ROM Hack [WIP] Final Fantasy (eShop) Translation.

Defaultio

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It crashed while entering the town.
AN EXCEPTION OCCURRED

Processor: ARM11 (core 0)
Exception type: data abort
Current Process: CROWN (000400000005DA00)

(More hexadecimal stuff that I don't know about and possibly abbreviated names.)

"You can find a dump in the following file:
dumps/arm11/crash_dump_00000000.dmp"

Then on the bottom screen it says:
Stack dump:
then more hexadecimal stuffs.

https://www.dropbox.com/s/0353hyhcl27wln5/IMG_20170807_145331763.jpg?dl=0
https://www.dropbox.com/s/vq3g8axbldemxg9/IMG_20170807_145340761.jpg?dl=0
IMG_20170807_145331763.jpg
IMG_20170807_145340761.jpg
 

Defaultio

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Well at least it is consistent ;) Looks to be the exact same issue I get, Same PC address if memory serves.
The thing is, it only happens in the town of Cornelia(?), not the castles in the current continent.
What if its because the town is flagged to an event - that event being that the only way to get out is to talk to an NPC to get to the castle. The only way to find out is to play a normal play through until the second town. Then add the repacked romfs to it and enter the second town and see if that gives the same error.


That's what i'm thinking though. BTW, the savegame that I had didn't even load because I was in the town.
 

Defaultio

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Update:
Entering matoyas cave causes a crash.
Entering the second town does NOT crash the game.

Edit 1: Obviously its something in the Crown.dpk that's been changed, we know what has been changed which means that those files must have something different about them.
No, it isn't crashing while loading a graphical animation (OP), my guess while it was repacking itself, data was lost or just replaced and not completed due to how the repacking process works on its files.

Edit 2: The town of Cornelia will always crash no matter what point of game you're in.

Edit 3: I shall keep playing until Melmond, there wouldn't be a purpose into playing a game where there may be a crash at any given in-game location in the game.
 
Last edited by Defaultio,

geekboy1011

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Actually from stepping through code I know it's crashing loading what I believe to be animation files. However that is irrelevant. I think the compressor is just handling some edge cases weirdly, will play with it as the week goes on. Some ideas thankfully, going to have it dump the entire contents to SD card and see how they match decompressed via the games decompressor versus ours. Regardless thanks for testing!

(typed on my phone bear with me!)
 
Last edited by geekboy1011,

Defaultio

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Actually from stepping through code I know it's crashing loading what I believe to be animation files. However that is irrelevant. I think the compressor is just handling some edge cases weirdly, will play with it as the week goes on. Some ideas thankfully, going to have it dump the entire contents to SD card and see how they match decompressed via the games decompressor versus ours. Regardless thanks for testing!

(typed on my phone bear with me!)
Happy to help! I really want to see this game translated, its especially convenient on my 3ds rather a psp emulator (physical buttons).
 

Defaultio

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I have another theory - Maybe its the repacker itself (as you have said before).
I compared the file sizes of both before unpacked and after repacked and noticed a 15,000 kb difference between the files.
Perhaps the repacker adds more data to some files inside of the crown.dpk than it already needs/has?
Could it be that it doesn't replace some data, it just inserts but not replaces the data?

We will never know.
 
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geekboy1011

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I have another theory - Maybe its the repacker itself (as you have said before).
I compared the file sizes of both before unpacked and after repacked and noticed a 15,000 kb difference between the files.
Perhaps the repacker adds more data to some files inside of the crown.dpk than it already needs/has?
Could it be that it doesn't replace some data, it just inserts but not replaces the data?

We will never know.

That is a technical possibility. The reason for the extra space however is believed to be due to the fact that we do not 0 fill like the copy of the compressor they use does. With the compression scheme you can assume anything outside of the current file size is 0. We currently do not make that assumption and assume we can not use data outside of the file. So we lose some efficiency but it is still compliant. I think I am wanting to modify it to support zero fill but that is down the road. Other bugs to squash first.

I've been comparing the two versions of this game(3ds vs PSP) and it seems like they both have .DPK files that store all the main good stuff of the game.

the real problem is the so called "Wp16" compression, which is not clear.
these compressed files start with the "Wp16" signature, followed by the 32 bit uncompressed size and (probably) the raw compressed data.

Not sure if you already knew that, but i'm probably wrong or just telling you unnecessary information.
As noted above we know how the compression works :D, We even have an implementation. IF you look in the wp16 directory you can see all of our notes and documentation regarding the formats, As well as some sources to the psp version of the DPK/PCK archives which are slightly different for some reason.

Also just edit your posts please. I check the thread daily. I will see them :P
 
Last edited by geekboy1011,
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geekboy1011

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Sine my last post a whole lot of nothing. Life came and reared its head again and I'm am in the middle of a move again :( Truck is coming sunday!
 

geekboy1011

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I'm just slow and this is a pet project so it hasn't been high on my radar. There is quite a bit of work to do and bugs to squash I am afraid. Definetily not dead I actually spent a few hours tracking some issues down the other day but nothing that turned into progress :/ So not dead just moving slower then a glacier.
 

1Zero

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I'm just slow and this is a pet project so it hasn't been high on my radar. There is quite a bit of work to do and bugs to squash I am afraid. Definetily not dead I actually spent a few hours tracking some issues down the other day but nothing that turned into progress :/ So not dead just moving slower then a glacier.

It's cool that you're still trying to improve FF1's 3DS translation issues.

Secondly, I really thought Square Enix would localize this, should've known better.

Either way, take your time.

Fast/slow progress is still progress.
 

TheTrueDream42

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Well maybe you could look around the semi newer 3ds and psp translation threads for general and square enix games, as they might have a tool that you can use (not likely of course), or some info on the files that you can use. I would like to point out that the CTGP-7 Mario Kart hack is having problems with newer versions of luma, so if there's a new problem appearing that could be it.
 

geekboy1011

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Sadly the issue seems to stem more from a compatibility bug with out compressor/decompress-or pair. OR the game expecting things formatted in a way we are not. I really just need to spend a few days debugging what the application is doing when it loads files. for now though i sadly haven't had the time todo so. Thanks for the support either way guys!
 
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