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Romhacking => Newcomer's Board => Topic started by: Isourou-san on November 15, 2015, 09:42:57 am

Title: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Isourou-san on November 15, 2015, 09:42:57 am
UPDATE #11 (edited) (July 22th 2017):
Our team is happy to announce that a full release of the patch is here! What is included:
A) The updated patch without movie subtitles.
Patch instructions:
1) Download the "RTT2patch v1.0.xdelta" patch file from: http://www.romhacking.net/translations/3136/ (http://www.romhacking.net/translations/3136/) and unzip it.
2) Download the xdeltaUI from: https://www.romhacking.net/utilities/598/ (https://www.romhacking.net/utilities/598/)
4) Put downloaded files from step 1) and 2) along with the original RTT2 ISO in the same folder
3) Double-click on the the Xdelta Ui.exe
4) Select the "RTT2patch.xdelta" patch file under the "Patch" box
5) Select the original R-Type Tactics II ISO that is in your possession under the "Source File" box
6) Fill in how you want to name your patched ISO, e.g. "RTT2patched.iso"
7) Click on "Patch". Depending on your PC it may take seconds to minutes. The program will let you know when it's done.
8) Enjoy!

B) The patch with subtitles for the Opening and Trailer movies. Note that this makes the patch much bigger (around 150MB). Download it from https://goo.gl/V6Xo4G (https://goo.gl/V6Xo4G)
Simply replace that file with the one from step 1) in the patch instructions and go from there.

C) DLC is removed as of 2017/07/27

And that's it. For all intents and purposes, with this release the project is hereby completed for our team. I may make another updated patch later on, but that will depend on the amount of feedback I receive from you guys. It's safe to say that I'll be closing a 1,5-year chapter in my life with this. It has been very fun and educational, but I'm also happy that it's over now.

One more time, I'd like to thank flame, Blackdog69 and AugustNagro for their hard work, as well as all the others that have contributed. And of course all the fans that are willing to play this difficult and unforgiving, yet very rewarding game! :) I hope you'll all enjoy it as much as I have thanks to the patch.

---

UPDATE #10 (June 10th 2017):
The first beta patch was giving people who were playing on PSP/PSVita trouble, so I updated the patch in the mini guide below. Hopefully this will resolve any errors.

---

UPDATE #9 (June 7th 2017):
Without further ado, here is the first beta patch you have all been waiting for!
(See update #11 for the latest version)


Be sure to tell us what you think. And spread the word about the patch release! We want to reach as many fans as we can with this.

---

UPDATE #8 (June 2017):
Flame and I have been hard at work editing the GIM files by ourselves and it's honestly been going a lot smoother than I had thought thanks to Flame's guidance.

Therefore it is with great pride and joy that our translation team presents the first beta patch for R-Type Tactics II: Bitter Chocolate! This is not yet the final version, but it gives community members a chance to play the game and give feedback and suggestions on what can be improved in terms of spelling/grammatical errors, words that are displayed only partially, etc.

As a teaser, I've uploaded our version of the opening movie provided with English subtitles:
https://www.youtube.com/watch?v=oIIzByEE2YU&feature=youtu.be

---

UPDATE #7 (May 2017):
Pardon the long hiatus. Things have been going slow and were basically out of my hands. Due to circumstances, Black can no longer work on the GIM files, so here is another call to anyone willing and able to work on them. Everything is fully translated and flame can provide technical assistance. Details are further in the thread, starting around September 2016.

---

UPDATE #6 (December 2016):
As can be seen below, we've been hard at work replacing the GIM files. (stuff that was here concerning Allplay has become irrelevant, so I deleted it)...

But enough of that. Luckily Blackdog The Immovable Rock turned into a Ferret (sorry, inside joke) and threw himself on the GIM's (despite his work on SRWAP, mind you), so we made up for some lost time. We did hit a little snag concerning the coordinates defining where text is taken from the textures, so if you could help us out again, flame, that would be great! (We already collected all the dragonballs and spoke the magic words "Arise, flame!", but to no avail)

Secondly, I managed to hardcode English subtitles in the intro movie of RTT2 and put it back in the game, but some video quality was lost during this process. Anyone with more experience on video editing/conversion is always welcome to help out. Ideally I would have bydolord join us because he did a really good job on the trailer, almost seamlessly replacing the Japanese text with English in this Youtube movie:https://www.youtube.com/watch?v=QUJ_VE7vLBM (https://www.youtube.com/watch?v=QUJ_VE7vLBM). Whoever knows him and is able to contact him directly, please do so. :)

Lastly, I made a thread on ppsspp.org for someone to help on getting online to work on PPSSPP, but no reaction so far. Be forewarned that if you ever want to play online battles, it only works on PSP for now. Gamesave exchange between PSP and PPSSPP somehow doesn't work yet either. It only goes one way from PSP to PPSSPP, so it would be advisory to progress on the PSP since you can always make the jump to PPSSPP, but not the other way around.

- Story: 100% (4/4 chapters)
- Units: 100% (Coalition/Granzera/Bydo/Other units translated)
- Unit list of attacks: 100%
- Missions+descriptions: 100% (Coalition 100%/Granzera 100%/ Expedition 100%/ Bydo 100%)
- Menu's: 30% (we re-used some GIM's from RTCommand, but for coherence's sake, everything will need to be redone with a custom font eventually)
- Menu descriptions: 100% (single player 100%, multiplayer 100%)
- Help menu: 100%
- Spoils of war: 100%
- Spoils of war descriptions: 100%
- Victory/defeat conditions: 100%
- Terrain+descriptions: 100%
- Officer text lines: 100%
- Trailer/Intro movie subtitles: 100% (our method leads to some video quality loss at the moment, but our translated version can be inserted into the game at least)

---

UPDATE #5 (November 2016):
- Story: 100% (4/4 chapters)
- Units: 100% (Coalition/Granzera/Bydo/Other units translated)
- Unit list of attacks: 100%
- Missions+descriptions: 100% (Coalition 100%/Granzera 100%/ Expedition 100%/ Bydo 100%)
- Menu's: 0% (preparations already made, see above)
- Menu descriptions: 100% (single player 100%, multiplayer 100%)
- Help menu: 100%
- Spoils of war: 100%
- Spoils of war descriptions: 100%
- Victory/defeat conditions: 100%
- Terrain+descriptions: 100%
- Officer text lines: 100%
- Intro movie subtitles: 0% (preparations already made)

---

UPDATE #4 (October 2016):
I'm very happy to announce that my little plea from last month has paid off, because flame was sent from the heavens (cue theatrical music) to aid in this project. Thanks to him, we've been able to make great progress on the programming part, which has also sped up translation big time (see below). That said, a sub-goal of our project was to also modify the Japanese that is contained within certain graphics. flame and Blackdog69 are finalizing extraction and reinsertion of the GIM files (the image files the Japanese text is caked into), and I have translated about 80% of them. So all that's left, is to edit those images with a photoshop program. None of us are really skilled with photoshop however.

Therefore, anyone who has good photoshop experience would be very welcomed to join. It's something that I don't expect to take a very long time to complete, once you know what to do.If you're interested, post in the thread or send a PM :)

Translated so far:
- Story: 100% (4/4 chapters)
- Units: 100% (Coalition/Granzera/Bydo/Other units translated)
- Unit list of attacks: 70%
- Missions+descriptions: 100% (Coalition 100%/Granzera 100%/ Expedition 100%/ Bydo 100%)
- Menu's: 0% (preparations already made, see above)
- Menu descriptions: 85% (single player 100%, multiplayer 50%)
- Help menu: 100%
- Spoils of war: 100%
- Spoils of war descriptions: 100%
- Victory/defeat conditions: 100%
- Terrain+descriptions: 4%
- Officer text lines: 55%
- Intro movie subtitles: 0% (preparations already made)

---

UPDATE #3 (September 2016):
This will be a short update, but an important one. Due to our programmer being MIA for over a month now, I am unable to continue translating. A lot of programming work has already been done, but there is some technical stuff that I'm simply unable to do. Therefore, anyone who is good at programming and loves this game, is more than welcome to help out! Just post in this thread or send me a PM.

---

UPDATE #2 (May 2016):
An estimate on what is translated so far:
- Story: 80% (3.5/4 chapters)
- Units: 100% (Coalition/Granzera/Bydo/Other units translated)
- Unit list of attacks: 30%
- Missions+descriptions: 100% (Coalition 100%/Granzera 100%/ Expedition 100%/ Bydo 100%)
- Menu's: 0% (preparations already made; found a programmer now, see below)
- Menu descriptions: 75% (single player 100%, multiplayer 25%)
- Help menu: 1%
- Spoils of war: 100%
- Spoils of war descriptions: 100%
- Victory/defeat conditions: 100%
- Terrain+descriptions: 2%
- Officer text lines: 55%
- Intro movie subtitles: 0% (preparations already made)

I'm also very happy to welcome augustnagro to the team, a very talented programmer who already figured out how to edit the menu graphics text, and as a little bonus: how to change the subtitles in the intro movie!  :thumbsup: Another round of applause to Blackdog61, whose experience and advice have been indispensable in this project.

In other words, translation of R-Type Tactics II is going great, much better than I hoped. Stay tuned for more updates, things will only pick up from here on out.

---

UPDATE #1 (April 2016):
An estimate on what I have translated so far:
- Story: 50% (2/4 chapters)
- Units: 60% (Coalition/Granzera units translated)
- Missions+descriptions: 65% (Coalition 100%/Granzera 4%/ Expedition 100%/ Bydo 50%)
- Menu's: 0% (I need a programmer for this, since GIM files need to be modified)
- Menu descriptions: 75%
- Help menu: 1%
- Spoils of war: 100%
- Spoils of war descriptions: 55%
- Victory/defeat conditions: 100%
- Terrain+descriptions: 2%
- Officer text lines: 55%

Anyone who can help with the menu translations is welcome to do so. Blackdog61 would be happy to help, but he has another project to deal with atm.

---


Being a big fan of the first R-Type Command (Tactics in JP version), I decided I wanted to play Tactics II. Unfortunately, it never came out in the West, so for the past 2 months or so I've kept myself busy with translating bits of the story, units, unit descriptions, lieutenant texts, menu descriptions, etc.

My knowledge of Japanese is not great (I completed my first year of evening school Japanese), but it's not nothing either at least. This means I know my kana's, obviously, and some basic sentence structuring in Japanese. Gotta say it's going pretty good mostly, thanks to google translate. Though still scratching my head over some text, with character limitations not helping.

I followed this thread http://www.romhacking.net/forum/index.php/topic,14729.0/nowap.html?PHPSESSID=e5b8q3v38jkbn4k1bdv5avdd20 (http://www.romhacking.net/forum/index.php/topic,14729.0/nowap.html?PHPSESSID=e5b8q3v38jkbn4k1bdv5avdd20) on romhacking.net for guidance on how to extract the EBOOT and decrypt it. Already learned about character limitations and can successfully put it back together in a working ISO. Also worthy of note: English is not my native language and I have no programming skills to speak of.

Anyway, the real problem I have, is the fact that I can find menu descriptions fine, and they're already translated too, but the menu's themselves are a total mystery to me on where to find them. Everything I've translated so far, was in the EBOOT file, but there seems no trace of the menu's so far. The thread I've followed goes on about doing a memory dump and then subtracting the difference to make pointer tables. I'm a pretty DIY kinda guy, but that's where I start to pull my hair out...  :banghead:

I'm a bit reluctant to upload my translated EBOOT, not because others can't use my work (it's free for all who want it!), but because I'm not sure about the legal consequences of spreading a modded EBOOT. Though I'm sure I'll need to do this if anyone wants to help me.

That's it in a nutshell. I'll be very grateful if anyone can help me figure out where to find the menu's and maybe compose a pointer table for easier translation (so far I've been doing it through FlexHEX, manually entering sentences in Google Translate). I might not be the fastest to post back in advance due to work and family, so apologies in advance.

EDIT: a few screenshots as proof of concept.
(http://i.imgur.com/lVRAszU.jpg) (http://i.imgur.com/DB1VmrM.jpg) (http://i.imgur.com/g3XXexL.jpg) (http://i.imgur.com/X1hFLDW.jpg) (http://i.imgur.com/hnsiNva.jpg)
Title: Re: R-Type Tactics II (PSP) menu translation guidance
Post by: BlackDog61 on November 15, 2015, 12:11:41 pm
Hello, Isourou-san!

I'm glad you're taking up this game. I enjoyed the first one, even if it's maybe a little less stellar than other tactical RPG's, so I'll be one of your players when the time comes!

Though still scratching my head over some text, with character limitations not helping.
Understanding pointers and either programming or using Atlas / Cartographer should help with that. Hopefully. ;D

and can successfully put it back together in a working ISO.
I'd recommend you post a screenshot or two to help you get people's attention. Mark it as preliminary work or something. ;)

Anyway, the real problem I have, is the fact that I can find menu descriptions fine, and they're already translated too, but the menu's themselves are a total mystery to me on where to find them. Everything I've translated so far, was in the EBOOT file, but there seems no trace of the menu's so far. The thread I've followed goes on about doing a memory dump and then subtracting the difference to make pointer tables. I'm a pretty DIY kinda guy, but that's where I start to pull my hair out...  :banghead:
I think that's not an entirely correct explanation.
First, if we are talking about menus, they could very well be graphics instead of text. You typically get to understand that by launching the game (in ppsspp) up to a menu screen of your choice (ex: when you start a new game, you choose to be with the evil Bydo or the humans). Open the graphical (GE) debugger (Ctrl-G) and
- click "step frame" once, to look at what the game does to display the screen from the empty screen (it won't display black immediately, wait until the next thing to do)
and then
- "step tex" to let the game use a texture as much as it wants. It starts typically with background graphics, then eventually frames graphics (in small pieces), then at last it selects text
- use "step draw" to see each use of the texture. I would typically do that as soon as I see the game render a frame, so I'm sure not to miss the time it will select text.
- at some point you'll see the game prepare to display text. Look at the texture: if it has the whole word in one go, likely it means it is a graphics with all pre-rendered inside, and you need to find & edit the graphics. This seems to be the case for the top right and top left faction names on that screen.
- If however you see characters appearing in several times (one by one or word by word or whatever), then this is indeed text.

You could typically use CrystalTile2 or TiledGGD to look for graphics. The PSP tends to use the GIM graphics file format quite some, so you may have to use TextER to extract them and gimconv to get an usual format image file.

As for looking for text, you seem to already know its encoding since you're editing it, right? So what is it - UTF8, SJIS? You can open other files than EBOOT with your hex editor to look for other text there.


With regards to tables and pointers, please check the getting started section. In a nutshell:
- you need a "table" file which reflects the text encoding used by the game. In view of what you say you've done, I assume you have already figured that out.
- from there you find some text in some files.
- from the text itself, you have to look before / after to find some pointers to them.
Usually, text is arranged in series (like - all menu prompts one after the other, or all descriptions one after the other, with some separator, say 0x00). You note down the offsets of each of the text starts.
Then you look before / after for series of numbers of the same size, that have the same difference as your text starts.
An example. To simplify, let's assume the game has:
MENU1 0x00 MENU2 0x00
in ASCII. We'll assume that the "M" of the first text is found at offset 0x1000 in the file.
When you count it, the "M" of the second text is at 0x1006. (note: no "space" characters in the example-game itself.) So you're looking for a series of 2 numbers which difference is 6.
If you were lucky, you could find a bit before these texts, say at offset 0x0900, the following series of bytes:
00 01 00 00 06 01 00 00
... which you would separate in groups of 4 bytes:
00 01 00 00
06 01 00 00
and since the PSP is little-endian, you have to swap the bytes:
00 00 01 00
00 00 01 06
... and these are your pointers. By modifying the "06" into "08", you get yourself space for 2 extra characters in the first menu prompt.

Of course reality is a bit more complex:
- The game seldom stores the offsets "as if counting from the start of the file". So the following series of bytes would also be good candidates for being a pointer table to the above example:
d0 00 00 00 d6 00 00 00
... just because their difference is still 6, but they start counting from a different "base offset". (Usually you find smaller numbers than real offsets.)
- you need to look for more than 2 offsets. otherwise there will be many, many matching places that would actually not be pointers.
- the game often doesn't store all texts in a single text "area". So there may be several of those.

Now, hopefully that wasn't too obscure. If it was, please excuse me for not explaining correctly and have alook at the tutorials in the "Getting Started" section. They do a better job. :)

In the end, I'd recommend you "dump" the text from the game. If you are lucky it can be done via Cartographer & Atlas. Then you edit actual text files (much easier!) and you have to have an "inserter" program to push these edits into the game files. Then re-generate the ISO (which you said you already know how to do).


I'm a bit reluctant to upload my translated EBOOT, not because others can't use my work (it's free for all who want it!), but because I'm not sure about the legal consequences of spreading a modded EBOOT. Though I'm sure I'll need to do this if anyone wants to help me.
You are right to be reluctant. The only thing you could post here is a "difference" that shows your changes to the file, i.e. a patch file (generated by xdelta for instance). And that's how you would deliver your final game patch, too. (You would probably want to deliver a patch on the iso itself instead of on EBOOT.bin, though. I guess you still have time until that happens.)

I hope this helps.
Keep it going!!  :thumbsup:

EDIT: Items in the main menu screen seem to be graphics, too.

November 17, 2015, 03:00:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Nice edit, love the screenshots!
Have you checked your PM's?
Title: Re: R-Type Tactics II (PSP) menu translation guidance
Post by: Isourou-san on November 17, 2015, 03:45:24 pm
I'm glad you're taking up this game. I enjoyed the first one, even if it's maybe a little less stellar than other tactical RPG's, so I'll be one of your players when the time comes!

Glad to hear it! At the time, I thought it was 1 of the best tactical RPG's I'd played, but other good ones followed after that. Empire at War, for example. Really liked defending my lvl.5 space station with only a few fighters in that one.  :D Tactics II seems to offer (from what I've played so far) more of the same, but with a lot more options like lieutenants helping you, more unit types, more storytelling, some (rather unnecessary) dialog options, more personalization options, etc.

Understanding pointers and either programming or using Atlas / Cartographer should help with that. Hopefully. ;D

I still have some reading up to do on that one. Tried getting Cartographer started once, but nothing much happened when I ran it. The Getting Started section probably has the documentation I need.

I'd recommend you post a screenshot or two to help you get people's attention. Mark it as preliminary work or something. ;)

Done!

I think that's not an entirely correct explanation.
First, if we are talking about menus, they could very well be graphics instead of text. You typically get to understand that by launching the game (in ppsspp) up to a menu screen of your choice (ex: when you start a new game, you choose to be with the evil Bydo or the humans). Open the graphical (GE) debugger (Ctrl-G) and
- click "step frame" once, to look at what the game does to display the screen from the empty screen (it won't display black immediately, wait until the next thing to do)
and then
- "step tex" to let the game use a texture as much as it wants. It starts typically with background graphics, then eventually frames graphics (in small pieces), then at last it selects text
- use "step draw" to see each use of the texture. I would typically do that as soon as I see the game render a frame, so I'm sure not to miss the time it will select text.
- at some point you'll see the game prepare to display text. Look at the texture: if it has the whole word in one go, likely it means it is a graphics with all pre-rendered inside, and you need to find & edit the graphics. This seems to be the case for the top right and top left faction names on that screen.
- If however you see characters appearing in several times (one by one or word by word or whatever), then this is indeed text.

Tried it. Seems it's all graphics indeed. No wonder I couldn't find it in the EBOOT.  :( Would be neat if I could just edit the graphics in PPSSPP, but that would be too much considering how awesome it is already.
(http://imgur.com/ju3WJzv)

You could typically use CrystalTile2 or TiledGGD to look for graphics. The PSP tends to use the GIM graphics file format quite some, so you may have to use TextER to extract them and gimconv to get an usual format image file.

Seems pretty advanced stuff, but I'll give it a try when I have the time.

As for looking for text, you seem to already know its encoding since you're editing it, right? So what is it - UTF8, SJIS? You can open other files than EBOOT with your hex editor to look for other text there.

The encoding seems to be SJIS. Tried UTF8 when you mentioned it, but that one just gives me gibberish. Should I try other encoding on other files, or will they be encoded the same as the EBOOT?


With regards to tables and pointers, please check the getting started section. In a nutshell:

...

Now, hopefully that wasn't too obscure. If it was, please excuse me for not explaining correctly and have alook at the tutorials in the "Getting Started" section. They do a better job. :)

Yeah, that explanation will take some time to absorb... I'll read through the Getting Started section first, I'm sure it will become clear after that. I just assumed from the above mentioned thread I followed that pointers weren't really explained in Getting Started, because they "are beyond the scope of this section". Honestly, I just abbreviate the hell out of some text,  use shorter synonyms, or just paraphrase it into something understandable.   8)

In the end, I'd recommend you "dump" the text from the game. If you are lucky it can be done via Cartographer & Atlas. Then you edit actual text files (much easier!) and you have to have an "inserter" program to push these edits into the game files. Then re-generate the ISO (which you said you already know how to do).

Yes! That's my second objective if I want to translate this beast of a game effectively  (first objective being menu translation).

You are right to be reluctant. The only thing you could post here is a "difference" that shows your changes to the file, i.e. a patch file (generated by xdelta for instance). And that's how you would deliver your final game patch, too. (You would probably want to deliver a patch on the iso itself instead of on EBOOT.bin, though. I guess you still have time until that happens.)

Reinserting the EBOOT seems easier to me right now, simply because I've done it a lot. But I get that it's more user friendly for normal players to just patch the ISO. I remember doing that myself for Monster Hunter Portable 3 and it was pretty self-explanatory.

I hope this helps.
Keep it going!!  :thumbsup:

It sure did! Thanks for giving some basic pointers. Hopefully you'll give me more advice later, because I'll need it!  ;) It's great knowing I can rely on such an awesome, helpful community.
Title: Re: R-Type Tactics II (PSP) menu translation guidance
Post by: BlackDog61 on November 18, 2015, 02:03:50 pm
Glad to hear it! At the time, I thought it was 1 of the best tactical RPG's I'd played, but other good ones followed after that. Empire at War, for example. Really liked defending my lvl.5 space station with only a few fighters in that one.  :D Tactics II seems to offer (from what I've played so far) more of the same, but with a lot more options like lieutenants helping you, more unit types, more storytelling, some (rather unnecessary) dialog options, more personalization options, etc.
Wait... You haven't played Super Robot Wars, Rebelstar Tactics? :)

I still have some reading up to do on that one. Tried getting Cartographer started once, but nothing much happened when I ran it. The Getting Started section probably has the documentation I need.
Well, Cartographer requires you to already know where the pointers are. It won't look for them for you. But it will dump into text filesonce you have that "pointers" knowledge.


(TileGGD, Crystaltile, TextER, gimconv)
Seems pretty advanced stuff, but I'll give it a try when I have the time.
It's easier than it looks.

The encoding seems to be SJIS. Tried UTF8 when you mentioned it, but that one just gives me gibberish. Should I try other encoding on other files, or will they be encoded the same as the EBOOT?
I guess there is not 1 generic answer for everything, but SJIS seems to match in other files too. 8)
Hint: CMN. You can use "sjis_dump 4 10" to look around quickly. ;)
http://www.romhacking.net/utilities/645/
Though I guess re-inserting will require a small little bit of programming because of the CRC thing. Though you don't have to care about that right away...
https://en.wikipedia.org/wiki/Cyclic_redundancy_check

Reinserting the EBOOT seems easier to me right now, simply because I've done it a lot. But I get that it's more user friendly for normal players to just patch the ISO.
I agree with both statements. :D

Keep the fun going!
Title: Re: R-Type Tactics II (PSP) menu translation guidance
Post by: Gideon Zhi on November 18, 2015, 02:27:33 pm
Wait... You haven't played Super Robot Wars, Rebelstar Tactics? :)

SRW is good, but there's definitely better out there. I'd personally recommend Final Fantasy Tactics/War of the Lions and XCOM; few strategy titles really hold my interest for very long, but these two managed it.

Screenshots look great; keep it up!
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on November 24, 2015, 04:13:57 pm
Small update on the menu translation: I think I finally managed to locate the menu graphics (through TextER, then used GimViewer to pick out any GIM's that looked interesting, then converted to png with GimConv). So I have 2 .png files now on which all the Japanese menu texts are crammed:

(http://i.imgur.com/piaLdWr.png)

(http://i.imgur.com/5IswiY5.png)

So what is next? Do I open paint or photoshop and change it into English words, then reinsert into the ISO? Or do I have to use TiledGGD?

Related to this, I'm kinda curious how all these Japanese words get divided up by the PSP and how it knows where to put them in the menus. I wonder, because in the png files, the words are listed 1 after another, but ingame they're separate in their respective menu's.

Anyway, thanks for the recommendations, Gideon Zhi. They're already on my wanted list.  :) Guess I'll have to try SRW too now, since it's the game that TitanAnteus translated (in the thread I used as guidance for text translations).
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on January 02, 2016, 04:03:40 am
Just a quick question for anyone who might know: Is there any way to force English as the system language for Japanese games? This is important for loading and saving your game mostly. I think it might be something the PSP reads from the start of the UMD/ISO files, but I haven't been able to locate it yet.

Also, being able to switch the X and O buttons would be nice (O is the action button, X is the cancel button in JP games). It can get pretty confusing playing the game with O and then load/save with X if you're not used to it.

Lastly, an update on the translation progress: So far I've translated 16% of the total storyline (captain's logs), of which the Coalitions (Earth) storyline is about 50% translated till mission 12 of 23. I've made use of the holidays to play the translated parts a bit and make notes on stuff that needed corrections, so the part until mission 12 is starting to look pretty good.

For the menu translations, I tried to do that stuff by myself with the help of Blackdog61, but it just got too technical and riddled with obstacles for which I'm just not tech savvy enough yet to deal with. That's why Black was kind enough to take to look into it himself!  :woot!:

Lots of work still needs to be done, so time to get back into it.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: BlackDog61 on February 13, 2016, 06:41:53 pm
When a game calls for the system to offer to save,it can specify a language.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on April 09, 2016, 11:54:22 am
Thanks for the hint, Dog. Haven't found a way around it on PSP yet, but on PPSSPP it seems to be in English automatically.

Also, added a translation update in my original post.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: augustnagro on April 27, 2016, 08:18:04 pm
I've been looking for an english translation for Tactics II, and stumbled upon this thread.

I have no previous experience with Japanese or translation-patching, but I am an experienced programmer and would be happy to help.  :)
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on May 15, 2016, 06:23:33 am
May 2016 translation update in my original post!
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Host24 on June 28, 2016, 07:37:22 am
Huh, now this is interesting. I was also having a go at translating Tactics 2, though I was merely poking at it and hadn't looked at getting the translation into the game itself. You're already far and away beyond the minor amount I've done.

However, I started by doing a bit of translation into the Rules section - which I'm guessing is what you listed as 'Help'. As you've only done 1% of it, I may be able to assist you somewhat there.

Unfortunately, while I got through about 80% of the Help translation, I quickly realised that what I'd done wasn't usable, so I started again. (Idiotically, I'd only translated the Kanji, and then translated the Hiragana to Romanji, making the sentence vaguely understandable for me. I didn't translate it fully since I have even less experience than you with the Japanese language, and therefore wasn't confident I could interpret the sentence structure correctly.)


Since starting again, I've only poked at the translation. This link contains the handful of lines I have currently translated properly for the Help section: http://rtype.wikia.com/wiki/R-Type_Tactics_2_%27Rules_Page%27_Translation_Effort

It's fairly miserable, so far. (To be fair, I also translated everything up to that point, which is a bit more substantial.) Still, I have the Kanji already translated for most of the section, which means I can recreate the translation fairly (depending on work and the effort I put in) quickly.

Would it be of assistance if I continued translating this section, or would you not use it?
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: augustnagro on June 29, 2016, 11:26:32 am
Hey, Host24.

I'm the programmer for this project. @Isourou-san should be able to answer your question about the Help section.

Whether or not we can use that work, it's awesome that you're interested in helping translate  :). There's a lot of work to be done.

Right now there are 3 translation projects we're working on:

1. In-game text translation. This contains most of the dialogue, commander logs, unit descriptions, etc. This information is stored in a single game file, called EBOOT.BIN.

2. Image translation. Most of the menu, button, and graphics text is saved as images. We have a google doc with all the extracted photos, which are then being translated.

3. Movie translation. We're also planning to translate the in-game movie subtitles.

I believe Isourou-san is focusing most of his energy on #1, so a great way to get involved would be working on #2 or #3. If you're interested, we can chat on IRC or the project's Slack. :)
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Host24 on June 29, 2016, 06:40:35 pm
Ahh... I was worried that would be the case. Translating the image and movie graphics is probably beyond me, if only because of the inability to simply write the new translated text. In that case, I'll just leave the translating to Isourou-san and the rest of your team, and enjoy the fruits of your labour when you've got the translation finished.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: augustnagro on June 29, 2016, 08:10:06 pm
@Host24, I suggested translating the graphics because I thought that most of the text is shorter/simpler than the stuff Isourou is working on. I believe there is an example image higher up in this thread. Most of the images have english equivalents in R-Type Command I. Right now the translation process has been to:

- Attempt to match an image from the R-Type II list with one from the R-Type Command list
- If no match is found, or the image is modified, note the translations. The mobile Google Translate app is very useful for scanning text to determine what the characters are.

Then I will use photoshop to make the changes, and eventually insert them back into the game. We have google docs with all the images.

That said, I think you'll be more than welcome to contribute to any part of the project.

If you still think it will be too tough to translate, however, I understand.

Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on June 30, 2016, 05:29:41 pm
Hi Host24, it's great to see you put up the desire to help translating this game. Your translations looks quite nice actually, though I do intend to stick as close to the R-Type Command I translations as possible. Did you think to use those, or did you have a reason not to? I haven't translated that section yet (only the entire "1. Game Basics" section, which puts the "Rules/help" section closer to 15% completion), so I'm not sure how much has changed/ was added in R-Type Tactics II. That said, I think it's best if I handled the EBOOT and CMN.DAT translation, so that I'll be better able to fix any problems that might occur. Would it be ok if I used some of your translations that don't occur in Command?

As August suggested, the image translations would be something you could really be a help. It mostly revolves around Kanji recognition (Google translate app ho!), so you don't need to have a deep understanding of Japanese sentence structuring. It's also a little less time consuming, and still just as fun  ;D

Just to give an example of how it works:
(https://i.imgur.com/HFF3yNs.jpg)

The left image file is from R-Type Tactics II, the one on the right is from R-Type Command I. If the R-Type Command I file is incomplete (as you can see it's 6 vs 3), or if there is no image file from Command (because the words are all new), then I made a simple table with the translation on the bottom. Mind that this example is very basic. Other image files may provide more of a challenge  ;)

Remember that if you'd have any questions, we'll be glad to help! You don't even need to worry about the technical stuff thanks to 2 great programmers being at our disposal 8)
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Host24 on July 04, 2016, 08:53:45 am
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Your translations looks quite nice actually, though I do intend to stick as close to the R-Type Command I translations as possible.

Thank you greatly. Since I restarted the translation I'd been thinking that the result seemed alright, but it's good to have someone with more substantial experience confirm it.

I've not got a copy of either Command or Tactics 1, just 2, so that's why most of my translation doesn't reference their translation.
...Admittedly, I also can't say I was a big fan of the original translation anyway; they might have correctly translated the hidden message in the default Bydo Pilot-names (read them from the first capitalship down, the names form a message), but they messed up a bunch of ship names (Rebo rather than Revo, Kombiler/Compiler - but most damningly, renaming the R-99 Last Dancer into the R-99 R-Waltz; I guess they were a Gundam fan)... and made the blue ore 'Solonium' instead of 'Solumonadium' - which I have a sneaking suspicion was supposed to be a reference to Solomon (the biblical figure who found a way to bind demons into servitude for the good of his people, before it backfired on him... you know, like the way the Space Corps binds the "Demon's Weapon" into the beneficial Forces with control rods, which may well be made from this metal?).

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The mobile Google Translate app is very useful for scanning text to determine what the characters are.

Then I will use photoshop to make the changes, and eventually insert them back into the game. We have google docs with all the images.

Hmm. Seeing as it's just the translation aspect of the Menu items, and not the actual image editing (beyond Paint-tier writing text in boxes), I imagine this is something I can do. However, I'm lacking some of the data - the image files from Command and Tactics, specifically, so I'll need to use these google docs... and I have no mobile device to use this mentioned Google Translate app on (I've been doing my Kanji recognition with http://classic.jisho.org/kanji/radicals/ for the most part, and as far as I can tell I've gotten good at putting a Kanji together from its radicals; in the cases I'm not sure, messily drawing it into not-mobile Google Translate's recognition finds me the rest).

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That said, I think it's best if I handled the EBOOT and CMN.DAT translation, so that I'll be better able to fix any problems that might occur.

I agree it's probably better if you handle all the main language files' translation. While I haven't minded my attempts at figuring out putting sentences together, I see you appear to be going for an 'as faithful as possible' translation approach, given your screenshots in the first post, while I naturally gravitate to a 'make as many changes as needed to have the text sound like native-spoken English' approach. Mixing those approaches would just look weird, so sticking to the menu items sounds like a good idea.

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Would it be ok if I used some of your translations that don't occur in Command?

Certainly. The section I've done already doesn't amount to much, but anything you can use from my efforts is yours to take.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on July 04, 2016, 01:50:07 pm
...Admittedly, I also can't say I was a big fan of the original translation anyway; they might have correctly translated the hidden message in the default Bydo Pilot-names (read them from the first capitalship down, the names form a message), but they messed up a bunch of ship names (Rebo rather than Revo, Kombiler/Compiler - but most damningly, renaming the R-99 Last Dancer into the R-99 R-Waltz; I guess they were a Gundam fan)... and made the blue ore 'Solonium' instead of 'Solumonadium' - which I have a sneaking suspicion was supposed to be a reference to Solomon (the biblical figure who found a way to bind demons into servitude for the good of his people, before it backfired on him... you know, like the way the Space Corps binds the "Demon's Weapon" into the beneficial Forces with control rods, which may well be made from this metal?).

That is all some very interesting stuff. Thanks for the pointing out the hidden message, it had completely gone over my head... For the other stuff, I guess Atlus has some excuses for their translations. The unit name of the Kombiler/Compiler for example is B-BSCnb, which I suppose stands for "Bydo-Battleship Conbiler". This would mean both translations are incorrect. About Solonium there is no excuse, in Japanese it's ソルモナジウム, "Sorumonaziumu" in Romaji, which would be Solumonadium in English.

To be honest, I'm no expert on R-Type as a series. I merely loved the tactical subgenre from Command, which led me to translate Tactics II. This means that I'm not familiar with how things were named in those older games. Still, for continuity's sake I'd still rather stick to Atlus' work (hopefully I won't displease too many fans of the original games). Interestingly though, since you mentioned the R-Waltz, I decided to look it up and found a wikia page http://rtype.wikia.com/wiki/R-99_Last_Dancer (http://rtype.wikia.com/wiki/R-99_Last_Dancer) where it states that the Waltz is actually a predecessor to Last Dancer, only appearing in Command.

Hmm. Seeing as it's just the translation aspect of the Menu items, and not the actual image editing (beyond Paint-tier writing text in boxes), I imagine this is something I can do. However, I'm lacking some of the data - the image files from Command and Tactics, specifically, so I'll need to use these google docs... and I have no mobile device to use this mentioned Google Translate app on (I've been doing my Kanji recognition with http://classic.jisho.org/kanji/radicals/ for the most part, and as far as I can tell I've gotten good at putting a Kanji together from its radicals; in the cases I'm not sure, messily drawing it into not-mobile Google Translate's recognition finds me the rest).

Great to hear! We actually do most of our discussions on Slack, where you'll be finding all the necessary links. So if you're ready to give it a go, you'll probably get an invite soon from Black soon :) I think recognition through radicals takes more time, but is probably less error-bound since the image files are borderline low-res for the google translate app.

I agree it's probably better if you handle all the main language files' translation. While I haven't minded my attempts at figuring out putting sentences together, I see you appear to be going for an 'as faithful as possible' translation approach, given your screenshots in the first post, while I naturally gravitate to a 'make as many changes as needed to have the text sound like native-spoken English' approach. Mixing those approaches would just look weird, so sticking to the menu items sounds like a good idea.

My native language isn't English, so that might have something to do with it ;) I try to avoid "Engrish" as much as I can though, and my translations could use some reviewing from a second person. It's always harder to detect spelling/grammatical errors in something you wrote yourself after all.

Certainly. The section I've done already doesn't amount to much, but anything you can use from my efforts is yours to take.

Much obliged!
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Host24 on July 05, 2016, 11:05:33 am
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That is all some very interesting stuff. Thanks for the pointing out the hidden message, it had completely gone over my head...
I actually only noticed that message because I randomly stumbled into a Japanese youtube content-maker (リムクート, specifically this part of this video: https://youtu.be/5S2KantLGnI?list=PLTzzphIdiLlT48OEQUWJnTYHxfxAGrKJj&t=7154) who pointed it out. I barely understand any of what he's saying, but I managed to pick up on that bit. (I mainly watched because his reactions to things like 'suddenly a wall of Striders appears and blows you to pieces!' is hilarious.)

Of note is that this same technique seems to be present in Tactics 2's Bydo unit names as well (I found a Japanese fansite/wiki-thing for Tactics 2 that seems to show it (http://www41.atwiki.jp/r-type-tactics/pages/791.html)), so it'll probably show up in your translation.


With the B-BS-Cnb, it only appeared in the original R-Type for arcades, and Tactics/Command/2. In the original game, its gimmick was that it was actually a 3-piece ship that could split apart, and given the quality of translations back then (and also the quality of boss names in arcade games) I've always figured that it was supposed to be called "Combiner", but got mistranslated as Compiler. However, reading the characters I can see on this letsplay, it does indeed look to be called Konbaira, and given the abbreviation Cnb, my spelling would be Conbiler... so I guess I can't hold Kombiler against Atlus too much, given that they got closer than the original translation did.

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To be honest, I'm no expert on R-Type as a series. I merely loved the tactical subgenre from Command, which led me to translate Tactics II.
Heh, funnily enough, you actually have more gameplay experience with R-Type than I do. I haven't played a single game - I don't even like shump gameplay, in general (tactics is up my alley though) - but one day, I was trawling wikis for some reason or another, and ended up reading about the Bydo... and quickly fell in love with R-Type's setting, and the combination of unsaid-yet-horrible potential subtext and interpretations of the story. I have, however, watched playthroughs of all R-Type games so far, so I can still recognise various things (like the Xelf-containing level of Bitter Chocolate being a massive whole-stage copy-of/reference-to the first level of R-Type Final).

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Still, for continuity's sake I'd still rather stick to Atlus' work (hopefully I won't displease too many fans of the original games).

Fair enough, the names generally weren't that notable within the previous games so it's not likely to cause problems. (Although supposedly, Irem was annoyed by Atlus' translation - though I can't find anything to substantiate that beyond rumour, and I don't know what 'specific thing' would have pissed them off.)

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Interestingly though, since you mentioned the R-Waltz, I decided to look it up and found a wikia page http://rtype.wikia.com/wiki/R-99_Last_Dancer where it states that the Waltz is actually a predecessor to Last Dancer, only appearing in Command.
Oh, I know all about that note on the wiki... and if anything, it makes Atlus' translation a bit more annoying. Looking between youtube playthroughs of the last level, the Japanese one clearly calls the fighters R-99 Last Dancers, while the English one calls them R-99 R-WALTZ's. (Japanese: https://youtu.be/FyQU7Fiejrs?list=PLTzzphIdiLlT48OEQUWJnTYHxfxAGrKJj&t=1122 English: https://youtu.be/udhJRBqA6YE?t=713) The translation itself, as far as I can tell, is the only reason the R-WALTZ appears in the R-Type wiki at all; it doesn't appear to exist in the Japanese canon.

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Slack
Slack? Do I need to sign up for this service, or create a profile on it or something? How does this work?

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Much obliged!
Note, if you plan on using the translation for the opening subtitles - or anywhere else that mentions 'the Devil's Weapon' -, I'm really iffy on the way I translated that phrase. if I didn't know you were doing this translation, I would've gone back and change mine to be more literal by now. I kept saying 'Bydo-Derived [weapon/device/etc]' because I didn't want first-time players to misunderstand, but thinking about it, R-Type has always been a game that gives no explanations and forces the player to look online for understanding, so I should have left the 'poetic' version in.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on July 05, 2016, 01:48:26 pm
Of note is that this same technique seems to be present in Tactics 2's Bydo unit names as well (I found a Japanese fansite/wiki-thing for Tactics 2 that seems to show it (http://www41.atwiki.jp/r-type-tactics/pages/791.html)), so it'll probably show up in your translation.
It wasn't yet, I just unknowingly translated the katakana directly. I'll be sure to put it in as it's such a sweet little easter egg!

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Heh, funnily enough, you actually have more gameplay experience with R-Type than I do. I haven't played a single game - I don't even like shump gameplay, in general (tactics is up my alley though) - but one day, I was trawling wikis for some reason or another, and ended up reading about the Bydo... and quickly fell in love with R-Type's setting, and the combination of unsaid-yet-horrible potential subtext and interpretations of the story. I have, however, watched playthroughs of all R-Type games so far, so I can still recognise various things (like the Xelf-containing level of Bitter Chocolate being a massive whole-stage copy-of/reference-to the first level of R-Type Final).
So did I. Also loved the mix of a great sci-fi setting with the tactical gameplay. It could be glanced off as a generic good guys (humans) vs. monsters (Bydo), but when you look closer it's actually pretty deep for game that was originally just a shoot-em-up. And I haven't even started on that little plot twist which you probably already know. Tactics II is more about factions warring against each other at first though, which deepens the story a little more. The Bydo may be a horrific lifeform, but they can't really drive an emotion driven story that we little humans like so much :D

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R-99 R-WALTZ's
Luckily the precursor doesn't appear in Tactics II, they're all Last Dancers.

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Slack? Do I need to sign up for this service, or create a profile on it or something? How does this work?
August or Black will send you a PM containing more info.

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Note, if you plan on using the translation for the opening subtitles - or anywhere else that mentions 'the Devil's Weapon' -, I'm really iffy on the way I translated that phrase. if I didn't know you were doing this translation, I would've gone back and change mine to be more literal by now. I kept saying 'Bydo-Derived [weapon/device/etc]' because I didn't want first-time players to misunderstand, but thinking about it, R-Type has always been a game that gives no explanations and forces the player to look online for understanding, so I should have left the 'poetic' version in.
Wait a minute, could you be the "bydolord" that made the translated trailer on youtube https://www.youtube.com/watch?time_continue=121&v=QUJ_VE7vLBM (https://www.youtube.com/watch?time_continue=121&v=QUJ_VE7vLBM)? If so, nice work dude! We're all amazed at how well you managed to clean up the Japanese text like that. That said, "the Devil's weapon" was something that made us frown too (even though it is the literal translation). You'll be able to read up on our thoughts once you join slack.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Host24 on July 06, 2016, 06:58:16 am
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Wait a minute, could you be the "bydolord" that made the translated trailer on youtube https://www.youtube.com/watch?time_continue=121&v=QUJ_VE7vLBM? If so, nice work dude! We're all amazed at how well you managed to clean up the Japanese text like that. That said, "the Devil's weapon" was something that made us frown too (even though it is the literal translation). You'll be able to read up on our thoughts once you join slack.

Ha, no! I'm not bydolord, and I've no idea how they got the trailer translated like that. Bydolord was attempting a translation over on the R-Type wiki - they were the one who originally started the page http://rtype.wikia.com/wiki/R-Type_Tactics_II_Translation_Effort , but they stopped updating it more than a year before I showed up. They'd only gotten up to the start of the new character's city-selection section in the translation, and had a good bit of Engrish and misidentified kanji, so I used what I could and mostly started the effort over. ...Of course, you'd already well and truly outdone either me or whomever Bydolord was, by that point.

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August or Black will send you a PM containing more info.
kk, will await PM.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Allplay1997 on July 28, 2016, 10:10:51 am
Hey there!   :D I've been following this for a bit, as a huge huge huge fan of R-Type and massive enthusiast of the series I'm so overjoyed that I found someone doing the translation for this masterpiece ;D Would it be too much to ask for an update on the progress? And if possible if there's anyway I can help? I don't have any knowledge of Japanese or Coding, yet if someone needs a tester, I have my two PSPs ready to go :3 If anything I just want to follow the progress as a long time fan of the series! :D Good luck to everyone involved in the project!
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on August 04, 2016, 04:46:23 am
Hi Allplay1997, great to see such excitement for this game! We welcome other people testing out our translation, but unfortunately we don't have a patch out yet to hand out to other players. Distributing the EBOOT would only get us into legal trouble too. So hang tight, but don't expect it to be done any time soon. We're all doing this in our spare time, so you're looking at a time frame of 6-9 months to get everything translated and have a working patch.

We'll keep you posted on our progress.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Allplay1997 on August 05, 2016, 12:47:24 pm
Hey again! Roger that, I'll sit back and keep an eye out for any developments, I can wait all the time needed, after all this game has been out for so long and after this long has the idea of a patch surfaced, so take all your time! :D As for the testing, whenever you feel or deem it ready for testing I can help with it if you wish :) (Just will need the instructions as how to patch the ISO) As for the legal issues, I had a quick check, IREM still exists even if they don't do video games anymore so for all intents and purposes the rights to R-Type still belong to them, so distributing the patched EBOOT/ISO is a risky move :/ its better to release the patch and the instructions on how to patch a legally obtained copy huh? Regardless Thanks for the reply! keep up the good work and all the best! :3

P.S: Hopefully you don't mind that I share the link of the thread with some R-Type enthusiasts so they can follow the progress as well :3
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: BlackDog61 on August 05, 2016, 01:41:35 pm
P.S: Hopefully you don't mind that I share the link of the thread with some R-Type enthusiasts so they can follow the progress as well :3
Oh? Where have you found R-Type fans?
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Allplay1997 on August 05, 2016, 08:16:54 pm
Oh? Where have you found R-Type fans?
Some months ago I uploaded the ripped soundtrack of RTT2 to Youtube (my channel at the time I think being the first to upload it so it got me some views :P ) and it brought some R-Type fanatics and fans to the channel, so I believe maybe one of them can even help in coding or translating! One can hope huh? :D
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: BlackDog61 on August 06, 2016, 04:19:33 am
so I believe maybe one of them can even help in coding or translating! One can hope huh? :D
Ha ha, yes! Hope is free and welcome! ;D
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Allplay1997 on August 11, 2016, 05:17:34 pm
Alright I've notified some more people about the thread, maybe we'll hit it big with more staff to help the translation process! :D all of them great R-Type fans, hope everything is going alright! :D  :thumbsup:
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on September 20, 2016, 12:20:11 pm
September update added in the original post.

TL;DR: We need a programmer to continue this project.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: flame on September 20, 2016, 12:42:16 pm
NoOnee (sp?) posted utility deceboot for decrypting EBOOT based on PPSSPP's code.

You make the patch using your patching tool between the decrypted EBOOT and your modified one.
The user supplies the original ISO. The pseudocode goes:
1) Extract EBOOT
2) Decrypt EBOOT
3) Patch EBOOT
4) Insert EBOOT

You should feel free to distribute a patch made in that way because it will probably be small and involve only your own work.

I gotta work on those ISO inserting tools for step (4). Steps 1-3 are straightfoward, and you can ask the user to insert the resulting decrypted EBOOT themselves using UMDgen until a tool for (4) can be developed. Let us know your question if you're having trouble with steps 1-3.

The first version of the ISO handling tool will just be able to replace a file if there's enough space for it already, but that's all you need for just inserting a decrypted EBOOT or even modified files if they're similar in size.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: BlackDog61 on September 20, 2016, 01:16:55 pm
Maybe to clarify, Isourou-san needs a tool to dump text, in a way that it can be reinserted with different length. (Re-pointing, in other terms.)
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: flame on September 20, 2016, 03:20:03 pm
You gotta catch up your new programmer.
Like a lot of games, this game uses a big archive file, and you have tools to extract/insert. Or at least some way of dealing with it. How about sharing those?
You should feel free to share that EBOOT patch based on the decrypted EBOOT if you feel like sharing. Or maybe not, there are a lot of reasons not to share it, too.

Probably pointers are not too complicated but no promises. I worked on ZZT3 (Zettai Zetsumei Toshi 3) which is an IREM game too and we couldn't get text insert to work at all! We figured out the format and put in our modified text, but it just didn't work; I didn't care to troubleshoot further...and our programmer gave up on that one, too.
----------------------------
Isourou, the lead, says the old programmer didn't give permission to share the tool.
No, it wouldn't help to have a dump of the text in the EBOOT. I'll just make that dump myself.
I turns out a lot of the text is in the EBOOT so I'll have to make my own tool. If we want to use the same length as IREM did that won't be hard. If length needs to be changed, then I'm not sure how to proceed. Whenever I expand EBOOTs, it doesn't work on a real PSP, I've never gotten it to work. My strategy has been to find a resident file other than the EBOOT with a fixed location and put the extra data there.

Here's READELF data for the EBOOT: http://pastebin.com/HjUE94ay
Looking at the READELF data, section 20 has strings data in it (maybe other data too).
That section is real big, it's 0x1a2250 bytes = 1.6MB so it's possible that contains all the text. I'm really not too sure.
I see above you need to figure out the pointers, so I'll get to work on that.
---------------------------------
ALL EBOOT strings (reference only, not for translating): https://docs.google.com/spreadsheets/d/1iZ146s9wuYaNKtf0Ml5HhPwjeFJOe_d6q6Qlu9lc61o/edit#gid=0
Spent ~3 hrs cleaning it up. Generic text dump tools have a tough time identifying string boundaries.
Here is the code I used to dump (and then manually clean it up): http://pastebin.com/QL3y4cgm
---------------------------------
EBOOT strings for translating: https://docs.google.com/spreadsheets/d/1PAS3bHEnJsB9Sl8RROu2FW4OlNTMIdUwkicF4_pGYG4/edit?usp=sharing
I need you to PM me your email address for edit access.
Let me see about finding those pointers.

The first string 戦闘機 is at 0x215508 in the EBOOT and 0x08B154B4 in memory, a difference of 0x88fffac.
The first check will be for virtual addresses in that data section that match string locations. If there are any matches, they are pointers, no doubt about it. We need to remember that file address + 0x88fffac = virt address
So the pseudocode is:
1) virt address = file address + 0x88fffac
2) search for virt address and record all matches
Simple, right?
-------------------------
Okay, I wrote this program:
http://pastebin.com/qATbCMTv
I found most of the pointers and put them in the sheet above. I'll need your translations to continue at this point.
--------------------------
The start of the first block is 0x215508 the end is 0x222014. That's line 1 through 1337 (purely a coincidence) in the dump.
The first task will be to make sure all the pointer are identified in this block. Next, we're going to relocate every single string based on its translated length to make sure we can reclaim all space from your translations that are shorter than the original. After that is just to see how much extra space we need for this first block. Seems to be ships data.
---------------------------
Good news! In the first block of strings, their translations will take up 49,028 bytes when inserted and there's 51,980 bytes available (computed by 0x222014 - 0x215508). Now just to make sure we have a pointer for every string in this block...
Yep, there's a pointer for every string in there, 1169 of them. Now to write the inserter tool, it shouldn't be too hard.

Here's the pseudocode I will be using:
1. Blank out the block
2. Read our input data, we actually don't even need the address (though it's a key for string identification so that will be useful when reading input data). We need lines and pointer. Address we don't care (because we have all the pointers); it will be computed at runtime.
3. Set starting address 0x215508
4. For each set of lines and pointer address:
4A. Build the string. Encode the lines and put newline characters between, then pad to word aligned.
4B. Update the pointer. The new pointer is equal to current address + 0x88fffac.

...And that's it, EBOOT updated. Not too hard, honestly.

There is a lot of extra space here. It seems like length limits are going to be based on space available in textboxes rather than on EBOOT space.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on October 15, 2016, 05:34:40 pm
October update added in the original post.

TL;DR: We need a photoshop image editor for this project.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Allplay1997 on October 16, 2016, 07:22:52 am
Amazing update! :D
Hmm what kind of Photoshop work are you all needing? Me and my sister know our way around Photoshop, perhaps we could help with that :) Depending on what is needed, we'd be more than glad to help :3
Keep up the great work people! :)
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on October 16, 2016, 01:51:23 pm
Hey Allplay! This time you can really help the project given you and your sister's familiarity with Photoshop. As it has already been explained higher up in the thread, the goal is to take a GIM file (i.e. a file with an image from a PSP game) provided by flame which has Japanese text on it, and photoshop it with an English translation we also provide. That's it :) The whole process is as follows:

1) flame extracts all Japanese GIM files with Japanese text on them from a file called CMN.DAT on the ISO
2) You edit the files
3) flame reinserts them in the CMN.DAT file
4) He'll check how it looks ingame (flame might provide a tool to check it yourself). If good: hurray! If it looks bad: back to editing

The tools to reinsert the files are still being finalized, so flame asked me wait a few more days at the most. His screenshots look promising! We'll probably invite you to slack.com, because it's easier there to chat, help each other out and share files.

As a little test to see if you're up to it, maybe you could edit this little four-word file (make sure you don't exceed the available space):
http://imgur.com/ebdhDWC (http://imgur.com/ebdhDWC)

into:

JAMMING
DESYNCH BUSTER II
DESYNCH SONAR
CONSTRUCT BASE

For the last one simply "CONSTRUCT" is also ok. There isn't a lot of wiggle room there.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Allplay1997 on October 18, 2016, 10:12:19 am
Thank you so much for the opportunity to help out the project! :D
As asked I have worked with my sister on the little file you sent.

https://s20.postimg.org/k78iodjh9/test.png (https://s20.postimg.org/k78iodjh9/test.png) Here it is, I couldn't keep BASE in the "CONSTRUCT BASE" line so as you said, I left it as CONSTRUCT, we tried our best to keep it similar to the original, if any other editing is needed just say so! :)

Keep up the great work
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: flame on October 18, 2016, 12:13:55 pm
That looks OK I guess.

The font
Maybe you could match the font a bit better? Maybe boot up R-Type Command and see how different fonts look. I think you want to look at unit abilities (can see in unit details) and unit commands (can see them in battle) for font examples. Try Google searching font matching, I know nothing about this. I did a quick search of this and the results looked helpful.

The alignment
Those original letters are 12px high. Yours should be the same.
It looks like your letters are around 9px high, maybe I am missing something. For example your first string "JAMMING" ends on pixel 16 from the top (bottom of the J), the original first string ends on pixel 12 from the top. The first string should start in the extreme top-left just like the original.
Don't worry about the width for now. Just make sure your strings fit within the 80px width. In general make sure it fits within the image width (most images) or column width (images with multiple text columns).

I need a save file that makes it easy to check this in-game.
There are no saves on GameFAQs.
How do I request GameFAQs to open a "Saves" section for this game?

As an aside note... found this on GameFAQs:
(http://imgur.com/zgX5vEr.jpg)
#1 hardest game? Yikes!
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Digitsie on October 18, 2016, 12:58:25 pm
Have you checked the brewology site?
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Allplay1997 on October 18, 2016, 01:23:25 pm
That looks OK I guess.

The font
Maybe you could match the font a bit better? Maybe boot up R-Type Command and see how different fonts look. I think you want to look at unit abilities (can see in unit details) and unit commands (can see them in battle) for font examples. Try Google searching font matching, I know nothing about this. I did a quick search of this and the results looked helpful.

The alignment
Those original letters are 12px high. Yours should be the same.
It looks like your letters are around 9px high, maybe I am missing something. For example your first string "JAMMING" ends on pixel 16 from the top (bottom of the J), the original first string ends on pixel 12 from the top. The first string should start in the extreme top-left just like the original.
Don't worry about the width for now. Just make sure your strings fit within the 80px width. In general make sure it fits within the image width (most images) or column width (images with multiple text columns).

I need a save file that makes it easy to check this in-game.
There are no saves on GameFAQs.
How do I request GameFAQs to open a "Saves" section for this game?

As an aside note... found this on GameFAQs:
(http://imgur.com/zgX5vEr.jpg)
#1 hardest game? Yikes!

Thanks for the feedback!
As for the font, I have to agree, I noticed the font we used was kinda off, thank you for confirming it, we have switched it to a more formal font (Arial works?)

The font was at 7px in the image we have sent, at the date of posting this message I'll be going to sleep for a while, however when I wake up I shall redo the image if that is fine using 12px As for the allignment, we'll do our best to make the strings of text allign better with the original Japanese, the spacing in the strings was something I noticed straight away, maybe make each string its own section of editable text in Photoshop could help.
The width wasn't that much of a problem really, except for the CONSTRUCT BASE string, we had to cut it or it'd look like a mess :/

As for save files, I know for sure I have a save file (everything unlocked, including the Super Dreadnoughts UBFS-AE series) I have to find it among the mass of savedata in my SD Card, I'll run the game and see if the Savedata works then pass it to you :)
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on October 18, 2016, 02:38:32 pm
Thanks for the English version, Allplay! It requires some more finetuning, but that was to be expected. Listen to flame, he knows his stuff. Even if photoshopping is not his strong suit :o Something Blackdog just said on Slack is to be sure the font is as close the the original as possible. Otherwise it just won't work properly. He suggested copying from other game images as an option. I think we (as in flame or Black, it's all Chinese to me *cough*) can provide you with that.

Quote
As for save files, I know for sure I have a save file (everything unlocked, including the Super Dreadnoughts UBFS-AE series) I have to find it among the mass of savedata in my SD Card, I'll run the game and see if the Savedata works then pass it to you

I already provided mine to flame, no worries :) PPSSPP can run PSP save games, but not the other way around. Maybe you can run a conversion tool though.

PS: You finished this game only half understanding how everything works? That's some serious determination, man!
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Allplay1997 on October 19, 2016, 02:10:00 am
Yes, As it was my first tackle at it, I expected some sort of criticism :) It's all good, I'll improve with time! :D

Ahhh yes, you mean copying from the translated Command?? That could be an option yes! :) if anyone can provide me with .png files of translated messages in Command I could see what could be done.

if all the .GIM files in Command are transparent, then it'll be easy to take off the messages and paste it on their RTT2 Counterparts, and if possible compile a small font type of Command, I could comission that on DeviantArt or Dafont, that'd make the job that much easier :3
I'll see what I can do.

Yup XD Getting past GailRose was truly a pain, my PSP Nearly had a fatal encounter with a wall one day, and Komblier Lilil was another nightmare, that game deserves the Number 1 spot on the Hardest PSP Games list.

EDIT:

I have edited the former test, see how this looks: https://s5.postimg.org/chweb1dcn/test_2.png (https://s5.postimg.org/chweb1dcn/test_2.png)
I have also comissioned on DeviantArt to have someone do us a font similar to the one used in Command, I'm waiting for a reply on the topic there :)
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on October 21, 2016, 01:53:09 pm
flame inserted the file into the CMN.DAT file and came up with a rather disappointing result. First image is the original, second image is the translation of the text + a portion of the file you photoshopped (it's in the text box, under the unit icon):

(http://i.imgur.com/9ULKSkW.jpg)

(http://i.imgur.com/FOaw1Xm.jpg)

There seem to be 2 major problems here:
1. Color: you'll need to use white text instead of black

2. Height: the English version needs to be the exact same height as the original, otherwise you get the above result. As far as I understand, the game summons certain text from a GIM file such as yours, but the address it "dials" to do this, is determined by its pixel location. So if it's even one pixel off, you get a shift in text that is displayed ingame like in the screenshot. For the same reason the width is slightly less important because if you made it shorter than the original, you'll simply summon some empty pixels along with the word. Just don't make it longer than the original. I hope that made some sense.

Honestly, I thought the result would've been better as well, but as you can see this will be a trial/error thing until we get the first one right. After that, things will go much smoother. The next issue will be choosing the appropriate font, but first things first.

Good luck!  ;)

PS: That big lump of Bydo sure was a doozy... One of the few missions I had to retry, even with savestates from PPSSPP. You'll also notice that I translated "GailRose" as "Geirrod" because it is one of many names derived from Norse mythology (other examples are Utgarda Loki and Glitnir). It's also depicted in one of the images in the captain's logbook I believe.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Allplay1997 on October 22, 2016, 12:46:19 am
Hey there again!
Ahhh I had a feeling color would be an issue! D: No problems, the color will be no issue, as for the height, that R-9E is supposed to have Desynch Sonar in the text yes? I believe the height just needs some tweaks, as for the font, Flame sent me the original game's text files, I'll provide them as reference if someone's willing to build us a font :) Or use them directly on the images I need to translate, Width ain't a problem then, that's one less worry! :D

The height will be my biggest obstacle to overcome, I'll do my best guys! :D I'll go ahead and check on my comission and then try to tweak that file once again

PS: I believe that fits it better honestly, Lilil was a mess though, Glitnir almost had me using cheats just to clear it xD I presevered though! :D
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: BlackDog61 on October 22, 2016, 04:00:25 am
Width ain't a problem then, that's one less worry! :D
Not so fast. The text has to "blend in" the game, so you want to keep things proportioned, right?
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Allplay1997 on October 22, 2016, 09:04:16 am
Of course, of course, I worded myself wrongly, I apologize, everything has to look professional :)
This is not a half-assed job, alright so I'll inform my sister and we'll start reworking on the first image once again, as they say, third time's the charm, recap is that the height has to be the same as the Japanese characters, which is the main issue we have now, color a distant second yes? Width is as important.

When you put it into words it doesn't sound hard, in practice it gets tricky :) well, not discouraged in the least.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: WillyTheSquid on October 22, 2016, 02:21:54 pm
Hi chief, been using this site on and off in the past months and just today learned there was a sequel to R-Type Tactics. Bit the bullet and registered on this forum specifically to let you know I appreciate that you're seriously working on a translation and have been for a while. Keep it up!
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: BlackDog61 on October 23, 2016, 01:56:54 am
Of course, of course, I worded myself wrongly, I apologize, everything has to look professional :)
This is not a half-assed job, alright so I'll inform my sister and we'll start reworking on the first image once again, as they say, third time's the charm, recap is that the height has to be the same as the Japanese characters, which is the main issue we have now, color a distant second yes? Width is as important.

When you put it into words it doesn't sound hard, in practice it gets tricky :) well, not discouraged in the least.
Sounds good! And I didn't mean no discouraging or anything - I was just trying to make sure wez shared a common view.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on November 05, 2016, 10:53:08 am
November updated added.

Hi chief, been using this site on and off in the past months and just today learned there was a sequel to R-Type Tactics. Bit the bullet and registered on this forum specifically to let you know I appreciate that you're seriously working on a translation and have been for a while. Keep it up!

Thanks for the encouragement! It's well needed :) The EBOOT is as good as fully translated now (+99%) and has seen another revision for errors. All that is left before we can release a patch is translating those GIM files. No idea how long exactly that will take.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Allplay1997 on November 07, 2016, 05:42:05 pm
Hey there again! Sorry for apparently disappearing D: (I've had some recent issues in life that needed taking care of :) ) The font comission I've requested has had no attention at all :T so what is the plan?

About the translation of the GIM files, I've had yet another go a few minutes back and came up with this (https://s5.postimg.org/tc3ix71zr/Translation_attempt.png) I've tried to do my best with the allignment, as well as giving the English letters some sort of outline or stroke as the Japanese characters also have :) If I had some way to test these directly in my game it'd be easier to check if it works or not, however one of my PSPs hit the fritz and the other needs to have the speaker replaced, I have no idea if my computer runs PPSSPP as well, but I'm eagerly looking forward for the patch! :D let's do our best :)

Another link to the picture in case the one above doesn't work: https://s5.postimg.org/tc3ix71zr/Translation_attempt.png (https://s5.postimg.org/tc3ix71zr/Translation_attempt.png)
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on November 08, 2016, 11:35:38 am
Quote
Hey there again! Sorry for apparently disappearing D: (I've had some recent issues in life that needed taking care of :) )

No worries, we all have our stuff we need to take care of sometimes :)

Quote
The font comission I've requested has had no attention at all :T so what is the plan?

You requested that to make a sort of alphabet in the same font as R-Type Command's right? Make doing that all by yourself would take too much time?

Quote
About the translation of the GIM files, I've had yet another go a few minutes back and came up with this (https://s5.postimg.org/tc3ix71zr/Translation_attempt.png) I've tried to do my best with the allignment, as well as giving the English letters some sort of outline or stroke as the Japanese characters also have :) If I had some way to test these directly in my game it'd be easier to check if it works or not, however one of my PSPs hit the fritz and the other needs to have the speaker replaced, I have no idea if my computer runs PPSSPP as well, but I'm eagerly looking forward for the patch! :D let's do our best :)

That's looking a lot better! I'll be sure to relay it to flame so that he can test it out in game (he's a little busy at the moment himself, I think). We'll see how it goes from there.

PPSSPP doesn't need to be on a PC. It can also run on Android devices like a tablet or smart phone. Usually emulated games are horrible on touch screens for me, but R-Type Tactics II is actually pretty much perfect for it, given that it's a strategy game and not some action/platformer where your input needs to be 1:1. I play it all the time on my android phone ;)
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: flame on November 09, 2016, 11:48:36 pm
Works good.
(http://i.imgur.com/oZqe1HY.jpg)

This is now working too.
I didn't notice anything unusual.
(http://i.imgur.com/HSfEtog.jpg)

Will need testing in-game to see length limits.
After that, set flags for the length limit for each kind of line & do automatic line wrapping according to the flag, or do the line wrapping manually.
I think this is the last of the text. There's also the chapter select screen which I inserted too, but I'm unfamiliar with this game and thus unable to test.

We have lots more images to work on too until "fully playable"
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: BlackDog61 on November 10, 2016, 04:52:40 am
Works good.
(http://i.imgur.com/oZqe1HY.jpg)
Just a nitpick (to potentially ignore on your end if you so choose): wouldn't it be even nicer if the height-to-width ratio of "DESYNC SONAR" would be the same as that of "SPEED", "RADAR" and "EVADE"? (Also, the text "DESYNCH SONAR" flows a bit below the lower line of the icon - outline excluded - I think it'd be centered if the text was a couple of pixels shorter in height.) Again, small details, up to you guys to see if it's worth changing.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on November 11, 2016, 03:10:28 am
That looks pretty awesome! Great job to both flame and Allplay :) That said, I do agree with Blackdog that it should be like the rest of the text like "speed", "radar", "evade" and "skill" + align it with the Desynch Sonar icon. That way it would look more like R-Type Command:

(http://i.imgur.com/M4C6jyV.jpg)

Quote
Will need testing in-game to see length limits.
After that, set flags for the length limit for each kind of line & do automatic line wrapping according to the flag, or do the line wrapping manually.

You may already know this, but if you want to see how it looks in game, I've noticed the terrain descriptions are listed respective to the missions, i.e. Mission 1 terrain descriptions are listed first in the CMN.DAT, Mission 2 is next, etc.
Spoiler:
CHAP0000: Chapter 1 Coalition side
CHAP0001: Chapter 1 Granzera side
CHAP0002: Chapter 2 Joined campaign
CHAP0003: Chapter 3 Bydo campaign

Quote
I think this is the last of the text. There's also the chapter select screen which I inserted too, but I'm unfamiliar with this game and thus unable to test.

To "unlock" the chapter selection screen, you need to have completed the first chapter (either on Coalition or Granzera side). Then, if you load your gamesave from the start screen and select the single player campaign, you'll be brought to the Chapter menu to choose which chapter you want to play.

Quote
We have lots more images to work on too until "fully playable"
I'll get right to translating the remaining RTT2 GIM files. Now that I've translated all weapon types (+descriptions), I have a nice list of English weapon types to build upon. It still won't be easy though, because the game uses a really low res quality font for those attacks (e.g. in the image flame last posted, right under the already translated "VULCAN").
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Allplay1997 on November 11, 2016, 11:41:37 am
Excellent!! I'm glad third time was possibly the charm! Now that I'm getting the hang of it, things should go a lot more smoothly :D As for alligning it with the icon, I did notice that on the image Flame posted, I was under the impression it would be hard to allign due to how the game dials the address to show text, surely I could give it a try, I have dumped my clean ISO of the game from the UMD onto my computer, and I have downloaded PPSSPP :) It runs sorta good everywhere except for the missions where it could be a bit of a slug. I'm also quite interested in obtaining some 3D models of the game (if that is even possible, after looking through the game's files I haven't seen anything related to models, I'm sure it'd be inside the CMN.DAT file, however I can't extract it :/) ANYWAYS back on the subject of the translation, I'm ready to translate the rest so just tell me what to do! :D

As for the font, I have no experience whatsoever with typefont crafting, I'd guess compiling one WOULDN'T be too hard if I knew how to do it though, I could get educated quickly if it's required :)

P.S: Could someone also pass me a savegame please? :)
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on November 13, 2016, 10:05:19 am
Hey Allplay, send me your e-mail address in a PM. It's needed to invite you to slack.com :) Chatting and files sharing is a lot easier there.

flame is working on a way to replace the GIM files ourselves. That way you can test the stuff you've photoshopped by yourself.

Quote
I have dumped my clean ISO of the game from the UMD onto my computer, and I have downloaded PPSSPP :) It runs sorta good everywhere except for the missions where it could be a bit of a slug.

Well, I guess it depends on how powerful your PC is. It runs perfectly fine on mine, but on my android phone not so much. Sound can be choppy depending on the stage I'm playing. And when I desynch a unit, framerate drops big time with a chance of turning the screen black. Tweaking with the settings and a more powerful phone might help though.

Quote
I'm also quite interested in obtaining some 3D models of the game (if that is even possible, after looking through the game's files I haven't seen anything related to models, I'm sure it'd be inside the CMN.DAT file, however I can't extract it :/)

Since you're so interested in doing this, you've probably already heard of Noesis? I just looked up a solution to extract 3D models from games and that program came up. I wasn't able to open/extract the CMN.DAT with Noesis though. Maybe you should ask on a more specialized forum?

Quote
As for the font, I have no experience whatsoever with typefont crafting, I'd guess compiling one WOULDN'T be too hard if I knew how to do it though, I could get educated quickly if it's required

I don't know anything about font crafting either, but I assume it is as simple as creating an alphabet+the numbers from 0-9? If so, you could just rip it from words from the GIM files of R-Type Command.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Allplay1997 on November 13, 2016, 03:11:53 pm
The PM Has been sent! :D

Nah the game runs fine, besides I could just run it on my sister's computer (which is far superior to mine by the way ;) )

Yeah I have Noesis actually, however that's the thing, I've tried opening the CMN.DAT file in Noesis, it crashes my computer and then Noesis tells me it can't open the file, I'm sure there's some way to extract it, I know for sure the Dissidia Modding Forums (of which I was a part of some years ago) had some sort of tool to help extract models, additionally a friend of mine gave me models from Ace Combat X and X2, which are PSP Games, so surely R-Type Tactics 2's models can be extracted. :) if I find something out I could let you all know! :) It'll be a sort of side gig while working with you guys :D

I honestly have no idea how easy or hard it'd be to compile a font, surely the GIM files from Command could provide me with enough letters to build an alphabet. Googling it didn't help much :/
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: shileka on November 17, 2016, 11:32:14 am
made an account almost purely to say that i love this! r type is one of my favorite psp games and i hope you'll share with everyone ^^
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Javelin Guranzera on November 30, 2016, 11:51:36 pm
Hello, how is everyone?  :)
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on December 02, 2016, 12:08:02 pm
made an account almost purely to say that i love this! r type is one of my favorite psp games and i hope you'll share with everyone ^^

We will definitely share the translation with everyone, but it has to be as comprehensive as possible first. Delivering an unfinished product would be really half-assed now that we've come this far. ;)

Hello, how is everyone?  :)

I added a December update to share our progress. I thought I recognized your username from somewhere... You're the same person that commented on bydolord's translated trailer of RTT2 on youtube, right? With that said, do you have a way of contacting him? :)
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Javelin Guranzera on December 05, 2016, 12:43:02 am
Yes that's me Javelin of Guranzera. :)


December 05, 2016, 08:56:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
We will definitely share the translation with everyone, but it has to be as comprehensive as possible first. Delivering an unfinished product would be really half-assed now that we've come this far. ;)

I added a December update to share our progress. I thought I recognized your username from somewhere... You're the same person that commented on bydolord's translated trailer of RTT2 on youtube, right? With that said, do you have a way of contacting him? :)
you mean bydolord? then no
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: arhesbranwin on January 25, 2017, 01:26:07 pm
I'd love to help test if you need someone.  I can't wait to play this game and know what's going on.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on February 02, 2017, 11:32:38 am
We'll probably release a patch in a matter of weeks (ranging from 2 to 100 ;) ). People will be free to relay any errors/suggestions if they like. Hang tight!
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: TornadoADV on February 11, 2017, 02:02:41 pm
I signed up just because I ran into this thread. I cannot wait for this patch to be released so we can get the game that neither Atlus or Irem saw fit to give us!  :woot!:
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: darklord92 on February 26, 2017, 08:10:14 pm
Hey, I'm sorry for the name differing, but I am Bydolord from that older video of the trailer. I'm not quite sure how I can prove that other then talking about some specifics of it. The trailer itself is not my editing, and is the result of splicing a few changes from an older now lost english version of the trailer. From when Irem apparently was still gunning for an english release. The trailer itself had some differences (namely a scene cut from the battle part of the trailer) which I spliced back in, but it honestly isn't perfect. You can see this towards the end with a bit of a jitter when the bydo show up.

Though I mostly registered to upload a hack I just did to experiment with assembly level hacking. I'm very excited to see a translation effort rolling on this game. Love the series.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Magitek111 on March 10, 2017, 11:21:15 am
I have to say, I'm really excited for this. I've been hoping for a translation for this game ever since it came out. Right now I'm playing the first game. Hopefully it'll keep me busy until the patch comes out.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Tom on March 10, 2017, 12:53:23 pm
You might consider changing "Granzera" to "Granzella," considering that the old irem staff went on to found a company called "Granzella" after leaving irem, referencing R-Type.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Allplay1997 on March 20, 2017, 04:57:54 pm
Hey everyone!! So sorry for my long absence! I'm terribly sorry, my computer died on me (lost everything on it, CPU died due to overheating) and so I've lost everything I had on it, I've recovered Photoshop and am ready to continue work, once again I deeply apologize to the team for my disappearance, I had no other way to contact everyone :( I'm terribly sorry if what happened came across as a betrayal or me running away with the Beta Patch. :( Hopefully I am forgiven and we can all continue work on the translation.

P.S: It's also my birthday today :D ahem, anyways good to be back on the saddle ^^
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on March 22, 2017, 01:21:24 pm
Because of the romhacking server crash, my post from last week got sent into oblivion. I'll try to recollect what I wrote.

Hey, I'm sorry for the name differing, but I am Bydolord from that older video of the trailer. I'm not quite sure how I can prove that other then talking about some specifics of it. The trailer itself is not my editing, and is the result of splicing a few changes from an older now lost english version of the trailer. From when Irem apparently was still gunning for an english release. The trailer itself had some differences (namely a scene cut from the battle part of the trailer) which I spliced back in, but it honestly isn't perfect. You can see this towards the end with a bit of a jitter when the bydo show up.

Though I mostly registered to upload a hack I just did to experiment with assembly level hacking. I'm very excited to see a translation effort rolling on this game. Love the series.

Hi Bydolord/darklord92, glad to finally be able to get into contact with you! As I said before, you have some pretty mad editing skills. AND you're a fan of the series, so if you feel up to it, we could use your help with inserting a translated subtitled version of the trailer and the intro movie. The process is simple enough (extract .PMF video from the game, convert to .MP4+.WAV, hardcode subtitles, convert to .PMF, reinsert back into the game), but requires a bit of finesse to make it look good. I already did it, but the video quality suffered too much. It was my first try, so it should look better from someone more experienced, like you. Give me a call if you're interested. If not, I'll just release my version on youtube.

You might consider changing "Granzera" to "Granzella," considering that the old irem staff went on to found a company called "Granzella" after leaving irem, referencing R-Type.

That's actually a great idea since both are a possible translation from the Japanese katakana. It took me some time to find source on whether they specifically named it after RTT2, but I found it on the Japanese wikipedia page of "Granzella".

Hey everyone!! So sorry for my long absence! I'm terribly sorry, my computer died on me (lost everything on it, CPU died due to overheating) and so I've lost everything I had on it, I've recovered Photoshop and am ready to continue work, once again I deeply apologize to the team for my disappearance, I had no other way to contact everyone :( I'm terribly sorry if what happened came across as a betrayal or me running away with the Beta Patch. :( Hopefully I am forgiven and we can all continue work on the translation.

P.S: It's also my birthday today :D ahem, anyways good to be back on the saddle ^^


Hey Allplay. Glad you're still alive at least. You must live in a pretty isolated area if you your pc was your only access to the internet  ;) Anyway, it doesn't matter much now.

Blackdog is working on the GIM file translations. Once he's done, we can release the patch. Mind that it will probably be in a rough form (I'll add a step-by-step guide). Someone with more experience in patch releases will be welcome to refine the process.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Allplay1997 on March 22, 2017, 01:31:18 pm
Not quite isolated, I was busy trying to get it back to work so I could come back as soon as possible, my phone isn't exactly what I'd call a "modern" phone. So sorry for the trouble!  :-[ that being said, I'm trying to get back all the stuff I had before, anyways I hope no one's mad at me >_< I'd still love to help in any way possible! :D

P.S: I saw all the new updates, still really sorry you thought I was using you all to get the patch :(
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: flame on May 12, 2017, 04:46:49 pm
I think we got it.
There's tons of files with .SSD extension within the CMN.DAT archive file and its sub-archives (.FAT files). By they way, the CMN.DAT packing algorithm has files names, which makes things a bit easier.
I don't know the format, but it's guaranteed that those .SSD files have texture offsets that the game is using to draw those fancy pictures you see on the PSP screen.
I should post more details about it later. And we even got a sample "broken" image fixed.

So you can basically do whatever with those images and it will still work. We'll adjust offsets and sizes within the .SSD files to fit everything.

One thing I don't have solved is positions. Like for example, a shorter entry is centered in the box in which it appears. But to fix our larger image, we need to adjust the position of the entry to be all the way to the left within the box. I'll need to research it further. Anything left-aligned we should be able to make work.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: Isourou-san on May 13, 2017, 09:49:49 am
Nice work on those GIM fixes, flame! All that's left now, is the GIM files that don't have an R-Type Command counterpart.

UPDATE #7 (May 2017):
Pardon the long hiatus. Things have been going slow and were basically out of my hands. Due to circumstances, Black can no longer work on the GIM files, so here is another call to anyone willing and able to work on them. Everything is fully translated and flame can provide technical assistance. Details are further in the thread, starting around September 2016.
Title: Re: R-Type Tactics II (PSP) BETA PATCH IMMINENT
Post by: Isourou-san on June 06, 2017, 03:09:14 pm
June update added to the original post.
Title: Re: R-Type Tactics II (PSP) menu translation guidance (Preliminary work)
Post by: flame on June 07, 2017, 02:38:59 am
We'll probably release a patch in a matter of weeks (ranging from 2 to 100 ;) ). People will be free to relay any errors/suggestions if they like. Hang tight!
Actual retail price: 17 weeks!
Congratulations Isourou-san!
"Fully playable" class patch confirmed. You will be able to play without any sort of guide. The game is super difficult, so you might want to use a guide anyway. I had trouble clearing the first mission. My advice for you is to use the Wave Cannon ability that the fighters have. It's basically unwinnable without it.

Regarding the outlined text, we did the best we could using GIMP and this method: http://www.gimpology.com/submission/view/how_to_outline_text
For image manipulation, we used this package from RHDN for the tools and method used (has graphics convertors): https://www.romhacking.net/utilities/1075/
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Isourou-san on June 07, 2017, 12:55:38 pm
Thanks, flame. I hate to brag, but I think it looks pretty good! It's not just my baby that's been released into this world. It's been a long 1,5 year road and I couldn't have done it without you, or anyone else who has helped out (we're all in the closing credits of that youtube movie I released ;) )

That said, it is a hard game indeed, but challenge is what also makes it so much fun for me, aside from the interesting and somewhat innovative gameplay. I may have said this before in the thread, but playing it on PPSSPP gives you a great edge with savestates. They may not be necessary in the early stages, but the game becomes pretty brutal later on if you don't know what to do. Do mind that gamesaves can be transferred from PSP to PPSSPP, but they don't work from PPSSPP to PSP as far as I know (this is due to the way PPSSPP stores the data differently). Keep that in mind if you'd like to play ad hoc with 2 PSP's.

I might make a gameplay video of the first stage as proof of concept of the patch, also acting as a mini-tutorial.
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Niconova on June 09, 2017, 06:33:39 am
After the patch the game does not work on PS Vita 3.60 Adrenaline.
What could be the problem?
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Yukari-Sama on June 09, 2017, 08:30:36 am
Isourou-san, I am doing an LP of the game on YT with the English patch (thanks to you guys! ;D), for which the first (or 6th in the series haha) video can be found here:https://www.youtube.com/watch?v=Usr4rB0sNi8

I will try to finish the game, as well as give feedback here and there on the patch whenever possible. In this way, I can hopefully spread the news about the patch to as many people as possible.

Also, I do recall there being DLC for the game on the Japanese PSN, although it got removed a while back. Is it possible to find that DLC and somehow aggregate that to the main game? Or is it lost forever?
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Isourou-san on June 09, 2017, 03:28:09 pm
You seem to be having fun, for which I'm glad :)

We've already covered the DLC. It will be added on the final release. I didn't include it in the beta patch because it has no added value for testing. Don't expect too much of it though. It's *spolier*
Spoiler:
merely a bunch of stronger units and free resources.

Regarding "Granzella", I had translated it as "Granzera" since the beginning, but as Tom suggested out earlier in this thread, we changed it because the old irem staff went on to found a company called "Granzella" after leaving irem, referencing R-Type.

After the patch the game does not work on PS Vita 3.60 Adrenaline.
What could be the problem?

I haven't tested the patch on Vita because I don't own one. I'll try it out on regular PSP.
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Mugi on June 09, 2017, 03:46:27 pm
to my knowledge vita's psp mode is more or less 100% hardware emulated (vita has old psp HW in it) from all parts except audio/video processing, so if it doesnt run it could be that either the patch has some issue, or you simply "patched it wrong"

did you try to run the same iso that doesnt work on adrenaline on ppsspp or real psp ?
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Niconova on June 09, 2017, 04:37:07 pm
I'm checking the original image on PS Vita- working
I'm checking the patch image on PS Vita 3.60 Adrenaline and Ark - error C1-2858-3
I'm checking the patch image on windows emulator working
http://rgho.st/7w8cnhZlB (http://rgho.st/7w8cnhZlB)
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Isourou-san on June 09, 2017, 05:44:42 pm
The patched ISO runs fine on PSP. Just tested it. I'd do as Mugi suggested. Try on PPSSPP. If it works, it's your Vita. If it doesn't, something's wrong with your patched ISO.
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: estece on June 10, 2017, 01:52:23 pm
I loaded my old all things complete save into patched ISO.I added DLC. I saved on new save.Restarted fat psp fw 6v60.Started and loaded last save.Then i go into library and the screens were missing on 1st and 2nd page and one or two on other ones, and then i got back to video playback and selected 3rd video but i didn't start it and the psp froze then turned off.
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Mugi on June 10, 2017, 04:06:19 pm
i can try it on vitatv with adrenaline if someone points me to the direction of the patch.
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Isourou-san on June 10, 2017, 05:56:32 pm
I updated the patch in my original post. Hopefully it will be better now. The PSP freeze I also had after testing the patch some more on my PSP is now gone, so I'm hopeful.

i can try it on vitatv with adrenaline if someone points me to the direction of the patch.

You can find the patch in my original post, just follow the mini-guide ;)
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Mugi on June 10, 2017, 06:40:53 pm
Okay, so i can confirm that it does freeze out on adrenaline after the opening FMV (exact same screen for me than the other guy.)

now i did a bit of googling and the error C1-2858-3 appears to be some form of error you might see on Adrenaline when you install it using a psp mini as a base (which is what the easy installer of adrenaline does, so most people have this.)

apparently Fl0w released a fix for this but i didnt manage to find proper version numbers from anywhere so no idea which release of adrenaline is supposed to "fix" this.
i know for sure that im definitely not running the latest build of adrenaline, but since it doesnt show it's version number anywhere, i have no idea which version im running either :P

edit: well tested on doing a full reinstall to adrenaline 5 (latest?) still no go.
edit2: tested on 6.60 CFW PSP2000 and same thing, it crashes instantly when you start a new mission and skip the cutscene.
ppsspp runs it fine though.

i didnt really try to analyze it in full length but from the looks of it i'd say there's something fishy with the text renderer since it crashes the instant moment when it attempts to start drawing text to the screen. Since it does run on ppsspp though, it will be a pain in the ass to debug if that's what you're using. Might be worth it's while to get psplink and debug on the thing itself, assuming you have no access to development hardware.

the patch looks really nice though, great job on completing the translation!
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Isourou-san on June 11, 2017, 03:58:18 am
The correct patch version is uploaded now. I had to do it in a hurry last night and screwed up with the link. It should be a-ok now.
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Niconova on June 11, 2017, 05:11:23 am
RTT2patch v0.2.xdelta  to PS Vita Adrenaline works fine!!! :thumbsup: And  PS Vita ARK Works fine!! Good Job!! I'm happy :D
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Mugi on June 11, 2017, 09:34:32 am
seconded, runs fine now :)
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: flame on June 13, 2017, 08:20:46 pm
I had this bug in there, maybe that's it. Need to test it on a real PSP later, working properly on emulator after fix. Maybe that's not it though, because that bug has been there for awhile and did not cause problems for some reason. It's definitely possible for this bug to cause crashes on real PSPs.
(https://s12.postimg.org/zfwai78wd/Untitled.png) (https://postimg.org/image/kwp5gsfrd/)
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Yukari-Sama on June 14, 2017, 02:21:49 pm
Not sure if this has happened to anyone else, but on certain missions the game freezes and then proceeds to restart my computer. No idea as to why it is behaving like that. Maybe the map is too big, or too much is happening all at once? So far, the missions that have done it to me, but may not be limited to, are:
-Ch. 1: mission 12
-Ch. 3: missions 14 & 17 (the one where you fight Forres, the giant green robot)
Anything you guys have to offer as to possibly fix this problem?
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Isourou-san on June 15, 2017, 12:37:29 pm
I started up the missions you mentioned, but didn't encounter any freezes/errors with PPSSPP. I tested mission 12 on PSP as well, but nothing went wrong, so I don't think it has anything to do with the patch.

PPSSPP does require some minimum specs for a PC to run it though, but given nowadays computers, it would be unlikely you didn't meet those. You could check to be sure. Have you tried/ can you try on PSP?
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Yukari-Sama on June 15, 2017, 06:22:10 pm
I started up the missions you mentioned, but didn't encounter any freezes/errors with PPSSPP. I tested mission 12 on PSP as well, but nothing went wrong, so I don't think it has anything to do with the patch.

PPSSPP does require some minimum specs for a PC to run it though, but given nowadays computers, it would be unlikely you didn't meet those. You could check to be sure. Have you tried/ can you try on PSP?

Patch-wise, I have not tested it on my PSP yet. However, I have gone and beaten the whole game with no problems at all. The freezes do not occur immediately by starting up a mission. Rather, they take place sometime during the mission. Regardless, I am not sure if it may just be a problem on my end. It could very well be, but I will continue to experiment with missions here and there.
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: halosammy on June 16, 2017, 12:02:31 am
I know this is skirting the rule against making specific requests, but since the work is already done, I hope the moderators will make an exception. I don't have a PSP, or PSP emulator, but I'm very interested in the lore of R-TYPE. Is there an easily readable file with story stuff, unit descriptions, anything plot related, etc? If not, then forget I said anything. I'm only asking in case you already have it, and you are under no obligation to make one.
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Isourou-san on June 16, 2017, 02:21:56 pm
Please do! That's what beta-testing is for :)

June 17, 2017, 08:20:49 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I know this is skirting the rule against making specific requests, but since the work is already done, I hope the moderators will make an exception. I don't have a PSP, or PSP emulator, but I'm very interested in the lore of R-TYPE. Is there an easily readable file with story stuff, unit descriptions, anything plot related, etc? If not, then forget I said anything. I'm only asking in case you already have it, and you are under no obligation to make one.

Whoops, didn't notice your post there.

We have our translation file, but the problem is that it contains everything, which is referral codes, summed up player choice lines, defeat lines, repeated lines like "Next page"or "Go Home", text box titles, etc., so it certainly wouldn't be like reading a book. More so, I think if you haven't been studying this game like we did for the past 1,5 years, it would be really hard to follow. We could filter out all of that stuff and put into something more readable, but considering that there are over 9000 (yes, literally) lines for the story alone, you'll understand that would take too much time.

Your best bet would be to get PPSSPP (it's completely free if you don't wish to donate), the RTT2 original ISO and someone's endgame savefile that has unlocked everything to view all the units. Do mind that for the story, you'll still need to finish each mission, given that after winning a mission, there are also a few pages of text.
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: halosammy on June 17, 2017, 02:07:14 pm
Please do! That's what beta-testing is for :)

June 17, 2017, 08:20:49 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Whoops, didn't notice your post there.

We have our translation file, but the problem is that it contains everything, which is referral codes, summed up player choice lines, defeat lines, repeated lines like "Next page"or "Go Home", text box titles, etc., so it certainly wouldn't be like reading a book. More so, I think if you haven't been studying this game like we did for the past 1,5 years, it would be really hard to follow. We could filter out all of that stuff and put into something more readable, but considering that there are over 9000 (yes, literally) lines for the story alone, you'll understand that would take too much time.

Your best bet would be to get PPSSPP (it's completely free if you don't wish to donate), the RTT2 original ISO and someone's endgame savefile that has unlocked everything to view all the units. Do mind that for the story, you'll still need to finish each mission, given that after winning a mission, there are also a few pages of text.
Understood. I'll probably wait a couple months for updates to smooth out the translation, and get an emulator. Thanks for the reply.
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: BlackDog61 on June 17, 2017, 02:47:30 pm
So nice to see this finally making it out! Congrat's, Isourou-san and Flame!
(Goes off fighting his urge to play this right here right now...)
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Isourou-san on June 18, 2017, 06:59:02 am
So nice to see this finally making it out! Congrat's, Isourou-san and Flame!
(Goes off fighting his urge to play this right here right now...)

Thanks! You're the one who jumpstarted this project a few times when it was stuck, so credit goes to you too.

No need to fight the urge, man. Give in... and report any errors to me! :)
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Undaunted on June 19, 2017, 07:30:34 pm
I have been tracking this project for a year now, and I just wanted to say thank you to all you guys who contributed to the project. I first played the original R-Type Tactics back in 2008 when I was 8 and I truly loved the game. I was very disappointed when I learned that the sequel wasn't going to be translated and localized for a US release and that Irem was disbanding. I never thought I would get to play this game and actually be able to understand the story and read about all the cool units and everything. I recently got into emulation and I was wondering, what settings do you guys use to play R-Type Tactics? The text and graphics are very blurry for me and I am not sure if it is just the limitations of emulation or that some of my settings may be the problem. Again, thank you so much for making my dream come true!  :)
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: BlackDog61 on June 21, 2017, 06:20:34 pm
Hi Undaunted,
If you play with ppsspp, there are a couple of things to check:
- use a "natural" PSP resolution to help with the appearance. This is done via Game Settings -> Window Size -> (choose x1 ... x4 as you prefer / fits in your screen)
- In particular, refrain from maximizing PPSSPP's window if you want to avoid blur.
- Double-check that the Game settings -> rendering resolution is "auto"
- play a bit with x1 size first, where nothing should be blur at all.

If the problem's still there, then we've got to look into more advanced settings (like double-checking you're using your graphics card for rendering etc). Not sure I can help, but I can try. Let me know.
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Mugi on June 21, 2017, 06:30:42 pm
check your emulator version, the earlier versions of ppsspp has a bug the devs accidentally introduced into it some versions back (which affects direcx9 rendering backend mostly) which has now been found and fixed thanks to the continuous hammering i gave the devs about unnaturally blurry image.
in zill o'll, this happened:

(https://dl.dropboxusercontent.com/s/25243w4zsa5din3/rendering.png)

if this doesnt fix your issue AND if you are using nVidia graphics card, check that anisotrophic filtering is not enabled for ppsspp from nVidia control panel, i noticed this messes with ppsspp's output really badly (easy way to see if this affects you is to run the game, press F12 to take a screenshot, and then press printscreen to take a screenshot of the whole desktop. if the screenshot is not identical to the desktop printscreen, external filtering is affecting it.)

in general, the most crispy output is ALWAYS gained by using 1x rendering resolution (the image will be pixelated instead of blurred/smoothened) thought this applies more to 2D objects, such as text and menus. higher rendering resolutions fare much better with 3D content.
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Undaunted on June 23, 2017, 08:09:37 pm
Thanks for the replies guys, I will try your recommendations when I get home (I am away from my computer rn). Do any of you guys know anything about using the PPSSPP emulator on iOS? I always crash when I try to play games on it. My iPhone 6 is not jailbroken and I am running iOS 10.
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Isourou-san on June 25, 2017, 03:21:28 pm
This getting off-topic, but I found a guide that let's you play through PPSSPP on a non-jailbroken iPhone:
http://iosemu.com/download-psp-emulator-ios-iphone-ipad-without-jailbreak/ (http://iosemu.com/download-psp-emulator-ios-iphone-ipad-without-jailbreak/)

You may need to test it with different games, because some games aren't compatible (yet):
http://forums.ppsspp.org/showthread.php?tid=1473 (http://forums.ppsspp.org/showthread.php?tid=1473)

Honestly, as it isn't RTT2 related, it would be better to ask for this kind of stuff on other specialized forums like PPSSPP.org.
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: AndRay on July 05, 2017, 08:25:41 am
Hey guys! First, thank you so much for this patch! It's awesome! :thumbsup:
I wanted to mention that, for some reason, my end screen message "Mission Accomplished" looks a bit distorted.
Is it normal or is my PPSSPP glitching? (I do have a screenshot if needed; "accomplished" is squeezed and offset.)

Also, when I surrendered at Granzella mission 19, facing Neptune's winds, I got 1 screen with Japanese text. (I'm sorry, this time I didn't take a screenshot  :-[).

An unrelated note, but do the Sexy Gels at Granzella level 13 charge? Because mine don't....
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Yukari-Sama on July 06, 2017, 09:00:45 am
Hey guys! First, thank you so much for this patch! It's awesome! :thumbsup:
I wanted to mention that, for some reason, my end screen message "Mission Accomplished" looks a bit distorted.
Is it normal or is my PPSSPP glitching? (I do have a screenshot if needed; "accomplished" is squeezed and offset.)

Also, when I surrendered at Granzella mission 19, facing Neptune's winds, I got 1 screen with Japanese text. (I'm sorry, this time I didn't take a screenshot  :-[).

An unrelated note, but do the Sexy Gels at Granzella level 13 charge? Because mine don't....

Nah the Gels don't charge. How they work is similar to the decoy fighters Escort Time, Princedom, and King's Mind. As long as the main ship is alive, they can charge and fire wave cannons. When the main dies, they revert to classic decoys. No idea as to why the Gels don'y charge since there are Sexy Dynamites present, but pay it no heed. Less things to worry about, my friend. :thumbsup:
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Antarusch on July 06, 2017, 10:01:19 am
I´m truly grateful for this patch, I always wanted to try this game.

A question, the inital movies are not translated I think, they are gonna be translated with the final patch?
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Isourou-san on July 06, 2017, 12:10:49 pm
Hey guys! First, thank you so much for this patch! It's awesome! :thumbsup:
Great to hear! And thanks for your feedback! Do mind that this isn't the final version yet, so errors like you mentioned are abound. We're getting close to the final release though. Should be out at the end of the month or sooner. It will feature a patch with most errors gone, an option to patch in the videos with subtitles, and some DLC.

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I wanted to mention that, for some reason, my end screen message "Mission Accomplished" looks a bit distorted. Is it normal or is my PPSSPP glitching? (I do have a screenshot if needed; "accomplished" is squeezed and offset.)
Yep, we are aware of this. The reason is that in the Japanese version the GIM file is made up of 4 Kanji in total. We replaced those GIMs with the ones from R-Type Command, but I guess they are drawn up per Kanji, hence the English words are cut up exactly where the next Kanji begins. I could try to modify the English GIM, but that might mess things up even more.


Quote
Also, when I surrendered at Granzella mission 19, facing Neptune's winds, I got 1 screen with Japanese text. (I'm sorry, this time I didn't take a screenshot  :-[).
It may be due to patch v0.2. That error may have been corrected already, because my more updated version is all English. If possible, do make a screenshot of this.

Quote
An unrelated note, but do the Sexy Gels at Granzella level 13 charge? Because mine don't....
In some missions, the AI is programmed not to advance. E.g. in mission 12 "Fort Geirrod Siege", all fighters remain at their original position to defend it. Only after their radar can see you, will they engage. Try to enter their radar field (for Sexy Gel it's 2 hexes) and see if they move then.
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: AndRay on July 06, 2017, 12:27:26 pm
Thanks for answering! I got my screenshot; how do I post it?
EDIT2: Nevermind again; used Imgur. Sorry for this, first screenshot posting. Link http://imgur.com/a/iLzF1
By the way, I meant the cannon, it's called Sexy Wave, and it remains empty during the battle. The unit does move (very slowly as usual).
EDIT: Nevermind, @Yukari-Sama answered it. Thanks!

Also, is it helpful to point small errors? I'm playing the game and aiming for a 100% complete so I can find some. (E.g. Level 12 Granzella is spelled in-game Fort Geirrod SEIge, and the description for Hades tells its attachment is the Flexible Force, while it's actually the Anchor Force)
Title: Re: R-Type Tactics II (PSP) BETA PATCH RELEASED
Post by: Isourou-san on July 07, 2017, 12:33:11 pm
EDIT2: Nevermind again; used Imgur. Sorry for this, first screenshot posting. Link http://imgur.com/a/iLzF1
As you can see in this screen, it is now fixed!
(http://i.imgur.com/rZudCbP.jpg)

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By the way, I meant the cannon, it's called Sexy Wave, and it remains empty during the battle. The unit does move (very slowly as usual). EDIT: Nevermind, @Yukari-Sama answered it. Thanks!
Man, there is some serious ninja-posting going on. Or it could just be that new posters undergo moderator checks, hence the delayed appearance of some posts.

Yukari-Sama is right. Without the original unit, they become regular decoys, unable to use charge weapons. Interestingly, their max HP also reverts, depending on the Sexy Dynamite's pilot experience, with the detracted experience from just now being defeated (being 5 quarters). Yet the current HP is unaffected. This means your Sexy Gel (or any other decoy unit) can have higher current HP than max HP.

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Also, is it helpful to point small errors? I'm playing the game and aiming for a 100% complete so I can find some. (E.g. Level 12 Granzella is spelled in-game Fort Geirrod SEIge, and the description for Hades tells its attachment is the Flexible Force, while it's actually the Anchor Force)
Please do! It depends on this kind of feedback whether the quality of the final patch will be better or worse. As I mentioned before, singling out every small spelling error by myself is nigh impossible. Both those errors are now corrected, btw.
EDIT: Do try to bundle your remarks, and in bullet points if you can. Otherwise we might lose the overview.

I´m truly grateful for this patch, I always wanted to try this game.
With pleasure! It's heart-warming to hear for us after so much work. :)

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A question, the inital movies are not translated I think, they are gonna be translated with the final patch?
They will be, although it makes the patch very big. The subtitles for the movies can't just be patched in because the system (.PMF) doesn't allow soft movie subtitles, so the modified movies will need to be patched in as a whole. You'll be able to choose between regular patch, or patch with movies for download.
Title: Re: R-Type Tactics II (PSP) FULL PATCH IMMINENT
Post by: Isourou-san on July 20, 2017, 09:25:47 am
Added full release in the original post!
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: blood_falcon on July 22, 2017, 09:42:31 pm
This is really good, Isourou-san

I am not too far, but I will keep playing and will report to you for any bugs etc
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: XRey360 on July 23, 2017, 04:31:44 am
So wonderful to finally see a translated version! I remember back different years ago attempting myself to do something similar, but I can't say to ever had any knowledge in japanese to start with  :laugh:

The game is already 8 years old by today, and yet I'm so excited at the idea of picking up again my psp and finally enjoy this gem of a game in a comprensive language :)
Well done with the work, and thank you from everyone who is surely going to appreciate it!


But I have to ask one thing: is it normal the bigger patch with movie subtitles results in a smaller game file?  :huh:

The base patch yields a 1.58Gb file (same size as the original) but the other one gives a 1.12Gb file which seems a lot less! I guess the movies themself are compressed unlike the original ones, but I still would like to know if it's safe to use or there is something wrong :P
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: TideGear on July 23, 2017, 05:18:02 am
Isourou-san, thank you so much for this! Now I can also play RTT1/RTC without being sad that I can't play the follow-up!

Question: Can we get a full list of the DLC links so we can mirror them, just in case?
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: AndRay on July 23, 2017, 07:44:07 pm
Hey @Isourou-san, I'd like to ask if it's likely to this patch to be updated once someone figures out how to make multiplayer work.
And also, thanks a lot for this!
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Isourou-san on July 24, 2017, 08:03:17 am
I replaced my personal link to patch 1.0 with the one from RHDN, as it has been approved now :D

@blood_falcon, XRey360, TideGear and Andray: Great to hear, feedback is appreciated!

But I have to ask one thing: is it normal the bigger patch with movie subtitles results in a smaller game file?  :huh:

The base patch yields a 1.58Gb file (same size as the original) but the other one gives a 1.12Gb file which seems a lot less! I guess the movies themself are compressed unlike the original ones, but I still would like to know if it's safe to use or there is something wrong :P

This has to do with the way the patch is created. My steps were:
1) Extract original ISO content with UMDGEN
2) Replace the 2 original movies with the subtitled ones Mugi made for me.
3) Reconstruct ISO with UMDGEN, which made me end up with a smaller ISO around 1050MB
4) Modify that ISO with all the stuff that we translated
5) Have the Xdelta patcher program make a patch roughly 150MB large by comparing the original ISO with the one from step 4
6) Apply patch from step 5 to the original ISO, and voila. You get an ISO with the size you mentioned.

I already tested it myself and didn't get any errors. The reduced size is just a nice bonus. Also, if you extract the original ISO (step 1) and reconstruct it again without making any changes (step 3) by skipping step 2, you'll get a similar result.

Question: Can we get a full list of the DLC links so we can mirror them, just in case?

I think I'll leave that one to the community itself. You're free to do what you want and back it all up yourself of course. I just provided the shortened google drive links to get a better record of how many times each DLC has been downloaded so far. I can simply list all 14 DLC though:
R9E_BK
R9A_RD
R9A_GRN
R9B1_BK
GUSTERNET II
FINE MOTION II
AUTOTANK II
NATHREL II
SOLONIUM X100
SOLONIUM X200
ETHERIUM X100
ETHERIUM X200
BYDOGEN X100
BYDOGEN X200

Using your question as a shoehorn for my own question... this is a request to anyone who ever has downloaded the DLC from back when PSN was still available for PSP: If you have any DLC that isn't in the list above, PLEASE let me know. I've been trying to get more, but I can't get the code right for them.

Hey @Isourou-san, I'd like to ask if it's likely to this patch to be updated once someone figures out how to make multiplayer work.
As I wrote in the patch description, multiplayer works on both PSP and PSVita, but not on PPSSPP. This is due to PPSSPP itself, not due to the patch. I once started a thread on PPSSPP.org for someone to help solve this problem, but there was no reaction. If anyone feels up to asking again or starting a new thread on PPSSPP.org, that would be appreciated. Here's the link of my thread:
http://forums.ppsspp.org/showthread.php?tid=22180 (http://forums.ppsspp.org/showthread.php?tid=22180)
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Dominorail on July 24, 2017, 10:07:40 am
I signed up just to thank you for this patch - I've been wanting to play this game for years and to see it in English is amazing. However:

Question: Can we get a full list of the DLC links so we can mirror them, just in case?

I think I'll leave that one to the community itself. You're free to do what you want and back it all up yourself of course. I just provided the shortened google drive links to get a better record of how many times each DLC has been downloaded so far.

I vehemently disagree with this stance. Partly because, while innovative, it was not the original creator's intent. You have redesigned a part of the original creator's work, inserting tracked google links along the way, just to assuage your curiosity.

But my main objection is from a stance of preservation. There is no guarantee that those links will be up 5 years or even 5 months from now. A small part of the romhack ethos is to help preserve works for the distant future, and hiding content behind obscure links that may be deactivated flies against that. And even in the likely scenario those links are collected and archived here, they are still there littering the translation in game when they weren't in the original, and ten or twenty years from now they will just confuse and frustrate.

I really hope you reconsider this stance in the next revision.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: flame on July 24, 2017, 12:44:54 pm
Yeah, we used a very weird in-place patching method for the no-videos patch.

If all you have is a hammer, everything starts to look like a nail, I guess.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Mugi on July 24, 2017, 01:05:15 pm
the size difference of the iso with the videos is because the iso has been rebuilt with UMDgen which nukes the padding sectors of the iso into orbit, resulting in a considerably smaller iso than the original is. further making it smaller is also possible by removing the UPDATE folder from SYSDIR. (general FYI: this can be done to almost every psp game in existence, and all of them do end up smaller than their original counterparts.)

im not aware of how the original patch was made that maintained the padding sectors on the disk, but a simple unpack and repack for the patched iso will also reduce it's size just like the patch with the videos was done. For those paranoid about it and wanting to keep the sector padding on the disk, you can export a TOC with UMDgen and rebuild using it afterwards which will place the files in their original addresses on the iso, resulting in a more or less identically sized image compared to the vanilla. (not appliapple to the video patch since the PMF's I made for it are considerably larger than the originals.)
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Isourou-san on July 24, 2017, 05:11:01 pm
I signed up just to thank you for this patch - I've been wanting to play this game for years and to see it in English is amazing. However:
You're welcome, I hope you have fun with it!

Quote
I vehemently disagree with this stance. Partly because, while innovative, it was not the original creator's intent. You have redesigned a part of the original creator's work, inserting tracked google links along the way, just to assuage your curiosity.

First off, I don't feel like I have to defend myself here tooth and nail, nor do I want to shamelessly bombard you with counter-arguments. It's just that I've thought hard before doing it this way, and only after relaying it to the team. Hopefully it will clarify things for others as well.

In my opinion, going against the creator's intent doesn't readily apply here because:
1) This game was never released outside of Japan. Playing it outside of Japan goes against the creator's intent in a way.
2) I haven't made any modifications to the game itself, merely altered at what time you can get each DLC. Furthermore, this is something that is already completely optional and has nothing to do with the 99,9% of the other content. Playing the DLC outside of Japan goes against the creator's intent in a way.
3) The DLC merely unlocks units/resources through a certain code. No unit/resource data is created. They're already in the game.
4) You're always free to ignore the links and play it as if there wasn't any DLC. If I hadn't included these links in the game, most people wouldn't be able to enjoy any DLC at all, because PSN is down for good. They'd have to scour the internet the way we have and spend a lot of time figuring it out. You're always free to do so yourself, but it goes against the creator's intent... in a way.
5) I never inserted google links just to assuage my curiosity. My main reason has always been to make the game more enjoyable for everyone. I know from unlocking all the DLC that getting everything at once doesn't add much, because it either overpowers you slightly, or the units your receive are for chapters later in the game that you can't use yet anyway. Getting the google link counts merely let's me see if this method works or not.

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But my main objection is from a stance of preservation. There is no guarantee that those links will be up 5 years or even 5 months from now. A small part of the romhack ethos is to help preserve works for the distant future, and hiding content behind obscure links that may be deactivated flies against that. And even in the likely scenario those links are collected and archived here, they are still there littering the translation in game when they weren't in the original, and ten or twenty years from now they will just confuse and frustrate.

I really hope you reconsider this stance in the next revision.
To respond to your preservation point, I once again, respectfully have to counter it with my own Wave Cannon.
1) There is no option on RHDN to upload DLC, it would go against RHDN's other beliefs
2) Any link that is used to preserve this DLC can go dead at any time, whether it be from google drive, mega or whatever.
3) I'm not about the kick the bucket yet, or vanish into thin air. The links will be available for a long time. Suspension due to TOS violation notwithstanding.
4) When I said I'd leave it up to the community, it meant that the community is free to unite every DLC into a single zip file, and create its own download links however it wants (though it'll still be subjective to dead links. I just don't feel that I should do all of this myself because I am not the nanny of this game after all, and because I don't believe in that method due to reasons listed above.
5) The "DOWNLOAD" menu might confuse and frustrate right now, let alone in twenty years, because it already doesn't work anymore. These things happen when you play older games that aren't officially supported anymore.
6) I backed up the patch with subtitled movies in the same way, yet I hear no argument there. Maybe you'd just like to have all the DLC handed to you on a platter?

In short, while I do agree with some of your points, I think you went off on how things ideally would be, instead how it can be practically achieved. Either way, I still stand behind my stance, but the community is welcome to change things how they please. After all, I'm not the creator of the game. I merely gave it a second breath.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Yukari-Sama on July 25, 2017, 09:42:57 pm
Using your question as a shoehorn for my own question... this is a request to anyone who ever has downloaded the DLC from back when PSN was still available for PSP: If you have any DLC that isn't in the list above, PLEASE let me know. I've been trying to get more, but I can't get the code right for them.

While I have never downloaded the DLC (I was too late to realize DLC existed for it), I do remember there being a thread on another site where the whole(?) DLC was revealed and explained in depth. Not sure how to tap into the DLC code(s) myself, but the user seemed pretty knowledgeable on what he was talking about. Whether helpful or not, I'll see if I can find that thread again although it was quite some time ago that I found and read it.

On another note, I think I managed to obtain most (if not all) of the DLC that pertains to the actual units. I haven't come across any for the resources yet (I'm assuming they got stuffed into Chapter 2). Some things I want to note:
1. Regarding Fine Motion II, I found that two missions in the Bydo campaign contain the link to obtain it and a how-to-tutorial on how to create the EDAT file in order to unlock it in-game. Not sure if this was intentional or not, but I just wanted to point this out.
Aside from that, I found the rest of the DLC rather easily (I replayed the WHOLE Bydo campaign scouring for links). Thanks for the units that are currently available, and I hope you manage to find more in the future! :thumbsup:
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Undaunted on July 26, 2017, 04:33:40 pm
I cannot find the folder that I am supposed to put the DLC files in. My PPSSPP Emulator folder is on my desktop but when I opened it and tried looking for folders that were on your path I could not find any. (THIS PC > DOCUMENTS > PPSSPP > PSP > GAME > ULJS00233 > CMD) I also checked my documents folder and found no ppsspp folder, is it possible to just create a folder to place the DLC file in?

Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Isourou-san on July 27, 2017, 01:56:20 am
I'll see if I can find that thread again although it was quite some time ago that I found and read it.
I found a link myself, but it was on a Chinese website that I had to google translate. It helped me find Fine Motion II though. I've been drooling over the Nastrond Destroyer and Patrocross II for a long time, because they're so powerful, but I haven't been able to crack the code on those yet. For anyone willing to study this and go indepth, I'll put the link in spoilers:
Spoiler:
https://translate.google.com/translate?sl=zh-CN&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=https%3A%2F%2Ftieba.baidu.com%2Fp%2F3239629862&edit-text=&act=url (https://translate.google.com/translate?sl=zh-CN&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=https%3A%2F%2Ftieba.baidu.com%2Fp%2F3239629862&edit-text=&act=url)

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Regarding Fine Motion II, I found that two missions in the Bydo campaign contain the link to obtain it and a how-to-tutorial on how to create the EDAT file in order to unlock it in-game. Not sure if this was intentional or not, but I just wanted to point this out.
Yeah, that's a remnant of how I was originally going to handle the DLC. Given that it's a bit more technical, I went with google links instead. It would have solved the "preservation" point that Dominorail made though. You could see it as an invitation to try figuring out how to make extra DLC yourself. :)

Quote
Aside from that, I found the rest of the DLC rather easily (I replayed the WHOLE Bydo campaign scouring for links). Thanks for the units that are currently available, and I hope you manage to find more in the future! :thumbsup:
I should have expected such devotion from you, given those detailed "Let's play' videos you made. ;)
You're right, no resources for the Bydo campaign. I figured that you'd need them more in the resource intensive Chapter 2. Also, resources carry over to Chapter 3 anyway.


I cannot find the folder that I am supposed to put the DLC files in. My PPSSPP Emulator folder is on my desktop but when I opened it and tried looking for folders that were on your path I could not find any. (THIS PC > DOCUMENTS > PPSSPP > PSP > GAME > ULJS00233 > CMD) I also checked my documents folder and found no ppsspp folder, is it possible to just create a folder to place the DLC file in?
This is the path that is used since PPSSPP 1.4 (as I put in my tutorial post). Please check if you're still on a lower version. If so, you can upgrade to 1.4 and the path will created automatically. Then, it's a matter of finding your old PPSSPP folder (which is most probably in the folder where PPSSPP.exe is) and copying your savedata (I would wait on erasing anything until you've confirmed everything works in 1.4). If you need more help, let us know.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Yukari-Sama on July 27, 2017, 07:23:54 am
Yeah, that's a remnant of how I was originally going to handle the DLC. Given that it's a bit more technical, I went with google links instead. It would have solved the "preservation" point that Dominorail made though. You could see it as an invitation to try figuring out how to make extra DLC yourself. :)

I managed to find the thread that broke down the DLC. I found no mention of codes and whatnot, so I am not sure if it will help. Regardless, I will leave it here:
Spoiler:
https://www.gamefaqs.com/boards/969689-r-type-tactics-ii-operation-bitter-chocolate/53155207

I also found another link on the Chinese site which may or may not be helpful, but I'll leave it here as well:
Spoiler:
https://translate.google.com/translate?sl=auto&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Ftieba.baidu.com%2Fp%2F3138744034&edit-text=&act=url

The way I obtained Fine Motion II was by creating the file rather than downloading it, although I did download it to ensure that they were the same file. So I'm guessing that is also how we can obtain the rest of the DLC. However, I'm not familiar with some of the names as some of them are long and somewhat hard to pronounce. Does the number when you make the file i.e. CMD0XYZ matter or can I use any as long as it doesn't match with another CMD file? If so, I'll follow that format alongside the one for Fine Motion II and experiment here and there, but after I complete Chapter 2 (Chapter 1 and 3 replayed 100%) since I have about 3 links left to find. (Resources x200)

Regarding the resources, I do not mind where the Solonium and Bydogen codes go, as you can mine those wherever in any Chapter. However, I would recommend later on (if possible) putting all the Etherium codes in Chapter 1, possibly before the Kuiper Belt mission(s) as there is absolutely no way for you to mine Etherium in Chapter 1 except for one cheap way that will take forever. You will need it once you get *THAT* spoils in said mission above, as all the new units will need Etherium and that will deplete in seconds. But since the DLC is shared across all saves, I don't think it will be a problem.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: MathOnNapkins on July 27, 2017, 11:53:44 am
This thread came to the moderators' attention recently and I would like to state categorically that at this present time it would be considered a rule violation to post links to these DLC packages. If the patch itself has these links embedded, that is also rather questionable whether the patch should be hosted by RHDN, but I am not on Submission Staff so I'd have to ask them what they think.

My own suggestion would be that the patch author should provide the means to the user to "plug in" the DLC either by providing a way to input a server URL or set of URLs; or alternatively, provide the user a middleware program to slipstream a DLC archive (obtained elsewhere) into the patch before fully patching the game image. Obviously both of those would require more work on the patch author's part and change the intended dynamic somewhat.

Just because this material was obtained from a now-defunct service doesn't mean that it's abandonware. Unless it is in writing somewhere that the DLC it has been made public domain content (or under a license that is exceedingly permissive in this regard), the current method seems very sketchy to me.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Isourou-san on July 27, 2017, 12:24:26 pm
I've had this discussion with my team as well, taking into consideration that IREM has pulled out of the game developing business completely. I figured that as long as you own the original game, it would be ok to get the DLC in whatever way, given that it was completely free anyway. Obviously, I was wrong in my judgment, so I have no choice but to remove any mention of DLC in the game. I'll submit a patch update as soon as I can.

If the community (or RHDN staff) has any other way that isn't illegal, that would be great.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: XRey360 on July 27, 2017, 01:26:38 pm
I don't want to sound rude, but I sorta agree with not having the DLCs linked in-game and rather have them kept outside.

It feels as if it's polluting the game. I truly thank you for the long, hard work of translating to english, but the DLC links added to random missions descriptions weren't really needed...
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Isourou-san on July 27, 2017, 03:08:48 pm
Patch 1.1 submitted, awaiting staff approval.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: tc on July 29, 2017, 08:56:58 pm
I thought PSP games are still sold by buying them with a PS3, PS Vita (limited selection), or web browser.
Closing the PSP storefront didn't remove its ability to download games after purchase.

New digital releases seem to be possible too. Class of Heroes 3 hasn't yet been declared cancelled yet.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: TideGear on July 30, 2017, 12:07:19 am
So is there nowhere to get the DLC now?
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Isourou-san on July 30, 2017, 07:45:42 am
I thought PSP games are still sold by buying them with a PS3, PS Vita (limited selection), or web browser.
Closing the PSP storefront didn't remove its ability to download games after purchase.
New digital releases seem to be possible too. Class of Heroes 3 hasn't yet been declared cancelled yet.

Closing down the PSP storefront is only part of it. The main problem is that IREM has pulled all of its content from Playstation stores altogether since August 2011. Supposedly because of some beef they had with Sony. Also, the 2011 earthquake/tsunami/fukushima disaster forced them out of the video game business somehow. So as I said before, there is no way to legally obtain the DLC anymore.
https://www.gamefaqs.com/boards/927750-playstation-3/59804014 (https://www.gamefaqs.com/boards/927750-playstation-3/59804014)

The only exception to Irem games being pulled, is R-Type Dimensions, because it was sub-licenced to Tozai Games.
https://www.tozaigames.com/rtype (https://www.tozaigames.com/rtype)

Either way, I'm done with discussing the DLC. As the RHDN staff deemed it illegal, I've regrettably abided. Given the criticism I publicly received for it (a PM would have been just as good to communicate this), I no longer have the motivation for it anyway. Wish I could have finished this project on a better note, but so be it.

If there is any feedback on the translation part, I'll be happy to hear it though.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Antarusch on July 31, 2017, 09:49:52 am
Closing down the PSP storefront is only part of it. The main problem is that IREM has pulled all of its content from Playstation stores altogether since August 2011. Supposedly because of some beef they had with Sony. Also, the 2011 earthquake/tsunami/fukushima disaster forced them out of the video game business somehow. So as I said before, there is no way to legally obtain the DLC anymore.
https://www.gamefaqs.com/boards/927750-playstation-3/59804014 (https://www.gamefaqs.com/boards/927750-playstation-3/59804014)

The only exception to Irem games being pulled, is R-Type Dimensions, because it was sub-licenced to Tozai Games.
https://www.tozaigames.com/rtype (https://www.tozaigames.com/rtype)

Either way, I'm done with discussing the DLC. As the RHDN staff deemed it illegal, I've regrettably abided. Given the criticism I publicly received for it (a PM would have been just as good to communicate this), I no longer have the motivation for it anyway. Wish I could have finished this project on a better note, but so be it.

If there is any feedback on the translation part, I'll be happy to hear it though.

I´m sorry about the situation with the dlc, I´m really grateful for all your efforts with this translation, otherwise we would not be able to play this game in english.

I hope that you don´t get discouraged about translating other game in the future, the psp has a great library
of games that are japanese only.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: TideGear on July 31, 2017, 06:13:46 pm
I´m sorry about the situation with the dlc, I´m really grateful for all your efforts with this translation, otherwise we would not be able to play this game in english.

I hope that you don´t get discouraged about translating other game in the future, the psp has a great library
of games that are japanese only.

I concur!
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: tc on July 31, 2017, 06:49:13 pm
Closing down the PSP storefront is only part of it. The main problem is that IREM has pulled all of its content from Playstation stores altogether since August 2011. Supposedly because of some beef they had with Sony. Also, the 2011 earthquake/tsunami/fukushima disaster forced them out of the video game business somehow. So as I said before, there is no way to legally obtain the DLC anymore.
https://www.gamefaqs.com/boards/927750-playstation-3/59804014 (https://www.gamefaqs.com/boards/927750-playstation-3/59804014)

The only exception to Irem games being pulled, is R-Type Dimensions, because it was sub-licenced to Tozai Games.
https://www.tozaigames.com/rtype (https://www.tozaigames.com/rtype)

Either way, I'm done with discussing the DLC. As the RHDN staff deemed it illegal, I've regrettably abided. Given the criticism I publicly received for it (a PM would have been just as good to communicate this), I no longer have the motivation for it anyway. Wish I could have finished this project on a better note, but so be it.

If there is any feedback on the translation part, I'll be happy to hear it though.

That's okay. No need to dwell on it. Not that I have any idea where I'd find the dlc online on my own, even if it were allowed.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Allplay1997 on July 31, 2017, 11:35:34 pm
Well if it helps any, I have most of the DLC already. I completed the entire Human Campaign (starting Bydo soon) and got quite a few DLC I could share, I also managed to get the Ragnarok II and Nostrand (using cheats tho)
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Zoinkity on August 04, 2017, 01:26:03 pm
This is almost ridiculous, since the DLC is nothing but plaintext shoved into an appropriately named file.  Honestly, not so certain the specific numbering is even that important, but it does match the order the units filename strings are in.  It is required they have a name in the form CMD%04d.EDAT, in the folder psp/games/ULJS00233/CMD unless you change that in the iso.

Unless I really screwed this up, here's a complete list of what all the possible unlock commands would be:
https://pastebin.com/phhvHfdA

I can understand not wanting to distribute files, but generating them yourself or writing something to automate it wouldn't be too far off from an sram generator.

Can't say for certain that any arbitrary unlock string will have a noticeable effect, but that's how the system works at least.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Thexare on August 04, 2017, 10:57:33 pm
I tested a few things there, and it does work. Sadly, that VIC_VIPER entry isn't functional, gives you a dummy craft that crashes PPSSPP, and I couldn't find the various flavors of berry tank. Considering how restricted they are, I admittedly didn't look hard.

Name translations:

Haxan should most likely be Hakusan. There was theme naming in R-Type Final with the spike-cannon ships, they're all named for places in Japan. In particular, Hakusan was the location of Irem's headquarters before 2010.

Prince Dan should probably be Princedom, based on Final again. I'm open to the possibility that Final mistranslated, but that's the only official translation we have of that one. Related, Jigitarius was Digitalius in Final, though Bydo units have an established history of different names in different releases and I'm not sure if either name means anything.

The Arrowhead Red shares the Arrowhead Green's Rwf-9gr designation, I assume that should be Rwf-9rd.

The Garum-class cruiser should be Garm, being as most of the human warships are Norse references. It's entirely up to you if you want to go for the accurate choice or maintain consistency with Command/Tactics 1, just bringing it up. If you decide to change it for accuracy-to-source, Egir should also become Egil, Patrocross should be Patroclus, Neoptolemos should be Neoptolemus.


Questionably Relevant Bug:

The Ragnarok 2 cannot use the Cyclone Force. This may be because the Cyclone Force was registered as a Fighter type, or because it wasn't properly implemented. I don't know how hard it'd be to fix, or how worthwhile - the Ragnarok 2 and accompanying Cyclone Force were presumably intended as future DLC that never happened, so it's only available through cheating it in in one way or another.


I like the patch and was really happy to see it was done, there's just a few little things to look at. Also the game's hard.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Isourou-san on August 06, 2017, 05:19:51 am
Name translations:
...

Questionably Relevant Bug:
...

I like the patch and was really happy to see it was done, there's just a few little things to look at. Also the game's hard.

Thanks for your input! I've changed the following translations:
- Haxan to Hakusan
- Prince Dan to Princedom (even though ダン (dan) is used instead of ドン(dom) in the Japanese version)
- The Rwf-9gr to Rwf-9rd designation (even though it was wrong in the original Japanese version of the game)

I'll leave the other units as they were, for consistency purposes with RTC.

Regarding the Ragnarok II/Cyclone force units, it has been mentioned before that they're probably unfinished DLC that act as a dummy right now:
https://www.gamefaqs.com/boards/969689-r-type-tactics-ii-operation-bitter-chocolate/53155207

Lastly, regarding the game being ridiculously hard, there are a few tips I had jotted down once, which might make the game more bearable:
- The key to winning in most missions, is optimal use of charge attacks. Let your fighters charge, while avoiding being hit. Otherwise, they'll have to start from scratch again.
- Ships can now be loaded with units during the deployment fase, as well as Shiva, when it's already occupied at mission start, like in chapter 1, mission 5.
- Don't deploy warships/cruisers at all costs. They use up a lot of deployment space and are only useful in large, open maps. Better to go with smaller ships and more units instead. The Hraesvelgr (Destroyer) is a great trade-off IMO in terms of firepower, speed and docking space.
- Don't upgrade Heimdall to Tyr to avoid wasting resources. The reason will become clear much later. Tyr's improvements are marginal anyway.
- Make Ragnarok as soon and as many as you can, they... rock
- Make Jamming units as soon as you can. They're great for stealth attacks, and absolutely essential in later missions.

Unless I really screwed this up, here's a complete list of what all the possible unlock commands would be:https://pastebin.com/phhvHfdA
I have no idea how you obtained this list, but it works like a charm! I think I might blaze through the game one more time with Team Red now, consisting of only red-dyed units/ships :)
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Allplay1997 on August 06, 2017, 11:06:53 am
I have tested with all those codes along with a friend, we managed to break the game by injecting even Unknown Civilization units in the game, Utgarda Loki army, Amber Eyes everywhere, you name it, we even got Solar Envoys and its guards, its a mess, needless to say the game became a joke after we did this after seeing 8 Utgarda Lokis firing Wave Cannons on round 1 using CWCheats to max out the charge  :laugh:

Regarding Vic Viper I tested it too on a PSP, doesn't work, when viewing the model, a random R-9A shows up, after closing the game crashes, neither do the Options work, so as of now, G-Type is the only way of getting our crossover of R-Type and Gradius  :-\

Another bug is that the Narcissus II is categorized as a mothership, along with the previously mentioned Cyclone Force, also you don't need cheats to play as the Ragnarok II, but as it stands its only good for bragging rights, its a WarHead in a Ragnarok II skin basically  :banghead: if there's any way to edit the stats I'd gladly want to try.

Also, Dobkeratops Junior works as a Bydo unit, however they're massively overpowered, I get it they are slow but anything they hit turns to ash, 2 turn charge doesn't balance it out either, it has no evasion so- I believe if you want to use them keep them away from enemies.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Thexare on August 06, 2017, 03:04:00 pm
The problem I run into is more for the missions where you can't really rely on wave cannons, like the Oberon Revolt (Granzella 17 I think?). Too many enemies above or behind you. Also, the rebel fortress recapture took four tries and even on the final attempt it came down to the last turn.

Those lasers with the 2-4 range on Oberon are a pain in the ass. And I need to try to save my Decoys, because I need them to bait out the boss's charge so I can try to get around it. Last time I tried, the boss killed all six of my surviving fighter squads, at which point I kinda decided to just step back from the game for a bit.

I think I might need to make use of extra Eclipse units for the burst of mobility to get around that cannon, it's got pretty stupid range.

One thing I noticed is that Jormungandr-type units can be deployed essentially freely since they take two spots and can carry two units, so you're still getting your full fighter deployment anyway.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Allplay1997 on August 07, 2017, 03:06:43 am
Hmm, Mission 17 is the same for EAF and GZRA, if you're playing as the GZRA make use of the Jamming units, those are your best friends, trial and error is the only thing I can recommend as well, learn enemy positions and remember to never leave Jammer units alone, take a resupply unit (one that can repair since Jammer units are slow when jamming meaning they can keep up, take Bombers and Balmung your way through, remember there's a WiseMan as the EAF in the base (Not sure what the base holds for the GZRA) its a cheap tactic but it keeps you alive.

As for defeating the boss, Michael, I do recommend taking a decoy with you, hide it in the jamming and then send it off towards the Wave Cannon range to set it off, after that Zerg Rush it, keep jamming on all the time, Jamming is overpowered if you know how to use it, a fine example is Mission 16 True Nightmare If you deploy your units well around a jammer you can reach Dobkeratops without having to lose a single unit, bait a decoy into activating the Dobbie's charge attack then strike.

I hope you don't give up on the game because it's hard yes but it's also satisfying  :thumbsup: Good luck!
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: TideGear on August 07, 2017, 03:11:17 am
Thanks for your input! I've changed the following translations:
- Haxan to Hakusan
- Prince Dan to Princedom (even though ダン (dan) is used instead of ドン(dom) in the Japanese version)
- The Rwf-9gr to Rwf-9rd designation (even though it was wrong in the original Japanese version of the game)

I'll leave the other units as they were, for consistency purposes with RTC.

Does this mean you updated the translation patch? Both the subtitled and sub-less patches are still marked as v1.1.

Thanks again for your hard work!
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Thexare on August 07, 2017, 03:20:56 am
Just checked, it's 16 that has Michael and that I ran into problems with. But I don't have any jammers showing up in R&D. Did I miss a pickup somewhere? I have spoils 1-24, and the last one was in Oberon Revolt, so I feel like I should have everything.

I didn't have any problems at all with the Dobkeratops mission though
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Isourou-san on August 07, 2017, 02:50:50 pm
Does this mean you updated the translation patch? Both the subtitled and sub-less patches are still marked as v1.1. Thanks again for your hard work!

I meant that I changed them in our translation sheet and that I'll add them on a future update. I'll wait a little longer until more changes have been made, before submitting a new version. Also... it was my pleasure :)

Just checked, it's 16 that has Michael and that I ran into problems with. But I don't have any jammers showing up in R&D. Did I miss a pickup somewhere? I have spoils 1-24, and the last one was in Oberon Revolt, so I feel like I should have everything. I didn't have any problems at all with the Dobkeratops mission though

Jammers are available after obtaining a spoil in mission 17, so that advice is useless for now. Just make sure that you have Bombers and Future Worlds. The Bombers' Balmungs are for getting through all the annoying lasers (focus on 1 at a time and have units healed or retreat to a carrier if they are near death). For Michael, there's actually a trick to it. If you take a unit that has a at least a 5 speed stat like Future World or Owl Light, to the bottom right of Michael's area, you'll see he can't reach you. Check where my cursor is on the screenshot below.
(http://i.imgur.com/ku0LBxb.jpg)
Make a suspend save first, then use a decoy unit (or a unit, then reload the suspend save) just to see what other hex space he can't reach (IIRC it's about 4 hexes above the safe zone I described).
(http://i.imgur.com/LEZvP0M.jpg)
Once you're there, it becomes easier. You'll be able to move next to one of his satellites and attack it so that it won't be able to fire on the next round. Keep bringing in more units until you can safely start attacking Michael.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: TideGear on August 08, 2017, 02:03:39 am
I meant that I changed them in our translation sheet and that I'll add them on a future update. I'll wait a little longer until more changes have been made, before submitting a new version. Also... it was my pleasure :)

Ah! Got it!

By the way, I haven't really dug into the game yet, because I'm finally going through RTT/C, but is there a known reason for the "O" button text being weirdly offset to the side?
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Yukari-Sama on August 08, 2017, 07:05:41 am
Just checked, it's 16 that has Michael and that I ran into problems with. But I don't have any jammers showing up in R&D. Did I miss a pickup somewhere? I have spoils 1-24, and the last one was in Oberon Revolt, so I feel like I should have everything.

I didn't have any problems at all with the Dobkeratops mission though
Don't worry about any lost spoils. You get jammers the following mission. And yes, decoys and suspend saves will help you to beat Michael. He is hard at first, but becomes easy when you find his safe spots.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Darastrixi on August 09, 2017, 12:41:14 am
So is there no way to get the DLC anymore? I'm about to start my play through and would love to have a full experience.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Yukari-Sama on August 10, 2017, 09:47:07 pm
So is there no way to get the DLC anymore? I'm about to start my play through and would love to have a full experience.

Via PSN andv whatnot, no. The only way to get the DLC is to trigger its unlocking via making files (placed in specifically named folders) that trigger the game to grant you access to the units. Aside from that, I do not see any other way of obtaining them. Besides, some of the DLC units are pretty OP and can make the game easier to a certain degree. I highly recommend playing the game completely without the DLC for the first time and then using the DLC units to mess around and start subsequent playthroughs, as they are available upon starting a new game when unlocked and incorporated into Tactics II. I see that as the full experience: playing the game without cutting corners initially, but then trying all the new units once the game has been beaten. Regardless, it is up to you as to how you want to proceed.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Darastrixi on August 12, 2017, 07:18:26 pm
Via PSN andv whatnot, no. The only way to get the DLC is to trigger its unlocking via making files (placed in specifically named folders) that trigger the game to grant you access to the units. Aside from that, I do not see any other way of obtaining them. Besides, some of the DLC units are pretty OP and can make the game easier to a certain degree. I highly recommend playing the game completely without the DLC for the first time and then using the DLC units to mess around and start subsequent playthroughs, as they are available upon starting a new game when unlocked and incorporated into Tactics II. I see that as the full experience: playing the game without cutting corners initially, but then trying all the new units once the game has been beaten. Regardless, it is up to you as to how you want to proceed.

So from what I understand the DLC units unlock on completion of a playthrough? Or does it still require the manual creation of files? If the latter, where would one find instructions to create the files? I do agree though. I like the idea of playing through the game as intended first, then going back and experiencing everything RTT2 has to offer.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Yukari-Sama on August 12, 2017, 08:06:50 pm
So from what I understand the DLC units unlock on completion of a playthrough? Or does it still require the manual creation of files? If the latter, where would one find instructions to create the files? I do agree though. I like the idea of playing through the game as intended first, then going back and experiencing everything RTT2 has to offer.

Nah, the DLC doesn't unlock upon full completion of a playthrough (I wish it did, but then it wouldn't be DLC now would it).Yes, you have to make files in specifically named folders, otherwise it will not register. On emulators it works fine but you need CFW on a PSP in order for the files to register and unlock the DLC units. If you want me to teach you how to do so, PM me for more specifics and whatnot :thumbsup:
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: lordlaguz on August 17, 2017, 03:21:13 pm
Are the changes made from transferring the save file from tactics 1 translated too?
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Isourou-san on August 18, 2017, 11:48:54 am
Are the changes made from transferring the save file from tactics 1 translated too?
To my knowledge, the only thing that transferring a savefile from RTT1 does, is change the default name (Jade Ross) of the hero that defeated the Bydo in their homeworld in RTT1, to the name you gave him in RTT1. In other words, the name in the screenshot (Jade Ross) would change to yours from RTT1.
(http://i.imgur.com/Z8sSFZA.jpg)

Feel free to try it out. I've never played RTT1 (only R-Type Command), so I couldn't test it.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: blood_falcon on August 21, 2017, 11:34:06 am
I confirmed it to be true, brother Isourou-san.

I put the name William as my commander in RTT1, and it showed up as William
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Isourou-san on August 23, 2017, 06:32:26 am
Good to see it confirmed. Thanks!
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: TornadoADV on September 17, 2017, 11:54:51 pm
Do the spoils gained in Co-Op unlock any additional units?  :o
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: The_KY13_O9 on October 18, 2017, 09:02:17 pm
Sorry about my last message.  I didn't want to pirate the game, I just wanted to know if anyone had gotten it for less than the $100-$200 that I'm seeing at a lot of places.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: Isourou-san on October 23, 2017, 03:04:09 pm
Sorry about my last message.  I didn't want to pirate the game, I just wanted to know if anyone had gotten it for less than the $100-$200 that I'm seeing at a lot of places.
It seems like it's going to cost you if you want play this legally. Even used, $114 is the cheapest I've found on Ebay. Good luck on your hunt!


Do the spoils gained in Co-Op unlock any additional units?  :o
You've probably already found an answer to that question after this time... To my knowledge, there is only 1 spoil that can be obtained (no. 41) and it doesn't unlock anything.
Title: Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
Post by: The_KY13_O9 on July 22, 2020, 03:20:02 pm
Howdy, y'all.  Is it just me or is this game much harder than the first?  I could blaze through the first game with no issues, but I am realizing that this game is quite difficult.  This is in no way a bad thing. But as I progress it is coming to the point that I feel lucky if I win battles.  Especially the "Charge Glitnir" level (which I am still stuck on).  I do have a few questions about things.  What is capturing a unit?  I have seen something about how some units can not be created but can be captured by the player.  What is that and how do I do it?  Also, is it like the first game where if you miss a spoil it shows a gap in the spoil menu?  Because I want to be sure that I have all of the spoils.  And finally, is it wrong that I quit the game when I am about to die as to keep my record clean with only recorded wins?  Thanks for any help