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Messages - IlDucci

Pages: [1] 2
1
Help Wanted Ads / [Technical, debugging][PS2]Persona 3 FES
« on: August 23, 2018, 02:51:25 pm »
Good evening, I'm the current team leader for the Persona 3 FES Spanish Translation, which is currently hosted at http://tiovictor.romhackhispano.org .

Over the last few years, a lot of the mysteries involving the game's formats have been cleared by some very talented programmers, and right now we are more than capable of translating the game and modifying the graphics. The graphics, however, have an issue that our team has been unable to solve via format research.

We need someone who knows how to debug the PS2 in order to move the positions of the UI elements on screen. While the SPR format contains the graphical pieces (TIM2 derivative called TMX) and the atlas contents, it does not contain the on screen position and animation data that we're after.

My idea for this assistance would be that by finding the system that contains this information, we could take things from there and finish the graphical part.

We'd also need to move (Non-graphics stuff, like text that has a fixed position on the UI) and modify other contents (For example, modify the keyboard at the beginning of the game so it accepts accented characters), but that would be considered minor.

Because the game engine is shared between Persona 3 (and FES), Persona 3 Portable and Persona 4, this knowledge could also help the Persona 4 project, which shares some assets from us.

These are some screenshots from an early, graphics-edits-only version:


2
Help Wanted Ads / [Technical][PSX]Digimon Rumble Arena 1
« on: March 12, 2018, 06:04:18 pm »
Good evening, I'm helping in a project that aims to do a 100% translation and dub of Digimon Rumble Arena for the PlayStation.

The translation and dub are complete, but we're looking for programmers/debuggers that can help us fix the filesystem (There's bugs caused by the reduction of audio sizes) and the ingame text (There's some effects and text sizes that require modifications). Our patch is aimed at both the PAL and the NTSC-U release.

Here's a sample recorded some time ago:
https://www.youtube.com/watch?v=La6OHuWcYQE

3
ROM Hacking Discussion / Re: Persona 3+4 Hacking
« on: May 31, 2017, 04:30:01 am »
https://github.com/Meloman19/PersonaText

Main Features:
* Open MSG1-files from any file type.
* Can save the text in .txt. Also in "Tool -> Extract text from ..." you can extract text directly from a folder or selected multiple files.
* All text are now visualized as image. Also in the "Tool -> Text Visualizer" you can without opening any file to see how your text will look with the appropriate font.
* And the most important now ready-made translation can be packed back into the MSG1-file (fully operational function).

Fantastic! Awesome work!

4
ROM Hacking Discussion / Re: Persona 3+4 Hacking
« on: May 02, 2017, 03:13:01 pm »
https://github.com/Meloman19/PersonaFont

I'm updated the program. Now it's fully operational - unpacks the bitmap and the cut's table. And pack them back.

For full info read "README" on GitHub.
Great job! That'll be quite useful.

5
ROM Hacking Discussion / Re: Persona 3+4 Hacking
« on: April 11, 2017, 05:03:41 am »
persona 3 and 4 on ps2 employ a toc protection that needs to be circumvented if you wish to change file sizes, i dont really remember the specifics since it's been a good while ever since i worked on the initial undubs for both games, but it's located somewhere in the elf and it's practically just an offset table that needs to be patched. Not exatly rocket science.
The TOC trick was solvable with PersonaPatcher, which is on the first post of this topic. It's limited to the NTSC-U version though.

6
ROM Hacking Discussion / Re: Persona 3+4 Hacking
« on: April 10, 2017, 10:06:28 am »
Good afternoon, I'm making a translation project for P3FES, I have been trying to break the MSG1 format from P3FES/P3P and there's just a tiny part at the end of each MSG1 file that puzzles my mind. The rest of the MSG1 format is fully researched.

Could anyone help us identify that section of text (If you're curious, look for a block that is after the Character names, typically starts with 0x02 for files with multiple strings or 0x07 for files with a single string only; those that have multiple strings continue with a serie of bytes reading 0x04, apparently one per each string, then a 0x02 that marks the second block that puzzles me out) and figure out what it is?

7
Let me give you a bit of an advice: You should always look for actors as well as asking them to come with you.

A few years ago there were some fandubbing communities, but it seems that groups like Voice Acting Club (No longer accepts fandubs) and Voice Acting Alliance (Dissappeared) are out of the question. There's another community called Casting Call Club, but I haven't seen too much. Take a good look at the fandubbing scene and post the advert at the websites/forums that you prefer.

8
Personal Projects / Re: Independent Girl Translations
« on: March 06, 2017, 04:26:54 pm »
I also have other projects that haven't seen much progress yet (Choro Q GBC, Conan GBA, Aconcagua PSX, Princess Maker PSX, Conan 3 GBC, FMA 2 GBA, etc.), I'll update this post with more details about them later.

I'd love to see Aconcagua finished, I could help with graphics and video editing for that one.

9
I'm working hard :DThanks!
I appreciate your hard work, but please be a bit meticulous whenever you can. I know adding extra characters can be difficult, but please, keep the amount of translations with non-accented characters nor limited to the original English character space as low as possible. You can do more than this.

Me gusta que trabajes duro, pero, por favor, sé más meticuloso en la medida de lo posible. Sé que puede ser difícil lo de añadir los caracteres con acentos, pero, por favor, intenta reducir la cantidad de traducciones sin acentos o limitadas a los espacios de los textos en inglés. Puedes hacerlo mejor.

10
ROM Hacking Discussion / Re: Dino Crisis Hidden Stuff
« on: December 21, 2016, 01:58:48 pm »
If my memory serves me right, I checked the Dreamcast version. There's a chance that the PC and PSX files are compressed and require decompression before trying something. That or loading up a savestate from a PSX emulator.

11
Newcomer's Board / Re: Dreamcast Game Modding
« on: December 18, 2016, 06:32:52 pm »
If you are emulating, you'll have better chances using Sappharad's buildgdi to create a GDI image. Just put your files in the data folder, keep the IP.BIN around and compile the disc. Oh, and copy the track contents from the command line window on the .gdi file before trying anything.

Otherwise, you'll be needing to do a lot to crack the game (DC games need to be tampered in order to be played as a CDI/MDS/NRG/CD-R disc).

12
ROM Hacking Discussion / Re: Dino Crisis Hidden Stuff
« on: December 18, 2016, 06:29:21 pm »
Hello everyone. I'm searching every single beta/hidden content of Dino Crisis and I've found already a couple of interesting things, including secret items, unused sounds (on PC version) & hidden rooms (Checkout my channel: https://www.youtube.com/user/SuperFrizzio).

Still there are a few things that I would love to explore but I need your help.

1-Is there a way to open and view the text scripts of the game?
2-How can I swap the door animation scene to another?
3-Is it possible to open the maps/rooms via some world editors? (would be very awesome but very difficult indeed)
4-How to open the .XAS audio archives?

Thanks for any reply.
I can answer to questions 1 and 4.

1.- Dino Crisis's text has a non-standard character table, as par for the course for Capcom (Though the pointers are non-standard for them). I've managed to get the table (PAL version, should be good enough for NTSC-U as well) out. Your best option would be to copy the following quote to a txt file, rename it .tbl, then use it with some hex editor (Transhexletion per example) to be able to read texts inside the binaries. You'll find texts in the executable file and in the stage (Room) files.

Code: [Select]
0080=
0280=A
0480=B
0680=C
0880=D
0A80=E
0C80=F
0E80=G
1080=H
1280=I
1480=J
1680=K
1880=L
1A80=M
1C80=N
1E80=O
2080=P
2280=Q
2480=R
2680=S
2880=T
2A80=U
2C80=V
2E80=W
3080=X
3280=Y
3480=Z
3680=a
3880=b
3A80=c
3C80=d
3E80=e
4080=f
4280=g
4480=h
4680=i
4880=j
4A80=k
4C80=l
4E80=m
5080=n
5280=o
5480=p
5680=q
5880=r
5A80=s
5C80=t
5E80=u
6080=v
6280=w
6480=x
6680=y
6880=z
6A80=0
6C80=1
6E80=2
7080=3
7280=4
7480=5
7680=6
7880=7
7A80=8
7C80=9
7E80=…
8080=!
8280=?
8480=“
8680=”
8880=:
8A80=;
8C80=+
8E80==
9080=-
9280=[
9480=]
9680=/
9880=&
9A80=.
9C80=,
9E80='
A080=[RGTARROW]
A280=[DWNARROW]
A480=*
A680=(
A880=)
AA80=%
AC80=[ALPHA]
AE80=[BETA]
B080=[GAMMA]
B280=â
B480=à
B680=è
B880=é
BA80=ê
BC80=œ
BE80=î
C080=ï
C280=ô
C480=û
C680=Ö
C880=Ä
CA80=Ü
CC80=ß
CE80=ö
D080=ä
D280=ü
D480=À
D680=È
D880=É
DA80=Ì
DC80=Ò
DE80=Ù
E080=à
E280=è
E480=é
E680=ì
E880=ò
EA80=ù
EC80=Á
EE80=É
F080=Í
F280=Ó
F480=Ú
F680=Ü
F880=Ñ
FA80=á
FC80=é
FE80=í
0081=ó
0281=ú
0481=ü
0681=ñ
0881=¡
0A81=¿
0C81=Ç
0E81=ç
1081=ƒ
1281=Š
1481=Œ
1681=š
1881=œ
1A81=Ÿ
1C81=µ
1E81=Â
2081=Ã
2281=Å
2481=Æ
2681=Ê
2881=Ë
2A81=Î
2C81=Ï
2E81=Ð
3081=Ô
3281=Õ
3481=Ø
3681=Û
3881=Ý
3A81=Þ
3C81=ã
3E81=å
4081=æ
4281=ë
4481=ð
4681=õ
4881=ø
4A81=ý
4C81=þ
4E81=ÿ
5081=º
00A0=[END]
00C0=[LINE]

4.- Try ripping them with jPSXdec. You can try this with and without pulling the files from the ISO.

13
ROM Hacking Discussion / Re: Persona 3+4 Hacking - FONT
« on: September 22, 2016, 06:24:48 am »
Hi everyone. I create font's decompressor/compressor.
PersonaFont.exe

Use:
1) Copy "FONT0.FNT" to folder with PersonaFont.exe
2) Run PersonaFont.exe and write "decom". It's create "FONT0.BMP" image with original indexed palette.
3) After working with BMP (don't change the name of the resulting BMP) run PersonaFont.exe and write "com". It's create "FONT0 NEW.FNT".
Doesn't work for me. Got a System.OverflowException: Value too large or too small for UInt32.

14
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: May 13, 2016, 04:38:46 pm »
Little joke edit I did to Clock Tower (PSX)...
https://vine.co/v/iQEmQLbIbpL

15
Hey, me and a friend are slowly but surely finding all the minor stuff, we've recentered 95% of the menus, but there's no dice with the voice subtitles.

So far we've found out that the subtitles are printed into memory on the English version, they're just not shown. Maybe that type of text is disabled or (If the job was sloppy) moved outside the screen. We're stuck at that point.

16
Hi, I've been playing around with the PAL ENG and PAL FRA versions of Resident Evil: Survivor and I've found out that the English version actually has subtitles, just has them disabled. I've been able to play with texts, graphics and videos, but debugging/ASM hacking isn't my forte. Can anyone help me out trying to reenable the subtitles on the PAL ENG version?

I'd also need some other minor stuff like finding X/Y coordinates and stuff, but the real deal would be reactivating those subtitles and playing with the fonts/font writers.

Just to prove I've edited stuff around (Captured from French version with subtitles enabled by default):


Sorry for the watermark abuse.

17
News Submissions / Re: Translations: Sin and Punishment dubbed to Spanish!
« on: November 06, 2015, 09:12:25 am »
Nice looking. That new English title graphic catches my eye. :)
Thanks! PacoChan helped out with that one.

18
We weren't able to find many people to proofread the script, so I just released it as it was. Feel free to suggest changes or help with editing if you'd like.
Sure thing, maybe we can talk via PM about that.

19
That Spanish translation could use a nice polish... Just by the screenshots, there's a lack of opening exclamation and interrogation signs.

20
Good stuff, does your team want to translate anything else on dreamcast ?
Well, right now I am working on two projects that require an extra coding hand but can be handled with, and another one is almost ready to launch.

Another two games I'd like to translate but I lack the manpower would be D2 (Four hours of cutscenes to remaster and dub) and THOTD2 (Needs a hacker that can deal with the texture compression, might be done via the PC/Wii versions as those can be debugged).

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