Hacking Zill O'll infinite plus

crimsonwolf8439

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Okay, you got my attention. I'm interested in playing this game as soon as you get the translation done.

@crimsonwolf8439 : You know Japanese? I may not know the language and just now having started to learn it, but next time, don't put it in Hiragana. XD
I don't quite get your point...? Are you referring to the language restrictions on GBATemp? Or that I should have written it in romanji or kanji instead?
 

Kitsu-neechan

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I don't quite get your point...? Are you referring to the language restrictions on GBATemp? Or that I should have written it in romanji or kanji instead?

Well it is a known fact that most people in the non-asian internets who use this word can't actually read it unless it's written in romaji :P

While im not anywhere near capable of actual translation work, I did learn enough in my days of weeabooism to get along with such basic things. Nowadays people using words like nani or baka allover the place for no reason, especially when the rest of the text is in english just makes me cringe.
 

crimsonwolf8439

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それら種の人が笑わせる.

All jokes aside, we are getting off topic, so let's stop with the jap talk for now. Glad to hear more interest in the game thou. More interest = scene revival :D
 
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Kitsu-neechan

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yeah, it's nice to see that people are discovering this gem now. It really is a game worth playing for any jrpg fans.

on the progress side of things, another of the start scenario branches was translated now (another 1+ hours of gameplay there), the biographies are now complete, and various things such as the above treasure chest stuff was done, along with the "adventurer titles" you may receive once you sidequest enough (im not really sure what they do aside that people actually call you by those titles when you talk with them :P) The rare Gear merchant has been translated, and Tom's currently tackling the location descriptions and various other tidbits related to the jobsystem.

I've been going through more of the texture work for the High resolution mod and it's also getting there, i got 40 or so NPC textures to do, then monsters and weapons.
Weapons should be fairly fast to get over with once we deal with the obstacle of properly extracting them from the ps2 version, but monsters will be another workload of it's own, there's some hundreds of textures to work on those.

as far as the technicalities go, the game is currently using around 24MB of ram, so counting up the kernel memory to that, we should have some megabytes left to tinker with. The High resolution textures are still working nominally on both ppsspp and real hardware and im fairly confident they wont be causing any issues... If they would, they would have done it by now. Just to be on the safe side, i do run the game with a devkit every now and then and keep track of the performance, since my first and foremost concern on finishing the patch, is to finish it in a way it remains 100% hardware compatible.
 
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Kitsu-neechan

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Here's a little teaser picture out of Easha using her new shiny high resolution texture.

Easha is one of the 2 characters who are exclusive to the PSP version of the game, so this character's texure has been redone from scratch instead of converted from ps2 like the other (n)pc's
enjoy.

ULJM05410_00629.png
ULJM05410_00628.png
ULJM05410_00627.png
ULJM05410_00626.png
 

Kitsu-neechan

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You seem to be doing a lot of fast work. It'll be a matter of a few months until the translation is done at that rhythym.

I hope.

I wish i could say yup, but this project has already been on the works for 2 years, so no. It's extremely slow and while it has recently picked up some speed on getting along, it's still a long ways off from being finished.
not to mention that after that, comes the beta testing.
 

Kitsu-neechan

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it looks like it's supposed to, since it's not stretched to 256x128 pixels (!?) and colorwashed. (i did give the wings some extra contrast to make it more closely match what you see on the FMV before this fight.)
there's a lot of crap going on in the textures here, someone was really overly cautious when converting them to the psp version, and with a lack of better word, they're fucking terrible.

I wouldn't have started the whole nonsense of porting them over again if it wasnt for this, but i honestly think the texture work on the psp version is just not up there, and it needs to be redone.
I mean, just look at that hairy monster there and tell me this is not improving anything.

at any rate, the dragon is not the only thing that ended up looking a bit different in the game, there are several things i've changed to either bring them closer to their concept arts or just closer to the ps2 version textures (the color conversion on psp really damaged some things more than it should have) It's all for the greater good anyways. Trust me, i know what im doing. If not, then too bad, i'll do it anyway :P


the way the dragon actually looks (on the cuscene) is that his wings start glowing blue when he attacks, and are othervise dark, like the rest of his body, however, i didn't bother creating a new 3d model and programming in a thingy to change his texture for his attack animations (duh!) so i had to settle with a static color, and i made it blue since it's badass.
mv17.mkv_snapshot_00.21_[2018.11.02_10.09.46].png
 
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riesyukira

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Yes! Yes! Yes! YES!!!
Just keep up the good work! Take your time on this, and if there are some self entitled arseholes demanding you to release a partial patch of this game just ignore them completely!
This game deserves the best TLC that a fan translation can get!
 

Kitsu-neechan

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I never release partial patches, they serve no purpose really, especially on this sort of games.
What the hell would you do with a menu translation patch for an RPG where you cant play it properly without the story to begin with. Might aswell play it with japanese menus too in that case, does the same thing.

besides, i released a machine translated menu patch for this thing 5 years ago already, no one cared about that either, so even if i would othervise, i wouldn't waste my time with it again.
 
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Kitsu-neechan

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okay so, we decided that (obviously) the game's credits roll has to be translated too, so i pulled out the pmf and took a peek of how it's done.
hardcoded credits roll on some images with some fading effects and stuff going on in it.

now, i dont know how people usually deal with these but im not a big fan of using text removal filters that look like ass or overlaying new text on top of old text trying to hide it, so here's how i did it :P



what i did was i dumped out all the images from the game used on the video (prerendered "room" backgrounds) created 2 300-frames long mask animations for the moving fade effect and recreated the whole goddamn thing from 0. It will look better than a mess where the original text is just hidden by overlaying shit on it i hope.

it's not complete yet and the timings are slightly different from the original because of the added text that will come to the credits.

edit:
finished recreating the entire video now.
here's a little first test on how the new one looks;

original <---> new
test1_ori.png
test1.png
 
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Kitsu-neechan

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I needed a little break from the insanity of the texture work so I actually started playing the game a bit (again)
here's a random gameplay clip (there's a few more on my YT channel for those interested)

 
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HoaiTrung97

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I needed a little break from the insanity of the texture work so I actually started playing the game a bit (again)
here's a random gameplay clip (there's a few more on my YT channel for those interested)


Yeah! Making a patch, really tired, I was not able to play what I like, or watch more anime, since I did it. But I can not stop it now, because it is only a little bit to complete. Hope you will soon rest and have more health, to continue with this long battle. (*´з`)
 
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