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Messages - StorMyu

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21
Newcomer's Board / Re: SRW Z2 Menu Translation Help
« on: July 16, 2012, 10:48:28 am »
Meh stop with the encrypted/compressed stuff, be sure about what you're saying first.

The only thing "crypted" is maybe the Eboot.bin, if the Boot.bin is full of 0's that's quite normal since it's not used (and they are the same)
Use any hex editor and open your Eboot.bin, if you see ~PSP
then it's crypted, and you have to use something (don't remember the name so google for it)

Then, your data are the usrdir as stated.

And you didn't choose a difficult project, you just haven't learn:
http://www.romhacking.net/start/

22
Newcomer's Board / Re: What happened to Yonin no Translators?
« on: July 10, 2012, 07:41:26 am »
rveach is alive and well, so that's another matter entirely. Plus Khamrai might not be so dead, if you know what I mean ;)
* StorMyu going to see rveach on irc. I WANT TO KNOW WHAT'S HAPPENING !

23
Newcomer's Board / Re: Which do you recommend?
« on: July 09, 2012, 01:59:18 pm »
the PDF of Atlas is awesome, everything is in there.

24
Newcomer's Board / Re: What happened to Yonin no Translators?
« on: July 07, 2012, 07:02:21 pm »
Summon rveach for the Khamrai Psx Translation !

25
ROM Hacking Discussion / Re: PS2 and PSP sound samples ripping
« on: March 05, 2012, 12:39:36 pm »
I have a bunch f .cso files which are PSP games but I can't find an extractor or an unpacker for this kind of file
If you did your own image of your "own" psp games you'll know that CSO is merely but a "Compressed ISO", and thus you can open it with something like UMDGen.

And VBA does work as a GBA debugger quite well.

26
encrypted.... Japanese is Shift-jis encoding most of the time. You don't really need a tbl.

27
The ISO file I was able to extract are
The folders
INSDIR
SYSDIR
USRDIR
INSDIR = Instal Directory, it means there's an Instal option in the UMD to remove some loading time, that's what it is.
SYSDIR = System Directory, you can look the Eboot.bin as the .exe of the game, and the UPDATE folder in it it's just a firmware update program.
USRDIR = (Never really knew the name) , that's just all the data from the game.

Be aware of something though, sometimes you can have some texts inside the Eboot of the sysdir.

Also, .PMF are movie (obvious heh), and stop looking at the libfont.prx, mostly with an hex editor. a Disassembler would be better for Eboot.bin/.prx files (even if you'll probably understand nothing)

28
ROM Hacking Discussion / Re: Help with 999 graphics
« on: November 06, 2011, 11:54:42 am »
It seems they have a rare compression (AT6P)
It's not rare it's just uncommon for a DS game.
btw, are you sure it's a compression ? how do you it's one ?

29
Dude. You guys are doing Dragon Quest Translation Wars totally wrong. At this point you're supposed to be tossing out insults and criticizing each others approach using words like moron, idiot, and jackass with bonus points for pointing out absurdity in earlier work.
Since I've never played any Dragon Quest, I didn't understand what Carnivol wanted to say...
Can anyone explain this Dragon Quest "war" ?

30
ROM Hacking Discussion / Re: Change the psp game font
« on: October 20, 2011, 05:01:04 pm »
humm what ?
it's not like every game uses a PSP font heh.
Each games are specific...
Explain your problem better because seriously I don't understand...
You were trying to use ASCII but it's making the game freezing ? what's the relation with the font ? What game are you talking about ? (just curious)

31
*snip*

32
ROM Hacking Discussion / Re: Screenshots
« on: October 19, 2011, 08:40:53 pm »
Let's just say... lots of time to figure out lots of stuff. (And also all the translating involved.)

33
Programming / Re: Any idea what this SLZ algorithm is?
« on: October 19, 2011, 02:01:29 pm »
I did try your SLZ decompressor on VP2 unpacked files and only a few .slz files are properly decoded, actually only 0002.slz and 0006.slz (other slz make your program crash). These are decoded into obscure .raw files... But what I am supposed to do with those ? I checked them with an hex-editor and they seem to be ELF files... I may be dumb but I'm completely lost there...
- If those are the only ones decoded, maybe the others are archive, which screw up the uncompression program (just guessing)
- Elf files are PS executable, think of it as .exe of your computer, and the one who's launching the whole game in PS2 games are the SLUS/SLPS (etc) file in the main folder of the game.

I only want to find the cutscenes which -I guess- are located in .pk1 or .bin files. How could I process/decrypt those with your proggie ?
I'll search further anyway and once again thanks a lot for replying and contributing.
.pk1   .... maybe PacKage 1, meaning another archive, it's not just about uncompression methods.

34
They don't really care actually...
there's lots of "semi" patch, random people who uses an hex editor just to get things done.
like:
http://tales.namco.com/forums/viewtopic.php?t=90210
http://tales.namco.com/forums/viewtopic.php?t=85140
http://tales.namco.com/forums/viewtopic.php?t=87595

So no worry ^^

35
Newcomer's Board / Re: Questions about Shift-Jis font (GBA)
« on: October 18, 2011, 06:27:56 am »
Well, I tried using single byte codes, but apparently they didn'n work at all  :-\ (getting garbled data). I'll read more about VWF, to see if they can help me with space and such. Anyway thanks for the help  :)
As I said, the game is maybe just not handling Syngle byte data for text.
Example:


It's only suposing it's reading 2 bytes, and that, is an assembly problem for you.
Figure out why it's like that, and change accordingly.
The font itself is not "directly" related to that problem.

36
Newcomer's Board / Re: Help Patching DQ & FF Itadaki Street Portable
« on: October 17, 2011, 12:23:05 pm »
In umdgen, you just have to use the relink function and it's done.
what do you mean ?

37
Newcomer's Board / Re: Help Patching DQ & FF Itadaki Street Portable
« on: October 17, 2011, 07:46:00 am »
Read:
Hi guys,

I've reviewed the tuts here and things Google is able to give me so far but somehow I can't find the next steps.
I found possibly all the text this game has in its BOOT.BIN which is found in the SYSDIR folder (extracted using UMDGen). Found the Menu texts, dialogues etc
If you translate things in the "BOOT.BIN" the Boot.bin is merely the Eboot.bin unencrypted, what I meant by switching them is, change Eboot.bin to Boot.bin and vice-versa. because the PSP only reads the Eboot.bin... if you translate things inside the Boot.bin the changes will not be there.

I also extracted the ICON0.png, made changes to it, and put it back in. But it shows up unchanged.
maybe a CRC check...? can't tell.

38
Newcomer's Board / Re: Help Patching DQ & FF Itadaki Street Portable
« on: October 16, 2011, 03:14:08 pm »
Probably an Eboot/boot problem.
try switching them and tell me if you still have the same problem.

39
Personal Projects / Re: Ninokuni translation (spanish-english)
« on: October 16, 2011, 09:37:57 am »
I understand, but in part the spell book is a guide, since without it you can`t complete the game.
uuhhh not really... more a game manual on how to do HADOKEN !!!
except that you have to do it to kill Bison  :o

40
Newcomer's Board / Re: Questions about Shift-Jis font (GBA)
« on: October 15, 2011, 04:06:05 pm »
http://nocash.emubase.de/gbahlp.htm => Gba breakpoint
even if I found weird that VBA is not working with "this" rom.

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