+  RHDN Forum Archive
|-+  Romhacking
| |-+  General Romhacking
| | |-+  [PSX] Any Suikoden II technical experts hanging around here?
Pages: 1 2 [3]
Author Topic: [PSX] Any Suikoden II technical experts hanging around here?  (Read 1 times)
Velsper
Guest
« Reply #30 on: October 11, 2009, 02:04:40 pm »

What were they translated into? I've never seen a Suikoden translation project aside from the current Suikogaiden.

And if it works as well you say it would be great if you could share it.
FaustWolf
Guest
« Reply #31 on: October 11, 2009, 05:11:16 pm »

ffgriever, that's the complete graphics decompression routine in C++ you posted there!? AWESOME. :woot!:

Ha, that saves a lot of work for people down the road! Would you happen to remember whether the compression routine is in the same general neighborhood as the decompression routine in the game's executable?

Huge thanks for dropping this here!
David Holmes
Guest
« Reply #32 on: October 11, 2009, 06:51:54 pm »

After my first post in this thread I forgot all about it; now I wish I hadn't.

Sorry for not responding to your initial question; as for Suikogaiden's decompression I never fully understood it myself.  It probably doesn't matter much now, though, after all you guys have discovered and ffgriever's function there.

And I'm incredibly amused, not to mention embarrassed, that you found that old document on GameFAQs.  I wrote that nine years ago when I was sixteen, and it kind of shows  Wink  It's cool to know that it's actually being of use to somebody even today, though; I never knew if more than a handful of people actually read it.  David McGrath gets all the credit for the character set, though.

Anyways, awesome stuff in this thread.  I'll have to come back to it if I ever revisit Suikoden 2.
Velsper
Guest
« Reply #33 on: October 11, 2009, 11:04:24 pm »

Quote from: David Holmes on October 11, 2009, 06:51:54 pm
David McGrath gets all the credit for the character set, though.
Cool thing about that was that it was useful for Suikoden I as well.

The capital letters, punctuation and numbers were different but since all lower case letters were the same those were easy to figure out.
ffgriever
Guest
« Reply #34 on: October 12, 2009, 02:22:07 am »

Quote from: Velsper on October 11, 2009, 02:04:40 pm
What were they translated into? I've never seen a Suikoden translation project aside from the current Suikogaiden.
One is Polish, which is not out yet (due to various reasons). The other was probably Portuguese (probably, because I was just asked by the Polish team, if they could send the editor over to some other group that was translating the game. I have no further info on this project). They were not translating from Japanese, but English (but for japanese it would be almost the same, I guess...)

Quote
And if it works as well you say it would be great if you could share it.
I'll have to digg through my backups to do that Wink.



Quote from: FaustWolf
ffgriever, that's the complete graphics decompression routine in C++ you posted there!? AWESOME.
Yes, it's complete decompression routine. You just supply it with the compressed data buffer (where the actual compressed data begins) and compressed data size (data size was the first u32 of the content, IIRC). But to give more detailed info, I would need to find all my sources and notes first (again, digging through backups Wink ).

Quote
Would you happen to remember whether the compression routine is in the same general neighborhood as the decompression routine in the game's executable?
Just think of it... Why would there be a need for compression routine in game executable at all? It is not present in the code. I had to write it on my own, based on the decompression code. I have the source for the compressor somewhere (just guess where Wink ) - a lot has happened during this year.
FaustWolf
Guest
« Reply #35 on: October 13, 2009, 12:21:36 pm »

Ahhh, that's true, I forgot that the original compressor is sitting somewhere on a Konami employee's hard drive (if game companies even bother to archive that sort of thing) and not in the game itself. 

Since we know where the decompression routine is, do you think it would even be possible to NOP it out in a compatible asm interpreter/disassembler? Would the game engine read uncompressed graphics and transfer them to VRAM correctly in that case?

And what are the pitfalls of such a hypothetical move? I'm imagining that if all graphics were uncompressed a modder would have to sacrifice other data (movie files, for example) to leave enough room on disc for them.
Tauwasser
Guest
« Reply #36 on: October 13, 2009, 12:42:19 pm »

Firstly, uncompressed files will differ in size hugely. Secondly, it will not transfer data correctly, because usually the decompression routine copies to a new buffer, so that will have to be done regardless. The pitfalls are that the loading time might actually increase, because files are larger on the CD itself. Also, many hackers do take pride in being able to recompress data and have everything work without extensively modifying game code. Not only gfx might be compressed that way, but other pieces of data as well. For example, on GBA, some games even compress palette data, even though, most of the times the compressed size is bigger than the uncompressed data size. These things would have to be found, because they likely share one routine, but work off different file types which might pose a problem (like when buffers get allocated by the routine reading the file and then decompressed for example).

cYa,

Tauwasser
Pages: 1 2 [3]  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC