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Dracula X Extended mod patch by paul_met |
Mr^Burns - Sep 12, 2021 |
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mgfcortez | Jul 4, 2024 | |||||
I would be very grateful as many other fans if you pull it off. I hope you will find out how it's done. |
draculax350 | Mar 4, 2025 | |||
Hi @paul_met... , I have made the missing sprites of Richter in prologo, and changed the position of items quantity. -----------------------Old Menu-------------------------------------------Changed offset----------------------- And have found a bug in Fire Shield Palette which was not fixed even in V1.1. Palette of the Fire Shield and Spell fixed. ----------------------------------------------Ultimate 1.1---------------------------------------------------------- -----------------------------------------------------FIxed---------------------------------------------------------- My fixed files attached: |
draculax350 | Apr 4, 2025 | |||
You can drop the Bin or iso in CDMage 1.02.1 Beta..., then replace the files with this tool. About the logo, you will need to reprogram the color pallete, and compress the logo to Medusa Team compression method. Is not so easy. |
ShadowOne333 | Apr 4, 2025 | |||||
That was invaluable help, and while I haven't really dug through the CHR/PRG files yet to determine which ones are the Logos, this was just what I needed to find out how to replace the voice tracks as well! The file that contains the entire vocal tracks is SDF0.PCM inside Track1/SD/SDF0.PCM. In order to open properly open up the audio file in Audacity, we select the option from File -> Import -> Raw data, and select the SDF0.PCM file. Then, in the following window, we select the following options:
That should make the track play in its proper speed, and then you will be able to hear both the Japanese and English vocal tracks! It's one huge 39 mins track, but rest assured all the lines are there. You can hear the iconic introduction sequence between Richter and Dracula at around 3:22. With that, we can pretty much grab the PSX track (which I think should be named similarly, and also be one huge track), and replace it with this one if we want this mod to have the original PSX voices. All that remains would be the text, but that should be the least of worries. Now I'll focus on finding the Logos in the meanwhile... If all goes well, I might try to make two different versions of the hack, one with the original SotN logos but with the PSP vocal tracks, and another with SotN Logos and the PSX vocal tracks. I'd just need to find the text for the latter one. |
draculax350 | Apr 5, 2025 | |||||
No, the vox plugin is not the appropriate to edit sounds, and I already have replaced the dialogue with ps1 version, I only need to change the dialogs text. |
ShadowOne333 | Apr 5, 2025 | |||||
Oh? What's the proper plugin for editing the sounds with Audacity? Also, how do you open the PRG files for editing? |
draculax350 | Apr 6, 2025 | |||||
Audacity dont have a IMA adpcm plugin, I used a IMA encoder, 22.000mhz mono. the prg you can edit with HXD. |
ShadowOne333 | Apr 7, 2025 | |||||
I see, I'll try checking what other audio software I can use then. The PRGs I found sometimes include graphic data, and I found the loading screen graphics inside TITLE.PRG at address 0x9ECC, but I still haven't found its palette. Although I still have yet to find the palette data for it: (For those interested, open TITLE.PRG in Tile Molester, switch to Codec -> 8bpp linear and Mode -> 2-Dimensional, then go to address 0x9ECC, play around with the <- | -> buttons until you get the right width) I also still have yet to find the main Title Screen graphics and their palette, but at least it's good to have some slight reference as to how to view/edit these files in some shape or form. I'm looking for the text data as well in the meantime. EDIT: I confirmed that the graphics I found are those for the Loading Screen, although the palette for it I haven't found yet. I managed to import the loading screen graphics from Knight0fDragon's English translation of the game, and while the imported graphics do load, I'm still missing the proper palette so the graphics load correctly. I'm also still missing the main Title Screen graphics to change it to Castlevania: to Symphony of the Night. |
xhul | May 14, 2025 | |||
Hello there =] Before everything else, i'd like to thank paul_met for all the time spent on that hack, amazing work =] Kudos to draculax350 as well, for the extra fixes. Like some others, the audio dialogues definitely don't fit my taste at all though, and as a matter of fact, i'm not particularly interested in the PSX ones either. As far as i'm concerned, the original japanese dub would have been perfect, but i have to face the fact that i lack the knowledge and time to update that myself. So here i come, with a question that i'm sure will sound dumb for some of you: How about a silent dub? From what i understood reading this topic, there are 2 aspects to consider, the data (SDF0.PCM), and the pointers. Well, in this case, i guess the pointers could be left alone, right? And if so, how hard would it be to update SDF0.PCM with some silent audio? Thanks in advance to anybody who has the time to answer to that =] |
draculax350 | May 17, 2025 | |||||
Hi, In that case, you only need to open SDF0.PCM in a hex editor like HXD, select all and replace with zeros, making a null audio file, then replace the file with cdmage. |
xhul | May 17, 2025 | |||||
Hey dracu =] Really? I thought it would have been a bit more twisted than that. I mean, i don't know much about the audio format used, but shouldn't the data at least include how long the silence actually lasts? I might be wrong, but i assume the whole duration of the silence should match the duration of the original japanese dub there. |
draculax350 | May 28, 2025 | |||||
No, the SDF0.PCM file is a raw audio data, the size and start point is programed in the 0.bin file. The equivalent value to mute audio in hexa is (00), this don't change the start position and size of audio, only the raw data. |
xhul | May 29, 2025 | |||||
Thanks a lot for the confirmation, thank you. That's a great alternative then, assuming SDF0.PCM only includes the dialogues, and not the musics and sound effects. If i actually find the time to give it a shot, i'll be back. |
ShadowOne333 | May 30, 2025 | |||||
Sorry to bother, but has someone found where the data for both the Title Screen logo and the Loading screen logo are located? As well as their palettes? I only managed to find the image for the loading screen logo, but I haven't been able to find where the palette for it is, and I had no luck so far finding the title screen logo. I've been wanting to revert those two to the original Symphony of the Night logo, since that's the only change I'd want from this project. |
Knight0fDragon | May 30, 2025 | |||||
Just find it in my translation patch. Been a while since I touched it, but you should be able to find differences. |
ShadowOne333 | Jun 14, 2025 | |||||
Thank you, I will try it. Do you happen to remember which files contain the Title Screen logo and the "DRACULA X" text that appears after the Dracula battle with Richter? As for their palettes, I'd like to assume they're found either right before or right after the graphics, right? |
Knight0fDragon | Jun 15, 2025 | |||||
pretty sure they all contain the word Title. No idea where the palette was, all that stuff is on a disk somewhere. |
draculax350 | Jun 18, 2025 | |||||
In tittle prog have the pointers of compressed data, the logo tiles, prog and palette pointers are in sequence. But if you don't know a way to manage compressed data, forget it. I will give you a tip: lzss with 400 bytes of cache. |
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