radiation
Rheboll
OH SORRY ABOUT THAT HAVE YOU SEEN MY SWEET HORSE
Posts: 11
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Post by radiation on Nov 13, 2013 19:49:45 GMT -5
editing the yes/no or item graphics doesn't seem to do ANYTHING. I was able to edit an ITP file though, albeit shoddily. i just edited it in paint, saved it with COLGA, then re-inserted it. as you can see, it caused some gross-looking color errors. probably half because it wasn't converted right and also because the file size is different. but hey, that's progress. anyone else interested in messing with the ITP files: download COLGA - www14.plala.or.jp/lptrans/colga/colgatop.html and check out the BMP file you get from using the ITP converter in it. surprisingly, the BMP that comes out has variable alpha channels and indexed colors at the same time...? meanwhile, files I edit in GIMP come up empty. seems like COLGA is a semi-reliable way to tell what your file will look like, though I have no idea how one is supposed to edit an image while keeping the original standard/file size. photoshop doesn't work either
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Post by darth1701 on Nov 14, 2013 4:22:18 GMT -5
View Attachmentediting the yes/no or item graphics doesn't seem to do ANYTHING. I was able to edit an ITP file though, albeit shoddily. I just edited it in paint, saved it with COLGA, then re-inserted it. as you can see, it caused some gross-looking color errors. probably half because it wasn't converted right and also because the file size is different. but hey, that's progress. anyone else interested in messing with the ITP files: download COLGA - www14.plala.or.jp/lptrans/colga/colgatop.html and check out the BMP file you get from using the ITP converter in it. surprisingly, the BMP that comes out has variable alpha channels and indexed colors at the same time...? meanwhile, files I edit in GIMP come up empty. seems like COLGA is a semi-reliable way to tell what your file will look like, though I have no idea how one is supposed to edit an image while keeping the original standard/file size. photoshop doesn't work either How did you edit the BMP in COLGA? COLGA is completely japanese and I can't make much sense out of the program. Can't find an easy way to edit something there.
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radiation
Rheboll
OH SORRY ABOUT THAT HAVE YOU SEEN MY SWEET HORSE
Posts: 11
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Post by radiation on Nov 14, 2013 7:36:36 GMT -5
I edited the file in MSPaint and then saved it as a 256-color BMP. It obviously didn't work perfectly.
Then (I don't know if this step is necessary) I opened it in COLGA and used CTRL+G on it. Then saved it. You can't actually make any art in COLGA. All you can do is change the color depth and a few other simple functions.
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Post by darth1701 on Nov 15, 2013 3:16:30 GMT -5
I got it working! I successfully edited a ITP: I converted the ITP to a BMP using itpcnv.exe with "itpcnv.exe titleico.itp". Then I edited the BMP file using Jasc Paint Shop Pro 9, saved the BMP with a normal save, reconverted the BMP with "itpcnv.exe -v2 titleico.bmp" and then reinserted the titleico.itp with WQSG_UMD into the ISO. It works in an emulator and I assume it also works on a real PSP although I can't test it right now. Attachments:titleico.itp (13.81 KB)
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Post by darth1701 on Nov 15, 2013 4:20:31 GMT -5
A better version of that file. Attachments:titleico.itp (13.68 KB)
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Post by darth1701 on Nov 15, 2013 5:57:56 GMT -5
Damn, stuck already. I tried to edit the utility.itp and the itemlist.itp but it seems the game is ignoring my changes. It shows the same image
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radiation
Rheboll
OH SORRY ABOUT THAT HAVE YOU SEEN MY SWEET HORSE
Posts: 11
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Post by radiation on Nov 15, 2013 8:30:09 GMT -5
Woah!!! Amazing work!
Yeah, sadly, the game doesn't seem to be reading from those files. :I
It ignores when you edit the .tb files that contain the names of items/enemies/etc. too. I have no idea where it's getting that text from. :I
At least the script files seem to be incredibly straightforward. Besides a handful of scattered system messages they're all separated by floor.
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Post by Xalphenos on Nov 15, 2013 8:58:35 GMT -5
Are there two itemlist.itp files? I know there are two item.tb files though editing either of them does nothing. Maybe it's different for the .itp files.
The item text in memory looks exactly like one of the two .tb files but I couldn't get PPPSSPP to reliably break on write. Even though I could see the item text get written to that memory address the debugger still wouldn't break so I couldn't find out where it came from. The new stable version of ppsspp claims to have a better debugger so I may try again this weekend.
I did use the new debugger to mess around with the script files and learned a lot last night. Still not enough to make a full on automated script dumper/inserter though. Hopefully I'll have some free time this weekend to look at it, but no promises.
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radiation
Rheboll
OH SORRY ABOUT THAT HAVE YOU SEEN MY SWEET HORSE
Posts: 11
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Post by radiation on Nov 15, 2013 9:44:37 GMT -5
The extra scenario with Dela has all of its own assets. That's why there are duplicate files in the EXT folder. Changing the other itemlist.itp file doesn't do anything. Also hey guys, I figured out how to increase the size of files and move them around without crashes. So once you figure out text pointers, extending the script should be no problem. in USRDIR there's a file called data.lst that contains the size and location of all of the other files in the game. Here's my test case: 1. Using a hex editor, I added a bunch of garbage text to the end of mp1_01.scp to make it longer. (ended it with a 00 byte) 2. Using UMDGen I exported a list of all the files and their default location on the disc. 3. I cut out mp1_01.scp from its location, moved it to the end, and then changed its lba value on the left. 4. Using UMDGen I deleted the old file, inserted the new file into the ROM, and imported my edited location list. 5. Using a hex editor, I edited the values in data.lst to reflect the new size and lba of the file (stored in little-endian) 6. I replaced the ISO's old data.lst with a new one and saved it. 7. It worked. So that's it. If you have an easier way to insert files directly into the ISO than UMDGen, it should be pretty straightforward.
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Post by darth1701 on Nov 15, 2013 13:08:33 GMT -5
Are there two itemlist.itp files? I know there are two item.tb files though editing either of them does nothing. Maybe it's different for the .itp files. I searched the ISO file for some pattern and I found out that the itemlist.itp is indeed two time in the ISO. One time more at the beginning, and one time more at the end. The entry in the directory list points to the one at the end but it seems the one at the beginning is the one that is used. I assume the location of the file position is written in the DATA.LST file. I can't verify my thoughts because I have no access to my research files at the moment. Will have to work at that after the weekend unless someone else already solved that problem. I already changed the itemlist.itp in the EXT dir but I had no chance yet to test it in the Dela scenario. Will do that hopefully on Monday.
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Post by lindaluv on Nov 15, 2013 13:52:16 GMT -5
Wow, this is looking good. So Im guessing the actual translation is probably the easiest part of the whole process. I mean I could probably go through the SNES version and just make a file of all the text and maybe the give it some proper order too.
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Post by Xalphenos on Nov 15, 2013 14:23:39 GMT -5
The extra scenario with Dela has all of its own assets. That's why there are duplicate files in the EXT folder. Changing the other itemlist.itp file doesn't do anything. Also hey guys, I figured out how to increase the size of files and move them around without crashes. So once you figure out text pointers, extending the script should be no problem. in USRDIR there's a file called data.lst that contains the size and location of all of the other files in the game. Here's my test case: 1. Using a hex editor, I added a bunch of garbage text to the end of mp1_01.scp to make it longer. (ended it with a 00 byte) 2. Using UMDGen I exported a list of all the files and their default location on the disc. 3. I cut out mp1_01.scp from its location, moved it to the end, and then changed its lba value on the left. 4. Using UMDGen I deleted the old file, inserted the new file into the ROM, and imported my edited location list. 5. Using a hex editor, I edited the values in data.lst to reflect the new size and lba of the file (stored in little-endian) 6. I replaced the ISO's old data.lst with a new one and saved it. 7. It worked. So that's it. If you have an easier way to insert files directly into the ISO than UMDGen, it should be pretty straightforward. Excellent discovery radiation. That will certainly make things easier in the end. Wow, this is looking good. So Im guessing the actual translation is probably the easiest part of the whole process. I mean I could probably go through the SNES version and just make a file of all the text and maybe the give it some proper order too. Honestly I don't think there really is an easiest part to fan translations. Each part will take a great deal of effort. I personally don't think it will be worth it to go through the SNES version. @anyone who may know, do the games share all the same text? Even if they did it would still be difficult to match up the English from the SNES game to the Japanese. It would either take a translator anyway or someone playing through both and manually matching up every string. There is also the possibility that sacrifices where made to the SNES translation for space limitations. Something we may not be affected by on the psp.
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radiation
Rheboll
OH SORRY ABOUT THAT HAVE YOU SEEN MY SWEET HORSE
Posts: 11
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Post by radiation on Nov 15, 2013 15:14:42 GMT -5
From what I can tell, a LOT of the text is extremely similar between versions. Most of the plaques seem identical, and the shopkeepers have similar dialogue as well. The SNES version had a LOT of detailed, excellently-translated text - either space restrictions weren't a problem, or they were able to work around it very well.
However, Dark Revenant has a lot of NEW text. For example, the dead guy at the start of the RUINS isn't in the SNES version. And shopkeepers have extra lines of dialogue in Dark Revenant if you talk to them multiple times. I'm not sure that was in the original.
I really like the SNES translation. I think it's a good idea to use it as a basis. But more translation will be necessary.
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jdkluv
Limendy
<Brandish Man>
Posts: 223
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Post by jdkluv on Nov 15, 2013 15:17:39 GMT -5
I don't have da programming skillz to help on the "hacking" side, but if it helps, I can test whatever you guys want on a real PSP Wow, this is looking good. So Im guessing the actual translation is probably the easiest part of the whole process. I mean I could probably go through the SNES version and just make a file of all the text and maybe the give it some proper order too. I think the best would be try to remain faithful to the original Japanese text, while integrating a few elements from the American release of Brandish for the SNES, such as various item names and common in-game messages.
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radiation
Rheboll
OH SORRY ABOUT THAT HAVE YOU SEEN MY SWEET HORSE
Posts: 11
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Post by radiation on Nov 15, 2013 15:21:19 GMT -5
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Post by Xalphenos on Nov 16, 2013 0:16:30 GMT -5
Just my two cents regarding the SNES translation: I don't think any lines should be directly taken from the previous translation. I think it's perfectly fine for the translator to use it as a source though. In my opinion the best way to do it would be with an entirely new translation and then an editing pass done by someone intimately familiar with the old translation. Just my opinion though; we're still a ways off from that anyway. Ok so I tried get the debugger to break on the item text again with no luck. When it comes down to it we may need some help from someone with a bit more PSP centric hacking skills. I'm an x86 PC hacker. I did take care of the "," as a line break though. We can now comma to our heart's content.
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Post by vincent on Nov 17, 2013 12:03:41 GMT -5
Looking good, How is the original Snes game BTW?
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jdkluv
Limendy
<Brandish Man>
Posts: 223
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Post by jdkluv on Nov 17, 2013 14:44:35 GMT -5
How is the original SNES game BTW? Not as bad as the PC Engine CD version, but still shit. And it's not the original game -- this is. (Okay, it might not be as bad as I say, but I don't like it. And the music sounds horrible compared with the original game and Brandish 2 SFC. Man, B2 SFC was such a huge improvement...)
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Post by darth1701 on Nov 18, 2013 9:57:28 GMT -5
I'm unable to get the game to recognize my changed files. The filesystem points to the file at LBA 18xxxx, the DATA.LST and UMDGen and WQSG_UMD say both the file is at that position but the game still shows the japanese version. I have attached my changed ITP, maybe someone else can integrate that file into the game. If this is successful I will continue to change other ITP files. The itemlist.itp is the one that belongs to the DATA\ITP, it is final The utility.itp is a WIP and also belogs to the DATA\ITP directory Attachments:itemlist.itp (38.25 KB)
utility.itp (14.05 KB)
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Post by lindaluv on Nov 19, 2013 18:07:14 GMT -5
Looking good, How is the original SNES game BTW? I dont know why people hate the SNES port so much. Most of the complaints are easy fixes in the menus. Ares moves like a tank.. ok go change the speed settings, the controls are a bit too confusing.. ok change it in the menu. Like everyone at first, the rotating perspective was a bit odd, but once you get used to it was an pretty damn neat idea that was implemented nicely.. and pretty ahead of its time for when it was used. Besides, Brandish was a big hit in Japan when it first released. If Falcom adds their beautiful touch, like they did for OiF.. they can really revive the series.
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