nIxx said:But for what changing, the Text is okay the sound is the problem.
To unpack the ds_data_vow.sdat and pack it again would make more sense and it´s not difficult at all.
But if this works like it should (without syncing problem) is another question
For the ds_data_vow.sdat: (it have a own format that´s why you can´t open it with CrystalTile2)
00000000 A0 4F 00 00 00 00 00 00 3C AA 74 00 A8 50 82 00 .O........
nIxx said:Hmm i don´t know about the US version but the japanese one have 10 more files too.
Anyway the way you explained should work but like you said first we would need to locate the pointer for the dialog.
PS: Someone have a savegame where the desync starts ?
after? It's right at the event in Magedom.Caineghis said:how much time in hours after the event in magedom the sound starts to desync?
Well I'm 11 hours into the game now and it didn't resync so far? I'm after the part with looking for the beads in that cave now.Caineghis said:my bad, i mean when it start to sync again
Do you have a re-packer so we can try fiddling around with them, copying voices multiple times to pad things out, etc?nIxx said:ds_data_vow.sdat Extractor
http://www.mediafire.com/?sharekey=5751170...04e75f6e8ebb871
QUOTE said:I was able to solve the problem with the English version by changing the ds_data_vow.sdat.
I duplicated a pointer 10 times then changed the pointer table size at the start of the file.
The English version has exactly 10 more voice clips than the Japanese one.
The crazy part? It synced back up fairly soon, just before naming the castle.
If we could find just the right part of the file to insert the extra pointers, it would be perfect.
I mean, besides the lack of battle voices, of course.
I haven't looked into that yet.
...
Edit 2: Sigh. It went out of sync again. That doesn't make sense.
They must have added text boxes in some place later and taken them away somewhere else, I guess?
It could be because the extra pointers I added were in the wrong spots, but it doesn't seem to be that.
The voice appears several lines before the matching text, just like it was before adding those pointers.
parvulus said:This pointer stuff is definitely beyond me, but it sounds like the proposed solution of enarky, etc. is what Sara-chan attempted back on page 6...
QUOTE said:I was able to solve the problem with the English version by changing the ds_data_vow.sdat.
I duplicated a pointer 10 times then changed the pointer table size at the start of the file.
The English version has exactly 10 more voice clips than the Japanese one.
The crazy part? It synced back up fairly soon, just before naming the castle.
If we could find just the right part of the file to insert the extra pointers, it would be perfect.
I mean, besides the lack of battle voices, of course.
I haven't looked into that yet.
...
Edit 2: Sigh. It went out of sync again. That doesn't make sense.
They must have added text boxes in some place later and taken them away somewhere else, I guess?
It could be because the extra pointers I added were in the wrong spots, but it doesn't seem to be that.
The voice appears several lines before the matching text, just like it was before adding those pointers.
So it sounds like it's more complicated to me, and that simply repeating the pointer to a clip 10 times isn't going to fix it. But, I'm a complete layman in this, so maybe I'm mistaken. Thanks a lot for all of your work everyone; I hope someone figures it out!
Hmm... so are you currently playing through, adding and subtracting 'buffers' as you go to keep it even?Sara-chan said:It does fix it for a short time.
But then it goes out of sync again because there's more differences than that, which even themselves out later.