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Messages - weissvulf

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1
Script Help and Language Discussion / Re: elevator and lift.
« on: May 19, 2013, 05:01:50 am »
Yeah, I ran into this quandary on a game and went with "lift". As an American, I've actually heard "lift" used more often than "elevator" to describe any type of non-room lifting device - as in for wheelchairs, freight, cars etc. Even if Outlanders has an enclosed room 'elevator', I think 'lift' sounds more interesting and everyone will know what you mean.  :thumbsup:

2
Personal Projects / Re: Dr. Chief - Halo Dr. Mario
« on: June 16, 2012, 05:25:10 pm »
Ha, I noticed after I posted that the pill looked like a grenade  :P cool!

3
Personal Projects / Re: Dr. Chief - Halo Dr. Mario
« on: June 16, 2012, 03:47:35 pm »
Looks good to me- great for a first hack. Probably a dumb thought,  but I think it would be cool if the pills were something like plasma/frag grenades or other Halo type weapon blasts.  :thumbsup:

4
Personal Projects / Re: King's Field Pilot Style
« on: June 15, 2012, 05:08:03 pm »
Sorry, I didn't see this question right away.  Yeah, I still remember how frustrating the King's Field control scheme was when I first played. They didn't even have analog controllers back then so I guess it wasn't bad for it's day.

Anyways, yes, STA has several pre-configured controller schemes. "Type 4" or "Type 4 Reversed" would be like the classic FPS dual stick controls.  :thumbsup:

5
Personal Projects / Re: King's Field Pilot Style
« on: June 12, 2012, 03:29:11 pm »
Well I guess I'll submit the translation then. I think the King's Field fanbase has grown a little since Demon/Dark Souls so maybe there will be some interest.

The main reason I didn't submit Shadow Tower Abyss is because I didn't take the time to make the subtitled movies "efficient". That is, I just re-encoded the full video which made the patch large. When I have time, I was planning on looking into the PS2 movie format enough to only re-encode sub-titled area of each frame- or maybe do a voice over and do a direct copy for the video. That should cut ~ 50MB off the patch size.

6
Personal Projects / King's Field Pilot Style
« on: June 10, 2012, 09:13:17 pm »
This doesn't exactly fit into the "Personal Projects" guideline since it's complete, but I'm posting it here because I'd like opinions as to whether this translation is worth submitting to the RHDN catalog. When I finished the Sword of Moonlight King's Field Maker translation, the general consensus was that it was too obscure to be worth adding. Even though Pilot Stlye is a Playstation game, it's short  and more obscure than Sword of Moonlight. I care about keeping RHDN's file list "pertinent" and don't really care if this translation is listed, opinions either way are welcomed.

Kings Field Pilot Style was a promo game given out at the Tokyo game show to promote the upcoming King's Field 3 release. It's story takes place between KF1 and 2(US) and it is only about about an hour long. The style used (font etc) was modeled after the official King's Field English game releases and not necessarily what I would have picked myself.

EDIT: If anyone happens to want to translate one of the PS1 King's Field game into a language besides English, feel free to ask me questions. While this translation is fresh in my mind, I'm pretty familiar with how the game engine handles text so I can probably help speed things along. 

Here is a link the patch file.


7
Sorry for resurrecting this post, but I recently had this same problem and found this thread through a search. I wanted to add a little information that might help anyone else having the same problem.

1. Maybe a no brainier, but LH/SH (Load/Store Halfword) commands have to be aligned also, as well as the LW/SW.

2. The PSx v1.13 debugger does seem to check for non-aligned memory read/writes IF there is a conditional break set up. It doesn't crash like a real Playstation would, but a misaligned LW seems to "blank" the register (loads "00000000") that is being loaded into. A misaligned SW is ignored (nothing is written to memory).

3. The PSP has a MIPS processor just like the original PS1 so it likely has a hardware restriction on misaligned Loads or Stores. So like Gemini said, if it causes the PSP emulator to lockup, misalignment is a likely culprit.

4. I haven't used them, but the commands LWL/LWR and SWL/SWR (load/store word left/right) seem to be functionally identical to LW/SW and supposedly allow misaligned reads/writes.  They read/write 4 bytes to the left or right of the given location. It might save some headaches use them instead.

In the game I'm working on, it originally used LH to read a two-byte Japanese letter, then advanced a second register (that stored the memory read locations) by 2: ready to read the next letter. When I gave it a half-width English font, I set it to read 1 byte, advance 1 byte. What I didn't realize was the game later reloaded the letter (using LH) to check for "dots/circles" accent marks. Since I had changed the memory register to advance by 1, the LH for the "dots/circles" was creating an intermittent misaligned read. Anyways, thanks Gemini and Kil for the helpful information  ;)

8
ROM Hacking Discussion / Re: Crash Bandicoot Prototype Texture Ripping Help
« on: November 13, 2011, 05:40:27 pm »
I had a wacky afterthought- if you can figure a repeatable pattern to the procedure needed for extracting/converting the tiles, there is a tool called AutoIt AU3Recorder that might help. It records mouse/keyboard movements/clicks to a script and replays them on demand. It could theoretically automate something like splitting/reassembling tiles.  :crazy:

9
ROM Hacking Discussion / Re: Advice on adding subtitles
« on: November 13, 2011, 05:31:39 pm »
That's a good idea about splitting the patch if it turns out too big.  I haven't yet applied the subs so maybe it won't end up too large. If I learn any techniques for minimizing the final patch size, I'll post them here in case anyone else ever has this same question.
Thanks Auryn :)

10
ROM Hacking Discussion / Advice on adding subtitles
« on: November 11, 2011, 06:00:01 pm »
I'm working on a PS2 game which has two movies in PSS format totaling about 100MB. I want to add translated subtitles to these movies.

The best 'tool chain' I've come up with goes PSS > M2V > AVI > (add subtitles) > M2V > PSS. But I suspect all that re-encoding is going to increase the size of a patch file considerably.

I know some PS2 games use softsubs and since PSS files are mostly MPEG2 (aka DVD movie format), I wondered if miraculously the PS2 has some kind of built in support for a certain format of softsub file. 

Otherwise, does anyone have any tips that will help keep a patch file a small as possible when recoding videos or have any other advice for adding subs?
YOU! Much appreciation are being! ;)

11
ROM Hacking Discussion / Re: Crash Bandicoot Prototype Texture Ripping Help
« on: November 11, 2011, 05:39:34 pm »
I recently had similar problems dealing with 32x32 jumbled textures blocks while ripping the textures from King's Field. But I was able to 'convert' those textures to standard TIMs by using search/replace in a hex editor to convert their headers to standard TIMs. I still had to match each 32x32 tile up to its model manually though.

I think the palletes for all 'tiles' are loaded into VRAM- it's just that 3D Ripper is applying one pallete to the entire sheet. I would try P V V or, if maybe "PSX Vram'" (PVV is better). It will still take some work, but it should be easier than 3D Ripper method- especially if you can find the pattern for which palletes go to which tiles.

Playstation makes pure black invisible by default, but they should come out as black in a texture rip. If your textures are coming out semi-translucent, it's caused by the DDS format that 3D Ripper is saving in. Just convert the DDS to a different format that doesn't support an 'alpha channel' (BMP etc).

Crash games don't use standard TIM files so TIM rippers won't help.

12
Newcomer's Board / Re: Extracting videos from PSX games
« on: November 10, 2011, 09:25:55 pm »
The NDS/NSF files in Crash are proprietary archives. From glancing at them in a hex editor, the NDS files appear to be an index for the files stored in the NSF. Because these files formats are unique to Crash, you aren't likely to find any tools for editing them. 

Therefore, to answer your question, your only option is to decipher the archive format yourself. Find where the movies are stored, Decipher how they are formatted, and figure out how to edit it.

If you are new to hacking, this isn't a good place to start.

13
Script Help and Language Discussion / Re: Did I miss a "No"
« on: October 11, 2011, 07:44:03 pm »
Thank you geishboy, big help :thumbsup:
I've been know to miss a "It is OK to translate this, not" sort of thing, but I'm learning.
It is WolfRPG which is similar to the RPGMaker, but with some nice additional features.
 

14
Script Help and Language Discussion / Did I miss a "No"
« on: October 11, 2011, 05:39:17 pm »
I was considering translating a Japanese PC game thing and asked the author if he would mind.
I'm pretty sure his response was 'OK', but I would hate get it wrong if I missed a 'NO' somewhere.
I would be very grateful if anyone here that is more competent than me at Japanese could verify
that he is saying 'It's OK if you translate'. Thanks :-\


たぶん自分一人だと、しばらくそういったことに取りかかれないので、
やってくださるのでしたら、むしろぜひお願いします! という感じです。
ただし、それによって発生した問題に対しては責任を取れませんので、どうかそれだけご了承下さい。
(英語版を勝手に作って勝手に配布してくださる分にはOKです!という立場です)

15
Site Talk / Re: File Submission Question
« on: January 07, 2010, 05:49:31 pm »
If the goal is to automate RHDN, wouldn't it make sense to allow submitted files (under a certain size) to upload directly from the submitter to a server controlled by RHDN? It sounds like that's what ends up happening anyways after the submission is auto-downloaded from the submitted direct link.

16
Site Talk / Thoughts on a couple site policies
« on: January 07, 2010, 05:13:21 pm »
After being very thankful to get some help in response to my post in Script Help and Language Discussion
I ran into one more little question and tacked it onto my original topic since it was related. The system auto squished my post last post in the topic which basically prevents other readers from seeing any evidence that the topic has new content (as far as I know).

The 7 day restriction seems a little like 'throwing the baby out with the bathwater'.  Were multiple posts really bothering people so much to justify such a severe cut and doesn't it encourage posting multiple topics instead of keeping it in one thread?

The second thing, I don't quite understand the policy to deny requests to delete submitted material. I doubt I would ever have a reason to want my material removed, but I don't plan on submitting any new material because I don't want to give up my right to choose. Are you sure that policy is helping more than it's hurting?

RHDN has maintained a good level of quality and intelligence compared to other sites (very good accomplishment) , but occasionally it seems to border on excessive tactics (flashback to auto-changing 'the scene').
Just some thoughts; nothing really important  :)

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