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Messages - Rai

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21
Personal Projects / Re: [PS2] Super Robot Wars MX translation project
« on: August 16, 2016, 05:49:49 am »
I've been working on MX a little bit more lately.



I fixed a bug where the "Pilot Stats" and "Weapon Power" text didn't display properly.

22
Programming / Re: PS2 ASM/Debugging help
« on: August 06, 2016, 02:06:52 pm »
The stage number in the scenario chart is in the HB.BIN file at address 0x00013B20 in the hex editor and ps2dis. 0x0081D8C0 in pcsx2dis, however the instructions appear as unknown instructions.

I've been editing the following files: HB.BIN (Scenario Chart Data), STAGE.BIN, BVC.BIN (Battle Dialogue Data), MTZKN_PT.BIN (Character Guide Data), MTZKN_RT.BIN (Robot Encyclopedia Data), and the main elf file. SRWA3 does not have a SHARED.BIN file.
.
From the main elf file I want to redirect some values which are fixed to a specific address, like Birthday, Blood Type, etc when you select you main character.
The location for these values are not long enough and will attach the adjacent value to itself (ex. BirthdayBlood Type). 第%s話 and Final Stage locations in the main elf file are also in fixed location with not enough room to make edits.
I've tried looking up information on the jal instruction, no luck here.

Someone has helped me add ascii support and vfw, but I have not heard from him in a while.
As for the ascii values, somehow ended up mapping to the main character's saved name (: appears as Kusuha and ; appears as Mizuha, same thing with these two < >, and 0-9 don't work).  I also want to map the accented vowels extended ascii values to the shift jis values of the stuff I've edited. So far, I've edited the FTALL.P04 file to include accented vowels, but are mapped to the shift jis values.  0x81B8=ä, 0x81B9=ë, 0x81BA=ï, 0x81BB=ö, 0x81BC=ü, 0x81BD=ñ, 0x81C8=á, 0x81C9=é, 0x81CA=í, 0x81CB=ó, 0x81CC=ú. I want to understand this process better. I also like to experiment by adding support to other games.
Then there are the alignment issues on the intermission menu, as well as some other bugs.

If you have a google account, pm me and I'll post a private patch as well as my save file on my google drive and add you to share.

Are there any similar programs to ida pro? The free version seems to crash too much.
Are there any guides for the debugger in pcsx2 1.4.0 and newer versions? So far, I've been using pcsx2dis for testing purposes.

-Nakago
The fixed location thing sounds like a pointer issue.

Sorry you haven't heard from me. I've been very busy with things in my personal life.

For a decent stable PS2 debugger, I would download the latest Orphis build of PCSX2.

You can get it here.

I use a combination of PCSX2dis and the Orphis builds, to debug the game. Those "unknown instructions" should display in the Orphis build.

SRW PS2 games require a lot of hacking. But once I get the things done in my personal life; I'll have a lot more time to look at Alpha 3.

If it will help; I have the project folder. It contains commented logs of the game's code and my own custom code.

PM me if you want me to send you it.

23
MagniusKun is actually my youtube account.

I posted this video a while ago showing my progress:
https://www.youtube.com/watch?v=FBLOTV8u4O8

The main problem with the SFC Goemon games is the compression.

I actually got pretty far on making tools to decompress and recompress the graphics. However, I was never able to perfect my tools and they still have bugs.

I tested my tools on both Goemon 2 and Goemon 3; so I can confirm that the SFC Goemon games use almost identical compression schemes.

It's also possible to expand the rom and just send uncompressed graphics to VRAM. But I would rather have a true decompressor and recompressor.

The compression in the SFC Goemon games is a combination of LZ77 and RLE. It uses RLE to compress strings of zeroes into one byte. Similar to LZ77, it uses a (length,distance) pair to reuse data within in a 0x400 byte sliding window. If a byte is between 0x80 and 0x9F, it will be followed by uncompressed data. The game decompresses graphics to ram in 0x400 byte chunks.

Other than the graphics; I think the text is compressed too. Not only that; but the pointers in Goemon 3 are scattered.



24
Personal Projects / Re: [PS2] Super Robot Wars MX translation project
« on: April 20, 2016, 03:14:48 am »
Sorry for the lack of updates guys. Lately I've been dealing with personal stuff and haven't had much time to work on MX. However, the project is very much still alive.

There are still a few problems that need to be dealt with, before a menu patch can be released.

Below, you'll see a list of things that still need to be fixed....

- There's an issue where if I try to repoint out-of-order strings; some strings won't display correctly in-game.
- There's an issue where spirit names in the "Spirit" menu, have the wrong widths.
- Some of the text in the menus, still needs to repositioned.

Once I fix those issues, I'll probably release a menu patch.

25
Personal Projects / Re: [PS2] Super Robot Wars MX translation project
« on: February 27, 2016, 09:43:56 am »
That's nice. Also can you try to center those topical text in the 3 top-row bars? Additionally that number next to Movement is now more 'off' away than in your previous snapshot. Would you be able to fix that?
Yes, all of those alignment issues will be fixed eventually.

Greenrose has finished translating the help text.

Here's a screenshot of the help text inserted into the game:

26
Personal Projects / Re: [PS2] Super Robot Wars MX translation project
« on: February 24, 2016, 03:40:22 pm »
I've started making menu hacking progress.


See the text below "Battle Stats"? Originally that text was overlapping with the numbers. However,  I was able to find the values that controlled the positions of the numbers and changed them.

This means that more text will be able to fit on screen.

27
Personal Projects / Re: [PS2] Super Robot Wars MX translation project
« on: February 20, 2016, 09:00:00 pm »
Greenrose has been making a lot of progress on translating menus.

Here's a screenshots of his translations in game:

28
Personal Projects / Re: [PS2] Super Robot Wars MX translation project
« on: February 18, 2016, 03:02:22 pm »
Hey guys. Lately I've been working on perfecting my script tools. Super Robot Wars MX stores text in a lot of different ways and the tools must be able to handle them.

One of the biggest challenges with MX is dealing with text where the pointers are out of order. However, I've updated my script tools to deal with the out of order pointers. This means that my tools can now basically dump and reinsert any of the menu text.

Here's a screenshot showing text with out of order pointers, reinserted back into the game:


Now all that's left to do text-wise is to dump and reinsert the menu text. There are also a few ASM related things I need to fix. Once the text is inserted and the ASM stuff is dealt with; I'll probably release a menu patch.
 

29
Personal Projects / Re: [PS2] Super Robot Wars MX translation project
« on: February 13, 2016, 07:26:47 pm »
I always wanted to play this.

Good luck with the project. thanks for even trying. A menu, item patch would be also highly appreciated.
Thanks for the comment LargoLaGrande.

Lately I've been working on modifying the size of the command menu font to fit Greenrose's translations.

Here's a screenshot of the progress I've made :

30
Personal Projects / Re: [PS2] Super Robot Wars MX translation project
« on: February 10, 2016, 02:02:49 pm »
Greenrose has finished translating the spirit descriptions.

Here's a screenshot of his translations:

31
Personal Projects / Re: [PS2] Super Robot Wars MX translation project
« on: February 06, 2016, 07:18:15 pm »
Good news guys. I've finally found a translator this project, Greenrose.

Here's a screenshot showing off some of Greenrose's translations in-game:

32
Good work. It will be nice to play FE4 with full item and weapon names.

33
I agree with KingMike; it's definitely some sort of compression.

The issue with 2-byte characters can be fixed through ASM Hacking. You have to modify the text routine, so that one-byte ASCII characters get converted to their two-byte SJIS equivalents.

So if I were you; I would download a PS1 emulator with a debugger. I would recommend "PCSX 1.5 with Debugger".

After that, find where your text displays in the game and make a save state. PCSX save states are compressed, so you have to rename them ".gz" and then extract the uncompressed save state.

Once you have the uncompressed save state; you should be able to find your text.

Once you find your text in the save state; set a memory break point at the address where you found the text.

The debugger should then break on the text routine. After that just step through the text routine until you understand it.

I would also highly recommend searching for documents on MIPS. The PS1 uses the MIPS R3000; so you must understand MIPS to understand the games code.

Once you feel you understand MIPS enough; download ARMIPS. This will allow you to put your own code into the game.


34
Personal Projects / Re: [PS2] Super Robot Wars MX translation project
« on: January 27, 2016, 03:30:56 pm »
Hey guys.

Here's a new screenshot showing off translated battle text:

35
Personal Projects / Re: [PS2] Super Robot Wars MX translation project
« on: January 24, 2016, 02:15:55 pm »
Thanks for the comments guys. Lately, I've been working on a program to the dump the game's script. I've successfully dumped the portion of the script that contains the pilot names, robot names and other things.

So if anyone's interested in translating for this game; send me a PM.

36
Personal Projects / [PS2] Super Robot Wars MX translation project
« on: January 21, 2016, 11:05:08 pm »
For the past week I've been working on hacking Super Robot Wars MX for the PS2. This will be the thread for the Super Robot Wars MX English translation project.

Most of the work done so far has been ASM related. Over the past week I've been able to add ascii support and a VWF to the game.

Team:
Lead Hacker: Rai
Translator: Greenrose

Screenshots:





ASM Hacking Progress:
AsciiHack:100%
VWF:80%

Translation Progress:
Menus:30%
Story:0%
Graphics:0%

Project Recruitment:
The project is looking for new  team members who can fill the following positions:
-Proofreader
-Graphics Editor
-

37
Personal Projects / Re: Fire Emblem (NES) Translation
« on: May 20, 2010, 07:20:57 pm »
Well good news dude, we can know fit in DTE + 5 byte characters. This should help input some more text.

And the issue of item names, isn't that we can't fit them. Most of the items can be fit by changing pointers. But to exactly fit them you need to expand menus.

And I've tried that before and that the results weren't pretty.

Also, FE uses different text routines for dialogue and items, so I would only implement a DTE into that if it was completely necessary.

But yes, now I'm looking through the script to find the best values.

Now we can fit "Marth" in 1 byte.

But I need a couple things from you before I start coding.

First, I need more of the translated script.

Secondly, I need the translated script edited. Unless of course you want to use the DS script.

Basically, the translation needs to be on the level of the DS script.

The script also needs to be updated with the official Shadow Dragon names. I'm fine with making a "Caeda/Sheeda" patch, but "Talis" should be "Talys" and "Garuda" should be "Galder". "Master Sheeda" was officially localized as "Princess Caeda", which makes a lot more sense.

So I'll wait for more stuff to be translated until I start inserting.

Only then can I decide the best compressed values.

I'm wondering, do you even know to rip the Japanese text? The script would be more readable if it was in the form of:
Quote
Japanese line...

English translation...

Rather than have all the English text that person says there all at once.

38
Personal Projects / Re: Fire Emblem (NES) Translation
« on: May 19, 2010, 02:59:01 am »
Is DTE + shortened translations good for you dude? I really just don't have time to figure out how to successfully implement an MTE.

Could take weeks before I do it successfully.

So if DTE is okay for you, especially since you want to start inserting stuff now, tell me.

I mean I understand MTE is possible, but at the same time, hacking isn't my whole life. Thus it would probably be a very long time before I successfully implemented anything.

I doubt MTE would that much anyway.

39
Personal Projects / Re: Fire Emblem (NES) Translation
« on: May 17, 2010, 12:49:34 am »
We'll probably keep the DTE. I've tried and tried and I can't get it to print 5 bytes from 1 character.

40
Personal Projects / Re: Fire Emblem (NES) Translation
« on: May 16, 2010, 09:13:32 pm »
While I know it's possible, is it worth it?

You would've probably seen few official NES translations back in the day that could fit all that text.

Plus with rom expansion, okay, I've expanded the rom and it works! Then I'd have to deal with the craziness of repointing all the text, changing the text routine... It's just a lot of mental exhaustion to add in a few more words.

I'm also experimenting with a psuedo dictionary compression type thing, that'll load 5 bytes in one character.

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