Hacking [Tutorial] How to "Undub" Zelda: Breath of the Wild

Bearzerg

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:) Have you fixed this? Im trying the same but still freezes the game. It seems its because of the update file recognize the change. I want the Champion Items voices as Japanese.





Would you mind to send me your TitleBG for the update folder? It seems when I change this with the new one is bigger and it makes my game crash at the title screen... :(

There is no TitleBG_**.pack to replace in the update folder this is why it crashes. just replace the TitleBG_**.pack of your main game with the TitleBG_JPja from japanese game (extracted, renamed to the langague you want and recompiled with ESARCP.py)
 
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BeRnYGP

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There is no TitleBG_**.pack to replace in the update folder this is why it crashes. just replace the TitleBG_JPja (extracted, renamed to the langague you want and recompiled with ESARCP.py) with the one in the main game.

Thanks for answer. It seems that if I do that, it doesnt crash anymore, but the Champion Items Voices are still in English :wacko:
 

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There is no TitleBG_**.pack to replace in the update folder this is why it crashes. just replace the TitleBG_**.pack of your main game with the TitleBG_JPja from japanese game (extracted, renamed to the language you want and recompiled with ESARCP.py)

There is a TitleBG_EUen.pack and a TitleBG_EUnl.pack (since they have the same voices) in the Update of the European version. The other languages don't have them patched for some reason. I think this might be the issue.
 

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I've been studying the .bars files and there are 2 kind of .bars:
The first type is an index, I don't really know how those .bars point to the files inside the voice/LANGUAGE_CODE folder tbh.
The second type has fwavs inside, the NV_Custom_NoActor.bars file inside the TitleBG_LANGUAGE_CODE.pack files has the champions voices.
I've figured out enough of that file to be able to extract data from it (manually) and the first sound file I extracted was Mipha's grace usage voice line.

I tried swapping the NV_Custom_NoActor.bars file inside TitleBG_USen.pack with the japanese one but that only achieved that those voices are now muted.
I'm still researching that file to see what can be done.
 
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lizardperson

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but that only achieved that those voices are now muted.
Just like the voices from other NV_*.bars from the Voice folder.
I was rereading this thread and apparently all reports on problems with copying of bars files were related to the muting of voiced NPCs lines, which most likely are stored inside those .bars containing wav.
It's interesting that some users could make those champions voices work after repacking of the TitleBG_region, that could mean that other NV_*.bars also work with their version of the game for some reason.
 

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Just like the voices from other NV_*.bars from the Voice folder.
I was rereading this thread and apparently all reports on problems with copying of bars files were related to the muting of voiced NPCs lines, which most likely are stored inside those .bars containing wav.
It's interesting that some users could make those champions voices work after repacking of the TitleBG_region, that could mean that other NV_*.bars also work with their version of the game for some reason.
I'm running the replaced voice folder method (completely replaced the USen, USes and EUfr folders erasing its contents and placing the files inside JPja folder inside each one) and haven't noticed missing voices. I'm running the game on a US console.

version of the game
There is technically only one version of the game, the only differences between US, EU and JP are the Voice folder, Font folder and the Bootup_LANGUAGECODE.pack and TitleBG_LANGUAGECODE.pack files inside the Pack folder. The rpx and everything else is completely identical, the game reads which region your console is and what language is set to determine which files to read (that's why trying to run the JP version of the game is just crash at boot, because it can't find the US files).
 
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lizardperson

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haven't noticed missing voices.
That's strange, maybe you haven't reached them yet? I think voices of the characters which names used in the NV bars files names are muted outside of the cutscenes if replaced with Japanese version.(Can't tell more specifially as I haven't started the game yet).

the game reads which region your console is and what language is set to determine which files to read
Yes I'm aware of it, but I think it's a bit harder than that. If only the paths names were dependent on region code we wouldn't have had the problems with subtitles replacement or sound playback from different region. There's possibility that some identical files contain settings for all regions at once and only one of them is selected on the runtime using region code as a switch. For example, bit rate or some other sound playback settings can be stored outside the audio files in the rpx and be different between regions, I also suspect that System/Resource/ResourseSizeTable can contain info for all regions(I couldn't unpack it).


On a different note, I got tired of trying to launch Japanese version with eng subtitles and tried the new method on EU and US versions (moving eng subtitles in the spanish versions). Both are getting freezed on the splash screen after applying the update. I have a Japanese WiiU so maybe that's the reason.
 
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Sakitoshi

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That's strange, maybe you haven't reached them yet? I think voices of the characters which names used in the NV bars files names are muted outside of the cutscenes if replaced with Japanese version.(Can't tell more specifially as I haven't started the game yet).
Maybe, I haven't been putting all of my attention but haven't felt anything odd like missing grunts or something, just Mipha saying "it is my pleasure" (with english console settings) or "te protegere siempre" (with latam spanish console settings) instead of "watashi ga mamoru" when Mipha's grace is activated.

Yes I'm aware of it, but I think it's a bit harder than that. If only the paths names were dependent on region code we wouldn't have had the problems with subtitles replacement or sound playback from different region. There's possibility that some identical files contain settings for all regions at once and only one of them is selected on the runtime using region code as a switch. For example, bit rate or some other sound playback settings can be stored outside the audio files in the rpx and be different between regions, I also suspect that System/Resource/ResourseSizeTable can contain info for all regions(I couldn't unpack it).
That file seem to be as the name implies, just a size table. Maybe a leftover when compiling the game (but seems unlikely as it's compressed with yaz0)?
I'll try booting the game without that file to see if it crashes or not. EDIT: it crashes.
I suspect that the rpx itself holds all of the data needed to know which files to load, so we cannot trick the game into loading files from another folder unless someone more knowledgeable finds a way using debugging it on runtime of using cheats or something like it.

On a different note, I got tired of trying to launch Japanese version with eng subtitles and tried the new method on EU and US versions (moving eng subtitles in the spanish versions). Both are getting freezed on the splash screen after applying the update. I have a Japanese WiiU so maybe that's the reason.
It is because the game is trying to load the JPja (because your console is Japanese) files and the US/EU game don't have them, so it crashes.
 
Last edited by Sakitoshi, , Reason: update

lizardperson

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It is because the game is trying to load the JPja (because your console is Japanese) files and the US/EU game don't have them, so it crashes.

Not really, as I can run non-modified versions from any region. I think it uses the value from RegionLangMask.txt to identify which region to load.
 

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Not really, as I can run non-modified versions from any region. I think it uses the value from RegionLangMask.txt to identify which region to load.
oohh, you are right. I got the game to load in japansese.
Weird, when I tried the same before it crashed, maybe I forgot something.

I'll try to get the game to load english texts with jp files.

EDIT: no dice, the game seems to refuse to load english text while in "japanese mode".
tried changing the font to see if it was that but still refused to boot.
 
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That's strange, maybe you haven't reached them yet? I think voices of the characters which names used in the NV bars files names are muted outside of the cutscenes if replaced with Japanese version.(Can't tell more specifially as I haven't started the game yet).


Yes I'm aware of it, but I think it's a bit harder than that. If only the paths names were dependent on region code we wouldn't have had the problems with subtitles replacement or sound playback from different region. There's possibility that some identical files contain settings for all regions at once and only one of them is selected on the runtime using region code as a switch. For example, bit rate or some other sound playback settings can be stored outside the audio files in the rpx and be different between regions, I also suspect that System/Resource/ResourseSizeTable can contain info for all regions(I couldn't unpack it).


On a different note, I got tired of trying to launch Japanese version with eng subtitles and tried the new method on EU and US versions (moving eng subtitles in the spanish versions). Both are getting freezed on the splash screen after applying the update. I have a Japanese WiiU so maybe that's the reason.

oohh, you are right. I got the game to load in japansese.
Weird, when I tried the same before it crashed, maybe I forgot something.

I'll try to get the game to load english texts with jp files.

EDIT: no dice, the game seems to refuse to load english text while in "japanese mode".
tried changing the font to see if it was that but still refused to boot.

I have tried all that options too and I have an USA WiiU. I tried even using SDCafiine and the game still crashes at the startup if I change the file in the update folder.
I tried to use the Japanese version of the game and It seems changing the texts, will crash the game too. So I dont think its a region matter. If I am using the USA game, with SDCafiine, It only mute the champion voices IF ONLY I change the TitleBG in the main folder; if I change the TitleBG in the update folder too, It crash at the startup of the game.
 
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I have tried all that options too
Did you try on external HDD as well? That's the only thing left that I can think of that can be different between people who managed to make it work and those who didn't.

Has anyone successfully launched the game with modified .pack (either for the method in OP, or for TitleBG repacking) on external HDD, or did you install it on NAND?

update: Have tried the method from OP with US version installed on NAND with no luck - the game still freezes on boot.
 
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Sakitoshi

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Did you try on external HDD as well? That's the only thing left that I can think of that can be different between people who managed to make it work and those who didn't.

Has anyone successfully launched the game with modified .pack (either for the method in OP, or for TitleBG repacking) on external HDD, or did you install it on NAND?

update: Have tried the method from OP with US version installed on NAND with no luck - the game still freezes on boot.
Changing the file NV_Custom_NoActor.bars inside TitleBG_LANGCODE.pack mutes the voices.
Changing the file StaticVoicePack.ssarc inside TitleBG_LANGCODE.pack crashes the game.

I think the game runs sanity checks on certain files and that's why it crashes if you even look bad some files.

But at the moment we don't need to change StaticVoicePack.ssarc at all, only NV_Custom_NoActor.bars, inside that file are the champions voices that we want to undub.
 

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Since the new method still has some problems with jap dub I redid my dub the old way. I reinstalled it 3 times today and even changed my locale, because I couldn't get it working anymore. Now after just reinstalling the patch it worked, but it also didn't (not sure if it was like this before); My dub only works if a play on the Wii U tablet (with the voices being muted if I switch screens). Anyone else noticed such behavior?
 

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My dub only works if a play on the Wii U tablet (with the voices being muted if I switch screens). Anyone else noticed such behavior?
Interesting.
That could explain why some voices are twice in different locations (champion notifications are one of those).


BTW I'm writing a tool to extract the .bfwav files that are inside the type 2 .bars, there is still data that I don't know what purpose serves but I at least can extract the data from them.

Here is what I have concluded staring at the .bars
zelda botw .bars file structure

first 4 bytes form the word BARS (42 41 52 53)
byte 0x4 is always 00
starting byte 0x5 is the lenght of the file, 3 bytes long. maximum file size would be 16777215 bytes.
next 7 bytes seem to be always the same (FE FF 01 01 00 00 00).
byte 0xF is the total of files packed inside. it is most likely that the 3 previous bytes are also part of this number, but I haven't seen a .bars file that exceed 255.
next bytes really can't make heads or tails of what it is, but could be a 4 bytes identifier of the files packed inside. can't be a crc because comparing the japanese and usa NV_Custom_NoActor.bars shows that those values are identical.
next bytes are the content index, 2 values 4 bytes long each, first value is the offset to (what seems to be) the header and name of the file. the second value is the offset to the file itself. if the .bars doesn't have bfwav's inside then that second value is null (FF FF FF FF).
after that starts the data itself.
 
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BeRnYGP

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Did you try on external HDD as well? That's the only thing left that I can think of that can be different between people who managed to make it work and those who didn't.

Has anyone successfully launched the game with modified .pack (either for the method in OP, or for TitleBG repacking) on external HDD, or did you install it on NAND?

update: Have tried the method from OP with US version installed on NAND with no luck - the game still freezes on boot.

Yea, It doesnt matter where you load the game, the result is the same. It seems something in the game doesnt let the change, the problem is where.
Im pretty sure that the game will work if we wouldnt have the updates. But almost everyone updated the game (me too) so It will be very difficult to make a test on that. Anyway, this reminds me like the SSBB game where if you put a file more bigger than the original, it will crash the game.
 

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Ok guys, here is the bars extractor I promised (source code included).
Bear in mind that not all .bars files contain .bfwav inside so if it fails to extract it is because of that.

EDIT: updated version here.
 

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Ilakit

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Interesting.
That could explain why some voices are twice in different locations (champion notifications are one of those).
...
might be true, then again its strange that I'am seemingly the first/only one to produce that outcome. Can't think of a thing I did differently than everyone else.
 
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lizardperson

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Changing the file NV_Custom_NoActor.bars inside TitleBG_LANGCODE.pack mutes the voices.
On my system it crashes the game as well. Did you place it in both game and update?

Ok guys, here is the bars extractor I promised (source code included).
Good job, are you planning to make a compressor? It's maybe worth a try to repacking it with matching size to original file (either the whole .bars or the one of the .bfaw inside) to see if it's a wrong file size that prevents the game to play them.
 
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Sakitoshi

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On my system it crashes the game as well. Did you place it in both game and update?
Only update. AFAIK the game first uses the files placed in the update and ignores the ones in the base game if it already exist in the update.

Good job, are you planning to make a compressor? It's maybe worth a try to repacking it with matching size to original file (either the whole .bars or the one of the .bfaw inside) to see if it's a wrong file size that prevents the game to play them.
I don't have enough info to make a bars packer. There are several values that are still unknown, like what purpose have those AMTA headers and those values that are before the index.

EDIT: I updated the extractor, some files I tested later weren't getting their names correctly.
Interestingly enough there are files inside the bars that have USen, JPja, etc... in their names. Most (if not all, I haven't checked) of those don't contain bfwav inside.
 

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