ROM Hack [WIP] Final Fantasy (eShop) Translation.

geekboy1011

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Any chance of making a CIA version for "those ISO and Chaos" sites?
I am just going to pretend you didn't ask that.

Alrighty I finnally got the tools posted :D

https://github.com/geekbozu/DPK_PCKTools

In all honesty I think it is failing due to improperly using 2 bytes that I have not identified OR the fact that I do not "recompress" the files.
 
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geekboy1011

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I have been throwing around the idea of starting this myself for a few months now, Glad to see someone beat me to it
Well any help would be more then appreciated. Notes are in the repo. Please discuss and help me figure out what is wrong!


Edit:
Small? edit, Apparently the decompress-or occasionally outputs garbage data at the end of the files. Needs to be fixed.

http://romxhack.esforos.com/viewtopic.php?t=51

more info on file structure/Compression/text archives are here. At least we now know what we are dealing with completily. Even if my tools are not up to snuff yet


Edit2:

Some major sighs here.
scnp3qVh.jpg

We have a minor success. I successfully overwrote the warning screen. With a new file. Sadly I had todo it manually something is not working correctly with my scripts so far. :/

More testing seems to return a file limit size of about 270ishMB which is slightly baffling? Not sure if its a NTR limitation or a FF1 engine lmitation
 
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seijinshu

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Has anyone grabbed the Android port of this? We might be able to do more work with that one. Mainly since it should be more similar and it is the second most recent one, with this one being the most recent. I also have a debugger set up with my system so I can debug if needed.
 
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geekboy1011

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Has anyone grabbed the Android port of this? We might be able to do more work with that one. Mainly since it should be more similar and it is the second most recent one, with this one being the most recent.

It is on the todo list but not really high priority, Currently need to fix up the unpacking/packing tools so we can properly modify the archive's Until then having assets is completely useless. That being said we are going to need a programmer to completely re-implement textboxes for us OR we are going to have to live with badly mono-spaced font work. I need to dive into the code some more to see if there is support for any other styles of text rendering.
 

seijinshu

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It is on the todo list but not really high priority, Currently need to fix up the unpacking/packing tools so we can properly modify the archive's Until then having assets is completely useless. That being said we are going to need a programmer to completely re-implement textboxes for us OR we are going to have to live with badly mono-spaced font work. I need to dive into the code some more to see if there is support for any other styles of text rendering.
I can do that if I ever get time for it. I can also work on figuring out the crashes. It also uses the same font as Android version, so I might fork out 5 bucks to play around with it.
 
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geekboy1011

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I already know whats wrong with the crashes. My decompressor/compressor pair needs to be re-written They are not completely functional, Been slowly working on it since the weekend. If you want to start looking at the code.bin and seeing if you can figure out how/where to patch in a new text render we can start moving from there. Files extract mostly correctly (some garbage padding at the end occasionally...its a bug), So I can at least get you the file system structure.


As for the font that isnt shocking. They hardcode the glyphs as images :P so why change the font when you have something that works from the psp version :D Why they removed the English text is what is confusing.
 
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seijinshu

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I already know whats wrong with the crashes. My decompressor/compressor pair needs to be re-written They are not completely functional, Been slowly working on it since the weekend. If you want to start looking at the code.bin and seeing if you can figure out how/where to patch in a new text render we can start moving from there. Files extract mostly correctly (some garbage padding at the end occasionally...its a bug), So I can at least get you the file system structure.


As for the font that isnt shocking. They hardcode the glyphs as images :P so why change the font when you have something that works from the psp version :D Why they removed the English text is what is confusing.
OK, missed figuring out the issue. But yeah, I can poke around with whatever you need me to when I have the time.
 
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I'll obviously wait till the Package thing works. Then we can poke around all the files and see if we can just replace things from the PSP version as it's based on the PSP version or if we'd need to do a full translation.
 

geekboy1011

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@Mikemk They look to be a package ID generated at asset compile time. Based on how things correlate it seems to be a scene ID to know what to load when. As assets used around the same time tend to have the same ID's

It is a slow work in progress life once again reared it's ugly head and is causing some halting on progress. As well as the need to learn some more arm disassembly tricks to see why the current repacked assets is causing some beautiful data corruption I currently need to work on making the asset unpacking layout a little more human readable. A close friend of mine is helping thankfully so again its slow but progressing. Keep an eye on the repo. Best way to see progress as it happens.
 
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Ev1l0rd

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OMG, PLZ MAKE IT
I'm gonna cry here :cry:
Well, as of right now, if I'm not mistaken the problem is that there is a checksum that the game tries to check when it loads it.

Wouldn't it be possible to modify the exefs to skip the checksum checks? (I'm assuming it's stored there). I think you can legally distribute the skipper as an IPS patch, since you are just removing code.
 

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@geekboy1011 Having you tried treating the extra 2 bytes after the file name as padding? You could add a seek after retrieving the filename to skip those bytes.
It is not padding, as I mentioned earlier it seems to be an id based on game scene.
Well, as of right now, if I'm not mistaken the problem is that there is a checksum that the game tries to check when it loads it.

Wouldn't it be possible to modify the exefs to skip the checksum checks? (I'm assuming it's stored there). I think you can legally distribute the skipper as an IPS patch, since you are just removing code.

The problem right now is 2 fold, the repacked is not working as planned and the compressor is not working as planned. For some reason both are needed.

I Have not put any effort into this project in a bit, that being said I may fire up Ida pro later and see if I can scout anything... And or poke my python scripts again. Maybe something dumb Tbh. Hopefully I can find the decompression routine that will definitely make this go much easier when I can test compression against a known good algorithm.

Typed on mobile apologies for the horrid Grammer and such
 
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