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Topic: Questions about viability of a Suikoden 2 fix! (Read 2 times)
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bishopcruz
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« on: March 22, 2009, 05:29:33 pm » |
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'lo everyone, lurked around here for a while, and figured I'd ask this as I thought this might not be too tough of a hack.
Basically, I had a few questions about the viability of a Suikoden 2 NTSC fix patch or something.
I know in the US release of the game, several things were missing:
- In many strategy battles, the music would not play - Annalee doesn't sing, just sits there silently. - Hero's Name does not import correctly. - Some text still in UNICODE format, thus unreadable
I hear there are many more, is there a list of them somewhere?
and others. I had heard that the PAL releases fixed these bugs. Is this true? Also, what is generally the difference between an English [NTSC] vs English [PAL] PSX title, would it be viable to say, make a new version that basically has the US executable along with the PAL data, hopefully fixing at least some of the problems?
In other words, is the reason that the US version is missing these songs a matter of them simply not being on the disc? Or is it something else? How complex a hack would this likely be?
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KaioShin
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« Reply #1 on: March 22, 2009, 06:04:51 pm » |
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Fixing these things could be very difficult.
The only difference between a PAL and a US version is that you can only run original copies of them on a console from the same region. So you couldn't play a original PAL Suikoden 2 on an American PSX.
However, an emulator or a mod-chipped PSX won't care and will run both. Now - since a modified game would require one of those two to run anyway - what's the point? Just play the PAL release.
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bishopcruz
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« Reply #2 on: March 22, 2009, 06:23:25 pm » |
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PLaying on a PSP then should have no difference in output or anything like that? I know PAL runs at like 50Hz and at a higher res right? Would that effect the game at all?
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danberado
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« Reply #3 on: March 22, 2009, 09:04:15 pm » |
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I recently played through the PAL version, and while I haven't encountered any of the NTSC text errors (outside of poor grammer) Annalee still didn't sing. \
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bishopcruz
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« Reply #4 on: March 22, 2009, 10:49:35 pm » |
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Apparently in some PAL versions she does, or so I had read. Sucks that she doesn't in the english one.
The other main problem with the PAL version on PSP is that is has black borders, whering the NTSC version does not.
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David Holmes
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« Reply #5 on: March 22, 2009, 11:41:23 pm » |
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They're definitely on the disc. A long time ago I poked around with some of the free apps available and listened to them.
I speculated that either they screwed up the XA audio files, or they screwed up a pointer to the sectors containing the data by having it in a different place when they created the filesystem. I didn't look into it much more than that. A project to fix the issues with Suikoden 1/2 is on my maybe to-do list after Suikogaiden.
However, if the goal is to play the game on the PSP, it might be a more interesting project to hack the translation into the Japanese PSP Suikoden 1+2. I seem to recall there was a help wanted ad for a project like that once, but I don't think it got very far.
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bishopcruz
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« Reply #6 on: March 23, 2009, 08:11:10 am » |
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Probably should try to do things in steps I suppose. I'm currently experimenting with the ISO and mixing and matching the files of the NTSC and PAL ones to see what happens. Kinda pain, as there are a ton of differences between the two, minor though they all seem to be. I'm still trying to narrow down where the text is stored. I THINK it's in the SDD files, but am not sure yet.
I suppose the easiest, in theory anyway, start to a possible fix would be extracting the script and y'know, proofreading it, editing for consistency and all that stuff. Make the text consistent, that sort of thing. Looking at the differences in SII and S1's file structure, I doubt there'd be much overlap in the way text was stored in S2 vs the Suikogaiden games, but I may as well ask, where was the text in those?
On the bright side, I think I found an almost complete table for the text in the game, if I can find the line break and message break code, I might just be set. That is of course, assuming that everything goes according to plan.
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Next gen Cowboy
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« Reply #7 on: March 23, 2009, 09:07:27 am » |
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Things never go according to plan, on the off chance they do; I implore you to post about at, so we can document the momentous occasion =p
Are you worried primarily with the syntax, grammatical, and spelling errors, or do you want a massive overhaul? (Re include the singing, and fix the music)
Sorry it was difficult to conclude your intentions, either way I like it.
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bishopcruz
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« Reply #8 on: March 23, 2009, 09:35:55 am » |
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I'd like to do as much as I can. I am a beginner, and definitely would need some help. Early stuff looks promising, I have a text table that more or less seems to be working in Hexpose, which is good. I Know I have the line break value correct, but the close dialog box, and new dialog box values are being kinda weird right now. I also can't quite nail down the value for inserting the Hero's name, I thought it was a 6666666 value, but it is different in different places. The joys of hacking. On the bright side, overall the script seems easy to access, at least when I load up a complete BIN file.
I *think* the game is storing the data based on the area, but can't be sure just yet.
What I'll probably do first is do a continuity/grammar/spell check edit of the text first. I HAVE been trying to see if changing the files in the ISO (Putting PAL data in the NTSC, for example) will fix anything, but that's likely overly optimistic.
Also, anyone have recommendations for a good Script extractor?
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Gemini
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« Reply #9 on: March 23, 2009, 10:48:06 am » |
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I *think* the game is storing the data based on the area, but can't be sure just yet. Like all the Playstation games smart enough to use a decent storage system, which covers pretty much all of them. Also, anyone have recommendations for a good Script extractor? Write one for the occasion and forget about programs like romjuice: they are entirely useless when you have a constant map/data structure.
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bishopcruz
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« Reply #10 on: March 23, 2009, 01:08:16 pm » |
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Thanks for the advice. Writing my own exporter is a bit out of my depth, I haven't done any programming in over a decade, I feel old now.
Anyhow, I was able to get some basic text editing done using WindHex, and its text dumper isn't awful. I figured out the call for the Hero's name is 0500, the text at least, seems easy to find.
Did a test changing Jowy to Joey and it seemed to work well thus far. Lost left to learn though, especially if I'm gonna be changing more text.
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