Hacking Translation The Legend of Heroes: Trails from Zero Evolution English patch

HxRaider

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There is a large technical issue that is preventing the release of Azure, unrelated to Zero. Unlikely to see any releases until that is fixed, unfortunately.
Hearing that was sad, especially on Azure, the conclusion, but I hope everything will be resolved.
 

Dayzik

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There is a large technical issue that is preventing the release of Azure, unrelated to Zero. Unlikely to see any releases until that is fixed, unfortunately.
I know some people in the translation world that could help here. Although I don't know what the issue is exactly.
 

HxRaider

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Will you patch in the official translation from NISA?
it would add more work for them if they suddenly have to change
since the GF translation was already used for this, and azure hit a technical issue

It would be more probable if there are other groups that work on it, using this patch as a base.
 

crimson04

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Does anyone have a video of how to patch this to my vita? It's a bit hard for me to follow to install the patch since this is my first time to do it and I don't want to have a problem on installing it. Thank you
 

Howchie

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I'm sure you guys have it under control but if there's a technical issue holding Azure up perhaps consider posting about it more broadly? I'm sure someone out there has encountered a similar issue.

Can't wait for the final game.
 
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rarenight

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Thank you so much for this! I really hope you'll be able to resolve the technical issue and release Azure as well! This is my preferred way of experiencing Crossbell and it would be incredible to have the entire set of Evolution releases fully playable in English!
 

julianuf

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I know some people in the translation world that could help here. Although I don't know what the issue is exactly.

Alright, so, quick update.

We were attempting to patch elf string pointers (the movw+movt instructions), the same way we did for Zero, but it was not working at all and ignoring the patched instructions.

I managed to identify the issue. The first issue is that the elf is relocated with a relocation table.

I did a test and nulled out the relevant records in the relocation table. This caused the patched strings to show garbage data and sometimes crash. This leads to the second issue: the game uses ASLR. (The address space of the game is randomized, so the relo table is patching everything at boot to have the proper addresses for where the game gets loaded.)

I am not super familiar with elf relocation so this has been a bit of a process. Right now, our "solution" involves using the "noASLR" plugin to disable ASLR, and using the patched elf with relevant relocation records nulled out.

I don't like this solution as it requires using an extra external plugin.

Some other potential solutions include:

1. Keep the patched elf with nulled relo entries, and find a way to disable ASLR without the use of a plugin.

2. Reverse how these relo entries work, and instead patch them to point to the new addresses.

I am leaning towards #2. The biggest issue is that doing quick tests like this on Vita games is a pain and super time consuming. ;(
 
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Howchie

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Alright, so, quick update.

We were attempting to patch elf string pointers (the movw+movt instructions), the same way we did for Zero, but it was not working at all and ignoring the patched instructions.

I managed to identify the issue. The first issue is that the elf is relocated with a relocation table.

I did a test and nulled out the relevant records in the relocation table. This caused the patched strings to show garbage data and sometimes crash. This leads to the second issue: the game uses ASLR. (The address space of the game is randomized, so the relo table is patching everything at boot to have the proper addresses for where the game gets loaded.)

I am not super familiar with elf relocation so this has been a bit of a process. Right now, our "solution" involves using the "noASLR" plugin to disable ASLR, and using the patched elf with relevant relocation records nulled out.

I don't like this solution as it requires using an extra external plugin.

Some other potential solutions include:

1. Keep the patched elf with nulled relo entries, and find a way to disable ASLR without the use of a plugin.

2. Reverse how these relo entries work, and instead patch them to point to the new addresses.

I am leaning towards #2. The biggest issue is that doing quick tests like this on Vita games is a pain and super time consuming. ;(
I don't think an external patch is a big deal if it's the difference between releasing or not releasing the translation. You could always improve the implementation in an update if you solved it.
 
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Nelvix

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I don't think an external patch is a big deal if it's the difference between releasing or not releasing the translation. You could always improve the implementation in an update if you solved it.
Yeah I agree with you on this one. I am really glad that we can play 7 out of the currently released 9 games (in English) of trails on the vita. And it really feels like Azure is the last remaining "infinity stone". Really excited and looking forward to the release. And installing an external plugin is fine by me.
 

Hark0n

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I get, that you guys really want to see the game translated on the vita and are prepared to make concessions, but I would really prefer a solution, that does not rely on a plugin... the fewer plugins I need to run, the better! I mean, stability IS a concern for me at least (running a BUNCH of games on two 512gb SD on a sd2vita and a psvsd) :wtf:
 
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julianuf

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There's 2 reasons I made the above post:

1. To give an update on where we're at with technical issues
2. To potentially seek out anyone who may be familiar on the subject and/or may want to assist

That's it. Absolutely nothing else. Maybe there will be a WIP patch with a plugin solution. Maybe there wont be. Those aren't my call to make. (And most definitely not some online rando's.) I'm merely working on solutions to problems.
 

Howchie

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Thanks guys appreciate all you do and I'm not trying to make the call just expressing an opinion as an interested end user. The plugin would be configured to only run for the one game, I do the same already with the flip x and o button plugin for these Japanese games. Not a big deal at all.
 

weeb_ex_machina

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Alright, so, quick update.

We were attempting to patch elf string pointers (the movw+movt instructions), the same way we did for Zero, but it was not working at all and ignoring the patched instructions.

I managed to identify the issue. The first issue is that the elf is relocated with a relocation table.

I did a test and nulled out the relevant records in the relocation table. This caused the patched strings to show garbage data and sometimes crash. This leads to the second issue: the game uses ASLR. (The address space of the game is randomized, so the relo table is patching everything at boot to have the proper addresses for where the game gets loaded.)

I am not super familiar with elf relocation so this has been a bit of a process. Right now, our "solution" involves using the "noASLR" plugin to disable ASLR, and using the patched elf with relevant relocation records nulled out.

I don't like this solution as it requires using an extra external plugin.

Some other potential solutions include:

1. Keep the patched elf with nulled relo entries, and find a way to disable ASLR without the use of a plugin.

2. Reverse how these relo entries work, and instead patch them to point to the new addresses.

I am leaning towards #2. The biggest issue is that doing quick tests like this on Vita games is a pain and super time consuming. ;(
Thank you for your services
Glad to see it's still being worked on altho the end of the tunnel is seems to be far!

I hope you find the solution for the problem soon!
 

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