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Topics - weissvulf

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Programming / PS1 (MIPS) random number generation?
« on: February 08, 2015, 07:02:34 pm »
I'm trying to make a function to generate a random number between 1-100 for a PS1 game. Below is the best I've come up with, but it still seem to return patterned value ranges rather than random.  Does anyone have a better random generator, or advice on fixing this one?

Code: [Select]
lui r2,0x8001  ;Load seed
lw r2,0x7818(r2)  

li r3, 0x41c64e6d   ;Processing for quasi-random generation
mult r2,r3
mflo r2
addiu r2,r2,0x3039

lui r3,0x8001          ;store new seed
sw r2,0x7818(r3) 

srl r2,r2,0x10        ;More processing

andi r2,r2,0x3FFF ;mask limit to 1023
addiu r3,r0, 11       
divu r2,r3             ;divide by 11 for 0-93 max
jr r31
mflo r2

ROM Hacking Discussion / Adding soft-subs on PSX
« on: December 08, 2014, 01:58:52 am »
I've been working on translating Brigandine for awhile now and I'm ready to start adding soft subtitles to the movies. Can anyone point me toward some info or asm code to pull it off? Any help is appreciated.  :cookie:

Script Help and Language Discussion / Opinions on 求めつづける者
« on: August 08, 2014, 12:38:30 pm »
This is the main baddie's title for the game Brigandine. It's used for his unit class and it's also how he introduces himself. I would normally translate it as "Eternal Seeker", but that almost has a positive spin in English.  I think the connotation may be more like "Schemer" but it doesn't seem right to have him introduce himself with a derogatory title. I believe it was translated as "Claimer" in the official release.

Here is one such line where he introduces himself using the title:

Anyone have an idea for a good render for this? Any ideas are welcome :)

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 / 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?

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

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  :-\

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)

Ulster (Only sane guy in a court of loonies)


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!:


I've spent a day trying to figure this out, and I'm still not sure I understand what armips is doing. Can someone explain how to calculate branch jump distances for the armips input file (asm)?

Branch jump distnces are relative to the current position (PC), so I was expecting that if I enter two identical branch distances, armips would generate two identical op-codes. But it seems to be trying to auto-infer the branch distance I want.

So if I input:         
beq v0, s5, 0x90
beq v0, s5, 0x90
beq v0, s5, 0x90

I get:
1055 0012
0000 0000
1055 0010
0000 0000
1055 000e

What do I do if I actually want my 2nd and 3rd BEQ to jump 0x90 ahead?  :banghead:

EDIT: Is it that all additional Branch distances are relative to the first BEQ jump entry?

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.

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! ;)

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 :-\

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。

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