Hacking Digimon Adventure [PSP]

SsjTrey

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Hey guys,

seems like I'm one of the last true digimon-fans in Germany.
I'd like to join the translating team and maybe do German-Patch based on your English one.
The only experience I have is in modding Dragonball-games so I hope you can help me learning.
So if you still need some workforce, please tell me if I can help you.
 

Nobunaga

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@Liberta, could you translate the battle menu too?

I mean, like the translation team did here
snap093.png
Well the battle menu as far as I know is stored in an Image so I am unable to translate it BUT I will try :)

snap001f.png


I found the names :P
 

kohryu

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Guys, a question.
Do you prefer the Dubbed names or the japanese ones?
I mean Taichi/Tai or Baby Flame/Pepperbreath, Vandemon/Myotismon etc...
I personally prefer much things in the dubbed way, like the protagonist's names.
My idea is to use the dubbed names, and leave the japanese for some beautiful things (Like Dukemon... *__* I can't heard Gallantmon...).
What do you think about this?

I prefer the original character name. The setting is in Japan and the character is obviously a japanese,wouldn't it be weird if you use Matt instead of Yamato? As for other digimon terms like their attack or names, you can use the dubbed one since it sounds fine like pepper breath or digivolve.
 

Viris

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I also would like to translate this game I can give the file to be translated or at least tell me how to get them
 

silverwolf689

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Hey anybody else find it interesting how the game has a list of Magnadramon's attacks.(it's located after angewomon).
Holy Flame, Hermit's Fog, Apocalypse


I guess they were originally gonna put her down and then changed their minds to Ophanimon at the last second.
 

CrashmanX

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You can always photoshop the bar into english

Not quite that simple. You have to figure out the format for the images and where they're located. Given what I've heard about this game that's MUCH harder done than said. None of the files have extensions nor a file structure for that matter. So finding the images proves to be quite difficult. Unless you're Mr. Roxas-fancy-pants and can code special tools. XD
 
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ultima espio

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They're just psp standard gims, so it's really easy to edit. The first post contains a list of where all the gims are...but not what they are. The hard part will just be finding what you want in the sea of images.
 

SuperSZ

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Not quite that simple. You have to figure out the format for the images and where they're located. Given what I've heard about this game that's MUCH harder done than said. None of the files have extensions nor a file structure for that matter. So finding the images proves to be quite difficult. Unless you're Mr. Roxas-fancy-pants and can code special tools. XD

But sometimes one has luck. For example, I discovered where the cutscenes were although there was no extension and that's because magically my Media Player Classic could open them even without having the extension. Maybe photoshop or another image editing software can do the same and open the file without having the extension but edit it anyways. ... The difference is that, when I discovered that thing about the cutscenes was because I used a little bit of logic and guessed that the most heavy files should probably be video, and I wasn't wrong, but I don't know if that kind of basic logic can be used with the correspondent ID files for those images (like ordering the files in some specific way, or something like that).
 

CrashmanX

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But sometimes one has luck. For example, I discovered where the cutscenes were although there was no extension and that's because magically my Media Player Classic could open them even without having the extension. Maybe photoshop or another image editing software can do the same and open the file without having the extension but edit it anyways. ... The difference is that, when I discovered that thing about the cutscenes was because I used a little bit of logic and guessed that the most heavy files should probably be video, and I wasn't wrong, but I don't know if that kind of basic logic can be used with the correspondent ID files for those images (like ordering the files in some specific way, or something like that).

Granted that is possible, that's because the file extension isn't really needed. They're just very useful. Look up a thing called "Magic Numbers for Programs" and you'll get what I'm talking about.
Also image files can vary in size GREATLY, so can text files. So it's much harder to narrow them down.
 

SuperSZ

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Lol. Who else here is waiting for a patch to release before playing the game? I temporarily stopped after the File Island Arc.

I just played the game for 5 minutes for testing the xhai patch that he released a few days ago
(if anyone who is reading this and didn't follow the whole thread is wondering where that patch is, let me tell you that it had very very few text translated, it was mostly to see if it worked or didn't work but nothing else so it's not really worth downloading)
 

kal_

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I found them earlier on through gitmo, ticked the png box when I was extracting 3d models. I've quickly blanked them and added text just now, PSDs incase the font or translation needs changing. Good luck getting it back into the CPK though, Gitmo didn't tell me any of the ID file names.
 

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SuperSZ

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@kal_ awesome!. Yeah, the problem wouldn't be getting it back into the CPK itself, but getting those files back into that ID file (pretty much the same problem I have that won't let me make a redub of the cutscenes: put AT3 + AVI back into ID file)
 

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