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Topics - IlDucci

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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 .

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:

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:

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.

I have a small question that's been wondering over my head for a couple of years now, I even mentioned it on the Ideas post:

Is it possible to play XA Audio files at a smaller Hz frequency than the standard 37500Hz in real time? There is a localised version of a game that could use a downgrade to, I think, 22050 Hz, and I don't want to unpack and repack everything (Not without a patching tool of sorts, I don't want to be delivering copyrighted material such as voices)

ROM Hacking Discussion / Issues with Atlas and repointing (N64)
« on: January 19, 2014, 02:43:36 pm »
Hey there, I've been restarting my work on the The World Is Not Enough (Nintendo 64, PAL) translation and I've decided to give Atlas and Cartographer a try.

So I've managed to extract correctly the four text blocks that are on the ROM, managed to make Atlas work with it, but... there's some issues. The biggest one is that some pointers are not targeting the right destination and I don't know why. Some strings load correctly but in most of them, the addresses change randomly, even missing the string by a few bytes.

Here's my settings file:
Code: [Select]
#VAR(Table, TABLE)
#ADDTBL("TWINE64_import.tbl", Table)

#CREATEPTR(Ptr, "LINEAR", $14A3C30, 32)

#PTRTBL(PtrTbl2810, $14A3C34, 4, Ptr)

#JMP($14A5260, $14B65EF)

All the strings are being inserted via #WRITE(Ptr, $XXXXXXX). Can anyone help me fix this script, and make the pointers get calculated properly?

There's also the fun fact of having to gather the duplicate strings (Different pointers but same pointed line) so the pointer list doesn't have any blanked pointers at the end of the file but it's troublesome doing that by hand, is there any macro or something that could do this automatically?

Thanks in advance.

ROM Hacking Discussion / LZR Compression on PSOne game
« on: January 04, 2011, 03:43:49 pm »
Hello there again, I've been trying to translate Time Crisis 1 for PSOne with the help of a friend, this friend managed to break all the compression formats for this game... except for one.

Here's the file so you can check it out.

Then again, I don't know anything about the system, only that what is depacked are TIM files, unknown if they have a CLUT or not. (We've found some CLUTless TIMs on the format). so here's what the friend had to say:
The compression is some sort of LZR.

First four bytes mark ULZ+0x1A
Next, 2 with zeroes
The next one is supposedly the compression format. The rest of the files is 2, but on these two is 0.
Next byte tells the amount of bits used to compress data.
4 bytes for the offset of uncompressed data, next 4 bytes for the compressed data.
Next is the compression flags: For compression, the flags are read first; if it's 1, you must take one uncompressed byte, from where one of the offsets was targeting, 0 means two bytes of compressed data.
The last part is where the system is incorrect.

I hope someone can help me out.

January 05, 2011, 06:59:32 am - (Auto Merged - Double Posts are not allowed before 7 days.)
OK; my friend has released the source code of the tool, with probably a better explanation than mine of the format, but still can't decompress the two example files I posted before.

And here's some samples of the other ULZ formats:

EDIT: The ULZ Utils were updated for a small bug, but still no luck at those files.

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