Home | Forums | What's new | Resources | |
Translating Lunar Silver Star Story 1.5.1 |
TrekkiesUnite118 - Aug 5, 2013 |
< Prev | 1 | 2 | 3 | 4 | ... | 22 | Next> |
CyberWarriorX | Aug 21, 2017 | |||||
Here's an additional VWF image from the game from my experiments way back in the day: From what I remember that's the stock font too. |
TrekkiesUnite118 | Aug 21, 2017 | |||||
Looks like the same one Working Designs used. |
Ms. Tea | Aug 21, 2017 | |||
Neither of the two font files are actually used in-game (and they're both missing from the MPEG release). They're similar to the tiles used in-game, which are compiled into one of the executables. My notes here: https://github.com/mistydemeo/lunardata/blob/maste... |
TrekkiesUnite118 | Aug 21, 2017 | |||
Email is fine or putting them up in a drop box like environment works as well. |
TrekkiesUnite118 | Aug 22, 2017 | |||
Some good news with the audio files. The voice clips seem to line up very closely to the Japanese Saturn version for at least the first few clips. I can open them in Audacity and convert them over to the 8-bit Mono PCM format the Saturn version uses quite easily. The only oddity I'm noticing is some bad hissing/buzzing in silent parts which I don't remember getting with the converted PS1 clips. Probably need to do some tweaking to the encoding I'd imagine. It should be pretty easy to convert these over, I'll give it a shot either tonight or tomorrow when I have time and do some tests. |
TrekkiesUnite118 | Aug 22, 2017 | |||
Quick and dirty insertion of the audio files:
I was going to try a quick insert of the IOS text files and see how the game reacts, but CDmage didn't seem to like that they were bigger than the originals. I'm guessing we'll need to modify something to fix that, the TOC I think? Basically if it hasn't been tried yet, I'm wondering that if that font is really in the game and it already supports VWF, if perhaps there's some kind of flag in the files that can trigger the game to read them as ASCII and use that font. EDIT: Tried it anyways and while the game didn't crash, the text boxes were all empty. So I'm guessing either A) that font really isn't in there or B) An ASM hack is needed, or C) both. |
Ms. Tea | Aug 22, 2017 | |||
Yeah, sorry if I was unclear before - I've already inserted the text and done a lot of testing around that. While I haven't mapped the game's font to Unicode, I have looked through the entire font contained in SYSTEM.DAT, so I have quite a solid grasp on what's there. As I said, I didn't see an English font, but it is possible I missed it somewhere. Since it doesn't have a standard encoding per se, just consecutive indices in the font, adding support for ASCII would entail:
The iOS version's script doesn't contain the menu text, so that still needs to be extracted and reinserted as appropriate. I have a good lead on that though, I think. As far as inserting the script, I have a bash script that rebuilds the game's ISO using mkisofs. That's bootable and it runs just fine, but it doesn't yet handle the pointers to the CDDA tracks, which I'm planning on handling later. EDIT: Also, great to see it working with those voices! Good job. Hopefully we can find a way to get the WD voices to work, but regardless it seems we have an option! |
TrekkiesUnite118 | Aug 22, 2017 | |||
From what I remember of the WD voices, the biggest offender was that first intro clip. It's significantly longer than the Japanese clip and the 2nd English translation. The others were still within the realm of fitting if I remember correctly. I'm more concerned about the annoying hiss. |
Ms. Tea | Aug 23, 2017 | |||
OK, that seems surmountable then. Hopefully there's a way for it to be happy with a longer clip, but if worse comes to worse, I tested just now and we can definitely get it down to the original size just by trimming silence in a few places. I'll experiment with a few methods of converting and see what the least hissy solution is. |
TrekkiesUnite118 | Aug 23, 2017 | |||
I was playing around with Audacity just now, the hissing was due to dithering being enabled in the conversion settings. I disabled it and it went away during the silent portions. It's still there a bit in the talking segments, but it's not nearly as noticeable. I did try cutting down the the silence in the WD version, but it still ended up getting cut off and causing the game to crash. The other side is if you cut out too much silence it will come off a bit rushed and awkward sounding. My thoughts originally were to recombine M62 and M63 into one clip, and split it in a more convenient way that works for RAM limitations, and possibly implement some kind of hack to deal with the radically different file sizes. |
Ms. Tea | Aug 23, 2017 | |||
Adjusting the volume will help too - the Xseed dub's M62 is -13.3381dBFS and WD's is -13.4136dBFS, while the Japanese Saturn version is -8.1107dBFS. The reduced volume helps covers some of the loss in quality from going from 16-bit to 8-bit. |
TrekkiesUnite118 | Aug 23, 2017 | |||
I'll give that a try sometime tonight. At the very least if I can find a good sweet spot for the encoding configuration I can try and get all the IOS audio files converted so that's at least out of the way. Though from what I remember there's pretty big gaps between when the story ones actually play so testing will probably be pretty grueling without any pre-existing saves at just the right spots. |
TrekkiesUnite118 | Aug 23, 2017 | |||
So as I'm going through editing these I'm noticing one bit that we should probably keep an eye out for going forward. In at least XSeed's translation all the voice clips are completely lacking all of the mixing and post processing effects done in the Japanese version and I'd assume Working Designs version. So I'm finding myself attempting to recreate it with effect filters in Audacity and remixing certain tracks. There's also times when the clip isn't quite right for the scene in the Saturn version but is more tailored for how the PSP version is scripted. For example, file M72. In the Japanese version it starts with Alex and Nall both screaming at the same time overtop each other, then Ghaleon's laugh comes in with a reverb effect. In the XSeed version of the file Luna screams first, followed by a pause, then Alex screams, then Ghaleon laughs without any reverb effect. I'm not sure if the sound engine for this version does those effects in realtime to negate the need to mix them in, but I'm guessing the Saturn version doesn't do that hence why it's already in the files. The other glaring issue is the wrong characters are screaming. In the PSP version this works as that scene was redone. Ghaleon fires at Alex and Luna screams right when he fires, Alex then screams when he gets hit. In the Saturn version though this doesn't happen, and with the IOS version being more like the Saturn and PS1 versions, I'm curious how this clip works out or if it's just a lazy insert. For now I've made it similar by layering Luna's and Alex's scream similar to Nall's and Alex's scream in the Saturn version and added reverb to Ghaleon's laugh, but it's a bit disheartening to say the least. I've been spot checking every now and then to try catch stuff like this, but this particular file is the first to be so different. It's making me question how many more issues like this will pop up. |
CyberWarriorX | Aug 27, 2017 | |||||
It's been a while since I did that hack. Like something like 12 years ago? Anyway, from what I can remember and what I could find of the remaining code and notes I had I'm pretty certain what I changed was the text script itself and not any font. When I worked on the game it was more for experimentation and learning. So I wouldn't have invested a heck of a lot of time rebuilding the font, etc. |
< Prev | 1 | 2 | 3 | 4 | ... | 22 | Next> |