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Zill O'll infinite plus english translation

Started by Mugi, November 26, 2016, 06:55:25 PM

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Mugi

Quote from: KingMike on December 26, 2017, 02:15:47 PM
I'd be surprised if they can repro UMDs. Vic Ireland canceled his LE Class of Heroes 3 PSP plans due to getting UMDs printed anymore being impossible.

i'd be surprised if they ever did. As I said somewhere earlier, the repro people just cheat and put a memory stick into the case :P

Quote from: Iceman100x on December 26, 2017, 09:13:50 PM
what kind of game is this?

https://www.youtube.com/watch?v=tdRJYvlErbo

In PSP we trust.

ObiKKa

Quote from: Mugi on December 26, 2017, 05:52:27 AM
been pretty quiet in here since i've been attempting to direct this projects attention towards the source a bit more (my own site)
but i figured i'll bear the news here too :)

so here we are, a debugging session started in april finally bore the fruit, and a hour ago, henrik merged a pull request on ppsspp master, which completely eliminates the existing blackscreen/crashing bug on Zill O'll, making it (as far as we currently know) 100% compatible with the emulator. it is now crash free on all 4 backends!! cookies and fruit juice for the devs!

Yahoo! Let me take this opportunity of my 100th post to congratulate you and the PPSSPP team on making this game fully compatible with the emulator.
To others who are confused, re. the '4 backends', he is referring to the selection of all four existing graphical backends that an user chooses from in the emulator to run a software, including OpenGL and DirectX 11 (Both of which used to exhibit the aforementioned issues).

P.S. I think you'd need to add your official Youtube channel to your profile. It's so other users can easily explore your videos from there.

Mugi

Quote from: ObiKKa on December 27, 2017, 04:27:08 AM
Yahoo! Let me take this opportunity of my 100th post to congratulate you and the PPSSPP team on making this game fully compatible with the emulator.
To others who are confused, re. the '4 backends', he is referring to the selection of all four existing graphical backends that an user chooses from in the emulator to run a software, including OpenGL and DirectX 11 (Both of which used to exhibit the aforementioned issues).

P.S. I think you'd need to add your official Youtube channel to your profile. It's so other users can easily explore your videos from there.

I suppose, though i dont really upload things there too often to begin with.
and at the risk of sounding like an asshat, while i still do browse RHDN at occasion, im really put off by the fact that i have to suffer hurting my eyes brosing it due to dark forum themes locked under a paywall with shady excuses, Im really not too fond of posting here or othervise involving myself with the site at all anymore.
In PSP we trust.

ObiKKa

Quote from: Mugi on December 27, 2017, 04:57:13 AM
I suppose, though i dont really upload things there too often to begin with.
and at the risk of sounding like an asshat, while i still do browse RHDN at occasion, im really put off by the fact that i have to suffer hurting my eyes brosing it due to dark forum themes locked under a paywall with shady excuses, Im really not too fond of posting here or othervise involving myself with the site at all anymore.

Oh yeah, I didn't know till now why this site no longer has that traditional darkened theme anymore (At least as a free choice), which I was perturbed by. I had made some complaints and given some small good feedback about the newness of this 'RHDN 3.0' re-design. But after what you've said I think that's sad that I cannot use that lovely, old theme that was easier on my eyes, too, if I don't pay for it. Hmm.

Mugi

#144
Another one off the list!
2 more engine critical bugs left, and few more cosmetic issues until the game is done from the engine side!

battle UI number scaling removed, and a proper font put in place to match the rest of the game (and being readable finally!!)



and enemy stats:
In PSP we trust.

Tom

Beautiful! Everything is lining up quite nicely now!

Mugi

#146
Hello bois and grills.

I've been rather quiet about zill o'll lately even though it has been on (active)working as much as mine and binaryfails limited time has allowed.
texture rework is progressing, manual is now half done (waiting for more page translations from Tom) and a pile of bugs have been patched.

either way, the project status is not really why im here today, instead I decided that I have sat on a little piece of data for long enough now, I decided to spit it out.

Seeing how this particular thing was the bane of the once upon a time translation patch of the ps2 version that got me hyped to heavens and back, it's only natural that I return this here from where my own failed attempt to once patch the ps2 version started (and ended.)

hopefully it will serve some use for someone out there :)

below you will find my notes regarding the unnecessarily convoluted rbb archives and the 7-headers it uses and how to read them.


Zill O'll infinite ps2 .rbb data structure.
----------------------------------------------
general note about the rbb data files:
the filesystem supports a filetable which, if included is packaged inside the archive itself as the first file of the archive.
the filename is <containername>.map and it is usually compressed as per the configuration of the archive (defined in the map file itself.)

In Zill O'll Infinite (slps-65892) res.rbb omits the map file but the gzmvs.rbb (audio archive) does have it present.
the game does refer to it's files using filenames. At the time of writing, the location of the filenametable and foldertree is unknown.

below information is enough to unpack and rebuild the res.rbb file without foldertree and using generic filenames,
however this prevents adding/removing files from the archive itself.
----------------------------------------------

struct_SIFF {
4b SIFF-signature
4b containersize
}

struct_RSRC {
4B RSRC-signature
4B RSRC-datasize
(sizeof_RSRC-datasize) {
RSRC-data // RSRC section data is an ecrypted information sector containing information about the container
} // it can either be zeroed or left as is, contents are known, but encryption is unknown
}

struct_RIDX {
4B RIDX-signature
4B RIDX-tablesize
(sizeof_RIDX-tablesize) {
4B file-startaddr // note that start addresses are relative to rbb0data offset.
3B file-compressedsize
1B size-addrterminator (0x80)
}
}

struct_TYPE {
4B TYPE-signature
4B TYPE-tablesize
(sizeof_TYPE-tablesize) {
3B ASCII file-extension // exception to the 3B + 1B structure in TYPE data is the file extension of blank entries
1B ASCII extensionterminator (0x30) // "NONE" which is 4B in size and does not terminate with 0x30
}
}

struct_EXIX {
4B EXIX-signature
4B EXIX-tablesize
(sizeof_EXIX-tablesize) {
4B file-uncompressedsize
}
}

struct_GAP0 {
4B GAP0-signature
4B GAP0-data-size
(sizeof_GAP0-datasize) {
GAP0-data // gap0 data is unknown.
} // gap0 can be zeroed without affecting container or internal file functionality.
}

struct_RBB0 {
4B RBB0-signature
4B RBB0-datasize
(sizeof_RBB0-datasize) {
RBB0-data // RBB0 data section data segments (as described in RIDX & EXIX tables.) Are compressed using
} // zLib. (file signature = 0x789C)
}


In PSP we trust.

Mugi

#147
aaan here we have the opening movie with it's logo removed, the video extended on the part where the logo originally was, and a clean logo put on it.

this took a moment to finish up but should be good to go now.
(animated png's, if they dont move for you, get a new browser :P)
original -> redone -> alternate logotype



as for other updates, the manual is almost ready (sans screenshots, need the translation for that) i got 6 pages left to redo on it.

for other updates, an option was added to the patching process to select dd.mm.yyyy / mm.dd.yyyy or the original yyyy.mm.dd date format.
Tom wanted the (american)english mm.dd.yyyy which I swiftly discarded since I cant read it lol, so we compromised and I implemented all 3.

He's also been getting some progress done on the script end, I believe equipment and item lists are compltely done now, and their descriptions are getting along, the character biography texts are more or less done (over 70% done on last file last I heard) and Irene's starting scenario is getting there, Cat mansion texts are started, and overall what was already done in terms of menus and early script implementations have been getting more polish in terms of terminology changes and inconsistency removals.

on the code side, we discovered a bug that causes the game to crash on character creation so that will have to be handled, and aside that the usual is still there (!%ยค"# job system!)

on the bright side, we earlier eliminated a nasty bug that made some item/attack description texts overflow in ram, and there was a lovely issue where the biography texts had a fine buffer for the text, but not so fine for the text vertexes, so that has been expanded to eliminate another of the crashing menus.
In PSP we trust.

xZabuzax

Thanks for the update, I'm looking forward to see this gem translated one of these days.

Mugi

we're still (slowly) churning through it.
Tom's really kicked it into gear lately and while I havent obtained the script updates in quite a while now, we talk about the game's progress on a daily basis and it's definitely moving. I can't help but feel for him a little due to the extremely ridiculous amount of work he put himself at with the script, although the engine itself has proven to give me way more headaches than it was supposed to, too.

at any rate, while far from release condition (I know, sorry :P) it's starting to be in a playable state and while we still have places where the game keeps crashing on us, it's definitely somewhat workable / playable at the moment.

I knew it's a lot of work but even so, this will propably be one of the largest if not THE largest game worked on for psp scripts vise. It will be a massive relief to get it finally off my back after 20 years.
In PSP we trust.

mikeprado30

Surely this one will be in my priority list when it gets released  ;)

Mugi

Quote from: mikeprado30 on October 15, 2018, 06:07:05 PM
Surely this one will be in my priority list when it gets released  ;)

Hahah, I know that feeling, this is on my priority list when it's finished too ;)
In PSP we trust.

Mugi

Lets post this here too, i believe it's a noteworthy update :)

here's a set of pictures of Easha using her new shiny high resolution texture. what makes her so special compared to what I have already posted
on the thread, is the fact that she's one of the 2 PSP exclusive characters...... You guessed it, this is done almost entirely from scratch, as
there was nothing to import from.


In PSP we trust.

Zero Dozer

Oh, I didn't know you also were on RHDN. Cool to know.

SCO

Lining up my 'ts' which soundtrack is better, psp or ps1?

Mugi

Quote from: SCO on October 28, 2018, 02:28:31 PM
Lining up my 'ts' which soundtrack is better, psp or ps1?

I prefer the ps1 one myself, which is why the whole deal of implementing it to the psp version to begin with.
they're both great though, I just have a really soft spot for that ps1 midi goodness <3
In PSP we trust.

SCO

#156
Quote from: Mugi on October 28, 2018, 02:30:42 PM
I prefer the ps1 one myself, which is why the whole deal of implementing it to the psp version to begin with.
they're both great though, I just have a really soft spot for that ps1 midi goodness <3

Since you're heavily modifying the code anyway, you know what would be godly? Extending the options screen and settings save so it's a runtime switch instead (or as a feature) of a alternative patch.

Probably too much to ask - extending the iso so it can fit two soundtracks and fix their pointers to be runtime switchable instead of just replacing the files can not be trivial - but i'm just throwing the idea out here.

Mugi

#157
the game actually already contains both sets of audio. By design it uses a copy of a track for looping in-game and another copy for playing it in the main menu's music player. So this would be less complicated to do than you'd think.

Maximum, it would kill the music player from the main menu, because editing the tracks that the player uses instantly freezes the game for a reason I never bothered to figure out since it wasnt necessary for me to edit them to get the ps1 sountrack in. I just left the original psp files for the music player while replacing the in-game loops for the ps1 audio mod and called it a day.

I will put this on my neverending list of shit that needs to be looked at, but no promises.

Edit:
Still no promises but I had a preliminary talk about this with the resident asm manager and the general idea would be that if we are to attempt this, it will mean 2 things;

1) the main menu's musicplayer will have to go (the musicplayer files are needed for implementing the second in-game loops)
2) the install function from the game options will go, and the menu entry will be repurposed for switching the soundtrack mode.

at this stage we have no idea how impossible it is to implement a flag to the save file that will remember the setting, so that would have to be solved out.
In PSP we trust.

Mugi

#158
here's some base work for the ending credits roll translation....
still need to finish up the missing stuff from it but it sure is better than using text-removal filtering on hardcoded credits roll.

https://www.youtube.com/watch?v=bZ6is-jqc9w

edit73:

finished recreating the entire video file now and started testing out redoing the credits roll :)
original <---> new
In PSP we trust.

mikeprado30

This one will be great indeed!  :) Every update grows the hype in me :woot!: