Some people knows about a project that I did with some people, about undubbing Inazuma Eleven (1) and restoring their original names in the European version.
The final project was succesful: http://gbatemp.net/t...astered-version
So, I want to do the same project, but with the second game.
I would like to work specifically with BLIZZARD version, because is more "new" than FIRESTORM (in characters at least).
If all goes well, we can also port the project to FIRESTORM version too.
People who knows about DS Hacking, or want to help with some things, like translation, beta tester, and others, post in this thread to start recruiting people and finish the project soon.
The game will be launch in March 16th, but can appear in scene, earlier or later, so will be good to have interested people soon.
Hi. (sorry, bad english, i'm french).
We are 4 guys for now, and we work on players database in Inazuma Eleven 3 since one week.
We have used the undub version from v1 to translate some names. All the unknows are translated, or will be translated probably in the next 10 days, before March 16th.
IE2 have the same database, but in a different format. So maybe we can provide our translation for your project ? it can speed up.
Hi. (sorry, bad english, i'm french).
We are 4 guys for now, and we work on players database in Inazuma Eleven 3 since one week.
We have used the undub version from v1 to translate some names. All the unknows are translated, or will be translated probably in the next 10 days, before March 16th.
IE2 have the same database, but in a different format. So maybe we can provide our translation for your project ? it can speed up.
I think that IE2 will have the same database as IE1 European, because the first game was running in IE2 engine.
So, the thing will be speed up a lot faster, because a lot of things are finished from the first game.
The real thing is edit the script, and that take some time, but this time the project will be launch sooner.
If you want to help me, just say here or PM. More people in this, more faster the project will be finished.
Like Pokémon versions, in IE2, will have some differences, like exclusive characters (or characters more easy to find in X version) and some part of the story will be different.
---------
If anyone want to help, I need the lyrics in english of the opening of Inazuma Eleven 2: Blizzard:
Hi. (sorry, bad english, i'm french).
We are 4 guys for now, and we work on players database in Inazuma Eleven 3 since one week.
We have used the undub version from v1 to translate some names. All the unknows are translated, or will be translated probably in the next 10 days, before March 16th.
IE2 have the same database, but in a different format. So maybe we can provide our translation for your project ? it can speed up.
I think that IE2 will have the same database as IE1 European, because the first game was running in IE2 engine.
So, the thing will be speed up a lot faster, because a lot of things are finished from the first game.
The real thing is edit the script, and that take some time, but this time the project will be launch sooner.
If you want to help me, just say here or PM. More people in this, more faster the project will be finished.
Like Pokémon versions, in IE2, will have some differences, like exclusive characters (or characters more easy to find in X version) and some part of the story will be different.
---------
If anyone want to help, I need the lyrics in english of the opening of Inazuma Eleven 2: Blizzard:
[media]http://www.youtube.c...h?v=LmO1nJsebRk[/media]
I don't know how these games filesystem will work, but i think i'll can give you some help.
I can code some tools to speed up the work and help translating...
I Think that this work will help in my IE3 translation too.
I don't know how these games filesystem will work, but i think i'll can give you some help.
I can code some tools to speed up the work and help translating...
I Think that this work will help in my IE3 translation too.
What does really mean Remastered? it means restore some of unused characters that are not included ingame are moved to the third chapter of inazuma eleven? or only to undubing voice chars? or other things? tell me if i don't know
What does really mean Remastered? it means restore some of unused characters that are not included ingame are moved to the third chapter of inazuma eleven? or only to undubing voice chars? or other things? tell me if i don't know
Is a mix of some things that you say.
Is not only undub, is replacing characters names to original ones. Also do the same in script, and edit images.
We can also add bonus, if is possible.
What does really mean Remastered? it means restore some of unused characters that are not included ingame are moved to the third chapter of inazuma eleven? or only to undubing voice chars? or other things? tell me if i don't know
Is a mix of some things that you say.
Is not only undub, is replacing characters names to original ones. Also do the same in script, and edit images.
We can also add bonus, if is possible.
6. I am interested in fansubbing xx into ___ language for my fansub group. Can we use your subs?
Credit to ryuu_rogue with a link to the site would be appreciated. Other than that, it's not like we can stop you from doing so anyway.
To speed up this project, I create a new Google Docs with all info about the translation.
People who want to join in this project, access here:
https://docs.google.com/spreadsheet/ccc?key=0Ag_2YIw8SBFmdE1mSndVaFV3MUtQMDVxZDkwMy02V0E
I was tapped to figure out the new packing format for the sound- pkb and pkh (very odd that the format would change between regions like this).
The sound itself is the SMD, SED, SWD/smdl, sedl, swdl format seen in the previous games and now known to be in Zombie Daisuki as well. I made a bit of headway with the format http://gbatemp.net/topic/305167-the-various-audio-formats-of-the-ds/page__view__findpost__p__4110066 (note the SIRO stuff seems to be a zombie daisuki wrapper as opposed to anything to do with the format, a pity as it is quite nice to deal with and helps out a bit) but we do not really appear to be here for audio ripping.
I can "cheat" and find the locations of all the subfiles quite easily (the contained files are uncompressed and as such the string eod is visible which then leads to the locations of all the files) but trying to figure out the header is proving very tricky.
The header contains 434 entries and there are 434 eod hits meaning a bit of basic maths (the eod is 20 decimal from the next file) nets the locations but after this I begin to come unstuck.
Each entry in the pkh file seems to be 16 bytes long and is composed of 4 32bit entries although the last one is all 00 hex.
Once flipped (32 bit) the first column has the first numbers counting upwards throughout the header and the other two entries appear to be somewhat random.
Knowing the locations of eod allows one to calculate file sizes (which I would then line up to trying to figure out what goes) which did not help. I even rearranged them from smallest to largest for no gain as well as the usual finding differences between entries.
The first entry has those numbers counting up and knowing how formats sometimes like to use the higher bits to store data (32 bits allows for directly addressed files of about 4 gigabytes) I removed the first byte (those following along you have various methods to do it in a hex editor like shifting bits but the easy way is to boolean AND the whole file against 00FFFFFF hex) which immediately fell apart when the third entry was far lower than the others. It is at this point I start thinking of some of the stuff needed to hack PC formats (XORing, inversions and other such fun things) which is quite scary. Just to round things out though I did invert it and had a look at the results numbers to see if two similar consecutive sizes would result in similar sized numbers in the header- no joy. I could sit here playing hexadecimal operations all day and it might not get anywhere meaning it is time to set up a debugging session on an emulator.
For reference the file ends at 03075320 hex.
Files seem to be have a tiny bit of padding FF (enough to mean every file starts on a 128bit boundary- 10h 110h 1a0h and so forth). You can generate sizes simply by getting the next value in the series and taking the current one from it. Names do not appear to be in the header and although the format technically has the names in one should be wary as zombie daisuki at least had longer names than the sections inside the format would allow. I did a quick scan here (do a search for .S and it will net 884 results (it is a full audio format and as such contains tracks, sequenced audio and auxiliary stuff)) and nothing appears to be go past this limit here.
If it is called for I will build a batch file similar to http://gbatemp.net/topic/322715-yu-gi-oh-world-championship-2011-model-ripping/ to rip the lot (although with the list there you can make a dent in it anyway and if you get a bit creative you can even rip the names (names are a set distance from the start of the files)) but it would probably not be of much use for the reasons below.
The main issue though will probably be repacking the file- if you can not figure out how to rebuild it properly it is not much use to a remastering project. Equally I have several projects on the go right now (the proper mahjong translation project, the audio formats and the yu gi oh 3d format reverse engineering among others) which are taking up most of my time right now that I would be using for rom hacking.
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