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Messages - TrekkiesUnite118

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Personal Projects / Re: Translating Saturn Grandia
« on: September 08, 2019, 11:58:36 pm »
Ok, I got the tbl file done, and separated every string into its own little file. Now what? Is there a better way to get these things human readable than using Romjuice on each one?

To my knowledge no. Unless you can write something that can convert the encoding into Shift-JIS or something. Though the good news is that the 8x16 font is in ASCII order, so you can just write the English translation as normal and just copy paste it in.

Personal Projects / Re: Translating Saturn Grandia
« on: September 01, 2019, 01:04:56 am »
Open it in a tile editor like CrystalTile or TileMolester and set the codec to 4bppMD or 4bpp Linear depending on the program. Set your block size to 16x16 and that should get it readable. If that doesn't work then you might need to set it to row-interleaved or for CrystalTile set the Image Pattern to ObjV-1324.

Personal Projects / Re: Translating Saturn Grandia
« on: August 31, 2019, 01:32:46 am »
Not too sure how to rip the font and all that. I was kinda just hoping to get a script dump that I could translate and then hand the completed thing off to a hacker (that's about the limit of my hacking ability.)

Would you be interested in hacking DM once you finish the main game? I offer my services as a translator.

The font is compressed in FDATA.BIN. You can decompress it using CyberWarriorX's tools:

The font after being decompressed is a 16x16 4bpp font. It works on a paging system being either single byte or double byte encoding depending on the page. The first page is single byte encoded from 0x20-0xFF. It's mostly English capital letters and numbers, as well Katakana and Hiragana + punctuation. The next pages are all Kanji. The paging system works like this. Page 2 is denoted by 0x10, page 3, 0x11, page 4, 0x12, and so on and so forth. All pages after the first page are encoded from 0x00-0xFF.

So in the Hex data you'll see characters in the first page denoted as just the hex value of their position on the page starting at 0x20. So if they wanted to use the 106th character on page one, you'd just use 0x6A. If you wanted to use the 5th character on page 3, you'd use 0x11 followed by 0x05.

As for doing Digital Museum, I'd be interested in doing it but not until the main game is done.

Personal Projects / Re: Translating Saturn Grandia
« on: August 30, 2019, 06:08:10 pm »
I'm trying to use those utilities on your website to no avail. I can't seem to compile any. I wanna try and run them on the MDT files in Digital Museum, but if I can't compile them, I can't do much. If it turns out the DM script is ony like 100-200kb, I can get through it in a couple of weeks.

If you import the files into an IDE like Eclipse, it should be able to build and run them. You want to run the GUI programs.

The Scripts for Digital Museum are about 90KB in size. However you'll need to make your own font table, as I never really finished making one, plus Digital Museums font file appears to be different(Different kanji maybe?).

Personal Projects / Re: Translating Saturn Grandia
« on: August 24, 2019, 07:40:54 pm »
So some people in the Grandia discord were able to get a hold of the creator of the Grandia Redux mod and as a result were able to point me in the direction for fixing Feena's Time Gate. And after finding the data and applying changes I was able to fix Feena's Time Gate requirements:

I'll put together a minor patch version update a bit later for this.

August 27, 2019, 01:28:12 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok, I have two new patches ready.

Disc 1 Version 0.62.1:
  • Fixes for clock reset bugs after Sue and Gadwin leave the party.

Disc 2 Version 0.52.1:
  • Experimental fix for clock reset bug after Milda leaves the party.
  • Fixes Feena's Time Gate requirements and MP Cost.

Please continue to test and report bugs.

Personal Projects / Re: Translating Saturn Grandia
« on: August 24, 2019, 05:22:57 pm »
Ok, I have the hangup after Mullen challenges you fixed. I spent a bit more time on this one since it was so close to the end of the game that I wanted to see if there were anymore. And thankfully there weren't any!


So assuming that testers didn't skip around and got to this point legitimately, I think it's safe to say with this release the game can be completed. There still could be some issues as there are optional areas and the like in the game that may not have been tested yet. So I'll refrain from upping the version to 0.60 for now. But here are the new patch releases:

Disc 1 Version 0.62
-Translates the remaining Japanese text in the Item Get screen.

Disc 2 Version 0.52
-Translates the remaining Japanese text in the Item Get screen.
-Fixes Hang up when Mullen challenges Justin.

Personal Projects / Re: Translating Saturn Grandia
« on: August 09, 2019, 03:21:48 am »
Ok guys, I have the map screens translated for Disc 2:

And I've done a little spot checking with Digital Museum Saves and things seem to be behaving well so far:

So I think with that we can start beta testing disc 2. Linked below is Patch version 0.50 for Disc 2. Same patching methods are used. As with Disc 1, please report any bugs, crashes, or other issues you encounter in this thread or the SegaXtreme thread:

I've also put up a new patch for Disc 1 that brings it up to version 0.60. This brings over a lot of the new features of Disc 2 such as translated error messages. Since it can be completed I'd like to say 0.60 indicates a playable release, but lacks polish such as what the remaining issues are:

My general idea for versioning will be as follows:

0.50 - The game is technically playable but not able to be completed due to crashes and bugs.
0.60 - Major crashes and issues are resolved and the game can be completed. However it still lacks polish.
0.70, 0.80, and 0.90 - More polish has been completed. I'm reserving these for milestones such as all voices are synchronized, compressed graphics are translated, FMVs have subtitles, etc.
1.0 - What remaining issues are polished out. So problems with text alignment, etc.

Any nice to haves that get accomplished before 1.0 will be integrated into one of those releases. If they come after 1.0 it will be an update like a 1.1.

August 10, 2019, 01:49:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's a fix for a hang up issue after Rapp was introduced.

August 12, 2019, 11:27:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
New patches are out for Disc 1 and 2.

Disc 1 is now at version 0.61 which fixes some minor issues with the text in the magic shop and save screen being glitchy:

Disc 2 is now at version 0.51 which fixes a hangup when encountering Milda, and includes the magic shop screen and save screen fixes from Disc 1:

Personal Projects / Re: Translating Saturn Grandia
« on: August 05, 2019, 09:23:51 pm »
So here's an update on where things stand. While I'm still working on Disc 1, Disc 2 shares a lot of common files so getting it going didn't take much effort. The hardest part was that the Weapon and Enemy data is a bit different on Disc 2. So I had to redo it. With that done the tools I already made for Disc 1 worked fine for Disc 2:

While I was at it, I also took the opportunity to translate all of the error messages in the game:

With that out of the way, this is what remains to be done on each disc.

Disc 1:
  • Continue to fix Voice Synchronization Issues
  • Fix any more bugs that get reported
Disc 2:
  • Beta Test for possible crashes, glitches, and bugs
  • Translate Map Screens
  • Fix Voice Synchronization
Technical issues that still need to be figured out on Both Discs:
  • Compression for compressed tile data in Battle Menu and Results screen.
  • Cause for text alignment issues for "Your Initiative" and "Ambushed"
  • FMV Decoding/Encoding so Subtitles can be added.
Nice things to have on both discs:
  • Figure out how to add text to voiced portions that are voice only.
  • Touch up the Translation (Change coffee references for Original Alcohol References, etc.)
  • Fix Feena's Time Gate bug (Still need to figure out what the root cause for this is.)
  • Possibly replace the "This is a Sega Saturn disc" track for an English version.
I'll probably have a beta patch ready for Disc 2 sometime soon once I have done some playtesting for any major issues right out of the gate.

Personal Projects / Re: Translating Saturn Grandia
« on: May 18, 2019, 04:30:01 am »
So I now have all the Disc 1 Map Screens translated and running at 704x448. This screen originally ran at 352x448 which caused horrible scaling artifacts in the text drawn by VDP1. I've modified the game code to run this screen at 704x448 so now the text is drawn in it's native resolution:

These should be in the next patch assuming I don't find some horrific bug from the resolution change.

May 22, 2019, 02:59:46 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I've been able to pull the tiles for the characters names for the results screen from the PS1 version:

Unfortunately Guido's name wont fit for the space I have available, so if I can't find away to extend it I may have to shorten his name to Gido.

May 24, 2019, 02:16:41 am - (Auto Merged - Double Posts are not allowed before 7 days.)
New Patch:
Disc 1 v0.58 (5/24/2019):
  • Fixed an error with the portraits in the final scenes of Disc 1.
  • All Disc 1 Map Screens Have had their text translated
  • An experimental change has been implemented to have these maps display in 704x448 instead of their original 352x448. If no issues are reported it will say as it allows the text to be much cleaner.
  • Character Names in the Battle Results Screens have been translated.

Also with the recent news from beta testers that disc 1 can be completed, I'm going to start focusing on trying to clean up the out of sync audio for the rest of disc 1 as well as any remaining uncompressed graphical text. Once that is done all that should remain is the compressed battle graphics, the FMVs, and the few sequences that are voiced with no text. At that point I'll be shifting focus to Disc 2.

Personal Projects / Re: Translating Saturn Grandia
« on: May 10, 2019, 07:14:01 pm »
New Patch:

This should fix a hang up that happened when Leen leaves at the end of the Twin Towers. It also translates the end of Disc 1 screen and cleans up the title screen a bit:

Personal Projects / Re: Translating Saturn Grandia
« on: May 02, 2019, 11:14:31 pm »
New Patch:

This fixes an event flag bug in Gumbo that was preventing people from getting to the Twin Towers.

Personal Projects / Re: Translating Saturn Grandia
« on: April 24, 2019, 09:00:43 pm »
New patch:

This fixes a crash that was happening after beating Typhoon Tower and trying to go back to Dight Village.

Personal Projects / Re: Translating Saturn Grandia
« on: April 15, 2019, 02:10:00 am »
I've created a new patch that can be downloaded from github. In it I've included the following fixes:
  • Remaining untranslated text in the Save/Load screen is now translated.
  • Voice Audio for Intro scene with Mullen, Baal, and Leen should now be in sync with the text.
  • Fixed a bug that a was happening when you meet Gadwin and the Boss Battle wasn't starting.
  • Included a debug mode patch for real hardware users.
  • Corrected an oops in my version numbering

April 21, 2019, 03:37:00 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
A new patch version is out, this fixes a crash that was happening at the boss of Typhoon Tower. It also fixes some voice synchronization issues in the two intro scenes where Justin and Sue are introduced, as well as when Justin's Mom is introduced. It can be downloaded here:

Personal Projects / Re: Translating Saturn Grandia
« on: April 11, 2019, 01:43:59 am »
The english dub likely wouldnt match the retranslated script anyway, I'd just skip on that. If you want the dub, then play PSX, imho.

There's no reason it shouldn't match as the script is pulled directly from the PS1 version. In fact it might end up fitting better than the Saturn Japanese audio does right now as it would have the additional pauses that the PS1 script expects so it can stay in sync.

In other news, I've fixed an issue where some additional text was not translated in the SVLD.BIN file. I've also committed the tool I wrote for translating the values in it. The Overwrite Save? is still in there though as I haven't put any thought into better wording at the moment.

On final note I have some good news concerning Grandia Digital Museum. Upon peaking into the disc the file structure appears to be the same as the original game, and the file formats look to be similar. So with some luck my tools should be applicable to Digital Museum as well.

Personal Projects / Re: Translating Saturn Grandia
« on: April 10, 2019, 02:03:34 am »
I realized that I forgot to update this thread. After getting the event flags squared away I have the Disc 1 patch ready for beta testing. You can download it from my github here:

This is a very early release that is intended for Beta testing only. The goal here is to catch any hard crashes or severe bugs in the game, as it's still likely that could happen. While I've caught a few myself, I don't really have the time to fully play through all of Disc 1 multiple times trying various different things. Hence why I'm releasing this early patch.

So if you want to Beta test, download the patch and apply it to your image of the game. I would refrain from burning this to a disc just yet as crashes are still very likely, and I wouldn't want anyone to waste good quality CD-Rs. For now I'd stick to emulators. The emulator of choice for this is Mednafen. It seems to behave the closes to a real Saturn. SSF is a good second, though there are instances where a real Saturn and Mednafen crash, while SSF doesn't.

If you encounter a crash or bug, please provide the following information in either this thread or the SegaXtreme thread:
  • What exactly happened? (Game Crashed, Typo, Garbled Text, etc.)
  • Screenshots or Videos if possible.
  • What where you doing when it happened?
  • Where in the game where you when it happened?
  • A copy of your save file from your emulator.

Aside from the possible crashing, the following issues are known:
  • Voice Audio is horribly out of sync during voiced dialogue.
  • The words "Ambushed" and "Your Initiative" in battle are out of alignment.
  • Battle Menu Icon text is not translated. This is actually Graphical data that needs to be decompressed and edited.
  • Some Post Battle text is untranslated for similar reasons.
  • All but the first Map Screen are untranslated. The text in these screens gets scaled by VDP1 which ended up looking very poor. As a result I have not touched the others until I can figure out a better way to do this.
  • FMVs are untranslated. The format used for these is still unknown so these most likely wont be subtitled for a while.
  • Some text in the Save Load Screen is untranslated (Mostly error messages).
  • Menu Selections are misaligned (Yes/No on Save Screen, etc.)

It does not always make sense to suffer with compressed data (to write unpacker / packer). If the size of the data is small and there is free space, then you can replace the compressed data with the unpacked ones.

That thought did cross my mind, I'm just not sure how well it would all fit or how the game would react. Plus I've also had to move stuff around already to make space for the bigger English item/spell data.

If it comes down to it I'll give it a try. I'd just like another set of eyes or so to take a look at this in case it's just an issue of my inexperience with this kind of thing.

So I'm still working on my Translation of Grandia on the Saturn, and I'd like to translate the remaining Japanese battle text. However this data is stored as tiles and it's compressed. I've isolated where the data lives but I can't seem to figure out how it's compressed. I've tried using utilities for PRS compression, Sega's CMP Algorithm used in the Saturn dev tools, as well as a few different variants of LZ77 for various other Sega related games from the Saturn and Genesis. None have seemed to work.

When the data is decompressed though, it's standard 4 BPP tile data that can be viewed and edited in any Sega Genesis compatible tile editor.

I've included a link to zip file that contains a dump of HWRAM as well as a disassembly of it. I've found the code that handles the decompression but I just don't know enough about data compression to understand what the heck it is I'm looking at. If someone with more experience with this wouldn't mind taking a look and seeing if they can figure out what's going on here I'd really appreciate it. The following offsets seem to be of importance:

  • 0x1A716 - Start of the Decompression subroutine
  • 0x1AEB4 - Seems to be the end of the Decompression subroutine
  • 0x34858 - The offset where we jump to the Decompression subroutine
  • 0xD8A18 - The location of the data that's being decompressed.

It's entirely possible that this is some custom wacky algorithm that would require it's own custom application to compress and decompress it, but I just don't know enough about this sort of thing to recognize that, especially since my knowledge of assembly is also quite limited.

Personal Projects / Re: Translating Saturn Grandia
« on: February 09, 2019, 02:14:17 am »
So it's been a while since I've updated this thread here. I've made quite a bit of progress though. First I've successfully been able to convert the PS1 script over to the Saturn format and have it to work. This has made it so pretty much all the script is translated and for the most part working. An older video of this in action can be viewed here:

Next, I moved onto the items, menus, and enemies. After some work, I've successfully translated the following:

  • All Menus (Save/Load, Config Options, Items/Equip/Magic/Moves/Status, Shops, Item Get, etc.)
  • All Items
  • All Monsters and their attacks.

These have been done by pulling the data out of the Playstation version and injecting it into where it needs to go into the Saturn version. For the items this wasn't too hard as I just needed to put the English data into the file and adjust the pointers. For the monsters it was a bit more painstaking as there was no consistent pattern and all 200+ monsters had to be manually changed.

Menus I was able to somewhat automate it with a tool that looked for pointers/offsets in the BIN files for those screens, and then updated those values based on the new data I wanted to put in to replace the Japanese text. This worked successfully for the most part, with only a few files needing hand adjustments afterwards. I'll be committing these tools to github after I take some time to clean the code up a bit.

Here's some screenshots to show the progress:

However I have hit a snag. It seems that the English PS1 version created additional MDT files for some areas where the text was too big to fit into RAM. Basically the created a duplicate file from a parent MDT file, and put the overflow text into that one. This new file then takes the place of the original after certain story events have happened.

I've looked into the possibility of recombining these files but I'm not sure if it will work as we may hit the same problem. So I'm curious if it's possible to do the same thing the PS1 version did and create these clone files and find a way to make the game use them. However that's probably going to take some time to figure out.

February 09, 2019, 03:22:42 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Sorry for the double post, but I did some more digging and I have at least found what the game uses to know which MDT file to load when you change areas. At offset 0x06029A00 there's a table that lists all the files on the CD, with a value for what sector it's at, and how many bytes it is. The game references this when it wants to load a new file. How it knows which file to get out of this list though I don't know yet.

However, I have been able to play around and have the game load different areas for me by changing the values for one MDT file to be that of another. So by doing this I was able to go from the Port of Parm to New Parm and test out the magic shop screen:

Unfortunately this screen got modified in the English PS1 version, so some of those translations either wont fit or don't make sense, so I've had to improvise a bit here. I also tested out the buy screen and found I missed a word in the trade screen:

Next, I realized I forgot to post some battle screenshots last night:

Finally, just for fun I took Sue on a date to the Pirate Island. The game went a bit bonkers, I can only imagine because characters that should be in the party weren't there, and characters that shouldn't be in the party were there. The game eventually crashed when invisible Feena tried to speak after Justin spoke on behalf of a mermaid:

Personal Projects / Re: Translating Saturn Grandia
« on: September 27, 2018, 09:27:12 am »
There is a tool to translate grandia psx version by butz, the spanish translation used that tool.
Maybe can be useful for saturn version.
I have the tool, but requires an archive that I don't have.
The tool have a GUI to translate and modify pointers around the game. If someone have the complete tool I'm interested too.

Well I've been working on making some basic tools of my own. I've figured a bit more out such has how to parse the script out of the MDT/MDP files, how to break down the script file further into individual event sequences, etc. So with that figured out and digging into the files more it's becoming more obvious that the Saturn and PS1 script data is pretty much in the same format, just the non text data is byte swapped due to endian differences.

But if you have the tool I can take a look at it and see what I can figure out from it if you can link me to it.

Personal Projects / Re: Translating Saturn Grandia
« on: September 18, 2018, 07:41:51 am »
I was thinking once you do de-censor the script will we see the PS1 script also de-censored since you're working with both versions due to the similarities with the files?

Possibly. I was mainly focusing on the Saturn version but if someone wanted to update the script in the PS1 version it would be pretty easy to do. Though I think this might be already being worked on in the Grandia Redux patch if I remember correctly.

Also will be possible to put in the English Dub too?

It would be possible, but probably a bit tricky to figure out. The Saturn audio is ADX encoded, and it's all in one big file called GM1.STZ The PS1 seems to have this same set up too, but I'm not sure if it uses ADX encoding. My guess would be no though since at the time that was more of a Sega Console specific format until post Dreamcast days. So this file would need to be broken down into it's original individual audio files first. Next would be re-encoding the PS1 samples into ADX and putting the .STZ file back together correctly. That I see being tricky. I have an ADX Encoder/Decoder from years ago when I did music/voice modifications for Phantasy Star Universe, but I have no idea if it will be compatible with Grandia.

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