Phantasy Star Nova Translation [We need your help!]

image.jpeg

:arrow: Patch updated! See http://arks-layer.com/nova.php for the latest version and help on installing it.


Current status of Nova translation:

- Game dumped, modification possible ✔
- CPK file successfully repacked ✔
- Files modified, patching possible! ✔
- Proof of concept created! LET'S GET THIS SHOW ON THE ROAD! ✔
- Finish with our new fontmap tool so we can do a proper textdump and find out where all these strings are hiding! ✔

To do:

- Translate stuff! \ o /

Feel free to join our discord channel: https://discord.gg/PSO2

Thanks for reading, and here's to more vita games being translated! o/
 
Last edited by AIDA,

kftX

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Hello everyone! My name is AIDA, and I lead the teams who work on most of the PSO2 PC projects (The tool people use to install patches, the patches themselves, community support, etc etc etc). We're currently working on a PS:Nova English patch (have been since the moment Henkaku was announced!). We've got the CPK unpacked, and (after smashing our heads against a wall) have gotten it to successfully repack using a tool I'm not allowed to distribute (sorry, licenses are crazy!).

However, our main roadblock has been the files Nova uses. We're not familiar with these filetypes, and we couldn't find anyone on the net who was - Once we're able to edit these files (which we assume are the UI stuff, as a start), the translation can really take off!

Current status of Nova translation:

- Game dumped, modification possible ✔
- CPK file successfully repacked ✔
- Need to program/locate tools to work with the following formats (one of which will have the things we need):

.crbpj ✖
.aif (NOT A SOUND FILE AFAIK) ✖

- A sample of the above files is available here: http://aida.moe/puush/7gKf.zip

Feel free to join our discord channel: https://discord.gg/C9Rx6Mz

Thanks for reading, and here's to more vita games being translated! o/

I have asked Wololo to retweet this thread and tried to reach Rinnegatamante to see if he knows anything about this. Have you tried /r/vitahacks? Devs frequent the place and many users have done such things as figuring out the encoding of .wav files for Binding of Isaac and such.

I love your team's work on PSO and hope you can figure out how to get past this obstacle!
 
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AIDA

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Thanks for the positive feedback, everyone! We've had some people join our discord and get the ball rolling - It looks like *some form of text* is in the RMD files, whereas the older files we were looking at are just texture information. (Mean of them to label them ui_* like the PSO2 PC text files ; _ ; ). I've added a few samples to the OP if anyone wants to get cracking on it. (And no, it's not an R language markdown file :P)

Cheers!
 

rjshooter

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Sending more positive vibes to this project :yaypsp:
So yeah since PS Nova ain't getting any English release, sucks to be us people who don't understand Japanese (or too lazy to learn, yeah, I know :().
I hope this project will be a huge success! :lol:
 
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masl

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Hi,
I did some testing around, and I think I know how to decode the AIF Files. The File is saved in Little Endian.
You can see this by opening it in a Hex Editor. At the beginning of the File you will find the Letters " FIA" --> "AIF " and "ATIV" --> "VITA"

The general Format seems to be a Variant of the IFF Format (https://en.wikipedia.org/wiki/Interchange_File_Format) or RIFF Format (https://en.wikipedia.org/wiki/Resource_Interchange_File_Format). More likely to be RIFF because of Little Endian.
You can Find the Offsets for the different Containers (with Keywords: "AIF ", "AMF ", "head", "buff", "addr" etc. ) right after these Keywords. So if your Keyword Beginns at 0x0000 and the offset is 0x0010 the Container goes until 0x0000 + 0x0010 = 0x0010. A Keyword as well as the Offset has a Size of 4 Bytes. Containers can contain other Containers and raw Data. The "AMF " Container is the biggest one. It Contains a "head" a "buff" a "addr" container and raw Data which seems to be an "Array" of data with 16-Byte entries.
Most probably this is not the File you are looking for because this "Array" is to regular (lots of same entries, e.g. "00000000 00000000 F7BEFFFF 00000000").

So the crttl Files are also ineligible because they only Contain aif File Names. (You can open it in a Text Editor of your choice. Enconding seems to be ASCII. With a newline char after every Filename and a "Null" Character at the End of the File)
The crttl Files and crbpj Files are in Big Endian.

Hope I could help a bit
--Masl
 

cearp

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@AIDA (and anyone else) - if it's not too much work, if in your unpacking you could share the item list and item ids with me so I can add them to my save editor, that would be great :)
http://gbatemp.net/threads/release-supernova-phantasy-star-nova-save-editor.438000

thanks!

(i have a nearly finished inventory+box editor for atelier meruru that I worked on and didn't release yet because a little bug, but I can easily move that to nova)
 
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AIDA

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@AIDA (and anyone else) - if it's not too much work, if in your unpacking you could share the item list and item ids with me so I can add them to my save editor, that would be great :)
http://gbatemp.net/threads/release-supernova-phantasy-star-nova-save-editor.438000

thanks!

(i have a nearly finished inventory+box editor for atelier meruru that I worked on and didn't release yet because a little bug, but I can easily move that to nova)

Of course! If/when we come across it, we'll let you know.
 
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masl

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@Nagato
I've now written a own tool, that lets me open the Files. It tries to Convert the Files to the PVR File Format, which is Simple and Supports all the other Output Formats like DXT1. (See: http://cdn.imgtec.com/sdk-documentation/PVR+File+Format.Specification.pdf and http://cdn.imgtec.com/sdk-documentation/PVRTC+&+Texture+Compression.User+Guide.pdf). You can Open these files with a tool called PVRTexTool (See: https://community.imgtec.com/developers/powervr/tools/pvrtextool/).

The Repo to my Tool is: https://github.com/masl123/AIF_Converter

To get the image right, I always just skipped one byte of the imagedata and then saved one. (Thats also why there are two Versions of the same Image). The important bits of Code are in the PVRFormat and Chunk classes.

These are the results I've got. Only thing to Fix, are the Colors, although I think that these two "Images" have to be Combined somehow, to get the right ones. Would be interesting to see what happens when you change some bytes. (to find out, if its RGB or HSB or some other Color Model).




Edit: I now fixed the Images having reversed width and height
 
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cearp

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beautiful! i don't remember that rainbow graphic when i played though

what reason may there be for different image formats in one game?
 

AIDA

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Hey all - We (and by we, I mean Nagato) found a way to streamline the patching process - We were able to modify the title screen through using a very small CPK file. This means that, barring any issues we encounter, the english patch size will be very small, and will simply be "FTP this file over and play". \ o /
 

cearp

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i just noticed L2/R2, L3/R3 in the texture @Nagato posted... we can use those button on vita tv for something? or just leftovers

thanks for the progress updates :)
 

Kamiyama

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i just noticed L2/R2, L3/R3 in the texture @Nagato posted... we can use those button on vita tv for something? or just leftovers

thanks for the progress updates :)

The game supports PSTV. R3 is for free aim and etc.

If there's gonna be stuff in Google Docs or something in near future, I can help a little with the translation. I've been playing the game recently and I've thinking some translations for items, quests, classes and names of NPC characters already. Good to see that AIDA and others are doing some magics for this game. I've used AIDA's PSO2/es translations a lot and I can say that they are better than most of Sega's official translations.
 
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