Hacking Ao no Kiseki PPSSPP HD Texture Pack

Norcris

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It actually runs fine now with v2.2, thanks. Only thing I can't figure out is why craft/art names aren't translated in battle and the camp menu.
 

superninja2525

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For those who have the PC JP version of zero here is a english patch and some translated itp files
v015
- Fix battle bonus message display

v014
- Fix other discoverd item info display crashes
- Fix long item names so they don't overlap the prices in shop
- NPC draw distance limit disabled ("You can now see all visible NPCs without needing to get close)

v012
- Fix crash when selecting Crescent Soup in shop

v011 Fixes
- Fix crash buying items from Mithra's Stand at the Festival

v010 Fixes
- Quartz Listing Tabs Display Fix
- Cooking Ingredient Display Fix
- black jack black screen

v009 Fixes
- Elie Holy Buttle Craft Crash and Battle Transition effect bugs
- Include text fixes from v008.5

v008 Fixes
- Fixed the Time Clock to display probably in camp menu and on new created save file info
- Translated Store Names in Shop Menu
- Translated Stop TEAMRUSH Prompt
- Fixed Ryu's Name from Ry}

v007 Fixes
- Translated Beginning and End Chapter Images
- Translated Orbal Terminal Images
- Edited Detective Report Card Images
- Fixed Extra Mode Menu Dialog Strings

v006 Fixes
- Fixed text spills in fishing notebook page 2
- Fixed text spills in recipe notebook
- Fixed effectiveness text spills in combat notebook
- Translated Overwrite Save Prompt

v005 Fixes
- The Monster Description in the Combat NoteBook no longer spills
- The Fish Descriptions in Fishing Notebook is now properly aligned in the box for page 1
- Translated Trails from Zero Header on Save/Load Screen

-File organized into their respective folders
-Added quest txt file that should work for pc
-Updated the Control Icons to match PC Keyboard
-Added all necessary english text files from psp version other than scene scripts which can be obtained in the post below.
-More NB fixes
- Combat and Detective Notebook Images Translated
- Notebook tabs should display headers fully. ("Replace user.ft to remove apostrophe")
- A few of the notebook images are translated now
-Elements Type full name now
-App Title and Exit Dialog Box Translated
-Add patch that translates the config.exe to english
-Updated the S Craft button icon

Use https://www.romhacking.net/utilities/704/ to patch exe files

Don't forget if you have applied the patch before you need to apply the patch to the original exe
 

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Last edited by superninja2525,

OrangeFlavored

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For those who have the PC JP version of zero here is a english patch and some translated itp files
-Added quest txt file that should work for pc
-Formatted the NB Quests to fit better
-Updated the Control Icons to match PC Keyboard

Also for PC JP version of Zero, here's the modified voice scripts necessary to use the voice patch by ZhenjianYang. The rest of his patch can be found at https://github.com/ZhenjianYang/SoraVoice/releases and the actual voice clips needed are at https://mikutsubasa.wixsite.com/shinelikechestelle
The same method I used to fix these should also work for Ao assuming it requires it. (Saw some people claiming the google translated version worked with the voice patch without further modification needed but not sure if Guren's version will.)

edit 2-22 (continually editing list as I find more): Fixed some of the character names I noticed being broken as well as other various consistency type fixes: Ry} -> Ryu, Plati$re -> Platiere, ^azy -> Wazy, No@l -> Noel, K{ken -> Kouken, K{ki -> Kouki, Garc_a -> Garcia, B`lz -> Baelz, G{fan -> Gofan, caf\\ -> cafe, clich\\ -> cliche, Pli\\ -> Plie, fianc\\e -> fiancee, Azer -> Azel, serges/selges -> selge, Michey -> Mishy, Maintz -> Mainz, Barf/barf -> Bark/bark

edit 2-23: Integrated script fix for the race scene (previously badly desynced) still needs further testing though, if it crashes or does something bad replace c140c with an old copy for now.

edit 2-24: More name updates. I'm gonna be doing this constantly as I play so if you see the file change without any other info it's probably just me finding another name or text encoding error and fixing it.

edit 2-28: Fix for another desynced scene in the final chapter

edit 3-1: More desync fixes for chapter 2 and final chapter. Overlapping voice fix (needs testing, let me know if non-voice sound effects are missing or other weirdness)

edit 3-2: Update for one desynced scene that was still one line off, should be fixed now

edit 3-8: Fix for semi-crash and bugged travel menu with Noel's car

edit 3-9: Fixed untranslated menu prompt in elevator

edit 3-11: Another crash fix in a choice prompt

edit 3-12: Fix research building elevator prompt

edit 3-14: Updated a few leftover untranslated texts

edit 3-17: Update untranslated message after beating Mainz extermination target

edit 3-25: Another bugged choice prompt fixed

edit 3-29,30: More bugged text fixes
 

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DeadlyAnGeL91792

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For those who have the PC JP version of zero here is a english patch and some translated itp files
-Added quest txt file that should work for pc
-Updated the Control Icons to match PC Keyboard
-More tmp NB fixes
-Updated the S Craft button icon

Would you mind telling me where to put each file and there function?
 

superninja2525

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Would you mind telling me where to put each file and there function?
Use https://www.romhacking.net/utilities/704/ and the xdelta file to patch english text into the ED_Zero.exe file and you just need to replace the other
files which are all in the data folder sub folders use the explorer search bar to find their locations. The itp files have updated textures with english translation and pc keys control icons
and the ._dt files fixes the crash in the Note Book.
 
D

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Is it possible for you to share the correctly working extractor you have for the textures?
I'd like to help out with this, I'll pick an area nobody else is touching, I'm a 3D environment artist professionally, so I'll largely just work on environment art most likely.
It's most likely that I'd be remaking things from scratch using substance designer too, then baking out the diffuse to put ingame.

As it stands now is the original texture size kept or are you scaling it up 2x or 4x?

My biggest issue in the game is the character and NPC sprites, there are enough angles that I should be able to get one remodelled, retextured and reposed without too much difficult, depending on how that goes I'll do an entire spritesheet possibly, but as I said I'm not 100% sure how well it'll go, I may be oversimplifying it in my head.
 

NautilusGaming

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Is it possible for you to share the correctly working extractor you have for the textures?
I'd like to help out with this, I'll pick an area nobody else is touching, I'm a 3D environment artist professionally, so I'll largely just work on environment art most likely.
It's most likely that I'd be remaking things from scratch using substance designer too, then baking out the diffuse to put ingame.

As it stands now is the original texture size kept or are you scaling it up 2x or 4x?

My biggest issue in the game is the character and NPC sprites, there are enough angles that I should be able to get one remodelled, retextured and reposed without too much difficult, depending on how that goes I'll do an entire spritesheet possibly, but as I said I'm not 100% sure how well it'll go, I may be oversimplifying it in my head.
Original texture size is kept. im just replacing them with their hd versions.
https://mega.nz/#!V1YijaDK!b2_PPoRU0VYkEaVYT_WNablnYE64BlUk7YL5624wNZY
compiletools will convert the .it3 files, but only one at a time. no batch convert. .it3 files contain environment textures or objects, etc(ground, air, buildings, doors, etc). itpconverter will convert the contents of .itp files to png format.
 

Miguel27

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I used the above and found the remaining untranslated images on Zero if anyone wants to give it a try.
 

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Original texture size is kept. im just replacing them with their hd versions.
https://mega.nz/#!V1YijaDK!b2_PPoRU0VYkEaVYT_WNablnYE64BlUk7YL5624wNZY
compiletools will convert the .it3 files, but only one at a time. no batch convert. .it3 files contain environment textures or objects, etc(ground, air, buildings, doors, etc). itpconverter will convert the contents of .itp files to png format.
Thankyou.

I'm a bit confused how to use compiletools to extract/convert the .it3 files though, the only commands it seems to have are compress/convert/unpack but if I try it on an it3 file it tells me 'these are not the formats we are looking for'.

Theres probably something really simple I'm missing here.

For now I'm fine to use it3cnv.exe by Pokachan, i'm still trying to find the opening sequence train, and the opening crossbell area at the moment, as those are the best for checking changes in.
 
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Miguel27

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Thankyou.

I'm a bit confused how to use compiletools to extract/convert the .it3 files though, the only commands it seems to have are compress/convert/unpack but if I try it on an it3 file it tells me 'these are not the formats we are looking for'.

Theres probably something really simple I'm missing here.

For now I'm fine to use it3cnv.exe by Pokachan, i'm still trying to find the opening sequence train, and the opening crossbell area at the moment, as those are the best for checking changes in.
It's a bit weird but to unpack do:
CompileTools.CLI.exe pack t40dor03.it3
This outputs an "Unpacked" folder with a t40dor03 folder with everything you want and a t40dor03.it3_index file.
To pack them back up do
CompileTools.CLI.exe pack Unpacked\t40dor03.it3_index
And that'll output a t40dor03.it3_index in a "Packed" folder, then you simply remove that _index from the file in the Packed folder and you have the exact same file.
You don't really need the other commands I think.
 
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It's a bit weird but to unpack do:
CompileTools.CLI.exe pack t40dor03.it3
This outputs an "Unpacked" folder with a t40dor03 folder with everything you want and a t40dor03.it3_index file.
To pack them back up do
CompileTools.CLI.exe pack Unpacked\t40dor03.it3_index
And that'll output a t40dor03.it3_index in a "Packed" folder, then you simply remove that _index from the file in the Packed folder and you have the exact same file.
You don't really need the other commands I think.

Oh, awesome!
As the converted I was using bugs out on some mtl and obj files so this is great to know.
One thing I'm wondering is, is it possible to edit the model and repack? Nothing drastic, I'm just curious if it works at all honestly, as if it were possible to add another texture into a scene, I'd be pretty happy about being able to do that, though I'd still be limited by all the games lighting being done with vertex painting.

So the trick is, unpack the .it3 into its itp parts and model parts, then unpack those itp files into their DDS files, Hmm, I wonder if its worth writing a batch script to push some of this through a little faster then.
 
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Miguel27

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Oh, awesome!
As the converted I was using bugs out on some mtl and obj files so this is great to know.
One thing I'm wondering is, is it possible to edit the model and repack? Nothing drastic, I'm just curious if it works at all honestly, as if it were possible to add another texture into a scene, I'd be pretty happy about being able to do that, though I'd still be limited by all the games lighting being done with vertex painting.
Things I found:
Removing any files from the unpacked folder will crash the compiler but you can modify the _index file to remove the file you don't want.
File packed after doing the above will unpack with the file missing (names will be different, like if you remove part10, then part11 and onward go down a number, only the extension seems to matter here).
File modification does not crash the compiler but the compiler seems to write some code to the files when compiling. I added a 0 byte file in place of one of the existing ones and when I unpacked it again the 0 byte file was now 24 bytes. I imagine if you're not rewriting that part of the code then the compiler won't add that code (because it's already there?) but I have no idea.
I have no idea how to add files to the it3 file (it's not as simple as adding an extra line in the _index file, that causes the compiler to crash).

Also, source code is here: https://github.com/M-bot/CompileTools
This does seem long since abandoned though.
 
Last edited by Miguel27,
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Things I found:
Removing any files from the unpacked folder will crash the compiler but you can modify the _index file to remove the file you don't want.
File packed after doing the above will unpack with the file missing.
File modification does not crash the compiler but the compiler seems to write some code to the files when compiling. I added a 0 byte file in place of one of the existing ones and when I unpacked it again the 0 byte file was now 24 bytes.
I have no idea how to add files to the it3 file (it's not as simple as adding an extra line in the _index file, that causes the compiler to crash).

Hmm I see.
This is informative then.
So i suppose in a single Scene, at best I'm limited to the exact same number of materials, there goes any ideas about packing some things together, but I'll give it a try, still trying to find the opening train area honestly, or at least the very opening scene (the dream scene).

The folders are hard to know whats what.
From SC and FC I'd say that The folders starting with T are for town, that includes little areas off to the side of the road with a few NPC's.
r is road, so thats travel between towns, typically speaking anyway.
C,E and M I've no idea, but the system appears to be the same as the sora no kiseki games, so provided someone knows what the letters meant there, then it hasn't changed, it'll help with searching for specific things.

My plan is to edit the textures, but have them visible in Maya/Substance Designer as I'm doing it, so I can see if the seam between 2 textures becomes ugly as sin or not.
So long as we aren't limited on texture size then I'm happy, as the ingame ones now are pretty low resolution, I'd ideally want 512 sized textures, as memorywise its small, and most things in the game are currently 128 or 64 in size.
The only issue I worry about after that is Aliasing and Anisotropic filtering as the Aliasing in the Kiseki games is pretty bad, even in the PC versions, and theres no way to play with it to my knowledge, and the Anisotropic Filtering, well thats never too bad I suppose, but still worth overwriting if its possible, maybe nvidia overrides? I'm thinking not as the PC games are using too old of a direct X version for that, only the PSP games will benefit from that.
 

Miguel27

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Nvidia does offer the normal stuff for the game in its control panel but I wouldn't know if they actually work (stuff like Vsync does work though).
 

OrangeFlavored

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- Fixed Ryu's Name from Ry}

There's actually a lot of names like this, you can see my post under yours for a list I've been updating each time I find one. I'm fixing it for my voice scripts as I go through the game, but if you want to compile non-voice scripts for those not using the voice patch you could use the same find/replaces I posted there, scripts in voice folder should take precedence over those in data folder anyway so no issue with stuff conflicting really even if someone has both.

Well, I also changed caf\\ -> cafe (didn't bother mentioning that one since it's not a character name and only comes up a few times)
 
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Miguel27

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There's actually a lot of names like this, you can see my post under yours for a list I've been updating each time I find one. I'm fixing it for my voice scripts as I go through the game, but if you want to compile non-voice scripts for those not using the voice patch you could use the same find/replaces I posted there, scripts in voice folder should take precedence over those in data folder anyway so no issue with stuff conflicting really even if someone has both.

Well, I also changed caf\\ -> cafe (didn't bother mentioning that one since it's not a character name and only comes up a few times)
I found some more words to fix:
G{fan > Not sure who this is
K{ki > Same ^
B`lz > Baelz
Y\\ >> Maybe Yin here?
Context:
"If you would give thanks, thank them.\x01",
"Y\\", (and this line is missing \x02 at the end too?)
clich\\ > cliche
Pli\\ > Plie
fianc\\e > fiancee
There's also 3 times where ",," appears if you want to fix that.
Also, there's a bunch of "㈱", I think they are meant to be "!" or just a dot, it's hard to get without full context in-game, might depend from scene to scene.
 
Last edited by Miguel27,

OrangeFlavored

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I found some more words to fix:
G{fan > Not sure who this is
K{ki > Same ^
B`lz > Baelz
Y\\ >> Maybe Yin here?
Context:
"If you would give thanks, thank them.\x01",
"Y\\", (and this line is missing \x02 at the end too?)
clich\\ > cliche
Pli\\ > Plie
fianc\\e > fiancee
There's also 3 times where ",," appears if you want to fix that.
Also, there's a bunch of "㈱", I think they are meant to be "!" or just a dot, it's hard to get without full context in-game, might depend from scene to scene.

Thanks, updated my script where necessary. The Y\\ baffles me, no idea what it was supposed to be and the Japanese script doesn't suggest anything obvious so I'm just going to leave it alone for now. \\ in previous examples was standing in for é but Yé doesn't seem like anything that would make sense here, and as you said it doesn't even have the proper linebreak after it so it could just be leftover text from something.
 
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Miguel27

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Someone reported that using Ellie's Holy Bullet makes the game hang.
You can test it with the save below.
I'll be trying to find which file is causing it later today.

EDIT: Actually the issue seems to be the new executable in superninja2525's v8, replacing it with the v7 executable seems to fix it, my guess is something related to the new translations.
 

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OrangeFlavored

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Seems like the card dealer's name is sometimes untranslated, sometimes translated. Couldn't find it in my scena files so assuming that dialog is in the other files in text or something.
 

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