Gaming Fate/Extra Google Translation Patch

Excellentnuke

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I'm only doing this so I don't have to constantly look at a walkthrough while I play. I'm using the following site because it has the script:
http://fateextra.wiki.fc2.com/wiki/%E3%82%...2e9700cfc13b2bb

I'm going to clean up the Engrish so you can guess what's going on.

So far I've been able to find some text, but I don't know how to repoint text, so I can't replace much yet.

I'll post my progress here.
 

Excellentnuke

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Quick update time. It seems that the file that is most likely to contain the text data is encrypted. It probably has the text data because it's the only one there that's not found in other games and it was where BBS0.dat, which is the file edited to translate BBS, was found. If some can decrypt it, that would be fantastic. I can't make any progress at all since I can't find the entire dialogs due to the file being encrypted.

Sorry if I got some people's hopes up
ohmy.gif
 

Excellentnuke

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Update! I think I figured it out. I extracted the data.cpk, found the data for the days, edited day00, which I assume is the prologue, and rebuilt the data.cpk. This significantly lowered the filesize for some reason, and the game didn't start up. I'm trying to fix this
biggrin.gif


EDIT:
Update to the update!
I found out why the filesize went way down. There are a bunch of duplicates in the .cpk for some reason, and I don't know how to deal with em.
 

Anonygoo

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Hey, I realize this is a bit out of the blue, but I wondered how you decrypted the data files. I'm trying to get a hold of the script myself so I'll have an easier time playing through the game (as I won't have to waste so much time looking up kanji), but ran into the problem of not being able to extract it.

Any tips?
 

Anonygoo

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Oh.

What hex editor did you use? The one I've been making use of just freezes when I try to use it on the data.cpk.
 

bugubugu

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how did you extract the .cpk?
i'd be interested in helping out once i'm done reading the romhacking.net tutorials.
 

bugubugu

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can't find that thread -^(:wtf:)^-
but i take it you could use UMDGen, right?
i'll take a foray into there in a day or two, when i can get my (virtual) hands on the iso...
 

bugubugu

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nvm, found it, pulled the game apart and all...
I don't think you're going to find anything useful in the day folder. all of those just seem to be pointers to the pack folder, where i'm finding some real text, followed by random save screen stuffs...
i looked at all the day files, and they all had that same save data crap followed by nothing but random addresses and directories and stuffs...the only one that had anything was day/000.dat, and it was about a paragraph. Possibly the prologue, but whatever, it's a loner, relatively speaking...

all the REAL data is in the pack folder.
I'm not sure about the pak files like msg_emiya_r01_000.pak, htat is, pak files with real names. I think they're graphics files, since they're about 1% header and 99% random data. Worst case, it's actually the text, but all compressed, though if all of those pak files are text, then we're looking at 400 Mb of text, which i believe to be a statistic impossibility (maybe not for kinoko nasu but...)
I am concerned about hese files, in particular emi001.pak, because there's definitely a pointer table at the beginning of it, which is something that is used, at least in nds roms, to say taht there's text.

then we have the unnamed pak files (as i have decided to call them)
the pak files with crap like:000021_0.pak. i've played enough games in japanese to tell the difference between a full sentence in japanese and absolute gibberish.
If you open that file, for example, in some hex editor (i'm using windhex and Madedit) and look around, you'll find a bunch of interesting things...
like at:
16E8C, if you can read Kana, you'll notice that there are a bunch of interesting names, like, Arcueid, and Archer. I'm not sure if those are used, anywhere, but further down, you'll find some place names and stuff until you get to:
00018E38, where you find another sub-file (or at least the flag 30h 96h, which i htink is the beginning of a sub-file, though i haven't looked aorund long enough to be sure...)
There, you will find something even more interesting. Something I believe to be a tutorial, actually, as it's got random crap like HP, and MP randomly in there...
I think, that what it uses to say who says what, it has #RUBS Master (or Masutaa, if you'd like)#RUBE although sometimes it has a
#RUBS Masutaa#RUBE some kanji name, which isn't always he same...
Later on, I found a few things which I think display the Servant's name or something:
#C120200255 Archer (or AaChiYaa, to be true to the language) #CDEF.
From what I can understand of random punctuation, kana and hiragana, there is a conversation going on between them...
i think i should actually turn on the game and play it abit, even if just to find the opening text or something. I'm under the impression that it uses some special format to display the master's name, but then again, maybe not...


update:
ok, now i'm seriously confused. Every one of those pak files seem to be repetitions of each other with just a little bit more. There is no text in 000310_0.pak, for example, that doesn't show up in 000327_0.pak...and the text is all just in the beginnings of those files...i still think the script is somewhere in those pak files, though. I'm not sure. I'll keep looking...

update2:
ok, so i actually turned the game on and looked for some text, and one of the first things said in the game is Classmate. So i opened up the data.cpk and searched for "Kurassumeto" and find nothing.
So that means one or more of three things:
the script is not in data.cpk (which sounds kind of stupid to me...)
the script is not in shift-jis encoding (plausible)
the script is compressed (can't imagine why they'd sacrifice efficiency for space, but...)
so...does anyone know what kind of compression psp games might usually have?

update3:
so...I wrote a quick script to find instances of #REND, which i believe to be the command to render the image of whoever's talking. the .pak files had them, sure, as expected. the day/00xx.dat files did not, and, interestingly enough, the .cmp files did as well. I looked inside them and found nothing but gibberish, so I refined the search to look for #R, which tjrned out a reasonable amount of them, some 20-30 for each one, which makes sense considering the fact that there's #RUBS too...
I looked a little closer at those files and did indeed find correct, non-gibberish uses of #CDEF, #REND, #RUBS and all that stuff, but there were also bits of #RwEND and #C2%^55120 and stuff which is making me think it's compressed in some way or another. I AM finding instances of "Archer", sometimes mangled, and I AM seeing bits and pieces of dialogue, but every few bytes or so, there's some random byte that shows up and messes everything up. It slowly gets worse and worse as the file goes on until there is nothing but incomprehensible gibberish. i'm guessing most of that gibberish is graphical data, since no game can possibly have 400+Mb of text, thoguh i'm at a loss as to why they'd put their dialogue text in the middle of their graphics data...
i'm going to search the .pak files again, just to be sure, for any instance of "Classmate", because i'm hoping i'm mistaken...
not finding "classmate", but after looking for "Masutaa" in all the .pak files, I found this much:
マスタinstances.pak.txt
000021_0.pak: 78
000021_1.pak: 1
000023_0.pak: 55
000023_1.pak: 1
000100_0.pak: 55
000100_1.pak: 1
000110_0.pak: 70
000110_1.pak: 1
000111_0.pak: 61
000111_1.pak: 1
000120_0.pak: 72
000120_1.pak: 1
000121_0.pak: 64
000121_1.pak: 1
000130_0.pak: 67
000130_1.pak: 1
000131_0.pak: 63
000131_1.pak: 1
000140_0.pak: 82
000140_1.pak: 1
000141_0.pak: 82
000141_1.pak: 1
000150_0.pak: 58
000150_1.pak: 1
000151_0.pak: 58
000151_1.pak: 1
000160_0.pak: 67
000160_1.pak: 1
000161_0.pak: 63
000161_1.pak: 1
000170_0.pak: 112
000170_1.pak: 1
000171_0.pak: 75
000171_1.pak: 1
000180_0.pak: 114
000180_1.pak: 1
000181_0.pak: 48
000181_1.pak: 1
000190_0.pak: 48
000190_1.pak: 1
000308_0.pak: 48
000308_1.pak: 1
000310_0.pak: 64
000310_1.pak: 1
000311_0.pak: 90
000311_1.pak: 1
000314_0.pak: 87
000314_1.pak: 1
000317_0.pak: 87
000317_1.pak: 1
000318_0.pak: 87
000318_1.pak: 1
000321_0.pak: 56
000321_1.pak: 1
000322_0.pak: 53
000322_1.pak: 1
000323_0.pak: 51
000323_1.pak: 1
000324_0.pak: 53
000324_1.pak: 1
000325_0.pak: 53
000325_1.pak: 1
000326_0.pak: 57
000326_1.pak: 1
000327_0.pak: 53
000327_1.pak: 1
emi000.pak: 14
gat001.pak: 5
gat002.pak: 5
infomatrixex_text_alc.pak: 4
infomatrixex_text_ali.pak: 2
infomatrixex_text_emi.pak: 5
infomatrixex_text_fun.pak: 1
infomatrixex_text_koo.pak: 1
infomatrixex_text_rob.pak: 3
infomatrixex_text_ryo.pak: 1
kun001.pak: 2
kun002.pak: 2
mal001.pak: 1
mal002.pak: 1
ner000.pak: 5
PRELOAD.pak: 12
sin001.pak: 1
sin002.pak: 1
tam000.pak: 12

and here's for #R instances in .pak files:
000021_0.pak: 71
000023_0.pak: 32
000100_0.pak: 26
000110_0.pak: 47
000111_0.pak: 41
000120_0.pak: 48
000121_0.pak: 40
000130_0.pak: 63
000131_0.pak: 41
000140_0.pak: 63
000141_0.pak: 66
000150_0.pak: 54
000151_0.pak: 69
000160_0.pak: 41
000161_0.pak: 63
000170_0.pak: 70
000171_0.pak: 85
000180_0.pak: 81
000181_0.pak: 24
000190_0.pak: 24
000308_0.pak: 30
000310_0.pak: 55
000311_0.pak: 127
000314_0.pak: 122
000317_0.pak: 122
000318_0.pak: 122
000321_0.pak: 29
000322_0.pak: 49
000323_0.pak: 76
000324_0.pak: 43
000325_0.pak: 44
000326_0.pak: 33
000327_0.pak: 48
infomatrixex_text_alc.pak: 1
infomatrixex_text_ali.pak: 1
infomatrixex_text_eld.pak: 4
infomatrixex_text_emi.pak: 2
infomatrixex_text_fun.pak: 8
infomatrixex_text_koo.pak: 3
infomatrixex_text_ner.pak: 2
infomatrixex_text_rob.pak: 2
infomatrixex_text_ryo.pak: 2
infomatrixex_text_tam.pak: 5
infomatrixex_text_war.pak: 3
PRELOAD.pak: 67
the beginning parts of each of those numbered .pak files are all the same, but there are some fairly large differences later on. i don't understand it, so i can't tell how different they are...
emi000.pak was definitely interesting since there was a huge block of text, coherent text as far as I can tell, and it's dialogue, since he's addressing his Masutaa. ner000.pak and tam000.pak are the same as well.(the three SErvants you can get are EMIya, NERo and TAMamo, thus the emi, ner and tam) Once again, i don't understand them and i'm not quite 100% sure what the game is like, so could they be like the different things they say depending on what route you take?
i kinda need someone to take a look at that part and confirm it for me, though...
 

DarkDusk

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Hey, there. Not to discourage you or anything, but maybe you should try editing some of the Japanese text into English and recompile them back into the iso first. Just to make sure you actually know what you're doing. It would suck terribly if you finish the translation and realise you can't put the edited files back into the iso and still have it work on your psp. And if you have to recompile it all into data.cpk before replacing the file in the iso, then how would you release a patch file? Of course, if you've already got that cover, then I apologise for butting in. Sorry.
 

bugubugu

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the prolbem right now is that i can't get to the script. it's in the .cmp files and it's compressed along some version of the lzss scheme that i'm trying to figure out. i'm asking around for help, but i'll post back here if ever i manage to figure it out. can't test anything until i actually find what i need to edit.
 

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