ROM Hack Digimon Story Lost Evolution Project

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Shadowlurker said:
Indeed its up to you, I do not mind either way and I'm sure plenty of others feel the same. Key-Items would make sence, i wonder why it didn't translate properly.

By the way, are you going to try and replace the menu GFX to be in english as I'm pretty sure its impossible to just translate them like you have been doing so far.

I don't know. I'm not a graphic-friendly so I will check it out.

QUOTE(Dan Kuso @ Jun 29 2011, 09:54 PM) Yugix,When This Patch will be downloadble,when I Saw the Screenshots that you Translated made me feel Playing Digimon Again

It will take time since I will translate the main story and Quests then I will release it hopefully
 
yugix said:
Shadowlurker said:
Indeed its up to you, I do not mind either way and I'm sure plenty of others feel the same. Key-Items would make sence, i wonder why it didn't translate properly.

By the way, are you going to try and replace the menu GFX to be in english as I'm pretty sure its impossible to just translate them like you have been doing so far.

I don't know. I'm not a graphic-friendly so I will check it out.

QUOTE(Dan Kuso @ Jun 29 2011, 09:54 PM) Yugix,When This Patch will be downloadble,when I Saw the Screenshots that you Translated made me feel Playing Digimon Again

It will take time since I will translate the main story and Quests then I will release it hopefully
hey if you need help with the graphics just ask, I'll dump and edit but I will need someone to tell me what they say before I put them in...
 
rastsan said:
yugix said:
Shadowlurker said:
Indeed its up to you, I do not mind either way and I'm sure plenty of others feel the same. Key-Items would make sence, i wonder why it didn't translate properly.

By the way, are you going to try and replace the menu GFX to be in english as I'm pretty sure its impossible to just translate them like you have been doing so far.

I don't know. I'm not a graphic-friendly so I will check it out.

QUOTE(Dan Kuso @ Jun 29 2011, 09:54 PM) Yugix,When This Patch will be downloadble,when I Saw the Screenshots that you Translated made me feel Playing Digimon Again

It will take time since I will translate the main story and Quests then I will release it hopefully
hey if you need help with the graphics just ask, I'll dump and edit but I will need someone to tell me what they say before I put them in...

OK,Thanks Rastsan (I always read it rastran), I will check them before bothering you
biggrin.gif
 
First I gotta dump them (I didn't expect that many ncgr's... sigh)... then there is the more complicated moving graphics I don't have much experience with... (yet)

Its as I though normatt only made that unpacker for the text sigh....
 
Here are some new versions of my tools.

The new version of the text editor fixes a bug where 2 pointers per partition weren't being added to the list box.

A new tool PakManager allows you to manually extract and insert file into any PAK file (Let me know if there are any bugs I haven't tested it extensively yet).

Download
 
Normmatt said:
Here are some new versions of my tools.

The new version of the text editor fixes a bug where 2 pointers per partition weren't being added to the list box.

A new tool PakManager allows you to manually extract and insert file into any PAK file (Let me know if there are any bugs I haven't tested it extensively yet).

Download

In the PakEditor,
When you get to the last pointer of the Partition, you get the save message even if you didn't change.

About the PakManager,

So, I could now change your fonts if possible??


@Saadred

I'm translating DS:Lost Evolution
 
yugix said:
Normmatt said:
Here are some new versions of my tools.

The new version of the text editor fixes a bug where 2 pointers per partition weren't being added to the list box.

A new tool PakManager allows you to manually extract and insert file into any PAK file (Let me know if there are any bugs I haven't tested it extensively yet).

Download

In the PakEditor,
When you get to the last pointer of the Partition, you get the save message even if you didn't change.

About the PakManager,

So, I could now change your fonts if possible??


@Saadred

I'm translating DS:Lost Evolution

Yes you can extract and insert the fonts from the PAK with PakManager
 
I wish so much i could help on this project but i cant translate nor do i understand rom hacking so all i can do is be patient. if there is something out of no where that i can help with (maybe testing if needed) just let me know.
THANKS to everyone that is working on this project and to normmatt for the tools he has created.
 
Yugix,Would You Like to Translate Super Xros Wars cause I will Like to Play Translated Red and Blue Versions after this Translation,because I Love Digimon Most and I Love Harvest Moon quite a Bit,Anyway I will be Cheering You On This Yugix-san

PS: It´s Only Natural that I were to Understand English Like Some People Only Because I was born with Talent and Grew to Understand English Through Music
 
thanks Normmatt... on to the graphics

3024 this 3024 that, I know the number of files usually doesn't mean anything but wow that is a lot of sprites. How many digimon would you say is in this game?

Funnier still they packed the narc files too... with other files so I have to go one by one for the one file unpack just in case... sigh... ugh, with renaming...

just a thought but this also means that we could replace certain sprites if we wanted, digimon x to to digimon user created...
 
rastsan said:
thanks Normmatt... on to the graphics

3024 this 3024 that, I know the number of files usually doesn't mean anything but wow that is a lot of sprites. How many digimon would you say is in this game?

Funnier still they packed the narc files too... with other files so I have to go one by one for the one file unpack just in case... sigh... ugh, with renaming...

just a thought but this also means that we could replace certain sprites if we wanted, digimon x to to digimon user created...

I thought so about what you assume, but it will need so much customization in attack, defense ... etc.

Thanks for cooperating and sorry for all troubles
biggrin.gif
 
as to that yugix, it can be done with action replay codes...

Not a complaint, but an observation, I think I don't have the pak format quite right as the other pak's seem to have a slightly different structure than the nftr pak. I seem to need to remove five bytes from pretty much every file that gets unpacked by normmatt's pak manager. which not his fault that is actually where the pointers are pointing and also the file size seems to be off too... if you look, the nftr had the same size for both columns. Well all the other pak's for files seem to have different sizes and or meaning for the second column. It makes me wonder if there is compression involved. as I cannot seem to make the nclr, ncgr, nscr come out right. what is also bugging me is the normal flag for compression does not seem to be present either. So I am testing with a nclr as you cannot really screw those up too much. I hoping to figure out the type of comression (or if there actually is) soon. as the only reason I can think of for two different values would be for that...

strangely reminds me of the compression in duel love. sigh....
 
so to make things clear will there be a beta release when the digivolution data is finished? or will it be after the quests are done as well?
 
rastsan said:
as to that yugix, it can be done with action replay codes...

Not a complaint, but an observation, I think I don't have the pak format quite right as the other pak's seem to have a slightly different structure than the nftr pak. I seem to need to remove five bytes from pretty much every file that gets unpacked by normmatt's pak manager. which not his fault that is actually where the pointers are pointing and also the file size seems to be off too... if you look, the nftr had the same size for both columns. Well all the other pak's for files seem to have different sizes and or meaning for the second column. It makes me wonder if there is compression involved. as I cannot seem to make the nclr, ncgr, nscr come out right. what is also bugging me is the normal flag for compression does not seem to be present either. So I am testing with a nclr as you cannot really screw those up too much. I hoping to figure out the type of comression (or if there actually is) soon. as the only reason I can think of for two different values would be for that...

strangely reminds me of the compression in duel love. sigh....

Looks like the first size is really some sort of memory allocation size rather than a file size, second is file size and third is a flag to say if it should be loaded directly to the address or loaded to some temporary buffer. That temp buffer looks like its being decompressed by the function at 0208A8E0. I need to spend some time working how exactly what that function is doing and recreate it in C#
 
rastsan said:
as to that yugix, it can be done with action replay codes...

Not a complaint, but an observation, I think I don't have the pak format quite right as the other pak's seem to have a slightly different structure than the nftr pak. I seem to need to remove five bytes from pretty much every file that gets unpacked by normmatt's pak manager. which not his fault that is actually where the pointers are pointing and also the file size seems to be off too... if you look, the nftr had the same size for both columns. Well all the other pak's for files seem to have different sizes and or meaning for the second column. It makes me wonder if there is compression involved. as I cannot seem to make the nclr, ncgr, nscr come out right. what is also bugging me is the normal flag for compression does not seem to be present either. So I am testing with a nclr as you cannot really screw those up too much. I hoping to figure out the type of comression (or if there actually is) soon. as the only reason I can think of for two different values would be for that...

strangely reminds me of the compression in duel love. sigh....

Oh, that's right. I don't know a thing about AR but I think it can be done.

suaqua said:
so to make things clear will there be a beta release when the digivolution data is finished? or will it be after the quests are done as well?

I don't know yet, as I think that not knowing the quest will be harded. So, I think I will need to do it after quests

Normmatt said:
QUOTE(rastsan @ Jul 2 2011, 07:43 AM)
as to that yugix, it can be done with action replay codes...

Not a complaint, but an observation, I think I don't have the pak format quite right as the other pak's seem to have a slightly different structure than the nftr pak. I seem to need to remove five bytes from pretty much every file that gets unpacked by normmatt's pak manager. which not his fault that is actually where the pointers are pointing and also the file size seems to be off too... if you look, the nftr had the same size for both columns. Well all the other pak's for files seem to have different sizes and or meaning for the second column. It makes me wonder if there is compression involved. as I cannot seem to make the nclr, ncgr, nscr come out right. what is also bugging me is the normal flag for compression does not seem to be present either. So I am testing with a nclr as you cannot really screw those up too much. I hoping to figure out the type of comression (or if there actually is) soon. as the only reason I can think of for two different values would be for that...

strangely reminds me of the compression in duel love. sigh....

Looks like the first size is really some sort of memory allocation size rather than a file size, second is file size and third is a flag to say if it should be loaded directly to the address or loaded to some temporary buffer. That temp buffer looks like its being decompressed by the function at 0208A8E0. I need to spend some time working how exactly what that function is doing and recreate it in C#

Normmatt,
You are amazing, I tried before to create a program that do the same as PAKEditor and I could get the size of each partition, # of pointers, and all info about each one. But I have a problem when It came to change values of a file. But I thought now of a new way which is doing it. But, it was only to have some time to fresh my memory on programming.
tongue.gif


I meant to say, your tools are the best and I appreciate your effort.
 
Normmatt said:
rastsan said:
as to that yugix, it can be done with action replay codes...

Not a complaint, but an observation, I think I don't have the pak format quite right as the other pak's seem to have a slightly different structure than the nftr pak. I seem to need to remove five bytes from pretty much every file that gets unpacked by normmatt's pak manager. which not his fault that is actually where the pointers are pointing and also the file size seems to be off too... if you look, the nftr had the same size for both columns. Well all the other pak's for files seem to have different sizes and or meaning for the second column. It makes me wonder if there is compression involved. as I cannot seem to make the nclr, ncgr, nscr come out right. what is also bugging me is the normal flag for compression does not seem to be present either. So I am testing with a nclr as you cannot really screw those up too much. I hoping to figure out the type of comression (or if there actually is) soon. as the only reason I can think of for two different values would be for that...

strangely reminds me of the compression in duel love. sigh....

Looks like the first size is really some sort of memory allocation size rather than a file size, second is file size and third is a flag to say if it should be loaded directly to the address or loaded to some temporary buffer. That temp buffer looks like its being decompressed by the function at 0208A8E0. I need to spend some time working how exactly what that function is doing and recreate it in C#


well if it is being loaded into memory than dumping from memory would be an idea... Its just editing it, Man that would be one gigantic action replay code if I were to try a direct graphic memory hack...
Normmat is that a memory function or direct rom address?
 
rastsan said:
Normmatt said:
rastsan said:
as to that yugix, it can be done with action replay codes...

Not a complaint, but an observation, I think I don't have the pak format quite right as the other pak's seem to have a slightly different structure than the nftr pak. I seem to need to remove five bytes from pretty much every file that gets unpacked by normmatt's pak manager. which not his fault that is actually where the pointers are pointing and also the file size seems to be off too... if you look, the nftr had the same size for both columns. Well all the other pak's for files seem to have different sizes and or meaning for the second column. It makes me wonder if there is compression involved. as I cannot seem to make the nclr, ncgr, nscr come out right. what is also bugging me is the normal flag for compression does not seem to be present either. So I am testing with a nclr as you cannot really screw those up too much. I hoping to figure out the type of comression (or if there actually is) soon. as the only reason I can think of for two different values would be for that...

strangely reminds me of the compression in duel love. sigh....

Looks like the first size is really some sort of memory allocation size rather than a file size, second is file size and third is a flag to say if it should be loaded directly to the address or loaded to some temporary buffer. That temp buffer looks like its being decompressed by the function at 0208A8E0. I need to spend some time working how exactly what that function is doing and recreate it in C#


well if it is being loaded into memory than dumping from memory would be an idea... Its just editing it, Man that would be one gigantic action replay code if I were to try a direct graphic memory hack...
Normmat is that a memory function or direct rom address?

its a memory address in the arm9 binary. I've recreated that function in C# but it gives weird results. I'm not sure if its decompressing it correctly yet.
 

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