Hacking currently translating unchained blades exxiv

kaikaiser

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Good new. I found the menu text inside Yamanaka/sysmenu. All of the main menu text is in those file. Black dogs method of extracting worked. This brings us one step closer to a menu patch. Now with the font problem fixed the story is another step to getting underway. Now things we need:

Someone who can work with images. Need someone who can edit the images.

To find a way to pull the text from the images to help translate the images.

I will be putting the scrip into Google sheets. Need to put a team together to help translate

Anyone who is interested please either reply or PM me.

Thanks!
 
Last edited by kaikaiser,

flame1234

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kaikaiser

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I think we can do all of the story text too. Battle text is the only one we can't do yet. But, a lot of game same is spent in battle and if you're losing it'll be hard to know just how, you know?

First few scripts:
https://docs.google.com/spreadsheet...ux_exoFyRzbEcR5jZ97eFfEJQ/edit#gid=1633490853

The translator I worked with before didn't do a very good job.
True since it is a drpg. Good to hear the game scripts are a go. Sorry to hear about the other translator.
 

flame1234

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I spent like 1.5 hours (way too long) and figured it out. The drawing routine for the battle text is different so it had to be figured out separately. The routine for almost all other text is all the same.
You have to change 0883DE34 to li a3, -0x1.
NPJH50648_00015.jpg

Well, I guess the translation needs work, but...

Alright. Let's try translating all of those spreadsheets and then produce a concept patch.
 
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kaikaiser

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I spent like 1.5 hours (way too long) and figured it out. The drawing routine for the battle text is different so it had to be figured out separately. The routine for almost all other text is all the same.
You have to change 0883DE34 to li a3, -0x1.
View attachment 93234
Well, I guess the translation needs work, but...

Alright. Let's try translating all of those spreadsheets and then produce a concept patch.
Nice work.
 

flame1234

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Do you want to help translate? You can just copy that spreadsheet and work on it yourself. Or you can pm me your email if you'd like to work together on this copy.
Also, the menu graphics need to be figured out. Can you put together a working demo and tell me the method used?
 
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DarkSynopsis

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As of right now we are only working on the psp version. This version is presenting enough problems. Might look into the 3ds version after this is finished.

Newer commits of Kuriimu support editing KBD files, aimed at the 3DS so no clue if they will help on PSP side, was almost tempted to look into what you guys have done so far and start porting it over, obviously wouldn't do so without permission and would need to find some time.

wrBgD5n.png


Only took a quick look at the 3DS version but doesn't seem to have some of the font issues I saw in here for the PSP version.
 
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flame1234

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Trying to translate the text of the main menu:
NPJH50648_00016.jpg


I think the file is mn_top_menu.gim, 23kb
Extracting using gimconv gives the following output:
upload_2018-2-4_9-8-34.png


Here is the output file:
mn_top_menu.png

mn_top_menu_mod.png

I put two versions of it (the black is inverted color version) because the white doesn't show up well on the forum.
The output file is 1kB, it's not big enough to have all the file content.
It's like there's multiple images within this file. Anyone know anything about this?

Really, it looks like there are multiple files in there.
Everyone is using gimconv 1.20h which I guess is public and this file was encoded with gimconv 1.50 which isn't. There's a string at the end of the file that says so.

Random guesses about stuff:
Nj2DHvi.png

0x0: The ID string, MIG.00.1PSP (padded to 0x10 will nulls)

In red at 0x10, 0x20 and 0x30 is the block type ID.
As far as I can tell:
2 is file
3 is image
4 is bitmap
5 is palette

In blue above is the total size of the block including this header.
In the case of block type 02, it's the file size minus 0x10 (presumably for the MIG.00.1PSP header).
Checking this:
03: 0x20 + 0x4F0 is 0x510, there is a type 03 block there.
04: 0x30 + 0x450 is 0x480, there is a type 05 block there.
05: 0x480 + 0x90 is 0x510, there is a type 03 block there.

In pink above is how far it is to the start of the next block, which usually matches the block size.

The 0x10 value that's not highlighted is probably the size of the header, a constant value.

Okay then, how do you decode the bitmap and palette blocks, then?

Apparently it is swizzled, I got that by checking GE debugger.
And this image is 4 bpp.
hp6QHrB.png


0x40: A constant, it specifies the size of this second header.
0x44: unknown. 4 = 4 bits per pixel, 5 = 8 bits per pixel
0x46: unknown. Usually 1. Might be some kind of flag.
0x48: In green. Specifies the height and width of the image. The height and width don't have to be powers of two, they just are in this case.
0x4C: Value appears to be related to the bits per pixel. Actually, it seems equal to the bits per pixel.
[a bunch of unknowns]
0x50...0x60: Unknown These appear to be constants
0x60: Appears to be the total size of the block
0x64...0x70: Unknown. Appears to be constants
0x70: Constant value. Always 0x40 and then padded to 0x10 by nulls
0x80: Start of actual bitmap.

And in this image, the bitmap is an uncompressed raw bitmap (it needs to be unswizzled)
 
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Shiroyabu

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Good new. I found the menu text inside Yamanaka/sysmenu. All of the main menu text is in those file. Black dogs method of extracting worked. This brings us one step closer to a menu patch. Now with the font problem fixed the story is another step to getting underway. Now things we need:

Someone who can work with images. Need someone who can edit the images.

To find a way to pull the text from the images to help translate the images.

I will be putting the scrip into Google sheets. Need to put a team together to help translate

Anyone who is interested please either reply or PM me.

Thanks!



Hi, I can help you with editing images if you still need so.
If you have a discord, that's best for me.
 
Last edited by Shiroyabu,
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Newer commits of Kuriimu support editing KBD files, aimed at the 3DS so no clue if they will help on PSP side, was almost tempted to look into what you guys have done so far and start porting it over, obviously wouldn't do so without permission and would need to find some time.

wrBgD5n.png


Only took a quick look at the 3DS version but doesn't seem to have some of the font issues I saw in here for the PSP version.
Been a while sense I've checked in on this. This tools works great for the 3ds version. I've managed to get the item,skills,descriptions ect translated. A good chunk of the script as well. The 3ds does not have a font or spacing issue like this does. So out on a whim I wondered if this tool worked on the script for the psp version. Aaaaaaaaaaand, surely enough it does! The spacing issue is atrocious and the font is too big, but it does work. Make sure you use this specific version of kuriimu.
 
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So with the script inset successful I would be willing to inset the translated script into both the PSP and 3DS versions.
If I can get your guys help in translating the main script which is i believe 172 files.
Here is the google sheet that anyone can edit to help. Ive put up quit a few to start and will continue to add until all 172 are on the sheet. After the main script is done there is a lot more to go to translate like NPC dialog and dungeon pop ups. These are small line that I can handle. I would appreciate all the help I can get to at leased get the main script done and get this project playable. Thank you!

https://docs.google.com/spreadsheets/d/1Hsd4r-Vv1cH4OsVLW_0Y1hJWoq3gPt6PhxrztLAUHC8/edit?usp=sharing
 
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Will this be finished by Christmas?
That depends on if all 172 file get finished, then yes. I only have to insert the script, repack and create a patch.

--------------------- MERGED ---------------------------

Though it won't fix the font issue so text will still go outside text box. The 3ds version does not have that problem only psp.
 

mwahaha

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That depends on if all 172 file get finished, then yes. I only have to insert the script, repack and create a patch.

--------------------- MERGED ---------------------------

Though it won't fix the font issue so text will still go outside text box. The 3ds version does not have that problem only psp.

Can you work on 3ds version first? I would help translate the game, but I have little to none understanding of Japanese language.
 

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