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Translating Lunar Silver Star Story 1.5.1 |
TrekkiesUnite118 - Aug 5, 2013 |
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TrekkiesUnite118 | Aug 27, 2017 | |||
If you still have any code or notes could you possibly post them? It might be useful to see what you were able to figure out. |
Ms. Tea | Aug 29, 2017 | |||
Thanks! I generally have it covered but sample CMP decompression code would be very useful. |
CyberWarriorX | Aug 30, 2017 | |||
Sure, here. |
CyberWarriorX | Aug 30, 2017 | |||
No prob, glad it's useful. Thanks for the patches. |
TrekkiesUnite118 | Aug 30, 2017 | |||||
Are the ones for extracting the files from the .dat files the one for the MPEG version that's on your site here?: http://cyberwarriorx.com/translation-utilities... Or is it something different for files like the SYSTEM.DAT file and what not? If it's the latter I'd be interested in playing around with that and the font extraction tool. Even if I end up not being able to do much with it in the end it would be nice to have easier ways to get to those files. EDIT: Also, I was able to convert all the audio files from the IOS version. Almost all of them fit in the space allotted in the ISO except for the following: M42 - Luna's Lala battle singing The English VA does it a tad slower it seems. M57 - A generic grunt for one of the male characters. Again the English VA is a bit more drawn out. M60 - Another grunt, the English VA is a bit longer. M71 - I think this is Quark saying "Ghaleon, you're..." The Japanese phrasing just takes less time to say and the actor doesn't draw it out as much. M73 - Kyle's bit when he's dressed as a woman screaming for help. It's maybe a half second longer but there's not much that can be cut out to shorten it. M88 - Luna's Screams from the end of the game. The English VA just draws the scream out a bit more. The converted samples are attached. Also I've started looking at the Working Designs audio clips. These are really going to require some bit of work to make them fit or to make the game be able to handle their larger sizes. For example, Alex's intro speech is still split into 2 files. In the Japanese version they're about 27 and 2 seconds respectively coming in at a total of 29 seconds. This is about the same with XSeeds translation. Working Designs though takes a bit too much liberty with this bit and extends it to 28 seconds and 12 seconds having this monologue clock in now at over 40 seconds. There are a lot of pauses you can chop down, but that second clip is is just way too big. |
TrekkiesUnite118 | Aug 31, 2017 | |||||
Oh I know that, I was just wondering if the one he mentioned in his post was that tool or a different one. |
Ms. Tea | Sep 4, 2017 | ||||||||
A sprite artist friend has offered to help out with that - but thanks! It's not just a matter of converting it, it takes manually drawing new shading.
Yeah, Yabause freezes at that point in both versions of the game. :/ The only way around it is to create a savegame in another emulator, like Mednafen, and transfer it over to Yabause. Unfortunately since Yabause is the only emulator with MPEG support, that's not an option for the MPEG version. EDIT: I've attached a savegame created in Mednafen, right after you meet Luna in the spring for the first time. If you import this into your Yabause save RAM using ss-save-parser (https://github.com/hitomi2500/ss-save-parser...), you can walk around in Burg just fine. EDIT 2: Realized what that English font is for! It's for the ocarina sound test, which is new to the MPEG version. Some song titles are in English; the font includes only enough letters for those titles. |
CyberWarriorX | Sep 10, 2017 | |||||
So I took a look at my font tool and it's just a simple crude font -> image file utility. It won't help with the font editing and honestly it looks like I wrote it in like five minutes so I'd rather just leave it alone. There's likely better utilities out there for creating a font. By the way, so long as you have a background in programming, learning SH2 assembly really isn't that difficult. Just grab the "SH-1/SH-2 Programming Manual..." and get reading. All the opcodes are described in pseudo-c code. I also found it really helpful to open up an emulator like Yabause and step through code with the sh2 debugger. |
Ms. Tea | Oct 4, 2017 | |||
I realize I haven't posted for a bit, so I figured I'd update with my current progress. There's been some behind-the-scenes work with MSL and SSS I'm not quite at the point of sharing, but it's coming along. I've also just finished the first pass of editing all of the FMV audio, including the bromides. I've done both dubs for both the Cinepak and MPEG releases of the game - so, that's four sets of audio total. Since they're fully timed to the Saturn FMVs, they're ready to be remuxed. Since I'd already written a tool... for remuxing audio into Cinepak video, it's pretty much in usable shape. Unfortunately, while working on that, I encountered a few FMVs which were re-edited by Working Designs in ways that makes their audio incompatible with the original video. They are:
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Ms. Tea | Oct 5, 2017 | |||
Yeah, reencoding FMVs from scratch seems like it'd be a real pain, but it may be the only good option. :/ At any rate, here's a demo of FMV insertion in the Cinepak version!
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Ms. Tea | Nov 23, 2017 | |||
Been awhile since I posted; been busy and also haven't been working on much that I can show off yet. But! I've made good progress with the text. I've got the control codes documented, and also wrote up a tool to rebuild the font. It currently requires manually hacking it into RAM to test - I don't have a Sega CMP compression tool yet (just a decompression tool). But it works, and the VWF doesn't require any hints from me as to character width. Here's a sample screenshot: People with keen eyes might notice this is slightly different from the PS1 version. Aside from the nicer font, the spacing between characters is wider, so I had to split the dialogue out onto three lines; the Japanese version has more pixels of spacing between characters. I'll fix that soon. (The punctuation is messed up, by the way, because the updated font doesn't have punctuation yet - the characters you see here are from the Japanese font set and are designed for full-height characters.) Here's the repo for the current working version of the font generation tool: https://github.com/mistydemeo/sss_fontbuild... |
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