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Messages - FaustWolf

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Newcomer's Board / Re: Advice for patching CD images?
« on: July 04, 2011, 06:39:46 am »
Thanks PhOeNiX! The default window size looks sufficient for my needs right now, actually. Looks like we'll be going with your own DeltaPatcher as the front end for distributing the Dragon Force II translation. Now that I'm aligning the files correctly, why, I think I'll even be able to fit two patch versions within RHDN's upload limit. The compression options sure came in handy! :beer:

Newcomer's Board / Re: Advice for patching CD images?
« on: July 04, 2011, 12:23:40 am »
A-ha, I've got it now! Turns out I was just being silly; UltraISO allows injection of new files directly into the original image, and it...somehow magically adjusts for different file sizes and stuff while keeping the order roughly the same. The patch works, and everything's A-OK.  :thumbsup:

Thanks for the feedback guys. Case closed. Looks like the patch file size decreased by half when I do it this way; about 13MB now. Very happy about that!

Newcomer's Board / Re: Advice for patching CD images?
« on: July 03, 2011, 11:14:22 pm »
Thanks Klarth, I wasn't aware of the 64MB window. Presuming I'm smart enough to get the command line utility working (checking into the documentation on xdelta.org right now), I have two concerns:

1. It looks like my life might become easier if I kick up that default window to, say, half a gigabyte (Dragon Force II is 570MB all told). Anyone know if a value that high has ever been used, or does this sound absurd? There's a single file in the game that's 300MB in and of itself, so it really throws the whole image out of whack if it's misaligned between comparison copies.

2. If I use the command line utility to create an XDelta patch, does the end user have to use the command line utility to patch too, or will front-ends still be compatible with a patch made with a wider default window?

I'll check around for other XDelta front-ends too, but I have a feeling SadNESCity's and KaioShin's are the best available currently.

Barring these considerations, I suppose what I'm looking for is some way of building a CD where I can copy the file order from Sega's original print and use that as a template for ordering files in the translated build. I've been using UltraISO to build my disc images from the file set, and try as I might I'm not seeing that sort of option.

Newcomer's Board / Advice for patching CD images?
« on: July 03, 2011, 08:17:45 pm »
To make a long story short, I've been rebuilding the translated copy of Dragon Force II manually, ordering the files alphabetically like so:

Sega's original press, however, has a more complex custom ordering:

Ergo, LBAs are completely misaligned between the two, and it will probably come as no surprise when I report that an XDelta patch made with these as the modified and original images is as large as the disc image itself.  :D

If worse comes to worst, I suppose I can bite the bullet and have the end user rebuild their images manually before patching, in which case the end user's file ordering will match mine before the patch is applied. However, that process is complex enough that it's going to turn lots of folks off. My other option as I see it right now is to meticulously re-order my file build one by one so it matches the original. So I wanted to ask if there's some magic bullet I'm missing here -- have translation authors found a quick way of rebuilding their images so it matches the file ordering of the original CD?

Also, I should note that a few of the translated files are larger than the Japanese source files. This will become especially frequent when we move on to inserting storyline translation. When the file ordering matches, an XDelta patch ends up being 20MB with compression turned way up (I'm using SadNESCity's Delta patcher). This is still much, much larger than justified by the changes alone, and I suspect the patcher's trying to correct for the misalignment caused by differently sized files. So I'll toss that fact in and see what comments y'all would make on that.

Personal Projects / Re: The Dragon Force II Translation Project
« on: July 03, 2011, 04:57:15 pm »
Yeah, the game uses a file format for FMVs that's incredibly unstable in SSF -- nothing we can do about that for now, unfortunately. It even causes Yabause to bug out, but Yabause is nice enough to just skip over them when this happens. Yabause, on the other hand, can't load the battles at all.  :banghead:

The reason why the game kept hanging for you is probably the quick Teiris cutscene it tries to load when a monarch is selected. You gotta hammer hard on the Start button so you skip over it before the game loads it. What's really annoying are cutscenes that play during the game, because those are less predictable. Documenting when this happens in earch scenario would be a great goal during the testing phase. Then we can shoop it into the readme so people have some forewarning.

In addition to the folks testing on real hardware, we'll need eight volunteers to use SSF (one for each scenario). I'll open up a signup and instructions thread at Verve Fanworks when we're ready to go.

EDIT: Okay, folks testing on real hardware get first dibs. Let me know what the file size of your image is in this thread at Verve Fanworks.

Newcomer's Board / Re: Hi everybody
« on: July 03, 2011, 04:46:25 pm »
Thanks for the warning. I wonder if there's some region setting that can be changed in the source files to help facilitate this project? 

BTW, is all dialogue presented like this in the game, or do the full-body portraits appear only in certain scenes? I'm such a sucker for big portraits!

Newcomer's Board / Re: Hi everybody
« on: July 03, 2011, 03:57:05 pm »
Well now, that sounds like a sticky situation! But if it's RPGMaker, I'd imagine the OP would have direct access to the files, on the upside? I can't wait to take this game for a spin sometime.

DBAce, it might be worth your while to draft up some correspondence to the group who made this and see if they'd bite on partnering with one of the English-language fan translation groups, provided of course that there's enough interest over here. Getting in touch with the source language fan base is just about the most powerful thing you can do when starting a project.

Newcomer's Board / Re: Hi everybody
« on: July 03, 2011, 03:16:02 pm »
Oh snaaap, this looks awesome! Is this a Japanese indie game, or published by a big company? And what's the platform?

If it's a smaller company and this was released for PC, they might give thought to going official with an English translation. That baby looks quite interesting!

Wow, way to go DS! Can't wait to try out the translation one day.

Personal Projects / Re: The Dragon Force II Translation Project
« on: July 03, 2011, 12:35:58 am »

We're about ready to roll with this phase of the project. People interested in testing, now would be a great time to get acquainted with the SSF emulator, version 0.11 alpha_r5". And reinofhearts' suggested settings.

When I've made a choice on patch format I'll upload another preview and get some testers started on this thang.

Ooh, why do I have the feeling an Italian translation might be in the works soon?  ;)

As I recall, we have a handle on how to g-zip decompress and probably recompress the necessary files, and dialogue text has been identified (not sure how that reflects on getting at miscellaneous and image-based text though). What's missing is a nice front-end utility for taking care of repointering text strings, though that could be worked on by hand in a pinch. The big challenge IMO is finding a PSP emulator with full debugging and tracing capabilities, not to mention waiting until the coast looks clear for PSP translation projects, with respect to US modders. Anyone interested in a translation project could make a big difference by investigating what tools the French project is currently working with.

Newcomer's Board / Re: New here! also seeking advice.
« on: June 27, 2011, 10:58:23 pm »
Hmm, do any PSX emulators have built-in value search/comparison utilities? E.g., like ZSNES and SNES9x? Depending on how this game handles the data you're looking for, it might very well be an easy code to create; the problem will be finding tools that are friendly to the task.

Provided a proper tool exists, what I would do here is a process like the following:

*Choose a less advanced/starting car.
*Choose a car you expect is more advanced. Check RAM for values that have increased.
*Get back in your less advanced car. Check the previous results for values that have sinced decreased.
*Get back in your more advanced car. Weed the results again.
*Rinse and repeat until you've winnowed out your target RAM address or a small handful of possibilities. Once you've found the address the game writes car indices to, you can try changing it until you're sitting in an enemy car.

That's how I'd go about it in an SNES emulator at least. I'm not sure if there's considerations that come into play in PSX memory addressing I'm missing, other than possible lack of user-friendly cheat searching. It might even be the case that your game doesn't use high level indices for this function, so it could get way messier than what I describe above.

Anyway, this is a great way to get into modifying games, because you'll learn some useful things about RAM addressing along the way. Pretty soon after that you can get into debugging and tracing!

Perfect, thanks again! That should take care of all labels. Man, it's amazing you could read the finer kanji on #44 through 49! I'm glad I didn't try looking those up by hand.  :D

BRPXQZME, would you be my knight in shining armor one last time? :-*

Phrases 29~31

Phrases 32~35

Phrases 36~41

Phrase 42

Phrase 43

Phrases 44~51 (Ignore 50 & 51 -- these have been covered already)

Phrase 52

Phew, just a couple files away from opening up quality testing at this point. Exciting!

I like the vowels on that font!

Personal Projects / Re: The Dragon Force II Translation Project
« on: June 14, 2011, 04:28:09 am »
Just so people can see where it's at right now. It's not the "nice" preview I promised, mind!  ;)  Just a little crumb to tide folks over.

Personal Projects / Re: The Dragon Force II Translation Project
« on: June 11, 2011, 09:06:59 pm »
Saturnman, go ahead and register at Verve Fanworks and reply to Konsolkongen's topic here. Konsolkongen will know way more about it than I do, and hashing this matter out between the two of you will make the wait less painful hopefully.  :)

And any plans for other rare gems being worked on and ported/translated?
I forgot to answer this. See here, and on our Youtube channel. Not a Saturn game though.

Personal Projects / Re: The Dragon Force II Translation Project
« on: June 11, 2011, 08:09:03 pm »
Hee hee, this project would be nothing without the translators who pour their blood, sweat, and language talent into it.   :woot!:  Doubtless a more experienced modder could have worked more efficiently on this; most of the text for the upcoming "playable in English" patch was translated by Sandslice and Sixfortyfive back in 2009, whereas I've only just become equipped with enough ASM reading skill to make it all happen technically in 2011. I went into this thinking I'd just toss text into a hex editor. Not quite!

No need for donations, but we'll happily sign up beta testers! We'll put out an official call once the gameplay text is all in place. I'd love to see how it handles on hardware, particularly given the little ASM tweaks in place nowadays. I can't offer any advice on burning a disc the Saturn can play, but there's at least one patiently waiting beta tester who might be used to this. 

If I can finish shooping in all the battle quotes this weekend (easier said than done!) I hope to have a little preview video treat for everyone by the following weekend.

Personal Projects / Re: The Dragon Force II Translation Project
« on: June 08, 2011, 04:20:23 pm »
Hahaha, yeah, I was literally tracing screen coordinates in Dragon Force II when the local tornado sirens fired up, and decided to make RHDN part of my disaster preparedness plan.  :D  A funnel cloud passed over my neck of the woods without touching down, phew.

We're currently getting the in-battle quotes inserted, and there are still some more non-story lines to go in the domestic affairs files too. Two previews will be coming up soon: one to show off the rare Nobuteru Yuki art for the game that came with the orchestrated OST (plus in-battle lines) and one showing the wider gameplay experience to go with the call for beta testers.

I can't thank Sandslice enough for organizing the battle quote translations in a way that makes them really easy to insert quickly.  :crazy:

reinofhearts has offered to take care of some non-story lines that were left untranslated earlier, but I'd still love to get more translators on board in general.

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