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Messages - tryphon

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601
ROM Hacking Discussion / Re: Phantasy Star Generation 2 tryout.
« on: October 17, 2012, 05:37:24 pm »
No, it wasn't. Else I wouldn't have bothered about adding VWF  ::)

But we can use them as a basis for the definite font.

602
ROM Hacking Discussion / Re: Phantasy Star Generation 2 tryout.
« on: October 17, 2012, 12:46:21 pm »
 :banghead:

You're totally right, I will change to another font. I'm stupid...

October 17, 2012, 02:29:47 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Some awful proportional font :



I didn't changed the alpha values, that explains why some letters seems to overlap.

603
ROM Hacking Discussion / Re: Phantasy Star Generation 2 tryout.
« on: October 17, 2012, 08:40:57 am »
This font is only for testing purposes (it's in fact Lucida Console) and I haven't modified space between lines (but I can do it). I'll make a tool to allow anyone set these things as soon as I've fixed right alignment issues.

604
ROM Hacking Discussion / Re: Phantasy Star Generation 2 tryout.
« on: October 17, 2012, 05:52:28 am »
Variable Width Font added to dialogues (encoding changed too) :



I added it to menus too, but I have difficulty in keeping the items' names in Equipment and Status menus aligned to the right (I must compute the total width of an item and then substract.to cursor position. I thought I had it, but it failed on some items while it worked on others, I must figure out why).

605
ROM Hacking Discussion / Re: Phantasy Star Generation 2 tryout.
« on: October 14, 2012, 04:27:04 am »
Thanks for the report. It must be some stupid mistake when I  packaged the tool. I'll look at it. What intrigates me is that I had reports from people that had it working.

By the way, je suis français moi aussi, ça devrait faciliter les échanges :)


606
ROM Hacking Discussion / Re: PS2 : recompiling code and building ELF
« on: October 13, 2012, 05:39:31 pm »
Thanks, I'll check this.

I was talking about assembly code, not C though (sorry to have been unclear).

For the moment I use ps2dis to disassemble and reassemble, but if I want to insert a line of code, it is very painful.

607
ROM Hacking Discussion / Re: Phantasy Star Generation 2 tryout.
« on: October 13, 2012, 05:37:00 pm »
Probably :)

It worked yesterday.

608
An english version of Generations 1 exists already (by Kyence). You can find about it at pscave.com (forum seems down for now).

As for PSG2, Kyence has started tanslating it, and I offered my help for technical stuff.

CUE had already wrote a decompression and compression tool.

Up to now :
- I dumped the scripts
- I can change the font, and the size of chars (monospaced) ; I modified the right-justifying text routine to work properly when changing font size
- I modified the string decryption routine so as to use 8 bits encoding

From now :
- I work on adding VWF support but it will break the right justifying thing, so I'm not sure I'll succeed.

Then it'll be translators' job (I hope we'll get some help) :)

609
ROM Hacking Discussion / PS2 : recompiling code and building ELF
« on: October 11, 2012, 06:01:47 pm »
hello,

is there an utility that permits compiling a Playstation 2 code, and which would be able to make a valid ELF file ?

Thanks in advance

610
I downloaded a modified old version here (0.9.2 I think) with debugger, but didn't manage to make it work : as soon as I want to go back to the game (after defining breakpoints) it crashes. I'm less in a need for it since I (think I) have found the routines I was looking after, but if someone know a good tuto on how to hack PS2 games with PCSX2 debuger, I'd be grateful :) 

611
ROM Hacking Discussion / Re: Phantasy Star Generation 2 tryout.
« on: October 07, 2012, 10:08:37 am »
I've answered you about the pointer detection at pscave (you may have missed the post since someone asked you a question about Rent a Hero meanwhile), I can be more precise if you want.

For the font extraction and view (and editing), you can find info on Kyence thread about PSG1(here). They are in MAPDATA.DAT file (at position 1e000 IIRC).

I started a tool to easily change it, but I'd like to figure out how to change text encoding before finishing it.

612
Hi everybody,

I spent some time recently on helping someone to translate PSG2 into english. I've made a tool to extract and reinsert text (you can test it at pscave board), I've figured out how to change characters' size (easy) and how to make them right aligned in menus (much harder).

I precise I'm not a skilled romhacker (it's the first time I dive into a game code) and I had to learn some stuff (noticeably MIPS assembler language) but I have some knowledge on coding.

What I'd like to do is to change the encoding of text.

They are encoded in a subset of SHIFT-JIS, with 2 bytes per character, and I'd like to have them in a 1 byte encoding (ASCII, or a custom one).

I know where the encoding table is stored : in the ELF file (named SLPM_625.53), it begins at 0x152b08. Once in memory, it must be located at 0x251b08.

The problem is that in the disassembled code (I use ps2dis), there is no pointer to this address. There are some pointers to addresses a little before of a little after the table, but all the pieces of code I have checked use these areas for storing registers values, and don't read anything in the table area.

I have tried to check portion of codes where there seems to be a loop where a register is incremented by 2, but as you may imagine, there are some thousands of possible portions.

Do you have an idea of a strategy to find the portion of code I should study to change the encoding ?

If you don't, do you know documents, tools (especially, is it possible to use ome debug mode of PCSX2 ?), websites that could help me for that purpose ?

Thanks in advance.

EDIT : I think I've localized the area. Now trying to figure out how to change it without breaking everything...

613
Newcomer's Board / What are these PS2 .DAT files ?
« on: February 24, 2012, 07:04:22 pm »
Hi everybody,

I'm currently trying to remake a game (I find that fun, I don't know why), that is Phantasy Star Generations 2 (PS2).

I'd like to look into the files, for graphics, sounds, maps, or (japanese) text.

I don't know anything about PS2 programmation, file formats or anything (but I have some knowledge in programmation, algorithms, and languages, including Assembler and C, in case of).

The CD contains 6 .DAT files with evocative (SOUND, MAPDATE, EVENTS) or less evocative (BTLSYS, BTLDAT, MONDAT) names, a quite big SLPM_625.53 file (2 Mo) and a MODULE directory containing 12 small IRX fles, that I suspect being code.

I suppose I can find happiness in DAT files, but don't know anything about them.  :P

Are they compressed ? How ?
How are data (graphics, sound, text) stocked inside ?
Are there efficient tools for these ?

I read (here for example) that some have deciphered scripts, so I hope it's feasible.

So, I thank in advance anyone that can help or guide me (what to read on the subject ? I didn't find any documetation on PS2 on the main site).  :beer:

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