Gaming Sol Trigger - English Translation

Abu_Senpai

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Sol Trigger(Japanese: ソールトリガー?) is a role playing video game developed by Image Epoch for the PlayStation Portable. It was released in Japan on October 4, 2012.[1] No releases in any other regions have been announced yet.[2]


The game is set in a distant future, based around the fictional city "Kaiserhald".[5] In the game's world, "Sol" has the power to create miracles, but is hoarded by Kaiserhald and it's "Machine Church".[5] The "Sol Trigger" is a group of people who oppose their corrupt use of the "Sol", and they fight to stop them.[5]

From Wikipedia


Thanks for your help
God I hope this gets released before march
 

Holyshield

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Jamrules thank you for translating this I've beat the whole thing in Japanese and I would love to know what the story was. This patch can't come soon enough!
 
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zero_g_monkey

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Well, uhh... that's actually some hardcore stuff, you see, first of all, the *font* is compressed (just like many other files), and even though it's easy to decompress it, the texture itself is generated from the font source at runtime (the font source is the compressed data). This means that each individual text window will have a different font texture, depending on the characters used in that window.

This is not a problem, since *I think* all required characters for an English translations are already included, but it would be a problem if a character bitmap needs editions for some reason.

Now on font screen coordinates, they are read from memory and placed in the GE's opcodes to draw character on screen, you can actually see them when debugging the graphic processor, in the following pic I edited 2 of them, placing the character's starting position in a different spot (out of the text window, lol!)

Untitled.png


Just like with any 3D coordinate, you need X (I only edited X in the above example), Y and Z, since this is 2D drawing, Z is always 0 (good, something that does make sense!). In the above example, is easy to see where those coordinates are, in memory, since most data in the game is compressed, it's a little bit more difficult to figure out where it is in the ISO, not impossible though, assuming there is only one file with coordinates text windows, it could be found using memory breakpoint in the above addresses.

~Sky

I noticed this the other day when looking at the progress. So I started looking into the font code for Zero no Kiseki. I am curious how the address that is circled in the memory viewer came about. Is that where you ended up after doing a search for the drawprim stuff (not sure the proper term but I know what it is basically).
 

JamRules

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I noticed this the other day when looking at the progress. So I started looking into the font code for Zero no Kiseki. I am curious how the address that is circled in the memory viewer came about. Is that where you ended up after doing a search for the drawprim stuff (not sure the proper term but I know what it is basically).

That'll likely be the address for the texture itself, it comes from the GE debugger using step tex, it'll show under the image preview

The address for the actual vertices (x,y,z,u,v,etc.) comes from the drawprim's vaddr
 

zero_g_monkey

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Ah ok. Cool. I had seen those coordinates mentioned before (x y etc) and wondered how those went when looking via the memory editor. I see those quite a bit on my end. Lot's of fun to see how messed up you can make the screen or even break the game with those. Gonna have to figure out how to put those to use because I have one text box I REALLY need to adjust.
 

JamRules

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Ah ok. Cool. I had seen those coordinates mentioned before (x y etc) and wondered how those went when looking via the memory editor. I see those quite a bit on my end. Lot's of fun to see how messed up you can make the screen or even break the game with those. Gonna have to figure out how to put those to use because I have one text box I REALLY need to adjust.

Haven't really looked into it myself but I'm guessing since all games use intermediate mode the vertex order should be the same,
the values will be in 32bit floats
 

Abu_Senpai

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Just pointing out darekasan is part of the team.

Nothing of note at the moment except to say we're still going


My apologies to darkasan I didn't know
Please continue we are behind you in till the end. ...(by that I mean until you complete ALL your projects)
 

darekasan

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Hey, guys! Here's a quick update and what's been going on recently. There's not much to report, though! :P

We've been working away on the project as normal, but we've sort of reached a standstill regarding the images in the game. Until now, I've been editing the images, but many of them are far too complicated for a novice like me to work on (I have no skill in image editing whatsoever!). So I'm making this post in the hopes that someone will step up and volunteer to take on this role. If you are interested, have any questions, or even know someone who you think can help, please PM me and we'll take it from there. Thanks!

Aside from this, though, I'm happy to report that things are going smoothly! ;)
 

JamRules

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Which files are the originally located in?


There in the 2D folder spread across multiple .tpk files.
Once decompressed (zlib) there's a TXB as part of the archives which holds the textures which start with PTM. I've already got a tool to extract these and convert them to 32bit bmp (which only open with a paint.net plugin, would like to do png if I had the time)

And Happy New Year!
 

zero_g_monkey

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From earlier posts, I think these are originally index bmp that you converted to 32 bit for editing in various tools, correct? Mind sharing that tool that extracts the files so that I can work with the bmp format. The ones I have are png format and most of the tricks I have came up with are reliant on the bmp format.
 

zero_g_monkey

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So I looked at the files and a few others thanks to Jam providing the tool. Hmm... from the looks of it, the best option is a complete recreation of the image as best as possible. There are some files in the game that I am trying to locate that could make it a whole lot easier to do. I know I can make a good template for the stuff just as soon as I locate those images. They are the ones that are loaded when a character is talking. They are in the game somewhere, just have to weed through all of them. Thankfully there is only about 5000 :).
 

JamRules

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So I looked at the files and a few others thanks to Jam providing the tool. Hmm... from the looks of it, the best option is a complete recreation of the image as best as possible. There are some files in the game that I am trying to locate that could make it a whole lot easier to do. I know I can make a good template for the stuff just as soon as I locate those images. They are the ones that are loaded when a character is talking. They are in the game somewhere, just have to weed through all of them. Thankfully there is only about 5000 :).


If your looking for character portaits for their introductions there's copies on the official website, will need some scaling though
 

darekasan

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So I looked at the files and a few others thanks to Jam providing the tool. Hmm... from the looks of it, the best option is a complete recreation of the image as best as possible.
Haha, I knew it. I was hoping there'd be another way. Thanks again for your help, man! And have a happy new year!

By the way, have you seen how the Chinese fan-translation group handled the images? Jeez, it's all PERFECT! o_o

If your looking for character portaits for their introductions there's copies on the official website, will need some scaling though

I have those. They're the ones I used to work on the images I've done already. I'll put them on Dropbox.
 

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