"My bad, I didn't read it enough, the BIN "maker" is configured via build.bat, that is I must put my ac3.bin inside cd/orig. Ok managed to translate it to my language, so far so good, but same like you : no in game mission stuffs translated yet. I tried to memorize the pattern on the dump (those are in game mission stuffs that I successfully edited) and search in every dat inside BPB using hex editor, and the result is none. None of the dat contains the pattern of in mission stuffs. Perhaps they are compressed in ulz. Is ulz decompressor works only for extracting TIM files? Tried to modify the code but seems I failed to make it work for arbitrary file type. So far I haven't found the in game mission text/textures/images yet inside the BPB.
I also found some ulz inside the SPB, maybe it is in mission stuff or maybe not. I just scan the SPB file for ulz string, case sensitive. I don't know if it works, but scanning the XA on BPB before and after extracted seems worked. There are 6 ulz header inside the raw SPB, perhaps they are the not compressed one so they are visible from hex editor?"http://useatoday.blogspot.com/2014/04/ac3-hidden-extra-bonus-options-menu.html#comment-form
"My plan is :
1) discover the "command" to display the message sequentials
2) edit the message, including add/remove new "frame"
3) force the "in game mission" to display the edited message.
and all I do still limited using the dumped data via emulator. But hope this will spill any lead to hex pattern in the BPB/SPB files."
"If you mind, here is my updated version of the map. It's not complete yet :
0000 : the 0004.dat contained narrator sounds like engage, bingo, bulls eye, MA, MF, MO, etc
0005 - 0065 : every 0016.dat is sound archive, and no, not all sounds yet.
0066 - 0102 : all ulz are not valid TIM, the dat file always contain T header, perhaps text? btw it is 46 folders, any relation to 52 missions?
0103 - 0111 : contains solo TIM file, originally uncompressed (to flag the BPB file containing this? so we are "lured" to extract the BPB??)
0112 - 0113 : the TIM files for AC3 icon (such displayed on memory card reader) are here. Contains some data swallow menu GUI, and Neucom logo here.
0114 : dat inside contains the data swallow interface sound, all TIM files are used in data swallow GUI (such in menu texts, joystick control options, etc)
0115 - 0126 : many dat file, and no, no in mission thingy, because just 11 folders?
0127 - 0178 : see http://www.romhacking.net/forum/index.php/topic,17658.msg259580.html#msg259580
0248 - 0400 : see http://www.romhacking.net/forum/index.php/topic,17658.msg259580.html#msg259580
0409 - 0415 : zero bytes only, really pure zero
0416 - 0463 : contains 47 player aircraft textures only, no 3D model. Tested by changing its dat and gives no effects on 3D model.
0464 - 0573 : have the same pattern, there is one 0000 folder and two dat files inside, 0000.dat and 0001.dat
judging by its size and content, they are similar. But wait, 110 folders? isn't it just 52 missions? So it is unlikely to contain in game mission data perhaps?"
EDIT: added comment from 6/30/2014
"So far I managed to locate the block of bytes in the GPU dump that is responsible for the text in the green message box. That means I could already change what's inside. Currently I'm not yet able to force the game to load additional TIM, even to add one new line in the same TIM I still can't. But here is what I've done. When I put zeros on those blocks, the result is :http://s17.postimg.org/bymaxjonj/SLUS000.png
yes, the text inside the greenbox is gone, but the greenbox "wrapper" along with UPEO commander face is still there. This is not uninitialized text/content (it is happened if you take screenshoot too fast when the green box just appeared). The next 4 seconds after the first image, here is the second image, notice it is still empty (while commander's voice is still being played) :http://s27.postimg.org/4napkz2gz/SLUS001.png
After that 4 secs, the green box dissappear and the voice stop playing, now it's Erich's turn :http://s28.postimg.org/wr8kybtvx/SLUS002.png
Bored with zeros, I put arbitrary byte on those blocks, and here they are the results :
When Erich say something after Fiona's radio been jammed.http://s13.postimg.org/fq611mz5j/SLUS003.png
After the 4 NEU carrier destroyed in Awakening, here comes the UPEO commander talking about updating target.
First "frame" :http://s8.postimg.org/5s2iv4sz9/SLUS004.png
Second "frame" :http://s27.postimg.org/nok5ehbnn/SLUS005.png
You may wonder why I always looking to the sky ? good question, because the "ground" texture is glitched, maybe the side effects of those zero bytes replacements. Of course it has to do with the GPU. I think it's just inappropriate to display it. I found the responsible bytes is around to 8.2 KB to 36.4 KB, depending on the amount of "frames".
After that, I tried to refer to data in those blocks and do hex search inside the extracted BPB. Phew! after 9 hours of searching all possible pattern, I still didn't found any match on the extracted BPB files."
More messages by fellow contributor "me", announcing recent successes in translating text that plays during the mission themselves, meaning both green-box communications and in-game 3D cut-scenes.
July 14, 2014 at 10:06 AM
"Sorry for the late reply, I'm busy with my lab work. Last week, I and my colleague just collecting data about C. elegans muscarinic receptor together with its related motor activity, and now we're trying to do an in-silico imitation using the already mapped neuronal data by previous researchers. This is just a coincident with the game's main theme. Anyway, the human's actual mind uploading is way too far from our resarch, so don't expect too much. But let's see if mind-uploaded worms will be existed soon, lol.
Anyway, I'm not a fans whatsover, so I don't know what is the "true" music on particular mission. I just intrigued by this ace combat game because it was involving biotech thingy and I'm indeed interested in such stuff even before playing this game. Luckily here we are Team Nemo translating it, so not only people with japanese proficiency could understand the actual storyline.
I recall that what I mean by "edit the in game mission", is editing the textual elements, not another resources to alter the gameplay. Now I announce that the in game's mission texts, and the in game's cutscene texts are ready to be edited. Please read my comment in your announcement post."
July 14, 2014 at 10:10 AM
"We can edit the in game's mission texts without packing/unpacking any ulz. Basically it is just extending the mission debriefing tim files so it is loaded on the next vram room. Then we just need to nop the opcodes that responsible for replacing the already filled vram. Tested in "awakening" mission, I repeat the same text for the briefing:http://s27.postimg.org/mc7jrcxv7/SLUS000.png
so it'll displayed when Erich-Fiona-Rena are talking:http://s9.postimg.org/f25l5mqdb/SLUS001.pnghttp://s4.postimg.org/twy9r2qul/SLUS002.png
and when the dual layer in action:http://s27.postimg.org/sthq2raer/SLUS003.png
also the cutscene from "bravado", sorry I just put an arbitrary tim file with large japanese font, just to show that even file like this could be loaded, and displayed, even 'twas chopped:http://s30.postimg.org/a1iq1kzpt/SLUS004.png
The cutscene texts and the in mission dialogue texts are located on the same block, this ease us much further. So from now on, we can make a permanent changes as opposed to the "immediate" emulator mode :]
Here is a how to reproduce those results :http://en.file-upload.net/download-9212470/greenbox-message---cutscene-by-me.zip.html
I'm getting emotionally unstable when I realize this method doesn't work in mission simulator (because the tim never loaded), and I'm sure it has an easy "patch to jump" solution (to force execute the routine that contains CDROM tim read and then CpuToVram opcodes), or if another member has solved it, I don't really care though.
I wonder am I the only female member in here? Anyway just enjoy and make use of my translation method, hope it helps you guys.
The search app texts are located inside 0179 - 0185, but there are also tons of japanese inside 0121 - 0126, somewhat menu texts. Unpack any ulz inside those folders with esperknight's tool, most of them are the tims, ready to be translated."