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Author Topic: Digimon World PSX Compressed Text - Help please  (Read 1 times)
Romsstar
Guest
« on: July 07, 2010, 08:02:56 am »

I'm currently trying to translate the PSX Game "Digimon World"
Apparently the Dialogues seem to be stored in a file called "DG.SCN"
because I tried replacing it with another SCN from the PAL and the Dialogue changed to Spanish with messed up symbols and stuff but it changed.
But I have no clue how it's compressed.

I tried several table files and relative searches and Debugging, but I'm no way further.
Maybe someone of you can try playing around with it and find out?
I attached the SCN here:
http://www.sendspace.com/file/2s2yrr

It's only 800 KB and the task doesn't seem so hard but I just can't figure it out.

Btw: The Items and their description are stored uncompressed so I'm not looking for them if you might find them in this file.
I'm looking for the Dialogues

Help would be really appreciated as this is the only thing that holds me off, I have a complete translation and stuff already.
(I also have fixed several bugs already)

Btw2: Anyone ever heard of a format named ".TFS?" The game seems to store all the map files there, whatI' would I have to do to be able to open them?
Also: I scanned through all TIM Files and find nearly everything but the font file. Where could it be stored then? I would like to change it as I'll have to include symbols, etc...

If anyone wonders why I'm translating this game: Every single european version of it has a Bug which makes it impossible to play it through completely. The NTSC has not.
mz
Guest
« Reply #1 on: July 07, 2010, 12:01:54 pm »

So, you fixed several bugs but can't find the text? Cheesy That sounds weird, since finding the text has always been much easier for me. I don't have this game, so I can't really help you (and I don't really have a lot of experience with all this...), but anyway:

What kind of debugging did you already try? Maybe you should read this guide (part 2 & part 3) if you're still a beginner.

Quote from: Romsstar on July 07, 2010, 08:02:56 am
I scanned through all TIM Files and find nearly everything but the font file. Where could it be stored then?
Try using something like Tile Molester. Start searching in the exe file, since that's what I've found to be the most common place of the games I've tried.

If you have a font with weird dimensions, try using something like FEIDIAN.
Romsstar
Guest
« Reply #2 on: July 07, 2010, 12:29:30 pm »

No as a matter of fact I know that the whole Dialogues are located in the attached SCN File, but I just can't find a table that makes it display everything correctly. So my guess is that it uses some sort of compression,
BUT:

I tried a standard SJIS Table for the Japanese Version and could read the Japanese Text.

Is it possible that the US and the Japanese Version use different kind of compression?

No I read that guide already, I'm not that a beginner, I used to hack many SNES Games, but this is my first try on a PSX Game.

There is no Exe File for the Game as it's split into many files.
KaioShin
Guest
« Reply #3 on: July 07, 2010, 12:45:12 pm »

All PSX games have an executable file, it's just named differently. The PSX-Exe is named after the game's serial number. For example if the game's serial number is SLPS-03517 the executable will be named like SLPS_035.17. You'll know the file when you see it. Load a table on that file and take a look in there. At least menu text is often stored in the code.

SCN is a typical file extension for dialogues (cutSCeNes) though, if the Japanese version had the text there it's really extremely likely that the English text is in there too. Try to find out how the text in the Japanese version is indexed, aka how the pointers of the game work. There is probably some kind of index table at the beginning of the file. When you know how the game finds the first bit of Japanese text, look in the English file where that pointer leads to in there. That way you know you are looking at text. Then you have some actual data to work on, maybe you can see the table values from there. If it's really compressed you have at least a starting point for debugging.
Romsstar
Guest
« Reply #4 on: July 07, 2010, 01:14:41 pm »

Yeah the menu text is indeed stored in there, but it is uncompressed, I don't even need a table for that exe.

Yeah the problem is that without a table file reading the english file is totally pointless as I basically see nothing there.
But if it is possible to get the japanese text readable with the help of a SJIS Table then it should be possible to get the English text with a normal table too, shouldn't it?


July 07, 2010, 01:43:52 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Nevermind I figured it out. Have the Table File now, I can work now:D

July 07, 2010, 07:37:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
All right I need help:

Although I have a table and I can translate basically every text in there,
this isn't true for basically one area.
A shop:

When I enter the shop I see my text replacement and a box opens.
The thing it says are the way it's supposed to be but the box remains untranslated which won't be such a trouble but the problem is: when you chose an option nothing happens at all.

As I replaced all the SCNs and this thing remained untranslated it must be stored somewhere else.
I tried to use my table on every other thing but couldn't locate the text, although it uses the same font as everywhere in the game and is basically a simple text box

How is that possible?
And: How I can fix this mess? Anyone can help?
« Last Edit: July 07, 2010, 07:37:29 pm by Romsstar »
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