ROM Hack Suikoden Tierkreis Undub Infos here

Yonnibuns

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Ayy, not to necro this thread, but I was wondering if anyone had the downloadable files to translate the Undub? Dead links in the first post. AHHHHHH.
 
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elenarguez

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Anyone who has the patches of the first post and wants to share them? Pls :sad: I love this game but I hate the fart dubbing it has.
 

FAST6191

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Dead is a variable thing it seems.

The basic techniques should work fine regardless (you are given the option between replacing the sound in the EU version of the ROM with those of the Japanese, and the option to overwrite the Japanese game's text with English which is a rare treat as most such things are a far more involved project).

https://gbatemp.net/threads/suikoden-tierkreis-undub-infos-here.140391/page-14#post-1856219
has a mediafire link https://www.mediafire.com/?zdddmzd44tj which worked for me a few minutes ago.
The later font gukid font replacement (which may or may not be better) is on the wayback machine
https://web.archive.org/web/20090628131116/http://www.gukid.com/storage/gd_sysfont_jp.nftr
https://gbatemp.net/threads/suikoden-tierkreis-undub-infos-here.140391/page-14#post-1857490 for the post discussing the differences.

You can edit your own font as well. https://gbatemp.net/threads/nftr-editor.105060/ https://gbatemp.net/download/nftredit.29196/ and crystaltile2 has some options here as well.

I am trying to figure out what was done for the sync fixes.

There is also a mention of a silencing patch which downloads appear to not work for in my limited scan thus far.
In SDAT files (which this would be an example of from what I have seen) then there are three main approaches (maybe four) depending upon what was done, easy enough to do with fairly limited hacking skills as well.
There are three main music types in SDAT files
SSEQ
SWAV/SWAR
STRM

SSEQ are closer to midi type formats in that they are a list of notes to play (or more accurately samples) with various options for looping.
SWAV come in a few flavours. These are short sound files (10 seconds is pushing it, most are more like 1 second but this is enough for in game voice overs).
SWAR are archives of SWAV files, sometimes numbering in the thousands (I looked once at a Castlevania game with an eye to undubbing it and it was 1000s of files, including a sample they did for an E3 presentation which was nice, fortunately for me there was another way) and where everything else might well have nice names this will be just numbers.
STRM are not in all games but these are full audio tracks.

Editing such things is easy enough and there are options for all. https://github.com/vgmtrans/vgmtrans is probably what I would point people at first, though there are other options (not sure what tinke has these days, more manual options are also available.
You can either edit the volumes for those things with them. I did this for Nanostray 2 a while back I think it was to remove various audio elements from the game (technically still there but if volume is 0...). Not all things will have a volume level that is respected though.
Replace them with silence -- most samples and swav files are some flavour of PCM or ADPCM audio (about the most basic audio formats there are, though stuff like vgmtrans should import wave files where necessary). Silence is equally easy to make in audio editors to any length, or import-export existing files if you want to be sure to match lengths, more on that shortly though when sync gets discussed.
Three is mess with loops. If there is silence somewhere in it then loop that a few hundred times and you will probably have your hack as it will be forced out by the next thing soon enough.
Four is other things have other options that might see you stop things from effectively playing. In this case one of the options in an earlier post mentions redirecting the whole file to some silence which is nicely in the game already (this is similar to what was done for some of the audio changing hacks that go quite far back -- I still have my version of tetris ds that plays the classic tetris theme rather than mario).
You could also do it properly and edit the various calls but let us not get too drastic.
https://gbatemp.net/threads/suikoden-tierkreis-undub-infos-here.140391/page-10#post-1846306 has a bit more there.

Sync patch I am not sure what goes for. Cracking such issues can be quite a hard task as it can go deep to the heart of the code, on the other hand if samples are reliably a fixed amount "out" then easy enough to insert a suitable amount of silence before the file, or if there is silence before already then remove/add as appropriate.
 
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totakeke95

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So is it possible to redo the undub? I find it hard to believe that no one keeps the files... some kind soul must have them. There's still hope I guess...
 

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