ROM Hack Inazuma Eleven 2 (Remastered) Project

TyRaNtM

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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.
 

ouioui2003

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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.
 

8BitWalugi

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I can read Hiragana and Katakana and convert it to Romaji if you want.

And also, something that confused me when I first started playing IE2 Jap, what's the difference between the two versions?
 

TyRaNtM

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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.

I can read Hiragana and Katakana and convert it to Romaji if you want.

And also, something that confused me when I first started playing IE2 Jap, what's the difference between the two versions?

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:
 

8BitWalugi

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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.

I can read Hiragana and Katakana and convert it to Romaji if you want.

And also, something that confused me when I first started playing IE2 Jap, what's the difference between the two versions?

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]
The anime's 3rd opening has this as it's theme, albeit not identical.

But you could base your translation of Ryuu-Rogues' fansub. Just ask for permission I guess.

http://www.youtube.com/watch?v=uWE4EMIgucw
 

Roxas75

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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.
 

TyRaNtM

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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.

You can help in this project. The thing is have some people ready when the game will be in the scene.
 

Arshes91

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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
 

TyRaNtM

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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.
 

Arshes91

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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.

Thanks for the answer dude ^^. Collecting some off precius stuff is nice like as restoring unused chars and betas and other thing is coming .
 

Kuroko Shirai

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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.

http://ryuu-rogue.livejournal.com/49294.html

So if you want to use those lyrics for the OP, I think it's fine as long as you give them credit.

While I may not be volunteering myself, I wish you guys good luck on this project. xD;;
 

TyRaNtM

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Ok, first thing done, we have all characters fully translated, but a lot of things are left too:
xmsiegfcopia2423857.png
xmsiegfcopia2824262.png
 

ouioui2003

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ok. Have it allready done on IE3 also. I will test your database when you release it to see if there is no mistake on my side.
 

TyRaNtM

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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
 

FAST6191

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Numbers in decimal unless otherwise noted.

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.


Code:
00000000 002B1687 00E27250 00015254 00000000
00000010 004DACAE 0008A7A0 00009E7C 00000000
00000020 010B38FC 01A5D050 0001D9E0 00000000 
00000030 018C0337 0028AC10 00008B10 00000000
00000040 021A275B 010C1400 00021340 00000000 
00000050 02305FE2 002AA670 00006E1C 00000000
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.

0000
1DA80
260FC
37A18
3E8A0
41DF4
51FB0
5F518
63360
6C600
751D0
80AB0
8A7A0
94620
A5604
B1120
C0194
CA700
D5A00
E2850
E646C
E9B60
F71AC
FB700
10166C
10E7FC
110548
118B20
1246F0
135FD0
143420
14A6F0
152350
164870
173A50
18B92C
198870
1A6080
1B52E0
1BA87C
1BFCEC
1D20B0
1E2304
1E8060
1FD9DC
1FE5C4
211720
213AD0
230D24
250750
26BA60
28AC10
293724
299C80
29B5D0
2A40A0
2AA670
2B1490
2BC480
2C29C0
2C8080
2D5F10
2EC630
2EEF30
2F278C
30B470
320160
323010
32B3DC
339A9C
33F820
34483C
34B8C0
34DDB0
355C20
3574C0
35EA20
362ED0
364910
36A874
385144
391F04
3A7020
3BB4B4
3CC100
3E2060
3F329C
404290
413FE0
427F20
439B90
44D600
4628D0
474860
486150
49ABA0
4B1EA0
4C7910
4DF9E0
4F1A80
505C20
519DC0
52E0C0
543920
5527E0
56A470
57DF04
5900F4
5A5E30
5B93D0
5CCEB0
5DD374
5ED834
5FE870
60ED34
623CA0
638870
64C5F0
65C96C
671884
68311C
6A0D84
6AB300
6C93CC
6DD634
6F7E3C
70BDBC
71F704
72BA88
73E7C0
753830
76217C
777410
78C6E8
79C5BC
7A8FC8
7B43DC
7C802C
7DA674
7F90F8
815704
822DD0
83C234
85863C
8660F0
87C87C
894768
8A7C5C
8C7998
8E03AC
8FD320
90E794
92409C
93A9C4
9579E0
96EDBC
990CD0
9A9644
9C9E80
9DEF20
A001D0
A1A3B4
A30F98
A50124
A666DC
A78864
A92334
AB04D8
AC5E74
ADACFC
AEC528
B06718
B1F678
B3635C
B4F438
B65CBC
B79DA8
B9A3F0
BB5470
BD3A50
BE82B4
C028DC
C17D1C
C30578
C50C9C
C6DBA8
C85E1C
CA6CFC
CC7A6C
CDB400
CF0A18
D07F60
D1C848
D3273C
D4FFDC
D5D1C8
D7CA54
D92ADC
DA52B0
DC07C0
DD6FB0
DF7C80
E0D7E8
E27254
E3C4A8
E51CD0
E71EF0
E86F7C
E97434
EB274C
EC5E88
ED49E4
EF3468
F12234
F2694C
F3B8C0
F5A204
F6F518
F8C288
F9F0D8
FB937C
FCCBBC
FE97C8
1004894
101C1F4
10300D4
1047F50
1056C40
1077418
108B17C
10AC144
10C13F8
10E2744
10FD5D0
111BAA4
113A6DC
115ADC8
1173078
11943C0
11B4FBC
11D2B78
11EBDA8
1203544
1222638
1235CC8
1254D64
126637C
1286FB8
12A6E74
12BD354
12D6754
12ECFD4
13043C0
131C2E4
132AA10
1345478
135FFE8
137CB20
13938F0
13ADCE0
13CD260
13EAFD0
14055E8
1423670
143C49C
145DA24
147DFA8
14949C8
14B4CF8
14D1BB4
14EEE90
150A81C
1526E94
1546F04
1566A5C
1585758
159E0A8
15B7C70
15D689C
15E88BC
1601034
161B680
163D15C
1651F9C
166CDE4
1686FB4
16A7B90
16BE3BC
16DF4A0
16F4500
1708F5C
1729094
173F778
1751874
176CA7C
178BC7C
17A9CCC
17C239C
17D44B0
17E72D4
17FA1A8
1815590
1834F7C
184E0A8
18602F8
18814D0
18A3060
18BB7B0
18DAF04
18F3BBC
190A200
1920570
193B330
195C744
197CF64
199A198
19B3EDC
19C6028
19DEC90
19F9124
1A148EC
1A2F908
1A423B0
1A5D054
1A7AA34
1A91770
1AA2634
1AC27CC
1AE01E0
1B0105C
1B13AA4
1B311E8
1B536C4
1B746F8
1B8D8AC
1BAE5F0
1BC92A0
1BE9D0C
1C09C5C
1C25E10
1C47020
1C6686C
1C87360
1CA13F0
1CBF4E4
1CDFDA4
1D0064C
1D1F1D4
1D3E12C
1D5B214
1D7AFA0
1D9C904
1DBBBB4
1DDD498
1DF7C8C
1E0FF84
1E2E724
1E38720
1E3DB40
1E4E474
1E5E810
1E6D1AC
1E88454
1E9956C
1EA1B80
1EAF820
1ECAF64
1ED6440
1EEBA1C
1F08A18
1F19704
1F2B34C
1F3D138
1F52690
1F5ABFC
1F64B50
1F76580
1F824B8
1F8EDF8
1FA0B58
1FACA68
1FB9E94
1FC96A4
1FE1130
1FF99A0
201C8C4
2080294
20E426C
213BA3C
219FA48
2203750
22676E8
22CB568
232F330
2392BEC
23F63A8
245A2F8
24BDDAC
2521D40
2585C60
25E9BE4
264DBA8
26B1B24
26E0C30
27189E0
277C99C
27E070C
2844698
28A868C
290C41C
29703A8
29D41DC
2A37C1C
2A9BA78
2AFE508
2B54DAC
2BB8668
2C1C194
2C737F4
2CD7774
2D3B2E8
2D950A4
2DF9084
2E5CD58
2EC0D30
2F24BB4
2F88B78
2FEC898
2FF98D4
2FFAC1C
300AE3C
3041900
304ED0C
3066CC0
3075318

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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