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Author Topic: Castle Shikigami 1[Shikigami no Shiro/'Mobile Light Force 2']: help needed!  (Read 2 times)
Auryn
Guest
« Reply #30 on: October 03, 2010, 06:41:11 am »

Part 1 was only partially successfull:
-overwriting in ASCII (one byte) over the Japanese (2bytes) didn't created big problems, only the letter q is missing (and maybe some others unused from my experience with FF7I).
-usually there is plenty of space to write
-the text get truncated on screen, I still have to check out why it is so but i belive there is a pointer / length pair (a pointer to tell where the text start and length for tell how many characters to read or how many characters to write on screen).





This part is tested and working in emu and real hardware.

PS: Sorry to the moderator, i didn't know that and saddly like this, only a view will notice that part Sad
9inchsamurai
Guest
« Reply #31 on: October 05, 2010, 02:53:58 am »

Hey there! I'm dropping by to let everyone know that I'm a volunteer translator currently working on this project. So far I've only got 3 sets of dialog for Kuga translated, but the text is really simple and sparse so it isn't that time-consuming. I'm using the text dump cjiwakura linked to earlier, which isn't actually the entire text but does contain a large chunk of dialog for all the playable characters. I figure it would behoove me to officially make my presence known instead of staying at the periphery.
Auryn
Guest
« Reply #32 on: October 05, 2010, 02:48:38 pm »

Hi there,
good that somebody is working on the translation but for the moment it's looking like nobody really is interested on it.
I'm working on SnS2 for PS2 and PC and cj iwakura seems fixed with SnS1.
I didn't realize that SnS Ex is a port of SnS1 and this week there will probably not be any progress because I'm busy with RL.
Anyway your work will come handy if cj iwakura&co or me have some success in finding the ingame text.
I belive that the 2 games are so similar that if we crack one, we crack all the serie.


cj iwakura
Guest
« Reply #33 on: October 05, 2010, 10:45:17 pm »

Only thing is, you're working on hacking SnS2PS2, and we're (trying to) hack SnSPC.

But if it turns out to be easier, what the hell, we'll switch gears.

I assume this board doesn't care one way or another. PS2 emulation isn't that difficult.

By that I mean burning to a DVDR.
BRPXQZME
Guest
« Reply #34 on: October 05, 2010, 11:03:32 pm »

That... that’s not emulation! That’s using the actual system! D:
cj iwakura
Guest
« Reply #35 on: October 05, 2010, 11:33:21 pm »

Bonus!


Uh, I don't even know if PS2 emulation exists. I just know that's how I played the (admittedly mediocre) Namco X Capcom fantranslation.
KingMike
Guest
« Reply #36 on: October 06, 2010, 01:19:55 am »

There is, but it needs a rather powerful system.
I've used PCSX2. I was able to play FFX:I, oddly getting almost full-speed gameplay but like 60% speed cutscenes. Then again, that might be because it's because it's been heavily used for testing, or so I hear. (Athlon X2, 1 GB RAM (I think), 1 GB video card)
(using an ISO I ripped from an original disc, because I don't want to modchip my actual console just to play the few JPN games I bought)
Auryn
Guest
« Reply #37 on: October 06, 2010, 03:01:57 am »

OOOPPPSSS, I did it again!
I lost 2 hours of sleep and spend them in front of the PC Sad

Anyway...

OMG cj iwakura: if u don't even know if PS2 emulation exist, I ask me how u want to "switch gears" and hack the PS2 version.
What u apparently don't get is that the files / files system on the pc version and PS2 are almost identical.
If u read back on my posts, u maybe noticed when i was talking about the har files and the taito screen that isn't in that version because in the various versions, they just modified what they need to make the game run on that system and let inside even inused things:


There are many way to test the PS version:
-emulation ("play" the game on pc)
-HD Advance Server (send the modified ISO to the HDD of the real PS2)
-CD-RW/DVD-RW ( i heared that somebody got that to work in some real PS2)
-CD-R/DVD-R (like i have done with the first part translation because i'm waiting to get the right cable for HD Advance).

So, now for my lost sleep:
I found the text in SnS Ex but don't get to excited...it's still a long way to go.
There seem to be 4 bytes that tell the dimentions of the text and i doubled the size in one and cut to half in the other screenshot.

Original first sentence of Kuga:


The doubled size:


And the one cut in half:


By running some numbers (bxh) u get 1176bytes but there are only 800byte of before the next sentece start.
This means there is some compression on the game.


cj iwakura
Guest
« Reply #38 on: October 06, 2010, 03:40:53 pm »

Hey, we're new to this stuff, give us time. Tongue
esperknight
Guest
« Reply #39 on: October 13, 2010, 09:16:07 pm »

Good to see progress on this game Smiley  I haven't had much time to look at it in a long while.  I'm curious how you found the text though as I know there compressed graphics but couldn't exactly track them down (I think I did find them at one point though...  And graphics hacking is definitely not one of my strong points).  If I'm right there compressed using LZSS and somewhere I have a backup that contains the code for decompressing them if that helps.
Auryn
Guest
« Reply #40 on: October 13, 2010, 10:45:55 pm »

Hi Esperknight,
if u are talking about the parts i translated already, they are all inside the executable.
To find the ingame text was easy by studing the files name and drastically rename the files on the pc version till the game crashed/freezed or just not continue on the first dialog of Hiro.
Then look inside that file to see that (like the whole serie), every file has many more sub-files inside of them and all the pointers at the beginning of the file (some have even 2 pointer tables if i saw it right). So i started put some zeros on each pointed part inside the file till the text gliched.
Latelly (and probably for the next 2 months) i will be pretty busy in rl but if u could compile your decompressor for window, we could try on the file part that I have pointed out. If it's working, i will give u more details about the file format so that u could complete your decompressor in decompressing all sub-file inside a file by reading the pointers. Like that it will be faster to find the rest of the text and other texts/graphics that need translation.
esperknight
Guest
« Reply #41 on: October 14, 2010, 07:59:30 am »

Hey Auryn,
I got that far too although very different method (I did it the much harder way now that I remember a bit more... I looked at the last file read... can't remember the file name (wasn't it kuga something?  I don't believe it was named after the guy from what I remember...) though for which one had the text.  I should've thought of that below (just renaming the files) but ah well Smiley  I believe mine already breaks apart the file and everything... can't remember if I was lazy or not though (which is possible) as I might have just extracted the one piece to test my decompression algorithm.  You wouldn't happen to know how to find the bit depth and height and width would you yet though?  I haven't scoped out the directx functions to see if I can find it that way yet.
Auryn
Guest
« Reply #42 on: October 14, 2010, 10:12:09 pm »

Actually it's the first time for me too but that should not really be sooooo complicated.
Many image formats have those informations (hxb/depth) in the header or they are somehow in the bytes that i was modifying for the screens above.
So we should check the header in the decompressed sub-file (if they have one).
The arcade version is on Taito GNET system, based on a R3000 processor (should be very similar to the PSX and maybe narrow down what format the images are).
GNET Spec can be found here: http://www.system16.com/hardware.php?id=672
SnS should be running in a vertical raster 640x480 @ 60.000000 Hz (infos here: http://maws.mameworld.info/minimaws/set/shikigam) this means that if that image format doesn't have a header, at least we can probably narrow down the dimentions by comparing the dimentions on screen.

Umm u want to rip/track the directx to see how the image is displayed??
I belive that maybe this can be usefull then: http://www.deep-shadows.com/hax/3DRipperDX.htm
cj iwakura
Guest
« Reply #43 on: October 15, 2010, 01:53:45 pm »

Kuga's the main character, if that helps.  The guy shown above.
Auryn
Guest
« Reply #44 on: October 15, 2010, 04:07:53 pm »

Thanks CJ..it was a typo some post again heheh.

Do u have a complete text dump and translation of the in-game text on paper/in your pc??

Will u create the new pics with the translated text?? U will probably need to create them with a program that can work with transparency like Photoshop/Gimp/Paintshop (not comfirmed yet).
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