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Topics - weissvulf

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Gaming Discussion / Cheat for Aubirdforce PS1?
« on: February 18, 2018, 03:31:11 am »
There's a widely reported cheat for Aubirdforce (PS1) saying to enter "Sugokueraihito" for the player name to play as Lv99 Captain Henshin. As far as I can tell, the cheat is bogus. The name has too many letters to enter in English, and converting it to Japanese doesn't seem to work either. Also, I have yet to find any internal reference to 'Henshin' or a stat table for a level 99 character.

I only care because I'm having to 'gut' the old text system to convert to English and it has the potential to break this code. I can dig further, but I thought I'd ask if anyone ever used it successfully.

ROM Hacking Discussion / How to use pSX emulator with hardware logging?
« on: January 24, 2018, 09:39:39 pm »
Has anyone successfully used the pSX logging features in the special build HERE? It sounds like it would be an excellent tool, but I must be doing something wrong because I get no response regardless of which fields are checked.

Script Help and Language Discussion / Pixilated Kanji ID
« on: January 01, 2018, 09:55:00 pm »
I have no context for these other than I suspect they are labels for a ranking display.

Personal Projects / Asuncia (PS1) project
« on: December 27, 2017, 09:40:23 pm »
First, a question:  Does anyone know how to unlock the 'good' ending or various party members in Asuncia?
I'm trying to test-play through to check the text, but I missed 3 party members and got the bad ending. I'm hoping someone owns the strategy guide or has a link to a Japanese walkthrough. The text is scattered somewhat randomly which makes it difficult to do a polished consistent translation for an event.

About the game:
This is a fairly obscure game which has a subtitle of 'Strategic RPG'. It's likely to seem unimpressive, because the strategy elements are not standard and the early gameplay is quite easy. However, if you get past that initial let-down, there is a decent game underneath.

The game follows a relatively simple plot line that drives the player's party toward a goal. The object of each area being to defeat all the monsters. Maps are randomly generated and there are optional dungeons to fight through and towns to resupply. There's a timer limit, but it doesn't feel overly rushed- just enough to keep you alert. The strategy elements mostly come from managing time and money. Since items are vital, this can be challenging. Lastly, there is a score tally which measures success and can be significantly improved by defeating monsters in specific combinations. You can ignore the score completely, or think out every step to maximize point value for each level.

Personal Projects / PS1 tools
« on: December 13, 2017, 05:06:14 pm »
These are some specialized tools I'm making, geared specifically toward Playstation 1 translating. I'm posting here to get input... on the off chance that they're actually useful to someone else. I add features and try to improve efficiency as needs arise and would welcome input for the next time a rewrite comes up.

Auto ASM Maker

A tool for select PS1 games that dumps text and pointers into an ASM file for easy editing/insertion with ARMIPS. The main benefit of this tool versus other available dumpers is that it will automatically locate some PS1 pointers that other dumpers don't.

It currently only supports games that use SHIFT-JIS/ASCII. It would be quite easy to add support for table files, I just haven't bothered yet because I haven't needed it.


A simple address converter designed to help with tracing/hacking between RAM, EXE, Hex-editor etc. It has 3 customizable conversion slots with a 'save' feature so that settings for various projects can be quickly restored.


Mainly designed to extract/insert pesky proprietary images from PS1 games (aka headerless TIMs etc). It should work with other raw image data as well. I recently added a TIM<>BMP converter for someone, but it is largely untested since I did a major coding re-write.

HexDecBin Converter

Converts numbers between Hexidecimal, Decimal and Binary. Seldom needed, but sometimes useful for for following bit-shift operations, manually creating CPU-op codes etc. It handles conversions like the Playstation's CPU does (signed) , meaning values above 0x7FFFFFFF (aka have the highest bit set to '1') are treated as negative numbers. For those who don't know, MIPS assembly uses the terminology 'unsigned', but such values are still treated as 'signed'. They just don't set an exception for values in the 'singed' range (aka 0x80000000 - 0xFFFFFFFF). 

Width Scanner

A mostly useless tool (hey, at least I'm honest :D ). It scans non-compressed PS1 emulator save states for potential letter spacing values, and lets you edit/restore the results. It was just a wacky idea for an automated way to find variable-width-font injection points, but it could also work for novices who wish to reduce the gaps between letters on fixed-width fonts. I've had roughly a  1 in 5 success rate on games so don't expect much. May work on other MIPS (PS2, PSP etc) based consoles.

2bit Tool

A basic tool that converts a 2bit BMP into raw binary data. The source BMP can be either 8 or 16 pixels wide- ie a stacked column of letters. It's designed for producing fonts similar to the PS1's BIOS font which are used by many games for storing the full Shift-JIS set in a compact form. Insert the resulting binary font with a tool like ARMIPS.

Movie Audio Dubber

A tool which I will share upon request (not included in download), it splices new audio segments into an existing PS1 STR movie. The results require patches much smaller than baked-in subtitles (and no messy re-encoding), and it's much simpler than software-subtitles. For example, injecting speech samples totaling around 30 seconds, adds less than 1MB size to the final patch.

Source code (Autoit) is included- not well optimized, but fairly well 'noted'. Feel free to recommend tweaks. 
Movie Audio Dubber DOWNLOAD LINK

ROM Hacking Discussion / Any Growlanser translation projects?
« on: December 12, 2017, 04:17:17 pm »
I noticed that someone translated the script for Growlanser PS1/PSP a few years back, yet I've never seen anyone even considering a translation project for the game. Did I miss a project somewhere? Or maybe there are technical difficulties on the hacking side, or is Growlanser just not that popular? I've never played Growlanser 1 through, but it looks quite impressive. 

Programming / Any good editors that save 16bit BMPs?
« on: November 29, 2017, 09:58:56 pm »
Hope this is the right section for this question. I'm wondering if anyone knows a common (preferably free) photo editor that will save BMP images in 16bit format.

I'm trying to write a tool that handles Playstation image files. The problem is that 16bit images are very common in Playstation games, and I can't locate a decent photo editor that saves a 16bit BMP. They all upscale to 24bit which hinders re-insertion into the game when translating text graphics.

There's little point in coding a 16bit TIM to BMP converter if there are no common tools that will let people edit the BMPs. It might make more sense to use an automatic 16<>24 scaling step in the conversion process, eliminating 16bit BMPs altogether.

Script Help and Language Discussion /
« on: November 24, 2017, 06:47:16 pm »
Japanese often contains an overuse of ellipses as well as 'surprise' responses that all roughly translate to "what!?". I'm wondering how other people handle these Japanese conventions - leave everything verbatim, remove some, substitute similar phrases or what? When I re-read a literal translation I just made for an event, sometimes it looks like:

 It is as you say...

 Wha...!? But...

Person1: you feel...

 Huh,I didn't expect to find you two...



 Surprising...that you two are surprised...

Programming / PS1 (MIPS) random number generation?
« on: February 08, 2015, 07:02:34 pm »
I'm trying to make a function to generate a random number between 1-100 for a PS1 game. Below is the best I've come up with, but it still seem to return patterned value ranges rather than random.  Does anyone have a better random generator, or advice on fixing this one?

Code: [Select]
lui r2,0x8001  ;Load seed
lw r2,0x7818(r2)  

li r3, 0x41c64e6d   ;Processing for quasi-random generation
mult r2,r3
mflo r2
addiu r2,r2,0x3039

lui r3,0x8001          ;store new seed
sw r2,0x7818(r3) 

srl r2,r2,0x10        ;More processing

andi r2,r2,0x3FFF ;mask limit to 1023
addiu r3,r0, 11       
divu r2,r3             ;divide by 11 for 0-93 max
jr r31
mflo r2

ROM Hacking Discussion / Adding soft-subs on PSX
« on: December 08, 2014, 01:58:52 am »
I've been working on translating Brigandine for awhile now and I'm ready to start adding soft subtitles to the movies. Can anyone point me toward some info or asm code to pull it off? Any help is appreciated.  :cookie:

Script Help and Language Discussion / Opinions on 求めつづける者
« on: August 08, 2014, 12:38:30 pm »
This is the main baddie's title for the game Brigandine. It's used for his unit class and it's also how he introduces himself. I would normally translate it as "Eternal Seeker", but that almost has a positive spin in English.  I think the connotation may be more like "Schemer" but it doesn't seem right to have him introduce himself with a derogatory title. I believe it was translated as "Claimer" in the official release.

Here is one such line where he introduces himself using the title:

Anyone have an idea for a good render for this? Any ideas are welcome :)

Personal Projects / Moorhuhn 2 (PS1) translation
« on: July 06, 2014, 04:56:28 am »

This is just a little diversion project I'm doing for the fun of it. Moorhun 2 is a shooting game something like Duck Hunt. The project is mostly done, but I haven't been able to access the text for calibrating the lightgun ingame.  The text for that section appears to be assembled on the fly from disconnected phrases so I can't really get an idea of the context without seeing it.

Just posting to get any feedback before I call it good. If anyone can access the gun calibration text and take some screenshots, or tell me which PS1 Emulator supports an virtual lightgun that works with the game, I would be grateful.

Here's the PPF Patch (Updated to v1.1)

Script Help and Language Discussion / What is this guy saying?
« on: June 13, 2014, 02:46:09 pm »
The setup is that 2 females who fought for a country that was defeated are trying to join a new country. The king of the new country greets them with this. The king is supposed to be wacky and have an accent. The ガンクビ part is confusing me. I have a guess what it might be referring to but I don't want to get that wrong.  :-[

んーーー? 負け犬どもがガンクビ揃えて何の用だぁ?

I'm trying to translate the end staff credits which are stored in a tiny little TIM graphic.  This panel contains the job titles all crunched together. I think I've gotten most of it (except far right of 2nd line from bottom), but would appreciate a second set of eyes to double check; I'd hate to credit someone as "lead lint-licker" by mistake  ;D   Top pic is clarified as best as I could, lower is original.

I'll also mention, I hope to convert the staff names from Kanji to their Romanji equivalents so that English fans can appreciate the artist involved. I have little experience with Japanese proper names so I'll probably be posting an add in the help wanted section when I get to it. There are about 3 panels of Kanji names stored similar to the pic below, but they are almost 2x bigger so easier to read. This is for Brigandine Grand Edition by the way.

企画・総監督企画・シナリオメイ ンキャラクターデザイン
サプキャラクターデザイン バッケージイラスト 音楽 ランス
メインプログラム サププロクラムグラフィックデザィン
制作アシスクントサウンドエフェクト {ビュアサウンド}ヵィ
CGムービー編集・M A管理マニュアル作成ヴェイナード
キャラクター・作画 監修 色彩 設定 色指定・仕上検査色彩
特殊効果 美術監修 背景(スタジオユエ)撮影監修 現像所?
撮影フィルム編集V編集 制作進行アニメーションヽ制作協力

This is for MIPS assembly: Is there a way to get the ARMIPS assembler to use a variable label with the lui (load upper immediate) op-code? The lui needs the upper two digits of the number and as far as I can tell, ARMIS will only isolate the lowest digits from a number.

What I'm trying to do is the same op as " li r2,Label " but with the lui separated from the addiu

Hope that makes sense  :-\

Script Help and Language Discussion / Stuck on the nuance...again!
« on: April 13, 2014, 06:56:01 pm »
This is a 'battle event' from the game Brigandine. The two knights are on opposite sides and they're "talking smack" to each other before the battle begins. What's confusing me is the significance of Ulster reply to being accused of being a 'pervert'.

Ulster's character is supposed to be the only straight man in a "in a court of royal loonies" so I'm thinking he has so much built up frustration over having to work with crazy knight's that he kind of has a melt down when he's accused of being a pervert.

Any help or opinions on good phrasing would be welcomed thanks!

Merriot (Young Princess)

Ulster (Only sane guy in a court of loonies)


Script Help and Language Discussion / Help with a short description
« on: October 16, 2013, 03:34:29 pm »
I got a little stuck on the description for a female knight. 
I understand most of it, but a few words seemed off so I'm afraid I'm missing something.
Any help would be greatly appreciated  :woot!:


I've spent a day trying to figure this out, and I'm still not sure I understand what armips is doing. Can someone explain how to calculate branch jump distances for the armips input file (asm)?

Branch jump distnces are relative to the current position (PC), so I was expecting that if I enter two identical branch distances, armips would generate two identical op-codes. But it seems to be trying to auto-infer the branch distance I want.

So if I input:         
beq v0, s5, 0x90
beq v0, s5, 0x90
beq v0, s5, 0x90

I get:
1055 0012
0000 0000
1055 0010
0000 0000
1055 000e

What do I do if I actually want my 2nd and 3rd BEQ to jump 0x90 ahead?  :banghead:

EDIT: Is it that all additional Branch distances are relative to the first BEQ jump entry?

Personal Projects / King's Field Pilot Style
« on: June 10, 2012, 09:13:17 pm »
This doesn't exactly fit into the "Personal Projects" guideline since it's complete, but I'm posting it here because I'd like opinions as to whether this translation is worth submitting to the RHDN catalog. When I finished the Sword of Moonlight King's Field Maker translation, the general consensus was that it was too obscure to be worth adding. Even though Pilot Stlye is a Playstation game, it's short  and more obscure than Sword of Moonlight. I care about keeping RHDN's file list "pertinent" and don't really care if this translation is listed, opinions either way are welcomed.

Kings Field Pilot Style was a promo game given out at the Tokyo game show to promote the upcoming King's Field 3 release. It's story takes place between KF1 and 2(US) and it is only about about an hour long. The style used (font etc) was modeled after the official King's Field English game releases and not necessarily what I would have picked myself.

EDIT: If anyone happens to want to translate one of the PS1 King's Field game into a language besides English, feel free to ask me questions. While this translation is fresh in my mind, I'm pretty familiar with how the game engine handles text so I can probably help speed things along. 

Here is a link the patch file.

ROM Hacking Discussion / Advice on adding subtitles
« on: November 11, 2011, 06:00:01 pm »
I'm working on a PS2 game which has two movies in PSS format totaling about 100MB. I want to add translated subtitles to these movies.

The best 'tool chain' I've come up with goes PSS > M2V > AVI > (add subtitles) > M2V > PSS. But I suspect all that re-encoding is going to increase the size of a patch file considerably.

I know some PS2 games use softsubs and since PSS files are mostly MPEG2 (aka DVD movie format), I wondered if miraculously the PS2 has some kind of built in support for a certain format of softsub file. 

Otherwise, does anyone have any tips that will help keep a patch file a small as possible when recoding videos or have any other advice for adding subs?
YOU! Much appreciation are being! ;)

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