78312809 visitors

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - weissvulf

Pages: [1] 2 3
Personal Projects / Re: Moorhuhn 2 (PS1) translation
« on: July 06, 2014, 09:53:14 pm »
That worked! A huge thanks RetroHelix  :woot!:
Turns out the phrase fragments were just used in lieu of linebreaks, but the sentences written reversed in the data. ("the hill."  "walked up" "The dog").

Linked to an updated patch in the top post.

Personal Projects / Re: Moorhuhn 2 (PS1) translation
« on: July 06, 2014, 03:24:23 pm »
Thank you for that information RetoHelix. I tried the directions, but it doesn't seem to register a lightgun that Moorhuhn will accept.  I've also tried the built in lightgun emulation with epsxe and pSX; they both seem to register the gun's crosshairs, but the fire buttons don't work, and "calibrate lightgun" remains greyed out. I'm wondering if EU games require a specific type of lightgun.   

Personal Projects / Moorhuhn 2 (PS1) translation
« on: July 06, 2014, 04:56:28 am »

This is just a little diversion project I'm doing for the fun of it. Moorhun 2 is a shooting game something like Duck Hunt. The project is mostly done, but I haven't been able to access the text for calibrating the lightgun ingame.  The text for that section appears to be assembled on the fly from disconnected phrases so I can't really get an idea of the context without seeing it.

Just posting to get any feedback before I call it good. If anyone can access the gun calibration text and take some screenshots, or tell me which PS1 Emulator supports an virtual lightgun that works with the game, I would be grateful.

Here's the PPF Patch (Updated to v1.1)

Script Help and Language Discussion / Re: What is this guy saying?
« on: June 14, 2014, 01:35:45 am »
Ha ha, 雁首揃えて is not a phrase I've heard before, but it makes more sense that what I was thinking. This character (Dryst) is nick-named the Mad King and is always saying things a little off. It's been quite a challenge/education translating for him.

Thank you very much Eien Ni Hen! May your days be filled with :cookie: goodness!!


Script Help and Language Discussion / What is this guy saying?
« on: June 13, 2014, 02:46:09 pm »
The setup is that 2 females who fought for a country that was defeated are trying to join a new country. The king of the new country greets them with this. The king is supposed to be wacky and have an accent. The ガンクビ part is confusing me. I have a guess what it might be referring to but I don't want to get that wrong.  :-[

んーーー? 負け犬どもがガンクビ揃えて何の用だぁ?

General Discussion / Re: The Inevitability of Suffering
« on: June 08, 2014, 01:08:31 pm »
Spooniest: Emotional pain or joy is a choice made in the heart. If we love things that are not good, we give birth to pain. There is joy in every part of creation around us. We simply have to train ourselves to recognize and embrace the beauty.
Your girlfriend has a gentleman in her life who cares for her well being. Take joy in that.

Site Talk / Re: RHDN File Hosting for Submissions
« on: June 07, 2014, 02:33:16 am »
Ah, ok. The "invalid file extension" message confused me.  For future reference, when should a . be avoided and when is it okay? Is there a list of proper naming practices somewhere?

Site Talk / Re: RHDN File Hosting for Submissions
« on: June 06, 2014, 06:12:12 pm »
This makes things considerably easier. Hopefully people will appreciate the privilege and it won't become a problem.

Not sure if it would be considered a bug or a feature, but I tried to upload a zip named "Tool v1.2.zip" and the scratchpad identified it as "1. Invalid File Extension '2' ". Not sure how many files might have an extra . in their name but it might be better to fetch the actual file extension.

Site Talk / Re: The captcha system is too harsh
« on: June 06, 2014, 05:14:21 pm »
I've had these same issues on a site I'm involved with. The bots have become so good at Captcha recognition it's often harder for the humans to tell what they are. I had better success with random 'are you human questions' that were specifically phrased to be confusing for bots, than I did with Captcha.

All these hackers with too much free time have kind of made made the web a miserable place  :(

ROM Hacking Discussion / Re: How am I supposed to hack PSX games?
« on: June 06, 2014, 12:54:42 pm »
Is there some trick that gives me write access to mounted Images or an emulator that allows booting from a folder?
Someone correct me if I'm wrong, but the way to get "write access to a mounted image" is to not mount the image in a virtual drive, but load the image directly into the emulator. Every virtual drives I know locks write access when you mount an image. But emulators (pSX v1.13 for example) don't lock write access to the ISO while it's being played, so you can have the ISO open in a hex editor and edit it while its being played.

It only gets complicated if you need to resize a file.

ROM Hacking Discussion / Re: How am I supposed to hack PSX games?
« on: June 06, 2014, 05:18:21 am »
It really depends on what you are editing and when the game loads it of the CD.
What I do is make edits in an emulator save state, then when they are perfected, transfer the edits into the ISO's files.

PS1 games tend to load the EXE and "universal" resources into RAM at boot and leave them there. Changes to the ISO won't show up in an emulator if that data is already loaded in RAM (without a full reset). But some resources are loaded from the CD mid-game as needed.

If what you are editing is in a file that is loaded mid-game, you can play the ISO directly in the emulator (NOT by mounting it in a virtual drive), then make a save state right before the file is loaded from CD to RAM. Then if you edit the ISO directly, the changes should pass to the emulator as the file is loaded without doing a full reset.

If you want to edit a save state, remember that many emulators compress their saves by default.  You should be able to decompress the save and they will still load in the emulator. I think epsxe uses .gz compression, pSX doesn't use compression.

Another useful tidbit you might not know if you're used to cartridge games:
CD images (.bin etc) contain sector data as well as the actual file data. If you edit the ISO directly, you will see sector tags injected into the data at regular intervals (every 0x800 bytes). CDMage is the best tool I know that can extract and inject a files into a CD image.  It strips away the extra "sector" data as the file is extracted and puts it back right when the file is reinserted. 

I'm not sure what you mean by .BIN files exactly, but file extensions are ignored by the PS1 as far as I know.

CDMage is one of the few tools that can extract/import XA format files properly. Have you tried extracting all the file's off the CD using CDMage and then scan them with PSsound.  It can detect XA sounds and convert them to WAV files.

It may be a bit tougher to get the Japanese WAV sounds back into the English disk image, especially if the Japanese file is lager than the English. There's probably a WAV to XA conversion tool, but I've never had to look so I don't really know.

Once you do get the XA voice files back into the game, the Japanese file will probably not be synced with the English timings. There is usually some data in the exe (or an extension of the exe) that tells the game where to start a sound bite and how long to play it.

I don't own a copy of the game or I'd take a look, but I can say that PS1 voice sounds are usually stored in XA files. You might look through the game files for something with those letters in the name. Windows will not normally read XA files so you could also try to drag files off the CD on a Windows PC. If there are some that won't copy, they're likely XA files or STR movies.

Script Help and Language Discussion / Re: (GBA) Hikaru no Go
« on: May 31, 2014, 05:51:34 am »
Not sure if you're aware, but there's a partial translation for the first game available on this site and a text dumper/inserter tool in the abandoned section.

For Hikaru no Go 2, I checked and it appears to already support English. That makes the project immensely easier. If you're creative, you might be able to do a decent translation by just opening the GBA image in a hex editor and typing the English over the Japanese.

Space for text would probably be the hard part.

My hero!  :woot!:
Thank you VERY much ckrit. My eyes start to glaze over when I stare at stuff like this for too long so I really appreciate the assistance. Even after you point it out I can only barely see 調.

I'm trying to translate the end staff credits which are stored in a tiny little TIM graphic.  This panel contains the job titles all crunched together. I think I've gotten most of it (except far right of 2nd line from bottom), but would appreciate a second set of eyes to double check; I'd hate to credit someone as "lead lint-licker" by mistake  ;D   Top pic is clarified as best as I could, lower is original.

I'll also mention, I hope to convert the staff names from Kanji to their Romanji equivalents so that English fans can appreciate the artist involved. I have little experience with Japanese proper names so I'll probably be posting an add in the help wanted section when I get to it. There are about 3 panels of Kanji names stored similar to the pic below, but they are almost 2x bigger so easier to read. This is for Brigandine Grand Edition by the way.

企画・総監督企画・シナリオメイ ンキャラクターデザイン
サプキャラクターデザイン バッケージイラスト 音楽 ランス
メインプログラム サププロクラムグラフィックデザィン
制作アシスクントサウンドエフェクト {ビュアサウンド}ヵィ
CGムービー編集・M A管理マニュアル作成ヴェイナード
キャラクター・作画 監修 色彩 設定 色指定・仕上検査色彩
特殊効果 美術監修 背景(スタジオユエ)撮影監修 現像所?
撮影フィルム編集V編集 制作進行アニメーションヽ制作協力

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:

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:

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.

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

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

Pages: [1] 2 3