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Romhacking => ROM Hacking Discussion => Topic started by: RaidouJFlo on January 27, 2020, 11:50:42 am

Title: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: RaidouJFlo on January 27, 2020, 11:50:42 am
I am working on a Ganbare Goemon: Uchū Kaizoku Akogingu (PS1) English translation.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: DragonSpikeXIII on January 27, 2020, 01:00:46 pm
Now THIS is what I call an announcement. Can't wait!
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: Googie on January 27, 2020, 02:21:24 pm
Now that's what's up! I downloaded this version of the game.

Ganbare Goemon - Uchuu Kaizoku Akogingu (PlayStation the Best for Family) (JP)

Is that the version you're using for your translation? I can always look for another version if anything.

More love for this franchise? I'm good with that. :D  :cookie:
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: RaidouJFlo on January 27, 2020, 02:27:53 pm
Now that's what's up! I downloaded this version of the game.

Ganbare Goemon - Uchuu Kaizoku Akogingu (PlayStation the Best for Family) (JP)

Is that the version you're using for your translation? I can always look for another version if anything.

More love for this franchise? I'm good with that. :D  :cookie:

Its a ripped ISO from the standard version. But dont despair. the patch can be modified if needed to work with the family edition as well.

Ill have images uploaded later today.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: MrFwibbles on January 27, 2020, 03:29:49 pm
I have also been working on a translation for this game in private for quite some time. My version is about 85% complete. The initial Shift-JIS to ASCII patch was done by Weissvulf, and I have been collaborating with Translator Tom to make sure that references to Ganbare Goemon 3 were caught, that characters used similar speech patterns, and so on.

I wasn't ready to announce it, but since 2 other people have now stated that they're starting to work on it, it's probably time.

Here are some screenshots of my project.

(https://i.imgur.com/GxuuL3U.png)
(https://i.imgur.com/lnSWuMB.png)
(https://i.imgur.com/okgoWou.png)
(https://i.imgur.com/jX7c7hD.png)
(https://i.imgur.com/9nfqyWY.png)
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: RaidouJFlo on January 27, 2020, 03:45:33 pm
I have also been working on a translation for this game in private for quite some time. My version is about 85% complete. The initial Shift-JIS to ASCII patch was done by Weissvulf, and I have been collaborating with Translator Tom to make sure that references to Ganbare Goemon 3 were caught, that characters used similar speech patterns, and so on.

I wasn't ready to announce it, but since 2 other people have now stated that they're starting to work on it, it's probably time.

Here are some screenshots of my project.

(https://i.imgur.com/GxuuL3U.png)
(https://i.imgur.com/lnSWuMB.png)
(https://i.imgur.com/okgoWou.png)
(https://i.imgur.com/jX7c7hD.png)
(https://i.imgur.com/9nfqyWY.png)

Okay folks. Consider my project dropped.

I'll pick up another PS1 Goemon game instead.

MrFwibbles, thanks for your contribution and good luck with finishing the project.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: MrFwibbles on January 27, 2020, 03:50:45 pm
Raidou, if your project was far along, please continue. There's no harm in having more than one version out there. I just didn't want people to start the same project only for me to then release my version first.

Edit: It's cool if you want to pick up a different PS1 Goemon game instead. I can honestly say that I don't have any other projects in the pipeline.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: RaidouJFlo on January 27, 2020, 03:56:00 pm
Raidou, if your project was far along, please continue. There's no harm in having more than one version out there. I just didn't want people to start the same project only for me to then release my version first.

Edit: It's cool if you want to pick up a different PS1 Goemon game instead. I can honestly say that I don't have any other projects in the pipeline.

Thanks but I care more about getting different projects out there rather than having redundancies. All of this is a learning experience for me so it means nothing for me to drop a project if a better one is out there. You're doing the right thing by making your progress public knowledge.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: aqualung on January 27, 2020, 04:05:54 pm
I have also been working on a translation for this game in private for quite some time. My version is about 85% complete. The initial Shift-JIS to ASCII patch was done by Weissvulf, and I have been collaborating with Translator Tom to make sure that references to Ganbare Goemon 3 were caught, that characters used similar speech patterns, and so on.

I wasn't ready to announce it, but since 2 other people have now stated that they're starting to work on it, it's probably time.

Here are some screenshots of my project.

(https://i.imgur.com/GxuuL3U.png)
(https://i.imgur.com/lnSWuMB.png)
(https://i.imgur.com/okgoWou.png)
(https://i.imgur.com/jX7c7hD.png)
(https://i.imgur.com/9nfqyWY.png)

Hi, MrFwibbles. First of all, thanks a lot for working in this title, Goemon is a franchise I held in a high esteem. But I'd like to ask. Is the text of this game fully translated? I'm saying that because I suppose you're aware that Tom has left the translation scene, and this time I fear he really means it, with everything that has happened about a "not politically correct" word in Goemon 3. So I fear that, translation-wise, you're now on your own with this project.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: MrFwibbles on January 27, 2020, 04:14:43 pm
I was mostly working alone to begin with. Let me just clarify that Tom didn't translate the content I just shared; I did. We were just sharing information and screenshots about our projects with each other privately. I am aware of Tom's situation, but now everybody has access to the finished GG3 patch and can freely search through the text with a hex editor, so Akogingu shouldn't be affected. I'll try my best to keep the characters consistent with GG3.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: aqualung on January 27, 2020, 04:45:25 pm
I was mostly working alone to begin with. Let me just clarify that Tom didn't translate the content I just shared; I did. We were just sharing information and screenshots about our projects with each other privately. I am aware of Tom's situation, but now everybody has access to the finished GG3 patch and can freely search through the text with a hex editor, so Akogingu shouldn't be affected. I'll try my best to keep the characters consistent with GG3.

Ah, ok, sorry. I think I misunderstood your post (something not uncommon in me; I should learn to read more carefully). Thanks again for your work, I'll be sure to give a try when it's finished.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: acediez on January 27, 2020, 05:52:37 pm
Great news! Thanks for working on this!

Before I step on anyone else's project, I guess I should also say I've started the groundwork for Shin Sedai Shuumei.

(https://i.imgur.com/CT0KDuI.gif)

This was a quick test I did, to see if I could find text stored in RAM and read the text format (it's S-JIS).
Since then, I've managed to trace a table of contents of the main data file in the disc, and split it into individual files.
I'm currently working on joining it back into a working condition after modifying the text files (I already wrote a joining script for it, but I haven't tested modified files of different size yet)
After that, I'll work on a font replacement, and a custom VFW code.

I was in talks with Tom about the actual translation, but I haven't heard back from him since this whole situation you're all aware of (and I don't plan to bring up yet again)
Either way, I still plan to finish "the hacking side" of the project.

... So if anyone else has been silently working on the game and has more progress than me, now it would be a good time to know about it!


I'll pick up another PS1 Goemon game instead.

What about Ooedo Daikaiten?  ;D
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: VicVergil on January 27, 2020, 07:23:12 pm
I have also been working on a translation for this game in private for quite some time. My version is about 85% complete. The initial Shift-JIS to ASCII patch was done by Weissvulf, and I have been collaborating with Translator Tom to make sure that references to Ganbare Goemon 3 were caught, that characters used similar speech patterns, and so on.

I wasn't ready to announce it, but since 2 other people have now stated that they're starting to work on it, it's probably time.

It's a slight relief to see there's some light in these dark times for Goemon projects, and that people aren't afraid of working on them.
I hope the project will eventually release, just like everyone involved, and everyone who loved the games, wanted.

If it's not too rude from me to ask.
I was surprised you didn't change the character width from 11 to like 8. The font is apparently easily editable to complement this game's presentation too... But even if it's not possible, it's not that bad. It even has some kind of charm to it.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: RaidouJFlo on January 27, 2020, 07:54:56 pm
Great news! Thanks for working on this!

Before I step on anyone else's project, I guess I should also say I've started the groundwork for Shin Sedai Shuumei.

(https://i.imgur.com/CT0KDuI.gif)

This was a quick test I did, to see if I could find text stored in RAM and read the text format (it's S-JIS).
Since then, I've managed to trace a table of contents of the main data file in the disc, and split it into individual files.
I'm currently working on joining it back into a working condition after modifying the text files (I already wrote a joining script for it, but I haven't tested modified files of different size yet)
After that, I'll work on a font replacement, and a custom VFW code.

I was in talks with Tom about the actual translation, but I haven't heard back from him since this whole situation you're all aware of (and I don't plan to bring up yet again)
Either way, I still plan to finish "the hacking side" of the project.

... So if anyone else has been silently working on the game and has more progress than me, now it would be a good time to know about it!


What about Ooedo Daikaiten?  ;D

Oof, I wasn't expecting Shin Sedai work. Nice.

As for Ooedo Daikaiten, I'd like to but I have no idea why modifying one character in the beginning cutscene causes a black screen after picking a character.

Ebisu at some point in the cutscene for example says "nyohohoho." If I change it to hohoohoh," it breaks the game. No extra characters being used.. just replacing nyo (two bytes) with ho ho.

:banghead:

Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: MrFwibbles on January 27, 2020, 08:21:46 pm
If it's not too rude from me to ask.
I was surprised you didn't change the character width from 11 to like 8. The font is apparently easily editable to complement this game's presentation too... But even if it's not possible, it's not that bad. It even has some kind of charm to it.
I would like to edit the font, and was going to ask for help doing so later on (when I've finished inserting English dialogue). Weissvulf provided me with the font.bmp that I'm using, and I don't understand how to edit it properly. It seems that no matter what I use, the file size of the bitmap doubles when I save it and then the reinsertion of the font doesn't work right. I remember he said something about using his "2 bit tool" but Windows 10 insists that it's a virus and refuses to play nicely with it. I've had the tool working, but the file size STILL doubled, so I don't know what he did to make it work and he hasn't been online to ask in like a year.

Another problem is that there's just no way I can edit the images (title screen, Impact's dashboard, signs etc.) because Konami used a proprietary format and that's way beyond my skill level. I can extract them with Weissvulf's Raw to TIM tool, but I have no idea how to extract the palette or how I'm supposed to reinsert the images without the colours being completely wrong. A programmer told me that it would require its own tool to be made.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: Jorpho on January 27, 2020, 08:43:34 pm
I was about to suggest that the SNES Goemon games seemed to be notoriously resistant to translation, but egads, someone finally finished those last week!?
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: maximo806 on January 27, 2020, 10:21:39 pm
I was about to suggest that the SNES Goemon games seemed to be notoriously resistant to translation, but egads, someone finally finished those last week!?

not yet the fourth SNES Goemon game has not been translated yet, can anyone tell me how I can translate the rom so I can help you guys out?
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: Tsukiyomaru0 on January 27, 2020, 10:31:10 pm
not yet the fourth SNES Goemon game has not been translated yet, can anyone tell me how I can translate the rom so I can help you guys out?
There is also Ganbare Goemon - Hoshizorashi Dynamites Arawaru!! on the GBC that follows the same formula of Ganbare Goemon 2. But whichever one gets translated before them is fine, I'd gladly enjoy any.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: acediez on January 27, 2020, 10:32:19 pm

As for Ooedo Daikaiten, I'd like to but I have no idea why modifying one character in the beginning cutscene causes a black screen after picking a character.

:banghead:

Does this happen when modifying text directly in RAM, or in the disc image? If it’s the latter, have you tried rebuilding EDC/ECC sectors after modifying the BIN?

https://www.romhacking.net/utilities/1264/
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: RaidouJFlo on January 27, 2020, 10:54:05 pm
Does this happen when modifying text directly in RAM, or in the disc image? If it’s the latter, have you tried rebuilding EDC/ECC sectors after modifying the BIN?

https://www.romhacking.net/utilities/1264/
it's the latter. let me try that tool you linked and ill update. Thanks.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: VicVergil on January 28, 2020, 02:15:52 am
As much as I loath to say this, it has been brought to my attention even this topic was noticed again by a certain external party. They did it three times the last few days, followed by "attacks"... this makes it the fourth time now. I urge everyone here to please exercise extreme caution with any identifying personal information or other online presence. Any translators touching this specific series can never be too careful these days.

I would like to edit the font, and was going to ask for help doing so later on (when I've finished inserting English dialogue). Weissvulf provided me with the font.bmp that I'm using, and I don't understand how to edit it properly. It seems that no matter what I use, the file size of the bitmap doubles when I save it and then the reinsertion of the font doesn't work right. I remember he said something about using his "2 bit tool" but Windows 10 insists that it's a virus and refuses to play nicely with it. I've had the tool working, but the file size STILL doubled, so I don't know what he did to make it work and he hasn't been online to ask in like a year.

Another problem is that there's just no way I can edit the images (title screen, Impact's dashboard, signs etc.) because Konami used a proprietary format and that's way beyond my skill level. I can extract them with Weissvulf's Raw to TIM tool, but I have no idea how to extract the palette or how I'm supposed to reinsert the images without the colours being completely wrong. A programmer told me that it would require its own tool to be made.

Found this to work for the font: Using Crystaltile2 on the executable (SPLS_002.17), you can get the font to show. Settings are included.
https://imgur.com/a/KL5n30m

For the graphics, I tried quickly with the title screen. GMN_TIT.BIN is the graphical data proper, and GMN_TITX.BIN has the palette (colors) and some layout data format. Maybe a tool will be useful for that.
You could select hex data (i used h0-h200) in Crystaltile2 in GMN_TITX, right-click, DATA>PALETTE conversion, then in the palette tab on the right export your newly created palette. Then you open GMN_TIT, use the correct settings, and then import the palette from earlier. PS1 and GBA share similar graphical format conventions, so the palette colors are slightly off granted but not too badly.
This may allow you to display some graphics in close to correct colors, then you can change them to your liking. It's a start.

Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: RaidouJFlo on January 28, 2020, 12:43:17 pm
Does this happen when modifying text directly in RAM, or in the disc image? If it%u2019s the latter, have you tried rebuilding EDC/ECC sectors after modifying the BIN?

https://www.romhacking.net/utilities/1264/

Sadly that didn't help.
I am doing a very simple change, such as:

At 0x2337E3FC (disk image/bin), this is the beginning of one of ebisu's strings. He says: %u306B%u3087%u307B%u307B%u307B%u3001(82C9,82E5,82D9,82D9,82D9,8141).

Changing it to %u307B%u307B%u307B%u307B%u307B, (82D9,82D9,82D9,82D9,82D9,8141) causes the black screen. The same type of modification causes a black screen when just changing other strings as well.

I am not sure but it is almost like the game is expecting the string to be what it is currently.

At 0x2337E1F0, we have 82CD,82AE,82EA,92AC,82CD (this is literally the first string in the beginning cutscene).

If I change these to any other Japanese characters, I get the black screen.

But if I change the two 82CDs to the below, it loads the cutscene and the modified characters:

82CE,82AE,82EA,92AC,82CC

The first was changed to 82CE (+1) and the last was changed to 82CC (-1).

If I changed the first 82CD to 82CE but didn't change the last 82CD to 82CC, Id get a black screen. Vice versa, if I changed the last to 82CC but kept the first as 82CD, I get a black screen. I didn't try it yet, but if I changed the first 82CD to 82CF (+2) and last 82CD to 82CB (-2), I bet it would load. Note: I ended up trying this and it loaded.

I thought that maybe some kind of anti-piracy was blocking changes but that's not the case. There's probably something weird going on in with what it expects the strings to be. Maybe the bytes that precede the string (or after it).

Edit:==========================

The first string looks like this:

73 0D 69 00 00 00
81 40 81 40 81 40 81 40 81 40 82 CF 82 AE 82 EA 92 AC 82 CB 66 00

81 40 is an indent (or space).
66 00 at the end is a line break I believe.

Maybe the 73 0D 69 00 has something to do what the string can be defined as.

The next string (just after the 66 00 above) starts with a similar looking group of bytes (bolded):

76 01 08 00
81 40 81 40 8B F3 91 4F 82 CC 83 8A 83 54 83 43 83 4E 83 8B 83 75 81 5B 83 80.....etc

sorry if this is messy by the way. tbh im just pouring my thoughts out into this post
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: MrFwibbles on January 28, 2020, 03:13:15 pm
(Crystaltile2 advice)
Thank you. I'll try this out.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: VicVergil on January 28, 2020, 03:46:33 pm
Thank you. I'll try this out.
My advice was missing something... you should also manually replace the very first color in the palette with something else. (A double click on the palette tab colors) A solid green for example. Otherwise when you import back, the crushed blacks will cause every black pixel to appear transparent, which is... very far from ideal.

Even if you use a 6x11 font (effectively doubling how much text you can have), you'll still need to do an assembly edit for when the next character shows. Someone here on the forums posted a tutorial for Vagrant Story with the graphical debugger in psX1.13, that might be useful.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: peixemacaco on January 28, 2020, 04:25:34 pm
Great topic title!

Good luck with your project.


Nelson
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: illuminerdi on January 28, 2020, 04:51:44 pm
As much as I loath to say this, it has been brought to my attention even this topic was noticed again by a certain external party. They did it three times the last few days, followed by "attacks"... this makes it the fourth time now. I urge everyone here to please exercise extreme caution with any identifying personal information or other online presence. Any translators touching this specific series can never be too careful these days.

Wait...what?!? Someone is attacking people (online, I assume) because...they're translating Goemon games?!?

NM, pretty sure I figured it out. I have mixed feelings about translation accuracy vs using terms that have retroactively been deemed offensive. That said, attacking people is never a solution and I'm staying the hell away from this, I'm just here for the hacks...
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: RaidouJFlo on January 28, 2020, 06:59:03 pm
Finally got it to stop showing a goddamn black screen. Step one is complete.

(https://i.imgur.com/L6zX4NW.png)
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: acediez on January 28, 2020, 07:02:11 pm
Finally got it to stop showing a goddamn black screen. Step one is complete.
Nice! I was about to boot it to see if I could figure the problem out. What was the cause?
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: RaidouJFlo on February 03, 2020, 02:31:42 pm
Nice! I was about to boot it to see if I could figure the problem out. What was the cause?
It was a joke. I modified the RAM at runtime.
God bless you if you can figure it out but I'm STUMPED. There are zero debuggers that work with this game btw.
I tried EPSXE from this site, no cash and psxfin. All crash or produce a black screen. EPSXE vanilla and Bizhawk run this game fine. Bizhawk RAM watch/debugger causes exceptions so only the RAM viewer works.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: acediez on February 03, 2020, 09:02:08 pm
I'm currently using no$psx on Shin Sedai. It didn't boot normally either, but I got around it. I just tried Oedo Daikaiten and managed to get in-game with the same method. It's the same exact issue.

Run the game, go to RAM $8002C1E4, NOP the instruction (jne r2,r3,8002C214h), and continue the game. It should boot, but with a sped up framerate. After that, go back to that address and restore the instruction to what it was. It should now run normally. Save a savestate, and use it whenever you boot the game, so you don't have to go through the process again.

Not sure if it's some sort of copy protection no$psx isn't capable of working out, or just an emulation bug. Whatever it is, this workaround is enough to get around it. Now you can debug it and see why your text changes are hanging the game.

---

As for Shin Sedai, I finished figuring out the text formatting and worked out a table to extract/insert text using tools I'm already familiar with (the ones I used on Mega Man X6 Tweaks). So far so good, but I still need to work on my script to rebuild the modified files back into the ALLDATA.X pack. No issue preventing me from doing it (atm), I just haven't had much time to work on this.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: RaidouJFlo on February 03, 2020, 10:46:55 pm
I'm currently using no$psx on Shin Sedai. It didn't boot normally either, but I got around it. I just tried Oedo Daikaiten and managed to get in-game with the same method. It's the same exact issue.

Run the game, go to RAM $8002C1E4, NOP the instruction (jne r2,r3,8002C214h), and continue the game. It should boot, but with a sped up framerate. After that, go back to that address and restore the instruction to what it was. It should now run normally. Save a savestate, and use it whenever you boot the game, so you don't have to go through the process again.

Not sure if it's some sort of copy protection no$psx isn't capable of working out, or just an emulation bug. Whatever it is, this workaround is enough to get around it. Now you can debug it and see why your text changes are hanging the game.

---

As for Shin Sedai, I finished figuring out the text formatting and worked out a table to extract/insert text using tools I'm already familiar with (the ones I used on Mega Man X6 Tweaks). So far so good, but I still need to work on my script to rebuild the modified files back into the ALLDATA.X pack. No issue preventing me from doing it (atm), I just haven't had much time to work on this.

Well shit - yeah. That worked for me. NOP'd it, took a snappy snap then restored the instruction.
Thanks dude.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: acediez on February 24, 2020, 08:33:45 am
Small Shin Sedai update.

I haven’t been able to work on this heavily, but it’s happening steadily. I’ve made progress on the tools I’m writing to handle game files, text tables, and more groundwork. I’m pretty much done with the process of accessing text files, being able to edit them, and repacking the main data file.

I’m currently figuring out problems related to handling Mode2/Form2 data files. The tools and methods I’ve used before to either replace the file on a BIN or rebuild the whole disc don’t support this kind of files. I’m also not sure if I’m supposed to generate the sector’s header data myself and replace raw data, or if there’s an existing tool that handles it.

I haven’t yet tried everything at my disposal. If I can’t figure it out myself, I’ll start asking people around.

As I said before, I plan to finish a file editing workflow first, replacing the font and spacing second, and only then I’ll start looking for a translator. (I’d love if Tom changed his mind and came back, but I haven’t been in touch with him, so I can only go by his decision of leaving the scene)

Video editing to replace subtitles, and various graphics replacement, are all things that will come after the main text is taken care of.

MrFwibbles, Raidou, since this will probably take awhile, and this thread will probably be buried and forgotten in between updates... If either of you is interested in keeping in touch directly PM me your Discord ids. Would be cool to have a group chat for these.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: RaidouJFlo on February 29, 2020, 09:35:04 pm
Small Shin Sedai update.

I haven’t been able to work on this heavily, but it’s happening steadily. I’ve made progress on the tools I’m writing to handle game files, text tables, and more groundwork. I’m pretty much done with the process of accessing text files, being able to edit them, and repacking the main data file.

I’m currently figuring out problems related to handling Mode2/Form2 data files. The tools and methods I’ve used before to either replace the file on a BIN or rebuild the whole disc don’t support this kind of files. I’m also not sure if I’m supposed to generate the sector’s header data myself and replace raw data, or if there’s an existing tool that handles it.

I haven’t yet tried everything at my disposal. If I can’t figure it out myself, I’ll start asking people around.

As I said before, I plan to finish a file editing workflow first, replacing the font and spacing second, and only then I’ll start looking for a translator. (I’d love if Tom changed his mind and came back, but I haven’t been in touch with him, so I can only go by his decision of leaving the scene)

Video editing to replace subtitles, and various graphics replacement, are all things that will come after the main text is taken care of.

MrFwibbles, Raidou, since this will probably take awhile, and this thread will probably be buried and forgotten in between updates... If either of you is interested in keeping in touch directly PM me your Discord ids. Would be cool to have a group chat for these.

Noted. We will keep in touch. I know this sounds cliche as well, but my progress has been slow simply due to "personal" reasons. It occurred to me that I let myself go and became vastly overweight. I've been working on losing weight ever since. Probably going to continue that exclusively before going back to any of this.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: gamecaptor on August 31, 2020, 11:53:33 am
This is awesome! I started looking up the rest of the Goemon series now that that all of the SNES games have been translated. Thank you to all of the people that take on these projects so that the rest of us can all enjoy these great games!
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: kikujade on August 31, 2020, 08:59:41 pm
Thanks but I care more about getting different projects out there rather than having redundancies. All of this is a learning experience for me so it means nothing for me to drop a project if a better one is out there. You're doing the right thing by making your progress public knowledge.

Tom said he'll help anyone who needs help with Goemon translations. DDS said he'll help with hacking, though he has no experience with PS1 games.
Title: Re: We are in Current Year, 2020, the Year of our Lord Jesus Christ
Post by: Anime_World on August 31, 2020, 09:27:45 pm
Send a mail to Denim (from brazilian RH scene), maybe he can help you with hacking.