Hacking Zill O'll infinite plus

Kitsu-neechan

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not much to write as far as updates go really.
I was on a vacation for 2 weeks and so, not much happened on the code side (tom's been working on the scripts but the progression of it is a complete mystery for me :P)

at any rate, Tom did send me the translations for the cover scan while i was away from home, so i whipped up a nice english copy of the box :) (first draft, consider a WIP)

sample.png

original for comparison:
retail.jpg
 

Kitsu-neechan

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we will work on the manual at some point too, though i took a look at it and the amount of graphics that need to be cleaned of text and redone for translation is rather not small @.@
oh well....

as far as the game goes, we're slowly crushing out the last remaining assembly work and bugs with binaryfail and the engine is overall in really good shape. I'm also still working on porting over the ps2 character textures so that part keeps getting better and better too. On the graphics side, all the necessary graphics are completed and only the optional things like the hi-res textures and the ps1 style UI are still undone, but it's getting there.
ps1 audio mod is complete and fully working, and as seen from the video i posted a few posts back, the script is also getting along with no issues whatsoever.

it will be a pretty neat patch once complete.
 

AttackOtter

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I don't get it, does it make the game look better? I mean if it does, isn't it hard to notice on the psp screen, with that poor resolution? Most games look like either a ps1 game or lower resolution ps2 game. :unsure:
The resolution doesn't make the higher quality texture look any worse. There's a pretty noticeable jump in quality between the left and the right (the right using higher quality textures from the PS2 version).
 
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Kitsu-neechan

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let me articulate this a bit more clearly :P

original texture used by the psp game:
chr_h_020.png


the texture im using (converted from the ps2 texture):
chr_h_020.png


as seen from the comparison shot on the previous post, the jump is noticeable enough on the psp itself, however, when playing on TV through a vitaTV or using PPSSPP with higher rendering resolutions, it makes worlds of difference.
 

Sonic Angel Knight

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as seen from the comparison shot on the previous post, the jump is noticeable enough on the psp itself, however, when playing on TV through a vitaTV or using PPSSPP with higher rendering resolutions, it makes worlds of difference.
Oh okay, so it was made for bigger screens I suppose. Now it make sense. Guess I can try on my vita or PPSSPP :)

I figured as a emulator, PPSSPP would upscale the stuff easily
 

Kitsu-neechan

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actually it's just made for psp itself, if i wanted to make it for emulation, i would use the full ps2 texture which is 512x512 in size (twice the size of the ones im using and 4x the size of the original psp textures)
they do work on the game, and have no problems with ppsspp, but since they cause slowdowns on real hardware, i chose to not deal with it.

i dont develop patches that dont work with real hardware so dont even ask. im not doing it :P
 

rudras

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I really want to try this one and Im amazed by your HD patch! Thanks!

Hope to see your work soon cause I cant wait longer:creep:
 

Kitsu-neechan

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just for a heads up, we're still going on (albeit slow, both me and binaryfail are kinda busy with life.)
text translations have progresses a bit (biographies, another starting story arc is getting there), some pages of the manual have been translated, and engine fixes are being made as time allows.

we didnt really dissappear anywhere, but yes, im aware that my site is down, and due to the new p2w policy of RHDN, i will not be further involving myself with the site much, so at the moment practically all project related
things are either not appearing anywhere, or then appear on my twitter (the project stauts will completely move to my own site only as soon as i get it back up, im kinda getting bored of jumping between places to write the same thing over and over.)

TL;DR:

my site: http://blacklabel-translations.com (down atm)
twitter: https://twitter.com/teh_mugi
 

Boricausufire

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Hey there Kitsune. Nice to know you're still working on this, as usual, take your time. We really apreciate the effort you guys are doing.
I'm following you in twitter now o/.
 
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Shanoku

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Really happy with that little update :).
As long as the translation is seeing the day, you can be as slow as you want :3.
Following you on twitter now as well.
Take care Neechan.
 
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Kitsu-neechan

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hello bois and grills.

what's new with zill o'll you ask ?

bugs fixed:
1) battle UI number resize bug is now gone, and the UI finally works and looks as it's supposed to.
2) biography entries are no longer crashing the game (this was one of the bigger issuses earlier.)

content:
1) nearly all biography entries are now translated.
2) terminology has been revised and updated on more or less everywhere, most visibly in blacksmith.
3) all items and equipment is now translated, and descriptions started.
4) cover scan is complete
5) 30/40 pages of the manual are now recreated from scratch in english.
6) the game's logo from the opening video was completely removed and recreated from scratch for both logotypes we are providing (zill o'll infinite plus or infinity: souls of zill o'll which is our localized name for the project.)
(( 7) Karla's ass was improved :P ))

features:
1) added an option to patch the game's date format to any configuration (default: yyyy.mm.dd / USA: mm.dd.yyyy / EURO: dd.mm.yyyy an option will be provided in the patching process to select the one you wish to use.

what's left:
1) tons and tons of translation work
2) assembly fixes to repair the job system menu that still keeps crashing occasionally
3) change the biography menu to A-Z order instead of japanese syllable categorization.
4) fix a textbox in battle win screen to not act like a retard with obtained item's descriptions.


optional stuff is getting there, i have 64 NPC textures left to convert from the ps2 data for the high resolution mod.
in addition to that, monster and weapon textures still need to be done.

here's a few pics and a couple pages of the manual:

ULJM05410_00540.png
ULJM05410_00541.png
ULJM05410_00545.png

ULJM05410_00547.png
ULJM05410_00548.png


Oblicatory Karla's ass
ULJM05410_00571.png
ULJM05410_00572.png



manual:
note that i actually destroyed my copy of the manual by tearing it apart, then scanning it and sending it to Tom for translation, whichafter, i painstakingly redrew each page from scratch, took screenshots for them
and implemented Tom's translation while maintaining the original layout of the manual. It is about as close to a perfect replica of the japanese as it can be. All pages are 100% redrawn, not cleaned from scans.

Page_018-019.png


Page_022-023.png



and for the end, 3 animated png's showing the original logo on the opening video, and the 2 new variants of it that will appear in the patch.
(im not much of a video editor really, and removing the logo and recreating the piece of video for it took a while :P)

original -> remade -> remade with localized logotype

ori_op.png
new_op.png
inf_op.png


TL;DR: we're still at it. <3
 
Last edited by Kitsu-neechan,

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