I'm looking into it, will make two versions of the edited text for in-game testing if that's ok.
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DragonSpike, the tool I used for uncompressing the ULZ files that get spit out from the BPB is custom code I wrote : http://www.mediafire.com/view/37c658q7ztxw57f (In case anyone is curious). CUE wrote the tool to extract out the files from the BPB itself (appreciate that CUE!). I can create a compressor and inserter, just might be a bit Course if someone wants to do it I have no objections at all.
Far as insertion for the TIMs and viewing them I recommend this : http://www.romhacking.net/utilities/799/ This util is the one I've had the best results far as viewing as I've tried it with other games and it works great while other TIM programs failed. I think this one can convert to TIM as well but I could be wrong... And I recall that someone passed me a doc (hope he won't mind me sharing) that if I can find it may help with this too...
Dashman, I think that'll work fine as I think a good TIM program could convert it fine and use what palette is used for the original. I could be wrong though as I've never had a need to try (usually I've only dealt with custom graphic formats).
Ah, I always forget Netbeans' tendency to not keep the jar in the dist folder updated unless you explicitly ask for it, sorry about that... The link should work now.
I admit I got a bit confused with all this talk about sizes (mainly because I haven't taken a look at the BPB dump), I take it there's a "medium" size? If you need it, send an example of it and I'll add it to the next version. I'll add the font you sent as well, definitely better than Sans.
I haven't tried anything with TIM before, but my experience with TIM2 wasn't very good, mostly because the latest versions of GIMP do something really wrong with palletes of indexed images and the most I could do was royally mess up ingame graphics... I hope you're right, though.
I haven't touched TIM files (although I've fiddled with TIM2 with poor results) and have never use jPSXdec, but I'm guessing you can go TIM -> PNG -> editor -> PNG -> TIM -> reinsert with no problem at all.
The editor outputs png files with the size of the original image. If you open a 256 x 256 texture, it will generate a 256 x 256 one; if you take a 256 x 400 one, that's what it will generate (not tested, please confirm), and so on. Once you've finished converting everything, send me one of each colour combination, so that I can update the program to support those.
It would be good if you tried reinserting one of each kind of those textures for the first stage when you can, to see if the text is displayed properly (and to figure out what is wrong if it doesn't).
It's been a happy coincidence that I had worked on a very similar program before. I hope it proves useful to you.
Okay, give this a try:
It only works with png files, but I've noticed you can extract the TIM files as png, so you shouldn't have much trouble with that.
I think it's pretty self-explanatory, but here's some basic instructions:
1) Browse for the original image file (png) that you want to translate
2) Write the translation in the text area, choosing the appropriate font and background color
3) Browse for the folder where you want to save the translated texture (don't use the same as the original!)
4) Change the filename if you want to (which I think you don't) and click on "GENERATE".
The text in the preview is gonna look like text for ants, but I only put it there to check if you had room left for writing, so you'll have to bear with it.
Okay, I have some questions:
1) Are all the images you plan on editing this size (256x256)?
2) I'm surprised the image is a jpg file, is this what you got originally? Does the program have to output images like this one (black background) or png images with transparency?
3) I've checked a video on youtube and I've noticed most of the lines are displayed in black over white bg, did you get anything like that or is the text color converted by the game somehow?
It looks like the game displays lines of text as the dialogue advances, so we have to respect the line height and the number of lines per image.
Hm... wait, what you want is a program to create images containing the text? That's what we've been doing in the SRW GC translation project. I can modify one of the Java applets to do what you need if you give me some examples of the format you want.
Converting the images to TIM, extracting and reinserting them would be on your hands, though.
Hey all I apologize as I forgot about this... well... I remembered sometimes and then forgot again... what happens when you jump from project to project and easily distracted...
I've thought about it off and on though and my idea was we come up with a format (either individually named text files named after what image you want it used for or possibly a largish text file which denotes what block it's used for) and then a program would read it in and spit out images based off that. My idea was to create a C# program that would just use whatever font was designated and then just put text on a BMP and be done with it. Then if there's a command line TIM file creator, just feed it into that. And then just recompress it and all that good stuff. I know my decompressor still seemed to miss a few so I'm sure we'd have to track it down but at least 99% of it's known with what I did so a recompressor shouldn't be too hard (I say this now...). This can be something I can look into but just don't let me forget But if someone would like to do it I wouldn't mind assisting them in anyway I can.
What we have found, thanks to esperknight, is that a lot (all?) of the in-game text is in images. So, any ability to make text look good at small sizes would be helpful, and being able to program something that’d put the text into those small sizes in the proper formats and all that would also be very good (there are at least hundreds of lines; you do not want to be doing this in Photoshop, I think).
I’d also be the first to admit that my first pass translation was pretty dull and possibly incorrect in spots, if passable (it was like four or five years ago, and double translation was a goal; throw me a bone, here!). I haven’t had the motivation to go back and spice it up, but the text could really use editing for style... most probably space, too.
Well, theoretically I suppose you could replace all the images with a blank template and put normal text over it. At least that eliminate the need for an image editor, but still a lot of work nonetheless.