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Messages - weissvulf

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1
Thank you for the reply KC. I'm very glad ARMIPS is still in development. The tool is so impressive, that I jumped to using it exclusively for my translation project and abandoned all my custom tools formats.

Thank you also for the table example. That might actually be more efficient than what I was using. I'll have to do some thinking and count up the cycles. This particular snippet was designed to insert 'gender specific pronouns' into a text stream so the 'table' is a bit complicated by the need to factor in both the gender value  and then the specific pronoun's value. But, if I converted part of the process to a table like your example, it would allow for easy expansion if I wanted to auto insert other words.

There are areas where I have to move existing text tables around to make room for the translation - so I have to overwrite the original lui and there 's not room for a full li. The li.u li.l will work perfectly perfectly for that. Excellent!  :cookie:

2
Script Help and Language Discussion / Re: Stuck on the nuance...again!
« on: April 14, 2014, 11:52:15 am »
As always, thank you very much BRPXQZME  ;)  I'm still learning this Japanese stuff so your input is quite helpful. :cookie:

3
Script Help and Language Discussion / Re: Stuck on the nuance...again!
« on: April 13, 2014, 11:45:24 pm »
That basically answers what I was wondering!

In Brigandine, these 'battle quips' are used to reinforce the characters main traits. Unless you're playing as Ulster's country, the above text is the only dialog you see to flesh out his character other than his unit description. So it's important for me to get right.

I get that he's upset, but since Ulster doesn't blurt out something definitive like "You will die for insulting my honor," when he says 'a princess from a decent court like yours couldn't understand what I've been through' I could almost picture it being him asking for sympathy. As in 'yeah the nut jobs I work for are bad I wish I worked someplace like you do princess"
Or, I could picture it meaning he's irate as in 'how dare you call me bad when the people I work with are worse". 

Maybe I'm just obsessing on this and splitting hairs, but I try to 'flavor' my word translation choices  to support such distinctions.

4
Thank you for the reply mziab. I'm trying to make something of a jump table with a single lui at the top, and then a table of addiu depending on the circumstances. So I was hoping to separate the "load upper"  from the "add immediate", yet still use variable labels.

Here's a simplified example:

Code: [Select]
lui r4,TextBlock     ;load movable text block location upper

addiu r3,r0,0x1
beq r3,r2,CASE1
addiu r3,r0,0x201
beq r3,r2,CASE2
addiu r3,r0,0x2

CASE1: j 0x800338F8
addiu r4,r4,Text1    ;load movable text block location lower
CASE2: j 0x800338F8
addiu r4,r4,Text2    ;load movable text block location lower

TextBlock:
Text1: .string "text1"
Text2: .string  "text2"

5
Script Help and Language Discussion / Re: Stuck on the nuance...again!
« on: April 13, 2014, 07:45:59 pm »
 Thanks BRPXQZME  :) That's part of what I find a little confusing. She's making a blanket statement which it seems like Ulster would agree with. So I could almost picture that he's mostly upset because of what he has to put up with all the time rather than what Meriott says. I'm not sure it would make a difference in the final translation, but I like to fully understand what's going on before deciding the final working.

6
This is for MIPS assembly: Is there a way to get the ARMIPS assembler to use a variable label with the lui (load upper immediate) op-code? The lui needs the upper two digits of the number and as far as I can tell, ARMIS will only isolate the lowest digits from a number.

What I'm trying to do is the same op as " li r2,Label " but with the lui separated from the addiu

Hope that makes sense  :-\

7
Script Help and Language Discussion / Stuck on the nuance...again!
« on: April 13, 2014, 06:56:01 pm »
This is a 'battle event' from the game Brigandine. The two knights are on opposite sides and they're "talking smack" to each other before the battle begins. What's confusing me is the significance of Ulster reply to being accused of being a 'pervert'.

Ulster's character is supposed to be the only straight man in a "in a court of royal loonies" so I'm thinking he has so much built up frustration over having to work with crazy knight's that he kind of has a melt down when he's accused of being a pervert.

Any help or opinions on good phrasing would be welcomed thanks!

Merriot (Young Princess)
出たわね、イスカリオ軍!
気をつけなくちゃ、どーせまたこいつもヘンタイなんだわ。
ほんとにイスカリオってまともなヤツがいないんだから!
ヤんなっちゃう。

Ulster (Only sane guy in a court of loonies)
へ、変態‥‥私が!?
く‥‥な、なぜ私がこのようなことを言われねばならないのだ!
カーレオンのメリオット!
あなたのようにまともな宮廷しか知らぬ姫君に、私の‥‥
私の苦労がわかってたまるものかあああっ!!

Merriot
あら、キレてる。
やっぱりアブないかんじね‥‥

8
Personal Projects / Re: Parasite Eve - Translation Project
« on: November 16, 2013, 07:26:57 pm »
Nice! How did you finally tackle the scrambled tutorial images? 

9
Script Help and Language Discussion / Re: Help with a short description
« on: October 19, 2013, 03:01:57 am »
Those are some great insights into the nuances of the meaning! I'd say that getting those "nuances" correct is the most important and hardest part of a translation. Normally I would translate the whole text and the re-edit it for coherency and accuracy, but because of the time frame involved, I was thinking of releasing a partial translation with just the menus done. So it's important to get the nuances right even before I have the whole story translated.

I really appreciate the info BRPXQZME! :beer:

10
Script Help and Language Discussion / Re: Help with a short description
« on: October 17, 2013, 05:41:15 pm »
Thank you both a tremendous amount  :cookie:  :cookie:

I'm far from an expert in Japanese and what worried me about my understanding of this description is that it doesn't seem to fit the character it's describing. This is from Brigandine Grand Edition and most of the Rune Knight descriptions describe consistent characters that match their portraits. Since I'm not an expert, I thought I owed it to the fans to make sure I wasn't bungling this one. This knight's (Vanessa) portrait shows her in full plate armor and looking rather serious; it doesn't seem to match a "bar maid" who's so oblivions that they didn't notice they had Rune power. And the line about her father seemed like it was out of place- stuck in the middle. I also couldn't find the exact form of the word that you translated as "vulgar" in my references. Is that something of a slang phrase?

I get how ルーンの証 would likely be "Rune seal", but in this case, I think it is "evidence"- the game premise is that rare individuals manifest the power of Rune magic which lets them control creatures and cast spells etc. I think this is saying she wasn't aware she has the "runic gift". There is probably a dialog event when this character is introduced that explains the scenario better. I'll make a note to check context clues for the exact meaning when I get to that section of the text.
 
Now that I read your translation, it occurs to me that she was probably in the mercenary squad with her father until he died- hence the armor and "warrior eyes", and also the significance of mentioning her father's death.

Thank you both again.  I dub thee as honorable Knights of the Rune!  :thumbsup:

11
Script Help and Language Discussion / Help with a short description
« on: October 16, 2013, 03:34:29 pm »
I got a little stuck on the description for a female knight. 
I understand most of it, but a few words seemed off so I'm afraid I'm missing something.
Any help would be greatly appreciated  :woot!:

ちょっとガラは悪いが、筋の通らないことの大嫌いな女騎士。
傭兵団長だった父が戦死したのを機に街の酒場で働いていた。
興味のないことには関心を向けない性格で、ルーンの証を持っていることにも気付いていなかった。

12
Personal Projects / Re: Parasite Eve - Translation Project
« on: October 13, 2013, 06:55:37 pm »
If they all use the same key, that would certainly be much easier.

13
Personal Projects / Re: Parasite Eve - Translation Project
« on: October 13, 2013, 05:03:50 pm »
Those absolutely look like the palettes to me, but I don't think each image necessarily has 15 CLUTs. Several images were loaded into VRAM at once so it could be 15 images are loaded each with a single CLUT or such.

I don't know if a tool already exists to reorder scrambled tiles, but if there is not one:

You could try to find the data used to descramble the tiles and change it. I would expect that data to be arranged in a table which lists the start locations for each tile needed to draw a screen. If you changed the table to make it read the tiles in a sorted sequence, you would just have to descramble the images once by hand, and then you could edit them normally in Tile Molester.

Another possibility, if you found the tables that listed the descrambling order, you could make a tool (or modify my tool) so that it reads the table to locate and assemble the tiles- extracting them as images ready to translate, then reversed the procedure for re-insertion. Even if you can't find a table with descrambling data, you could chart the tile locations manually (in a txt document etc) and my tool could be modified to extract assembled images.

Other than those semi-automated possibilities, all I would know is plain brute force - assemble descrambled images by hand, taking note of were each 16x16 tile belongs, edit the assembled image, then chop it up into tiles and put them back where they go  :o

14
Personal Projects / Re: Parasite Eve - Translation Project
« on: October 13, 2013, 06:49:50 am »
Sorry, I didn't notice these questions until now.
HERE is a simple tool I made for the project I am working on, but adapted a little for PE. It extracts raw image data into a TIM and then reinserts it. It doesn't have any fault detection so please back up any files before using. The source code is also included- it's in Autoit format which is uber-simple.

The tool reads a text file for a list of the image locations (PE.txt is included as an example). The 1st line should be the source file's name (PE.IMG etc) after that list each graphic's start location. End with <END>.

But to answer your questions. The whole header (header+palette) I used is:
Code: [Select]
10000000090000000C02000000000000000101000004210421084208420C630C631084108414A514A518C618C61CE71CE72008210825292529292A294A294A2D4B2D6B2D6B316C318C318C358D35AD35AD39AE39CE39CE3DCF3DEF3DEF411042104611463146314A324A524A524E734E73527452945294569556B556B55AD65AD65ED75EF75EF762F8621863186719673967396B5A6B5A6F5B6F7B6F7B737C739C739C77BD77BD7BBE7BDE7BDE7FDF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7FFF7F0C400000C003000040008000
That begins with the TIM tags info:
10000000 09000000 0C020000 00000000 00010100

Then 512 bytes of palette (2bytes per color)

followed by the final info tags:
0C400000 C0030000 40008000

This generic header is also listed at the end of the source code, but you could probably find the correct palette in the VRAM and use it instead of this generic one.   :thumbsup:




15
Personal Projects / Re: Parasite Eve - Translation Project
« on: October 10, 2013, 06:10:40 pm »
Nice work!
About the tutorial section, what exactly is the trouble? I took a quick look and it appeared that the screens were just regular headerless 8bpp graphics that are scrambled into 16x16 "tiles" in 128x128 images. There's a block of what appears to be non-graphic data above the images; I would expect that to be the de-scrambling/palette info etc.

If my suspicion is right, you could de-scramble the table that lists the 16x16 block order. Or is all else fails, you can extract each 128x128 image as raw data and tack it on to a generic 8bpp TIM header for editing. They would still be scrambled, but could be translated with a bit of work.

I extracted this from as 0x4000 bytes of raw image in a hex editor (in PE.IMG at 0xA47F088) and tacked it onto a generic 8bpp TIM header. The palette is generic of course, but it would be discarded when the raw image was reinserted in the game.


It would be pretty easy to make a tool that did this automatically.

16
Programming / Re: Finding Item Text within a PC Game
« on: August 30, 2013, 06:37:30 am »
You might have better luck if you mentioned the name of the game since someone might have already looked it over, or the game's developer might use a known technique. Otherwise, like Xalphenos says, it could be anywhere in any of the game's files and in any format.

It's even possible the text you cant find could be stored as graphics.

17
Thank you KC; that's fine. Some of the dimensions for text boxes in Brigandine are defined in runs of single bytes next to each other. They aren't handled as "words" by the game, but I was using ".word" to edit them in the ASM - since 4 single bytes define each box, just to save a little clutter.  :)

18
A simple question about Armips that isn't worth making it's own thread:
For the ".word/.halfword" commands, is there a way to toggle armips' reversing endian-ness on or off?

19
Personal Projects / Re: Parasite Eve - Translation Project
« on: July 17, 2013, 01:47:56 am »
Just popped in to say good luck on this project. I've read your blog updates a few times and even learned a couple things. It's nice to see more people working on PS1 titles these days!  ;)

20
Thanks for adding that furrykef.  I think real-world examples like these are invaluable to anyone trying to wrap their brain around ASM.  :thumbsup:

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