Hacking [Release] The Legend of Heroes: Zero no Kiseki - Evolution Psvita

Dasutein

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As much as I'd love to port the Geofront translation, I'm definitely at a standstill unless I (or someone else) can figure out how to deal with the Scena and CCLM files, so I can't promise anything.
I am rather curious as to how/why @EvilGoku pointed to the translated script at the end of the Scena files rather than overwriting the original Japanese script, so that's something I want to look into. It reminds me of how you can modify a pointer for Star Door 15 in Trails in the Sky the 3rd to make it jump to the prototype version of the Door's script. Maybe that could be a steppingstone to help get this project off the ground.
 
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GraveViolento

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Haven't really been looking into this too much, but I did a comparison with EvilGoku's m3000.bin files and the original games m3000.bin files and found the following:

upload_2020-7-6_21-53-13.png


The red signifies the differences between the two (top is EvilGoku, bottom is untouched). I'm assuming these are where the pointers are?
 

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Dasutein

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Yup, in EvilGoku's m3000.bin, those are definitely pointers. More specifically, it seems to be using the 0x03 op-code to jump to an offset.
From what I can tell, EvilGoku basically used that 0x03 opcode to hijack the script so it would play out the English script he pasted in instead.
I'm not sure if it's the same in Evo, but according to EDDecompiler, the 0x00 op code is the "Exit Thread" code, presumably being used here to skip the Japanese script.

For example, the first one, 03 FC 52 00 00 is jumping to offset 0x52FC, which plays out the script for a treasure chest. It also starts with the same op-codes that the original m3000.bin does, 50 E7 03 1F F9.
52fc.png

We can see this again with Lloyd's first line of the game.
Offset 0x39C4 uses the 0x03 op-code to jump to offset 0x7AE9, where Lloyd says "Tio, what's the situation?", which again, uses the same op-codes as the original m3000.bin.
39c4.png
7ae9.png

Thanks for finding that, @GraveViolento. That was a big help in understanding what EvilGoku did.
 
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Mobius_One

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If you need any beta testers for anything you all would do id gladly help since I really want the crosbell arc to get translated honestly since they are the better version for me...
 

Dasutein

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For the Scena files, this is just a theory, but it would probably be possible to follow what EvilGoku did and just point to where the English script is. In other words, if Geofront's script is longer or shorter than what he put in before, the pointers could be adjusted to specify the new offsets. Of course, that's not the cleanest way to do it (that would be with something like EDDecompiler), but it's still a potential option nonetheless.
I did some searching around and found a curious bit of info.
The scripts for PSP are v1 and Vita uses v2. It's almost the same but they added new, unsupported things to the v2 scripts, which the translation tool can't handle.

It's not a simple copy and paste job. If it were, it would've been done long ago.

Another thing that needs to be addressed is the version 1.01 patch, since EvilGoku chose not to use it for some reason (I'm guessing there was a problem with MaiDump back then). It seems pretty important since it fixes some random crashes and typos in the new game quiz.
The eboot.bin and data.psarc were updated in this patch.

I also solved the issue I was having with the CCLM files, and found out which ones are mandatory for the game to work properly. With this out of the way, there's nothing to prevent inserting the translated images or the PC version's textures anymore. I still need to experiment with the CCLM files in Data.psarc (for the title screen and Extra Mode), but any images that appear during gameplay are free to mess with now.
In Data0.psarc, the files we can remove are:
  • The entire data\cclm\battle0 folder. This only contains the battle maps, which the game already has in data1.psarc.
  • Everything except for the .mc1 and .mcc files in data\cclm\map4
    • .mc1 contains basic SFX, the map's .dtm, .ent, and .pre files, as well as an extensionless file with the map name. This might be safe to remove, but I kept them for safety.
    • .mcc contains copies of the character sprites that appear in that specific map. If the .mcc files are missing, certain maps like the Entertainment District will crash the game when first visiting during the prologue. Kind of a shame because that's what's making the game take up so much space.

Btw, if anyone has a completed save file, or save points of each chapter, they would be greatly appreciated. I've only played through the Geofront translation, so I don't have any good save files to work with in Evo.:unsure: Doesn't help that they removed the debug room, a0000.
 

Mobius_One

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@Dasutein

I have a completed save of Zero no Kiseki Evolution but for Ao no Kiseki I havent got one but someone from r/falcom at reddit would probably have one

So if you need it just DM me I'll send it to you. Been wanting to play Ao no Kiseki Evo since its the better one than the PC release and PSP one hopefully you can port those translations... and if possible we could also kind of help with the exclusive quest too :D
 
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Dasutein

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@Mobius_One That would be great, thank you!
And it's fine about Ao no Kiseki. Honestly, since Geofront has already made a lot of progress on Ao, I'd rather wait till they're done with it before I start looking at Ao Evo in depth. I haven't really played much of Ao anyway.

Speaking of the exclusive quests, I actually found a text dump of Zero Evo and Ao Evo's scripts. It doesn't contain the op-codes (outside of the simple ones, like the line breaks), but it looks like all the text for each map is accounted for, and even has offsets for where the text is located. This is from back when people were first trying to port the voices to the PSP & PC versions of Zero & Ao. I think this would be a good first step to getting all of the text prepared, and would be even more useful for tracking down the text for the exclusive quests.

Again, I can't promise anything or give an ETA, but I'll see what I can do.
Frankly, this is my first attempt at trying to modify the scripts in a Trails game. I somewhat understand it, but not fully. I'm actually more familiar with how Ys games work tbh.
 

GraveViolento

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I think the text for the exclusive quests are located in t1030_1.txt, t1500_1.txt, and t4010_1.txt as those seemed to be the only files I couldn't find on the trailsinthedatabase website, if someone wants to double check me on that.
 
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Howchie

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So I'm a total novice to all things modding. Is it not possible to extract the Japanese script as plain text, overwrite programmatically using The Database (assuming the website version could be condensed into a proper .txt file or something), and then re-pack as a first step? The above discussion suggests the previous translation kept all the Japanese files in and did some tricky programming to re-direct to the new english files -- why would that be necessary?
 

Dasutein

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I think the text for the exclusive quests are located in t1030_1.txt, t1500_1.txt, and t4010_1.txt as those seemed to be the only files I couldn't find on the trailsinthedatabase website, if someone wants to double check me on that.
All three of those contain Evo-exclusive quests. There are 5 total according to the GameFaqs guide. Here are some specifics about them:
  • t1030_1: Mishelam Resort (Mishelam Wonderland Entrance)
    • Chapter 3 quest for とある人物の捜索 (Search for a Certain Person)
    • It takes place over multiple maps within Mishelam:
      • t1000: Mishelam entrance (where the boat is)
      • t1010: Hotel Delphina
      • t1020: Mishelam Shopping Arcade
    • This file is completely untranslated in EvilGoku's scena.
  • t1500_1: St. Ursula Medical College
    • Likely the Chapter 2 quest for 寝坊医者の捜索願い (Search for the Oversleeping Doctor)
    • This is the most complicated one. According to the GameFaqs guide, it takes place over multiple maps, so these files also have text to translate:
      • c0000: Crossbell City - Station Street
      • c0100 and or c0100_1: Crossbell City - Central Square (Unsure which file has Kate's text for this quest.)
      • c1100: Crossbell City - Administrative District
      • c1130: Crossbell City Library
      • c1200: Crossbell City - Harbor District
      • t1530_1: Hospital 1F
      • t1540_1: Hospital 2F (Where the quest is initiated)
    • This file is completely untranslated in EvilGoku's scena.
  • t4010_1: Crossbell Cathedral - Interior
    • Chapter 4 quest for 続・日曜学校の特別講師 (Guest Lecturer for Sunday School (Continued))
    • This file is completely untranslated in EvilGoku's scena.
The remaining 2 exclusive quests appear to be in these files:
  • c0210_1: Crossbell City - West Street - Morges Bakery
    • Chapter 2 quest for 究極のパン対決! (Ultimate Bread Showdown!)
    • This file is completely untranslated in EvilGoku's scena, and is also missing from Trails in the Database.
  • t0520_1: Mainz Mining Village - Der Ziegel Inn
    • Chapter 4 quest for 店員の接客指導 (Clerk’s Customer Service Guidance)
    • This file is completely untranslated in EvilGoku's scena, and is also missing from Trails in the Database.
Somewhat related, but the prompts for playing the Evo-exclusive minigames are in c0110_1, the SSS's headquarters. EvilGoku Google-translated the prompts, so they will need to be retranslated. That "Colo Colo Mitchey" hurts me. :rofl2:
c0110_1.png


So I'm a total novice to all things modding. Is it not possible to extract the Japanese script as plain text, overwrite programmatically using The Database (assuming the website version could be condensed into a proper .txt file or something), and then re-pack as a first step? The above discussion suggests the previous translation kept all the Japanese files in and did some tricky programming to re-direct to the new english files -- why would that be necessary?
The Database can be exported into CSV files, so we can get a plain-text version of Geofront's script.
As for the script redirection, this is just a guess, but it's entirely possible that EvilGoku did that because all of the op-codes are not known for Evo. Thus for safety and to have more freedom with the length, he duplicated the scripts within the Scena files and redirected each message to the English version he pasted in. This quote seems to corroborate that.
THERE IS NO TOOL AND I JUST USE OTHERS METHOD TO MAKE PATCH FAST LESS BUG AND LESS FREEZE ETC AND I AM JUST CHECKING VITA AND PSP ISO DIFFERENT BUT I THINKS MAIN PROBLEM WILL BE SCENA FILES
 
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Howchie

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Right. More complicated than I thought then, I was hoping we could essentially just do a batched find and replace from the Japanese to English translation, using the database as the matching function, and save the updated game files. I don't know anything about op codes and that side of things, my programming knowledge is limited to statistical languages (R, MATLAB).
 

Shenrai

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Man what I would give for the translation to be ported to the vita. Didn't realize it was as difficult as all that <.>
 

Howchie

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Man what I would give for the translation to be ported to the vita. Didn't realize it was as difficult as all that <.>
It's a shame because obviously there's already a translation available, I'd hoped it would be as simple as replacing the text on that version!
 

GraveViolento

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Here's something I kinda put together using the Geofront's logo. Tried my best to get rid of the Japanese letters that were showing up on top of "Evolution," could potentially be used to test out the changing of the title screen logo.

trails from zero.jpg
 

Dasutein

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That looks good! Do you have a higher resolution version of it? Evo's title screen dimensions are 1024x1024 (with a lot of empty space). I was thinking about converting Geofront's images for Evo, so I could try putting in the new logo too.
title.PNG
 

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