Gaming Digimon World Re:Digitize - Anyone making translation?

Romsstar

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1. Whenever we try to change story text and insert our translation,
the game hangs up on the loading screen. This happens only on maps where we translated text,
utranslated maps load fine though.

2. We still have no means to edit some sprites containing japanese text.

@Tareblo: Well might as well post here now.
No one ever does that.
 

shinagami

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1. Whenever we try to change story text and insert our translation,
the game hangs up on the loading screen. This happens only on maps where we translated text,
utranslated maps load fine though.

2. We still have no means to edit some sprites containing japanese text.

@[member='Tareblo']: Well might as well post here now.
No one ever does that.

so possibly something to do with the size/byte of each file when they translate they get bigger or smaller?
or it could be one of the value have changed in the coding causing a loop some where in the coding this is a weird one as when i program hacks or edit game files i never had this problem ile go research some more on this then see if i can give you a fix ile leave this page open as soon as i find something ile tell you :) sorry i can not help straight from top of my head but as i said ile research it then we will see

the only other thing i can think of is skip this part move on to something else then come back to it


i have found a program that might help you its call catalyst or passolo
 

JamesHarborne

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you knowI always wondered why there aren't more full translation patches for psp games I've been waiting years for someone to translate Tales of Destiny 2 but after hearing about all the problems your having with this game I finally have my answer keep up the good work tomorrow I will have Tales of Graces f to play so that will keep me going for a while. :D
 

Romsstar

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1. Whenever we try to change story text and insert our translation,
the game hangs up on the loading screen. This happens only on maps where we translated text,
utranslated maps load fine though.

2. We still have no means to edit some sprites containing japanese text.

@[member='Tareblo']: Well might as well post here now.
No one ever does that.

so possibly something to do with the size/byte of each file when they translate they get bigger or smaller?
or it could be one of the value have changed in the coding causing a loop some where in the coding this is a weird one as when i program hacks or edit game files i never had this problem ile go research some more on this then see if i can give you a fix ile leave this page open as soon as i find something ile tell you :) sorry i can not help straight from top of my head but as i said ile research it then we will see

the only other thing i can think of is skip this part move on to something else then come back to it


i have found a program that might help you its call catalyst or passolo
 

shinagami

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1. Whenever we try to change story text and insert our translation,
the game hangs up on the loading screen. This happens only on maps where we translated text,
utranslated maps load fine though.

2. We still have no means to edit some sprites containing japanese text.

@[member='Tareblo']: Well might as well post here now.
No one ever does that.

so possibly something to do with the size/byte of each file when they translate they get bigger or smaller?
or it could be one of the value have changed in the coding causing a loop some where in the coding this is a weird one as when i program hacks or edit game files i never had this problem ile go research some more on this then see if i can give you a fix ile leave this page open as soon as i find something ile tell you :) sorry i can not help straight from top of my head but as i said ile research it then we will see

the only other thing i can think of is skip this part move on to something else then come back to it


i have found a program that might help you its call catalyst or passolo
 

Dragonlord

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As above. Why not an in-place replacement of text (padded truncation)? It's the safest way of translating files as you can't fumble up hidden stored size values (even hard-coded ones). I don't know how exactly the file is layed out (I have no access to it, guess why) but there are only two possible ways: record-based or table-based (with or without map). Both ways work 100% safe with in-place replacement and both will fail with arbitrary truncation (except table-based with map, there it works).
 

Romsstar

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As above. Why not an in-place replacement of text (padded truncation)? It's the safest way of translating files as you can't fumble up hidden stored size values (even hard-coded ones). I don't know how exactly the file is layed out (I have no access to it, guess why) but there are only two possible ways: record-based or table-based (with or without map). Both ways work 100% safe with in-place replacement and both will fail with arbitrary truncation (except table-based with map, there it works).
Because we have a text lmit this way and can't write more text then is already there.


For the files you asked:

http://www.mediafire...14ai4ua4i8ep45c
Source Code of 1.1 from Falos Textprogram

We can't translate the story files.

There seems to be a recalculation problem when recreating the KCAP File format.
Because I changed only one line for testing purposes but the file loses about 2 KB in size.
The header is rewritten wrong, one line is duplicated for some strange reason and some stuff is deleted.

The procedure in the program that SEEMS to be responsible for the error is MakeBTX.
The Encoding Process in that procedure happens in ASCII, when I changed it to UTF8 for testing purposes I got past the loading screen but it hanged intown.
in ASCII it doesn't even get there but already hangs on the "Now Loading" Screen ingame.

Over all it looks strange although it shouldn't.

I uploaded here on sendspace the RAW File of a story related file and the Translation attempt of ours.

http://www.sendspace.com/file/8piux0


Wasn't supposed to go public but what the hell, anything to fix this.
 

shinagami

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As above. Why not an in-place replacement of text (padded truncation)? It's the safest way of translating files as you can't fumble up hidden stored size values (even hard-coded ones). I don't know how exactly the file is layed out (I have no access to it, guess why) but there are only two possible ways: record-based or table-based (with or without map). Both ways work 100% safe with in-place replacement and both will fail with arbitrary truncation (except table-based with map, there it works).
Because we have a text lmit this way and can't write more text then is already there.


For the files you asked:

http://www.mediafire...14ai4ua4i8ep45c
Source Code of 1.1 from Falos Textprogram

We can't translate the story files.

There seems to be a recalculation problem when recreating the KCAP File format.
Because I changed only one line for testing purposes but the file loses about 2 KB in size.
The header is rewritten wrong, one line is duplicated for some strange reason and some stuff is deleted.

The procedure in the program that SEEMS to be responsible for the error is MakeBTX.
The Encoding Process in that procedure happens in ASCII, when I changed it to UTF8 for testing purposes I got past the loading screen but it hanged intown.
in ASCII it doesn't even get there but already hangs on the "Now Loading" Screen ingame.

Over all it looks strange although it shouldn't.

I uploaded here on sendspace the RAW File of a story related file and the Translation attempt of ours.

http://www.sendspace.com/file/8piux0


Wasn't supposed to go public but what the hell, anything to fix this.

that might be bandi's security feature i read something a while back about game company's coding there games with security features to stop iso's and rom's being made so either its what i just said or im wrong and the file has to stay exactly the same byte in order for it to work is there a way to just add subs to it instead of changing the actual text?
 

Romsstar

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We can edit the text with a normal hexeditor. We just can't go out of bonds it seems.
And it gets only smaller with the tool we have.
So I don't think this is some security feature.
 

shinagami

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We can edit the text with a normal hexeditor. We just can't go out of bonds it seems.
And it gets only smaller with the tool we have.
So I don't think this is some security feature.


what tool you using? then it can only be the size that has to stay the same for some reason in order for the next piece of code/function to be called thats what i think i had this problem when i made a program for a game the file size changed and went wrong never fixed it in the end.... so as long as you stay in bounds of the text limit it will be fine i assume ?
 

Arras

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We can edit the text with a normal hexeditor. We just can't go out of bonds it seems.
And it gets only smaller with the tool we have.
So I don't think this is some security feature.
You guys are not stupid, so I assume you already tried manually increasing the size of the resulting file to match the original before injecting it?
 

Romsstar

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We can edit the text with a normal hexeditor. We just can't go out of bonds it seems.
And it gets only smaller with the tool we have.
So I don't think this is some security feature.
You guys are not stupid, so I assume you already tried manually increasing the size of the resulting file to match the original before injecting it?
That was the first thing we did. But didn't work.
The file gets rebuilt wrong with the editor I don't know whatever is going wrong.

@[member='Shinigami']: The one I linked, Falos Tool.
If we stay in bonds it works but we don't have enough space for the text we want to fit in there.
 

shinagami

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We can edit the text with a normal hexeditor. We just can't go out of bonds it seems.
And it gets only smaller with the tool we have.
So I don't think this is some security feature.
You guys are not stupid, so I assume you already tried manually increasing the size of the resulting file to match the original before injecting it?
That was the first thing we did. But didn't work.
The file gets rebuilt wrong with the editor I don't know whatever is going wrong.

@[member='Shinigami']: The one I linked, Falos Tool.
If we stay in bonds it works but we don't have enough space for the text we want to fit in there.

then you will have to cut some words down i know you want it to be perfect but all i can think of is cutting words short i sure people would understand it still.... i will have a look at it and see if we can expand the bonds to fit the text i assume you have tried a different font? also a smaller font?
 

Romsstar

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We can edit the text with a normal hexeditor. We just can't go out of bonds it seems.
And it gets only smaller with the tool we have.
So I don't think this is some security feature.
You guys are not stupid, so I assume you already tried manually increasing the size of the resulting file to match the original before injecting it?
That was the first thing we did. But didn't work.
The file gets rebuilt wrong with the editor I don't know whatever is going wrong.

@[member='Shinigami']: The one I linked, Falos Tool.
If we stay in bonds it works but we don't have enough space for the text we want to fit in there.

then you will have to cut some words down i know you want it to be perfect but all i can think of is cutting words short i sure people would understand it still.... i will have a look at it and see if we can expand the bonds to fit the text i assume you have tried a different font? also a smaller font?
No we haven't hacked any of the font yet.
If we could make the font use 1 instead of 2 bytes... ->

The current Vfw Font is
A=4300 for e.g
but if we could make it A=43 then we could solve that issue.
 

shinagami

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We can edit the text with a normal hexeditor. We just can't go out of bonds it seems.
And it gets only smaller with the tool we have.
So I don't think this is some security feature.
You guys are not stupid, so I assume you already tried manually increasing the size of the resulting file to match the original before injecting it?
That was the first thing we did. But didn't work.
The file gets rebuilt wrong with the editor I don't know whatever is going wrong.

@[member='Shinigami']: The one I linked, Falos Tool.
If we stay in bonds it works but we don't have enough space for the text we want to fit in there.

then you will have to cut some words down i know you want it to be perfect but all i can think of is cutting words short i sure people would understand it still.... i will have a look at it and see if we can expand the bonds to fit the text i assume you have tried a different font? also a smaller font?
No we haven't hacked any of the font yet.
If we could make the font use 1 instead of 2 bytes... ->

The current Vfw Font is
A=4300 for e.g
but if we could make it A=43 then we could solve that issue.

to be honest ive never attempted to hack a font never really had to so im no good there more research is needed and it appears i cant even view the text my computer wont show kanji characters when i have the language pack installed :/
 

Arras

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Huh, I see the duplicated line. That IS odd. You mean the line that says BTX, right? Fun fact: it is not a complete duplication. One byte is different.
 

Romsstar

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Changing the font size would be just a workaround but not solving the actual problem.
I kinda want to find out why it freezes in the first place.
 

Arras

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Changing the font size would be just a workaround but not solving the actual problem.
I kinda want to find out why it freezes in the first place.
You probably tried this as well, but what if you manually remove the faulty(?) duplicated header line?
Also, looks like your software adds an extra BTX line just before the translated (or at least changed) part starts that isn't there in the original file.
EDIT: No, wait, the original file has some additional stuff before that BTX line. Original 09A0 is modded 0880.
 

shinagami

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Changing the font size would be just a workaround but not solving the actual problem.
I kinda want to find out why it freezes in the first place.
You probably tried this as well, but what if you manually remove the faulty(?) duplicated header line?
Also, looks like your software adds an extra BTX line just before the translated (or at least changed) part starts that isn't there in the original file.
EDIT: No, wait, the original file has some additional stuff before that BTX line. Original 09A0 is modded 0880.

so if they add the stuff thats before BTX in the original to the translated it might fix it
 

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