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Translating Lunar Silver Star Story 1.5.1 |
TrekkiesUnite118 - Aug 5, 2013 |
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ROS | Apr 1, 2018 | |||
I converted some videos to Saturn with varying success including Sonic Mania Intro. Looking forward to whatever you come up with. |
Ms. Tea | Apr 1, 2018 | |||
What did you use to convert them? AVItoSaturn? |
ROS | Apr 1, 2018 | |||
Is your muxer a Windows based tool, how do I compile/use it ? RustyCode |
Ms. Tea | Apr 7, 2018 | |||||
OK, it's been accepted! It will be in the next official release of FFmpeg. You can get nightly builds from this site, which should include it: https://ffmpeg.zeranoe.com/builds/... Right now, you can't encode new video using FFmpeg, but you can replace audio tracks in existing videos. That includes videos created with AVItoSaturn. Here's what a command to do that looks like. I've broken it up onto multiple lines, so that I can include comments (the part starting with #). ffmpeg.exe # this part needs no explanation -i yourvideo.cpk # video input -i youraudio.wav # audio input -map 0:0 # use track 0 of input file 0, e.g. the video track -map 1:0 # use track 0 of input file 1, e.g. the audio track -c:v copy -copyinkf # copy the video without reencoding, and include non-key frames at the beginning of the video -c:a pcm_s16be_planar # audio codec; supported values are pcm_s8_planar for 8-bit PCM, pcm_s16be_planar for 16-bit PCM, and adx for ADX -ac 2 # stereo; -ac 1 for mono. Leave this out to keep the channel layout of the original file -ar 22050 # audio sampling rate; what you use is up to you but keep in mind the video and audio combined have to be under 300KB/s output.cpk # output video file |
ROS | Apr 7, 2018 | |||
Great news Ms. Tea This will definitely be useful, Thank You!!! |
Mr Conan | Apr 7, 2018 | |||
I’m starting to get something semi-coherent going for the decode of the text files: https://github.com/MrConan1/lunardata/blob/master/... A lot more asm tracing to go... |
Fakkor | Apr 9, 2018 | |||||
Hey Facundo, long time no see! He's already in touch with her. We're gonna work on the Spanish version of this patch! |
Ms. Tea | Apr 13, 2018 | |||||
That's great! Looks like good progress. I've been very busy recently, and I'm going to be very busy for the next few weeks - I get married on Tuesday! It turns out that involves a lot of work...? Who knew? |
Mr Conan | Apr 15, 2018 | |||
Congrats! Yeah getting married is definitely a lot more work than you would expect. My wife made a giant binder and todo list because she thought I would forget to do half of it (and i probably would have...). |
TrekkiesUnite118 | Apr 15, 2018 | |||
It's really awesome to see how far you guys are getting with this. If you need help with anything like video encoding or audio conversion let me know. I was working on the Working Designs audio but I keep getting distracted with real life things myself. Also if it would help at all, I do have some older Macintosh machines laying around. The most useful would probably be the Performa 6360. If it would help at all in figuring out how some of those file formats worked I can see if I can get some of that old software running on them and play around with it for you. |
Mr Conan | May 31, 2018 | |||
1-byte font hack uploaded to my github notes.... I have the prototype using a stream mixture of 8-bit data for the ASCII font, and 16-bit data for the control codes. Seems to work fine in Yabause, havent tested yet on real HW. It will crash when talking to some people (a side effect of the existing script being read as a stream is that occasionally a portion of the script will be read in as an invalid control code). |
Ms. Tea | Jul 17, 2018 | ||||||||
Wow, it's been a long time since I posted huh? I've gotten a few things done since then. I finally got around to documenting... the SYSTEM.DAT format. It's pretty simple, but it has some key resources in it. In particular, it contains menu graphics, so I had the chance to update these. These are stored in a normal tile format compressed using Sega's standard CMP compression, so they were very easy to update. I've done all the menu graphics - the "buy/sell" icons, the battle graphics, and character names in the status menus. I also took the chance to fix a minor oversight in Working Designs's original translation. Some of the character name tiles are positioned a pixel too high compared to the rest of the text, so they look just slightly off. That bugged me. Here's a comparison of the original (top) and fixed (bottom). I've also located the strings used in the menus, which is in one of the other segments of SYSTEM.DAT. While there are a few differences, the two Saturn versions are pretty close to each other and also *very* close to the Japanese strings file in the iOS port. The iOS version even still has strings for the Saturn's internal and cart RAM! I used that to put together Unicode transcriptions of the Saturn version's strings files, and I'm going to be putting together English strings files for both soon. The iOS menu strings use a different translation from the PlayStation version, but I can at least use it as a reference while I grab the PS1 menu strings. I haven't had a chance to incorporate Klarth's 1-byte hack yet, but I'm planning on doing that soon. When I was working with the graphics and the menu strings, I came across some interesting unused stuff - an unused status effect ("cursed"), and unused items. I put it up on TCRF. https://tcrf.net/Lunar:_Silver_Star_Story...
I remember it sounded like you'd found a good way to get the audio converted to 8-bit PCM without the quality going to hell! I need to pick your brain about that sometime.
Thank you! I'm actually lucky enough to have a PowerMac G5 running Tiger and Classic in the other room; it's able to encode videos pretty fast. |
AlexTheBlue | Jul 27, 2018 | |||||
I don't generally use forums these days, but I stumbled across one of TrekkiesUnite118's posts elsewhere and he mentioned this thread. I had to reset my password just so I could post and thank you and everyone else working on this! I own both games on Sega CD but playing the Saturn version in English on real hardware was always a dream of mine. |
TrekkiesUnite118 | Aug 19, 2018 | |||||
Unfortunately I recently had Windows 10 destroy my HDD, so I did lose a bit so I might not have the PS1 voice files anymore. However the process of converting is pretty straight forward with Audacity. Import the audio as RAW audio and set the project sample rate to 16000Hz. Next you want to make sure dithering is disabled in the Quality Tab in preferences. With that disabled you want to select the resample option to convert the clip to 16000Hz. Once that's done, you want to export the file as a WAV format file but set the type to Signed 8-bit PCM. With that done then you can use the old Rockin-B Wav to Saturn PCM utility to do the final conversions, or if you have your own tool that should work too. You can also just have Audacity export them as a Raw Headerless format and use the settings 8-bit Signed PCM. That should give you a clean conversion without the audio getting garbled. |
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