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Author Topic: Castle Shikigami 1 [Shikigami no Shiro] : Released!  (Read 36811 times)

cj iwakura

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Castle Shikigami 1 [Shikigami no Shiro] : Released!
« on: August 22, 2009, 01:04:42 pm »
Hi all. I've asked around at a few niche boards, and had a hard time getting any info or interest for this project, so that brings me here.


I'd like to undertake a translation for the original Castle Shikigami.

/

It was released on PC, Xbox, and PS2, and the PS2 in the states.

However, the US version was infamously butchered, leaving all the dialogue removed, and portraits taken out.



So, I'd like to start a translation for the original(PC) version.



This is a shmup, and has minimal dialogue, but at very least, there are seven different storylines, with character dialogue between the bosses and monologues taking place between each stage.

Unlike the sequels, SnS 1 doesn't have voice acted dialogue, only minimal used during the stages.


Unfortunately, I'm basically an amateur in the field. I have no experience with hacking, and minimal knowledge of the language, but I'm willing to learn.

I do have access to the PC version.

So if there's anyone with knowledge of hacking PC dialogue and/or love for the SnS series, I'd greatly appreciate the assistance.



Thanks in advance.
« Last Edit: June 24, 2017, 11:32:15 am by cj iwakura »

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aishsha

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Re: Castle Shikigami 1[Shikigami no Shiro/'Mobile Light Force 2']
« Reply #1 on: August 22, 2009, 02:58:51 pm »
I'm afraid, this is a wrong section for such issues. Try to post Help Ad.

cj iwakura

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Re: Castle Shikigami 1[Shikigami no Shiro/'Mobile Light Force 2']
« Reply #2 on: December 01, 2009, 07:23:40 pm »
Hi there.

I have a very awesome collaborator who's working on hacking this game's text for me.

Once we manage to crack Shiki 1, we'll be rolling.

Just an fyi.


Now, it's about justice!

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cj iwakura

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Re: Castle Shikigami 1[Shikigami no Shiro/\'Mobile Light Force 2\']
« Reply #3 on: January 07, 2010, 09:37:37 pm »
So hey, we need some hacker assistance on this.

Shikigami 1 is proving a tough nut to crack.

If you want to help us out, email me at cjiwakurax@aol.com or hit me up on AIM: cjiwakurax.

Thanks a bunch.

Here's a sample of what we're up against here:

Code: [Select]
EAX=00000000, ECX=00000000, EDX=00000000, EBX=00000000,
ESP=00000000, EBP=00000000, ESI=00000000, EDI=00000000
main  00423D96                    MOV AX,WORD PTR DS:[ECX]
EAX=00000000, ECX=0082B998, EDX=000000D0, EBX=00000000,
ESP=000CFE54, EBP=00727208, ESI=00000002, EDI=00000000

Update:

Quote
I did look for SJIS strings but no luck. I haven't tried unicode (I always forget about it since I've only reversed one game that used unicode).

I should say the code isn't the problem as I can read it fine enough to know mostly what's happening. My problem is the graphics themselves since I'm not very good at figuring out graphic formats and such.

The *.dat files are what I suspect holds the text somehow. From what I've seen there a simple archive format (I can describe it if you like) that holds LZSS compressed files. From what I've noticed, the files when uncompressed appear to be some type of image format. My reasoning being how many 0s are in there, as well as the grouping of the bytes (basically a large transparent graphic with something in the middle, like how our text shows up).

I suspect it's *.dat files since those are the ones it keeps accessing right before displaying the text.

One thing I noticed which I found interesting is I found a routine which appears to use those files to index something (maybe a font?) but later on it is accessed by my nvidia driver. I could be mistaken honestly so hey :) I'm more use to dealing with compressed text of some kind and graphics aren't my thing at all unless there obvious in the format they use. I'm almost certain there TGA files, but i'm not sure how to rebuild the header for it.

Later on I can post up a portion of the uncompressed piece of one of the files. if anyones interested I don't have access to my code on the laptop I'm using right now though.
« Last Edit: May 08, 2010, 11:17:42 am by cj iwakura »

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mahjdve

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Are you sure about the first instruction in that code sample AX is a 16 bit register but the rest seem to be 32 bit registers. I don't know too much assembly but there seems to be a call instruction (00462101  CALL 0042DD40) that simply jumps to the next line maybe the code is some how hiding parts of itself.

cj iwakura

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So if anyone cares, this project is on indefinite flatline. I haven't heard from Esper Knight in months.

Shame too, because he seemed to be making progress.


So if you have any love for hacking an obscure PC shmup and making it English, hit me up.

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cj iwakura

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Rise, grave, etc.

We ain't done yet, dang it.




Me and Esper are back on the grind.


But we need a translator!


We can't promise fame or glory, but there will be lots of hilarious dialogue for us to improv.


As of now, the XS Games version is the only way to play this game in English; if you can call it that.



You don't want that and neither do I.  So send me an IM or email me or whatever.

If you can translate Japanese to English, your assistance is welcome; bonus if you have previous
experience with this stuff, but honestly, we'll take what we can get.


Let me clarify a little: this will not be a very large job. At all.


Shikigami 1 has seven characters. There's five stages.

Each character has maybe 25 lines of dialogue, 30 counting the ending, tops.

So we're looking at a few pages of work, if that.


This would be a pretty short-term job.

May 08, 2010, 11:18:22 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Good news: I have a translator.



So it has begun.

The above screencap roughly translates to "What are you looking at, asshole?", or so I'm told.

Here's my improvised result, to add flavor(and character specifics).

[Redacted]

So that's a taste of the 'feel' I'm going for.


Now we just need to hack this thing.

So I'm updating the request: I need someone to help us integrate the changed text. This is the hardest part of the task, and likely the most time-consuming.


I'll still take any assistance, but the translation part is pretty much covered.


The font is still up in the air, but I like this one. Palatino Type, 14.
« Last Edit: May 28, 2011, 08:03:59 pm by cj iwakura »

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Auryn

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Do i have missed something?? so where was the text?? what format??

cj iwakura

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Well, my hacker's made no progress as of yet, and no translator wants to stick with me on this, so it's still on indefinite hiatus.

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BRPXQZME

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How heavy is the script?
we are in a horrible and deadly danger

cj iwakura

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Re: Castle Shikigami 1 [Shikigami no Shiro] : Update 5/8, hacking assists welcome
« Reply #10 on: September 23, 2010, 06:39:31 pm »
Very light. Maybe... oh,  120 lines of dialogue, give or take.

September 24, 2010, 11:23:22 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I was keeping this for my personal use, but what the hell.

http://game.watch.impress.co.jp/docs/20011109/sikigami.htm


Text dump. At this point, I'll take any help I can get.
« Last Edit: September 24, 2010, 11:23:22 am by cj iwakura »

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BRPXQZME

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Re: Castle Shikigami 1 [Shikigami no Shiro] : Update 5/8, hacking assists welcome
« Reply #11 on: September 26, 2010, 02:29:53 am »
I took a look at it. Got kind of tripped up over the background elements. Alfa System games have their own world, basically. Look at the length of this article on Wikipedia. That is considered a stub.
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cj iwakura

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Re: Castle Shikigami 1 [Shikigami no Shiro] : Update 5/8, hacking assists welcome
« Reply #12 on: September 27, 2010, 12:31:32 am »
I wrote the HG101 article and help run the wikia article on the series.


This game's plot is more convoluted than it has any right to be.

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Lilinda

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Re: Castle Shikigami 1 [Shikigami no Shiro] : Update 5/8, hacking assists welcome
« Reply #13 on: September 27, 2010, 04:59:37 am »
You wrote the HG101 article on the series? I recently read and enjoyed that. Thank you. :)
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cj iwakura

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Re: Castle Shikigami 1 [Shikigami no Shiro] : Update 5/8, hacking assists welcome
« Reply #14 on: September 28, 2010, 12:03:37 am »
It was not an easy write-up. I had to scour Japanese fansites just to get an inkling of what the heck these games are about, especially Shikigami 1, since XS butchered it to pieces.


Then I found out about the text adventure through google searching. You can imagine my reaction.  :banghead:

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Auryn

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Re: Castle Shikigami 1 [Shikigami no Shiro] : Update 5/8, hacking assists welcome
« Reply #15 on: September 28, 2010, 02:18:45 pm »
Even if there are many version of this game, your focus is to translate the pc version...right??

cj iwakura

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Re: Castle Shikigami 1 [Shikigami no Shiro] : Update 5/8, hacking assists welcome
« Reply #16 on: September 29, 2010, 12:56:21 am »
Yes, for obvious reasons: easiest to hack and distribute.

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Auryn

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Re: Castle Shikigami 1 [Shikigami no Shiro] : Update 5/8, hacking assists welcome
« Reply #17 on: September 30, 2010, 07:49:26 pm »
I don't really agree with u but it's your choice :p
Anyway.. I don't have Shikigami No Shiro1 so I gave a look at shikigami no shiro 2 PC and PS2.
I presume that they present some similarity.
Purely by looking at the tree in the game directory, there are not too many places where to hide the text:
-the exe (in both versions and i belive that i have seen some English and Japanese text on it and somewhere it say something about "huffman" so the LZSS compression u was talking about is probable)
-the 2 bin in the directory media (not think so)
-any of the bin or har files in the directory cdimg
The PC and PS2 version they have the same .har files on it and even some named the same name so i belive that if u can crack that file, u probably can translate both versions.
Har is looking like an archive file with 1 or many files inside of it:

4bytes Magic word "HGAR"
2bytes ???? x0700
2bytes number of files in the archive
4bytes start offset in this file of the first file in the archive
4bytes start offset in this file of the second file in the archive
...
4bytes end offset in this file of the last file in the archive
4+4bytes for each file in the archive (many xFF00FF00) maybe a sound call?? (xFF00=no sound)
...

File listing (the following part is not present in all files and it's not precise)
2bytes Consecutive numeration of the files (starting with x00)
(in cs_title.har, there are 2 times a number 3 referring to a copy_taito.hpt, i belive a Taito logo that is not present in the PC version)
3bytes Null x0000
xbytes Name of the first file in the archive
2byte Null x0000
...
2bytes Consecutive numeration of the files (last file)
2bytes Null x0000
xbytes Name of the first file in the archive (last file)
4byte Null x0000

Data start (normally all files start with the name of the file and the offset point to the first letter of the name)

I checked the single file only with a bmp, i saw only later that inside the exe there is the word "JPEG" so maybe should check with a Jpeg header.
If u have a working LZSS de/compressor, could u pass it to me??
By looking at the file list on the har files, i noted many files named .mes ..sound interesting and in the file system.har there are many files with "font" in it.

By the way, here u have some japanese text extracted from PS2 executable (above) and the PC executable (below):

I hope i could help u a bit.
Work is calling me now

« Last Edit: September 30, 2010, 08:17:46 pm by Auryn »

BRPXQZME

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Re: Castle Shikigami 1 [Shikigami no Shiro] : Update 5/8, hacking assists welcome
« Reply #18 on: September 30, 2010, 09:23:11 pm »
I am taking a look at the script, for what it’s worth, but one of the things I don’t like about STG translations is that they don’t give you much to work with, particularly with in-depth background. Without that background, you can say whatever and nobody will care. With it... heaven help you if you get it wrong. You will have ruined the canon FOREVAR D:
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Deets

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Well, there's also the third option, which is to babelfish the damn thing and sell it for money.