Legend of Heroes Translation

Discussion in 'PSP - Hacking & Homebrew' started by zero_g_monkey, May 17, 2014.

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  1. zero_g_monkey
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    zero_g_monkey GBAtemp Fan

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    Sorry. I forgot to change the signature address. The new forum is in the first post but I will update the signature one right now.
     
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  2. Guren no heya kara

    Guren no heya kara Advanced Member

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    You managed to pass those questions?
    Wow.
     
  3. Dan_Tsukasa

    Dan_Tsukasa GBAtemp Regular

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    Okei, went to the right forum and registered this time.
     
  4. Dan_Tsukasa

    Dan_Tsukasa GBAtemp Regular

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    Is the forum supposed to be almost empty right now or do I not have permissions to see everything yet?

    Theres no posts at all in the Kiseki series translation for example, the old board was quiet but this one is more or less empty, maybe I don't have the right permissions yet?
     
  5. zero_g_monkey
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    zero_g_monkey GBAtemp Fan

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    Been busy working on the games. Will hopefully make some public posts soon. There are 2 different sections in the forums. Public and private (team only). if there is anything you want to talk about there, post it. We usually will jump in pretty quickly.
     
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  6. shinenyuri

    shinenyuri Member

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    Very happy to see this is not dead. Just as I cheered on you guys suddenly everyone stopped posting, I was kinda scared xD

    To be honest, I don't really care if you need 2 or 3 years to do this or even more, but when projects keep going I always want to see the members at least doing conversations or making some sign of them being alive in a direct way. A forum is the perfect way of doing so (in fact, this thread is also one). This is one of the reasons I'm very eager for this and GE2's translation xD
     
  7. zero_g_monkey
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    zero_g_monkey GBAtemp Fan

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    Hopefully it will speed up greatly with the assistance of a few translators and an already translated Chinese script. Speaking of which. If any translator is feeling bored and wants something to work on, I just uploaded on the initial post more pages of dialog than you can shake a stick at. Pay special attention to the File Associations spreadsheet (Its the first link above the others)
     
  8. iluvfuzz

    iluvfuzz GBAtemp Regular

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    Thanks for working on this game. I've actually been studying Japanese to be able to play video games and eventually help translate them. I was able to translate the first two lines of the event script with the help of jisho for kanji I didn't know. Since I don't know much kanji it takes me longer to translate just one line, so I probably wouldn't be much help. Though I wish I could help.
     
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  9. flame1234

    flame1234 GBAtemp Advanced Fan

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    This is a great reason to learn Japanese! Be sure to post in the learning Japanese thread if you need any help with your studies.

    Okay, back on topic now. Progress! Glorious progress! As you can see, it's more than a little rough around the edges. Like really rough. Anyway, hopefully most of these rough edges will be cleaned up before the patch is released.
    Have been working on the inserter and it's to the point where it can actually insert some text so I wanted to try it. I'd like to share the result with all of you. :)


    c1150.bin (Crossbell Police HQ script file) isn't translated yet, so this is as far as I can go for now.
     
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  10. zero_g_monkey
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    zero_g_monkey GBAtemp Fan

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    Are you getting excited yet?

    Flame has been working hard on getting the inserter up and going. Guren and Yangxu have been busting their brains working on the scripts. I just hang around and look pretty (not really, but what I am doing is kind of boring to talk about.) Yep. Good stuff. Now the real fun begins...
     
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  11. flame1234

    flame1234 GBAtemp Advanced Fan

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    Looked at this, but didn't find out much. I think I will go with face lookup like Zero suggested. It means for many dialogues in the game, we will not have a name in the dump.

    Problem: Identification of character for FE00 (00FE?) sub-code in 55 and 5C opcodes.
    We need an example. SSS HQ (night) is the first time in the game you can walk around and speak with various characters. That's file c011b. Function 9 at 0x1bf9 is for speaking with Sergei.
    Have a look at the dump of c011b. It was gotten by decompiling, but you only see the text-related opcodes there.
    I also looked at NPC data in the header. It seems this function 9 is referenced in there. But I don't know how to tell what character is what.

    When you approach a character, 0xBFFF470 gets set with the character ID.
    Sergei's ID for c011b (does it change based on the file?) is 0011 (looks like 1100 in binaries because of little-endian). I'm just guessing this because the 55/5C opcodes that explicitly have this code all belong to Sergei.
    Then, when you talk to that character and a FE00 dialogue opcode comes up, that character ID is used to generate the name in the dialog box.
    The formula is character ID minus 7. Which is weird, I can't find that in the game code. But it seems to work. 0x11 - 7 = 10, and string 10 in the string table at the bottom is Sergei.
    Sometimes, the character ID is specified in the opcode. If that's the case, the one specified in the opcode gets used.
    0xBFFF470 is getting loaded from 0x8C5CA6C, for me anyway.
    So 0xBFFF470 is like a default character ID that changes depending on the character you are near.
    You can see it's looking specifically for this value of 0xFE at 0894EB0C. I found this by setting my breakpoint on a 0xFE in Sergei's dialogue at 0x08C90E07 (c011b offset 0x1c07). If you step through from there you will find the character code being read from 0x8C5CA6C and store at 0xBFFF470.

    I spent some time on this, but I don't think I'll be able to solve it.
    It doesn't apply to "story sequences" because I think the developers don't consider you to be especially near any characters during story sequences.
    -------------------
    Opcode 0xF is "Battle." The first relevant one happens in m0002 for a story battle sequence. That's important because the battle data has a pointer in it. The pointer is pointing at the battle map name data in the string table at the bottom.
    You can see a 0xF opcode at m0002 0x1301. Right after that you have 0x3B0, which is a pointer to battle data. Battle data records are 0x20 long. At offset 0xC in the battle data record, you have a pointer to the battle map name in the string table.
     
  12. flame1234

    flame1234 GBAtemp Advanced Fan

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    Everything's working so far at least. With this, it seems we can have a mostly complete patch as soon as the script is translated.
    You can jump to the end of the first video with this link. Otherwise, see below.

    You will see problems we know about, like Japanese script and character names.
    30 (ish) gameplay minutes!

    This is not to the end of the translated part. It's really more like the first hour, out of about 25 total, is almost completely translated.
    But the next sequence is super long, one of the longest in the entire game, so I decided to stop here.
     
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  13. Diag

    Diag GBAtemp Regular

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    wow, you guys are just awesome :o faster than xseed ^^
     
  14. zero_g_monkey
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    zero_g_monkey GBAtemp Fan

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    I do want people to keep this in mind about the videos that are being posted. A lot of stuff will change. A good portion on the files being used (besides the story files) are old files. Since they were created, we have discovered new techniques and have better tools for working with these files. It should look a whole lot more professional in the end (other than that butt ugly mono spaced font - which I still can't get to the bottom of).
     
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  15. Nhun22

    Nhun22 Newbie

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    Jun 8, 2015
    Wow, this quite frankly looks amazing so far. Keep it up :) I'll definitely look forward to more updates.
     
  16. KiEgon

    KiEgon Member

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    Feb 13, 2013
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    AMAZING!!!! Good luck from Italy :)
     
  17. LoyalZero1

    LoyalZero1 Former Videogame & Movie News Super Blogger

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    Wow. Both Zero and Ao are being translated, eh? :bow:
     
  18. zero_g_monkey
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    zero_g_monkey GBAtemp Fan

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    We have plans for Ao but unless somebody else is translating it. We are only working on Zero from this arc at this moment.
     
  19. darksinh6

    darksinh6 Newbie

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    Sep 2, 2015
    Hi, guys! Recently I thought abot translating Trails in the Sky into Spanish (I don't mind the PSP or PC version). The issue is that I'm only a translator and in order for the project to move on we need a way of accessing the texts of the game. I think that in the case of the PSP version of Trails the process won't be very different to that of Zero no Kiseki, and I've seen that you have made some progress. However, I don't understand anything of all these messages. So the question is: is anyone interested in giving me some basic indications about this? I mean, is it really possible to access easily to the texts for the translators? If so, I'd be very grateful for any help :)

    Thanks, and sorry for my English, it isn't my first language xD
     
  20. zero_g_monkey
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    zero_g_monkey GBAtemp Fan

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    Don't apologize about English not being your first language.

    Depending on which game you are wanting to work on, Sora no Kiseki FC is the closest to Zero in terms of file structure. You can use what we call the "Falcom Trick" with this game. Basically the files are stored in 2 different places. You will have the "archive" style file that contains multiple files in one. Those files are either compressed or encrypted. They are the ones the game will look for first. Then you have the ones that are the individual files in separate folders that are easier to edit.

    Script files are located in the usdir/data/scenario/0/ folder.
    Misc stuff (like items, spells and etc.) are in the usdir/data/text/ folder.

    Sora no Kiseki SC and 3rd don't have the ability to use the "Falcom Trick". All of the important files are in the archive format. So a tool to extract them is a must.

    I don't have my PC versions handy right this moment, so I can't really comment on their setup. But I would say they are pretty close to their PSP counterparts unless all the files are in those .dat files. Then you need something like falcom convert.

    Here is another useful site with some tools. Maybe Flame will stop by and share his stuff also. I would but can't remember my password for the old forum.

    I hope this helps you out some. If you have anymore questions, just post them and one of us will try to answer them.
     
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