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Messages - weissvulf

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1
Gaming Discussion / Re: So I bought a PS3...
« on: Today at 07:31:45 pm »
Since I'm in a homeless shelter
That's tough, been there myself. Hope things pick up for you soon. :thumbsup:

2
You're welcome :). Countdown Vampires is one I have in my library so I checked it out disk 1. I'm almost certain there are no compressed images in the game.These files have lots of text in standard TIMs:
SIGE_TIM.BIN, MENU.BIN, K_DISC1.BIN, H_DATA.BIN, CHAR_EFF.BIN

These files have RAW images (mostly background screens):
PEONODAT.BIN
CAMDATA.BIN

Most of the RAW graphics are 320x240 8bit and they all can be extracted/inserted with RawToTIM. If you are a novice, it will take some learning to find the image-start location for RawToTIM. To get that information, you can use nana, tileMolestor or similar.The palettes for 8bit images appear to be at -20C (aka 0x20C before the image) so that makes things considerably easier. I didn't see much text in those background images though. Do you really need to edit them for a translation?
HERE is a project file for use with RawToTIM. It lists some of the images in PEONODAT.BIN. To use it, put it in the same folder with PEONODAT.BIN, and then 'load' PEONODAT.BIN in RawToTIM. The images in the project file will be listed in the dropdown.


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Hello Mr.Somebody  ;)
If your disk image is in a format like BIN+CUE, then you should use a tool like CDMage to extract/insert files from the image. You won't have much luck extracting the TIM graphics directly out of the disk image because they will be broken up by the CD sector data.

Once you extract the file that contains the graphics out of the CD image, try to scan the file with a TIM ripper like TIMviewer HERE. It can extract/insert standard TIM files.

If TIMviewer doesn't find the graphics, they are probably non-standard images or compressed. If they are NOT compressed, you should be able to use nana HERE and RawToTIM HERE to find and extract/insert them.

4
Personal Projects / Re: PS1 tools
« on: January 16, 2018, 05:26:15 pm »
Tenkarider, It wouldn't be any harder to make PS2 specific tools or adapt these to be more PS2 friendly. These were just made for my own projects based on 'holes' in the existing available tools. So they only contain features I've needed so far. Hopefully we will seem more/better PS1/PS2 tools in the near future  :)

Squall_FF8, That looks like a nice tool for creating TIMs. Someone should see if he would like to add it to the RHDN database. My tools are specifically geared towards translating as opposed to ripping or graphic-editing. RawToTIM's main purpose is extracting/inserting proprietary graphics from game files. I just added the converter for convenience, and to avoid some conversion issues I was having with odd-sized graphics. There are far better TIM handlers out there if someone just wants to edit textures or make new TIMs.  :thumbsup:

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Newcomer's Board / Re: Torneko Adventures 3: Mysterious Dungeon
« on: January 16, 2018, 04:51:34 am »
Translating can be really hard or really easy depending on how the game was designed. Most people fail if they pick a hard game to start with.

The first thing I would do on a PS2 title is open the ISO it MadEdit (hex editor that supports Japanese text), set the code page to Shift-JIS (view > encoding) and search for a bit of Japanese text from early in the game. If you find the text in the ISO, type over it with English - make sure to save an unedited copy of the ISO. Restart the game in an emulator and if you're lucky, it may already support English text.

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Personal Projects / Re: PS1 tools
« on: January 15, 2018, 09:29:39 pm »
Added a simple Hex-Decimal-Binary converter optimized for PS1-like behavior, and an audio dubbing tool.

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Personal Projects / Re: Asuncia (PS1) project
« on: January 12, 2018, 07:16:43 pm »
SCO : Thanks for the wonderfully complete information. Big help  8)
EDIT: I've been digging into this EDC/ECC issue and it appears that I was mistaken. The tool that I believed was adjusting the BIN's error detection data (CDMage) actually just blanks the error detection value. I've done some testing and the TOOL HERE, which SCO mentioned earlier, does indeed fix the ECC/EDC values correctly. So a big thanks to STARWIN and Mr. Corlett for making this an easy fix.

If anyone reading this has no idea what a ECC/EDC is, but would like to, HERE's a simple explanation.

goldenband : Added Happy Salvage to the list to check into. Your description reminds me a bit of Azure Dreams.

bukopandan : I suspect the ePSXe issue is with the Video Plugin. The software plugins tend to have the highest compatibility. I can play past the point you mention by using the "P.E.Op.S. Soft Driver" video plugin. Like wanzer says, it also runs well on pSX v1.13. I'll check into the game's you mention.  :)

ObiKKa I always check if a project is already in progress before I start working on it. I also have a general aversion to working with a team because of numerous bad experiences, so I'll just leave this one to the people already working on it.
 
Starscream Thanks for the gameplay info and link. I've dug into Aubirdforce a bit and it's beautifully programmed - everything laid out in a clear structure using Sony's default formats. The story text is stored in graphics and the 'event' text is Shift-JIS. There's a slight drawback in that it appears to be using the BIOS font (no built in font to edit). That's a bit harder to adapt, but not impossible. It also appears that there was a sequel 'Aubirdforce After'; some evidence that the original had something going for it.

DragonSpikeXIII Thanks for the sage advice on Mizzurna Falls. There are plenty of good projects to work on, so no worries. On Front Mission 2 this is well put: "fully playable but not fully enjoyable". I dug into the game a while back and didn't see anything that looked especially difficult, but that's probably what Custer said right before yelling 'Charge!' I suspect the team just didn't have a hacker on this project.

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Personal Projects / Re: Asuncia (PS1) project
« on: January 11, 2018, 07:42:31 pm »
Thank you for the suggestions everyone. I will look into each one. Part of my criteria is how much labor is involved, so we'll see.
In videos, I was a bit put put off by Dragon Shadow Spell's outlandishness. I can enjoy fantasy worlds or fringe science fiction, but some Japanese games seem like an assembly of cliches with no rules at all (Metal Gear). The opening has a 'pirate ship' flying over the city talking WorldWarII style on a radio, while below a boy talks to a dragon hidden in his pants. Huh!? I'm afraid it would be one of those games where your characters end up floating in space trying to save the world by extracting Dragon-Powder from Gaia's Chi  ::)

Strategy RPGs are also one of my favourite genres...also other turn based stuff...
Same as me, cool. Aubirdforce looks quite nice. Did you play it enough to know if the gameplay is solid?

SCO, thank you for mentioning this bug. The translation method I use does recalculate the error checking for modified files, but I had to edit the disk image directly for some of the compressed images (to resize files) and forgot to recalculate for that. Still, I'm surprised Mendafin would choke. Even if it used the old ECC/EDC to undo my edits, the game should still run fine. Couple questions:
Can you send me the CRC32 for the FIXED version of track 1 that runs on RetroArch?
Did it go black-screen at the startup or later?

An updated patch with some typo fixes is in the works (thanks to DragonSpikeXIII's feedback); it should include a fix for this problem too.

9
Personal Projects / Re: Asuncia (PS1) project
« on: January 11, 2018, 01:15:59 am »
Sorry, about that. It's available HERE.  :thumbsup:

10
Personal Projects / Re: Asuncia (PS1) project
« on: January 10, 2018, 11:32:24 pm »
Lentfilms, I haven't played through Growlanser 1, but I liked the other Growlansers and it feels like the developer put a lot of effort into the first installment - distinct characters, good presentation, voice acting etc. It's also nice that someone has already translated most of the script.  I wish there were more hours in a day!

Pennywise, I'll check into Dragon Shadow. Sounds like it has good character development and solid gameplay. Worth looking into.
On Front Mission 2, the game natively supports a fixed width English text. I think the existing translation just used what was already built into the game. There's nothing wrong with that, and I'm grateful for their work, but it would be nice to have it prettified and complete.

11
Personal Projects / Re: Asuncia (PS1) project
« on: January 10, 2018, 06:26:39 pm »
Thank you everyone for your interest :)

Are you gonna be picking and working on a new PSX game project? Are there any selections that you'd be keen to tackle? Or to keep it close to your guard?
In general, I enjoy doing turn based strategy games or anything with a good story. I was considering Font Mission 2. There was already a translation for it, but they didn't finish inserting the script and I've had a couple minor worries about the translation. Not sure if a new project is worth the effort since it's already mostly done. Other titles I'm considering are Hungry Ghosts (PS2) and Growlanser (PSP)

There's an insane number of untranslated PSX titles, most likely easily 1000+.
I'm amazed there hasn't been more work on translating Playstation games considering how many titles were Japan-only. I'll bet there are also several games like Ace Combat 3 Electrosphere which had stripped down pathetic official releases and need a proper translation.

Only if you take the stance that every game every made is decent...
I have noticed that simple titles with 'little interest' are often extremely easy to translate. I don't endorse translating games just 'because they exist', but from a translators point of view, sometimes it's fun to tackle a simple project as diversion. It's almost like doing a crossword puzzle.
Quote
Viewing the translation request list has become a waste of time
I think this is somewhat an issue with the wiki format in general. 'Too many cooks spoil the broth.' They tend to get people with different motives pulling in opposite directions. You end up with a mismatched hodgepodge of information that doesn't really suit anyone's need especially well.

I'm impressed so far, the presentation and translation quality are all top-notch!
Thank you for this compliment. I've rarely gotten feedback on my scripts. If I only have my 'own thoughts' to rely on for quality control, it's hard to find areas where I need to improve.

12
ROM Hacking Discussion / Re: CD romhacks often create corrupted cds
« on: January 09, 2018, 04:30:23 am »
Multiple errors from that is strange, but I suppose it could depend on what random data happened to be in the incorrect read-area. Anyways, good you worked it and thanks for letting me know.  :thumbsup:

13
Personal Projects / Re: Breath of Fire IV [PSX] - palette correction
« on: January 08, 2018, 03:28:50 pm »
Of interest, there's a neat Breath of Fire 4 concept art gallery HERE. It might be a nice reference for any color editing.
In general, the concept art uses the same pastel palette,but with more variance in the range of brightness.


I noticed the character portraits from the game are 16 color. Are the graphics really 4bit in the data?

14
Personal Projects / Re: Breath of Fire IV [PSX] - palette correction
« on: January 08, 2018, 06:10:05 am »
It was simply the absence of any high-range lights or darks that made me thing the effect looked 'mechanically batch processed' rather than hand selected.  It doesn't really matter.  Either way, I think it was a universally bad artistic choice. One of the most poignant tools in art is contrast: harmony against dissonance, sharp against soft, light against dark. It's key to how the human brain perceives significance. If you don't have brights and darks against the milky pastels, it's just indistinct mud. I hope you do pull this off paul_met  :thumbsup:

15
Gaming Discussion / Re: How do i burn Bin Cue on Windows 7? ?
« on: January 07, 2018, 06:35:23 pm »
The best method I've found is with ISObuster.

1) Open the cue for the split in ISObuster
2) Right-click on 'CD' (in upper left window) and select 'Extract CD <Image>' > 'raw bin/iso'
3) Right Click on 'CD' again and select 'Create CUE sheet File' > 'Image contains M1...M1...Audio'
4) Make sure the file created in step 2 has '.bin' file extension.
5) Open the generated CUE and make sure the top line references the correct file name.
 ie 'FILE "[game.bin]" BINARY'
I don't know if you missed this post earlier. I've had to do this quite often to convert my games dumped by redump's 'perfect' split method into a single image. When you mount an image in a virtual drive, it adds an extra layer of potential 'corruption'. I don't mean it makes a non-functioning image, but I have had virtual drives strip the pregaps off audio tracks, thus resizing the image which might affect the patching process. The method I mention will make an exact, concatenated version of the original pieces.  ;)

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Personal Projects / Re: Breath of Fire IV [PSX] - palette correction
« on: January 07, 2018, 05:59:18 pm »
Quote
Nah, they are an actual artistic choice to make a pastel palette.
Could be; have you actually heard the artist comment as such? If it was on purpose, I think it was a poorly executed. Pastel colors are nice, but the images seem to have their contrast uniformly lowered. Even the pupils and sunlight gleaming on her shoulders are moved toward grey.

Here's a before an after with only adjusting the contrast. The pastels are preserved, but the lighting looks more natural (I think).


17
Personal Projects / Re: PS1 tools
« on: January 07, 2018, 05:13:22 pm »
This is the pertinent part:
Quote
It currently only supports SHIFT-JIS/ASCII games that use a '00' end-byte. It would be quite easy to add support for table files and other end-bytes, I just haven't bothered yet because I haven't needed it.
If you have some programming skills, you could do it yourself. There is a point in the source code where the text is read byte by byte before it is dumped to the ASM. It would be an easy place to add a conversion based on a table file. As far as adding support for end-bytes other than 00, all it would take is changing the 'constant' of 00 to a variable and adding user-input to set that variable.  :)

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Personal Projects / Re: Breath of Fire IV [PSX] - palette correction
« on: January 07, 2018, 07:33:18 am »
I would enjoy this. The original colors aren't really an artistic choice, they look more like the result of a bad color converter. I think everyone who plays this game would welcome such a change.

19
Personal Projects / Re: PS1 tools
« on: January 07, 2018, 01:33:24 am »
Updated RawToTIM to fix a bug with non-palleted (16 and 24 bit) TIMs which was erroneously injecting a blank palette under some circumstances leading to a corrupted extract. Also changed quick-set dimensions from 512x512 to 320x240. Added a new WidthScanner tool.

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ROM Hacking Discussion / Re: CD romhacks often create corrupted cds
« on: January 06, 2018, 09:03:01 pm »
I see. King's Field was one of the original PS1 titles for Playstation so it's not surprising that it doesn't follow the standardized pattern. If I ever get to it, I might try looking at the Policenauts patched image and see what's going on.

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