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Translating Grandia 1.1.1
TrekkiesUnite118 - Sep 9, 2018

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 Bismarck-chan Mar 3, 2020
When do you think will the translation be completed?

 TrekkiesUnite118 Mar 3, 2020

Bismarck-chan said:

When it's done.

 SophieRose Mar 4, 2020
I'm loving the effort that's going into this project, well done

 samson7point1 Mar 7, 2020
Any progress with that pesky codec? It's beyond me to help technically but I've been trying to reach out to people who've done similar things and pointed them to the post on doom9. So far no love

Would it help to try to track down someone who worked at GameArts at the time do you think? I doubt they've still got a one-hit-wonder encoder lying around but they might be able to provide some kind of clue as to how it differs, like it's big-endian/little-endian byte-flipped or something.

Also, just a curiosity. I imagine if it was feasible this would have been explored first, but what are the chances of adding subtitles as an overlay instead of hard-coding them? I can think of a half dozen reasons why that probably wouldn't work, but just wanted to ask.

 TrekkiesUnite118 Mar 20, 2020
Just a small update, I now have all the voices synchronized for Disc 1. This will bring the Disc 1 patch up to version 0.80. I'll try to get a release out for it in the next few days. Next will be to get all the voices synchronized on Disc 2.

 themadhaxor Mar 22, 2020
Awesome stuff

 TrekkiesUnite118 Mar 22, 2020
Here is the latest patch for Disc 1. This includes the following fixes:

  • All Voices should now be synchronized with the text.
  • Fixed a crash that was happening in Feena's house.
I've also attached the latest patch for Disc 2 (0.7.0) that translates the battle menus.

 Ardiloso Mar 24, 2020
Awesome. Now is the time to resume playing Grandia (between one or two PSO2 sessions). I have plenty of time thanks to coronavirus keeping me trapped inside.
Are the battle menus translated only on the 2nd disc?

 TrekkiesUnite118 Mar 24, 2020

Ardiloso said:


They're translated on both. That's what version 0.7.0 accomplished.

Also I've documented all the remaining issues on my github:


Be warned, there are spoilers in some of them.

 RazorX Mar 24, 2020

TrekkiesUnite118 said:

are most of those issues on the github just for disc 2 now or still both?

 TrekkiesUnite118 Mar 24, 2020

RazorX said:


Some are for both discs, some are for just disc 2.

 RazorX Mar 24, 2020

TrekkiesUnite118 said:

thanks

 nanash1 Mar 25, 2020
I'm sorry if this has been discussed before, but about the FMVs, wouldn't it be easier to replace the custom decoder with a known decoder from another game instead of reverse engineering the build in one? Reverse engineering lossless sprite compression is one thing, but I have little hope for a completely unknown video encoder as video is a lot more complex. However, Sakura Wars for example seems to use a known cinepak decoder. Wouldn't it be possible to replace Grandia's decoder with the one from Sakura Wars, replace the custom encoded FMVs with cinepak ones and then change the function calls? One the surface this seems at least to me a lot more doable.

 RazorX Mar 25, 2020
maybe if you had the games source code lol

 nanash1 Mar 25, 2020

RazorX said:

I mean replacing the decoder in the compiled code by ASM hacking basically.

 samson7point1 Mar 25, 2020

nanash1 said:

I’m fairly confident that the answer to your question is that if you are skilled enough to show a proof of concept that replaces and decodes a cinepak clip then your suggestion will be interesting, but until then it isn’t. I don’t mean to be critical, I’ve just been asking the same kind of questions and I’ve been respectfully directed to figure out how to do it myself if I think it’s such a good idea.

Do you have any examples of anyone hacking in a different decoder in assembly on any game? That might be a good starting point to start exploring the feasibility of your suggestion.

 Ardiloso Mar 25, 2020
Hey @TrekkiesUnite118... I'm having issues burning the patched image (disc 2) for the first time.
The patch is applied successfully but when I try to burn it, I always get this error.
The image boots fine on SSF and Yaba Sanshiro.
Do you have any idea?

 RazorX Mar 26, 2020

Ardiloso said:

that's a problem with your burner or computer not the disc image

 Ardiloso Mar 26, 2020

RazorX said:

Can you elaborate? Since I've burned all the previous patches with no issues and have burned other discs lately, again with no problems.

 RazorX Mar 26, 2020

Ardiloso said:

an I/O error is usually caused when your computer tries to read the disc you're burning too, try closing imgburn rebooting your computer and try again but make sure you have nothing open that will read from the disc

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