News: 11 March 2016 - Forum Rules

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - weissvulf

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 12
81
Gaming Discussion / Re: How do i burn Bin Cue on Windows 7? ?
« on: January 06, 2018, 08:48:39 pm »
Interesting. I would think that any time you depart from the original data structure (ie compressed audio etc) that it's entirely up to the emulator to process the modified data in a glitch-free manner. I'm assuming the TurboGrafx doesn't support MP3 natively?

82
ROM Hacking Discussion / Re: CD romhacks often create corrupted cds
« on: January 05, 2018, 08:44:27 pm »
Quote
extract a invariant id from the dumps
Do you know what part(s) of the disk is being checked to get the ID?

83
Gaming Discussion / Re: How do i burn Bin Cue on Windows 7? ?
« on: January 05, 2018, 08:06:11 pm »
Quote
For certain systems, ISO+separate audio tracks with CUE was the preferred format
Now I understand part of what I was missing. Thanks! The only CD based systems I've worked on significantly are the PS1 and PC. So I just hadn't encountered the ISO+CUE format. If I'm understanding the bottom line summary, it would be.

ISO = single track disk image with 'user data' only. It discards the sector headers, subchannel data, and error checking ECM data, leaving only 2048 bytes of 'user data' per sector. Since the ISO9660 format is standardized, these only require a CUE if the original CD was multi-track.

BIN,IMG = Raw disk image containing 'user data', sector header, and ECM data, but discarding the subchannel data, thus leaving 2352 bytes of data per sector. These always require a CUE-like file to record internal structure and track breaks.

MDF = Like a BIN, but with the option of including the subchannel data as well. Requires an MDS file to record internal structure and track breaks.

Playstation CDs use non-basic modes, so they are not compatible with the ISO format, but some other CD based consoles are. Also, since some PS1 games from the PAL (Euro) region used a copy protection which stored vital game data in the subchannel data (aka LibCrypt), such games require a BIN-like format plus subchannel data.

Hopefully, I have my thinking straight-ish now  :P

84
Newcomer's Board / Re: Megaman X4 translate to Vietnamese
« on: January 05, 2018, 07:18:18 pm »
I used a tool to search for letter spacing value and found one at 0x20AAB978 in the BIN. You should see the value 0x0C there. If you change it to 0x09 or 0x08, you should be able to fit more text in each dialog box.


For editing the font-image, have you tried a regular TIM ripper like TIMviewer HERE?

If TIMviewer doesn't find the font, it's probably a headerless TIM. You might try the tool RawToTIM HERE as an alternative to TileMolestor. Judging by the pictures DarkSamus posted, the font appears to be a single 4BPP 256x256 image.

85
Gaming Discussion / Re: How do i burn Bin Cue on Windows 7? ?
« on: January 04, 2018, 04:44:01 pm »
I'm not that experienced either. I just had the memory that PS1 games couldn't be saved in ISO format. Maybe this quote from Wikipedia's CUE file page explains why:
Quote
These binary .bin files usually contain all 2,352 bytes from each sector in an optical disc, including control headers and error correction data in the case of CD-ROMs (unlike ISO images of CD-ROMs, which store only the user data).
I'm thinking that if a disk uses the same type of sector throughout, you can rip just the 'user data' into an ISO file leaving behind all the sector headers etc. The discarded header information can be restored (if needed) because it follows a set pattern.

But PS1 CDs switch between different sector formats on the same CD (XA Mode2 Form1, and XA Mode2 Form2 etc). In this case, the sector headers can't be removed because they differ in size and contain vital information about how to read their 'user data'.

Quote
Certainly, I wouldn't expect MDF to be associated with .cue, since MDF files tend to be paired with a .mds.
I have no idea about the format of an MDS file. But if you make an MDF image with the 'include subchannel data' box unchecked, it is identical to a BIN or IMG file. That makes me think the MDS file contains the same info as a CUE, but in Alcohol120 proprietary binary format.

I hope this conversation isn't derailing the topic. It does loosely pertain to 'how to burn a PS1 CD properly'.  :)   

86
Gaming Discussion / Re: How do i burn Bin Cue on Windows 7? ?
« on: January 03, 2018, 10:28:42 pm »
Quote
That number is specified in the .cue file
I suppose that's kind of why I'm confused. ISO files don't have CUEs do they? So how can you convert a PS1 game to ISO format?
 
I mean, all images used for PS1 games (BIN, IMG, MDF) are identical  (MDF sometimes includes internal sub-channel data); they only differ in the format of their 'CUE' file.  I've never seen a program that creates ISO images for PS1 games because ISOs are expected to conform to the ISO-9660 standard of 2048 bytes per sector and don't have a CUE for multi-track support. You could name BIN file to ISO or '.batman' if you wanted to but it's not really 'converting'. Every PS1 game I've seen with an 'iso' file extension was just renamed BIN file missing its CUE.

Just thinking out loud. I'm probably being cueless...I mean clueless  ;D

87
Personal Projects / Re: Asuncia (PS1) project
« on: January 03, 2018, 04:46:16 pm »
Thank you both for the info :) I hadn't heard of Star Control 2, interesting.

I think I have all the text sorted out now, thanks to all the helpful people here! 


January 05, 2018, 08:29:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
To translate the compressed images, I've had to dig into the file system. It uses an odd system where files are looked up by name. The end result being that you can move stuff around on the disk as long as you don't change its name. Not terribly efficient, but fairly painlessly to remove/resize unneeded files (like obsolete Kanji fonts) to make space for translated files.

Tried to simplify the title so the art would come through. Am I the only one who prefers low-noise screens?
>>

January 08, 2018, 02:21:47 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Compressed images are all translated. Opening movie text is transcribed and ready for whatever is next.

In the meantime: text-free Asuncia art, perhaps never seen by the public, painstaking reconstructed for your perusal.


January 08, 2018, 11:40:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Translation is done. All the compressed images were translated and I used a voice over for the movie text. This was a short project; about three months of light work. People aren't likely to be standing in line to play it, but someone did take the time to add it to the 'translation request' wiki (yes, someone actually reads that list  :laugh: ), so at least one person's curiosity will be satisfied. On to other things.

88
Programming / Re: Any good editors that save 16bit BMPs?
« on: January 03, 2018, 04:10:45 pm »
Quote
And yes I like Front Mission ^_^
Giant killer robots + turn based strategy, what's not to like!?  :)
Front Mission 3 Quote of the Day: "If they mean business, they'll get the business end of my wanzer! "

Quote
Am I the only person who thinks GIMP is unintuitive?
No. Most people I've talked to feel the same way. It's still wonderful to have a free pro-level photo editor. Like any program, if you work with it for awhile, you start to get used to the layout.

I think the 16bit format has largely been dropped because there isn't as much need for it. When consoles had 1MB of video RAM, the compact 16bit image offered a large performance boost over 24bit. In these days of 1GB+ video RAM, size is just not as important. Also, modern games seem to rely heavily on lighting effects and I suspect 16bit colors would tend to show color-banding when the lighting is applied under certain conditions (fog etc).

89
Gaming Discussion / Re: How do i burn Bin Cue on Windows 7? ?
« on: January 03, 2018, 05:34:06 am »
Can PS1 games even use the ISO format? I know people use 'ISO' as a generic word for 'disk image', but I seem to remember that the actual ISO standard uses 2048 bytes per sector data whereas PS1 games use 2352. It's been years since I dug into the murky bowels of CD formatting, so I've forgotten a lot. I know some emulators etc will sometimes open PS1 images with an ISO file extension, but I suspect they are just detecting the CDs actual file structure internally and ignoring the file extension.
Quote
[22:35] [pSXAuthor] an .iso should be a 2048 byte per sector image of track 1 only
[22:35] [pSXAuthor] ps1 requires 2352 bytes per sector

90
Script Help and Language Discussion / Re: Pixilated Kanji ID
« on: January 03, 2018, 03:40:49 am »
Quote
This is Sumo font.
Cause it looks like regular font after a Sumo wrestler sat on it?  ;D
Krikey! Even now that I know what it is, I can barely make out some of the radicals. Hopefully I'll learn this stuff little by little. Thanks so much you two!

91
Gaming Discussion / Re: How do i burn Bin Cue on Windows 7? ?
« on: January 02, 2018, 10:22:14 pm »
Quote
Which program do you recommend to convert .bin/.cue to .iso?
The best method I've found is with ISObuster.

1) Open the cue for the split in ISObuster
2) Right-click on 'CD' (in upper left window) and select 'Extract CD <Image>' > 'raw bin/iso'
3) Right Click on 'CD' again and select 'Create CUE sheet File' > 'Image contains M1...M1...Audio'
4) Make sure the file created in step 2 has '.bin' file extension.
5) Open the generated CUE and make sure the top line references the corect file name.
 ie 'FILE "[game.bin]" BINARY'

92
Script Help and Language Discussion / Re: Pixilated Kanji ID
« on: January 02, 2018, 12:07:40 am »
Thank you very much! I'm glad you didn't get them all- now I don't have to feel completely stupid  :P I stink at stylized Kanji. I thought it might be 級 , but I'm not sure. That would make it 'Rank six' ?

93
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.

94
Programming / Re: Any good editors that save 16bit BMPs?
« on: January 01, 2018, 05:16:55 pm »
Quote
sorry for the confusion!
I'm extremely grateful to anyone who tries to lend a hand! Even if there's some confusion, I usually learn something new. I view it as nothing less than a 'gift' when people take their time to reply to my questions  :)

Quote
here ideal is simple linear interpolation, the same you achieved by x8,22
Exactly true. I think the only benefit of bit-replication is that it theoretically takes less CPU cycles than 'x8.22 rounded', yet produces the same result most of the time. For example, maybe you could triple your speed in exchange for adding a small 2% error margin. Like you said earlier, speed is probably not a huge issue with converting small images on modern PCs, but I am glad to have the information to check out!

95
Personal Projects / Re: Asuncia (PS1) project
« on: January 01, 2018, 04:32:15 pm »
This translation in mostly done. Some intro screens with Japanese text are stored as compressed images- nothing significant to gameplay. I could probably either convert them to non-compressed or a semi-compressed format fairly easily, but I don't know if it's worth the effort for this particular game.

There's also a small amount of Japanese in the intro movie. The perfectionist in me would love to have everything 'just right', but I seriously doubt it's worth subbing/dubbing.

96
Programming / Re: Any good editors that save 16bit BMPs?
« on: January 01, 2018, 03:12:59 pm »
Quote
GIMP ... does export images in 16-bits (R5 G6 B5, A1 R5 G5 B5 [can't pick this one though for some reason,, or X1 R5 G5 B5
Gimp is the only editor I've found so far that does. I don't think the BMP format supports Alpha, which may be why 'A1 R5 G5 B5' is greyed out.
An interesting note, as far as I can tell TIMviewer will not convert these Gimp 16-BMPs back to TIMs. The standard format for 16bit BMPs has the 'compression' tag set in the header. TIMviewer rejects them with a 'not supported' message.

Quote
When scaling up values from lower to higher bit depth, left bit replication is a simple and quick solution.
Thank you for this info optiroc  ;) I'll do some speed testing with these methods when I do my next update. There's an scholarly analysis of the bit-replication method in the PDF HERE.
Even if you happen to be edumacated like me (can count all the way to 20 ifn you take my socks off), there's a simple chart near the end which shows the accuracy of this method compared to ideal.

97
Personal Projects / Re: Asuncia (PS1) project
« on: December 30, 2017, 03:21:59 pm »
I think I've found the answer to the question in the top post HERE (thanks to the person who pointed me to the site). It seems to indicate that the good ending is achieved by clearing all the dungeons in the game. As far as the extra party characters, it seems there are a core group of characters which you always encounter and then two 'extra' encounters with a random character. On my second playthrough, I got one new 'extra' character and one duplicate.

Definitely a case for hacking since random+playtesting =  :banghead:

98
Programming / Re: Any good editors that save 16bit BMPs?
« on: December 30, 2017, 02:56:28 pm »
Thanks Wanzer (FontMission fan?) and Squall. This issue came from trying to find a 'tool-chain' for translators who need to edit 16bit Playstation images and then re-insert the translated image. Most image editors will open 16bit images, but very few seem to SAVE in 16bit format.

I was making a simple TIM to BMP converter and I wondered if it was better to convert between 16TIM and 16BMP, or eliminate the 16BMP format altogether and convert between 16TIM and 24BMP.

I checked Irfanview and NeoPain. As far as I can tell, neither saves in 16bit BMP format. Infraview has an option "(24 BPP, simple RGB-565)", but it seems to output 24bit images. Maybe I'm missing something.

99
Programming / Re: Any good editors that save 16bit BMPs?
« on: December 29, 2017, 06:35:24 pm »
Quote
input: 24bit, output 16bit.
Hi Squall  :) Thanks for the input. That's basically what I ended up doing.

I think photo editors use the bit-shifting technique you mention to convert color values, probably because it's fast. I was a bit nervous about accuracy when going 5 to 8bit. For example, take a pure white 11111 and left-shift 3 (11111000) would equal 248 instead of the ideal 255. This color shift is slightly noticeable in certain combinations. Is there a way to do that conversion just as fast without losing any accuracy? I used "color x 8.22 rounded", but it is significantly slower. 

100
Gaming Discussion / Re: How do i burn Bin Cue on Windows 7? ?
« on: December 28, 2017, 09:35:40 pm »
It might help if you posted some of your CUE file. The "Error on LINE 1" suggests the burning program doesn't like the first line of your CUE.

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 12