Romhacking.net

Romhacking => Personal Projects => Topic started by: Mugi on November 26, 2016, 06:55:25 pm

Title: Zill O'll infinite plus english translation
Post by: Mugi on November 26, 2016, 06:55:25 pm
I believe I've now achieved enough progress to warrant showing something, so time for a long ass post. :)
Those of you who happen to have heard of me know that I generally like to mind my own business and my own site (http://blacklabel-translations.com) is more of a personal archive than something people use to get project updates, but this game totally deserves the attention.

so here goes. Couple weeks back I returned to my unfinished junk folder and zill o'll was just sitting there, with the alpha menu translation patch I made for it few years back.
A machine translation of awful quality, incomplete in every possible way, and broken in more ways than I dare to count. Off to the bin it goes and rework is in place.

what's done?

- entire elf as far as text goes.
- majority of graphics (some have been redone, some imported from ps2 version)
- menu changes to unify the style (a crappy 16x16 texture stretched to hell and back was used for some menus, while others had a nice blue background. they all have a nice blue background now.)
- all playable character names translated, some NPC's such as inn, shopkeeps etc.
- all skill names translated, descriptions exist but not implemented yet.
- all menus, all submenus and battle menu translated.
- basic equipment names translated.
- font completely remade (I implemented 9px tahoma into the game. Not only it is very compact to allow longer strings, it looks pretty good.)
- character portraits have been remastered to an extend (still in progress, screenshots below)

tools:
complete filesystem access - CHECK
script dump/reinsert - CHECK
graphics dump to png<->reinsert - CHECK

ASM:
- majority of existing menu alignment issues caused by new strings are already sorted out.
- system modules have been patched to english text while maintaining the japanese button mapping (O=OK) to keep it consistent with gameplay.

todo:
- couple new stringbuffers for certain strings (screenshots below)
- main script translation.
- find a translator!

pictures:

title screen redone // character creator name input, patched for ASCII // shop labels in towns
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00000.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00001.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00003.png)

general diaoluge box // Weapon shop // blacksmith gear upgrade window
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00004.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00005.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00006.png)

Blacksmith gear rename, patched for ASCII // selling stuff // equipping stuff
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00007.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00008.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00009.png)

gaining a new soul // 256 color full soul render imported from ps2 to replace the 16color ones // soul selection screen
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00010.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00011.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00012.png)

Character status screen (smaller versions of souls seen here, also redone) // skill learning // magic screen
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00013.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00014.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00015.png)

redone combat mode "strike first" // get stuff // get more stuff
combat graphics were redone despite
some of them already being in english
to maintain unified look across all graphics.
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00016.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00017.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00018.png)

FAST BREAK!! // save/load patched to english // main menu.
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00019.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00020.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00021.png)

jobs recruitment at guild office // info window at guild office // job details
the guild menus are one of the last things that still need work, in addition to some string replacement (information) some stings consisting of multiple variables like job descriptions
need to be worked out, and they also need some additional ASM work, since the currently existing stringbuffer is too small for the english strings.
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00022.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00023.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00024.png)

here's what happens when you go past the buffer limit :P
depending on what missions you take, random text blinks on the screen, until you exit the menu and consequently make the game crash.
a fix for this is rather easy, but takes a bit of work to locate the relevant code, what we are gonna do is simply allocate a static location in the elf to be assigned as a new stringbuffer.
Identical hack was earlier performed on my utawarerumono portable translation project. (http://blacklabel-translations.com/projects/utawarerumono-portable) the elf currently has roughly 2KB of available free space, which according to keikaku should be more than enough for everything I have to implement, and if not, a tool was written which allows psp executables to be disassembled to the ir core components and any section expanded at will was made, so no worries on that sector.

(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00025.png)

As for what comes to the character avatars and their reworking, generally, what I did was simply gave them a bit of contrast and saturation, along with slight color fixes to give them back the colors
that were washed out by a (very bad quality)conversion to 128-colors.
Exception to this is the hero/heroine portraits that got a bit larger rewqork to give them nice hair colors, and restore eyecolors that were lost.
then there's the lost cases, which I reimported back from ps2 version, but there is not much else i can do for them...
in both versions they are completely awful as far as quality goes, but atleast the ps2 versiosn had colors, whereas the psp versions were completely missing a palette.

psp original on the left
remastered on the right

hero
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/001.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/001.png)
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/002.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/002.png)
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/003.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/003.png)
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/004.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/004.png)
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/005.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/005.png)

heroine
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/006.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/006.png)
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/007.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/007.png)
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/008.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/008.png)
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/009.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/009.png)
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/010.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/010.png)

random characters
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/024.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/024.png)
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/018.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/018.png)


lost cases
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/017.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/017.png)
(http://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/027.png) (http://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/027.png)

tl;dr: hope you nejoyed the ride. I'm not a very talkative person, but I'll attempt to keep you guys up to date!
Title: Re: Zill O'll infinite plus english translation
Post by: aishsha on November 26, 2016, 07:12:41 pm
Nice work, seriously :) Wish you all luck wth this one!
Title: Re: Zill O'll infinite plus english translation
Post by: Pennywise on November 26, 2016, 07:18:01 pm
I love reading through all the work you've done on the game. I hope it inspires others to go to similar lengths.

Incidentally, since you hacked apart the ps2 version, does that mean you can translate that version as well?
Title: Re: Zill O'll infinite plus english translation
Post by: Digitsie on November 26, 2016, 07:30:08 pm
I'm impressed, especially with the re-coloring/remastering.

Good luck!
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on November 26, 2016, 07:54:20 pm
I love reading through all the work you've done on the game. I hope it inspires others to go to similar lengths.

Incidentally, since you hacked apart the ps2 version, does that mean you can translate that version as well?

technically, yes, in practice, not yet.
i currently have no desire for messing with it at least until i get all my existing projects out of the way, so tools were only made for unpacking the files.
however, reversing their functionality to add repack support should be doable.

the tools for the ps2 version along with the tools for the psp version and all existing documentation will be released once the project is complete, as usual with my projects, hoever i am willing to make an exception and spit out the ps2 data if someone has a genuine interest on actually working on the game.

the container format on the ps2 version is still incompletely documented though, while it is enough for extraction and rebuilding, the data contains a section of which's meaning i do not yet know. i believe it's a hashed data section to generate filenames (there is no plain nametable)

the script format is identical between to 2 versions so our text tool is indeed 100% compatible with the ps2 version.

the graphics tools were hastily made just for extraction, and are very incomplete, and incapable of correctly extracting some graphics without additional manual work.
the graphics tool does however contain the most crucial part of itself, the double swizzle protection of the data itself.

working out a 100% compatible tool is simply a matter of refining the tool's source code for all the required hoops.
Title: Re: Zill O'll infinite plus english translation
Post by: Burnt Lasagna on November 26, 2016, 10:57:22 pm
Even though the PSP version added more content, this game always seemed more appealing as a PS2 game.

Regardless, this is the sauce! I'm glad this game is getting some attention.
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on November 26, 2016, 11:14:14 pm
I'm interested in helping with this translation. I actually own this version and the PS1 version, but not the PS2 version. I've beaten the PS3 prequel in Japanese, but I'm unfamiliar with how the names were officially translated. Does this hack aim to match up with the PS3 game's English terminology, or are you planning to do your own thing?
Title: Re: Zill O\'ll infinite plus english translation
Post by: Mugi on November 27, 2016, 05:41:13 am
to be completely honest with you, while i did play Trinity, it's been a while and i had kinda completely forgotten it's existence :P
it never actually occurred to me to use it as a reference. Now that you mentioned it, i will propably replay it and see how it compared to what i currently did.

in general, I dont actually care about the accuracy compared to trinity that much, as it's not directly related to the game itself, whiel some characters do appear in trinity, and it shares elements like the souls and whatnot. For example, I translated the races yesterday and the ones i was unsure about, were translated according to "what felt right."

as an example,

>> text offset = 0x574F
ORI_1541|ダルケニス
NEW_1541|Darkenith

was translated as Darkenis on a guide written by a player, and Darkenith on koei wiki. The text itself reads as "darukenisu" so both could be used, i just picked one im personally more comfortable with.
same hgoes for the lillbees, which is

>> text offset = 0x577E
ORI_1545|リルビー
NEW_1545|Lilbie

reads as "rirubi" and had various more and less acurate translations over the net, such as lillbee, lilbie, lilby, lilleby and all forms like that.

this kinda of things i would propably just leave to the discrection of the translator instead of getting my head over it as my japanese skills are not enough to argue about the accuracy of any of the translations i found for it. As a rule of thumb, if the translator argues that his translation is accurate while mismatching with the "canon" (in this case, trinity.) i would most likely end up using the translators version instead.

what's been done so far is sourced from the official site, artbooks, guide books, koei wiki, and various fan-written game guides combined with common sense and slight use of google translate.
the skills for example, are all listed in the wiki., menus and such were easy enough to translate using a machine translator combined to common sense and such.
Im full well aware that machine translations are the root of all evil so every single piece of text i was even the slightest bit unsure about, has been left untranlated, also, once a translator joins this project, i will first have the translator go though my notes of the executable, and the already translated message segment files. (the text editor was made in a way that the source txt files the translator works with, will always contain both the original japanese text and the translated engish text, so going back to do checks is easy.)

November 27, 2016, 06:35:07 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm interested in helping with this translation. I actually own this version and the PS1 version, but not the PS2 version. I've beaten the PS3 prequel in Japanese, but I'm unfamiliar with how the names were officially translated. Does this hack aim to match up with the PS3 game's English terminology, or are you planning to do your own thing?

by all means, join my groups unofficially official irc channel #nothinghere @ irc.rizon.net or catch me from the RHDN official irc channel, and we'll talk!
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on November 27, 2016, 07:32:08 am
I usually don't match my fan translations with official translations (since a fan translation isn't official anyway), so I'm glad to hear you're okay with doing something original... However, Trinity is directly linked to Zill O'll. In fact, it's a prequel. That's a fact that's a little easier to understand given the game's original Japanese title: Trinity: Zill O'll Zero. Removing the Zero in America was a good idea, since it was the first release in English.

It might be interesting to see how they translated the location names officially, though, as there aren't any English versions listed, at least not in the guidebook that I have for it. (My guide is for the PS1 version.) I am interested in translating it, by the way... I have a lot on my plate at the moment, but if there aren't any other offers, you could send the script my way. It can't put it at the top of my queue, but I might as well make the offer. Take it or leave it.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on November 27, 2016, 07:56:20 am
I usually don't match my fan translations with official translations (since a fan translation isn't official anyway), so I'm glad to hear you're okay with doing something original... However, Trinity is directly linked to Zill O'll. In fact, it's a prequel. That's a fact that's a little easier to understand given the game's original Japanese title: Trinity: Zill O'll Zero. Removing the Zero in America was a good idea, since it was the first release in English.

It might be interesting to see how they translated the location names officially, though, as there aren't any English versions listed, at least not in the guidebook that I have for it. (My guide is for the PS1 version.) I am interested in translating it, by the way... I have a lot on my plate at the moment, but if there aren't any other offers, you could send the script my way. It can't put it at the top of my queue, but I might as well make the offer. Take it or leave it.

i've been waiting to play this game for 17 years now so you can bet your ass i'll take it ! :P
it pisses me off to no end that no one ever picked this up despite having 2 (!) remakes, and never got an official localization either... always gotta do things myself lol
i will send you a PM with the elf data, and the entire script in a while, just need to do a clean dump first since the current extraction is full of derp i made while testing engine hacks.
Title: Re: Zill O'll infinite plus english translation
Post by: BlackDog61 on November 27, 2016, 08:18:16 am
Nice project. I appreciate your attention to details.
You've mentioned a tool to handle main executable expansion - would you share more details? (I don't need it right now, but I like to keep up-to-date with my PSP stuff.)

One nitpick (sorry in advance): I see you have a VWF throughout the game... except for the title screen which you redesigned. Would you consider using it there too (for the light-blue Zill O'll at the front)?

Thanks for all your work!
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on November 27, 2016, 08:49:24 am
Glad to be of service. It was surprising that they passed on Zill O'll after releasing the prequel. It would have been a real treat for people to play through the prequel and follow it straight up with the main entry.

Don't expect much in December, as I'll be heading off on vacation, but things should pick up in January when I return. (I like to work in big chunks rather than bit by bit.)

By the way, I agree with BlackDog61 that the title of the game looks a little too spaced out if left as-is. Moving the letters closer together might be better.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on November 27, 2016, 08:54:42 am
Nice project. I appreciate your attention to details.
You've mentioned a tool to handle main executable expansion - would you share more details? (I don't need it right now, but I like to keep up-to-date with my PSP stuff.)

One nitpick (sorry in advance): I see you have a VWF throughout the game... except for the title screen which you redesigned. Would you consider using it there too (for the light-blue Zill O'll at the front)?

Thanks for all your work!

the title screen is as close to a perfect replica of the original as i could do, i simply redid the "push start button" and removed the japanese text from under the "ZILL O'LL INFINITE PLUS" since it said "zill o'll infinite plus" in japanese, and seemed kinda redundant to leave it there. im sorry to dissappoint you but the titlescreen stays as it is.

here's a comparison to the original:

(https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00070.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00000.png)

as for the elf expansion, elfhax is a tool written by the programmer of our group, binaryfail. we designed it for the utawarerumono translation project wich required a massive 512KB expansion to fit all the new code and data into the elf. It more or less does what it says.

(https://dl.dropboxusercontent.com/s/x0obfj3wdeahk4w/eh1.png)
(https://dl.dropboxusercontent.com/s/21z46fu2si0zqcl/eh2.png)

elfhax is currently not a public tool, but i have considered sharing it's source code once it's intented purpose (the translation of utawarerumono) is done.
Title: Re: Zill O'll infinite plus english translation
Post by: BlackDog61 on November 28, 2016, 12:41:29 am
the title screen is as close to a perfect replica of the original as i could do, i simply redid the "push start button" and removed the japanese text from under the "ZILL O'LL INFINITE PLUS" since it said "zill o'll infinite plus" in japanese, and seemed kinda redundant to leave it there. im sorry to dissappoint you but the titlescreen stays as it is.

here's a comparison to the original:

(https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00070.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00000.png)

as for the elf expansion, elfhax is a tool written by the programmer of our group, binaryfail. we designed it for the utawarerumono translation project wich required a massive 512KB expansion to fit all the new code and data into the elf. It more or less does what it says.

elfhax is currently not a public tool, but i have considered sharing it's source code once it's intented purpose (the translation of utawarerumono) is done.
Thanks for mentioning elfhax. I will keep my fingers crossed it makes it to public stage.

As for the logo, nice changes. You also enhanced the brightness of the "big Z". Allof these changes are welcome, in my opinion. Just to understand each other, we're only talking about bringing the blue text letters closer together - is that what you understood? (I understand it's a lot of work since all hidden pixels have to be redrawn. Like you had to do to remove the Japanese text. But I think it would benefit the screen.) Anyway, what you're already doing for the game is the more important part.
Title: Re: Zill O\'ll infinite plus english translation
Post by: Mugi on November 28, 2016, 08:14:35 am
i stored the remade title screen as a layered .psp so moving elements on it is not all that hard.
i can try and whip up an alternate version just to try it out but in all likelihood, i will propably leave it as it is anyway.

(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/aaasas.png)


i didnt want to do unnecessary changes to the title screen and the logo as a whole despite my personal opinion of the whole "infinite plus" which i really dont like that much.
the original (ps2 version) title screen looked much nicer. Still though, it is what it is so I decided to replicate it anyway. If i am to start making more changes to it, I'll propably re design it completely though.


on another note, I was working a little more with the avatar images when i ran into this:

(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/old_032.png) which i remastered into this: (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/032.png)

however, it would appear that atleast this particular avatar  from the "lost cases" is actually not being used in the game, but instead just left there after it was redone to this:
(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/024.png)

im basing my assumption to a gameplay video from the ps2 version which shows this particular character, and while the portrait is the "new" nice looking one with the purple hair, the character model itself does indeed have a yellow hair. That's some nice news as those avatars are truly just horrible.

there are similarities between the other lost cases and some of the proper avatars too, i will post comparisons once im done working through all of the existing 115.

December 01, 2016, 09:18:58 am - (Auto Merged - Double Posts are not allowed before 7 days.)
It's funny that i always thought working on "normal" graphics was easier than it was to work on messing with those lovely pixelated little sprites because of pixels,
but oh well, this stuff is time consuming :P

im getting there, 56 out of 115 portraits have been "fixed", here's a few random picks:

(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/034.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/034.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/044.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/044.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/052.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/052.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/054.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/054.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/oldava/094.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/newava/094.png)

along with that, some menu work was done and some graphics poked at that i already did, but seemed to slightly mess up during conversion back to 256 colors, so extra work was put on those.

amongst other things, there is a part that i've been trying to work on and could use a public opinion about.
Those of you who have worked on games containing a similar text, propably have an idea of how much of a pain in the ass they are in reality.

it's about the battle command string that appears at the bottom of the screen and prints out all used commands by party members and enemies.
The japanese word order being different from english, combined with the fact that this thing consists out of a pile of variables which are then thrown together in different configurations depending on the action taken.

so here's 2 possible ways i've came up with so far:


Type 1:
Spoiler:
(https://dev9.blacklabel-translations.com/scrn/ULJM05410_00035.png) (https://dev9.blacklabel-translations.com/scrn/ULJM05410_00028.png)
(https://dev9.blacklabel-translations.com/scrn/ULJM05410_00027.png)

and
Type 2:
Spoiler:
(https://dev9.blacklabel-translations.com/scrn/battlestrtings3/1.png) (https://dev9.blacklabel-translations.com/scrn/battlestrtings3/2.png)
(https://dev9.blacklabel-translations.com/scrn/battlestrtings3/3.png) (https://dev9.blacklabel-translations.com/scrn/battlestrtings3/4.png)
(https://dev9.blacklabel-translations.com/scrn/battlestrtings3/5.png) (https://dev9.blacklabel-translations.com/scrn/battlestrtings3/6.png)
(https://dev9.blacklabel-translations.com/scrn/battlestrtings3/7.png)

now, first things first, as the patch is still in early development, absolutely nothing is set in stone, and these are more or less just possibilities.

My personal preference from the two is the type 2 one that forms more sentence type of texts than the normal "action:" log, and with currently exising configurations, it works without any extra ASM hackery to add all kinds of little things to make it flow smooth (i do acknowledge that it's hardly perfect and has room for improvement though.)

the other one is also nice, but as it currently stands, it has several issues., first of all, it completely breaks the main menu attack entry, secondly, since it contains a variable of <playername> that ends with 's, some asm work would be needed to have it differentiate 's and s' for characters whose name ends in s. This is a hack im honestly unsure im capable of pulling off.

technical jargon aside, im more or less posting them up just to get a public opinion of which one would be the preferable way of displaying it.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on December 09, 2016, 02:49:20 pm
just a little heads up.

as far as the translation goes, as the previous posts in the thread reveal, Tom has agreed to work on the script starting at January or so,
so the project will hopefully start getting some real results starting from that.

meanwhile the graphics restoration is more or less complete now, all 115 avatar images have been remastered, and aside
few very minor pieces of graphics that i haven't done yet due to the fact that i cant test them in-game until i play that far, all the other
non-english graphics have been translated and redone when needed.
(some text graphics that were english in the japanese version of the game were redone to maintain unified look)

as far as the code side goes, some more fixes were made to text alignments and whatnots and character creator is more or less fully working now.
tons and tons more little things need adjusting but it's all cosmetic fixes, so aside the actual issue of the job system windows still being a mess, it's just about making it look pretty and getting the
script worked out.

i already finished the battle mode texts earlier but wasnt really happy with the font or the overall look, so i remade them.

(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00102.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00107.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00106.png)
(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00108.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00104.png)

inside the spoiler is all the 101 portraits used in game (i didnt include the lost cases as it was indicated that they are not used in-game)
Spoiler:
(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ava1.png)
(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ava2.png)
(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ava3.png)
(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ava4.png)
(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ava5.png)

as for what the portraits look compared to the originals in-game? quite good in my opinion, but everyone be their own judge.

(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00114.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00112.png)
Title: Re: Zill O'll infinite plus english translation
Post by: vivify93 on December 09, 2016, 05:05:43 pm
I like the new portraits you've done way better! And I like Type 2 better as a battle action recap text. It reads more naturally.
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on December 10, 2016, 06:54:49 am
Your work here is stunning... I'll try to make a script worthy of the effort you've put into this.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on February 23, 2017, 04:30:59 am
figured i'll write up just a quick update regarding the project and it's current status as it's practically been at silence ever since I started this thread.


here's the current situation:

1) engine hacking is about 80-90% complete (only a handful of issues need resolving exists, and none game breaking, more cosmetic)
2) Translation of actual game script / checking of existing translations has not started unlike previously stated

now for the reasoning, as some of you who actually read through the thread know, Tom has agreed to work on the script and initially assumed that he would start on it around january,
however, he has things to do other than my little project too, and has decided to give some more love to This (http://www.romhacking.net/forum/index.php/topic,23162.0.html) particular project first.

since im never in a hurry personally, and firmly believing that Tom is the right man for the gigantic task this game's script is, the project is now sitting still until he sees fit to get on to it.

Unless the man himself has anything to add to this, that's about it for the moment.

the project is not dead and will not die, but at the same time it is not being rushed to completion either.  Zill O'll has sat in the library of untranslated awesomeness from 1999 or so, so i wont let a year or 2 ruin it now. Massive effort was put on the initial hacking work, and another set of massive effort will be put into the translation and QC of the patch. rest well those 2 fans this game has, one day™ we will get to play it <3
Title: Re: Zill O'll infinite plus english translation
Post by: Kallisto on February 23, 2017, 06:04:51 pm
Honestly it is just nice to see both projects being worked on finally after all this time, better late than never..(though don't become vaporware! hehe).
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on February 23, 2017, 07:44:17 pm
Well, the translation HAS started in that I've finished a portion of file msgsec137, but no files have been completed yet. (They're pretty big, for the most part, and I tend to start with the biggest files to get them out of the way first.)

Here's an appropriate line from the game I'd translated earlier about "just getting started."

ORI_0019|アイリーンは剣の筋はいいし、#0A#しっかりした娘だ。ただ、まだ若いしな。#0A#ま、これからってところだ。#0A#お前さんもそうだぜ。今のうちに#0A#いろんな物を目に焼き付けて、そして、#0A#いろんなことを、自分で考えてみな。
NEW_0019|Irene's good with a sword.#0A#She's got her act together... But she's still young.#0A#Hmph, I suppose that means she's just getting started.#0A#Same could be said of you, I guess.#0A#Use this opportunity to burn everything you see into your memory.#0A#And do try to think for yourself as much as you can.

TM Zero's nearly ready for beta testing. Once that's over, I'll be able to focus on this project. I really love the Zill O'll world, and "Infinite Plus" certainly deserves a good translation. I promise to do it justice. The amount of text in the game is nothing to sneeze at, and the amount of branches in the story certainly is staggering, but I'll do it.
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on April 01, 2017, 07:30:01 am
This needs some cleaning up, but it's a start:

https://twitter.com/RetroTranslator/status/848130056496963584
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on April 01, 2017, 06:14:06 pm
looks like i have some text centering to do lol.

looking good, i cant really put to words how happy i am to finally see text on the game that isn't "OMG TESTING" for once.
i'll give it that though, the emulator makes it look awful :P
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on April 02, 2017, 06:39:13 am
Yeah, moving the text to the left would be good, at least for this window.

For the story-text, it'd also be nice if you could expand the "speech windows." Even though the screen was widened for the PSP, the text windows still look like they're conforming to the standard TV screen size in the center; it's as if they carried them directly over from the PS2 version. If you could expand the width of the dialogue windows to spread out wider instead of just the center of the screen, the English version (which takes up quite a bit more space) will look a lot better.

Of course, it might be a pain if you (or anyone else) ever want to adapt the script to make a PS2 or PS1 version. (I don't care about the PS2 version, personally, but I'd really like to see a PS1 hack one day, and I'd definitely be willing to do the work needed to carry the script over to the PS1 original, should any hacker want to take on the project.)
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on April 02, 2017, 06:56:29 am
i can look into it but that might or might not be within the reaml of reasonable work load at all,
i noticed while doing rnadom playing and testing things that some text boxes have proprietary sizes and the ones that do not have a portrait on them are more narrow than the ones that do, incidentally making the text area of both cases the same size. along with that, there are some that are only two lines high or specifically made narrow to not cover up something from the game itself.
It's yet unconfirmed but based on what i saw so far, it appears that the text boxes themselves are sized on a case by case basis and propably lie somewhere deep within the event scripting which i have not reversed at all, in fact i dont even know where it is as of this moment.

regardless of if i look into it and find it and reverse engineer it, if the boxes themselves are indeed sized case by case, resizing them will be lots of fun for all the 70000 lines of dialogue :P
while i do agree that having them be a little bigger to properly hold the new text would be nice, there's propably more sensible solutions on how to approach that, such as either resizing the font which is very easy now that i took full control of the font parser, or simply using the linebreak jump to force text into a new box with a keypress.

i will look into it if it becomes too big of an issue to be left ignored.

meanwhile we are still looking into the gender variable, and i will embed the changes you requested to the executable regarding the starting scenario text strings in the character creation, along with the alignment fix of the text window in your screenshot.
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on April 02, 2017, 10:20:32 am
I don't know if a smaller font is a good idea, especially on a portable screen that's already quite small. The windows are semi-transparent, so I think they already don't cover much up... Even if they are lengthened, it shouldn't be a factor... At any rate, if expanding them is not feasible, then I suppose leaving the font size as-is and just making the text jump back to the top of the window with a button press isn't that bad.

I can make that work.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on April 02, 2017, 03:27:36 pm
im not sure a smaller font is a good idea either, i originally remade the font to 8px tahoma, which is what i use in a lot of things but it seemed a bit small so i remade it as 9px tahoma instead (the font we are currently using.) Personally i dont have issues using a smaller one, but i can see that a lot of people propably would as it really is quite tiny.

either way, i will examine the possibilities we have.

on a side note, we dug into the text renderer with binaryfail and to our fortune the renderer itself contains a set of functions similar to the variable that are used to call the player's name, but are currently serving no use, and we are at work on harnessing these unused commands to create the gender variable function you requested. as for now it appears to be going on nicely, but i'll let you know more once we get to the point of actually testing it.

edit: requested changes to start scenario are done, i'll hook you up with it once i pack up some additional stuff i need to update on the current copy you have.

(https://dl.dropboxusercontent.com/s/j4ahnsmcdpbgg1y/ULJM05410_00115.png)
Title: Re: Zill O'll infinite plus english translation
Post by: mikeprado30 on April 02, 2017, 08:47:02 pm
That's another one getting my attention  :)

Good luck guys!
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on April 03, 2017, 08:39:51 pm
we're hitting some lovely issues regarding the text parsing tool (hooray for incomplete testing) which will most likely cause some majore rewrites on how the mechanism the text is dumped and recompiled.
...we'll see how much that slows things down.

I emergency fixed files for Tom to proceed on his quest of figuring out how in the hell the scripts are laid out and translating them but that doesnt really fix the underlying issue that causes a number of script files to completely fail on recompile.

im really starting to think that it would have just been easier to ditch the mess of a text renderer the game has and rewrite it instead of trying to parse together a tool to dump and recompile according to it's obscure behavior :P #progrmmerproblems

it's getting along though, despite all the issues we've encountered during the last 48 hours, Tom's pushing forward like a machine... The hype is real people ! (it's still in super super early stages so dont wave your flags just yet. :P)
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on April 05, 2017, 04:47:16 am
I think I'll wait for the recompiled script before continuing to work on it. Once I have the full script with the missing lines incorporated, I'll continue with the translation.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on April 05, 2017, 06:23:31 am
I think I'll wait for the recompiled script before continuing to work on it. Once I have the full script with the missing lines incorporated, I'll continue with the translation.

that'd be the best course of action at this moment. We rewrote the tool and made an initial version that dumps all the missing text now just to see how much was actually missing, and it's quite a bit actually.

We still need to figure out a nice way to lay it out and code a rebuild feature, but aside that it's now more or less getting there.
if you wish to see an example, one can be found here: https://pastebin.com/zUCEFTtA (this was just a test to get the full text out, ignore file formatting.)

this is a piece of msgsec014 with all it's missing content included.

as i explained to you on the PM, practically the issue was that the line end code (0x050505) does not actually end the entire text string in all cases. and the following lines of dialogue are followed by the code.
If you compare it to the initial dump you have you can see that all lines were dumped, but they were only dumped up to the point where it reaches the first termination code.
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on April 05, 2017, 07:34:44 am
I see how it goes.

I'll use this opportunity to focus on some of my other projects.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on April 05, 2017, 08:03:27 am
im hoping to have this solved by the weekend or during the weekend at the latest so it's not earth shattering, but it will cause us to rewrtie the already made files to accomondate the new file format.
it's really unfortunate but things happen. Im sure we'll survive :)

Edit: well, we are back on track more or less. New version of scriptdumper is now done and along with it, some previously unknown syntaxes were also embedded (text color codes now work !)
script rebuild mode exists but it's still unstable and under construction, but atleast the correctly dumped scripts can now be processed again.

(https://dl.dropboxusercontent.com/s/9ozidsxj7uoxr4h/ULJM05410_00120.png)

the he/she gender variable for the protagonist will be the next thing on the list after the script recompile works.

i willl be supplying tom with new set of text dumps as soon as i finetune a few little things and from that point on our fight towards a 100% translation patch continues :P
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on April 08, 2017, 06:15:21 am
Yeah, I got everything working with the new scripts and insertion... Thank you, Mugi... (I especially thank you for your technical support.)

Just a bit more copy and pasting from the old files to go...

https://twitter.com/RetroTranslator/status/850449925296988161

It's looking good so far. I just wish that the emulator didn't glitch out and stop showing any graphics sometimes, when enemies are on the screen. I hear the hardware doesn't have this problem... But as my PSP screen is broken (and I can only play it on a TV), it's a hassle to play it that way.

Perhaps there's some alternate setting in the emulator that will let it run more stably. We'll see.

I still have a few other projects vying for my attention, but progress is steady on all fronts.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on April 08, 2017, 07:50:20 am
i updated my ppsspp to version 1.4 just yesterday and tinkered with the settings a little.

here's what i do know about issues in zill o'll.

1) the game randomly blackscreens when the "little bat" enemy is encountered on the field. I have so far never had this issue with any other monster in the game, but i hardly encountered all of them.
this issue only exists on the emulator.

2) the screen has an insane amount of tiny graphical errors when running on buffered rendering mode (the glow on the bottom and right of the screen is an indication of this. which causes further distortion of anything on the screen, not really noticeable unless you do side by side compares)

3) the graphical issues and the weird glow from the screen side can be taken off and most of the graphical glithces can be fixed by using vulcan as a rendering backend (the glow goes away on unbuffered rendereing with any backend though.) However, using unbuffered rendering with zill causes save/load menu to blink and be invisble. So it's a tradeoff.

what I personally do is use option 3 which makes the game look as it should and function correctly (so far atleast) and just keep only one save file. They save and load just fine if you know what to press, you just cant see a thing. Or simpy change the rendering mode when i load game and then change it back (the annoying part is that vulcan doenst support buffered rendering and changing it causes ppsspp to restart. so saving loading with vulcan is always lottery time :P)
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on April 08, 2017, 11:00:11 am
I don't know how to use vulcan as a rendering backend.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on April 08, 2017, 11:55:48 am
I don't know how to use vulcan as a rendering backend.

(https://dl.dropboxusercontent.com/s/56ud6mzxyqxr2l8/ppsspp.png)

below the rendering backend there is the rendering mode which has 4 options.

practically the first 2 are what you want to use, skip buffer effects (unbuffered) or buffered.
as i said, buffered rendering makes the save/load menu work normally, but causes all kinds of graphics issues othervise. (with vulkan you're stuck with unbuffered because it doesnt support any other option yet)
Title: Re: Zill O'll infinite plus english translation
Post by: Isao Kronos on April 08, 2017, 07:27:01 pm
tbh i'd get into contact with the devs maybe and see if they can fix it? there are people such as myself that can't use Vulkan and don't have a working psp (mine needs a memcard)
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on April 08, 2017, 07:46:37 pm
tbh i'd get into contact with the devs maybe and see if they can fix it? there are people such as myself that can't use Vulkan and don't have a working psp (mine needs a memcard)

I suppose.

The problem with this is that I simply don't care enough about the emulator to spend my time with it. I use it on occasion to test simple things since it's a tad faster than copying an iso into the psp everytime I do changes, but generally speaking, I dont like emulators, I never have, and I never will. My mentality on hacking games revolves around the idea that it either works on the real thing or it doesn't, If it doesn't, I'll redo it until it does.

That's how I play my games too, and while I dont care about the emulator, I know a lot of people do, it's just not my job to get their things done.

As for vulcan, the game does work without vulcan too, I used to run it with openGL until earlier yesterday, and the performance is more or less the same, sans the fact that for some reason there is some very minor scaling happening on the screen (running it at 1x scaling and native res.) resulting in things like the pixel-perfect font I made looking.... well, less good than they should look. (this was a dealbreaker for me since practically all the testing I did on the emulator was text and graphics positioning related so pixel perfect output was a must.)

Im not particularly sure about the whole deal with the blackscreen glitch the game has though. This bug did not exist when I started working on zill o'll, and at the time I was running some REALLY old version of ppsspp (0.9.x something I guess.) It was after I updated it to a more recent version (above 1.0.0) it started doing that, and now that I tested I noticed that using vulcan still makes the character and the enemies momentarily blink but I never managed to make the game blackscreen.

I didn't test it with opneGL or D3D yet, chances are it was unrelated to the rendering backend, but who knows.
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on April 09, 2017, 12:41:47 am
You may not care about the emulator personally, but if the emulator's glitch got fixed, it would be much easier for me to make progress with translating/editing/revising the script... And I know that's something that you want, so it might be in your best interest as well to take an active role in solving the glitch.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on April 09, 2017, 09:43:08 am
I can do a bug report about it on ppsspp forums but that's practically what i can do to it. I've already went through tons of settings configurations trying to get it to work but what i wrote on the above post is more or less what it is.

I know it would make things easier but i really have enough work hacking the game itself already and trying to debug the emulator on top of that isn't going to help me get it done.
I'll contact the devs though, and see what they have to say.
Title: Re: Zill O'll infinite plus english translation
Post by: SCO on April 09, 2017, 10:45:26 am
I opened a bug report:
https://github.com/hrydgard/ppsspp/issues/9574

the color issue is (probably) a known issue with a possible workaround, but for the black screen, they need someone with the game willing to help debug to step forward.

If the black screen exists on the original game on ppsspp ofc, not the translated version only ;)

It shouldn't be too hard to find one volunteer with the game willing even if Mugi doesn't have the time.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on April 09, 2017, 12:40:39 pm
I opened a bug report:
https://github.com/hrydgard/ppsspp/issues/9574

the color issue is (probably) a known issue with a possible workaround, but for the black screen, they need someone with the game willing to help debug to step forward.

If the black screen exists on the original game on ppsspp ofc, not the translated version only ;)

It shouldn't be too hard to find one volunteer with the game willing even if Mugi doesn't have the time.

it blackscreens on both versions, and the workaround for the color glow is to set the rendering mode to unbuffered, which then breaks the save/load menu. :P

i can provide a save file right where the blackscreening can be replicated if need be.
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on April 09, 2017, 12:58:56 pm
I couldn't find a "Vulcan" option, but I found a Direct3D9 option, and that seemed to prevent the game from going solid black, even with bats on the screen. (Or maybe I just got lucky. Even without the option set, sometimes I would get lucky...)

By the way, here's a video showing part of one of the intros to the game, with the current WIP English script. The recording is not exactly high quality, but it should be exciting to see the game running in English nonetheless.

https://www.youtube.com/watch?v=qHf_4_ryy-A
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on April 09, 2017, 01:01:40 pm
i recorded a clip demonstrating the bug using openGL as rendering backend.

the video has no audio in it to show, but the game does continue running normally after the battle, it will simply stay permanently blackscreened though.

https://www.youtube.com/watch?v=eFC35rkJSC4

with vulcan, this entire blinking/blackscreening simply doesnt happen, only noticeable thing is that when encountering "little vampire" the character and the enemy models momentarily blink, and after that it works as intented (no flickering happens during the battle, only on the field.)

edit: okay, i tested it a little more and with D3D9 like tom said, the blackscreening doesnt seem to happen (or if it does it's significanly more rare occasions, i only tested twice.) but it appears to cause all sorts of other graphical issues such as attack effects on battle not working correcly (not gamebreaking but looks retarded.) and the whole screen distortion that makes the font look like crap and such.

on D3D11, the blackscreening also doesnt happen, instead encountering a little vampire simply crashes the ppsspp completely causing it to close itself.


i read the bug report that SCO issued, and there was a suggestion that the glow is caused by using too high rendering resolutions, which is not the case because i NEVER run the emulator in any other mode aside 1x scaling, 1x window size, and all postprocessing disabled. for development purposes it is essential to me that the game looks exactly like it does on real hardware during tests.
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on April 09, 2017, 01:17:43 pm
There's a workaround for the artifacts caused by D3D9, though.

Hit F11 to swap in/out of full screen. Seems to clear any artifacts right up.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on April 09, 2017, 01:25:31 pm
There's a workaround for the artifacts caused by D3D9, though.

Hit F11 to swap in/out of full screen. Seems to clear any artifacts right up.

appears to work..... until you go to the next screen and have the game redraw a lovely glow on the bottom and right of the screen again :)

now, the problem i have with D3D9 is basically this.

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

what really needs to get solved is the fact that the save/load menu isnt working with unbuffered rendering because using it solves majority of the issues the game has right there.

also, on an unrelated note, I have planned things for this patch if and when it once upon a time is complete/near completion, and one of those plans is to create an optional kit to replace the game's soundtrack with the original midi-goodness of the ps1 version.

as of couple days ago, i succesfully dumped 64 tracks out of the ps1 game and going through the audio container of the psp version, there is 130 files in it (each track twice, a full, and a short, looped copy) so as of now it appears that this will be possible to do too and i will convert a track or 2 to test it out sometime in the near future.
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on April 09, 2017, 05:20:44 pm
Would it also be possible to include the extended PS1 intro?
Title: Re: Zill O\'ll infinite plus english translation
Post by: Mugi on April 09, 2017, 05:39:57 pm
Would it also be possible to include the extended PS1 intro?

it would, but seeing that the ps1 video resolution is a bit smaller it would propably look pretty goofy. Can try though.

Edit: just to let you guys know, since we started this now, im building myself a debug setup for ppsspp and will attempt to solve this along with the developers, hopefully in the future we'll see a fix applied that will make zill o'll fully functional with ppsspp.

naturally all this is off the development time of the patch itself, but i guess that cant be helped.

April 11, 2017, 10:45:15 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Let there be light!

retro audio patch test, first implementation.

https://youtu.be/Db2DBBL_EGc
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on April 18, 2017, 12:36:37 am
AAAAAnd it's done!!!!!111oneeleven

after a week of crying and fighting with soundforge about loop points, all 60 tracks of the game have been patched to their ps1 equivalents!

This mod will be optional treat for those who wish to use it with the english patch when it once upon a time releases!

enjoy!

https://www.youtube.com/watch?v=3I3WXw4vhLA
Title: Re: Zill O'll infinite plus english translation
Post by: Cargodin on April 18, 2017, 12:47:45 am
AAAAAnd it's done!!!!!111oneeleven

after a week of crying and fighting with soundforge about loop points, all 60 tracks of the game have been patched to their ps1 equivalents!

Wowza, that turned out super well! I sat down at one point and compared some of the tracks between the original and the port together and it's going to be so hard to just play one version of the game now. Thank you for doing this!  :woot!:
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Mugi on April 22, 2017, 01:08:59 pm
Well, the project is now officially cancelled.
Long story, which i cant be arsed to type out loud.

Thanks everyone for the attention and my sincere apologies for not completing it.
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Lentfilms on April 22, 2017, 02:30:52 pm
Wow :(
Sorry to hear that the project is canceled and I hope that everything is okay.
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: elmer on April 22, 2017, 06:48:54 pm
Well, the project is now officially cancelled.
Long story, which i cant be arsed to type out loud.

Well, apart from the amusement of your choice-of-words making it sound like you're a fellow Brit ...

... I'm really sorry to hear that. I've enjoyed reading your posts in this thread and watching the progress.

Whatever has happened, I hope that you'll eventually choose to continue working on translations at some point in the future.

Thanks for all your work on this game!
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Tom on April 22, 2017, 07:06:02 pm
It warrants some explanation -

I'm the reason he canceled the project, though Mugi, I'm not sure why you would cancel it outright. I believe you can find a different translator. Long story short, Mugi and I just had creative differences... Now here's the long version:

Mugi is the biggest fan of Zill O'll I know, but he has a much different vision for how Zill O'll should be. He prefers a translation to include stuff like honorifics, names spelled like the artbooks list them, characters referencing themselves in the third person... A straight translation, even if it comes off as odd. I'm of the exact opposite mentality. I try to smooth things out, change weird spellings, and drop any honorifics. It wasn't bound to go well.

I should clarify that most of these things weren't exactly deal-breakers to Mugi. He was trying to be flexible about it since he didn't have much choice; nobody else had offered to help in years... But I knew that if I continued working on it, it wouldn't provide him with the best possible experience. I don't feel that my work is the sort of quality that would mesh with his vision. I don't want to provide a translation that's "better than nothing." I wanted to make a translation that could be really appreciated.

It all came to a head when Mugi saw how I translated カルラ. I had written Karla, even though the instruction manual, artbooks, etc. all list her name as Karula in English. I thought it sounded too Engrishy, so I changed it. That's just how I work. I put natural English first. Mugi confided to me (not in malice, but in good faith) that this sort of loose attitude about spelling was cringey... It really depressed me.

He was willing to live with Karla, if I insisted upon it... But I would hate to imagine that Mugi, the biggest fan of Zill O'll, would be unhappy with my translation, so I wanted him to just find a translator with a more... "By the Books" attitude about translation. I am honestly surprised he would cancel the entire project outright, though. He asked me to delete all of the files related to the project. (He said that he doubts that I will - but I will, but first I would like him to clarify that still has the files. I don't want to delete them right now if they're the only working copy in existence.) I just think it'd be a crying shame to delete everything for such a trivial reason. I certainly hope that he himself hasn't deleted HIS files. It'd be a serious loss.

Even after I had made the decision to stop working on it, I still made the effort of pooling together the text I had done, doing one more edit, and then I sent it to Mugi (with the hopes that it could help him with the hacking and make a somewhat more enticing appeal to find a new translator). I had hope that this translation would be finished the way Mugi had intended. I really believe that he should uncancel the project.
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Isao Kronos on April 22, 2017, 07:21:29 pm
so basically mugi wants tv-nihon-tachi tier translation? ugh
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: rainponcho on April 22, 2017, 07:39:04 pm
Wow.

All I can say from experience is: Yes, it's a fully believable story. What I refer to as "pure blood" fans. They live and breathe the material so it does hold much higher meaning for them than say a junkie novice like me.
(actually, I knew a Japanese translator who thought the way pretty much exactly how Mugi does; the project hacker, not being me, did not approve and atomic f-bombed it).


If there is small room for "negotiation" or "compromise", have two scripts? Mugi's official version - the series canonical and original intent. Faithful and untouched by outsiders.

And a completely separate unofficial unsupported add-on addendum patch that has Tom's script - modernized with creative liberties at play; maybe tools could privately be given to Tom to do this portion on his own. It's extra work but sometimes it's worth it or a "necessary evil" to others.
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Mugi on April 22, 2017, 10:07:42 pm
errrr.... apparently the edit post button doesnt work as intended lol

so here's the post i wrote before it started screwing up at edits :P
----------------------------------------------

I told tom that the choice of how he wishes to translate the script is ultimately his, as he is the translator working on it, and merely offered my point of view on the matter, which (aside the fact that i really chose to use bad wording to bring it out.) was simply that. a point of view.

Yes, i dont like the idea of renaming karula to karla, she is one of the most iconic characters of the game, and I think her name should be kept as it is. I do point out at this point though, that counting together every single thing that was changed from how i initially laid it out, this particular one was the only thing i pointed out i did not agree with, and even so, I did tell Tom that if he still insists on changing it after hearing my opinion, then he simply should.

im not hung up on any specific style of how this game should be translated (or localized, or whatever you wish to call it) i simply have my own preference which ultimately tends to be very accurate, at the cost of being a little engrishy from some points (such as names.) you can call it weeabooism or call me an asshole over it all you want people, but that's how i like my games.

the misunderstanding here is mostly boiling down to the fact that apparently I managed to convince Tom that i wouldn't enjoy the way he writes things or that i'd just somehow consider it on "only better than nothing" which simply isn't true.

Either way, since Tom doesn't wish to continue it, then that's the end of the story. the project is dead.

I've spent enough time on this game already, and really dont feeling getting a 3rd round of false hope of getting to ever play it.
if someone wishes to continue, be my guest, but dont ask me to be involved in it.


the material regarding zill and it's hacking is still safe, im not masochistic enough to actually destroy that amount of work.
I'll decide what to do with it later on.
As of this moment we are still working on hacking the game with Binaryfail. The script engine still needs it's gender variable, and the game UI has a nice pile of bugs left on it.
afterall, hacking is what we do. That's what got me started to begin with.

but even if i do eventually reopen the project, it wont be in a while for sure.
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: mikeprado30 on April 22, 2017, 11:34:24 pm
I hope this one would be reopened in a not far away future.

Thanks for all your work, guys!  :thumbsup:
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Tom on April 23, 2017, 06:26:07 am
Rainponcho, I must say, that thought DID pop into my head at one point... After all, Mugi made a PS1 music option for the patch. Why not make other versions of the script? The problem is, making two versions of a script is not that easy... And I can't overstate the scale of the script. It's huge and very open-ended. It would essentially mean translating and formatting pretty much the entire game twice... Who would do that other version of the script? Me? It would be hard for somebody who doesn't know Japanese to do that appropriately.

If Karla/Karula was the only thing that really bothered Mugi (though I'm sure that there would have been other things that bothered him), here's what I would have done in his position... I would have just accepted the script, and secretly edited a separate version just for myself. Mugi said that he was working on the game for himself, not for other people... So I'm surprised he didn't just do that. I work on translations because I want to share the games I translate with the rest of the world... He could have let me do my thing, and he could have personally edited that version of the game to make his own version, while at the same time letting me share the version that I wanted to share with others. Seems like the best solution to me.

That said, it's hard to work on a project when you know that your work is making the biggest fan cringe. I also felt depressed and guilty when I saw that he had given up on the project because of me. I felt like I was caught between a rock and a hard place. When I decided to give up on the project, I did it with good intentions - to give him the chance to get the version of the script that he really wants... But then he started saying, if I don't do it, the project is dead... It felt like an odd ultimatum... "Either do it in a way that I don't like, or I won't do it at all."

But Mugi, I'm glad to hear that you're going to continue the hacking work. If you're still going to work on hacking it, then to me, that's saying it's not really canceled. And what a relief that is to hear! The work you've done on the game is absolutely beautiful. I don't see why you should not reopen the project immediately, because the sooner it gets worked on, the better.
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Mugi on April 23, 2017, 07:11:04 am
Im working on the engine side for now until i figure out what to do with it. (or something else that I find worth doing.) I have plenty of projects that could use my attention
(utawarerumono portable, utawararerumono 2, utawarerumono 3, girlfriend of steel 2nd still needs a bugfix patch, the first girlfriend of steel i hacked some aeons ago and could just work out too, magna carta for psp is halfway there, the list is endless...), but ultimately they all have the same issue; they're missing a translator. I could google translate things and spit out a new translation patch once a week if i so wished, but what good would that serve ?. not much.

To be honest with you, the thought of just recompiling my own version of the script to put back things i didnt like you changed did cross my mind, but I figured that's not a cool way to roll, If i was translating this game, and someone would just silently take up the entire script i worked on being all "it's so nice and all" and then just change it without saying a thing, i'd be more upset than the fact i was directly told something doesnt personally please me.

i voiced my opinion to you since i thought that we are working on this together and whether or not we would agree on this or that, it would atleast be fair to discuss the matter. i can't put enough weight on the fact that what i told you is simply my stance on it, and even so, the script work is still yours to do as you wish. I'm pretty sure i would enjoy the game just as much whether or not you changed X's or Y's name to suit your tastes better, and i honestly didn't expect you to be upset enough about it to entirely hop off the project. We all have our opinions and preferences, there's no way to please everyone.

there is also the fact that since there is practically no material existing from zill o'll in english aside a few lists of character names and several location names, you could practically rewrite half of the game and i wouldn't even know it.

naturally i am working on this game because I want to play it and i want to get it translated so that i can play it, i would have to be completely out of my mind to take on a project of this magnitude if i wasnt doing it for myself. I never said i work only for myself, but obviously, I am my primary audience.

the reason why i said im dropping the project is because this is now the 4th time of me taking on this game, and im about had enough of running allover the internet like a retard trying to find someone who has even heard of it, let alone possesses necessary skills to do something with it. if people arent interested, then they aren't interested. I can't do it myself and now its just not worth my time and effort anymore.
The combined time i've already used on this game i could have used to spit out some 3-4 moderately sized games fully hacked off for someone to translate. This is my #1 game to work on ever since 1999, but i have my limits too.

speaking of porting the soundtrack from the ps1 version anyway, that's not the only thing i ported from it :P

(still a WIP)
(https://dl.dropboxusercontent.com/s/q6ocveyukxf0xqd/ULJM05410_00148.png) (https://dl.dropboxusercontent.com/s/r7phhc9cp6dh9pn/ULJM05410_00149.png) (https://dl.dropboxusercontent.com/s/tsk3q7nfyq15j9q/ULJM05410_00150.png)


Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Tom on April 23, 2017, 08:07:56 am
If you never told me that you made a private version for yourself, and changed the names to whatever you saw fit... Why would I care? I wouldn't even know that you did it.  On the other hand, telling me that my translation style made you cringe... Obviously, I'm going to care more about that. Maybe I shouldn't let my ego get the best of me, though.

From my perspective, yes, the fan base is small (even in Japan, it's not exactly a mainstream title)... If the English patched version is someone's first experience with the game, and they see the name "Karula," it won't seem familiar to them like it does to you. They haven't read the guidebooks and artbooks and all of that.  It will just look like Engrish, and their opinion of the game will not be as good as it might have been otherwise. They won't care that the spelling doesn't match a Japanese artbook. They won't care about what honorific was used or removed. They won't insist that Lulluantha refers to herself in the third person like she does in Japanese. If they did, they'd have to be pretty darn familiar with the Japanese script, and if so, then why would they be playing the English patch?

Anyway, I don't want to crush your dream. I'll resume work on it, if you want. And I'll even give you my blessing to make whatever edits you see fit to your own private copy. I feel kinda bad that I'm not the ideal translator for the project, but I'll man up and offer to help again, if you're willing to take it.
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Mugi on April 23, 2017, 08:45:02 am
it's really up to you, as I said, if you work on it, it'll be your work, and I will not be editing it.

the keyword here is preference. I've sat on whatever little I've had from this game for almost 20 years now so obviously Im stuck on it.

But again like I said, changes such as changing the way Lulluantha refers to herself, or honorifics (I simply said from start, that when I do work on scripts, I tend to keep them as per my preference),
I honestly dont mind either way, it is just as it is, a preference. For instance, I did notice that Lulluantha refers to herself in 3rd person when I played the game in japanese, but changing that on the english patch never occurred to me. You, on the other hand decided that it'll be better if changed. Cool beans, so be it.
For honorifics in zill o'll... I'd propably prefer it without, the text doesnt read out in a way that it would serve any purpose to have Belzeva-sama running after Nemea-senpai. :P

If you want me to elaborate on that, it mostly comes from my earlier projects such as utawarerumono, from which the translator provided me very stiff, formal and generally rough translations as per my request, which I then typesetted alone to my liking. It really boils down to the type of game Im working on, and in the case of utawarerumono which is a wet dream of any weeaboo to begin with, I saw it very fitting to leave them as they are (not to mention that having them on the text matches the voicing, which again, we dont have in zill o'll.) Utawarerumono also has a character who refers to herself in 3rd person (must be a japanese thing ? :P) and I chose to leave that there too. I could have changed it, but didn't see the need to.

and if you're just thinking that im stone set on not changing anything from the canon, that's another miss, the msgsec000 file is a very solid proof of that.

When I provided you the initial script, I handed you several files already worked, including the msgsec000 containing every character name in the game, from which A LOT were already made non-canon by yours truly, simply because they just did not work, canon or not. The bottom line is that if I see something in your texts that I think would be left untouched, Im not afraid to voice my opinion about it, who knows, maybe you can listen to it and consider whether or not the choice you made was the right one. If not, then not.

I fully trust your judgement as far as making the script and the texts work as a whole, but just because you're an experienced translator and I'm not, doesnt mean you should simply not even listen to what I have to say and instantly jump off the project. we both work on it, not you only, not me only. That's what discussions are for.

can't please everyone is my favourite saying ever since I decided to do translation hacking.
I'm pretty sure there will be people from both sides on this game too (there always is) those who want the canon names and those who dont.
The fact that we have translated roms that incorporate things like choosing a set of translated skill names or romanized skill names on a game
(I forgot which game had this, some tales of phantasia maybe ?) is a good proof of that.

for those interested, this is what the typesetting of a noob looks like: https://www.youtube.com/watch?v=Iw7GB0oSxi4 (first round of edits, still contained issues to solve.)
before anyone asks, utawarerumono is on hold due to aforementioned lack of translator. (the game is ~65% done)

what comes to being "preferred translator" I dont know, I'm having a little hard time sitting on this sentence to be honest. I'm flexible, and just because I happen to be used to certain type of translations doens't mean I dont enjoy the other types at all, and unlike this unfriendly potato who instantly labeled me as a weeaboo and obviously prefers your way over having honorifics and whatnots;

so basically mugi wants tv-nihon-tachi tier translation? ugh

I'm sure there are people who would like to have things like romanized skill names and/or honorifics and/or whatever else we possibly could hypotethically do in multiple ways.

edit: Im just putting this right here tho, If the project does continue for now, there wont be multiple variations of it with an attempt to pleave everyone, the game is enough work as it is. it will be hacked in a way I feel like hacking it, and translated in a way Tom feels like translating it. If it doesnt please someone, they can greet my ,,|,,
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Tom on April 23, 2017, 09:30:50 am
I fully trust your judgement as far as making the script and the texts work as a whole, but just because you're an experienced translator and I'm not, doesnt mean you should simply not even listen to what I have to say and instantly jump off the project.

Hold on there.  You're saying I jumped off the project without listening at all, and that's just not true. I did listen to you. I understood your complaint fully about Karla/Karula, and I addressed it directly, but you said that it made you cringe, and at that point, it became more of an insult, rather than a simple suggestion or question. I listened, and I took it to heart. I realized that my translation would not be in line with your vision.

I wanted you to find a translator who WAS in line with your vision. I made the decision to back out fully expecting to find someone better suited to translate your dream project. You said that you were a perfectionist, and I didn't want you to have to settle. That's one of the reasons why I backed off. These are the two main reasons I did:

1. I felt insulted and depressed when you said my translation made you cringe.
2. I felt you could find someone better suited for your vision.

Hearing that it's nearly impossible to find a translator (and frustrating enough to make you quit trying entirely) made me put aside number 2, which meant the only reason I had to not work on it was my own ego. I can put that aside, but I would appreciate it if you didn't say that I'm not listening to what you say... Because I am.

The "canon" in this game is further complicated by the existence of Trinity: Souls of Zill O'll in English on the PS3. How many people who played the PS3 game will want those canon terms for a consistent experience, moving from the PS3 version to the PSP? What about the artbook canon? Which canon is more important? A serious argument could be made in favor of both, and neither one would be wrong.

I'm not trying to match the artbooks. I'm not trying to match up with the PS3 version either. If the artbook canon sounds better, I'll go with that. If the PS3 official canon sounds better, I'll go with that. If both of them seem off, I'll do something different. But whatever I do, I do it because I feel the script will be stronger for it.
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: VicVergil on April 23, 2017, 09:34:04 am
so basically mugi wants tv-nihon-tachi tier translation? ugh

Do you think adding to the fire is helping this situation?
The previous screenshots don't have honorifics and you know it, and Tom and rainponcho aren't replying with the intention to dogpile on Mugi or expose him/her as a crazed weaboo - they're discussing creative differences in a pretty respectful way including romanisation choices for names already in English even in the Japanese version, and when deviating on them should be done. It was a creative difference that could be solved with a ctrl+f search&replace, but even before that everyone involved was pretty flexible and said upfront they're open for compromise.

You just want to get to say non-constructive stuff like this for your personal gratification. To be fair, it's the more effortless way to go when one can't contribute with actual help or constructive discussion. This is already a thankless job so there's no sense adding attacks and negativity on top of that.
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Mugi on April 23, 2017, 10:11:43 am
Hold on there.  You're saying I jumped off the project without listening at all, and that's just not true. I did listen to you. I understood your complaint fully about Karla/Karula, and I addressed it directly, but you said that it made you cringe, and at that point, it became more of an insult, rather than a simple suggestion or question. I listened, and I took it to heart. I realized that my translation would not be in line with your vision.

I wanted you to find a translator who WAS in line with your vision. I made the decision to back out fully expecting to find someone better suited to translate your dream project. You said that you were a perfectionist, and I didn't want you to have to settle. That's one of the reasons why I backed off. These are the two main reasons I did:

1. I felt insulted and depressed when you said my translation made you cringe.
2. I felt you could find someone better suited for your vision.

Hearing that it's nearly impossible to find a translator (and frustrating enough to make you quit trying entirely) made me put aside number 2, which meant the only reason I had to not work on it was my own ego. I can put that aside, but I would appreciate it if you didn't say that I'm not listening to what you say... Because I am.

The "canon" in this game is further complicated by the existence of Trinity: Souls of Zill O'll in English on the PS3. How many people who played the PS3 game will want those canon terms for a consistent experience, moving from the PS3 version to the PSP? What about the artbook canon? Which canon is more important? A serious argument could be made in favor of both, and neither one would be wrong.

I'm not trying to match the artbooks. I'm not trying to match up with the PS3 version either. If the artbook canon sounds better, I'll go with that. If the PS3 official canon sounds better, I'll go with that. If both of them seem off, I'll do something different. But whatever I do, I do it because I feel the script will be stronger for it.

I know i worded myself in a very bad manner and for that I apologize (again.) but I really got the feeling that you simply just quit the project because I did not happen to agree on a change you imposed into the script. I never asked you to not make the change, did I ? I asked you to reconsider it based on an argument I gave you, tacked along with the fact that it was indeed my personal preference.

What comes to my vision of how this game should be translated, If you really want to go there, we can do that, but I doubt that it will happen. I am a perfectionist indeed, up to the point it disgusts myself on most projects I deal with atleast in one occasion. If I can bend everything into my total control over the outcome of this game, then this is how it will happen:

you translate me the scripts as accurately as you possibly can disregarding anything else (linebreaks, space limitations, typesetting, weeabooism, whatever) and I will then single handedly proceed to rape your translation to match my weeabooism tastes, completely disregarding whatever it was you wanted from the game or it's texts. then I will throw out a patch for people, and you take the shit for doing an amateurish translation at best.

lets not go there okay?, im a perfectionist, but im also down to earth or whatever is the expression you wish to use, a realist :P
there are things I wish I could do but that are simply unattainable no matter how many years I put into it and how much im willing to waste time with it.

perfectionism is a really relative subject for me atleast, perfectionism is a pixel perfect font, a crisply graphic void of dithering left there by original developers, a fully translated script that is consistent over everything else.

my perfectionism is my biggest stepstone on anything I do because the little voice in my head always tells me that I need to do it the way I want, even though it's a piece of work completely out of my range.

that was also one of the major issues I faced when I decided that now is the time to finally get this game out there. I absolutely required it to be done by one single person, who will work through every single thing in the game. Why? one word. consistency. whatever else may happen, consistency must stay, and now that you have seen the script files and their layout with your own eyes, Im relatively sure you can understand why this game cannot be done by multiple translators.

I said earlier that im a flexible person, by that I did mean it, just because the way you changed some things was not what I would have chosen to do, doesnt mean I wont appreciate the work, or that I would somehow think it's cringey.
Just because I think the change of that one name is a cringey change, doesnt really weight much in the cup at the end of the day. I will live with the change, I will get used to it. it's also completely unrelated to the quality of your work as a translator. it's removing one letter from a name that was written in english on the official page of the game to begin with. dont really need a translator to do that change.

The cringe came from the fact that it was a really unexpected change in my eyes, I did not and still dont see any reason to make it. But since you did, then so be it.
To be honest, Im way more interested of seeing how are you going to solve this:

(https://dl.dropboxusercontent.com/s/edjfv5jldt2z6u8/fliptable.png)
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Tom on April 23, 2017, 11:07:55 am
I wrote a long response, but I erased it because it was pointless.
I'm going to end the discussion here; I'm tired of bickering about it.

I'll work on it again.
You do your part, and I'll do mine.

Here's what I need from you:

There is an NPC that crashes the game... A line that I don't believe I've edited, and I'm not sure why it crashes the game.

Create the iso using the files I've sent you, and go the item store after you get to Rostohl in the Small Town opening. Go down the stairs. You'll see two men. One is a blacksmith. The other crashes the game.

Also, one other question: Are some weapon names pieced together on the fly?

Lulluantha's weapon is named グランディア, however this string does not appear in the game's script. グラン and ディア do appear, but in separate listings, along with what might be other segments. Is the game piecing together parts of weapons and defensive gear names and arranging them on the fly? Or is this another one of those bits that doesn't appear in the main script?
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Mugi on April 23, 2017, 11:41:44 am
the weapon/armor and I believe accessory names do not appear in msgsec, they are inside a convoluted mess of a binary file located elsewhere,
here's the full list:

Spoiler:
ソード      Sword
グレートソード   Greatsword
スピア      Spear
アックス      Axe
ショートソード   Short sword
ボウ      Bow
ナックル      Knuckle
シールド      Shield
クロース      Robe
ブレストプレート   Breastplate
ボディアーマー   Body armor
プレートアーマー   Plate armor
素手      Bare hands
月光      Moonshine
剛刃      
浄化の月杖   
閃刃      
デスサイズ      
日光      Sunlight
七竜剣      
破滅の槍      
マジカルステッキ   
カフジエル      
アフ      
緋炎の宝剣   
ロッチナ      
蒼流の聖槍   
斬岩の霊斧   
疾風の魔弓   
バトルブレード   
破邪の剣      
ジンガハンマー   
いばらの杖      
神罰の鎚      
アルヒェ      
ソルベンジュ   
メテオフィスト   
封魔の槍      
ストラスエッジ   
賢者のローブ   
青の魔鎧      
黒のビスチェ      
ネメアの鎧      Nemea's armor
白のローブ      
派手な服      
エルフマント      
ヘヴンバインド   
革の鎧      Leather armor
貴族の外套   
奴隷呪縛衣   
ライジングサン   
樫の棒杖      
マジックヴォルト   
魔炎弾      
ランカ      
ランバーアクス   
竜破      
ウィンドミル      
閃光の弓      
アルトロン      
剛刃      
閃刃      
エメルの弓      
火柱の指輪   
流水の指輪   
沃土の指輪   
涼風の指輪   
清浄の指輪   
漆黒の指輪   
煉獄の腕輪   
流氷の腕輪   
大地の腕輪   
旋風の腕輪   
清廉の腕輪   
無常の腕輪   
闘士の心得   
必勝のお守り   
盗人奥義      
豪腕の首飾り   
体力の首飾り   
知恵の首飾り   
精神の首飾り   
敏速の首飾り   
技巧の首飾り   
朝日のお守り   
柔軟のお守り   
砕石のお守り   
光明のお守り   
不惑のお守り   
覚醒のお守り   
解毒のお守り   
饒舌のお守り   
祝福のお守り   
健脚のお守り   
灯火のお守り   
城塞の宝玉   
神秘の宝玉   
大空の羽飾り   
ゴーレムの腕輪   
水鳥の羽飾り   
火蜥蜴の腕輪   
戦神の腕輪   
智神の指輪   
運命神のピアス   
天空神の魔除け   
精霊母神の護符   
パワフルコイン   
ミスティコイン   
魔道の指輪   
マノンタリスマン   
普通のフライパン   
伝説のフライパン   
炎呪の手袋   
形見の剣      
魂狩の刃      
クルセウス      
ソリアスの戦斧   
水鏡のグローブ   
狂戦士の拳器   
ナックルダスター   
グランダガー      
大地の衣      
自作の槍      
深淵の鎚      
烈怒の槍      
バイアスのローブ   
シルフィード      
グランディア      
烈破の炎弓   
毛髪のローブ   
エプロンドレス   
火の巫女装束   

simply work on them and send the txt back to me and i will add it to the game (the texts have to be inserted manually with hex editor, we never bothered to make a separate tool for that one single task.)

the NPC in question is the npc that allows you to change the elements of your weapons, there shouldnt' be anything going on with him as i recall talking with him earlier during my initial tests.
it might have something to do with the new revision of the text tool. (i did state that the new multi line dumping mechanism that got us the missing lines is a bit scetchy, it's really hard to comprehensively test it with every possible scenario.) I'll take a look at it. It might also have something to do with the emulator, I found a new pile of things that cause the emulator to simply crash when encountered, and i tested in on more or less all possible versions of the scripts i had too, until i eventually tested it with the vanilla game... look and behold we have a crash... the emulator's instability with zill is really not helping the work.

im glad you decided to continue working on it, but I'm still going to type this out; you dont exactly owe me anything so if you really feel like dropping out of this, then by all means, do so. doing something as a hobby you dont enjoy doing serves no purpose whatsoever. Im working on this game because im still enjoying watching it all getting together piece by piece despite all the drawbacks it's had so far, if that changes, i will abandon the project myself without second thoughts. hobbies are for fun, not an extension of daily workload.


Edit: tested the NPC you said, and it does crash, however, it only crashes when i used all the files, if you exclude msgsec056 and msgsec133 from pami, it will function as intended, (both 056 and 133 are exceeding the 64kb filesize limit.)

(https://dl.dropboxusercontent.com/s/q10yk8ca8ao5o8v/ULJM05410_00151.png)

edit2: forgot to say that the equipment list above is the one that is limited to 16 symbols per name, with little to no hope on lifting that restriction,
not only the file containing them is a complete mystery at the moment, using longer names will also lead to reforming of the entire menu layout. i will look into it if absolutely necessary, but from what i saw on that list with google translate so far, it should be manageable with said restriction in mind (replace necklace with amulet to shorten it, etc...)
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: ObiKKa on April 23, 2017, 12:27:35 pm
Im working on the engine side for now until i figure out what to do with it. (or something else that I find worth doing.) I have plenty of projects that could use my attention
(utawarerumono portable, utawararerumono 2, utawarerumono 3, girlfriend of steel 2nd still needs a bugfix patch, the first girlfriend of steel i hacked some aeons ago and could just work out too, magna carta for psp is halfway there, the list is endless...), but ultimately they all have the same issue; they're missing a translator. I could google translate things and spit out a new translation patch once a week if i so wished, but what good would that serve ?. not much.
...

Oh, I just realised after learning from the rather difficult to read Wikipedia page (https://en.wikipedia.org/wiki/Utawarerumono) on the whole Utawarerumono series that both sequels (On PS3, PS4 and PS Vita. No longer PC and PSP like the original.) will be released worldwide next month and in the fourth quarter respectively this year. Perhaps, most likely, only the PS4 ports of both sequels may be released in English like some competitors (ie. Persona 5).
I checked before then that both of those games do have rather nicer looking engines that I like more than the original iteration (No judgment on your choice of games nor translation. The visuals for the first game look alright and are cohesive if a bit dry.).
So the question is why would you want to be working on translation hacks for both of those sequels if they'll come in English?

I have checked that youtube link on your translation hack of the first game's PSP version and saw in the comments section that the battle gameplay had received huge improvements over the English-localized PC version. So that's all good and well.
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Mugi on April 23, 2017, 12:59:25 pm
Oh, I just realised after learning from the rather difficult to read Wikipedia page (https://en.wikipedia.org/wiki/Utawarerumono) on the whole Utawarerumono series that both sequels (On PS3, PS4 and PS Vita. No longer PC and PSP like the original.) will be released worldwide next month and in the fourth quarter respectively this year. Perhaps, most likely, only the PS4 ports of both sequels may be released in English like some competitors (ie. Persona 5).
I checked before then that both of those games do have rather nicer looking engines that I like more than the original iteration (No judgment on your choice of games nor translation. The visuals for the first game look alright and are cohesive if a bit dry.).
So the question is why would you want to be working on translation hacks for both of those sequels if they'll come in English?

I have checked that youtube link on your translation hack of the first game's PSP version and saw in the comments section that the battle gameplay had received huge improvements over the English-localized PC version. So that's all good and well.

mostly because i can, more or less.
I hacked apart utawarerumono 2 as soon as it released and uta 3 is more or less uta 2 as far as engine goes anyway, didnt seem like a thing that would likely receive an official localization at the time, and since they now do, i've suspended the hacking of them. Im sure those will have enough censored things for me to uncensor once they actually do release in any case, if the original game is anything to go by.

for the first game, yes, the ps2 and the psp versions are vastly superior to the original pc release of the game as far as actual gameplay goes (it's a VN/SRPG hybrid) at the cost of losing all the +18 content of the game. My translation project for the psp version aims to get that upgraded content available in english and while im at it, revise the translation a little (The project started as a result of mirrormoon handing me the script from their PC version translation patch) but instead of implementing it into the psp port, we chose to retranslate for a more accurate approach. (and possibly bringing back the +18 content.) Unfortunately the translator responsible for working on the scripts went MIA, and the project has been on a standstill ever since.
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Tom on April 23, 2017, 07:04:10 pm
The necklace items should fit, no problem.

Spoiler:
豪腕の首飾り   Strong Necklace
体力の首飾り   Stout Necklace
知恵の首飾り   Wise Necklace
精神の首飾り   Psyche Necklace
敏速の首飾り   Agile Necklace
技巧の首飾り   Finesse Necklace
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Mugi on April 24, 2017, 01:57:50 am
that's good news.

did you get past the crash on the spirit change NPC ?
as for now it looks like the only reason for the crash was indeed the filesize limit, but that' will be left to be seen once the files have been worked through. (the issue the line de-dublicator has that it currently has a very poor detection regarding dublicates of lines that are not xxxx.1) and since the decimal lines other than .1 do not have their own pointer in the text pointer tables, de-dublicating them simply doesnt work. easy way to solve that is simply to remove the de-dublicator, but seeing that the larger of these files is some 10kb larger than it should be, that might be a bad idea. We'll try and refine it a little more for the next revision that should finally have the gender variable too, it's being worked on.
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Tom on April 24, 2017, 07:26:49 am
did you get past the crash on the spirit change NPC ?

I didn't know what you meant by "excluding" the file from pami. Are you saying that I should just not transfer the dat file over, and the line will remain in Japanese?
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Mugi on April 24, 2017, 08:03:52 am
for now, use the original data files to keep the filesize under the 64kb.

once the full file is translated it will hopefully shrink enough to fit  (most of the translated files ended up smaller than the originals.), if it doesnt, then we have 2 options.

1) try to reword the strings in it to make it smaller.
2) i'll reprogram half of the game to make the string addresses 4-byte long instead of 2-byte long and then rewrite all msgsec files to the new format.

edit: I did some testing with it, and the culprit is indeed msgsec056 being too large. I filled it with enough empty strings to make it's size below 64kb and now it loads properly.
Have you translated this file completely ? if so, is it still too large ?
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Bonk on April 26, 2017, 12:52:07 am
If you never told me that you made a private version for yourself, and changed the names to whatever you saw fit... Why would I care? I wouldn't even know that you did it.  On the other hand, telling me that my translation style made you cringe... Obviously, I'm going to care more about that. Maybe I shouldn't let my ego get the best of me, though.

From my perspective, yes, the fan base is small (even in Japan, it's not exactly a mainstream title)... If the English patched version is someone's first experience with the game, and they see the name "Karula," it won't seem familiar to them like it does to you. They haven't read the guidebooks and artbooks and all of that.  It will just look like Engrish, and their opinion of the game will not be as good as it might have been otherwise. They won't care that the spelling doesn't match a Japanese artbook. They won't care about what honorific was used or removed. They won't insist that Lulluantha refers to herself in the third person like she does in Japanese. If they did, they'd have to be pretty darn familiar with the Japanese script, and if so, then why would they be playing the English patch?

Anyway, I don't want to crush your dream. I'll resume work on it, if you want. And I'll even give you my blessing to make whatever edits you see fit to your own private copy. I feel kinda bad that I'm not the ideal translator for the project, but I'll man up and offer to help again, if you're willing to take it.

This this this. Proper localizations have to actually make sense in English and get the same intentions across to any native English speaker.

This extends to name changes, especially if the original makes no sense in actual English. A good example of comparing good name localizations IMO is Arc The Lad. Working Designs release of the games vs ADV's release of the anime. (Which has awful, cringe inducing name translations and name pronunciations.)

Tosh vs Toshu (Tofu?)
Gogen vs Gorgon (Turn me to stone?)
Kukuru vs Kukulu (Kukuwhata? This would be arguably ok, but it just doesn't read right in English.)
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: lexluthermiester on April 26, 2017, 03:46:43 am
Come on folks, don't cancel this project. You've come so far. Go the distance even if you have to agree to disagree on some things. Just a thought..
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: VicVergil on April 26, 2017, 12:39:07 pm
Come on folks, don't cancel this project. You've come so far. Go the distance even if you have to agree to disagree on some things. Just a thought..

As it should be obvious from the previous replies by Mugi and Tom, it seems this project was in fact un-cancelled.
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Mugi on April 26, 2017, 01:15:33 pm
The project is still going on, although a bit slow on the hacking side, as i've now been sick for over a week and starting to have some serious issues on focusing on what I do,
combined with the fact that the other half of the hacking side, binaryfail lives halfway across the world from me, leading into the fact that we are only capable of communicating at all if I stay awake at times past 4am or so, which I currently cannot do due to real life oblications.

some later updates on the hacking side is that we programmed a barebones test executable for seeing how the gender variable would be easy to handle within our current space limitations of the game's executable. (an update for elfhax executable expander is also on the works, as it turns out that the application still has it's fair share of issues to be solved.) That will hopefully progress more during the weekend when we are able to work on it on a proper manner with Binary.

The executable currently has 0x4D0 bytes of free space left which is partially reserved for remaining strings that are to be modified/updated within the executable, along with various little gimmics such as new stringbuffers that are to be allocated for currently non-working things like the job system (see 1st post for details.)

aside that, I patched out remaining alignment issues from the treasure chest opening minigame and fixed various graphical bugs from the main UI that were present on the vanilla game due to bad pixel coordinates on the relevant sprite sheets. Aside that I'm still currently working on trying to trace the code responsible for making the numerical strings shift by 8pixels per-digit which due to the new font is causing a 1-pixel offsynch per digit on numerical strings, and the code that is responsible for scaling down the font used to display player and enemy stats on the battle screens. (the goal is to remove the scaling and have the HP/MP displays use the same 9px tahoma font the game normally uses.)
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: lexluthermiester on April 26, 2017, 05:20:50 pm
Ah, ok cool. It's just the thread title still shows "(cancelled)". My bad bad, shutting up.
Title: Re: Zill O'll infinite plus english translation (cancelled)
Post by: Mugi on April 26, 2017, 05:24:15 pm
Ah, ok cool. It's just the thread title still shows "(cancelled)". My bad bad, shutting up.

fixed that for you.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 06, 2017, 06:50:15 pm
As im now more or less finished with the graphics overhaul I figured it's time to give some eyecandy to the community here too :P
Tons of little things were fixed allover the place but Instead of pointing everything out i'll just drop a few comparison shots.

hope y'all like it.

vanilla <----> Patched.

(https://dl.dropboxusercontent.com/s/yyz5ffsua8dp5bp/menu_jp.png) (https://dl.dropboxusercontent.com/s/vpce902aui9c7yr/menu_en.png)

(https://dl.dropboxusercontent.com/s/u028mfzwq3tso14/skill_jp.png) (https://dl.dropboxusercontent.com/s/mx0p4fp0a59dqcx/skill_us.png)

(https://dl.dropboxusercontent.com/s/f9di85ec0zc79bx/soul_jp.png) (https://dl.dropboxusercontent.com/s/oztpq6ouq9bb1s1/soul_us.png)

(https://dl.dropboxusercontent.com/s/jkih61tvki98hv1/quest_jp.png) (https://dl.dropboxusercontent.com/s/5f3k9sad9ehnfmr/quest_us.png)
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on May 06, 2017, 09:00:32 pm
You might consider changing the "Passive" skill graphic to the letter P.

The Japanese says "Auto" skill, and labels the skill with the A T symbol (probably meaning AuTo).

Since "Auto" has been changed to Passive, it follows that the letter of the icon should also be changed.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 06, 2017, 09:04:02 pm
those I havent touched yet, they, along with the status effect labels (poison etc.) are still on the table.
Title: Re: Zill O'll infinite plus english translation
Post by: KaioShin on May 07, 2017, 03:08:34 pm
Beautiful  :thumbsup:
Title: Re: Zill O'll infinite plus english translation
Post by: lexluthermiester on May 07, 2017, 08:50:03 pm
This is looking really good. Like the font you've chosen.
Title: Re: Zill O'll infinite plus english translation
Post by: ObiKKa on May 08, 2017, 12:58:14 pm
Beautiful  :thumbsup:
This is looking really good. Like the font you've chosen.

Yeah, agreed. I noticed both sets of fonts and they're much more beautiful. Sure, yeah, those character portraits are enhanced much better with a nicer contrast in their backgrounds.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 08, 2017, 03:23:41 pm
I'm really pleased with the fonts myself, although I cant really take credit of the general font itself, since I simply replicated Tahoma for that purpose (it's more or less pixel identical)
And the graphical texts I simply remade only because a small amount of them were written in japanese and I wanted all of them to have unified look, so the english ones like the "quest completed" here had to be redone too.

It's starting to really look nice overall.
I'm currently working over the status effect icons, and various little tidbits I missed or wasn't happy with so far but in general I'd say it's about 95% done as far as graphics goes. My personal favourite as far as the graphics goes is by far the "upgrades" I imported from the ps2 version though.... so many cups of coffee and packs of smokes went into making this happen. (curse the miserable soul who packed the files on the ps2 version.)

We also had a little conversation about an idea I came up while being bored out of my mind that we might even redo the main logo for the game too, to give it a similar look than the official english release of Trinity, souls of zill o'll had. Trinity being the only official english release of the franchise ever, we played around with the idea of having our little english patch follow in the footsteps of the official prequel.

here's my initial concept of it, though nothing has been set in stone and at this point, it's still not even decided whether or not we will be doing this change at all. Nonetheless, hearing opinions of things never hurts anyone.

(https://dl.dropboxusercontent.com/s/rcscdavggf61icn/asa.png)

(https://dl.dropboxusercontent.com/s/atjzed8ulv24app/compare.png)
Title: Re: Zill O'll infinite plus english translation
Post by: DSwizzy145 on May 08, 2017, 05:25:05 pm
I'm really pleased with the fonts myself, although I cant really take credit of the general font itself, since I simply replicated Tahoma for that purpose (it's more or less pixel identical)
And the graphical texts I simply remade only because a small amount of them were written in japanese and I wanted all of them to have unified look, so the english ones like the "quest completed" here had to be redone too.

It's starting to really look nice overall.
I'm currently working over the status effect icons, and various little tidbits I missed or wasn't happy with so far but in general I'd say it's about 95% done as far as graphics goes. My personal favourite as far as the graphics goes is by far the "upgrades" I imported from the ps2 version though.... so many cups of coffee and packs of smokes went into making this happen. (curse the miserable soul who packed the files on the ps2 version.)

We also had a little conversation about an idea I came up while being bored out of my mind that we might even redo the main logo for the game too, to give it a similar look than the official english release of Trinity, souls of zill o'll had. Trinity being the only official english release of the franchise ever, we played around with the idea of having our little english patch follow in the footsteps of the official prequel.

here's my initial concept of it, though nothing has been set in stone and at this point, it's still not even decided whether or not we will be doing this change at all. Nonetheless, hearing opinions of things never hurts anyone.

(https://dl.dropboxusercontent.com/s/rcscdavggf61icn/asa.png)

(https://dl.dropboxusercontent.com/s/atjzed8ulv24app/compare.png)

Just leave it the way it is because you never know some people might be highly disappointed with the change honestly
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on May 08, 2017, 08:52:01 pm
I really liked Mugi's new title screen much better than "Zill O'll Infinite Plus," which sounds kind of odd. It sounds quite Japanese-Englishy, like "Zill O'll Hyper Brave Edition Infinity Alpha."

The only change I wanted was for the title to be:

      Infinity
 Souls of Zill O'll

instead of just

Infinity
   Zill O'll
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 09, 2017, 02:19:58 am
Just leave it the way it is because you never know some people might be highly disappointed with the change honestly

To be honest with you Im not really sure if I like it or not yet either, but it does have it's both sides. On the other hand, it would align the english translation nicely with the official release of trinity and give the patch some look of it's own, but on the other hand, I'm kinda stuck on the whole "lets keep it as it is" thing, which I know from experience, a lot of people tend to like more...

it's a really small change as far as the actual game data goes though, so whichever way it goes, it's not like it would be hard to revert it in any case. This patch already has components that will be patched in as optional changes, such as the ps1 mode soundtrack and UI, so nothing prevents us from adding an option to reroll the logo back to it's default state.
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on May 09, 2017, 03:19:20 am
Originally, I was in the "leave it as it is" camp, and didn't even consider changing the title screen, but once I saw your work, I was instantly converted to the idea.

I like giving people the option to choose between the two title screens, since you're going to give them the option to choose between PS1 and PSP style soundtracks.
Title: Re: Zill O'll infinite plus english translation
Post by: ExL on May 09, 2017, 11:14:36 pm
New title looks better, though I agree on "Souls of Zill O'll" point and I think the line should look like in Trinity's title, bit more height and glow. It's my personal preference, I would be satisfied with way you made it too as it's better than "as is" to me :thumbsup:
Also while I'm at it, I liked "Quest Completed" of original more, it was standing out more with deeper orange and  black line behind. Can it be compromised with new font, but deeper orange and black line? Or at least only deeper orange?

Really loving all the progress in the thread, it progresses very well and my nitpicks are minor compared to overall awesomeness. Even 2 different soundtracks to play with greatly increasing replayability :o :thumbsup:
Thanks to you both, Mugi and Tom, for bringing top quality translation with modifications making game even better than it was! :thumbsup: (I bet that even half of it wouldn't achieved with official localisation if it was made)
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 10, 2017, 08:37:41 am
New title looks better, though I agree on "Souls of Zill O'll" point and I think the line should look like in Trinity's title, bit more height and glow. It's my personal preference, I would be satisfied with way you made it too as it's better than "as is" to me :thumbsup:
Also while I'm at it, I liked "Quest Completed" of original more, it was standing out more with deeper orange and  black line behind. Can it be compromised with new font, but deeper orange and black line? Or at least only deeper orange?

Really loving all the progress in the thread, it progresses very well and my nitpicks are minor compared to overall awesomeness. Even 2 different soundtracks to play with greatly increasing replayability :o :thumbsup:
Thanks to you both, Mugi and Tom, for bringing top quality translation with modifications making game even better than it was! :thumbsup: (I bet that even half of it wouldn't achieved with official localisation if it was made)

the new logo is simply a first draft, it's no more than a thing I quickly put together with a random font that was a "bit like there" to see if it would work at all or not. For starters, the "infinity" text is a bit too large, it's blurred to shits, and the font is nowhere near like the trinity one, i'll be redoing it atleast 74 times before im happy with it assuming we do go that way. Same goes with the "souls of" i simply left it out since i wanted the game's original name to be there, but adding that back there is no big deal :P

for the quest completed, I was considering of making it closer in colors and with the black line as the original was, the thing is, that this is the only one with a black line, so instead I simply made it more in-line with the rest of the texts. (okay, technically the battemode messages had a line too but they are using a special highlight color mode on their rendering which makes dark colors transparent so that doesnt really show up much in the original, the new ones dont have it anymore.)

Im sure if there was an official localization of this, it would be great too, but what comes to things we've been doing here, some of them are simply not something an official psp release (on UMD) could have.
The graphics are the prime example of this, I've now pumped up practically all UI graphics from 16-128 color to 256 color, and while this is completely in spec with the game engine (it supports even direct color so i could do that) the fact is that the psp itself cannot handle it anymore (i blame gim library, it sucks.)  The fact that this patch is only being played from the memory stick and that we have access to things like overclocking the psp (set the cpu to 333mhz from vsh menu) allow a lot of little things to be done to the game that would simply drag an UMD version's performance down to gutter.

and before people ask about the overclocking, no, i did not intentionally make the game lag, it lags enough as it is, so using maxed cpu speed is highly recommended unless you want to enjoy random 10fps in battles even on the japanese vanilla game.
Title: Re: Zill O'll infinite plus english translation
Post by: ExL on May 10, 2017, 09:20:14 am
Well, it doesn't look draft-like, it looks pretty official already :) But tweak as much as you want, sure, as I stated it's better than game had so direction is right, I'm sure it'll be even better when you'll be satisfied with result :thumbsup:

"Quest complete"probably can live without black line, but I'd deepen orange, it'll give more volume and make it stand out more.

Pushing good ol' PSP to the limits without adding new lags? That's awesome feat! :thumbsup: And those graphics indeed looks way better 8)
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 10, 2017, 02:37:28 pm
it's not really about adding or not adding the lag.

the game does have it's share of slowdowns by default but mostly they're caused by dumping multiple 3d things on the screen at once, I noticed that battles with 4 members and 4 enemies tend to mostly suffer from that. Nonetheless, I do spin the game on actual hardware everytime I make changes to ensure that it still runs atleast at it's original performance rate, and i did give it a spin on the devkit's performance analyzer once too, just for shits'n giggles. Changing the graphics from 16 to 256 colors isn't much of a change as far as the game dealing with it goes, sans the fact that the filesizes (especially on small images like 12x12 pixel icons) gets large really fast due to the palette eating tons of space. Going from indexed to direct color would propably introduce a nice lag though (again, the gim library is awful.)

same thing appeared with the ps1 soundtrack, which i originally re-encoded to 128kbps against the original 64kbps, but it became practically unplayable slow on real hardware so i gave up on that and just left it at 64kbps at the end.

i think in general the devs were just being overly careful with the files trying to shave off as much as they could at the cost of little visual candy (like the character portraits that were encoded to 128 colors by default.)

at the end of the day i'll do some optimizing with it once i know for a fact that im done with the graphics, since making things like 32-color gim files is completely possible regardless of the fact that sony's official tools for making them only support 16, 256 or direct color. I just added an extra step to trim the files back to any palette size i want. The gim library itself supports this just fine, it's just the conversion tool that doesn't.

for those working on psp stuff and interested of this extra little optimization, practically you make your image 32 colors, then you make it to 256 colors, order your palette so that the first 32 entries of the palette are used, and then convert it to 256 color gim, and then change the palette entry count from the gim header and delete the end of the palette which should all be 0x00000000 (or which ever your tool of choice uses as not used color) The gim library games use supports this 100% and honestly i have no idea why the conversion tool itself doesnt. I've been planning on making my own for that purpose because messing with the hex editor is a little annoying.

All in all it's not a big deal but my inner perfectionist always shrugs when i see an image that has 0x100 worth of data and 0x400 worth of palette in it -.- not want!


as far as the "quest complete" i might just give it a little glowy outline like the original has just to add some mass into it, but dunno... we'll see, Im still in progress of playing with the final look of the graphics anyway.

edit: here's a tiny bit more orange one with a glow around it like the original (sorry, still no line :P)

(https://dl.dropboxusercontent.com/s/8xkslbojizb1k6l/qcc.png)

edit2: slightly stronger glow (transprency nicely eats palette entries :P)

(https://dl.dropboxusercontent.com/s/ed41qsmhwt6n5gr/qcc2.png)
Title: Re: Zill O'll infinite plus english translation
Post by: ExL on May 10, 2017, 10:32:16 pm
Yeah, it's understandable why they've being playing it safe. Though 4vs4 slowness indicates that they were trying to compensate elsewhere, rather than lowering polygons as it's usually done in PSP ports of PS2 games. Well, glad there is overclocking now :P

Both "Quest complete" looks fine, stands out enough. I'm leaning towards 1st one, with more subtle glow :thumbsup:
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 10, 2017, 10:54:32 pm
They were cutting corners REALLY hard on some textures, the model textures have been reduced to 128 color and 128x128 from their original 512x512 256 color they were on ps2. Cant say much from the models but they still look relatively detailed so maybe they went for higher polycount at the cost of textures. Battle effects are mostly just textures as far as i know so it seems atleast that most of the slowness comes from the actual character and enemy models themselves (maybe landscapes too, not really sure.) Either way, im hardly an expert with 3d so it's a bit hard to acccurately judge it.

the overclocking solves most of the bad lags but not all, all in all it's a really nice performance boost compared to the stock, and I tried to atleast keep it at that (battle mode graphics were kept to their bare minimums instead of blindly upgrading everything.)

oh well, figured i'll get this logo thing out of the way too and after failing to find a font that properly matches the TRINITY font, i just drew one myself.... hardly perfect but much closer than my initial draft.

(https://dl.dropboxusercontent.com/s/wcu7qsr2ozn7dxj/compare2.png)

(https://dl.dropboxusercontent.com/s/tow72ez34c7q0vq/proto3_test1.png)
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on May 10, 2017, 11:24:14 pm
That's perfect!
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 11, 2017, 01:09:22 am
i'ts getting a bit spammy now but whatever :P

final form (i hope.) Better "T" and better alignment (now actually in the middle of the screen.) minor size adjustment for the text, shape and clarity improvements on the main text.
this one is cheating as i implemented it as direct color (2000 colors) instead of 256 :P Seems to work fine.

(https://dl.dropboxusercontent.com/s/0m4ct4gh452ih1k/proto4_test1.png)
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on May 11, 2017, 01:22:13 am
The font in the second to final version looks better, in my opinion. Especially the bottom of the T. In the second to last, it was flat like the original, but in the final version, it almost looks curved.

But maybe there's some other subtle detail that I'm missing out on.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 11, 2017, 04:46:15 am
yah it rounded a bit more than i wanted it to during resize (the raw i made is rather.... large :P) im still adjusting it. I'm sure i can make it look closer to the original if i try hard enough.

edit: maybe this time... removed the black outline and (tried to)fix the shape a little. Again a better "T"

(https://dl.dropboxusercontent.com/s/j6tzk094mifqgd1/proto5_test1.png)

I'll leave it be for now anyways, got more important things to fix :P
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on May 11, 2017, 09:15:10 pm
That's more like it!
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 13, 2017, 05:40:56 am
well this took a while but atleast it's done....

upper row is originals, lower is new ones, the sheet is at 2x zoom since the icons are 12x12 so you cant really see shit :P

(https://dl.dropboxusercontent.com/s/ie3f2cjxqhc9a1m/iconset_new.png)
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on May 13, 2017, 07:27:54 am
I don't understand what the 死 (dead) icon is supposed to be there. It looks some sort of elaborate necklace to me.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 13, 2017, 07:36:54 am
it's supposed to be a skull but the available 10x10 pixel space makes it rather hard to put anything in there and make sense of it.

im not even sure if this icon is used anywhere (it's completely out of place with the icon set and in the data to begin with.) I'll poke at it more once I figure out what to do with the rest of the little status icons which are still not done.
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on May 13, 2017, 09:22:02 am
Maybe make the skull black and the eyes white? Like this:

https://www.iconfinder.com/icons/351312/dead_death_skeleton_skull_icon

Might be easier to recognize that way. The sword icon's solid black too, so it'd be in line with the rest of them.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 13, 2017, 10:30:57 am
you're right, it does work better this way:

(https://dl.dropboxusercontent.com/s/ozoj05vlt6611yt/iconset_new2.png)

here's a few tasty pics with all the newest goodies!

(https://dl.dropboxusercontent.com/s/tahh5vsd92tfipd/item.png) (https://dl.dropboxusercontent.com/s/tvo5c3sc853m6ku/skill.png) (https://dl.dropboxusercontent.com/s/ychdbxcm4xykr3x/weapom.png)

(https://dl.dropboxusercontent.com/s/ys8v3kiikgqlbl7/smith.png) (https://dl.dropboxusercontent.com/s/bwoil6d4dr6gikn/status.png)
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on May 13, 2017, 10:56:18 am
Yeah, much better! Nice work!
Title: Re: Zill O'll infinite plus english translation
Post by: ObiKKa on May 14, 2017, 10:56:26 pm
Yes, I like that skull icon better. But I don't understand that unusual character in the icon between the lightning and 'P' (New) symbols. What is it? Everything else looks perfect.

Oh, just now, I've noticed that Utawarerumono: Mask of Deception will be coming to the PS4 and PS Vita in English very soon, as well as Utawarerumono: Mask of Truth coming later on this year. Wow, what an unbelievable time to get started into the "Utawarerumono" series, what with one instalment on the PSP that you're working on. But are you also interested in a total of 3 un-translated Japanese-only "Utawarerumono" games?
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 14, 2017, 11:31:38 pm
Yes, I like that skull icon better. But I don't understand that unusual character in the icon between the lightning and 'P' (New) symbols. What is it? Everything else looks perfect.

Oh, just now, I've noticed that Utawarerumono: Mask of Deception will be coming to the PS4 and PS Vita in English very soon, as well as Utawarerumono: Mask of Truth coming later on this year. Wow, what an unbelievable time to get started into the "Utawarerumono" series, what with one instalment on the PSP that you're working on. But are you also interested in a total of 3 un-translated Japanese-only "Utawarerumono" games?

the icon between the lightning and "P" on the skill icons is .... i dont know :P it's the default icon and i saw no reason to change it really. The "AT" was changed to "P" since the auto-skills was changed to passive skills so the icon was changed to reflect that, aside that, i left the skill icons alone.

I've always been a huge fan of utawarerumono and akin to zill o'll, my dissappointment was rather epic when they back in the day annouinced sequels for it which were never delivered (utawarerumono 2 was announced very shortly after the original game, but nothing happened with it for 10 years.) you can imagine the happiness i had when they just randomly rolled out itsuwari no kamen and said that futari no hakuoro is in the works. I have all 3 games collector's editions on my shelf already :P

Like I already stated earlier, i hacked utawarerumono 2 apart as soon as it released in hopes of having it dealt with (ps3 release.) but once I heard it's coming out in english, those were set on backburner... However, since it appears that the ps3 versions wont come out in englisn (only vita and ps4 are mentioned) i will propably attempt to backport the translations.
Not releasing them on ps3 is a dick more really. -.-

as for how much work i got done before the localization announcements came?
I more or less have total access to all the data on both uta 2 and uta3 on both vita and ps3. (including the DLC encryption keys that were stored as plain text inside the .iso xD)

https://blacklabel-translations.com/archives/category/utawarerumono-2-itsuwari-no-kamen
https://blacklabel-translations.com/archives/category/utawarerumono-futari-no-hakuoro

Unfortunately utawarerumono 1 for psp is still on standstill since I have no translator for finishing it. I'll return to that project as soon as I manage to find one, Since the hacking of it is already done, it should be relatively easy for me to work it on the side with zill o'll (not that this ever happens though, translators are harder to find than paired socks from the sock drawer.)
Title: Re: Zill O'll infinite plus english translation
Post by: ginbunbun on May 15, 2017, 07:55:54 am
I've been watching the progress of this for a while now. I've never even heard of this series before until seeing your project. I downloaded the menu patch for the ps2 version and tried it out and it's pretty cool from what I could figure out. Anyway This is probably a dumb question but I know that the psp version is just a port of the PS2 game with extra content. Would all the work you and tom have done help at all with making a full patch for the ps2 version? It would be awesome to play the game in english on my softmodded ps2 through open ps2 loader.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 15, 2017, 08:30:11 am
in some sense, yes.

it's not that simple though. while the game itself is more or less a direct port, the graphics for example are higher resolution on ps2 and would have to be redone from scratch, and while the text file format is the same, the text files themselves were revised for the psp so they would have to be rewritten to ensure everything is in their right place. Ofcourse, while this is mostly a copypaste job, the game contains nearly 10MB of text in total, so that's a lot of copypasting.

the asm work would also have to be more or less redone from scratch. While the psp version would serve as a very good guideline for hacking the ps2 version's code, it would still require some significant assembly skills to pull out.

there is also the fact that the ps2 version of the game employs some very heavy data obfuscation / protection mechanics, which i've only partially cracked so far.
all in all the psp translation would serve a huge help in hacking the ps2 version but this is not a task that should be taken lightly or considered as an easy project by any means.

as of this moment im not considering of doing it atleast until im 100% done with the psp version. I've waited 18 years to play this game and i just want to atleast get one version done instead of sitting on 2 versions for a forever.

I have already informed saito of transgen (maker of the ps2 menu trnaslation) about what i know about the data format and god knows if he is willing to take another try on that version. if he does, i will gladly put all my assistance available to supporting him, but until i have a playable, fully english psp version myself, i wont personally work on the other versions of the game.
Title: Re: Zill O'll infinite plus english translation
Post by: ginbunbun on May 15, 2017, 11:14:50 am
in some sense, yes.

it's not that simple though. while the game itself is more or less a direct port, the graphics for example are higher resolution on ps2 and would have to be redone from scratch, and while the text file format is the same, the text files themselves were revised for the psp so they would have to be rewritten to ensure everything is in their right place. Ofcourse, while this is mostly a copypaste job, the game contains nearly 10MB of text in total, so that's a lot of copypasting.

the asm work would also have to be more or less redone from scratch. While the psp version would serve as a very good guideline for hacking the ps2 version's code, it would still require some significant assembly skills to pull out.

there is also the fact that the ps2 version of the game employs some very heavy data obfuscation / protection mechanics, which i've only partially cracked so far.
all in all the psp translation would serve a huge help in hacking the ps2 version but this is not a task that should be taken lightly or considered as an easy project by any means.

as of this moment im not considering of doing it atleast until im 100% done with the psp version. I've waited 18 years to play this game and i just want to atleast get one version done instead of sitting on 2 versions for a forever.

I have already informed saito of transgen (maker of the ps2 menu trnaslation) about what i know about the data format and god knows if he is willing to take another try on that version. if he does, i will gladly put all my assistance available to supporting him, but until i have a playable, fully english psp version myself, i wont personally work on the other versions of the game.
right i totally get what you mean. Either way When this is done I can at least play the psp version on my modded playstation TV so theres that.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 15, 2017, 12:57:12 pm
right i totally get what you mean. Either way When this is done I can at least play the psp version on my modded playstation TV so theres that.

that's what i'll do assuming my little project of consolizing an actual psp is not ready by that time :P
Title: Re: Zill O'll infinite plus english translation
Post by: ObiKKa on May 16, 2017, 01:48:26 pm
the icon between the lightning and "P" on the skill icons is .... i dont know :P it's the default icon and i saw no reason to change it really. The "AT" was changed to "P" since the auto-skills was changed to passive skills so the icon was changed to reflect that, aside that, i left the skill icons alone.

...
After taking a good, hard look at that '3-cross' icon, I think I now know what it may be. It's maybe supposed to be a 'stun' spell or maybe 'heal' magic. It probably indicates a person seeming to be unconscious or knocked out. Do you use it to stun enemies?
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 16, 2017, 02:50:11 pm
After taking a good, hard look at that '3-cross' icon, I think I now know what it may be. It's maybe supposed to be a 'stun' spell or maybe 'heal' magic. It probably indicates a person seeming to be unconscious or knocked out. Do you use it to stun enemies?

naaah, the icon is used for the magic category of skills, which contains all the magic subclasses.

here it's used for the skill class "magic"

(https://dl.dropboxusercontent.com/s/tvo5c3sc853m6ku/skill.png)

which contains the following sub-skill classes:
(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00015.png)
Title: Re: Zill O'll infinite plus english translation
Post by: ExL on May 16, 2017, 11:13:15 pm
I do like how's everything came out :thumbsup:
New icons are looking good. On the "P" note, it's only one without glyph, kinda odd to see it there. Maybe ring with rays from it or human shape? I don't think it's a big deal what exactly will be there as players will receive it the same, more importantly is it looking in-line with rest of icons, so be creative 8)
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 17, 2017, 10:50:19 pm
I might try and play with the "P" a bit, since even if i would keep it as P, im not quite 100% happy with it yet. It's a little too thick i think... or something, but something on it ticks me off a bit.
on the matter of being out-of-line with the others, i guess, but not any more than the original icon was, which was "AT" xD
Whatever is used on those skill categories will not be a big deal when it comes to understanding them and their meanings anyway, since that particular screen is the only place in the game that uses these icons. So you can just read what they mean.

on that line, I've been putting more and more work on trying to get the little things done that i've neglected from the UI for far too long for my own taste, and aside the dreaded HP/MP text bug on the battle screens, things are getting REALLY close on being done on that area of work.

few things i did amongst others:

a clean "Turn" on battle mode, along with a new font for the turn numbers on it (i had to separate the font from the damage indicator numbers to have them use a different one)
(https://dl.dropboxusercontent.com/s/xgobiogf4wcoo2e/turn.png)

Edit: having 2 fonts for the turn and the digits just rubbed me too much in wrong direction, fixed.
(https://dl.dropboxusercontent.com/s/hlsnbqtl71sp5am/turn2.png)

and finally got myself to take apart the button map and fix the pixelated control button icons that kept rubbing me in wrong directions for a long time.
since im a friendly potato, i decided to give the end user 3 choices based on personal preference;

original zill type (white buttons, black symbols) // PSP type (black buttons, white symbols) // PS2 type (black buttons, colored symbols)
(https://dl.dropboxusercontent.com/s/v2qmu6s2s134jd9/buttons_zilltype.png) (https://dl.dropboxusercontent.com/s/8u23qk4sa77kba1/buttons_psptype.png) (https://dl.dropboxusercontent.com/s/3297v7j8jxtock1/buttons_ps2type.png)


the original buttons did their job, but why use 2 colors when you can use 200 of them ? :P
(https://dl.dropboxusercontent.com/s/bwm33arn9t6ihf6/ori_button.png)


this will be one of the optional gimmicks on the patch along with the ps1 soundtrack etc..

Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 26, 2017, 01:20:44 pm
Good morning people!

I bring good news and good news and good news.

first of all, I've been working with the ppsspp devs in order to try and get zill into a little more playable state than it was when i started this project.
that has now happened and the latest git build completely eliminates a bundle of issues such as blurry text, bloom overglow, random crashes and such on.

the issue with the crashing is still there with D3D11, and the same crashing causes the game to blackscreen on OpenGL, but on D3D9 it's now fully working (minor graphical issues exist.)
the whole crashing issue is still being worked on and i have faith in that it will eventually be sorted out so that any rendering backend can be used with the game. Currently, the solution is to stick with D3D9 which was previously not so preferred choice due to the fact that it made the game look ugly as shits (a bug in the code the devs accidentally introduced some versions back was the root cause.)

second good news.

the graphics work is all done, and once i manage to insert the last edited image into the game, it is also 100% implemented.
the third good news will also talk about graphics though.

so, the actual graphics work is done, but then (as some of you have already seen on the screenshots thread) this happened:

(https://dl.dropboxusercontent.com/s/20if0sw7hy2nkl5/ULJM05410_00173.png) (https://dl.dropboxusercontent.com/s/jhvv3wzb76i0r6l/ULJM05410_00172.png) (https://dl.dropboxusercontent.com/s/hbjwclc7yio79w4/ULJM05410_00174.png)
(https://dl.dropboxusercontent.com/s/le5rqdmllr697tk/ULJM05410_00171.png) (https://dl.dropboxusercontent.com/s/oq6ue1u2an3wiqi/ULJM05410_00168.png) (https://dl.dropboxusercontent.com/s/8vq8kf8hqqpeadi/ULJM05410_00170.png)

what you're looking at is our resident good guy Xenetes running at his texture resulution doubled (256x256/256color against original 128x128/64color)

for comparison;
(https://dl.dropboxusercontent.com/s/cqyy7n6igm5y8tc/chr_h_019.png) (https://dl.dropboxusercontent.com/s/t1bdkkkwa64crnq/chr_h_019_.png)

I toyed with implementing the ps2 version textures into the psp and after tinkering with it a bit, I saw that using half of the ps2 textures original resolution is still perfectly fine with the little psp.
this has been ran through a good pile of tests already and does NOT introduce any form of performance issues on real hardware whatsoever.
ofcourse, if we're talking about the emulator, the full 512x512 resolution textures could be used, but I'm not implementing them since they are not HW compatible. (or well, enjoy 5FPS :P)

Title: Re: Zill O'll infinite plus english translation
Post by: Tom on May 26, 2017, 01:55:23 pm
Those boots really stand out now!
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 26, 2017, 02:19:33 pm
Those boots really stand out now!

i thought that leather is a bit more realistic than purple so adjusted it a little   ;)



I'll try to not spam these too much but oh well :P

here's a few tasty graphics updates;

(https://dl.dropboxusercontent.com/s/d1619cwbei13qd5/ULJM05410_00180.png) (https://dl.dropboxusercontent.com/s/tgptdf2rgdqftlf/ULJM05410_00181.png)

(https://dl.dropboxusercontent.com/s/cdw3in9qevc9knu/ULJM05410_00182.png) (https://dl.dropboxusercontent.com/s/y0wshr89o1pn55u/ULJM05410_00183.png)

upgrade comparison;
(https://dl.dropboxusercontent.com/s/kv5z3ue0hbmlery/f_mc_heavyarmor.png)

I gave the game a side by side run with the vanilla to see what kind of slowdowns does this actually cause, and the result is more or less hilarious....

https://youtu.be/NhbevNPUobk (watch in 1080p)

after that i still couldn't believe it so i tested it on a real psp, and it stands. there are no performance issues whatsoever.

...Im amazed
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on June 15, 2017, 02:11:02 am
Okay it's been a while of silence but not idle :P
One of the bigger things that was left undone so far is almost there, and once we're done with some last minute fixes and testing, I'll supply Tom with some new toys to translate with, namely, the 6th iteration of our textpacker, which now supports variable codes to automatically handle scripts based on player characters gender.

script:
>> text offset = 0x2CF
ORI_0007|ああ、ルルアンタ。#0A#あの子なら剣の稽古だと言って   #0A#町の外にある林に行ってるよ。
NEW_0007|Oh, Lulluantha... #She# said that #she# was#0A#going to go and get some practice#0A#with a sword outside of town.#0A##She# should be over in the forest right#0A#about now.

>> text offset = 0x328
ORI_0009|この前みたいに、#0A#変なおじさんたちに襲われたら#0A#どうするつもりなのかしら。
NEW_0009|What is #she# gonna do if that group of#0A#weirdos attacks again, like before?

output for female;
(https://dl.dropboxusercontent.com/s/tfu06i9pjrbkpmy/ULJM05410_00214.png) (https://dl.dropboxusercontent.com/s/t141525zkpc7m4u/ULJM05410_00215.png)

output for male;
(https://dl.dropboxusercontent.com/s/8b14tg9ug28lfey/ULJM05410_00216.png) (https://dl.dropboxusercontent.com/s/gn0pd11tzhslczx/ULJM05410_00217.png)
Title: Re: Zill O'll infinite plus english translation
Post by: FCandChill on June 15, 2017, 11:59:58 am
Nice translation. I do like all the little improvements ... it looks fantastic. Will you provide a patch for purists? Just out of curiosity ... if I do play this game, I would obviously choose the improved version!
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on June 15, 2017, 12:16:36 pm
the current plan is to release the patch as a modular patches with (currently) options for;

1) psp soundtack or ps1 soundtrack
2) redone logotype (infinity; souls of zill o'll) or orignal logotype (zill o'll infinite plus) (includes titlescreen, XMB theme and saveicons)
3) psp style UI or ps1 style UI
4) psp 3d textures or remasted Hi-Resolution textures (double resolution compared to the originals)
5) the selection of the control button icons (original buttons, psp styled buttons or ps2 styled buttons, see my previous post somewhere in the thread for pictures)

Hi-resolution textures will be released as an optional mod. Im currently using it, and so does Tom. If it works as intended until the release, we will add it as an optional mod, but fully testing it on all possible situations and configurations is literally impossible, so it will be provided as-is.

the base patch will only include the translation of the script, the new font that comes with it, and all graphics modifications/translations.
the remaining things will be based on whichever you wish to use.

there will be NO "purist" script made separately, the version Tom does will be the one provided, and that's it. Our take on it takes some liberties with the texts to make it flow a little smoother from some places.
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on June 16, 2017, 08:35:14 pm
This is a major step forward for the script.

With gender variables, I can avoid using awkward, gender-generic terms and deliver a much more natural-sounding script!

Thanks for integrating support!
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on June 19, 2017, 04:44:06 am
Okay, it is now finalized, and should serve its purpose :)

here's all the variables available:
WTF - He/She - he/she - His/Hers - his/hers - His/Her - his/her - Him/Her - him/her

the "WTF" is a failsafe, in-case an incorrect tag is used, the text WTF will be printed instead of crashing the game.
the code uses male variables as tags, with an exception for #hers# due to conflicting pronoun with his/hers his/her, in all other cases, the male variable is used as tag.

for testing:
>> text offset = 0x328
ORI_0009|この前みたいに、#0A#変なおじさんたちに襲われたら#0A#どうするつもりなのかしら。
NEW_0009|test #He# - #he# - #Hers# - #hers# - #His# - #his# - #Him# - #him#

male output
(https://dl.dropboxusercontent.com/s/tubsw0w6im9c0z8/ULJM05410_00218.png)

female output
(https://dl.dropboxusercontent.com/s/i3wpmo7k8ybbq5b/ULJM05410_00219.png)
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on June 19, 2017, 07:33:24 am
His / Hers and Him / Her aren't needed, though.

You can't start a sentence with Hers or Him.

The him / her and his / her tag will be enough for these two instances, along with ( His / Her ).
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on June 19, 2017, 10:47:45 am
maybe so, but since they're there now, it wont kill either of us if they stay unused :P
Im not sure why binaryfail implemented them at the end (i gave him the list as you gave it to me), but it doesnt really make much of a difference (propably his OCD kicking in.)

just remember that the commands are case sensitive and you're good to go.
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on June 19, 2017, 07:08:03 pm
Yeah, I was planning to just not use whatever I didn't need. I just thought I'd let you know, in case those other tags took up space that could be used for other hacks.
Title: Re: Zill O\'ll infinite plus english translation
Post by: Mugi on June 19, 2017, 09:54:57 pm
its still all good, we still have some bits and bytes left :) and the current texts i had to move into the free area we have is really unoptimized too so i shouldbe able to squeeze out a few bytes more if it comes to that.

expnding the elf is still also possible for virtually unlimited space, but im sort of hoping it never goes to that, since we actually tested it at an earlier stage of this project and that test revealed that our little expander tool still has an issue or 2 we need to sort out, so currently, expanding the elf would still have to be done by hand (we're talking about patching some hundreds of memory offsets :P)

June 25, 2017, 04:43:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Well, cant say this was easy to do, but we now have a cover for the hack too :)

i had to go through all forms of *cough* shady activities on the game's official site in order to obtain some high resolution material to work with...
oh well, the things you do...

have a potato quality sample with 29430798567946 watermarks because fuck repros!

(https://dl.dropboxusercontent.com/s/rh3qrfi12wgnm11/sample.jpg)

retail cover for comparison:
(https://dl.dropboxusercontent.com/s/n00anrav3qsss6t/retail.jpg)
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on June 26, 2017, 06:46:12 am
Do they even make UMD repros? I'd be genuinely surprised (and kinda happy) if they did. UMDs are loud and obnoxious, and digital is clearly the way to go, but it's fun to imagine a fully translated Zill O'll UMD in a complete English case with a fully translated manual.

I think in the digital era, people tend to brush aside boxes and manuals as unimportant, but to me, they are a very important part of the fun of getting a new game (though manuals have almost completely disappeared, which I really regret).

I'm almost done with the "gleaming golden fields" intro to the game. I'll send you the updated files soon, probably sometime this week.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on June 26, 2017, 07:33:25 am
apparently they do, though in a way so that instead of an umd, the case contains a memory stick with an iso on it.
I happen to have personal experience of this. My group was approached by a person once who wished to set up a shop and copyright our name in order to start making repros and, the best part; sue other people who would make repros of our patches.
 
Needless to say i had lots of fun with not going along with their ideas :P

speaking of umd repros, i would love to have a copy of the english patch on UMD too, but I guess that wont happen.
At the end of the day, I should just be happy that my wait with actually playing the game will finally be over.
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on June 30, 2017, 01:01:11 am
Ha ha, a memory card in a PSP case!? That's not a repro, in my book! Who would pay for that? At that rate, people should just a print their own cover and stick it in the original Japanese game case, between the plastic cover and the original Japanese cover, and use their own memory card.

I think that instead of not releasing materials out of fear of the repro makers, I think that we should release the materials openly so people can make a custom English package themselves without having to rely on people who overcharge them for essentially making a print out and moving a few files on their computer.
Title: Re: Zill O\'ll infinite plus english translation
Post by: Mugi on June 30, 2017, 09:00:58 am
im not particularly worried about that to begin with, since the patch will be a little different from your typical "patch-n-play" patch.
the optional elements will make it customizable to every player's needs and making a prepatched iso would just get everyone stuck with whatever
configuration the patcher wanted to use, which is boring :P

and yeah, the whole memorystick in a case is hardly a repro, but the result is the same, they're just selling a freely available fan patch to people.
UMD's CAN be pressed, but i have no idea how to go through the required hoops of getting that done. i also have no idea how expensive that is.

Im not expecting that to stop people from distributing it prepatched though, nor am I even trying since that's just about the biggest waste of time one can come up with.
in any case, once I get the cover translations from you, i'll finish up the thing and put it out there for anyone to use if they so wish :P


on the side of the topic: i also made a twitter account which will be used for zill o'll stuff along with other crap im working on if someone feels like thats more their thing :P
https://twitter.com/teh_mugi

July 01, 2017, 03:23:40 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
heeeere we go with the updates !

https://www.youtube.com/watch?v=tdRJYvlErbo
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on July 01, 2017, 10:06:17 pm
Don't miss the video link Mugi posted above, folks!
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on July 04, 2017, 02:26:56 pm
okay folks, im leaving off tomorrow night for a 2 week holiday so zill's programming side will rely solely on the other half of blacklabel translations, which is binaryfail (which means that more or less nothing will happen since im not here harassing him to work :P)

with that, here's a little update before im off.

the last graphical element that needed a translation was the battle arena entry texts, which took quite a bit more haxage than it was supposed to, nonetheless, it's one entry away from being complete, which also means that once it's done, the entire actually required graphics work is done, and only stuff regarding that that's left is working on the optional high-resolution texture mod.

(https://dl.dropboxusercontent.com/s/mesdblakyaq95nk/fucking_tougi.png)

(https://dl.dropboxusercontent.com/s/0nphxylogylqibz/ULJM05410_00250.png) (https://dl.dropboxusercontent.com/s/7ishieaw0swq0xq/ULJM05410_00253.png)

(https://dl.dropboxusercontent.com/s/zl66ngtw0zq6mog/ULJM05410_00254.png) (https://dl.dropboxusercontent.com/s/w3uz4uvnt0lkdlo/ULJM05410_00256.png)

only the "opponent" is still not working, and once it does, the translation of graphics is officially complete! :)
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on July 22, 2017, 05:24:45 pm
Okay, I'm back from my vacation and got some shinies to show for that!
while i was gone Tom worked on translating the coverscan for zill and I started poking at it yesterday right after I settled down back home.

here we go, the first draft, completely in english (with 200% more watermarks!)

(https://dl.dropboxusercontent.com/s/wlrnm03eby3p6jt/sample.png)

original:
(https://dl.dropboxusercontent.com/s/n00anrav3qsss6t/retail.jpg)


test print using the alternative logotype (infinity: souls of zill o'll)
retail on left side.

(https://dl.dropboxusercontent.com/s/1qirupmcs24s9bx/WP_20170723_22_37_16_Rich.jpg)

(https://dl.dropboxusercontent.com/s/ellm3f6r6bgo49b/WP_20170723_22_37_52_Rich.jpg)
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on December 26, 2017, 05:52:27 am
been pretty quiet in here since i've been attempting to direct this projects attention towards the source a bit more (my own site)
but i figured i'll bear the news here too :)

so here we are, a debugging session started in april finally bore the fruit, and a hour ago, henrik merged a pull request on ppsspp master, which completely eliminates the existing blackscreen/crashing bug on Zill O'll, making it (as far as we currently know) 100% compatible with the emulator. it is now crash free on all 4 backends!! cookies and fruit juice for the devs!
Title: Re: Zill O\'ll infinite plus english translation
Post by: KingMike on December 26, 2017, 02:15:47 pm
have a potato quality sample with 29430798567946 watermarks because fuck repros!
I'd be surprised if they can repro UMDs. Vic Ireland canceled his LE Class of Heroes 3 PSP plans due to getting UMDs printed anymore being impossible.
Title: Re: Zill O'll infinite plus english translation
Post by: Iceman100x on December 26, 2017, 09:13:50 pm
what kind of game is this?
Title: Re: Zill O\'ll infinite plus english translation
Post by: Mugi on December 26, 2017, 11:16:04 pm
I'd be surprised if they can repro UMDs. Vic Ireland canceled his LE Class of Heroes 3 PSP plans due to getting UMDs printed anymore being impossible.

i'd be surprised if they ever did. As I said somewhere earlier, the repro people just cheat and put a memory stick into the case :P

what kind of game is this?

https://www.youtube.com/watch?v=tdRJYvlErbo

Title: Re: Zill O'll infinite plus english translation
Post by: ObiKKa on December 27, 2017, 04:27:08 am
been pretty quiet in here since i've been attempting to direct this projects attention towards the source a bit more (my own site)
but i figured i'll bear the news here too :)

so here we are, a debugging session started in april finally bore the fruit, and a hour ago, henrik merged a pull request on ppsspp master, which completely eliminates the existing blackscreen/crashing bug on Zill O'll, making it (as far as we currently know) 100% compatible with the emulator. it is now crash free on all 4 backends!! cookies and fruit juice for the devs!

Yahoo! Let me take this opportunity of my 100th post to congratulate you and the PPSSPP team on making this game fully compatible with the emulator.
To others who are confused, re. the '4 backends', he is referring to the selection of all four existing graphical backends that an user chooses from in the emulator to run a software, including OpenGL and DirectX 11 (Both of which used to exhibit the aforementioned issues).

P.S. I think you'd need to add your official Youtube channel to your profile. It's so other users can easily explore your videos from there.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on December 27, 2017, 04:57:13 am
Yahoo! Let me take this opportunity of my 100th post to congratulate you and the PPSSPP team on making this game fully compatible with the emulator.
To others who are confused, re. the '4 backends', he is referring to the selection of all four existing graphical backends that an user chooses from in the emulator to run a software, including OpenGL and DirectX 11 (Both of which used to exhibit the aforementioned issues).

P.S. I think you'd need to add your official Youtube channel to your profile. It's so other users can easily explore your videos from there.

I suppose, though i dont really upload things there too often to begin with.
and at the risk of sounding like an asshat, while i still do browse RHDN at occasion, im really put off by the fact that i have to suffer hurting my eyes brosing it due to dark forum themes locked under a paywall with shady excuses, Im really not too fond of posting here or othervise involving myself with the site at all anymore.
Title: Re: Zill O'll infinite plus english translation
Post by: ObiKKa on December 27, 2017, 07:44:36 am
I suppose, though i dont really upload things there too often to begin with.
and at the risk of sounding like an asshat, while i still do browse RHDN at occasion, im really put off by the fact that i have to suffer hurting my eyes brosing it due to dark forum themes locked under a paywall with shady excuses, Im really not too fond of posting here or othervise involving myself with the site at all anymore.

Oh yeah, I didn't know till now why this site no longer has that traditional darkened theme anymore (At least as a free choice), which I was perturbed by. I had made some complaints and given some small good feedback about the newness of this 'RHDN 3.0' re-design. But after what you've said I think that's sad that I cannot use that lovely, old theme that was easier on my eyes, too, if I don't pay for it. Hmm.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on January 27, 2018, 05:33:21 pm
Another one off the list!
2 more engine critical bugs left, and few more cosmetic issues until the game is done from the engine side!

battle UI number scaling removed, and a proper font put in place to match the rest of the game (and being readable finally!!)

(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00455.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00456.png)

and enemy stats:
(https://dev9.blacklabel-translations.com/data/ULJM05410_00459.png)
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on January 28, 2018, 02:43:35 am
Beautiful! Everything is lining up quite nicely now!
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on August 03, 2018, 01:45:28 pm
Hello bois and grills.

I've been rather quiet about zill o'll lately even though it has been on (active)working as much as mine and binaryfails limited time has allowed.
texture rework is progressing, manual is now half done (waiting for more page translations from Tom) and a pile of bugs have been patched.

either way, the project status is not really why im here today, instead I decided that I have sat on a little piece of data for long enough now, I decided to spit it out.

Seeing how this particular thing was the bane of the once upon a time translation patch of the ps2 version that got me hyped to heavens and back, it's only natural that I return this here from where my own failed attempt to once patch the ps2 version started (and ended.)

hopefully it will serve some use for someone out there :)

below you will find my notes regarding the unnecessarily convoluted rbb archives and the 7-headers it uses and how to read them.

Code: [Select]
Zill O'll infinite ps2 .rbb data structure.
----------------------------------------------
general note about the rbb data files:
the filesystem supports a filetable which, if included is packaged inside the archive itself as the first file of the archive.
the filename is <containername>.map and it is usually compressed as per the configuration of the archive (defined in the map file itself.)

In Zill O'll Infinite (slps-65892) res.rbb omits the map file but the gzmvs.rbb (audio archive) does have it present.
the game does refer to it's files using filenames. At the time of writing, the location of the filenametable and foldertree is unknown.

below information is enough to unpack and rebuild the res.rbb file without foldertree and using generic filenames,
however this prevents adding/removing files from the archive itself.
----------------------------------------------

struct_SIFF {
4b SIFF-signature
4b containersize
}

struct_RSRC {
4B RSRC-signature
4B RSRC-datasize
(sizeof_RSRC-datasize) {
RSRC-data // RSRC section data is an ecrypted information sector containing information about the container
} // it can either be zeroed or left as is, contents are known, but encryption is unknown
}

struct_RIDX {
4B RIDX-signature
4B RIDX-tablesize
(sizeof_RIDX-tablesize) {
4B file-startaddr // note that start addresses are relative to rbb0data offset.
3B file-compressedsize
1B size-addrterminator (0x80)
}
}

struct_TYPE {
4B TYPE-signature
4B TYPE-tablesize
(sizeof_TYPE-tablesize) {
3B ASCII file-extension // exception to the 3B + 1B structure in TYPE data is the file extension of blank entries
1B ASCII extensionterminator (0x30) // "NONE" which is 4B in size and does not terminate with 0x30
}
}

struct_EXIX {
4B EXIX-signature
4B EXIX-tablesize
(sizeof_EXIX-tablesize) {
4B file-uncompressedsize
}
}

struct_GAP0 {
4B GAP0-signature
4B GAP0-data-size
(sizeof_GAP0-datasize) {
GAP0-data // gap0 data is unknown.
} // gap0 can be zeroed without affecting container or internal file functionality.
}

struct_RBB0 {
4B RBB0-signature
4B RBB0-datasize
(sizeof_RBB0-datasize) {
RBB0-data // RBB0 data section data segments (as described in RIDX & EXIX tables.) Are compressed using
} // zLib. (file signature = 0x789C)
}


Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on October 13, 2018, 05:38:41 pm
aaan here we have the opening movie with it's logo removed, the video extended on the part where the logo originally was, and a clean logo put on it.

this took a moment to finish up but should be good to go now.
(animated png's, if they dont move for you, get a new browser :P)
original -> redone -> alternate logotype

(https://dev9.blacklabel-translations.com/scrn/ori_v2.png) (https://dev9.blacklabel-translations.com/scrn/new_v2.png) (https://dev9.blacklabel-translations.com/scrn/inf_v2.png)

as for other updates, the manual is almost ready (sans screenshots, need the translation for that) i got 6 pages left to redo on it.

for other updates, an option was added to the patching process to select dd.mm.yyyy / mm.dd.yyyy or the original yyyy.mm.dd date format.
Tom wanted the (american)english mm.dd.yyyy which I swiftly discarded since I cant read it lol, so we compromised and I implemented all 3.

He's also been getting some progress done on the script end, I believe equipment and item lists are compltely done now, and their descriptions are getting along, the character biography texts are more or less done (over 70% done on last file last I heard) and Irene's starting scenario is getting there, Cat mansion texts are started, and overall what was already done in terms of menus and early script implementations have been getting more polish in terms of terminology changes and inconsistency removals.

on the code side, we discovered a bug that causes the game to crash on character creation so that will have to be handled, and aside that the usual is still there (!%¤"# job system!)

on the bright side, we earlier eliminated a nasty bug that made some item/attack description texts overflow in ram, and there was a lovely issue where the biography texts had a fine buffer for the text, but not so fine for the text vertexes, so that has been expanded to eliminate another of the crashing menus.
Title: Re: Zill O'll infinite plus english translation
Post by: xZabuzax on October 14, 2018, 11:42:28 pm
Thanks for the update, I'm looking forward to see this gem translated one of these days.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on October 15, 2018, 01:26:38 am
we're still (slowly) churning through it.
Tom's really kicked it into gear lately and while I havent obtained the script updates in quite a while now, we talk about the game's progress on a daily basis and it's definitely moving. I can't help but feel for him a little due to the extremely ridiculous amount of work he put himself at with the script, although the engine itself has proven to give me way more headaches than it was supposed to, too.

at any rate, while far from release condition (I know, sorry :P) it's starting to be in a playable state and while we still have places where the game keeps crashing on us, it's definitely somewhat workable / playable at the moment.

I knew it's a lot of work but even so, this will propably be one of the largest if not THE largest game worked on for psp scripts vise. It will be a massive relief to get it finally off my back after 20 years.
Title: Re: Zill O'll infinite plus english translation
Post by: mikeprado30 on October 15, 2018, 06:07:05 pm
Surely this one will be in my priority list when it gets released  ;)
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on October 16, 2018, 06:09:49 am
Surely this one will be in my priority list when it gets released  ;)

Hahah, I know that feeling, this is on my priority list when it's finished too ;)
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on October 27, 2018, 01:03:23 pm
Lets post this here too, i believe it's a noteworthy update :)

here's a set of pictures of Easha using her new shiny high resolution texture. what makes her so special compared to what I have already posted
on the thread, is the fact that she's one of the 2 PSP exclusive characters...... You guessed it, this is done almost entirely from scratch, as
there was nothing to import from.

(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00626.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00627.png)
(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00628.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00629.png)
Title: Re: Zill O'll infinite plus english translation
Post by: Zero Dozer on October 28, 2018, 03:35:37 am
Oh, I didn't know you also were on RHDN. Cool to know.
Title: Re: Zill O'll infinite plus english translation
Post by: SCO on October 28, 2018, 02:28:31 pm
Lining up my 'ts' which soundtrack is better, psp or ps1?
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on October 28, 2018, 02:30:42 pm
Lining up my 'ts' which soundtrack is better, psp or ps1?

I prefer the ps1 one myself, which is why the whole deal of implementing it to the psp version to begin with.
they're both great though, I just have a really soft spot for that ps1 midi goodness <3
Title: Re: Zill O'll infinite plus english translation
Post by: SCO on October 28, 2018, 09:46:46 pm
I prefer the ps1 one myself, which is why the whole deal of implementing it to the psp version to begin with.
they're both great though, I just have a really soft spot for that ps1 midi goodness <3

Since you're heavily modifying the code anyway, you know what would be godly? Extending the options screen and settings save so it's a runtime switch instead (or as a feature) of a alternative patch.

Probably too much to ask - extending the iso so it can fit two soundtracks and fix their pointers to be runtime switchable instead of just replacing the files can not be trivial - but i'm just throwing the idea out here.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on October 29, 2018, 04:26:13 am
the game actually already contains both sets of audio. By design it uses a copy of a track for looping in-game and another copy for playing it in the main menu's music player. So this would be less complicated to do than you'd think.

Maximum, it would kill the music player from the main menu, because editing the tracks that the player uses instantly freezes the game for a reason I never bothered to figure out since it wasnt necessary for me to edit them to get the ps1 sountrack in. I just left the original psp files for the music player while replacing the in-game loops for the ps1 audio mod and called it a day.

I will put this on my neverending list of shit that needs to be looked at, but no promises.
 
Edit:
 Still no promises but I had a preliminary talk about this with the resident asm manager and the general idea would be that if we are to attempt this, it will mean 2 things;

1) the main menu's musicplayer will have to go (the musicplayer files are needed for implementing the second in-game loops)
2) the install function from the game options will go, and the menu entry will be repurposed for switching the soundtrack mode.

at this stage we have no idea how impossible it is to implement a flag to the save file that will remember the setting, so that would have to be solved out.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on November 07, 2018, 07:48:11 am
here's some base work for the ending credits roll translation....
still need to finish up the missing stuff from it but it sure is better than using text-removal filtering on hardcoded credits roll.

https://www.youtube.com/watch?v=bZ6is-jqc9w

edit73:

finished recreating the entire video file now and started testing out redoing the credits roll :)
original <---> new
(https://dev9.blacklabel-translations.com/data/test1_ori.png) (https://dev9.blacklabel-translations.com/data/test1.png)
Title: Re: Zill O'll infinite plus english translation
Post by: mikeprado30 on November 11, 2018, 02:26:21 pm
This one will be great indeed!  :) Every update grows the hype in me :woot!:
Title: Re: Zill O'll infinite plus english translation
Post by: ginbunbun on November 11, 2018, 03:53:43 pm
I don't remember if I asked this a while back or if someone else has. I was wondering if after this is complete would it be possible to port the translation to the ps2 version? I'm not even sure if port is the correct term to use. But yeah I think it would be lovely if the ps2 version of this game got translated as well. If not at least we got this. Thanks so much all involved.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on November 11, 2018, 04:05:38 pm
it was asked earlier somewhere on the thread and like i said then too, the translation itself can be, but the hacking involved would have to be done from scratch (A LOT has been and will still need to be fixed from the engine) and it's pretty reasonable to assume the ps2 version suffers from most if not all the same issues than the psp version does once the english texts are thrown in.

the creation of the psp translation patch does help a lot in terms of what has to be done to the ps2 version but that doesnt mean by all means that it would be a walk-in-the-park throw in some scripts and call it a day job.

this project has really taken a toll on me and once it's complete, im unsure of if i have enough juice left in me to tackle the ps2 and/or ps1 versions of the game, however, with in the release of this patch, i will make public all the assembly code, tools, documentation, and source scripts and graphic assets there are, and will put my assistance fully behind any force attempting to port it over to the other 2 versions.
Title: Re: Zill O'll infinite plus english translation
Post by: ginbunbun on November 11, 2018, 06:58:11 pm
it was asked earlier somewhere on the thread and like i said then too, the translation itself can be, but the hacking involved would have to be done from scratch (A LOT has been and will still need to be fixed from the engine) and it's pretty reasonable to assume the ps2 version suffers from most if not all the same issues than the psp version does once the english texts are thrown in.

the creation of the psp translation patch does help a lot in terms of what has to be done to the ps2 version but that doesnt mean by all means that it would be a walk-in-the-park throw in some scripts and call it a day job.

this project has really taken a toll on me and once it's complete, im unsure of if i have enough juice left in me to tackle the ps2 and/or ps1 versions of the game, however, with in the release of this patch, i will make public all the assembly code, tools, documentation, and source scripts and graphic assets there are, and will put my assistance fully behind any force attempting to port it over to the other 2 versions.
Well if any talented folks wanna take on the task of porting your work to the ps2 release more power to them. You've done a hell of alot already and I don't think anyone or my self could ask you do it all again for essentially for the same game. I'm looking forward to throwing this into PPSSPP.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on November 12, 2018, 06:25:44 am
im still kinda undecided on what exactly to do with the ps1 and ps2 versions after we're done with psp.

I would really REALLY REALLY love to see them both done, especially the ps1 version but yeah, I don't know really, like you said, it's a lot of work for essentially the same game :P (also we suck with ps1 hacking)

edit:

well anyways, i just finished the ending video now, and i gotta say that it came out far better than i expected. I guess that's what you get for actually redoing with clean assets than attempt to smudge something over an existing video  :P

here we go with some comparisons:

(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/3.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/1.png)

(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/4.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/2.png)
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on November 20, 2018, 01:09:03 pm
ps2 weapon textures fully implemented!

(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00674.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00673.png)
(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00675.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00676.png)
(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00671.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00669.png)
(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00672.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00670.png)
Title: Re: Zill O'll infinite plus english translation
Post by: ginbunbun on November 20, 2018, 06:34:13 pm
Damn sir looking good o.o I think the psp version with the ps2 textures would make for the best version of the game.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on November 21, 2018, 02:01:24 am
Damn sir looking good o.o I think the psp version with the ps2 textures would make for the best version of the game.

assuming i get it fully working, yes.
The texture resolution in my mod is something between the psp and the ps2 textures (psp = 128x128, ps2 = 512x512, im using 256x256) weapon textures are full ps2 textures (128x64) and monster textures will also be in-between, i will use 256x256 for those. However currently using the full set of NPC textures is causing some stack corruptions every here and there so that mod has been nullified until we have time to look into it, it was put on backburner to accelerate the completion of the patch itself, as the texture mod is bonus content.

The crashing caused by them, can simply be skipped with ppsspp by ignoring illegal reads/writes and it doesn't really cause anything aside minor color corruptions, so im confident that it can be solved, but again, it will be looked up later on.

If the mod wont be 100% hardware compatible, I will scrap it entirely, as I dont do things that only work on emulators. that is not negotiable.
Title: Re: Zill O'll infinite plus english translation
Post by: ginbunbun on November 21, 2018, 10:15:03 am
assuming i get it fully working, yes.
The texture resolution in my mod is something between the psp and the ps2 textures (psp = 128x128, ps2 = 512x512, im using 256x256) weapon textures are full ps2 textures (128x64) and monster textures will also be in-between, i will use 256x256 for those. However currently using the full set of NPC textures is causing some stack corruptions every here and there so that mod has been nullified until we have time to look into it, it was put on backburner to accelerate the completion of the patch itself, as the texture mod is bonus content.

The crashing caused by them, can simply be skipped with ppsspp by ignoring illegal reads/writes and it doesn't really cause anything aside minor color corruptions, so im confident that it can be solved, but again, it will be looked up later on.

If the mod wont be 100% hardware compatible, I will scrap it entirely, as I dont do things that only work on emulators. that is not negotiable.
Oh totally I agree 100%. Being able to play any translation on real hardware is a blessing. One of the reasons I love my SNES Flash cart so much.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on November 23, 2018, 07:57:06 pm
Oh totally I agree 100%. Being able to play any translation on real hardware is a blessing. One of the reasons I love my SNES Flash cart so much.

totally. Playing on hardware has always been the thing for me and I couldn't imagine doing anything to break that really...

back to topic, I started working  on the batch of monster textures now and i gotta say im liking what i see... Also threw into the game all the currently done monster textures and went to a place i know that has said monster appear to stress test the engine a little.
this was running on more or less the heaviest possible configuration there is (5 party members, 4+1 quest and 3 monsters, max is 4) aside the fact that something on the npc textures causes stack corruptions, in general, even under maximum stress, the fps drop introduced by the texture mod is negligible at best, on a turn based rpg, im willing to sacrifice 2-3fps for 2x texture resolution. Naturally, if this would bother you, there's always the option to just not install the hi-res texture mod :)

(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00678.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00687.png)

(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00679.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00688.png)

(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00691.png)

(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00695.png)
Title: Re: Zill O'll infinite plus english translation
Post by: ginbunbun on November 23, 2018, 08:23:34 pm
I'd say a 2 to 3 fps drop in a turn based rpg is a non issue. Considering the nature of the game. Having double the texture resolution is fantastic in my book. At any rate It's lookin mighty fine. ;)
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on November 26, 2018, 11:01:43 pm
Well i've been playing the game now using the full Hi-res mod and it does cause slowdowns on hardware that can be considered pretty major.
it's periodic though, basically the maximum configuration the psp can handle is 4 party members and 3 monsters, anything more and you will start getting severe FPS drops. There are lots of areas in the game where you will never run into this / exceed it, and can enjoy the game at (nearly) full speed... but then again, there are some areas where basically all the fights have 4 monsters in them, so it does get uncomfortable to play.

I'm close enough on finishing all the testures now that i will complete the mod regardless, but it will propably be a wise idea to not install hi-res monster textures if playing on hardware. As far as I've seen, using hi-res (n)PC's and weapons is still passable everywhere.

i will test performace on Vita on a later date.

meanwhile, have El'azar (i got my ass handed to me pretty heavy here lol)

(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/sGi3XV_i.jpg) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/f7ewmUJR.jpg)
(before anyone asks, the wing transparency has already been fixed :P)
Title: Re: Zill O'll infinite plus english translation
Post by: Orochi Kusanagi on November 26, 2018, 11:51:22 pm
This looks super fun! I've never played the series before, but it has a really nice style. You're graphics mod is also quite impressive. I'm definitely looking forward to this one.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on December 07, 2018, 11:20:21 am
My server is temporarily inaccessible by me, so no pictures today, but the biography menu has finally been fixed now (again!)
which hopefully for real, allows us to move on with things.

I received yet another script update from Tom, and he's been sounding really happy about doing more and more lately,
so despite the fact that the total amount of untranslated text is still absolutely staggering, we've also reached a point in it now where we're
seeing actual results, and the workload is visibly shrinking.

dont worry though, no chance for a 2018 release lol, we still have our work cut out for us.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on December 19, 2018, 05:29:07 am
no we didnt die or abandon the project :)

just not really much to say here, but figured i'll just write up something anyway.

I just pretty much finished playing the game with a pre-alpha patch now and aside a couple cosmetics issue, the only piece of engine work left is now the dreaded job system that's still a mess (although it's not crashing anymore, it prints garbage and blank strings allover the place.)

on the cosmetics side;

- rare gear vendor has a tricky string that goes out of it's textbox
- battle win screen item descriptions box still needs to be made wider
- A-Z ordering for biography menu is needed

on the code side;

- char creation name input is being a bitch and needs a rework
- job system
- hi-res textures are randomly corrupting graphics palettes (causes a crash on hardware)
- dual audio in-game implementation hasnt been looked into yet, but if possible it will happen (causes removal of main menu music player and install data function.)

so yeah, it's not perfect but it's playable and overall in a really good shape.

DDSTrans coded Tom a nifty tool to allow visualizing the translation prior to inserting it into the game, and that combined to the fact that i've been testing the translated scripts in-game while i've been playing has put the script from it's done parts into a really good shape.
While we will definitely hold a betatest prior to release, it's really nice to see how polished it actually is already. Haven't found more than a little handful of typos/spelling errors so far and we've weeded them out as found so aside the few things i've missed/will miss im fairly confident that even the beta will already be in a fairly polished shape.


(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00889.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00902.png)
(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00903.png) (https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00941.png)



(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/ULJM05410_00879.png)
Title: Re: Zill O'll infinite plus english translation
Post by: chivien on December 21, 2018, 09:44:48 pm
Really glad you guys are still actively working on this. I check on this every few days, it's one of the most anticipated game for me for sure. me and my mom both wanna play this on English
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on December 22, 2018, 02:22:04 am
Really glad you guys are still actively working on this. I check on this every few days, it's one of the most anticipated game for me for sure. me and my mom both wanna play this on English

Always nice to hear that atleast someone cares :)
Although i do still work for this for the sole reason of getting to play it myself, the amount of wokr really does no justice for that goal alone.

Im not really writing too many updates about this lately (and possibly wont until we're getting to the betatest.) since there's not really much to say anymore. we're just getting more of the script done, and ironing out the existing issues that have been there a long while now.
Title: Re: Zill O'll infinite plus english translation
Post by: ArcturusFan on December 28, 2018, 08:03:41 pm
Always nice to hear that atleast someone cares :)
Although i do still work for this for the sole reason of getting to play it myself, the amount of wokr really does no justice for that goal alone.

Im not really writing too many updates about this lately (and possibly wont until we're getting to the betatest.) since there's not really much to say anymore. we're just getting more of the script done, and ironing out the existing issues that have been there a long while now.
I think there are quite a number of people that are quietly lurking this thread waiting for your work to be completed, or at least that goes for me. I really appreciate the amount of care that has been put into this project and I look forward to finally experience Zill O'll in English.
Title: Re: Zill O'll infinite plus english translation
Post by: ExL on December 29, 2018, 01:36:53 am
I think there are quite a number of people that are quietly lurking this thread waiting for your work to be completed, or at least that goes for me.
! I've been spotted! :o *hides in different crate box*
Seriously, though, I'm also looking forward for this project being complete :thumbsup:
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on December 29, 2018, 05:10:22 am
Thanks guys.

we're getting there.. :) slowly but steadily, we're getting there.
Title: Re: Zill O'll infinite plus english translation
Post by: xZabuzax on December 29, 2018, 07:53:49 am
Can't wait for this project to finish, awesome job so far guys.

I have a question, I haven't played the first one on PSX and I've read that this PSP version is a remake of the sequel which was first released in PS2 and then PSP with added playable character and stuff so my question is: do I need to play the first part in PSX to be able to understand this one or should I skip the first part and wait for this one instead after the translation is completed?
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on December 29, 2018, 09:52:23 am
The PS2 release wasn't a sequel to the PS1 version. It was a remake with added content... Then they ported it to the PSP, with even more content than the PS2 release.

There was also a prequel for the PS3 with an original story and very different mechanics. It is not necessary to play the prequel first. It's entirely optional.
Title: Re: Zill O'll infinite plus english translation
Post by: chivien on December 29, 2018, 05:56:31 pm
What I didn't like about the remake was that they used new OST, I like the PS1 version OST so hearing you guys are working on the music patch makes me really happy as well
Title: Re: Zill O'll infinite plus english translation
Post by: xZabuzax on December 29, 2018, 06:35:05 pm
The PS2 release wasn't a sequel to the PS1 version. It was a remake with added content... Then they ported it to the PSP, with even more content than the PS2 release.

There was also a prequel for the PS3 with an original story and very different mechanics. It is not necessary to play the prequel first. It's entirely optional.

Ahh perfect, good to know that. I will skip the PSX version and wait for this one instead. Keep up the amazing work guys.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on December 30, 2018, 07:55:31 am
What I didn't like about the remake was that they used new OST, I like the PS1 version OST so hearing you guys are working on the music patch makes me really happy as well

the music mod is complete already and will be included in one form or another.
currently it's just a file replacement, so you will have to patch the game with one or the other, but the futuere idea is to implement
it inside the iso so that both audio files reside inside the game and it will be user selectable from game settings. No it will not make the iso larger, because im just THAT good. ;)
Title: Re: Zill O'll infinite plus english translation
Post by: mikeprado30 on December 30, 2018, 11:54:42 am
WOW!  I wasn't fully aware about that detail on the music.  I hope you'll get it done sooon :thumbsup:
Title: Re: Zill O'll infinite plus english translation
Post by: Zero Dozer on January 03, 2019, 09:16:43 pm
Mugi, you said you're making this translation so you could play it yourself. Won't this project spoile your whole experience as you have to thread through the whole game to translate it?
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on January 04, 2019, 04:53:10 pm
Mugi, you said you're making this translation so you could play it yourself. Won't this project spoile your whole experience as you have to thread through the whole game to translate it?

Yeah. Yes it does. but what can i do ?
i've waited for someone to translate any version of this game for 20 years now. nothing happened, so fuck that, i'll just do it myself. (well, Tom's translating it, we just hacked it.)
Title: Re: Zill O'll infinite plus english translation
Post by: Orochi Kusanagi on January 04, 2019, 05:23:17 pm
I think everyone that works on hacks, translations whether they're games/anime/manga and so on does so because they want to play/watch/read them. These are always passion projects, and you should never work on something you have no interest in when it's a fan work or else you'll lose that passion and interest.

So I agree with Mugi, I'm sure Mugi would like to just play the finished product, but sometimes you just have to do it yourself because not everyone will share your thoughts on projects.

Title: Re: Zill O'll infinite plus english translation
Post by: chivien on January 06, 2019, 03:09:03 am
Yeah. Yes it does. but what can i do ?
i've waited for someone to translate any version of this game for 20 years now. nothing happened, so fuck that, i'll just do it myself. (well, Tom's translating it, we just hacked it.)
You're one awesome dude, I'm just like you I waited 20 years but I have no knowledge of hacking or computer so what can I do  :'(
Hell if I know how these things work I would be translating Oni Zero Fukkatsu and Khamrai right now  :-[
Title: Re: Zill O'll infinite plus english translation
Post by: saito on January 07, 2019, 01:54:18 pm
Yeah. Yes it does. but what can i do ?
i've waited for someone to translate any version of this game for 20 years now. nothing happened, so fuck that, i'll just do it myself. (well, Tom's translating it, we just hacked it.)

I'm still waiting for it Mugi. Hehehe. Good job, keep up the good work guys.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on January 08, 2019, 06:12:04 am
I'm still waiting for it Mugi. Hehehe. Good job, keep up the good work guys.

im still waiting for that ps2 translation patch, heh :P
Title: Re: Zill O'll infinite plus english translation
Post by: chivien on February 19, 2019, 10:56:53 pm
Mugi, can you help me replace my ps1 version music to the psp one because I kinda want to replay it now  :-X
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on February 20, 2019, 03:43:41 pm
i havent really figured out a good way to make a patch for that yet.
currently i just have a set of converted tracks i threw into the game, but making an xdelta out of those will just contain the whole thing
within the patch file so im not really sure i want to distribute that.
Title: Re: Zill O'll infinite plus english translation
Post by: chivien on March 11, 2019, 11:41:56 am
I wish the patch is out by the end of 2020  :'(
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on March 11, 2019, 11:45:52 am
I wish the patch is out by the end of 2020  :'(

we are still working on this, but both mine, and binaryfails time is really pressed nowadays due to real life obligations, as such we only have a little bit of time every weekend to poke at the assembly, and it hasnt really progressed anywhere in a while now.

on the translation side, a LOT has already been translated in english and implemented, but then again, the amount of text in this game is nothing short of stupid, so a lot is still not done. Tom hasnt updated me on that in a while now and im not sure how actively he has been working on it lately.
Title: Re: Zill O'll infinite plus english translation
Post by: chivien on April 22, 2019, 09:17:03 pm
I'm still lurking here to show my support
Title: Re: Zill O'll infinite plus english translation
Post by: ginbunbun on April 23, 2019, 01:31:27 am
I'm still lurking here to show my support
As am I. I am super excited to play this.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on April 23, 2019, 07:13:37 am
I'm still lurking here to show my support

me too :P

really though, we're at somewhat of a standstill at the moment. so not much to report since the ... whatever time it was i last wrote anything of
significance.
We're currently looking into the whole deal of the name input misbehaving, and sorting out the root cause of the garbling text on the job system.
it doesnt really crash much anymore but the text still messes up occasionally and i wouldn't rule out that the crashing is gone either (it's caused bbyt the string bufer overflows  in this particular case)

Zill's been putting up quite a resistance, but it'll get there. I didn't plan my world domination 20 years just to let it drop off.
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on April 23, 2019, 10:59:14 pm
The biggest obstacle for me right now is that I have to dig through a ton of variables related to the guild quests to find the longest possible entries for each variable in order to make the necessary changes the script editor (which will help for the formatting, but it's a bunch of busy work and I haven't mustered up the nerve to do it.
Title: Re: Zill O'll infinite plus english translation
Post by: chivien on April 24, 2019, 03:40:10 am
The biggest obstacle for me right now is that I have to dig through a ton of variables related to the guild quests to find the longest possible entries for each variable in order to make the necessary changes the script editor (which will help for the formatting, but it's a bunch of busy work and I haven't mustered up the nerve to do it.
We appreciate your work and we love you  :thumbsup:
Title: Re: Zill O'll infinite plus english translation
Post by: Wendell on April 26, 2019, 06:56:45 pm
We appreciate your work and we love you  :thumbsup:

Yeah, I agree with this.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 06, 2019, 07:52:45 am
Okay bois, we finally took our heads out of our asses and peeked into what makes the audio routines tick.

(https://dev9.blacklabel-translations.com/scrn/rhdn/zill/wA5IzMM.png)

the audio playing routine has 2 subroutines in it, paired with a table that holds 8bytes per track, 4 for in-game BGM and another 4 for musicplayer tracks.

the subroutine detects which one is in use and offsets the trackindex by 4-bytes depending on whether you're in-game or the musicplayer,
so what we're gonna do is hijack the routine for the musicplayer, and substitute the musicplayer tracks with our second set of in-game audio,
which is then linked to a new menu item that will make the game offset the index or not, allowing the use of 2 sets of tracks.

it's pretty clear in paper but there's some extra assembly to write, and there's a matter of rebuilding the main archive that actually
holds the audio files in it. It's TOC contains a 8-byte portion of data per file which purpose we havent really figured out yet and we're not sure whether or not its actually needed for the game to function (the other files of the game don't seem to care, but we havent tried injecting new files yet.)
Title: Re: Zill O'll infinite plus english translation
Post by: EpicDave on May 06, 2019, 03:44:04 pm
Good luck Mugi and Tom. -puts on my cool shades- TT_TT I believe in you
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 14, 2019, 01:20:51 pm
We got some progress done on the whole audio thing, but it turned out to be slightly more annoying than i wanted to.

the TOC of the arcbin holds 8 bytes of data per file entry that we originally ignored (it's not related to file offsets or sizes so extracting and rebuilding wasn't an issue) but now that we're modifying the filestructure, the container TOC started disagreeing, which led to a new quest of reverse engineering the rest of it.

it turns out that the 4 byte pairs the filelist holds are a secondary sub-TOC that holds reference chains to arrays of files for increased seeking speed (basically there are chains of files where each file holds an address to the next and previous file in the chain.) We have the basic idea down of how exactly it works but it appears to be built out of an external reference that constructs the file sub-arrays and without that list, rebuilding it as-is is propably impossible, which might lead to a loss of file read speed.

it shouldn't really be an issue but we'll see. The idea is to try and get a preliminary rebuilder done during next weekend.
Title: Re: Zill O'll infinite plus english translation
Post by: EpicDave on May 15, 2019, 11:04:46 pm
We got some progress done on the whole audio thing, but it turned out to be slightly more annoying than i wanted to.

the TOC of the arcbin holds 8 bytes of data per file entry that we originally ignored (it's not related to file offsets or sizes so extracting and rebuilding wasn't an issue) but now that we're modifying the filestructure, the container TOC started disagreeing, which led to a new quest of reverse engineering the rest of it.

it turns out that the 4 byte pairs the filelist holds are a secondary sub-TOC that holds reference chains to arrays of files for increased seeking speed (basically there are chains of files where each file holds an address to the next and previous file in the chain.) We have the basic idea down of how exactly it works but it appears to be built out of an external reference that constructs the file sub-arrays and without that list, rebuilding it as-is is propably impossible, which might lead to a loss of file read speed.

it shouldn't really be an issue but we'll see. The idea is to try and get a preliminary rebuilder done during next weekend.
I have zero idea what any of that means but progress was made so awesome my dude!
Title: Re: Zill O'll infinite plus english translation
Post by: Isao Kronos on May 16, 2019, 01:07:10 am
Always great to hear progress!
Title: Re: Zill O\'ll infinite plus english translation
Post by: Mugi on May 16, 2019, 02:22:31 am
there's always something, but like i mentioned earlier, the coding side has mostly regressed to the point we can only work on it
a little while during weekends so it's a tad slow.

May 19, 2019, 07:55:24 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Since you're heavily modifying the code anyway, you know what would be godly? Extending the options screen and settings save so it's a runtime switch instead (or as a feature) of a alternative patch.

Probably too much to ask - extending the iso so it can fit two soundtracks and fix their pointers to be runtime switchable instead of just replacing the files can not be trivial - but i'm just throwing the idea out here.

as requested above, the runtime switch for the audio has now been implemented and the soundtracks are both embedded into the game,
and are selectable from the game options (either in-game or mainmenu)

currently the menu itself has not been coded but the data is implemented and fully functional. (needs a debugger to change atm :P)
the musicplayer also still works (though atm, it only plays the ps1 tracks.)

the game's data install function will be removed and the menu used for that will be repurposed for selecting the soundtracks,
and if all goes well, we will also reuse the data install setting bit from the save file to store the selected audio mode into the
save file itself so that you dont have to set it up again everytime you start playing.

there's a lot of little things to clean up on this, but the base idea is fully working so this feature will be included in the patch
once upon a time when it finally is ready. :)


That said, I do wish to apologize to anyone waiting for this translation that it's taking us so long to get done.
When i started this project I was fully aware of how much in shit I actually dipped myself into and that it would take a long while to
get this game done, but even so, it's taking far longer than I actually wanted it to.

we're still at it, but yeah... I really have no idea how long does this actually take to get done x_x
Title: Re: Zill O'll infinite plus english translation
Post by: mikeprado30 on May 19, 2019, 12:14:47 pm
We understand that's so many time to be done, because is a true MONSTER of a translation & hacking work.  So we'll be waiting patiently (at least that's what I do ;) ).
Title: Re: Zill O'll infinite plus english translation
Post by: EpicDave on May 19, 2019, 10:07:07 pm
We understand that's so many time to be done, because is a true MONSTER of a translation & hacking work.  So we'll be waiting patiently (at least that's what I do ;) ).
Hey man... absolutely speak for me. I am 100 percent on board for waiting patiently. You dudes are grade A wonderful dudes.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on May 26, 2019, 02:43:10 pm
this weekends progress was decent considering the time restraints we work with,

we managed to locate the "save" bit, and all the routines that deal with it, in order to remove the install function itself.

next weekend will consist of mainly removing those and repurposing them for the actual audio shift function along with coding the
actual function itself that deals with the menu after the install routines are gone.

after that it will be some cleanup like removing the menu entries for installing and uninstalling the data file, and making sure the menu
looks and plays nicely.
Title: Re: Zill O'll infinite plus english translation
Post by: chivien on May 27, 2019, 11:47:11 am
This is some heavy modding, nice works as usual  :thumbsup:
Just wondering what are you guys gonna do about the patcher?
Title: Re: Zill O\'ll infinite plus english translation
Post by: Mugi on May 27, 2019, 11:53:19 am
It's a bit of a open end atm.

The assembly will be done through armips and a single .asm file but the audio stuff and whatnot will propably jsut be distributed as files and a tool to implement them into the iso.

I dont really think i'll go through the trouble of making tools for all 3 versions of the game and pull and convert data from each of them.
not to mention it would be a real hasttle for the user to track down the ps1 image, the ps2 image and the psp image and then merge all them together to produce the end result.

Its a bit of a gray area of how this will work really, but seeing the magnitude of what we've done to the game at this point we're sort of out of options wiht it.

nonetheless, it's still all open. I'll see when we get to that point.

June 01, 2019, 02:47:29 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
okay boiiiiiiiiiiis!

https://youtu.be/Yklm93Bc4xo

feast your eyes on in-game switchable soundtracks.

this was a preliminary test of the code and while it works, it does not have full functionality yet.
we are looking into making the change apply instantly when the setting is changed instead of during next track load.
(whether or not we'll success is another matter but it's on the to-do list.)
Title: Re: Zill O'll infinite plus english translation
Post by: chivien on June 29, 2019, 12:47:37 am
Recently had a dream about this game getting a remake, I'm like  :o then I woke up and I'm like  :'(
Least I still have this to look forward to  ;D
Title: Re: Zill O'll infinite plus english translation
Post by: EpicDave on July 01, 2019, 03:02:41 am
God damn Mugi you absolute badass o.o This is turning out to be a hell of a lot better than just a standard translation. Switchable soundtracks is pretty awesome.
Title: Re: Zill O'll infinite plus english translation
Post by: Mugi on July 01, 2019, 12:14:03 pm
We're working on it.

the code got cleaned up a little and we removed teh install/uninstall options from the main menu so that they cant be derped with
since they dont work anymore too, for the dual audio thing, it's completely ready and usable as you can see from the video in the
previous post but we still havent gotten it to instantly change the track when the mode is switched. We're working on that at the moment.

stuff has been even slower than it used for the past few weeks, im having some really bad issues with my life going on at the moment
and working on games has really been the least of my worries lately.

that said, nothing is going to get dropped or abandoned. I dint come here to fail this again.
Title: Re: Zill O'll infinite plus english translation
Post by: chivien on September 06, 2019, 05:15:52 am
Warning: this topic has not been posted in for at least 60 days.
Unless you're sure you want to reply, please consider starting a new topic.  :banghead:  :banghead:

I'm just gonna go ahead and say "I'm gonna be back to check on you guys next year"
Good luck with the progress and all  ;)
Title: Re: Zill O'll infinite plus english translation
Post by: Saint_C on September 11, 2019, 11:13:21 pm
Take your time, I'm excited to see the final product! My friends and I have been watching this for sometime now. We're looking forward to playing this very much!
Title: Re: Zill O'll infinite plus english translation
Post by: Isao Kronos on September 16, 2019, 05:42:42 pm
To anyone considering posting in this thread going forward: Might want to go post on the gbatemp thread instead.
Title: Re: Zill O'll infinite plus english translation
Post by: Tom on September 18, 2019, 12:33:27 am
I don't have an account on that forum, so I'll post here.

Currently, I am working on a huge file that has bits of text scattered around from all over the game. Though it's just one file of hundreds, this single file is about as big as a late-era NES RPG. There are several of these huge files in the game, but if I can do the biggest one, it should give Mugi some understanding of how he should go about handling them.

I don't know the details, but for some reason, the file itself may already be too big to fit because of the way it's inserted. If the file is too big to reinsert, it will mean that the way the game handles text insertion might have to be redone entirely.

Cross your fingers and hope that doesn't happen.