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Messages - Sephiroth 1311

Pages: [1] 2
1
Personal Projects / Re: Final Fantasy VII Retranslation Project
« on: September 14, 2013, 02:46:01 am »
The width table works with nibbles. Each first half-byte represents the character's width, while the second half sets the blank pixels to be put before the next character.

It's very easy to fix the font width table, trust me.

2
MrFwibbles, have you tried using ECCRegen to regenerate the ECC field, after manually editing the ISO file?
I've never worked on a Saturn game, but I think that MIGHT be a thing to try. The original PSX too would crash without regenerating the ECC field, even if PSX emulators don't.

I'm surprised I didn't write about ECCRegen on my guide, but I wrote it so many years ago and I was much less experienced back then... but I'm happy that it was of use to someone else!

What do you think, should I make an English translation?

3
Good luck with your project! It's always nice when people share the information they got and help the whole RH community. If you succeed in completing your project, it'll be a great joy for the whole Suikoden community around the world (assuming that most of them is at least able to understand English).

I was also happy to read that their tool is able to export the PSX script and import it into the PSP version. This way, if my team does translate the PSX version into Italian, we will hopefully have an easy time converting our translation to the PSP version and, at that point, translate Suikoden II too. Which, actually, was officially translated, but it's one of the worst Italian translation I ever saw when dealing with videogames, so it does need to be remade from scratch.

And, of course, merci beaucoup to the French team!

4
Ooh, why do I have the feeling an Italian translation might be in the works soon?  ;)

As I recall, we have a handle on how to g-zip decompress and probably recompress the necessary files, and dialogue text has been identified (not sure how that reflects on getting at miscellaneous and image-based text though). What's missing is a nice front-end utility for taking care of repointering text strings, though that could be worked on by hand in a pinch. The big challenge IMO is finding a PSP emulator with full debugging and tracing capabilities, not to mention waiting until the coast looks clear for PSP translation projects, with respect to US modders. Anyone interested in a translation project could make a big difference by investigating what tools the French project is currently working with.
Actually, my group and I are working on the PSX version of the first Suikoden. We currently don't have plans for the PSP version, as long as an unofficial translation into a European language comes out. :D

Anyway, you're absolutely right when you speak about the lack of a decent PSP debugger. I was really startled when I saw those images from the French forum (I occasionally check it, since it's the biggest european forum about romhacking and translations), and I immediately thought of this topic.

I really hope they'll be willing to share some information with this community, an English translation would be a great present for the international Suikoden fanbase.

5
Hi there, today I stumbled upon a French translation project for Suiko I&II PSP, so I thought you might be interested in asking them for help. :)

Would be nice to have this game in English too.

6
Congratulations to Doppiapunta and all of the translators, it must have been a hard project, considering the huge amount of text and all the technical issues.

7
Oh, so the link on RH.it is down... I'll ask Gemini if I can put it onto SadNES cITy as well. :)
Thanks for telling!

8
Try using this, you should be able to do what you need with it. :)

9
Congratulazioni. ;)

10
News Submissions / Re: Utilities: Final Fantasy Tactics Editor Released!
« on: January 31, 2008, 07:19:24 am »
I agree. ;)

11
News Submissions / Re: Utilities: Final Fantasy Tactics Editor Released!
« on: January 31, 2008, 06:23:34 am »
Oh, you meant that... not remember if I played with those; I doubt.

Are you saying you're translating from the English version? Then the translation will loose accuracy. :/

Can't really be of much help; sorry.

Actually, we're translating the fantastic PSP translation, and then copying the translated text into the PSX version (of course, we're working on the PSP version too). ;)
Anyway, don't worry 'bout it!
We will probably release our tools after finishing our work, though. ;)

Grande! ma sei dei sadnes! io sono il proprietario del sito auritech e promotore dell'hacking! ti sarei veramente grato se riuscissi a passarci un modo per fare la decompressione e compressione dei file spr... abbiamo delle patch grandiose, ed editando gli sprite potremo rendere le cose ancora piu' interessanti, fare dei video e far crescere ancora l'interesse!

translated for non italians: it's just an help request :D

you all sadnes are welcome to auritech.eu forums... maybe you might add something special to your translated version ;)
We can help you with that text compression, if you need. :P

Anyway, it's a nice thing to know you're Italian... new Italian romhackers are quite rare, nowadays. :D
Gemini, too, is Italian.

(scrivo in inglese perché la regia del sito dice che non si può scrivere in altra lingua... :P )

12
News Submissions / Re: Utilities: Final Fantasy Tactics Editor Released!
« on: January 30, 2008, 12:16:59 pm »
Oh, you meant that... not remember if I played with those; I doubt.

Are you saying you're translating from the English version? Then the translation will loose accuracy. :/

Can't really be of much help; sorry.

Actually, we're translating the fantastic PSP translation, and then copying the translated text into the PSX version (of course, we're working on the PSP version too). ;)
Anyway, don't worry 'bout it!
We will probably release our tools after finishing our work, though. ;)

13
News Submissions / Re: Utilities: Final Fantasy Tactics Editor Released!
« on: January 30, 2008, 05:45:11 am »
:o Front page?

Oh, thank you so much Gemini, that should help a lot.

I figured it was a nibble based compression & that it crunched color #0 but not more than that.

It will take me time to study, I have no C knowledge and basically no assembly either. But in the end I want to code a tool capable of converting 256x488 bmp images (256bits) to .spr files.

Frame.bin contains the battle text? I remember checking a file containing those and I'm pretty sure it's just a simple 2bit color image file.

melonhead doesn't talk a lot so I have no idea on his future plans with this project.
It does... inside that file there are "Bravery", "Faith", status abnormalities, etc, which we obviously need to translate.

Do you know where to find the mapping info for those graphics? I only managed to spot the ones for Bravery and Faith (quite simple, but can't find the others...).
For mapping info I mean those bytes that control screen position, position inside the FRAME.BIN and widht end height.
I need that to organize a better Italian translation for those words. ;)

P.S. By the way, do you know where "Now Loading" is located?
In the PSP version is a simple RAW, but it is not in the PSX one.

14
News Submissions / Re: Utilities: Final Fantasy Tactics Editor Released!
« on: January 25, 2008, 02:19:42 am »
My group and I might be interested in helping you.
We're translating both the versions into Italian, and we have a working de/compresso (though I'm rather positive that compression it's used only for text, since it has limitation for FE, the ending text byte), plus a tool which can handle LZW de/archivation and a text dumper (it has to be "polished" a bit when it comes to text insertion, but it's almost ready).

What we need is information on the mapping of FRAME.BIN (to expand its words into longer ones), of some words which are shown when starting a battle (like READY!), and, lastly, to know if there is a way to adjust a bit FFT PSX world map locations graphics (one could make a script with Paint Shop Pro, though). :P

Btw, great work on what you did! :)
Is it ok if we use your fixed SPELL.MES with our translation (with due credit, of course!)?

15
News Submissions / Re: Translations: Wonder Project J2 V1.0
« on: December 24, 2007, 08:31:45 am »
Congratulations to the author. :)

16
Congratulations. ;)

17
News Submissions / Re: Utilities: Xenogears translation tools released!
« on: September 03, 2007, 03:54:23 pm »
Good, but there are two things that don't feel right... ;)

First of all, the ¡ doesn't seem right... seems more a Ì

Then, try to center the opening text... if you have problems, you can use our file (I changed the X and Y position of all the text, since ours was way longer...). ;)

18
News Submissions / Re: Utilities: Xenogears translation tools released!
« on: September 02, 2007, 03:40:37 pm »
Sephiroth 1311, some days ago I began to code an editor to translate the SadNES cITy Xenogears Scripts from English to Spanish, fixing some things with the Japanese game too. (Do you remember Magimaster_2? -> He is translating the scripts since some months ago...)

This is a screenshot of the editor:

Click here please


I want to release my editor too, but it is not finished yet. There is a preliminary version. (It doesn't allow export the translated script)

Run the "run_me.bat" file to register the dinamic library (sqlite3.dll) or run the following command:

@regsvr32 /s sqlite3.dll

In these days I will be publishing the final version.  :crazy:


I've added you to my MSN list, I'd like to talk. ;)

19
News Submissions / Re: ROM Hacks: Xenogears 2.0 Patch released!
« on: April 18, 2007, 05:11:52 pm »
I'm sorry but for a 300+mb patch this is a bit too little here, if it had something like everyones "text speed up" suggestion or a few more extras I would consider this patch worth while but as is its not. I hope you don't take this as an insult its just my opinion and hopfully you will gain something from this or if you don't agree with me will ignore it.

Mh, the japanes2chines patch has the text speed hack (and also, by pressing R2, the camera "flies" in the sky to show a complete map of the zone you are at the moment, but this makes the game easier), but, IMHO, one should not alter what the creators had in mind.

If you used the text speed option, you'd loose special text effects, such delays, accelerators (and pathos too, IMHO).

Xenogears is not a game meant to be played quickly.

Once you have beaten a game you pretty much know the story and wish to get by parts you remember to a T. Its like making unskippable cutscenes, just plain bad programming. And what if you die and have to go through the same scene AGAIN? Blah gives me a headache just thinking about it. This is why I outright stopped playing some games thanks to having to go through a long part of the game again after dying (Sometimes my fault for not saving but most of the time their fault for not putting a save point between some things).
Basicly if they are using the text speed up hack they would have beaten the game before and thus have seen said effects.
Not having text speed up or cutscene skipping is a very VERY big flaw in games with heavey text or long cutscenes. I will never play the bouncer thanks to this as well as a few other games.
Well, after all, I was talking from the point of view of the translator.
Had we add the max-speed option in our translation, it could have been used by people who don't know english and are trying the game for the first time in italian, and it could ruin the game experience.

In your case, it's a bit different.
If you really want it, you can simply use an AR code (and, if you don't have a real AR, a freeware boot disk will allow you to imput the code).
Besides, you can also use the text speed code with a Joker code, so that the "cheat" will be activated only by pressing R2 (or Select of what you want), instead of having it active during the whole game.

Then why not hack the game so the "cheat" is active and turned on and off with a press of r2? It could work quite well because it does not HAVE to be used.
Use this code and you'll be fine:

D0059374 0002
300B21D6 0001

Press R2 before a dialogue box and the text will be much faster.

If you don't have a boot disc or a real AR, just download the Xploder from here.

If you don't like it, just do the hack by yourself.
We're not at your service.

20
News Submissions / Re: ROM Hacks: Xenogears 2.0 Patch released!
« on: April 18, 2007, 11:24:30 am »
I'm sorry but for a 300+mb patch this is a bit too little here, if it had something like everyones "text speed up" suggestion or a few more extras I would consider this patch worth while but as is its not. I hope you don't take this as an insult its just my opinion and hopfully you will gain something from this or if you don't agree with me will ignore it.

Mh, the japanes2chines patch has the text speed hack (and also, by pressing R2, the camera "flies" in the sky to show a complete map of the zone you are at the moment, but this makes the game easier), but, IMHO, one should not alter what the creators had in mind.

If you used the text speed option, you'd loose special text effects, such delays, accelerators (and pathos too, IMHO).

Xenogears is not a game meant to be played quickly.

Once you have beaten a game you pretty much know the story and wish to get by parts you remember to a T. Its like making unskippable cutscenes, just plain bad programming. And what if you die and have to go through the same scene AGAIN? Blah gives me a headache just thinking about it. This is why I outright stopped playing some games thanks to having to go through a long part of the game again after dying (Sometimes my fault for not saving but most of the time their fault for not putting a save point between some things).
Basicly if they are using the text speed up hack they would have beaten the game before and thus have seen said effects.
Not having text speed up or cutscene skipping is a very VERY big flaw in games with heavey text or long cutscenes. I will never play the bouncer thanks to this as well as a few other games.
Well, after all, I was talking from the point of view of the translator.
Had we add the max-speed option in our translation, it could have been used by people who don't know english and are trying the game for the first time in italian, and it could ruin the game experience.

In your case, it's a bit different.
If you really want it, you can simply use an AR code (and, if you don't have a real AR, a freeware boot disk will allow you to imput the code).
Besides, you can also use the text speed code with a Joker code, so that the "cheat" will be activated only by pressing R2 (or Select of what you want), instead of having it active during the whole game.

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