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Author Topic: Screenshots  (Read 1219158 times)

RadioTails

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Re: Screenshots
« Reply #860 on: November 19, 2014, 03:50:48 pm »
Nice!

Although you do know that the ability to insert DoR maps has been available for over a year, right? (They're basically the same as the AW2/3 ones).

Also you should probably ask x0 if you're going to use his maps for a work you're going to release :P

Replacing the map data wasn't the issue.  The main issue was the file names for both the map and unit data didn't help in knowing which were linked to the required map headers.  Plus adding units was a pain because you needed space in the 00 overlay to put the file name in.  Simply put, I made a quick tool to read the ascii files names the map header was linked too and renamed them:
- V???.map / V???
- T???.map / T???
- C???.map / C???
 
I then had to update the ascii names in the 00 overlay.  The good news was there was lots of space to include all the unit file names, so each map can have a unit data file if required.

Problem 2 was unlocking the maps.  I found in the map header that there are 4 values which tells the game which maps to unlock.  So completing a mission will unlock up to 4 maps (they have to be adjacent to a map already unlocked, otherwise the cursor glitches).  What I have done is made the game unlock a  bunch of trial maps by completing the Campaign missions. 

So once you beat Camp. Mission 26, all the trial maps are unlocked.  makes testing them much easier.

Problem 3 was the script that tells the game what dialogue to load when playing the Trial Maps.   Only figured this out 2 weeks ago, but I modified the script to make it load a separate text box (text in mess_trial) for each Trial Mission, on Player's 1st turn.  Wasn't easy, but I did get it working. 

What I plan to do is have credit each map designer in the text boxes.  So it would say:
     Trial map Bank Robbery
     designed by x0_000.

I will check with the original map designers to make sure they are happy about me using them in my project, before I release the patch.
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Xenesis

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Re: Screenshots
« Reply #861 on: November 20, 2014, 07:49:05 pm »
Ah, well if that's the case would you mind putting up your notes? I've been delving into other parts of AWDoR, but having the unlock bits and the like on hand would be useful.

FaultyRAM

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Re: Screenshots
« Reply #862 on: November 22, 2014, 12:08:38 pm »
Kind of difficult to show with screenshots, but I've hacked Gunparade March to partially implement UTF-8 support.



Screenshot #1 is from the first event in the game; events are implemented via "pseudo-scripts" (I call them that because there are only three kinds of statement: strings, function calls and labels). To deal with those, I had to write libraries in C that can extract files from the main event data file, decompile the pseudo-scripts into human-readable code (and optionally convert strings from Shift-JIS to UTF-8), and compile pseudo-scripts back into binary format (I had to learn Bison and flex for that...fun times). Screenshot #2 isn't an event per se; when the game needs to do something more fancy on the graphics front (such as, say, displaying text without a dialogue window), there is a pseudo-script command that calls into "modules" which can have their own functions for dealing with (hard-coded) strings. So the hack would need to be applied to the modules as well, but actually getting translated strings to fit is its own challenge.

Onto the hack itself. I rewrote a couple of string-processing functions inside the event interpreter, so that they scan each octet in a string, decode it to its corresponding code point if valid or otherwise substitute the replacement character, then send it off to another function to retrieve the address of its corresponding font glyph. Now obviously you can't just make a whole Unicode font (and even if you did, you'd have to store it somewhere...), so I rewrote that part of the code to check for a given code point in a list of code point ranges, with each entry assigned an offset relative to the index of the first glyph in the whole font. If a match is found, it pulls the address of the glyph from within that range; otherwise it just returns the replacement character. At the moment only Basic Latin (i.e. ASCII) is implemented, but it's trivial for me to add support for basically anything as long as I don't exceed 25 list entries (a very generous limit).

That's pretty much everything up to this point, I think. VWF is next on the to-do list (if I can make sense of all this text rendering code), then I need to figure out the graphics file format because there's a ton of images that need to be translated. Hopefully I can get that done in time for Christmas.

Pennywise

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Re: Screenshots
« Reply #863 on: November 22, 2014, 12:43:06 pm »
My pal Esperknight is also working on Gunparade March, but don't know how much he's done. Probably just a toolkit and rip and insert scripts back into the game.

cj iwakura

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Re: Screenshots
« Reply #864 on: December 09, 2014, 09:46:34 pm »
My pal Esperknight is also working on Gunparade March, but don't know how much he's done. Probably just a toolkit and rip and insert scripts back into the game.

We also have a translator involved who's a walking Alfa System encyclopedia.

Anyways, Sakura Wars. As you can see, LIPS is b-o-r-k-e-d. Fixable though. It basically reads the script on one line, so we need to add a line break so it realizes they're two separate choices. Easy to impress Sakura, though! Maybe version 1 will make it so you only get her.

And maybe Li.

















蒼く咲く華 日は灯り 天に流れる | Kill The Past

Gideon Zhi

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Re: Screenshots
« Reply #865 on: January 10, 2015, 01:49:27 pm »
This thread hasn't been updated in a while.


Pennywise

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Re: Screenshots
« Reply #866 on: January 10, 2015, 07:36:07 pm »
What about that box on the lower right corner? That always struck as a extraordinary small space to fit text.

Gideon Zhi

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Re: Screenshots
« Reply #867 on: January 10, 2015, 08:23:18 pm »
That's just a flashing prompt for player 2 to press start. I can work with it.

Ridculle

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Re: Screenshots
« Reply #868 on: January 12, 2015, 07:28:10 pm »
Finally my french translation of Kyatto Ninden Teyandee is coming to an end.
This project was on stand by for at least 4 years.

I did some improvements on the title screen:

Edit: Oups, wrong thread. Could someone fix it up please?
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M-Tee

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Re: Screenshots
« Reply #869 on: January 12, 2015, 07:32:42 pm »
Title screen looks good & classy.

Gemini

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Re: Screenshots
« Reply #870 on: January 12, 2015, 08:44:35 pm »
Having fun with MDEC proper 15 bit decoding in emulators:

Top -> vanilla pSX
Middle -> Floyd-Steinberg dithering (slightly gone wrong)
Bottom -> PlayStation 4x4 dot matrix reduction

Same processing from an actual scene:


So many details showing up, especially with gradients keeping consistent and smooth. Still not quite the right gamma, I guess I'll look into MESS to figure out if there's a better rendering solution.
« Last Edit: January 12, 2015, 08:54:05 pm by Gemini »
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RetroHelix

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Re: Screenshots
« Reply #871 on: January 13, 2015, 12:35:34 pm »

jobless_floppy

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Re: Screenshots
« Reply #872 on: January 13, 2015, 02:23:51 pm »
This thread hasn't been updated in a while.


My heart skipped a beat  :o Glad to know that someone is still working on the SNES Goemon games.

BlackDog61

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Re: Screenshots
« Reply #873 on: January 13, 2015, 04:24:05 pm »
Finally my french translation of Kyatto Ninden Teyandee is coming to an end.
This project was on stand by for at least 4 years.

I did some improvements on the title screen:

Edit: Oups, wrong thread. Could someone fix it up please?

Very nice looking!
Do you plan on translating "cats" into whatever French people say?

Ridculle

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Re: Screenshots
« Reply #874 on: January 14, 2015, 01:52:30 am »
Thanks!

The french word for "cats" is "chats".

I don't plan to translate it because this show was titled in France as "Samouraï Pizza Cats".
FIY: in the show hower they refer to "Pizza Chats"...
Through dreams I influence mankind

Gemini

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Re: Screenshots
« Reply #875 on: January 14, 2015, 12:35:41 pm »
Maybe this is of interest for you http://jpsxdec.blogspot.de/2010/09/psx-video-decoders-final-showdown.html

Keep it up!
I already fixed the issue, thanks to the sources of PCSX Reloaded (the outcome is literally authentic to Sony's official emulators on PSP and PS3).

Compare with the image above:


A better shot to make it more evident how the fixed gamma perfectly matches that of lossless sprites used for depth simulation:

This one is extremely hard to spot because the background merges like on hardware.

And a couple more tests from Dino Crisis 2 show fixed gamma on both 24 bpp and 15 bpp:


I proposed pSX Author if he could implement this into build 1.14, but I still haven't got a reply. :P Wouldn't also be too bad if 15 bit mode could use some filtering for better color interpolation like I previously did with dot matrix pattern and Floyd-Steinberg. Heck, even error diffusion and simple dither could be great for a MDEC selectable option.
« Last Edit: January 14, 2015, 12:41:53 pm by Gemini »
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DougRPG

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Re: Screenshots
« Reply #876 on: January 23, 2015, 04:13:39 pm »


I'm finishing my translation tool (already fully working for all the game text) and soon anyone will be able to translate this gem to their language.

I'm also improving Dejap's translation, adding all missing parts.

furrykef

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Re: Screenshots
« Reply #877 on: January 23, 2015, 05:28:50 pm »
Your apostrophe is facing the wrong way. It's an open-quote instead.

justin3009

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Re: Screenshots
« Reply #878 on: January 23, 2015, 05:54:03 pm »


I'm finishing my translation tool (already fully working for all the game text) and soon anyone will be able to translate this gem to their language.

I'm also improving Dejap's translation, adding all missing parts.

Oh my god yes. SO glad someone is doing this!
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

Lestat

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Re: Screenshots
« Reply #879 on: January 23, 2015, 07:34:44 pm »
 :o

Whoa! It's just amazing, it's truly a very good new!