls when it didn't work before. I'll try it out soon. Yippee.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: niko_holder on July 22, 2015, 04:36:56 pm
Sweet. Thanks for figuring that out. Wacked my head off a few walls when it didn't work before. I'll try it out soon. Yippee.

Yeah, my original Jap imported version didn't work...so i tried out the 1.1 version and voilà :laugh: if you need more details, please PM me.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Ikkyu on July 25, 2015, 02:20:04 pm
Hi,
so I've been playing this up to the "Dilemma" mission end, and it's a pleasure. Thanks again !

I've noticed a couple of things so far :
- Erich's message (before or after first mission, can't remember), there's a long dash at the beginning of his talk. Is it normal ? Same thing for one of Fiona's message, and one of Dision's.
- during the UPEO/Neucom talk video just after mission 1, there's a square character at the beginning of one of the sentences.
- one of the text was written in a heavier font than the rest. I don't remember which text exactly, it was near the beginning of the game, I'd say three missions into the game. I should have noted it down, sorry.
- in Keith's message, just before "Dilemma" (after Dision's long speech), there's a repetition in one of the sentence : "is trying to trying to get to us".
- there's a typo in the last sentence of the "Electrosphere" ending : "mastermind's aircraft"


Cheers
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on July 29, 2015, 08:43:46 pm
The project has been updated to v1.1. You can grab the new patch on my dropbox for the time being: http://tinyurl.com/nh7prjb

Blog post: http://useatoday.blogspot.com/2015/07/re-disc-1.html

State of the Project 2015 coming up late next month.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on July 31, 2015, 02:20:44 am
I downloaded the patch a few times , dragonspike , and am having trouble checksum .
Despite having an ISO with your same checksum , it gives me the error " checksum mismatch : XD3_INVALID_INPUT ".
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Alcahest on July 31, 2015, 09:11:52 am
Yes, I can confirm the issue when using:

+ Disc1 with md5 (as mentionned in the readme):
30F7DCE98B6901290CB26C9BAF27268F

+ Patch "AC3E_IE_Disc1_(1.1).xdelta" with MD5:
CE3A9CAD2BF6FA662475E17E13553091

=> Error "xdelta3: target window checksum mismatch: XD3_INVALID_INPUT".
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on July 31, 2015, 10:53:25 am
That's so strange. I based this patch off a fresh new image. I'm gonna take a look into this and try to find the problem.

EDIT: there's a new patch on my dropbox, if anyone here wants to try and give feedback on whether this one works or not, here it this: http://tinyurl.com/p65bgv3
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on July 31, 2015, 02:43:23 pm
Okay dragonspike, it works  ;D
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on July 31, 2015, 03:28:31 pm
Okay dragonspike, it works  ;D

(https://lh3.googleusercontent.com/-ibMREHHfWOQ/VbvL3gqwj1I/AAAAAAAAHW0/VUN8gcOYmn0/s400-Ic42/tumblr_mvnwki0c3d1qajc4eo1_r1_500.gif)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Ser Evergreen on July 31, 2015, 06:02:12 pm
Yeah, the old version of 1.1's xdelta is mismatched for some reason, but I can also confirm the new version to be working. Much appreciated for you and your team's effort, DSXIII.  :cookie:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on July 31, 2015, 06:39:03 pm
Thanks ser evergreen, seems this is finally the good one.

Since verifying the MD5 checksums helped me find and replace a bad image that I was using, here are the checksums plus file sizes for Disc 1 and for this third iteration of patch 1.1:

SLPS-02020: 30f7dce98b6901290cb26c9baf27268f

Size: 683 MB (716,287,488 bytes)

Size on disk: 683 MB (716,288,000 bytes)

Patch 1.1: d0e44f993f711c9c67753d7c1ffbe7d3

Size: 5.04 MB (5,290,830 bytes)

Size on disk: 5.04 MB (5,292,032 bytes)

Barring any further oversights, these two put together with xdeltaUI should give you a good image.

Patched: a00c2658d1d0da4e9d435fdbacb02b7e

Size: 688 MB (721,774,704 bytes)

Size on disk: 688 MB (721,776,640 bytes)

Additionally, since the patch applies only to the BIN image, and we're all still using the BIN/CUE format, here's a link to the .cue file that should be coupled with the BIN. It's made to work with an image named "ac3.bin" but if you want to rename your image, you can always edit the .cue with notepad, it should still work. I don't think you'll need it if you're playing on your computer, but it might come useful when burning or converting. Find the .cue here: http://tinyurl.com/nrtxkak

By the way, the right 1.1 patch will be available on my dropbox for now but I'll take it down once it's up on our homepage (projectnemo.net (http://projectnemo.net)) and here on RHDN (http://www.romhacking.net/translations/2307/).
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Alcahest on July 31, 2015, 08:35:49 pm
DSXIII, as soon as you give the MD5, no need for file size/on disk etc anymore ^^;
Just tried the new patch 1.1, applied correctly giving expected MD5, all good.

But I have a bug to report, on real hardware (blue psx debug), the game freezes when selecting "Archive" from the menu.
No such issue on emulator (epsxe).
I'm pretty sure my burn is ok..

Can someone reproduce/verify?

Edit: false alarm! it's working OK on subsequent tries, strange...
maybe some spec of dust got on the CD or something xD



Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on July 31, 2015, 09:48:00 pm

But I have a bug to report, on real hardware (blue psx debug), the game freezes when selecting "Archive" from the menu.
No such issue on emulator (epsxe).
I'm pretty sure my burn is ok..

Can someone reproduce/verify?

Edit: false alarm! it's working OK on subsequent tries, strange...
maybe some spec of dust got on the CD or something xD

Alcahest , I know very well your problem XD !
It ' a type read error and you can confirm it because I had a console that had worn the optical unit ( SCPH - 7502 ) and when I happened to go to a section of the date electrosphere swallow , it crashed and then off again.
You have a Debugging Station and has the KSM - 440ACM / AAM always .... if you have not replaced :) .
Unfortunately, this lasers are really bad and have read errors with them is " normal " .
( I own 7 x SCPH 1002, 1 x SCPH 1000, 1 x SCPH 5000, 1 x SCPH 1001)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Alcahest on July 31, 2015, 09:54:46 pm
D.O.Eraven, thanks for your input.
I actually put a new genuine KSM-440BAM from a PSone into my debug and it works flawelessly.
Hence my surprise when it froze going in the "Archive"..
But so far so good, it must have been a fluke.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on July 31, 2015, 11:23:39 pm
Oh , you did great! :)
I think what you 've ever could happen to anyone with a similar model .
Unfortunately these models of PS , the focus is not accurate as the later models . Sometimes you have to calibrate the three trimmer console ( F.BIAS , F.GAIN , T.GAIN ) but if it turns bad law , does nothing . ; )
However soooo stupid question , but if you remove it from XdeltaUI checksum verification , it is possible to patch everything ?
If so it would be great because you could patch any version of AC3 in JAP .
( SLPS 02020-1, SLPS 91214-5, SCPS 45397-8)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on July 31, 2015, 11:37:36 pm
However soooo stupid question , but if you remove it from XdeltaUI checksum verification , it is possible to patch everything ?
If so it would be great because you could patch any version of AC3 in JAP .
( SLPS 02020-1, SLPS 91214-5, SCPS 45397-8)

About supporting other releases of AC3, such as SLPS 91214~5 (the Best reissue I presume) and the Chinese SCPS release, there are no plans to do so at the moment.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Alcahest on July 31, 2015, 11:50:27 pm
Actually you are supporting the Chinese/SCPS release (which is internally SLPS-02020 v1.1).
What you don't support is the "pure" jpn release (SLPS-02020 = SLPS-91214 = v1.0).
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on July 31, 2015, 11:58:14 pm
Actually you are supporting the Chinese/SCPS release (which is internally SLPS v1.1).
What you don't support is the "pure" jpn release (SLPS-02020 = SLPS-91214 = v1.0).

I don't think so, the only release I have is the SLPS-02020~1 (two copies). I had to make an image from one of these copies to make this new patch work.

How could I even be supporting a release I never even tried or used during internal development :huh:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Alcahest on August 01, 2015, 12:29:16 am
I don't think so, the only release I have is the SLPS-02020~1 (two copies). I had to make an image from one of these copies to make this new patch work.

How could I even be supporting a release I never even tried or used during internal development :huh:
Oh seems you have a "pure" jpn ver 1.1 then..
Are both "disc 1" of your two copies identical (md5 match)?
It'd be funny if one copy was 1.0 and the other 1.1.

Regarding SCPS support, since the patch is made for v1.1, you're supporting it de facto.
(while the chinese release has a different productID (SCPS) on the box, manual, and even printed on the disc, the content of the disc itself is a 1:1 copy of the pure jpn version v1.1, with SLPS executable and all)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on August 01, 2015, 12:48:51 am
Oh seems you have a "pure" jpn ver 1.1 then..
Are both "disc 1" of your two copies identical (md5 match)?
It'd be funny if one copy was 1.0 and the other 1.1.

Regarding SCPS support, since the patch is made for v1.1, you're supporting it de facto.

Well, I don't know what to make of this pure/1.0/1.1 business, I can only go as far as my first-hand experience allows and my information is as stated in my posts.

Which is SLPS-02020~1, two physical copies which share the same identical checksum as stated by myself more than once as 30f7dce98b6901290cb26c9baf27268f

Hence this is what I've written in the readme file for this patch since that's what I have here. I can't comment on the other releases as I don't have any access to them. They may or may not be compatible with this patch in spite of their presumably different checksums. In the case they are, then we're all the better for it but if they're not then there are no plans at the moment to support them. If someone either one or both of these releases, feel free to try this 1.1 xdelta patch and let us know here.

Far as "1.0" or "1.1", I would need to check the images I have with some program but I wouldn't know which one to use. I wouldn't mind checking this just to add more details to my reports.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Alcahest on August 01, 2015, 12:59:23 am
It's super simple.

If disc1 of your set has MD5: 86fd694677098d26909086895404f571
then your set is 1.0

If disc1 of your set has MD5: 30f7dce98b6901290cb26c9baf27268f
then your set is 1.1

So both your sets are 1.1.

"pure" jpn release: japanese release for the japanese market.
In contrast to SCPS which is the japanese release for the chinese market.

While "pure" jpn release can either be 1.0 or 1.1, it seems SCPS release only come in 1.1, so compatible with the patch.

That's about it ^^;
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Ser Evergreen on August 01, 2015, 01:11:23 am
It does seem quite possible that you own the SCPS-45397 version in the end, DSXIII, as looking back at the previous posts, it became more clear that we were all thinking that we were supposed to be owning and patching SLPS-02020, but instead we have been using SCPS-45397 instead.

This is most evident from Reply #217 by D.O Raven, Reply #224 by niko_holder, Reply #228 by Ikkyu, Reply #229 by Alcahest and Reply #231 by contra, as well as my own realization which was confirmed by Alcahest.

And to be quite frank, I would not be surprised, considering I have noticed how much more widespread ownership of SCPS-45397 seems to be compared to legitimate SLPS-02020 when I looked around online.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on August 01, 2015, 01:25:23 am

Regarding SCPS support, since the patch is made for v1.1, you're supporting it de facto.
(while the chinese release has a different productID (SCPS) on the box, manual, and even printed on the disc, the content of the disc itself is a 1:1 copy of the pure jpn version v1.1, with SLPS executable and all)
mmmh, let me check something of my copies ;) !
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on August 01, 2015, 01:26:02 am
It's super simple.

If disc1 of your set has MD5: 86fd694677098d26909086895404f571
then your set is 1.0

If disc1 of your set has MD5: 30f7dce98b6901290cb26c9baf27268f
then your set is 1.1

So both your sets are 1.1.

"pure" jpn release: japanese release for the japanese market.
In contrast to SCPS which is the japanese release for the chinese market.

While pure "jpn" release can be either 1.0 or 1.1, it seems SCPS release only come in 1.1, so compatible with the patch.

That's about it ^^;

I agree that it's simple, it just seems we have conflicting sources/information. You seem to know how to check if an image is "1.0" or "1.1", as I said before I'd be glad to check my files for 1.0s or 1.1s, more information can only help. Do you know of any such program that can do this?

If I do have a 1.1 Japanese release, then the SCPS release is supported but I'll need someone to report back before I can include this in the readme as officially compatible. I can't include it just because of hearsay, I'm sure you'll understand. I'm available to analyze my copies but mine are SLPS, so it's a different release.

Reply to ser evergreen:

My copies clearly show SLPS-02020~1, no SCPS anywhere, and they even say "for Japan Only" and are also marked Not for Resale (both, but there are Rental versions out there). Google search shows the SCPS version as having slightly different information in the back cover, completely different from my copies.

You can even find a scan of Disc 1 I made years ago in my picasa gallery: https://picasaweb.google.com/lh/photo/qFGV80NwJSHDOv51qLgrRdMTjNZETYmyPJy0liipFm0?feat=directlink

Clearly marked disc, packaging, all in line with the regular Japanese release.

I can't be any more clear than this, I've been repeating the same information for a while now. This is my source, first-hand, and I stand by it. Somehow this seems to be conflicting with your information but what is your source and what release of AC3 do you have? This is important if we're to discuss and understand this.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on August 01, 2015, 01:53:05 am
Okay Dragonspike, i make my copies of two version of AC3 .
First of all, Both copies of AC3 have inside the TOC , the same executable code .
Both the PS TheBest , both the standard version have the code SLPS 02020 .
The result of my image are :

02020 (GENUINE DISC) - 699.454KB/ 716.240.448 / MD5 : 0191be8a064a64be4f80d62b29e0fa8e
91214 (GENUINE DISC) - 699.454KB/ 716.240.448 / MD5 : 86fd694677098d26909086895404f571

Then .... there is a mess of information :'( !
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on August 01, 2015, 01:59:58 am
Okay Dragonspike, i make my copies of two version of AC3 .
First of all, Both copies of AC3 have inside the TOC , the same executable code .
Both the PS TheBest , both the standard version have the code SLPS 02020 .
The result of my image are :

02020 (GENUINE DISC) - 699.454KB/ 716.240.448 / MD5 : 0191be8a064a64be4f80d62b29e0fa8e
91214 (GENUINE DISC) - 699.454KB/ 716.240.448 / MD5 : 86fd694677098d26909086895404f571

Then .... there is a mess of information :'( !

Thank you for chipping in, raven. I'll take note of this for future reference, so it's a possibility that we at Project NEMO might have to take additional versions of the same release into consideration (time and crew allowing).

I wouldn't call this a mess, don't worry. I remember when the Front Mission 2 project was active and IIRC they managed to prepare patches for different releases (i.e. SLPS-#), maybe even versions of the same release. If the need arises I hope we'll be able to do the same.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on August 01, 2015, 02:30:34 am
Thank you for chipping in, raven. I'll take note of this for future reference, so it's a possibility that we at Project NEMO might have to take additional versions of the same release into consideration (time and crew allowing).

I wouldn't call this a mess, don't worry. I remember when the Front Mission 2 project was active and IIRC they managed to prepare patches for different releases (i.e. SLPS-#), maybe even versions of the same release. If the need arises I hope we'll be able to do the same.
We hope everything goes to plan!
So guys , we talk to you later ! ( In Italy it is 8 am and are awake by 3 XD )
As soon as I wake up , I have a surprise for you to see ! :)
A particular version of AC3 translated from RGR studio!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on August 01, 2015, 02:32:15 am
We hope everything goes to plan!
So guys , we talk to you later ! ( In Italy it is 8 am and are awake by 3 XD )
As soon as I wake up , I have a surprise for you to see ! :)
A particular version of AC3 translated from RGR studio!

Wow, that's crazy man, good night/morning I guess!

Looking forward to seeing what you have in store!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Ser Evergreen on August 01, 2015, 04:54:36 am
I agree that it's simple, it just seems we have conflicting sources/information. You seem to know how to check if an image is "1.0" or "1.1", as I said before I'd be glad to check my files for 1.0s or 1.1s, more information can only help. Do you know of any such program that can do this?

If I do have a 1.1 Japanese release, then the SCPS release is supported but I'll need someone to report back before I can include this in the readme as officially compatible. I can't include it just because of hearsay, I'm sure you'll understand. I'm available to analyze my copies but mine are SLPS, so it's a different release.

Reply to ser evergreen:

My copies clearly show SLPS-02020~1, no SCPS anywhere, and they even say "for Japan Only" and are also marked Not for Resale (both, but there are Rental versions out there). Google search shows the SCPS version as having slightly different information in the back cover, completely different from my copies.

You can even find a scan of Disc 1 I made years ago in my picasa gallery: https://picasaweb.google.com/lh/photo/qFGV80NwJSHDOv51qLgrRdMTjNZETYmyPJy0liipFm0?feat=directlink

Clearly marked disc, packaging, all in line with the regular Japanese release.

I can't be any more clear than this, I've been repeating the same information for a while now. This is my source, first-hand, and I stand by it. Somehow this seems to be conflicting with your information but what is your source and what release of AC3 do you have? This is important if we're to discuss and understand this.

At first, I thought I was having SLPS-02020 actually, but taking a closer look into the disc's content revealed that they got a datetime tag of 1999-05-27, which corresponds to the release date of SCPS-45397. When I voiced this disparity up, including the fact that there was also the metadata SLPS_020.20.bin included in the disc, Alcahest cleared it up that 1.1 is pretty much a 1 to 1 copy of 1.0, with a tiny bit of change to it. This, coupled with the details of the change provided by D.O.Eraven, I am now convinced that I in fact have SCPS-45397.

Now that we know what that tiny bit of change is, thanks to D.O.Eraven, you can simply complete Mission 9 to invoke a disc 2 change and see if the disc change graphics corresponds to 1.0 or 1.1's. Of course, you can also try to redump it and re-verify checksum again, both MD5 and SHA-1 just to be absolutely sure.

All the posts relevant to what I mentioned here can be found back Page 12, Reply #232 to #236. Hope this could be of help to you.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on August 01, 2015, 05:23:49 am
At first, I thought I was having SLPS-02020 actually, but taking a closer look into the disc's content revealed that they got a datetime tag of 1999-05-27, which corresponds to the release date of SCPS-45397. When I voiced this disparity up, including the fact that there was also the metadata SLPS_020.20.bin included in the disc, Alcahest cleared it up that 1.1 is pretty much a 1 to 1 copy of 1.0, with a tiny bit of change to it. This, coupled with the details of the change provided by D.O.Eraven, I am now convinced that I in fact have SCPS-45397.

Now that we know what that tiny bit of change is, thanks to D.O.Eraven, you can simply complete Mission 9 to invoke a disc 2 change and see if the disc change graphics corresponds to 1.0 or 1.1's. Of course, you can also try to redump it and re-verify checksum again, both MD5 and SHA-1 just to be absolutely sure.

All the posts relevant to what I mentioned here can be found back Page 12, Reply #232 to #236. Hope this could be of help to you.

How can I check the meta-data of my images, this is something I'd love to do to get a better understanding of what I have with me. What programs are you using?

Things such as the SLPS-# and the release date are a good start if they can be seen inside the image. One thing I wonder though is why the 1999-05-27 would correspond to the Chinese release date when the game was advertised in Japan as being released there on that day.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on August 01, 2015, 06:41:19 am
Good morning guys!
Today , many thoughts tormented me and I decided to make another copy of the ISO AC3 ( I own 2 x SLPS 02020 , 1 x SLPS 91214 , 1 x SCPS 45397 ) .
I've insert the disc and create a .ISO with IMGBurn (which I never entered into my Laptop ) and guess what ? .... The MD5 and size of ISO match your version , dragonspike .

02020 ( GENUINE - Another copy) : 699.500 / 716.287.488 byte / MD5 : 30f7dce98b6901290cb26c9baf27268f
....
I'm really scared, guys....

By the way...here's the date of my AC3 COPY :

COPY 1 (SLPS 02020-1) : DATE Thursday 20/05/1999 04:00:00
COPY 2 (SLPS 02020-1) : DATE Thursday 27/05/1999 03:20:00
COPY 3 (SLPS 91214-5) : DATE Thursday 20/05/1999 04:00:00
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Ser Evergreen on August 01, 2015, 06:54:14 am
The metadata I mentioned is the standard way developers implement it into PlayStation 1's game, so this is strictly format-dependent and only relevant to our game or any other PlayStation 1 game at the moment, not in a general sense (besides, any file format would have their own way to implement data, metadata, and have their own properties and quirks).

Going back to our focus at hand, all that I have mentioned about the disc's contents are simply about the actual files in the disc, and as such they can be easily observed with any program capable of parsing disc image format, as long as the data integrity of the whole image itself is not off. For example, below is how the disc's contents look like from Windows's File Explorer, reading the disc directly being parsed in from the optical drive:

(http://i.imgur.com/JFtpTxM.png)

Here is another look from UltraISO, reading the CloneCD formatted rip of the disc:

(http://i.imgur.com/CE8Er1f.png)

As for the release date, I referenced the same information from redump.org, so its possible that something is misplaced here. Coupled that with what D.O.Eraven tried, maybe how Namco published the game was not as straight-forward as it should.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on August 01, 2015, 06:57:03 am
Interesting :D...here's the date of my AC3 COPY, Ser evergreen ;) :

COPY 1 (SLPS 02020-1) : DATE Thursday 20/05/1999 04:00:00
COPY 2 (SLPS 02020-1) : DATE Thursday 27/05/1999 03:20:00
COPY 3 (SLPS 91214-5) : DATE Thursday 20/05/1999 04:00:00

P.S happened to me a very strange thing .
With the first copy SLPS 02020 , the image I created it right away , it was a lightning thing .
With the second copy SLPS 02020 , drive was about 5-7 minutes to create it .
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Ser Evergreen on August 01, 2015, 07:01:03 am
COPY 1 (SLPS 02020-1) : DATE Thursday 20/05/1999 04:00:00
COPY 2 (SLPS 02020-1) : DATE Thursday 27/05/1999 03:20:00

Huh...

Maybe Alchahest's comment of "While "pure" jpn release can either be 1.0 or 1.1" could actually be part of what happened here.

P.S happened to me a very strange thing .
With the first copy SLPS 02020 , the image I created it right away , it was a lightning thing .
With the second copy SLPS 02020 , drive was about 5-7 minutes to create it .

That's even more interesting...and I have a little idea about what to try here. Do you have any unmodded PlayStation console with the laser-head and rotor in good working condition to try both of these discs and see if anything weird happens?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on August 01, 2015, 07:09:32 am
Oh yeah Evergreen, i have 2 japanese PlayStation model but are in the box and I can not take them at the time.
But that's okay any PS unmodified ?
Because if it is so I can do some testing :)
Still you think that there is some manufacturing defect ?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Ser Evergreen on August 01, 2015, 07:13:10 am
The reason why I emphasized that the console should be unmodded is so that, if there is any possible chance of it happening, we can rely on the console built-in DRM engine to get triggered by something related to data integrity of the discs and maybe figure out what's going on from there. Just a little idea to try out, not sure if it could even help with anything.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on August 01, 2015, 07:19:00 am
Interesting ! Moreover, when you do a .ISO slowly , most likely is well :) ! !
Anyway I finished the video version of AC3 translated into Russian by RGR study !
Today , I write to you all ! :)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on August 01, 2015, 07:21:34 am
Thanks for yet another report, raven, your collection is turning out to be really useful. I suppose that's the copy you successfully patched yesterday seeing as the MD5's match?

Maybe more versions of the same SLPS release really do exist in AC3's case, after all... at least, it's starting to look that way.

My first idea of how to go about this would be to gather information regarding these different versions (which you're helping with) and that I work in tandem with you or people who have these different versions to prepare .xdeltas that work with each one of these releases and host them as possible alternatives.

To ser evergreen:

How did I not think of that? Geez, I just mounted one of my burned images and I can see this meta data just like in your pictures (I really need to get some rest...). I see 1999-05-27 just like in your picture, this being the result I expected since this is indeed the Japanese release date so nothing weird going on here. I can also see 020.20 which is correct and no surprises here.

I had to play a bit of AC3 but I got to M09, tried it multiple times, and I got the bottom picture that raven posted (indicated by him as the SCPS version, which this one is not). From memory I thought this would be the case as I've never seen the other variation, but that's just my copy/ies and doesn't mean others shouldn't be able to see it.

I also checked a couple of playthroughs made by Japanese players and on one I saw the Disc Change screen, on the other I saw the one I got with just the Check O.K. text. So both are out there, not a big deal if playing vanilla but something to keep an eye out for here.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on August 01, 2015, 07:26:25 am
Yeah, Dragonspike, it works like a charm!
NO PROBLEMO!


August 01, 2015, 08:03:39 am - (Auto Merged - Double Posts are not allowed before 7 days.)
ACE COMBAT 3 RGR STUDIO ver.
In Russia, the famous RGR STUDIO (amateur group who translated the games PS1) he has also put his hands on ACE COMBAT 3 in the Japanese version. Unfortunately you can only find the CD1 (v 1.0) of this release.
But let's see the details of this version:

1) The TOC of the disc
By opening the image with Daemon Tools I discovered that there is a file in more than name AC2.SPH (what is still unknown). The disc takes the name of "COMPILATION BETA1"

(http://i.imgur.com/rmM9SEL.jpg)

2) Translations of .TIM
The RGR Studio has done a wonderful job with the translation of the graphic, the menu interface of the game. They are done very well and there are no shades or bug details, except being a beta has its related bugs as: translation of all graphics, lack of video and etc .....

(http://i.imgur.com/kY3IWUH.jpg)
(http://i.imgur.com/mLzN4qf.jpg)

3) Dubbing in Russian:
Exactly, they were able to insert items into Russian during movies, videos, breifing and notices via HUD.
The video shows everything in all its excellence. Hope will be of some help or inspiration, project nemo :)!

https://youtu.be/izJ1jOtNDjE
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Ser Evergreen on September 04, 2015, 08:09:54 am
Found a couple of text texture glitches for 1.1:

1/ Mission 7 - No Clearance: There is a Unicode presentation bit being left in Rena's last dialogue part with Dision:

(http://i.imgur.com/udWj5XJ.png)

2/ Mission 9 - Scylla and Charybdis: The 2nd page of the news section before the mission got stretched, not rendering properly:

(http://i.imgur.com/vUfLDqg.png)

Other than those two, nothing game-breaking, fortunately.  :cookie:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Sonic2_3 on September 25, 2015, 02:05:24 am
Help me plz idk how to patch DX :'(
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: SunGodPortal on September 25, 2015, 02:47:49 am
Quote
Help me plz idk how to patch DX :'(

No offense to this guy, but I'm starting to think there should be a "patching" forum somewhere.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Ser Evergreen on September 25, 2015, 11:03:32 am
No offense to this guy, but I'm starting to think there should be a "patching" forum somewhere.

Its probably best for the Project Nemo team to post a little instruction on their blog, or on the patch download page on ROMhacking here, especially since the patching process has gotten much simpler with their 1.1 release as .xdelta file.

@Sonic2_3: To patch the game, download xdeltaUI on ROMhacking here and run it. You will see the "Apply Patch" tab, which is what you need to use. Point "Patch" path to where you store the 1.1 .xdelta file, "Source File" to where you store your ripped AC3 disc image, and "Output File" to where you want the patched image to be. If no issue comes up, the disc image will be patched in short order and ready to be played, simple as that.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: ProcyonDurandal on November 15, 2015, 05:30:46 pm
I downloaded the patch a few times , dragonspike , and am having trouble checksum .
Despite having an ISO with your same checksum , it gives me the error " checksum mismatch : XD3_INVALID_INPUT ".

I'm getting the same error message. I'm using an image  called "Ace Combat 3 - Electrosphere (J) (v1.1) (Disc 1) [SLPS-02020].bin.ecm". I tried this file and the .cue file, also by changing the extension of the image to .bin or .ecm.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Sirius-R on November 16, 2015, 09:23:02 am
I'm getting the same error message. I'm using an image  called "Ace Combat 3 - Electrosphere (J) (v1.1) (Disc 1) [SLPS-02020].bin.ecm". I tried this file and the .cue file, also by changing the extension of the image to .bin or .ecm.

1) Get ECMTools
2) Apply Ace Combat 3 - Electrosphere (J) (v1.1) (Disc 1) [SLPS-02020].bin.ecm on unecm.exe
3) Now you have Ace Combat 3 - Electrosphere (J) (v1.1) (Disc 1) [SLPS-02020].bin (no ".ecm" in the end; also is a larger file), do the magic to this file
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on December 06, 2015, 01:01:54 pm
Hey guys, look who I talked :) !
(http://i.imgur.com/sKbhCJX.png?1)
 
Wishing you could do an interview !
What do you think dragonspike ?  ;D ;D
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: niko_holder on December 07, 2015, 09:27:15 am
Good one Man  ;) :thumbsup: ;D
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Sirius-R on February 18, 2016, 10:10:25 am
Any updates? Or are you still on a hiatus?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: abovexbeyond on March 11, 2016, 02:08:06 pm
Thanks for doing this DragonSpikeXIII - Sirius-R, and Ser Evergreen and others with all of your good info. Helped me get patched and flying rather quickly. Had some trouble finding an ISO with the right checksum for 1.1 that the patch would work on though. I'd love to see a patched Disc 2. It's amazing how much I lost in the NA version I grew up on.  :laugh:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on March 15, 2016, 08:43:57 pm
- ITALIAN TRANSLATION -

Hi guys, how are you?
Today me and Niko_Holder , we start the translation of the english strings of AC3 Patch on italian language :P.
Is now available "awakening" full translated, let me know what you think :D !

LINK TO THE FOLDER OF TRANSLATION :
"https://drive.google.com/folderview?id=0B4aJp0i1XB7MQ2p3U2tYX0NRTkU&usp=sharing"

And we create a facebook fan page with real-time status of translation, besides is also a fan page of this fantastic masterpiece!
https://www.facebook.com/ac3itaproject/?fref=nf
P.S All italian translation would be put on this google drive's folder!
P.S.S Google viewer have some problem with special character, so download the file and enjoy :D !
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Alcahest on April 13, 2016, 03:33:58 am
The Project ACES director currently has a poll on Twitter asking fans what Ace game they would like to see remade.
There is 6 days to go on the vote and AC3 is currently at 21%, please vote!
https://twitter.com/kazutoki/status/719922600281919489 (https://twitter.com/kazutoki/status/719922600281919489)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: D.O.Eraven on August 14, 2016, 01:21:21 am
Hello fellow pilots :P!
How are you?...Yesterday i've extract all the sound from AC3 Japanese version. Full quality sound with the amazing bgm, radio talk, breifing&debriefing and cutscene sound. So, here's the archive :

https://drive.google.com/open?id=0B4aJp0i1XB7MbnhHVjVycFdfR2c

The pass is : simongeppetto01.
 
Hope you enjoy :-)

(For DragonSpike...)
P.S i found two interesting sound. One of this is called (dataswallowreset.wav) and another called RAREDUBBLOOPERS.wav (on DISK2 archive)....
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on October 30, 2016, 07:58:32 pm
Just tried patching the SLPS-91214 to test it and see if it works but it refuses to go past the "Produced by Namco" screen. It doesn't even work with the original files.

I'll try talking to a team member about this and see if we can solve this problem.

This will not have any effect on our SLPS-02020~1 patches that are currently scheduled for a mid-December release.

The status on SLPS-02020 remains as fully working after patching and is currently being tested. SLPS-02021 doesn't have a full translation implemented yet, only an initial edit up to mission 43, but it's also confirmed as working after patching it at least up to the final decision point.

There's also some work being done on entries from the Search menu, menu titles excluded due to a glitch when editing them via GIMP. I think I'll need another editing tool for these and then hope it won't cause the colors the go crazy when the edited titles are on screen.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Ser Evergreen on November 02, 2016, 05:00:42 pm
Firstly, its good to finally see things back in action proper. I attempted to contact you when I saw the need for help you mentioned in your State of the Project 2016 post back in August, but I am glad that things managed to go well for you guys immediately after and allowed the project to pick up the pace again.  :cookie:

Onto the game, were you patching 1.0 or 1.1 into SLPS-91214? Considering we did face a little bit of kerfuffle back when we were transitioning from 1.0 to 1.1, maybe its worth checking again just to be sure. Additionally, it might be beneficial to have others here help you guys out by experimenting with patching it as well to see if we could get it to work some different way, or at least attempt to replicate any possible pattern to aid in debugging this (with that said, not sure if SLPS-9121x version is as available to people as 0202x one was, so might have to figure that out as well).

Hopefully things can be smooth sailing from here on out, at least for the main game translation of disc 2.  :thumbsup: 
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on November 02, 2016, 09:04:25 pm
Yes, absolutely, we are back and going full steam ahead towards the next big release, the big one.

Regarding the SLPS-91214, my first tests were made using the latest builds but I did as you suggested and tried applying the 1.1 patch to a personal rip of this version, MD5 checksum 30F7DCE98B6901290CB26C9BAF27268F .

I managed to apply the patch with success by using DeltaPatcherLite with "Checksum validation" off (go this from the Echo Night#2 readme, big thanks to them!) and I actually managed to get in-game, but the game locks up when it loads assets, in the case of a New Game this means the UPEO loading screen.

It locks up right at the end of the loading process, when the bar is full. In the past, one bad file would mean it could freeze before that, for reference. Also of interest, after the anime intro is over or skipped, if you don't press start, the game would normally start up an Attract Mode, but here a slim vertical line with garbled colors appeared and then the game locks up completely before we see the actual real-time gameplay video.

Judging by the slightly different file size, and the fact that I can access the first few menus and the anime intro video only, this can only mean there is a difference in the file structure and/or content that results in incompatibility with our current tools, which are based on just the SLPS-02020, which somehow I managed to get to work with Disc 2 (but not yet fully tested). I have already spoken to my team about this and we'll see what can be done about this in the future.

I too doubt that this will mean much to those at large, especially those who don't have a physical copy (and obviously not everyone has a copy of every single game that has a new fan-translation on the block) but I do remember one or two people who contacted me telling that's what they had on hand and with the reprint available to purchase used, it was and still is my hope to make our work even more accessible, especially to those who do have the actual discs. Who knows, maybe this reprint is technically better, as is the case sometimes, but without documentation or investigation, this remains unknown AFAIK.

Other than that, this week I'll be working on editing the rest of the missions from Disc 2 by myself and give it my best shot as I always have. In the meantime, Greenrose is currently working on the entirety of M39 Power for Life as well as a number of Search files, together with his friend Momomeno. Their translations are high-quality and they're extremely motivated, despite the difficulties in this endeavor which I've noted in the past.

After inserting my edits for these last Disc 2 missions, 44 up to 52, I'll be able to test it and say if it's working and if it's stable, like Disc 1 has been. For now I choose to remain cautious. The thing I like from the final missions, no matter which route, is they're dramatic and concise so I'll be coming back soon with reports on this.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Ser Evergreen on November 03, 2016, 05:34:37 pm
Really exalted to see the project being in the hands of individuals that do care and are willing to dedicate time and effort into ensuring works are carried out and done properly. Such positive and constructive characters are frankly rare in this world, and thus should be respected, treasured and nurtured.

Do your best guys! And remember, should you need help in any manner or form, the community is here to lend a hand in any way we can to make sure it is done right. After all, we started from the humble beginning of reading an ad-hoc list of directly interpreted dialogue lines to where we are today, and a lot of us actually thought we would never have a chance to enjoy the game proper back then. As such, to finally bring this whole endeavor to fruition will be a triumph for all of us.

 :cookie: :cookie: :cookie:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on November 03, 2016, 11:44:43 pm
Ok, so I just finished replacing the text from Cynthia's missions, all except one message that has some lines that I couldn't decipher. All in all, the process went way smoother than expected and the result will not only help save time during translation checks but a good part is definitely ready to go. Tested fine too.

Moving on to her little sister, I just took a look at the first mission from Fiona's path, and the first mission of her's Resistance starts off rather rough and hard to understand, but the rest is mostly good and definitely workable. They don't seem to have received the same level of attention as other parts but the other missions seem to be in good state, so I'll keep busy.

After I finish replacing the text of Fi's ending, there will be no more new material for me to replace. It really feels like the beginning of the end right now. It's kind of nostalgic after all these years but that's what we've all been working for, to finally reach this stage.

And by the way thank you for your very kind words Ser Evergreen, I'm sure the team appreciates the love and the cookies.  :)

EDIT/UPDATE: almost done with Fi's missions too. Half of Revenge and Sole Survivor left. After that, quality control continues, fixing typos, grammer, lines that go out of bounds, things like that.

EDIT/UPDATE#2:just finished replacing the final bit of text for Fi's story. Now it's all fixes, testing and such.

One month and one week until release and we're in the pipe, five by five.  :)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Zero Dozer on November 08, 2016, 12:29:52 pm
Wait, so the translation is finally nearing a full release?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: Ser Evergreen on November 08, 2016, 01:33:25 pm
Yes, finally...

 :woot!:

 :crazy:

 :cookie:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on November 12, 2016, 08:50:20 am
A small but important update on the stability of the patched Disc 2 to say Cynthia and Fiona's route work just fine with no hiccups anywhere. I wonder if those 30mb from Disc 2's original BPB are just junk.

Anyway, dropping by to post some stuff about the upcoming 2.0 release, sort of a change list, read at your own peril:

- Continuing from 1.1, I'm ramping up my efforts to respect the official terminology down to a T. Main sources being the in-game Search glossary and the books I bought years ago (these turned out to be really useful after all). Fresh examples are the word "Nano-bite" from mission 13, which during the actual mission is just "nanobite" without the dash even though everywhere else it has the dash, clearly due to space restriction, and what was translated as "bacteriological weapon" in the 1.1  version of mission 8 is now "bio-chemical weapon" as in the official book's notes for that mission. These are just two of a much larger number, thanks to AC3's rich futuristic setting, and they will all be respected as much as possible.

- As a sort of silver-lining to the utter garbage that is the US version, some of its text has also proved useful. In some cases where the mission objectives didnt change, I've found the briefings, mission update and debriefings to be actually quite handy when I found our old HTML script to be lacking. There won't be too many instances of this, but it does help fill in a few holes here and there while I edit on my own.

One such example is mission 19: for 1.1 "...control over..." became "...demilitarize..." and for 2.0 "control facilities" will be the more accurate "installations" while in the debriefing "suppress" will be slightly changed to "reduced Megafloat's defenses" as a result (the HTML script even had it as "gain control in the invasion of Megafloat." which never happens and was a rather confusing mistranslation at first)

- In the plane selection screen, "Dogfighting", which I took from the US version for testing and just left it there, has been changed to "Fighter" for conformity since all the other description I'd included were based on what the devs used in-game and in the books.

 Not a big deal IMHO but one particular exception is in Disc 2, where the Remora and the Sepia use the same texture file for their respective descriptions. In Japanese this might not be a problem but it does cause one for us anglophones because one is a Strato Fighter and the other a Star Fighter (official English names, which can be seen to the left in the same screen and in the books). Currently I'm thinking of using "Special Fighter" or "Special Ops". This is only a problem in Disc 2, with Disc 1's Blackbird keeping its Strato Fighter name.

- After receiving Greenrose's translations, I'm now being more flexible with regard to the word メール (lit. mail). It'll range from mail, to message to videomail on a case-by-case basis instead of translating it strictly as "v-mail" every single time.

- The japanese word 作戦 will be translated just as "operation" instead of "mission" and sometimes operation as is the case in 1.1. This was a misguided attempt by me to differentiate between bigger and smaller missions but this has been fixed. The japanese word for mission, 任務, remains "mission" in 2.0.

- The 2nd page of the news bulletin from the beginning of mission 9 has been fixed. The text reads properly now.

- The same goes for grammar errors that were found in patch 1.1, such as when Dision says "until we change world" at the end of mission 26 (this one made me laugh when I caught it though, gotta admit). There were a few more here and there but that's the only I remember off the top of my head.

 Me and Greenrose are both play-testing the next release in order to at the very least minimize such mistakes in the text. If any should slip by us, they will be fixed right away.

- The last also goes for a number of lines which are present in the texture files for the radio chatter of a not--that-small number of missions. I managed to transcribe and translate 3 out of 5 lines in the case of mission 34 since that was the only mission where the so-called hidden lines actually showed up (3 out of 5 in this case). If anyone should see a message with  --- or -  as the only subtitles during gameplay, let me know and I'll at least try to transcribe them (the source file is incredibly low-res though so no guarantees).

- Regarding profanity, the word くそ kuso will range from damn, crap and shit depending on the translator's choices for each instance and won't be just translated as something related to feces every time as I did for 1.1.

- The short bit of text from mission 19, where the news cast goes to Keith to ask him about what he thinks of the player, I tried thinking of a workaround to get the last bit of text to be the proper and lighter tone of black, but then I still had to trouble I think with the file's header because the colors went all crazy during testing. Not a big deal since it's just a handful of lines that last a few seconds only, but this little issue persists atm.

- Oddly enough, my old test file that I used to see if translating the title Rena Hirose's Search entry was technically feasible with current tools, didn't cause the colors to go all glitchy last time I checked. It still looked really ugly due to the shift to Index mode, nowhere near the nice edges found in the titles that use the alphabet. For another time, until I find the right tool for this subset of files.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on November 19, 2016, 09:59:34 am
Making new strides towards the game's interface and menus:

First up, the Data Swallow logo, (reference (https://goo.gl/photos/3w4dfCyn8AJpzp8J7))
(https://lh3.googleusercontent.com/GZ1DtIHmD3UXlUXXc3Tz_l8P0KvRpt3QgEQ2uskxuFOjKPvSKXjI_YCEFuxSgH77Fkv_3QW6GXjIyFp0WKfJgvazsuN35arTvXuxwiM54QJFKUkCUTLts4epAhvTpaUdrqQlASk_sMXcg5apaeYrY0ujfhkaRJcCUanHnF-5E2xQLkkVGdWj79J3Qd_zVypjtCITx96gLreRkDntqWuHwTGe1TnzEi9_5eRXuzxotdkIq4f8MLhimgM9fF8Z4DIHVV20zv0oqYLDzBiMPmn-JqYzX_rIwqfPqb4qdX6DaSCzSJIj6T6wn4sYZd3RG3yo7_J2Q1AClWx8SEzyLeGkQmDmM9kZiinXz48C3Vnh-0ecxnHdfAHiohus-lcELKfP9UA7OgwoSyfSIIVwwNZ06oWGPFUnOT4_V9HBhh4EQE6a8bfdrOsr53ByLEY-Y5E59GFf3cKWxQm7xTvU51gkm8HYcvKQjL7ET8z67w8JoOQDE4KoqACgzA-VWHScAx6pyxl9iTKJo4qVFLH0sOsdsNKwSfuR7Th-RPEzVMh37UtTyF7CcWp0cFj0qMEO0O9rGeM8ZNEWjUnuSdj22dOM74juNTGlX8SCj0OQGi6uh_BhBMzi=w640-h480-no)

Mission menu also got a revamp, (reference (https://goo.gl/photos/ZgMbAvUgPVXYB9Gz9))
(https://lh3.googleusercontent.com/bDO60svvz0jmPgnL3KxFzyqdmX9fFAJITotlEwKLHrzGI93GvDqVqXyLfw2JVU2iVk0m0JngwgR_Y-OTmNQj0NYl2a3gbuKDVwATWrzvC-Wa3Z17fUEz2MgzINTerAsA1Fp5VQ1OcAb77u0YUFINJE_EkEEjpki-2MSzChYM3R6rbMGYnwrHPCCE1UpwwN_XLxAG48P-myTwxUuisM6ob6YzOLjkP3H5itbzXLv1eFYvLJS_o_VByvM3Iyn0FFvfJxC81SBBM1EsL_fKPDd78sO76U6BNJjGMFEADElSNHmfrdxNzZycOtpLny-uTHoWzG5QVDZQrAc4oA-SlLGSZdalL3iPf_6vRyWh4werRPgOsnKW5US_s8oSkpIXe6oazy5TqactF5tmtEhZcPm3GhjGFBSzYqDb2odFXU0Z7Vzs0h0c627uuXHpJkpQfsBpXt84MAmHCSyYRTe5fFJ10b1q2LDe69Hxz3vH4QHSj4GlLe4tT4WcHYxJFxB7AUM-SlI-qHSu-NMD45iae5qVkQjEpPnE5IkGLczyEKGkTL8yW43MzzTtdN4q2o-R2fPzbuhpF9OlVskDWMUBvm8HEgYrK50_KbvX12uGmxhlZGuYl52Y=w640-h480-no)

As did those for Search and Archive:
(https://lh3.googleusercontent.com/ygiMTGdb8w16MzOEIhVq5PZLUTGWylEp2ErLQsrynHOyI_RmmQL2N4h3XmCnGcMnHAVOmooRQfq74MwQU-TbV5ZmkGNEKbj1WjvJMIeTUYxE4HNzNPbFuEj_ypDhJe6r0jZNakhQW_fPakuEcpP6m1MZ3ZEW_UQ_rKhOu_15ZFvjvXMcmYpXY6SMk17eOKe19hxQiz59m7lQP0xrsDEqWxmdmr4uHjd7_uH_j1ApaPiwS4st6KOePcqWLcpetmlHhO-dJiiZi4V2NNytO-TXqUJRDKvMTEaAHOL_GQRm3eIqKttcukpac9lViqaWKSBTUue-kR4qYtFaQ6tZ1oesongHp9VO5so6GlK0y3GTOEIhTXgrRJJeZy5iOtElDcMswGcQPcLyppsSwNEmtGQ2cdYYhg0w9mjJZwFhPDGO3VW9n77aY-58Tn70ihpnlgETqh1aKPBJgrjuHpTpmbiJVWPE8wohgfkZVV_ZTCbjJgLveQ98NbDO6dsIcfZCQ59avX-JKjDLUyOASpDmK8fX9ILKV55eV7dLdRpPgZYTqvGSGllaRs11LTLj_5Rukecqp50_oWOeWzt1pGo4dl1-Nt5pD2dm0Nh3fJeFTKGdqzOYjZMN=w640-h480-no)

(https://lh3.googleusercontent.com/XMYnVSBGWYHkmapogB4g1aWpgdKbG8LA7wzZIAIWPRElBHLFzjFMD_7xMoohs86IvmOQKO3aEJ_PkArCmJDrHpkdQUhX7E9GxumXiDX--q8S1mNZJJY0JczBLQpdGOBYL9iNlj2pKo4FEez8LJrvi6_eUnRamEAz_KSH-AcVZ2VMyvgbR3j2whZQ-r578HJ6vm5ndBkR325HvpTniVGpiu6Uh9jBWZrEdEZxPEJH3XJx7Gte7cJ2m9It-3KK9aq4VnD3WF6dR9jCTxFR6_1bDlMokq29mqatIC7dwQFhzpAER6H7ewpBXUyhLjOwYsSWAs8nfsm-sAy02d6JHL9e90GXkUxU3NXZuI9he22Y5UJkNj0NcKX7wH1TDVQjFjp-dNSQkHlK2PKX-hFyhGSeRBoio7CyG1yA-6Iq6qU_ksu5aGhSkXxl0xN6mXwPD97HY9jLTqZbjyPksTXIp_7utEZC1NiQMlCuNKW8o9hIG7rgNCQu622jPYTHz8fWYsPFgR7WLia4KwdedUJr3rPv_1WSDAfbE2w60EczPOiApkHz3iu8d0TpV-4Pf5c52y7WwAsK6r45RZMoA6b4gWGgUXgk2wLCDlazWvSUZK8xqMTkMPij=w640-h480-no)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on November 28, 2016, 12:58:41 am
Good news, bad news-style post today:

Good news is the Search menu titles have all been translated in-game,

bad news is three of those now cause the game to freeze, these are the victims: "Neucom Inc.", "Neucom's history and facts", "Opto-Neuron".
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: crazyrexz on November 29, 2016, 11:34:13 pm
good to see ace combat 3 in english, hope you can finish it till end mr dragonspike, good luck
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.)
Post by: DragonSpikeXIII on December 08, 2016, 05:52:59 am
good to see ace combat 3 in english, hope you can finish it till end mr dragonspike, good luck

Thank you so much for going through the trouble of registering just to wish me, and by extension my team, good luck.

I'd like to use this opportunity to say the translation is coming together really well and if you liked our previous release, you're gonna love this one, no doubt about it!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: Ser Evergreen on December 14, 2016, 04:58:22 am
On this monumental day of the project, I can finally say with certainty the very sentiment that the rest of our community has already and wholeheartedly expressed: our dream of seeing Ace Combat 3: Electrosphere in English proper, a dream that many of us used to perceive as an impossibility all these years, has now become a meaningful and tangible reality. This dream might have been small and niche in the grand scheme of the video game industry and life at large, but one thing for certain: its fulfillment has not only provided great warmth to our existence, but also renewed vigor and hope for a better future of humanity and life amidst (and there I say, against) the bleak transpiring of events in the world at the moment.

Now, with the release of the full game's translation proper, next will come countless amount of both enjoyment and playtesting on the community's end, and I believe during this process we will discover more instances for improvement to the release that can be iterated in the future. In this regard, will we still keep and operate this RHDN topic as the repository for such reports? I hope it can be the case so that we can reach the best possible state of quality and completeness for the translation.

Once again, I wish to express on behalf of our dream, the extreme gratitude and respect for every single member of Team NEMO, current or past, that has ever participated and contributed their time, effort, and passion to this endeavor.

 :cookie: :cookie: :cookie:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: DragonSpikeXIII on December 14, 2016, 05:17:55 am
Now, with the release of the full game's translation proper, next will come countless amount of both enjoyment and playtesting on the community's end, and I believe during this process we will discover more instances for improvement to the release that can be iterated in the future. In this regard, will we still keep and operate this RHDN topic as the repository for such reports? I hope it can be the case so that we can reach the best possible state of quality and completeness for the translation.

Yea, you can use this thread to give us feedback and point out mistakes that need fixing, like people did last year with the Disc 1-only patch. So the current v2.0 release, while a major milestone, doesn't change anything as far as this thread goes.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: Zero Dozer on December 16, 2016, 12:16:37 pm
OH GOD, I AM GETTING THIS NOW
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: Ser Evergreen on December 17, 2016, 06:41:21 am
Yea, you can use this thread to give us feedback and point out mistakes that need fixing, like people did last year with the Disc 1-only patch. So the current v2.0 release, while a major milestone, doesn't change anything as far as this thread goes.

Glad to hear that!

Another thing that I have been wondering about now that we have released the full game: If its possible, whenever there is an update iteration released for the translation as a whole, can we start posting release announcement and its information here to serve both as de-facto change-log and as referential material when we report issues to make it more clear and avoid confusion? This stems mainly from the observable fact that people have been using USEA Today's comment section for this purpose, which can get messy down the line if we are not careful about it.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: Alcahest on December 17, 2016, 07:27:17 am
Yes apparently 2.0 is already outdated and a newer patch with fixed ending is supposed to be out (soon)?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: DragonSpikeXIII on December 17, 2016, 04:28:41 pm
Yea, v2.0 has received a small but very important fix which was released two days ago so if you downloaded it on the 14th, download it again. Things got pretty hectic at the end and, funny enough, the only thing I didn't play-test during the days before release was that ending, which now completely is readable from beginning to end.  I also took that opportunity to put back a missing period in M07, change a semi-colon (that I hate) to an em dash, and switch "Mission" to the correct "Operation" in M10's debriefing.

AFAIK the most glaring and important error has been fixed, but if anyone finds garbled text somewhere else again, just let me know.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: Alcahest on December 17, 2016, 06:07:50 pm
Thanks for the update and precisions DSXIII, I highly suggest to change the ver. number to something like 2.0.1 or major confusion will ensue, guaranteed.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: DragonSpikeXIII on December 17, 2016, 06:37:37 pm
I get where you're coming from but I just consider 2.0 to be fixed now. A similar thing happened when 1.1 was published, I saw a very early video of it on YouTube where the radio chatter for Scylla and Charybdis had grey background and black text and quickly fixed it.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: Alcahest on December 17, 2016, 07:30:39 pm
That's precisely what version number is for ^^;
Without seeing your post above I wouldn't have known, please at least make it clear in the blog entry, not a message lost in comments or here where most users won't check.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: Digitsie on December 17, 2016, 07:59:55 pm
Agreed - I only noticed the new fix because I looked at the 'new hacks' update.

Enjoying what I see so far, though I did have a bit of trouble with the untranslated menus at the beginning.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: DragonSpikeXIII on December 17, 2016, 08:06:36 pm
That's precisely what version number is for ^^;
Without seeing your post above I wouldn't have known, please at least make it clear in the blog entry, not a message lost in comments or here where most users won't check.

Agreed - I only noticed the new fix because I looked at the 'new hacks' update.

Done  :)

Enjoying what I see so far, though I did have a bit of trouble with the untranslated menus at the beginning.

I'm sorry about the menus that are still in Japanese, they're out of my reach and I can't translate them if I can't find them. Me and my team did what we could with what we had.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: Digitsie on December 17, 2016, 08:41:16 pm
I don't know anything about how Playstation works, but do you have a map of what you've managed to find/convert/verify and see what hasn't been touched using that?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: DragonSpikeXIII on December 17, 2016, 08:46:56 pm
I wouldn't have said that without having checked every file at my disposal beforehand, multiple times even as I've done during the past few years so I could gauge how much was doable, what was and what wasn't.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: choinheap on December 18, 2016, 12:44:05 pm
Emulation issue - Disc 2 seems to crash for me on Retroarch + Mednafen. Makes swapping discs after the Fiona choice part difficult as "appending disk" seems to just crash the emu. Not sure if anyone else had this issue.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: DragonSpikeXIII on December 19, 2016, 07:49:59 am
Emulation issue - Disc 2 seems to crash for me on Retroarch + Mednafen. Makes swapping discs after the Fiona choice part difficult as "appending disk" seems to just crash the emu. Not sure if anyone else had this issue.

I'm no good at troubleshooting technical matters, but have you considered using a different emulator? I have two emu/config combos that I use myself, posted here (http://useatoday.blogspot.com/2014/09/ac3e-emulation-options.html[u). The game looks just like I remember it looking on my old PSOne on a CRT TV, many eons ago.

Also use SCPH-1001 as your BIOS since using a different one appears to break more than the 3 Search terms that I listed in the readme as non-working. (thanks to user Have4NiceDay for discovering this!)

EDIT: forgot to specify that the ePSXe config currently on there is still the old one for use with Pete's OpenGL2 plugin, which is nice overall but the reflections of the sun are off. The new ePSXe has a new plugin called Core GPU and with that one the sun reflections are just they look on the PSX.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: SCO on December 22, 2016, 08:26:39 pm
It's possible it's this: https://github.com/libretro/beetle-psx-libretro/issues/121


I'd assume not, considering that the first disc doesn't have trouble. But the guy that happened to can check with the console output during the crash (or you).

December 23, 2016, 12:12:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
BTW could you give the last md5 of the isos after hardpatching so i can check if i patched with the last version or not? I patched about last week but forgot the day exactly.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: DragonSpikeXIII on December 23, 2016, 01:23:40 pm
Here are the MD5 checksums of v2.0 with the fixed ending update (Dec 15th update):

Disc 1: 15f7580eebae2fab6381a4c65450a75f

Disc 2: b075b732f61371efe680323c21390204
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: SCO on December 23, 2016, 04:02:59 pm
Thanks, i was outdated. I also suggest bumping minor versions whenever a public release is modified. Stealth updates might sound less troublesome, but they're actually harmful.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: DragonSpikeXIII on December 23, 2016, 04:26:13 pm
I wouldn't worry about that anymore. Stealth updates are something I've only done on day one for this and last year's release and after this last big release, featuring both discs, it's safe to say that's all in the past now. Any future updates, like say one that translates the credits scroll in-game for example, will receive their own version numbers, announcements, updated readme, and all that.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: D.O.Eraven on April 20, 2017, 11:33:46 am
Hello,
I played the game with the last translation and I would ask something about Keith to the translation team.

I noticed that Keith uses an ridiculous amount of slangs while he speaks, in contrast he talks normally in the photosphere booklet, see the image.

(http://i64.tinypic.com/2v3od1t.jpg)

Is this your choice to make this character to talk in this way? If yes, why?

Thanks
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: Infrid on May 04, 2017, 08:24:11 am
I'd like to know the reason too please.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: DragonSpikeXIII on May 04, 2017, 09:34:15 am
A translator could give a better answer than me, but being very familiar with the text and the translation process, I can assure you guys that there's nothing unusual about how we translated Keith's dialogue. The change in register is evident in both the original Japanese text and in the way he speaks. Try listening to the way Keith speaks throughout the game and see how the way the sounds changes depending on the situation or general context.

And even though the Photosphere features an excellent professional translation, it would be a mistake to make him sound like that all the way through. And the lines from the booklet that do have a match in the actual game, those I did not alter except for when they were too long.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: DragonSpikeXIII on June 14, 2017, 10:56:43 pm
"Not just a cool name, not anymore"
ENEMY DOWN: the International Edition sub-title has now finally been added to the title screen. Huge thanks to Krishty, from the zfx developia forums at zfx.info, for making this possible in the first place, danke schön!

(https://4.bp.blogspot.com/-sFPasWH2fuc/WUH4K0OjOuI/AAAAAAAAI90/dWhmhu9sjmAhXNsZrHfQKwF7PqCQ_zZ5gCLcBGAs/s1600/ac3e_ie_1st_test.png)

A full report on the progress made and my new goals will all be on the next State of the Project, on my blog USEA Today, coming soon. Auf Wiedersehen!
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: pmt7ar on June 30, 2017, 01:05:38 am
I'm ashamed I can't recall the translated Keith's dialogs nor have the enviroment to test it now, but from just looking at that booklet there is a clear difference between the english text and its japanese counterpart.

While the japanese text doesn't contains slang "words", it written in a very casual, informal and a bit rude japanese. Certainly no officer, soldier or employee would speak that way in an interview. From a japanese perspective, it's quite slangish.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: DragonSpikeXIII on July 18, 2017, 10:24:32 am
AC3E FAN-TRANSLATION TOOLS ROUND-UP POST

Ok so this thread's a f#@¤|g mess, I can't find anything here anymore. Even links for tools are dead. Not on my watch! This post is going to help people find the latest tools that were created for this project. If you came from my State of the Project post that I'm gonna post weeks from now: hey o/ this is what you want, fam

"All you need" list
And


20170718: Everything crucial is here, but I'll add more links for tools in the future.
20171021: Project NEMO programs submitted to RHDN.
20180123: Added tools used to translate the final credits scroll, courtesy of weissvulf.
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: Infrid on August 19, 2017, 04:10:57 am
thanks for sharing your tools, in my spare time I made a real ulz compressor, is still not efficient as the namco's one but we'll get there soon.

https://github.com/Infrid/ac3es-tools

you need at least python 3.2

Bear in mind that even with the most efficient tool you won't get an ulz file that has the same filesize as the original. If you change something the compressor will produce a completely different file.

I tested against my own decompressor, when I have time I'll provide binaries (so you don't have to install python) and optimize the algorithm.

The compressor needs some parameter to compress files, those parameters are the ulz type and the compression level, you can get those information with the "info" command.

You can get information form iso and BPB files too, thanks to orientalcomputer_01 for that :)
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: DragonSpikeXIII on August 20, 2017, 03:08:50 pm
Good job Infrid and co., really cool :thumbsup:
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: Infrid on October 11, 2017, 12:50:34 pm
thanks, I have another news

In the team nemo's patch the search functionality is broken, when you try to access those parts the game crashes.

For example, if you try to access to the search for the mission scylla and charybdis, using the last public English patch, the game crashes.

We fixed that part for the Italian translation and as you can see from the screenshot the game works. I would like to know if the team nemo already managed to fix those bugs.

(http://thumbs.imagebam.com/6a/44/c5/c65723624429003.jpg) (http://www.imagebam.com/image/c65723624429003) (http://thumbs.imagebam.com/9d/19/c0/a1beac624429023.jpg) (http://www.imagebam.com/image/a1beac624429023) (http://thumbs.imagebam.com/21/42/50/92e059624429053.jpg) (http://www.imagebam.com/image/92e059624429053)

There is still some text in Japanese too, did you already translate that by chance?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: DragonSpikeXIII on October 11, 2017, 03:39:18 pm
Damn, I had no idea that happened... I can confirm that this game-crashing bug occurs on M08 Scylla and Charybdis, M23 Tainted Peace, M28 Dilemma and M43 Utopian Dreams. I advise people to stay away from entering the Search menu during these missions, most entries are not in English anyway. Thank you for bringing this to mine and everyone's attention.

Me and Greenrose, who recently returned to the project, are working on the Search entries that are still untranslated in v2.0. He's currently translating the first four files but said that it's gonna take longer than usual because this kind of text is harder to translate compared to what can be found in story-line script.
I'm also doing my part by working on all the others, both transcribing and translating them, and I'd be inclined to agree. I told him that I have no self-imposed deadlines this time around and that he can take the time he needs in order to get a good translation out of those files. So no pressure at all, which makes for a better working environment. I, too, need time as I'm a rookie at this sort of thing and also working on many other aspect of the game, which I mentioned on my last project report State of the Project 2017 (available on my blog "USEA Today" for those who would like to know more).

EDIT: update on the game-crashing bug. As I suspected, this has to do with the uncompressed Search title translations. I just tried replacing ten Search titles at random with the compressed originals and the menu worked. I'll keep testing to see how many is too much for the game to handle, and consider whether to leave some Search titles untranslated.
Title: WANT TO CHANGE MUSIC TRACK FOR MISSION [PSX] [PS1]
Post by: DragonSpikeXIII on November 11, 2017, 07:56:50 am
There's something I've put off doing for awhile now that some people asked me about in the past and that I'd like to add to this project too: I want to change the BGM that plays during one mission with another track that is already on the disc, but went unused for reasons unknown.

I've read the SPU documentation and a little bit on debugging. I've also searched for previous attempts at PSX music hacking but found nothing that helped me in this endeavor.

What I know:
- the track is already in the disc so I don't need to replace any music

- the ntsc-u version does use the BGM I want to have in the ntsc-j version

What I need to know:
- is this feasible or am I in for a world of hurt?

- how do I locate the BGM pointers, is it possible to do it with debugging emulators?

- if such a thing exists, how do I then find the address for it in HEX so I can modify the values that decide which BGM plays during the mission.
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: weissvulf on November 12, 2017, 05:28:51 pm
The PS1 has a few standard sound formats. I'm guessing that this music is in a separate audio track on the CD, as opposed to the PS1's MIDI-like format?

If so, there are a couple things you could try. First, find the origial music's start LBA (aka the number of the sector where the music starts) and search the game's exe for that value (remember to account for endian-ness). If you're lucky you may it and be able to edit it to the new music's location. The theory being that the exe has a 'play music' routine which uses the music start sector as an argument to prepare the data for the PS1 hardware.

If all else fails, you might try swapping the actual music data between the original and new tracks. The portion of the sector that holds the actual audio data is always the same size and just holds raw sound data. I believe you could swap that sound data between sectors without issue as long as you don't touch any CD sector headers. I have a vague recollection that the audio sectors have error checking though which would be part of the sector header. I'm not sure if that would cause and issue. You could do some research on standard "redbook" audio CD format to find out. PS1 audio is stored in the exact same way. Also, there might be issues with swapping audio data if the original and new tracks are different lengths, but you might be able to get around that by playing with the CDs table of contents.

On a different topic, does anyone know if the AC3E Text Editor (http://www.romhacking.net/utilities/1356/) only supports AC3E files? It looks well laid out and I'm wondering if it will function on other image formats such as standard PS1 TIMs.   :thumbsup:
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: DragonSpikeXIII on November 12, 2017, 06:34:49 pm
The PS1 has a few standard sound formats. I'm guessing that this music is in a separate audio track on the CD, as opposed to the PS1's MIDI-like format?

If so, there are a couple things you could try. First, find the origial music's start LBA (aka the number of the sector where the music starts) and search the game's exe for that value (remember to account for endian-ness). If you're lucky you may it and be able to edit it to the new music's location. The theory being that the exe has a 'play music' routine which uses the music start sector as an argument to prepare the data for the PS1 hardware.

Yea, the game uses music tracks that can be ripped and played on any player.

Another important detail is that I can see where the sectors for each music track begin and end with jPSXdec. However, I can't replace the offending track with the desired one because that other track is used on a number of other missions.

So I know the sectors for both tracks: - the wrong one for this mission is in 167275-188211 and the one I want to use is in 213005-239981 of Disc 1 (this is a Disc 1 problem only)

I just ripped two files from the CD that could be the EXE, one has the SLPS catalog number as its name SLPS_020.20 and the other ACE3. Not sure which is the one that might help since both say PS-X EXE in their first lines when using a hex editor. I looked into both and I'm seeing some CD-related words such as cd_read, write, error and bios too.

My questions are: are these sector numbers supposed to translate into specific hex values that I can then use to search the EXE? Like, does beginning sector 167275 have its own hex address? If I can find the right hex address in the exe, for the mission I need, then I just need to copy the value from the track I need, right? (sorry if this sounds weird, not my specialty, but I've dealt with hex and big/little endian at least once before)

On a different topic, does anyone know if the AC3E Text Editor (http://www.romhacking.net/utilities/1356/) only supports AC3E files? It looks well laid out and I'm wondering if it will function on other image formats such as standard PS1 TIMs.   :thumbsup:

Hmm, it's a pity that Dashman isn't here to answer, but if you ask me I'd say try to use it and see if it works. If I'm not mistaken, that tool is one of the more specific that we have. I think he configured it to recognize and use the CLUTs that AC3 uses so that MAY be an issue but I never tried it on other games so I don't know. You can also use it for bitmap images with no CLUT. If image dimensions exceed 256x256 then you won't be able to see it in the preview window. Line spacing is also configured for AC3's two styles, big and small text, so you might need to adjust spacing for your desired game with GIMP or Photoshop. If I were you I'd try and see how much mileage you can get out of it.
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: STARWIN on November 12, 2017, 09:29:53 pm
167275 is 28D6B in hex, so you could try searching for 6B 8D 02 00. Check both executables and if it seems to be a rare value, you can even search from the whole cd image.

IIRC audio sectors have no metadata like sector headers or checksums at all, just pure data. edit: *sigh*, at least in some cases, probably not here. it is easy to see anyway, if it ever matters.
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: DragonSpikeXIII on November 13, 2017, 11:45:42 am
Thank you for the hex value, I looked for it in the exe and image files but found nothing. It seems that my line of thought was wrong and that this isn't about a simple hex value. And to think that the music track is already there in the files, going unused. Real shame.
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: weissvulf on November 13, 2017, 12:22:37 pm
Thanks for the info on the text editor. I'll check it out in depth when I get some time to set up Java.

I looked at the Ace3ES disk and they don't use audio in a separate uncompressed 'redbook' track like some PS1 games. Instead it seems they use interleaved XA Mode 2 (https://en.wikipedia.org/wiki/CD-ROM#CD-ROM_XA_extension) format. I'm guessing compressed ADPCM since jPSXdec lists overlapping sectors for many tracks. As such, I doubt the method I mentioned earlier will be any help. The game's loader function would probably have to be passed a lot more info than 'music start sector'.

I wish you luck though. If you do figure it out, please share!  :)

Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: DragonSpikeXIII on November 13, 2017, 01:07:16 pm
Thank you for correcting me. I got a bit ahead of myself but, you know, there USED to be a time when my guesses were right, years ago. :P

I actually did read documentation assembled for the PSX and the SPU so I might be able to do something about it. Of course, if someone who's had experience with this sort of thing wants to help out with the music, then I'm.. huh... all ears (pun not intended, I swear :D). I don't want to give up and I want this to happen but I'm so swamped with translation work that I think the best course of action will be to put the music deal on the back-burner for a while.

Changing subjects, if you want some support on the usage of AC3 fan-translation tools, don't be a stranger and shoot me a PM anytime. I just wish Dashman were here, I think he could have made you a custom version to your specifications real fast.
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: weissvulf on November 29, 2017, 06:13:26 pm
DragonSpikeXIII, are you still working on end-game credits in TIM format as stated in the help-wanted ad? If so, can you describe the issue a bit? I have a tool that needs testing and this might be a suitable case.  :)
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: DragonSpikeXIII on November 29, 2017, 08:52:47 pm
Yes, I'm still working on it but haven't made any progress on the technical side, just the translation.

There are a few issues, the first of which is I don't have a tool to get an actual file out of the game image. This is because the credits are stored as uncompressed images and we never made any tools for that, just ULZ-compressed files. I know where they are on the disc, I just don't have actual folders or files. That's the first problem to solve.

The second issue is that because they're TIM, they're likely using palettes. If they do, then that too must be decoded in order to edit the images and re-insert them.

This should be it as far as issues go. Is there anything specific that you need to know before trying your tool? I can look around my files to see if there's any more information that might be usable.
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: weissvulf on November 29, 2017, 09:33:15 pm
I get it. If they are just standard TIMs, there are several very good (TIMviewer etc) tools for extracting/inserting/converting them.

My tool was specifically designed to extract/insert non-standard PS1 images, that is PS1 image data which doesn't necessarily have a standard TIM header or dimensions. I'm adding a TIM<>BMP converter which is theoretically partly function.

If a regular TIM scanning tool doesn't find your images, it might be worth trying my tool. Can you tell me the location of one such image? I'll check it out if you'd like.
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: DragonSpikeXIII on November 29, 2017, 09:54:16 pm
I've tried every available tool and none of them can locate these TIM files. Even jPSXdec, which will scan every uncompressed TIM in the image, can't find them. So I guess they're not standard at all, be it header or size-wise, or both.

I'll see what I can do regarding the location of one or more images, I'll get back to you as soon as I can.
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: weissvulf on November 29, 2017, 10:08:36 pm
Maybe a good use for my tool then. I made it specifically because I had encountered many such 'proprietary' images on my own projects.

You probably already know, but if you have the location of one of these images in a BIN, you can find which file the image is in by dividing its BIN location by 2352 (aka 0x930). That will give you the LBA for file where the image is. A program like CDmage shows the start-LBA for each file on the disk.
Title: ACE COMBAT 3 electrosphere International Edition - End Credits translation
Post by: DragonSpikeXIII on December 03, 2017, 12:18:03 pm
Just finished editing, take a look :)

Full video: https://youtu.be/rF2YJ5rn5Ew

And a screenie:
(https://4.bp.blogspot.com/-qtRmz7B_1tU/WiQwinlAzcI/AAAAAAAAJb8/TmRLkUl5h30acpdafpLKRdTbAf1vXonoACLcBGAs/s1600/AC3E_IE_End_Credits.avi_snapshot_01.16_%255B2017.12.03_18.12.06%255D.png)
Note: "Screenplay and Conceptualization" and "Industrial Design" are original, the rest is fan-translated.

Thank you again, weissvulf! :beer:

It's one down and one to go now, finding someone who can help finish EsperKnight's work on the compression and improve our translation toolkit.
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: RidFin on December 07, 2017, 09:59:49 am
for the music track, if you can't find it in the main executable, is probably inside some data on the disk, an overlay maybe?
Title: Re: [PS1]ACE COMBAT 3: text replacement (Jpn.->Eng.) (RELEASED!)
Post by: DragonSpikeXIII on January 13, 2018, 11:04:20 pm
thanks for sharing your tools, in my spare time I made a real ulz compressor, is still not efficient as the namco's one but we'll get there soon.

https://github.com/Infrid/ac3es-tools

you need at least python 3.2

Bear in mind that even with the most efficient tool you won't get an ulz file that has the same filesize as the original. If you change something the compressor will produce a completely different file.

I tested against my own decompressor, when I have time I'll provide binaries (so you don't have to install python) and optimize the algorithm.

The compressor needs some parameter to compress files, those parameters are the ulz type and the compression level, you can get those information with the "info" command.

You can get information form iso and BPB files too, thanks to orientalcomputer_01 for that :)

I've finally run some tests with your decompressor/recompressor and I have some feedback for you.

Tests for Radio chatter and briefing TIM files went through without a hitch, the compressed file sizes were excellent and the game ran like it normally would.

However, 0114/0005.ulz and TIMs for the titles in the Search menu do not work properly after recompressing. The game still runs and does not crash, a good sign, but the graphics themselves come out garbled and with crazy colors. 0114/0005.ulz when uncompressed is a BIN or DAT file that contains several TIMs inside, the Search titles are regular TIMs with just one image, single-layer.

0114/0005.ulz is the file that has that text that is still in Japanese in the current v2.0 patches, the one that causes the inter-mission text (save game prompt and "Data Swallow" at the bottom) to go from English to Japanese at the end of every mission. This and the Search titles are the only parts still left for us to fix and make a final 100% fan-translation possible.

I'm not sure if it's just me or if you also encountered this problem, I ran extensive tests just to make sure and these are my results. The fact that the game won't lock up or crash shows you're on the right track, I just don't know what's wrong with these particular files.
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: Infrid on January 17, 2018, 11:45:14 am
You are not alone, we did some tests and we had the same issue but we found a workaround, I haven't had the time to run the debugger and see why the game crashes but I suspect it has to do with some compression optimisations or the flag storage format.

We found the bug only with ulz type 0, if you use type 2 everything should be fine, try it.

The compression algorithm is a bit naive, uses a lot of CPU power and it's quite slow but it works for now. I'll optimise it when it's stable because it's not efficient like the namco's one.

Let me know if you need something else.
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: DragonSpikeXIII on January 23, 2018, 06:39:18 am
Thank you for the tip, I have just finished compressing and testing everything that's been translated up until now and there are no bugs anymore, including Search titles and that 0114/0005.ulz, so I can finally discard the option of leaving them untranslated.

Huge thanks to you and the AC3 Italian Fan-Translation team for your compressor/decompressor tool, this problem has at long last been resolved.

EDIT: I just added the tools and info needed to translate the end credits as requested by RidFin, they may be useful to you if you still need to locate and translate them. http://www.romhacking.net/forum/index.php?topic=17658.msg340734#msg340734
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: Infrid on January 29, 2018, 12:10:37 pm
Thanks for testing it, I had time to look up on a debugger and see why my compressor doesn't work with ulz0 and I just found out why!

The formats ulz0 and ulz1 are nearly identical in terms of compression ratio and file structure.

The difference is how the ulz0 is decompressed, the game decompress data until gets a flag with just zero bytes (r11 has to be 0x00000000), that's why it uses 31 bits for the flags, the last one is always 1 until we finish the process.

Ulz2 looks for file size instead, it decompress until the output is big enough. Both formats stores the decompressed file size into the header, I used that information when I decompress in my script. That's why I was able to decompress both formats.

I'll publish the fix soon, I don't know why they adopted two formats, maybe they came from different internal teams.

What method should you use? It's up to you, I consider ulz2 better, it uses all the flags and should produce a smaller ulz file.

Meanwhile if you used ulz2 instead of ulz0 and it's working, it's perfectly fine, you don't have to change anything.

Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: D.O.Eraven on January 30, 2018, 04:54:16 pm
We are pleased to announce a new version of ac3es tools. As Infrid said before we fixed the big for ulz type 0!

GitHub - Infrid/ac3es-tools: Compress and decompress ULZ files for Ace Combat 3 game
https://github.com/Infrid/ac3es-tools
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: Infrid on March 26, 2018, 06:56:47 pm
we noticed the bin splitter can pack correctly only files with a size multiple of 4, I update ac3es tools for handling this type of files.

https://github.com/Infrid/ac3es-tools

Also the file list contains relative paths and if you don't have the list at all it can scan a directory.
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: TideGear on April 03, 2018, 04:55:14 am
First of all, I want to say thank you to everyone involved in this wonderful project. I've already completed a Fiona-loyal run as well as a run following Dision. This game is truly fantastic.

However, I did notice one typo. One of the messages from Simon says "by that as it may" instead of "be that as it may". It's pretty trivial but worth pointing out.

So more updates are coming, correct?
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: DragonSpikeXIII on April 08, 2018, 06:36:09 pm
Thanks for the grammar check, it was already fixed a few months ago but any feedback is welcome.

One final update that fixes such mistakes and translates what is still in Japanese in v2.0 is coming, to be released When It's Done.
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: TideGear on April 08, 2018, 08:41:58 pm
Thanks for the grammar check, it was already fixed a few months ago but any feedback is welcome.

One final update that fixes such mistakes and translates what is still in Japanese in v2.0 is coming, to be released When It's Done.

Awesome! I have since completed all five endings and that was the only thing that jumped out at me, except I think Cynthia says "prise" when it should be "pry", but I'm not certain of that one.

Anyway, y'all did a fantastic job. Thanks again!
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: Infrid on April 23, 2018, 02:00:47 pm
I updated the tool, now we can unpack/repack the ace.bpb and possibly create a toolkit for every version of the game. Header replacer is obsolete too since is now possible to edit a TIM header.

https://github.com/Infrid/ac3es-tools
Title: "Damn you, Dragon!"
Post by: DragonSpikeXIII on June 06, 2018, 01:45:50 am
I just completed my first draft of a translation that I promised last year, the one about an in-universe interview with one of the game's most important characters. I was hoping to outsource this to some kind soul so I could focus on the game but that extra bit of help never came, so you know what that means! I first meant this as a bonus feature to go along with our next release but whatever, it's done so please enjoy: http://useatoday.blogspot.com/ (http://useatoday.blogspot.com/) No one ever cared about this little piece text but I found it to be pretty interesting. My recommendation, for what it's worth, would be to read it before playing the game or whenever you feel like it really.


With that out of the way, there's something else I feel I should talk about. This is about dishonest people who approach those working on something, in the cases that I'll mention below content creators like fan-translators, but who are really after said people's work for their own ends. I've had this happen to me before but not quite as elaborate as this attempt.

As far as I'm concerned, I knew something was off right from the start thanks to a number of factors beyond those listed, which thankfully allowed me to identify who was behind this pretty quickly. But what startled me during this episode, which I'll call the "Spies R' Us Incident", was how this person's MO reminded me of that of another group, one that actually managed to fool a fan-translation team into giving them what they wanted, which in their case was pretty much everything they had in order to supposedly continue the project in their stead. (Spoiler alert: the original team gave those guys das boot after a few months.)

So for whom it may concern:
be wary of people who pop out of nowhere with long-winded personal introductions that include phrases in the same vein as "I'm a fan of *the game/series* you're working on, just like you!", they are designed to give you an image of someone who's just like you, to make you trust them faster, thus easier for them to get what they want. Those who outright suck up to you, with unnerving frequency (nobody does this). Who ask questions you may deem as strange or unrelated to your current tasks. Who ask you to do something for them, or give them large amounts of data like entire folders or, just about everything, before they can actually do anything for you.

From my own experience, the opposite of everything above is going to be true on the vast majority of occasions. Meeting new people is normal, sharing information and work with others is also perfectly normal and must in this type of thing, but people trying to pull a fast one will always try to blatantly gain your trust. What applies to real life behavior also applies here. That includes strangely complimentary, sometimes even subservient behavior. And if the same people ask you to do strange things or give them vast amounts of material before they can do anything, well... there you have it. For this little project right here it's crisis averted (again) and business as usual (again).

But if something like this can happen to a group that's working on a game nobody cares about (I excel at self-motivating), it can happen to just about anyone. Some of this may sound obvious to some, but it wasn't to that other group, and I've seen much worse happen to others, so I wrote this post in a place where this info may be most helpful. If there's something I learned in almost 10 years on this project is that when people want something from you, they'll try anything in order to get it, even underhanded methods. So always be prepared, trust you gut, and if something feels off, turn away and don't look back.


Also, something something something next release. #stayingonbrand
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: pleasejust on October 06, 2018, 06:15:25 pm
"...a game nobody cares about..."

I care. I can't wait to see this completed. hopefully by the end of the year! Thanks.  :thumbsup:
Title: Re: [PS1]Ace Combat 3 Electrosphere English Fan-Translation (v2.0 out now!)
Post by: DragonSpikeXIII on October 07, 2018, 01:38:59 pm
"...I can't wait to see this completed. hopefully by the end of the year! Thanks.  :thumbsup:

That's still possible. There are only 2-3 weeks worth of work needed to finish the new script for the missions. After that the only componenent left to translate is the in-game encyclopedia but it remains to be seen how long that is going to take (to do properly, without rushing things). A month doesn't seem out of the realm of possibility though, especially if I can enlist the help of a translator that I can trust.